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

//-------------MAIN---------------
thread 'HEX_02' 
wait 500 

:HEX_02_10
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @HEX_02_10 
0209: $00000 = random_int_in_ranges 1 18 
if 
  $00000 == 1 
jf @HEX_02_4E 
$00000 = 403 
jump @HEX_02_277 

:HEX_02_4E
if 
  $00000 == 2 
jf @HEX_02_6F 
$00000 = 406 
jump @HEX_02_277 

:HEX_02_6F
if 
  $00000 == 3 
jf @HEX_02_90 
$00000 = 407 
jump @HEX_02_277 

:HEX_02_90
if 
  $00000 == 4 
jf @HEX_02_B1 
$00000 = 433 
jump @HEX_02_277 

:HEX_02_B1
if 
  $00000 == 5 
jf @HEX_02_D2 
$00000 = 444 
jump @HEX_02_277 

:HEX_02_D2
if 
  $00000 == 6 
jf @HEX_02_F3 
$00000 = 443 
jump @HEX_02_277 

:HEX_02_F3
if 
  $00000 == 7 
jf @HEX_02_114 
$00000 = 455 
jump @HEX_02_277 

:HEX_02_114
if 
  $00000 == 8 
jf @HEX_02_135 
$00000 = 514 
jump @HEX_02_277 

:HEX_02_135
if 
  $00000 == 9 
jf @HEX_02_156 
$00000 = 515 
jump @HEX_02_277 

:HEX_02_156
if 
  $00000 == 10 
jf @HEX_02_177 
$00000 = 556 
jump @HEX_02_277 

:HEX_02_177
if 
  $00000 == 11 
jf @HEX_02_198 
$00000 = 557 
jump @HEX_02_277 

:HEX_02_198
if 
  $00000 == 12 
jf @HEX_02_1B9 
$00000 = 573 
jump @HEX_02_277 

:HEX_02_1B9
if 
  $00000 == 13 
jf @HEX_02_1DA 
$00000 = 578 
jump @HEX_02_277 

:HEX_02_1DA
if 
  $00000 == 14 
jf @HEX_02_1FB 
$00000 = 541 
jump @HEX_02_277 

:HEX_02_1FB
if 
  $00000 == 15 
jf @HEX_02_21C 
$00000 = 451 
jump @HEX_02_277 

:HEX_02_21C
if 
  $00000 == 16 
jf @HEX_02_23D 
$00000 = 415 
jump @HEX_02_277 

:HEX_02_23D
if 
  $00000 == 17 
jf @HEX_02_25E 
$00000 = 480 
jump @HEX_02_277 

:HEX_02_25E
if 
  $00000 == 18 
jf @HEX_02_277 
jump @HEX_02_277 

:HEX_02_277
wait 500 
Model.Load(#MERIT)
Model.Load(#NEBULA)
Model.Load($00000)
Model.Load(#MICRO_UZI)
Model.Load(#DESERT_EAGLE)
Model.Load(#SILENCED)
Model.Load(#COLT45)
Model.Load(#MP5LNG)
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#TRIBOSS)
038B: load_requested_models 
jump @HEX_02_2B9 

:HEX_02_2B9
wait 0 
if or
   not Model.Available($00000)
   not Model.Available(#MERIT)
   not Model.Available(#NEBULA)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#DESERT_EAGLE)
   not Model.Available(#SILENCED)
   not Model.Available(#COLT45)
jf @HEX_02_306 
0ACD: show_text_highpriority "~Y~~H~SCRIPT ERROR" time 5000 
end_thread 

:HEX_02_306
if or
   not Model.Available(#MP5LNG)
   not Model.Available(#TRIADA)
   not Model.Available(#TRIADB)
   not Model.Available(#TRIBOSS)
jf @HEX_02_33D 
0ACD: show_text_highpriority "~Y~~H~SCRIPT ERROR" time 5000 
end_thread 

:HEX_02_33D
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 @HEX_02_33D 
$70000 = Car.Create($00000, 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, FollowRoad)
053F: set_car $70000 tires_vulnerability 0 
5@ = Marker.CreateAboveCar($70000)
0587: enable_car $70000 validate_position 0 
0229: set_car $70000 primary_color_to 0 secondary_color_to 0 
$80000 = Actor.CreateAsDriver(Gang1, #TRIADA, $70000)
$90000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $70000, 0)
Actor.Health($80000) = 5000
Actor.Health($90000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $90000 decision_maker_to $100000 
077A: set_actor $90000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $90000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $90000 acquaintance 4 to_actors_pedtype 6 // 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($90000, MP5, 9999)
Actor.WeaponAccuracy($90000) = 85
0190: add_car $70000 to_flipped_check // 6 max 
07DD: set_actor $90000 attack_rate 100 // previously known as temper_to 

:HEX_02_4DF
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 @HEX_02_4DF 
$110000 = Car.Create(#MERIT, 4@, 5@, 6@)
Car.Angle($110000) = 184.7214
Car.SetMaxSpeed($110000, 253.0)
Car.DoorStatus($110000) = 5
00AE: set_car $110000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($110000, FollowRoad)
053F: set_car $110000 tires_vulnerability 0 
Car.SetImmunities($110000, 1, 1, 1, 1, 1)
0587: enable_car $110000 validate_position 0 
$120000 = Actor.CreateAsDriver(Gang1, #TRIADA, $110000)
$130000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $110000, 0)
$140000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $110000, 1)
$150000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $110000, 2)
Actor.Health($120000) = 5000
Actor.Health($130000) = 5000
Actor.Health($140000) = 5000
Actor.Health($150000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $130000 decision_maker_to $100000 
060B: set_actor $140000 decision_maker_to $100000 
060B: set_actor $150000 decision_maker_to $100000 
077A: set_actor $130000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $140000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $150000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $130000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $140000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $150000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $130000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $140000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $150000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $110000 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($130000, MP5, 9999)
Actor.GiveWeaponAndAmmo($140000, MP5, 9999)
Actor.GiveWeaponAndAmmo($150000, Silenced, 9999)
Actor.WeaponAccuracy($120000) = 85
Actor.WeaponAccuracy($130000) = 85
Actor.WeaponAccuracy($140000) = 85
Actor.WeaponAccuracy($150000) = 85
07DD: set_actor $130000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $140000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $150000 attack_rate 100 // previously known as temper_to 
0190: add_car $110000 to_flipped_check // 6 max 
07F8: car $110000 follow_car $70000 radius 27.0 

:HEX_02_735
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 @HEX_02_735 
$160000 = Car.Create(#MERIT, 4@, 5@, 6@)
Car.Angle($160000) = 184.7214
Car.SetMaxSpeed($160000, 253.0)
Car.DoorStatus($160000) = 5
00AE: set_car $160000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($160000, FollowRoad)
053F: set_car $160000 tires_vulnerability 0 
Car.SetImmunities($160000, 1, 1, 1, 1, 1)
0587: enable_car $160000 validate_position 0 
$170000 = Actor.CreateAsDriver(Gang1, #TRIADA, $160000)
$180000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $160000, 0)
$190000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $160000, 1)
$200000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $160000, 2)
Actor.Health($170000) = 5000
Actor.Health($180000) = 5000
Actor.Health($190000) = 5000
Actor.Health($200000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $180000 decision_maker_to $100000 
060B: set_actor $190000 decision_maker_to $100000 
060B: set_actor $200000 decision_maker_to $100000 
077A: set_actor $180000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $190000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $200000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $180000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $190000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $200000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $180000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $190000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $200000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $160000 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($180000, MP5, 9999)
Actor.GiveWeaponAndAmmo($190000, MP5, 9999)
Actor.GiveWeaponAndAmmo($200000, MP5, 9999)
Actor.WeaponAccuracy($170000) = 85
Actor.WeaponAccuracy($180000) = 85
Actor.WeaponAccuracy($190000) = 85
Actor.WeaponAccuracy($200000) = 85
0190: add_car $160000 to_flipped_check // 6 max 
07DD: set_actor $180000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $190000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $200000 attack_rate 100 // previously known as temper_to 
07F8: car $160000 follow_car $70000 radius 27.0 

:HEX_02_98B
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 @HEX_02_98B 
$210000 = Car.Create(#MERIT, 4@, 5@, 6@)
Car.Angle($210000) = 184.7214
Car.SetMaxSpeed($210000, 253.0)
Car.DoorStatus($210000) = 5
00AE: set_car $210000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($210000, FollowRoad)
053F: set_car $210000 tires_vulnerability 0 
Car.SetImmunities($210000, 1, 1, 1, 1, 1)
0587: enable_car $210000 validate_position 0 
$220000 = Actor.CreateAsDriver(Gang1, #TRIBOSS, $210000)
$230000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $210000, 0)
$240000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $210000, 1)
$250000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $210000, 2)
Actor.Health($220000) = 5000
Actor.Health($230000) = 5000
Actor.Health($240000) = 5000
Actor.Health($250000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $230000 decision_maker_to $100000 
060B: set_actor $240000 decision_maker_to $100000 
060B: set_actor $250000 decision_maker_to $100000 
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 
077A: set_actor $250000 acquaintance 4 to_actors_pedtype 0 // 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 $250000 acquaintance 4 to_actors_pedtype 8 // 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 $250000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $210000 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($230000, MP5, 9999)
Actor.GiveWeaponAndAmmo($240000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($250000, MP5, 9999)
Actor.WeaponAccuracy($220000) = 85
Actor.WeaponAccuracy($230000) = 85
Actor.WeaponAccuracy($240000) = 85
Actor.WeaponAccuracy($250000) = 85
0190: add_car $210000 to_flipped_check // 6 max 
07DD: set_actor $230000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $240000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $250000 attack_rate 100 // previously known as temper_to 
07F8: car $210000 follow_car $70000 radius 27.0 

:HEX_02_BE1
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 @HEX_02_BE1 
$260000 = Car.Create(#MERIT, 4@, 5@, 6@)
Car.Angle($260000) = 184.7214
Car.SetMaxSpeed($260000, 253.0)
Car.DoorStatus($260000) = 5
00AE: set_car $260000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($260000, FollowRoad)
053F: set_car $260000 tires_vulnerability 0 
Car.SetImmunities($260000, 1, 1, 1, 1, 1)
0587: enable_car $260000 validate_position 0 
$270000 = Actor.CreateAsDriver(Gang1, #TRIADA, $260000)
$280000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $260000, 0)
$290000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $260000, 1)
$310000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $260000, 2)
Actor.Health($270000) = 5000
Actor.Health($280000) = 5000
Actor.Health($290000) = 5000
Actor.Health($310000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $280000 decision_maker_to $100000 
060B: set_actor $290000 decision_maker_to $100000 
060B: set_actor $310000 decision_maker_to $100000 
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 
077A: set_actor $310000 acquaintance 4 to_actors_pedtype 0 // 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 $310000 acquaintance 4 to_actors_pedtype 8 // 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 $310000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $260000 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($280000, MP5, 9999)
Actor.GiveWeaponAndAmmo($290000, MP5, 9999)
Actor.GiveWeaponAndAmmo($310000, MP5, 9999)
Actor.WeaponAccuracy($270000) = 85
Actor.WeaponAccuracy($280000) = 85
Actor.WeaponAccuracy($290000) = 85
Actor.WeaponAccuracy($310000) = 85
0190: add_car $260000 to_flipped_check // 6 max 
07DD: set_actor $280000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $290000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $310000 attack_rate 100 // previously known as temper_to 
07F8: car $260000 follow_car $70000 radius 27.0 

:HEX_02_E37
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 @HEX_02_E37 
$340000 = Car.Create(#NEBULA, 4@, 5@, 6@)
Car.Angle($340000) = 184.7214
Car.SetMaxSpeed($340000, 253.0)
Car.DoorStatus($340000) = 5
00AE: set_car $340000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($340000, FollowRoad)
053F: set_car $340000 tires_vulnerability 0 
Car.SetImmunities($340000, 1, 1, 1, 1, 1)
0587: enable_car $340000 validate_position 0 
$350000 = Actor.CreateAsDriver(Gang1, #TRIADA, $340000)
$360000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $340000, 0)
$370000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $340000, 1)
$380000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $340000, 2)
Actor.Health($350000) = 5000
Actor.Health($360000) = 5000
Actor.Health($370000) = 5000
Actor.Health($380000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $360000 decision_maker_to $100000 
060B: set_actor $370000 decision_maker_to $100000 
060B: set_actor $380000 decision_maker_to $100000 
077A: set_actor $360000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $370000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $380000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $360000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $370000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $380000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $360000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $370000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $380000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $340000 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($360000, DesertEagle, 9999)
Actor.GiveWeaponAndAmmo($370000, MP5, 9999)
Actor.GiveWeaponAndAmmo($380000, MP5, 9999)
Actor.WeaponAccuracy($350000) = 85
Actor.WeaponAccuracy($360000) = 85
Actor.WeaponAccuracy($370000) = 85
Actor.WeaponAccuracy($380000) = 85
0190: add_car $340000 to_flipped_check // 6 max 
07DD: set_actor $360000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $370000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $380000 attack_rate 100 // previously known as temper_to 
07F8: car $340000 follow_car $70000 radius 27.0 

:HEX_02_108D
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 @HEX_02_108D 
$390000 = Car.Create(#NEBULA, 4@, 5@, 6@)
Car.Angle($390000) = 184.7214
Car.SetMaxSpeed($390000, 253.0)
Car.DoorStatus($390000) = 5
00AE: set_car $390000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($390000, FollowRoad)
053F: set_car $390000 tires_vulnerability 0 
Car.SetImmunities($390000, 1, 1, 1, 1, 1)
0587: enable_car $390000 validate_position 0 
$400000 = Actor.CreateAsDriver(Gang1, #TRIADB, $390000)
$410000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $390000, 0)
$420000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $390000, 1)
$430000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $390000, 2)
Actor.Health($400000) = 5000
Actor.Health($410000) = 5000
Actor.Health($420000) = 5000
Actor.Health($430000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $410000 decision_maker_to $100000 
060B: set_actor $420000 decision_maker_to $100000 
060B: set_actor $430000 decision_maker_to $100000 
077A: set_actor $410000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $420000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $430000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $410000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $420000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $430000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $410000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $420000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $430000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $390000 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($410000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($420000, MP5, 9999)
Actor.GiveWeaponAndAmmo($430000, DesertEagle, 9999)
Actor.WeaponAccuracy($400000) = 85
Actor.WeaponAccuracy($410000) = 85
Actor.WeaponAccuracy($420000) = 85
Actor.WeaponAccuracy($430000) = 85
0190: add_car $390000 to_flipped_check // 6 max 
07DD: set_actor $410000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $420000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $430000 attack_rate 100 // previously known as temper_to 
07F8: car $390000 follow_car $70000 radius 27.0 

:HEX_02_12E3
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 @HEX_02_12E3 
$440000 = Car.Create(#NEBULA, 4@, 5@, 6@)
Car.Angle($440000) = 184.7214
Car.SetMaxSpeed($440000, 253.0)
Car.DoorStatus($440000) = 5
00AE: set_car $440000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($440000, FollowRoad)
053F: set_car $440000 tires_vulnerability 0 
Car.SetImmunities($440000, 1, 1, 1, 1, 1)
0587: enable_car $440000 validate_position 0 
$450000 = Actor.CreateAsDriver(Gang1, #TRIADB, $440000)
$460000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $440000, 0)
$470000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $440000, 1)
$480000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $440000, 2)
Actor.Health($450000) = 5000
Actor.Health($460000) = 5000
Actor.Health($470000) = 5000
Actor.Health($480000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $460000 decision_maker_to $100000 
060B: set_actor $470000 decision_maker_to $100000 
060B: set_actor $480000 decision_maker_to $100000 
077A: set_actor $460000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $470000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $480000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $460000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $470000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $480000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $460000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $470000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $480000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $440000 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($460000, MP5, 9999)
Actor.GiveWeaponAndAmmo($470000, MP5, 9999)
Actor.GiveWeaponAndAmmo($480000, MP5, 9999)
Actor.WeaponAccuracy($450000) = 85
Actor.WeaponAccuracy($460000) = 85
Actor.WeaponAccuracy($470000) = 85
Actor.WeaponAccuracy($480000) = 85
0190: add_car $440000 to_flipped_check // 6 max 
07DD: set_actor $460000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $470000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $480000 attack_rate 100 // previously known as temper_to 
07F8: car $440000 follow_car $70000 radius 27.0 

:HEX_02_1539
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 @HEX_02_1539 
$490000 = Car.Create(#NEBULA, 4@, 5@, 6@)
Car.Angle($490000) = 184.7214
Car.SetMaxSpeed($490000, 253.0)
Car.DoorStatus($490000) = 5
00AE: set_car $490000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($490000, FollowRoad)
053F: set_car $490000 tires_vulnerability 0 
Car.SetImmunities($490000, 1, 1, 1, 1, 1)
0587: enable_car $490000 validate_position 0 
$500000 = Actor.CreateAsDriver(Gang1, #TRIADA, $490000)
$510000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $490000, 0)
$520000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $490000, 1)
$530000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $490000, 2)
Actor.Health($500000) = 5000
Actor.Health($510000) = 5000
Actor.Health($520000) = 5000
Actor.Health($530000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $510000 decision_maker_to $100000 
060B: set_actor $520000 decision_maker_to $100000 
060B: set_actor $530000 decision_maker_to $100000 
077A: set_actor $510000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $520000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $530000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $510000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $520000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $530000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $510000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $520000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $530000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $490000 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($510000, MP5, 9999)
Actor.GiveWeaponAndAmmo($520000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($530000, DesertEagle, 9999)
Actor.WeaponAccuracy($500000) = 85
Actor.WeaponAccuracy($510000) = 85
Actor.WeaponAccuracy($520000) = 85
Actor.WeaponAccuracy($530000) = 85
0190: add_car $490000 to_flipped_check // 6 max 
07DD: set_actor $510000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $520000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $530000 attack_rate 100 // previously known as temper_to 
07F8: car $490000 follow_car $70000 radius 27.0 

:HEX_02_178F
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 @HEX_02_178F 
$540000 = Car.Create(#NEBULA, 4@, 5@, 6@)
Car.Angle($540000) = 184.7214
Car.SetMaxSpeed($540000, 253.0)
Car.DoorStatus($540000) = 5
00AE: set_car $540000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($540000, FollowRoad)
053F: set_car $540000 tires_vulnerability 0 
Car.SetImmunities($540000, 1, 1, 1, 1, 1)
0587: enable_car $540000 validate_position 0 
$550000 = Actor.CreateAsDriver(Gang1, #TRIADA, $540000)
$560000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $540000, 0)
$570000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $540000, 1)
$580000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $540000, 2)
Actor.Health($550000) = 5000
Actor.Health($560000) = 5000
Actor.Health($570000) = 5000
Actor.Health($580000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $560000 decision_maker_to $100000 
060B: set_actor $570000 decision_maker_to $100000 
060B: set_actor $580000 decision_maker_to $100000 
077A: set_actor $560000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $570000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $580000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $560000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $570000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $580000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $560000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $570000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $580000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $540000 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($560000, DesertEagle, 9999)
Actor.GiveWeaponAndAmmo($570000, MP5, 9999)
Actor.GiveWeaponAndAmmo($580000, MP5, 9999)
Actor.WeaponAccuracy($550000) = 85
Actor.WeaponAccuracy($560000) = 85
Actor.WeaponAccuracy($570000) = 85
Actor.WeaponAccuracy($580000) = 85
0190: add_car $540000 to_flipped_check // 6 max 
07DD: set_actor $560000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $570000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $580000 attack_rate 100 // previously known as temper_to 
07F8: car $540000 follow_car $70000 radius 27.0 

:HEX_02_19E5
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 @HEX_02_19E5 
$590000 = Car.Create(#NEBULA, 4@, 5@, 6@)
Car.Angle($590000) = 184.7214
Car.SetMaxSpeed($590000, 253.0)
Car.DoorStatus($590000) = 5
00AE: set_car $590000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($590000, FollowRoad)
053F: set_car $590000 tires_vulnerability 0 
Car.SetImmunities($590000, 1, 1, 1, 1, 1)
0587: enable_car $590000 validate_position 0 
$600000 = Actor.CreateAsDriver(Gang1, #TRIADA, $590000)
$610000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $590000, 0)
$620000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $590000, 1)
$630000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $590000, 2)
Actor.Health($600000) = 5000
Actor.Health($610000) = 5000
Actor.Health($620000) = 5000
Actor.Health($630000) = 5000
0978: copy_decision_maker 65540 to $100000 
0709: set_decision_maker $100000 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 $100000 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 $100000 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 $610000 decision_maker_to $100000 
060B: set_actor $620000 decision_maker_to $100000 
060B: set_actor $630000 decision_maker_to $100000 
077A: set_actor $610000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $620000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $630000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $610000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $620000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $630000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $610000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $620000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $630000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
072F: enable_car $590000 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($610000, MP5, 9999)
Actor.GiveWeaponAndAmmo($620000, DesertEagle, 9999)
Actor.GiveWeaponAndAmmo($630000, DesertEagle, 9999)
Actor.WeaponAccuracy($600000) = 85
Actor.WeaponAccuracy($610000) = 85
Actor.WeaponAccuracy($620000) = 85
Actor.WeaponAccuracy($630000) = 85
0190: add_car $590000 to_flipped_check // 6 max 
07DD: set_actor $610000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $620000 attack_rate 100 // previously known as temper_to 
07DD: set_actor $630000 attack_rate 100 // previously known as temper_to 
07F8: car $590000 follow_car $70000 radius 27.0 
Car.DriveTo($70000, -2132.5, 189.25, 35.5)
0209: $640000 = random_int_in_ranges 5000 7000 
Car.Health($70000) = $640000
0ACD: show_text_highpriority "~Y~~H~DESTROY THIS TRUCK" time 5000  

:HEX_02_1C72
wait 8 
if 
   Player.Defined(0)
jf @HEX_02_1C85 

:HEX_02_1C85
if 
056E:   car $70000 defined 
jf @HEX_02_1CBF 
if 
   not Car.Wrecked($70000)
jf @HEX_02_1CBF 
if 
01F4:   car $70000 flipped 
jf @HEX_02_1CBF 
Car.Angle($70000) = 185.0

:HEX_02_1CBF
if 
02BF:   car $70000 sunk 
jf @HEX_02_1D10 
0407: store_coords_to $650000 $660000 $670000 from_car $70000 with_offset 0.0 0.0 0.0 
04D3: get_nearest_car_path_coords_from $650000 $660000 $670000 type 0 store_to $680000 $690000 $700000 
Car.PutAt($70000, $680000, $690000, $700000)

:HEX_02_1D10
if 
   not Car.Wrecked($70000)
jf @HEX_02_1D4A 
30@ = Car.Health($70000)
0513: show_text_box_1number 'T00' number 30@ 
00BC: show_text_highpriority GXT 'STASHB2' time 1000 flag 1 

:HEX_02_1D4A
if 
  400 > 30@ 
jf @HEX_02_1DBA 
Player.Money($PLAYER_CHAR) += 500000
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSO CONCLUDA!~n~~w~$~1~
0ACD: show_text_highpriority "~Y~~H~GANG SHOULD NOT SUPPLY THE PRODUCT WITH YOU" time 5000 
Player.ClearWantedLevel($PLAYER_CHAR)
jump @HEX_02_1E67 

:HEX_02_1DBA
wait 0 
if 
   not Car.Wrecked($70000)
jf @HEX_02_1E60 
if or
01AD:   car $70000 sphere 0 near_point -1056.5 1161.25 radius 10.0 10.0 
   Player.Wasted($PLAYER_CHAR)
  $ONMISSION == 1 
jf @HEX_02_1E60 
Player.Money($PLAYER_CHAR) += -50000
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
0ACD: show_text_highpriority "~R~~H~GANG SUPPLY THE PRODUCT MUST BE MUCH MORE" time 5000 
jump @HEX_02_1E67 

:HEX_02_1E60
jump @HEX_02_1C72 

:HEX_02_1E67
03E6: remove_text_box 
Actor.RemoveReferences($120000)
Actor.RemoveReferences($130000)
Actor.RemoveReferences($140000)
Actor.RemoveReferences($150000)
Car.RemoveReferences($110000)
Actor.RemoveReferences($170000)
Actor.RemoveReferences($180000)
Actor.RemoveReferences($190000)
Actor.RemoveReferences($200000)
Car.RemoveReferences($160000)
Actor.RemoveReferences($220000)
Actor.RemoveReferences($230000)
Actor.RemoveReferences($240000)
Actor.RemoveReferences($250000)
Car.RemoveReferences($210000)
Actor.RemoveReferences($270000)
Actor.RemoveReferences($280000)
Actor.RemoveReferences($290000)
Actor.RemoveReferences($310000)
Car.RemoveReferences($260000)
Actor.RemoveReferences($350000)
Actor.RemoveReferences($360000)
Actor.RemoveReferences($370000)
Actor.RemoveReferences($380000)
Car.RemoveReferences($340000)
Actor.RemoveReferences($400000)
Actor.RemoveReferences($410000)
Actor.RemoveReferences($420000)
Actor.RemoveReferences($430000)
Car.RemoveReferences($390000)
Actor.RemoveReferences($450000)
Actor.RemoveReferences($460000)
Actor.RemoveReferences($470000)
Actor.RemoveReferences($480000)
Car.RemoveReferences($440000)
Actor.RemoveReferences($500000)
Actor.RemoveReferences($510000)
Actor.RemoveReferences($520000)
Actor.RemoveReferences($530000)
Car.RemoveReferences($490000)
Actor.RemoveReferences($550000)
Actor.RemoveReferences($560000)
Actor.RemoveReferences($570000)
Actor.RemoveReferences($580000)
Car.RemoveReferences($540000)
Actor.RemoveReferences($600000)
Actor.RemoveReferences($610000)
Actor.RemoveReferences($620000)
Actor.RemoveReferences($630000)
Car.RemoveReferences($590000)
Actor.RemoveReferences($80000)
Actor.RemoveReferences($90000)
Car.RemoveReferences($70000)
0AAA: $710000 = thread 'DRUG_WARS' pointer 
if 
  $710000 == 0 
jf @HEX_02_1FCD 
0A92: create_custom_thread "DRUG\DRUG_WARS.CS"  
0ACD: show_text_highpriority "~Y~~H~SCRIPT UNLOADING" time 5000 

:HEX_02_1FCD
0A93: end_custom_thread 
