// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'HATE1' 
jump @HATE1_12 

:HATE1_12
if or
8AF0:   not 25@ = get_int_from_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "MODELX1" key "KEY" 
8AF0:   not 26@ = get_int_from_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "MODELX2" key "KEY" 
8AF0:   not 27@ = get_int_from_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "MODELX3" key "KEY" 
8AF0:   not 28@ = get_int_from_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "MODEXC" key "KEY" 
8AF0:   not 29@ = get_int_from_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "IDG5" key "KEY" 
8AF0:   not 30@ = get_int_from_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "IDG6" key "KEY" 
jf @HATE1_184 
25@ = -1 
26@ = -1 
27@ = -1 
28@ = -1 
29@ = -1 
30@ = -1 
00BC: show_text_highpriority GXT 'DRGER' time 10000 flag 1 
end_thread 

:HATE1_184
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @HATE1_184 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @HATE1_184 
Model.Load(#SILENCED)
Model.Load(#MICRO_UZI)
Model.Load(#DESERT_EAGLE)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
Model.Load(28@)
Model.Load(27@)
Model.Load(26@)
Model.Load(25@)
038B: load_requested_models 
jump @HATE1_1DE 

:HATE1_1DE
wait 0 
if or
   not Model.Available(28@)
   not Model.Available(25@)
   not Model.Available(27@)
   not Model.Available(26@)
jf @HATE1_213 
00BC: show_text_highpriority GXT 'DRGER' time 10000 flag 1 
end_thread 

:HATE1_213
wait 0 
if and
   Model.Available(28@)
   Model.Available(25@)
   Model.Available(27@)
   Model.Available(26@)
jf @HATE1_1DE 

:HATE1_236
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 40.0 -40.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 30.0 30.0 
jf @HATE1_236 
$70000 = Car.Create(28@, 4@, 5@, 6@)
Car.Angle($70000) = 184.7214
Car.SetMaxSpeed($70000, 253.0)
Car.DoorStatus($70000) = 5
00AE: set_car $70000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($70000, DriveToPlayer)
053F: set_car $70000 tires_vulnerability 0 
Car.SetImmunities($70000, 1, 1, 1, 1, 1)
0587: enable_car $70000 validate_position 0 
$150000 = Actor.CreateAsDriver(Gang1, 27@, $70000)
$160000 = Actor.CreateAsPassenger(Gang1, 25@, $70000, 0)
$170000 = Actor.CreateAsPassenger(Gang1, 26@, $70000, 1)
$180000 = Actor.CreateAsPassenger(Gang1, 27@, $70000, 2)
Actor.Health($150000) = 500
Actor.Health($160000) = 500
Actor.Health($170000) = 500
Actor.Health($180000) = 500
0978: copy_decision_maker 65540 to $190000 
0709: set_decision_maker $190000 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 $190000 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 $190000 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 $160000 decision_maker_to $190000 
060B: set_actor $170000 decision_maker_to $190000 
060B: set_actor $180000 decision_maker_to $190000 
077A: set_actor $160000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $170000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $180000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $160000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $170000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $180000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $160000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $170000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $180000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $70000 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 
Actor.GiveWeaponAndAmmo($160000, 29@, 9999)
Actor.GiveWeaponAndAmmo($170000, 29@, 9999)
Actor.GiveWeaponAndAmmo($180000, 30@, 9999)
Actor.WeaponAccuracy($150000) = 100
Actor.WeaponAccuracy($160000) = 100
Actor.WeaponAccuracy($170000) = 100
Actor.WeaponAccuracy($180000) = 100
0190: add_car $70000 to_flipped_check // 6 max 

:HATE1_471
wait 3000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 40.0 -40.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 30.0 30.0 
jf @HATE1_471 
$200000 = Car.Create(28@, 4@, 5@, 6@)
Car.Angle($200000) = 184.7214
Car.SetMaxSpeed($200000, 253.0)
Car.DoorStatus($200000) = 5
00AE: set_car $200000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($200000, DriveToPlayer)
053F: set_car $200000 tires_vulnerability 0 
Car.SetImmunities($200000, 1, 1, 1, 1, 1)
0587: enable_car $200000 validate_position 0 
$210000 = Actor.CreateAsDriver(Gang1, 27@, $200000)
$220000 = Actor.CreateAsPassenger(Gang1, 26@, $200000, 0)
$230000 = Actor.CreateAsPassenger(Gang1, 27@, $200000, 1)
$240000 = Actor.CreateAsPassenger(Gang1, 25@, $200000, 2)
Actor.Health($210000) = 500
Actor.Health($220000) = 500
Actor.Health($230000) = 500
Actor.Health($240000) = 500
0978: copy_decision_maker 65540 to $190000 
0709: set_decision_maker $190000 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 $190000 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 $190000 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 $220000 decision_maker_to $190000 
060B: set_actor $230000 decision_maker_to $190000 
060B: set_actor $240000 decision_maker_to $190000 
077A: set_actor $220000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $230000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $240000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $220000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $230000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $240000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $220000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $230000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $240000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $200000 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 
Actor.GiveWeaponAndAmmo($220000, 30@, 9999)
Actor.GiveWeaponAndAmmo($230000, 30@, 9999)
Actor.GiveWeaponAndAmmo($240000, 29@, 9999)
Actor.WeaponAccuracy($210000) = 100
Actor.WeaponAccuracy($220000) = 100
Actor.WeaponAccuracy($230000) = 100
Actor.WeaponAccuracy($240000) = 100
0190: add_car $200000 to_flipped_check // 6 max 

:HATE1_6AC
wait 3000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 40.0 -40.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 30.0 30.0 
jf @HATE1_6AC 
$250000 = Car.Create(28@, 4@, 5@, 6@)
Car.Angle($250000) = 184.7214
Car.SetMaxSpeed($250000, 253.0)
Car.DoorStatus($250000) = 5
00AE: set_car $250000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($250000, DriveToPlayer)
053F: set_car $250000 tires_vulnerability 0 
Car.SetImmunities($250000, 1, 1, 1, 1, 1)
0587: enable_car $250000 validate_position 0 
$260000 = Actor.CreateAsDriver(Gang1, 27@, $250000)
$270000 = Actor.CreateAsPassenger(Gang1, 25@, $250000, 0)
$280000 = Actor.CreateAsPassenger(Gang1, 26@, $250000, 1)
$290000 = Actor.CreateAsPassenger(Gang1, 26@, $250000, 2)
Actor.Health($260000) = 500
Actor.Health($270000) = 500
Actor.Health($280000) = 500
Actor.Health($290000) = 500
0978: copy_decision_maker 65540 to $190000 
0709: set_decision_maker $190000 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 $190000 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 $190000 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 $270000 decision_maker_to $190000 
060B: set_actor $280000 decision_maker_to $190000 
060B: set_actor $290000 decision_maker_to $190000 
077A: set_actor $270000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $280000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $290000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $270000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $280000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $290000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $270000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $280000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $290000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $250000 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 
Actor.GiveWeaponAndAmmo($270000, 30@, 9999)
Actor.GiveWeaponAndAmmo($280000, 30@, 9999)
Actor.GiveWeaponAndAmmo($290000, 29@, 9999)
Actor.WeaponAccuracy($260000) = 100
Actor.WeaponAccuracy($270000) = 100
Actor.WeaponAccuracy($280000) = 100
Actor.WeaponAccuracy($290000) = 100
0190: add_car $250000 to_flipped_check // 6 max 

:HATE1_8E7
wait 3000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 40.0 -40.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 30.0 30.0 
jf @HATE1_8E7 
$300000 = Car.Create(28@, 4@, 5@, 6@)
Car.Angle($300000) = 184.7214
Car.SetMaxSpeed($300000, 253.0)
Car.DoorStatus($300000) = 5
00AE: set_car $300000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($300000, DriveToPlayer)
053F: set_car $300000 tires_vulnerability 0 
Car.SetImmunities($300000, 1, 1, 1, 1, 1)
0587: enable_car $300000 validate_position 0 
$310000 = Actor.CreateAsDriver(Gang1, 25@, $300000)
$340000 = Actor.CreateAsPassenger(Gang1, 27@, $300000, 0)
$350000 = Actor.CreateAsPassenger(Gang1, 26@, $300000, 1)
$360000 = Actor.CreateAsPassenger(Gang1, 27@, $300000, 2)
Actor.Health($310000) = 500
Actor.Health($340000) = 500
Actor.Health($350000) = 500
Actor.Health($360000) = 500
0978: copy_decision_maker 65540 to $190000 
0709: set_decision_maker $190000 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 $190000 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 $190000 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 $340000 decision_maker_to $190000 
060B: set_actor $350000 decision_maker_to $190000 
060B: set_actor $360000 decision_maker_to $190000 
077A: set_actor $340000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $350000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $360000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $340000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $350000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $360000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $340000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $350000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $360000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $300000 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 
Actor.GiveWeaponAndAmmo($340000, 29@, 9999)
Actor.GiveWeaponAndAmmo($350000, 30@, 9999)
Actor.GiveWeaponAndAmmo($360000, 29@, 9999)
Actor.WeaponAccuracy($310000) = 100
Actor.WeaponAccuracy($340000) = 100
Actor.WeaponAccuracy($350000) = 100
Actor.WeaponAccuracy($360000) = 100
0190: add_car $300000 to_flipped_check // 6 max 

:HATE1_B22
wait 3000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 40.0 -40.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 30.0 30.0 
jf @HATE1_B22 
$370000 = Car.Create(28@, 4@, 5@, 6@)
Car.Angle($370000) = 184.7214
Car.SetMaxSpeed($370000, 253.0)
Car.DoorStatus($370000) = 5
00AE: set_car $370000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($370000, DriveToPlayer)
053F: set_car $370000 tires_vulnerability 0 
Car.SetImmunities($370000, 1, 1, 1, 1, 1)
0587: enable_car $370000 validate_position 0 
$380000 = Actor.CreateAsDriver(Gang1, 27@, $370000)
$390000 = Actor.CreateAsPassenger(Gang1, 25@, $370000, 0)
$400000 = Actor.CreateAsPassenger(Gang1, 26@, $370000, 1)
$410000 = Actor.CreateAsPassenger(Gang1, 27@, $370000, 2)
Actor.Health($380000) = 500
Actor.Health($390000) = 500
Actor.Health($400000) = 500
Actor.Health($410000) = 500
0978: copy_decision_maker 65540 to $190000 
0709: set_decision_maker $190000 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 $190000 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 $190000 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 $390000 decision_maker_to $190000 
060B: set_actor $400000 decision_maker_to $190000 
060B: set_actor $410000 decision_maker_to $190000 
077A: set_actor $390000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $400000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $410000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $390000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $400000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $410000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $390000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $400000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $410000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $370000 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 
Actor.GiveWeaponAndAmmo($390000, 30@, 9999)
Actor.GiveWeaponAndAmmo($400000, 29@, 9999)
Actor.GiveWeaponAndAmmo($410000, 29@, 9999)
Actor.WeaponAccuracy($380000) = 100
Actor.WeaponAccuracy($390000) = 100
Actor.WeaponAccuracy($400000) = 100
Actor.WeaponAccuracy($410000) = 100
0190: add_car $370000 to_flipped_check // 6 max 

:HATE1_D5D
wait 3000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 40.0 -40.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 30.0 30.0 
jf @HATE1_D5D 
$420000 = Car.Create(28@, 4@, 5@, 6@)
Car.Angle($420000) = 184.7214
Car.SetMaxSpeed($420000, 253.0)
Car.DoorStatus($420000) = 5
00AE: set_car $420000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($420000, DriveToPlayer)
053F: set_car $420000 tires_vulnerability 0 
Car.SetImmunities($420000, 1, 1, 1, 1, 1)
0587: enable_car $420000 validate_position 0 
$430000 = Actor.CreateAsDriver(Gang1, 27@, $420000)
$440000 = Actor.CreateAsPassenger(Gang1, 25@, $420000, 0)
$450000 = Actor.CreateAsPassenger(Gang1, 26@, $420000, 1)
$460000 = Actor.CreateAsPassenger(Gang1, 27@, $420000, 2)
Actor.Health($430000) = 500
Actor.Health($440000) = 500
Actor.Health($450000) = 500
Actor.Health($460000) = 500
0978: copy_decision_maker 65540 to $190000 
0709: set_decision_maker $190000 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 $190000 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 $190000 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 $440000 decision_maker_to $190000 
060B: set_actor $450000 decision_maker_to $190000 
060B: set_actor $460000 decision_maker_to $190000 
077A: set_actor $440000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $450000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $460000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $440000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $450000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $460000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $440000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $450000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $460000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $420000 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 
Actor.GiveWeaponAndAmmo($440000, 30@, 9999)
Actor.GiveWeaponAndAmmo($450000, 30@, 9999)
Actor.GiveWeaponAndAmmo($460000, 29@, 9999)
Actor.WeaponAccuracy($430000) = 100
Actor.WeaponAccuracy($440000) = 100
Actor.WeaponAccuracy($450000) = 100
Actor.WeaponAccuracy($460000) = 100
0190: add_car $420000 to_flipped_check // 6 max 
0208: $470000 = random_float_in_ranges 32.2 60.1 
0208: $480000 = random_float_in_ranges 32.2 60.1 
0167: $490000 = create_marker_at 2509.892 -1672.469 13.5032 color 0 flag 2 
Marker.SetIconSize($490000, 3)
Marker.SetColor($490000, 1)
06D5: $500000 = create_racing_checkpoint_at 2509.892 -1672.469 13.5032 point_to 2509.892 -1672.469 18.5032 type 1 radius 8.0 

:HATE1_1006
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $70000 radius $470000 $480000 sphere 0 in_car 
056E:   car $70000 defined 
jf @HATE1_10DC 
0A30: repair_car $70000 
0208: $510000 = random_float_in_ranges -24.2 24.1 
0208: $520000 = random_float_in_ranges -10.2 -40.1 
0209: $530000 = random_int_in_ranges 100 600 
04C4: store_coords_to 8@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset $510000 $520000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($70000) = 9@
wait $530000 
Car.PutAt($70000, 8@, 10@, 11@)
0208: $540000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($70000, 253.0)
$540000 *= 1.3 
Car.SetSpeedInstantly($70000, $540000)
0208: $470000 = random_float_in_ranges 32.2 60.1 
0208: $480000 = random_float_in_ranges 32.2 60.1 

:HATE1_10DC
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $200000 radius $470000 $480000 sphere 0 in_car 
056E:   car $200000 defined 
jf @HATE1_11B2 
0A30: repair_car $200000 
0208: $510000 = random_float_in_ranges -22.2 22.1 
0208: $520000 = random_float_in_ranges -10.2 -40.1 
0209: $530000 = random_int_in_ranges 100 600 
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset $510000 $520000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($200000) = 9@
wait $530000 
Car.PutAt($200000, 12@, 13@, 14@)
0208: $550000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($200000, 253.0)
$550000 *= 1.3 
Car.SetSpeedInstantly($200000, $550000)
0208: $470000 = random_float_in_ranges 32.2 60.1 
0208: $480000 = random_float_in_ranges 32.2 60.1 

:HATE1_11B2
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $250000 radius $470000 $480000 sphere 0 in_car 
056E:   car $250000 defined 
jf @HATE1_1288 
0A30: repair_car $250000 
0208: $510000 = random_float_in_ranges -21.2 21.1 
0208: $520000 = random_float_in_ranges -10.2 -40.1 
0209: $530000 = random_int_in_ranges 100 600 
04C4: store_coords_to 8@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset $510000 $520000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($250000) = 9@
wait $530000 
Car.PutAt($250000, 8@, 10@, 11@)
0208: $560000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($250000, 253.0)
$560000 *= 1.3 
Car.SetSpeedInstantly($250000, $560000)
0208: $470000 = random_float_in_ranges 32.2 60.1 
0208: $480000 = random_float_in_ranges 32.2 60.1 

:HATE1_1288
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $300000 radius $470000 $480000 sphere 0 in_car 
056E:   car $300000 defined 
jf @HATE1_135E 
0A30: repair_car $300000 
0208: $510000 = random_float_in_ranges -12.2 12.1 
0208: $520000 = random_float_in_ranges -10.2 -40.1 
0209: $530000 = random_int_in_ranges 100 600 
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset $510000 $520000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($300000) = 9@
wait $530000 
Car.PutAt($300000, 12@, 13@, 14@)
0208: $570000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($300000, 253.0)
$570000 *= 1.3 
Car.SetSpeedInstantly($300000, $570000)
0208: $470000 = random_float_in_ranges 32.2 60.1 
0208: $480000 = random_float_in_ranges 32.2 60.1 

:HATE1_135E
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $370000 radius $470000 $480000 sphere 0 in_car 
056E:   car $370000 defined 
jf @HATE1_1434 
0A30: repair_car $370000 
0208: $510000 = random_float_in_ranges -13.2 16.1 
0208: $520000 = random_float_in_ranges -10.2 -40.1 
0209: $530000 = random_int_in_ranges 100 600 
04C4: store_coords_to 8@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset $510000 $520000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($370000) = 9@
wait $530000 
Car.PutAt($370000, 8@, 10@, 11@)
0208: $580000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($370000, 253.0)
$580000 *= 1.3 
Car.SetSpeedInstantly($370000, $580000)
0208: $470000 = random_float_in_ranges 32.2 60.1 
0208: $480000 = random_float_in_ranges 32.2 60.1 

:HATE1_1434
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $420000 radius $470000 $480000 sphere 0 in_car 
056E:   car $420000 defined 
jf @HATE1_14EC 
0A30: repair_car $420000 
0208: $510000 = random_float_in_ranges -15.2 16.1 
0208: $520000 = random_float_in_ranges -10.2 -40.1 
0209: $530000 = random_int_in_ranges 100 600 
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset $510000 $520000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($420000) = 9@
wait $530000 
Car.PutAt($420000, 12@, 13@, 14@)
0208: $590000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($420000, 253.0)
$590000 *= 1.3 
Car.SetSpeedInstantly($420000, $590000)

:HATE1_14EC
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @HATE1_151E 
jump @HATE1_1503 

:HATE1_1503
wait 9 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @HATE1_151E 
jump @HATE1_1006 

:HATE1_151E
wait 6 
if or
  $ONMISSION == 1 
   Actor.Dead($PLAYER_ACTOR)
jf @HATE1_1558 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -2000
jump @HATE1_1606 

:HATE1_1558
if or
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2509.892 -1672.469 radius 14.0 14.0 on_foot 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2509.892 -1672.469 radius 13.5032 12.0 in_car 
jf @HATE1_15C5 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSO CONCLUDA!~n~~w~RESPEITO +
Player.Money($PLAYER_CHAR) += 10000
03E5: show_text_box 'GXDX' 
jump @HATE1_1606 

:HATE1_15C5
jf @HATE1_1503 
jump @HATE1_1503 
wait 6 
if or
  $ONMISSION == 1 
   Actor.Dead($PLAYER_ACTOR)
jf @HATE1_1711 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -2000

:HATE1_1606
06D6: disable_racing_checkpoint $500000 
Marker.Disable($490000)
Actor.RemoveReferences($150000)
Actor.RemoveReferences($160000)
Actor.RemoveReferences($170000)
Actor.RemoveReferences($180000)
Car.RemoveReferences($70000)
Car.Destroy($70000)
Actor.RemoveReferences($210000)
Actor.RemoveReferences($220000)
Actor.RemoveReferences($230000)
Actor.RemoveReferences($240000)
Car.RemoveReferences($200000)
Car.Destroy($200000)
Actor.RemoveReferences($260000)
Actor.RemoveReferences($270000)
Actor.RemoveReferences($280000)
Actor.RemoveReferences($290000)
Car.RemoveReferences($250000)
Car.Destroy($250000)
Actor.RemoveReferences($310000)
Actor.RemoveReferences($340000)
Actor.RemoveReferences($350000)
Actor.RemoveReferences($360000)
Car.RemoveReferences($300000)
Car.Destroy($300000)
Actor.RemoveReferences($380000)
Actor.RemoveReferences($390000)
Actor.RemoveReferences($400000)
Actor.RemoveReferences($410000)
Car.RemoveReferences($370000)
Car.Destroy($370000)
Actor.RemoveReferences($430000)
Actor.RemoveReferences($440000)
Actor.RemoveReferences($450000)
Actor.RemoveReferences($460000)
Car.RemoveReferences($420000)
Car.Destroy($420000)
065C: release_decision_maker $190000 
0AAA: 0@ = thread 'DRUG_WARS' pointer 
if 
  0@ == 0 
jf @HATE1_170F 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:HATE1_170F
0A93: end_custom_thread 

:HATE1_1711
jf @HATE1_1006 
jump @HATE1_1006 
