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

//-------------MAIN---------------
thread 'BIKES_GANG2' 
0A95: enable_thread_saving 

:BIKES_GANG2_15
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @BIKES_GANG2_15 
wait 500 
Model.Load(#BURRITO)
Model.Load(#FREEWAY)
Model.Load(#MICRO_UZI)
Model.Load(#SAWNOFF)
Model.Load(#COLT45)
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
038B: load_requested_models 
0209: 22@ = random_int_in_ranges 100 500 
jump @BIKES_GANG2_62 

:BIKES_GANG2_62
wait 0 
if or
   not Model.Available(#FREEWAY)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#BURRITO)
   not Model.Available(#SAWNOFF)
   not Model.Available(#COLT45)
   not Model.Available(#BALLAS1)
   not Model.Available(#BALLAS2)
jf @BIKES_GANG2_9D 
wait 6 
jump @BIKES_GANG2_62 

:BIKES_GANG2_9D
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@ 
$700000 = Car.Create(#BURRITO, 4@, 5@, 6@)
Car.Angle($700000) = 184.7214
Car.SetMaxSpeed($700000, 253.0)
Car.DoorStatus($700000) = 5
00AE: set_car $700000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($700000, FollowRoad)
053F: set_car $700000 tires_vulnerability 0 
Car.SetImmunities($700000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($700000)
0587: enable_car $700000 validate_position 0 
$800000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $700000)
$1100000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $700000, 0)
Actor.Health($800000) = 22@
Actor.Health($1100000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $1100000 decision_maker_to $1200000 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $700000 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($1100000, MicroUzi, 9999)
08C6: set_actor $800000 stay_on_bike 1 
08C6: set_actor $1100000 stay_on_bike 1 
0190: add_car $700000 to_flipped_check // 6 max 
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@ 
$1300000 = Car.Create(#BURRITO, 4@, 5@, 6@)
Car.Angle($1300000) = 184.7214
Car.SetMaxSpeed($1300000, 253.0)
Car.DoorStatus($1300000) = 5
00AE: set_car $1300000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($1300000, FollowRoad)
053F: set_car $1300000 tires_vulnerability 0 
Car.SetImmunities($1300000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($1300000)
0587: enable_car $1300000 validate_position 0 
$1400000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $1300000)
$1500000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $1300000, 0)
Actor.Health($1400000) = 22@
Actor.Health($1500000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $1500000 decision_maker_to $1200000 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $1500000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $1300000 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($1500000, Sawnoff, 9999)
08C6: set_actor $1400000 stay_on_bike 1 
08C6: set_actor $1500000 stay_on_bike 1 
0190: add_car $1300000 to_flipped_check // 6 max 
07F8: car $1300000 follow_car $700000 radius 27.0 
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@ 
$1600000 = Car.Create(#BURRITO, 4@, 5@, 6@)
Car.Angle($1600000) = 184.7214
Car.SetMaxSpeed($1600000, 253.0)
Car.DoorStatus($1600000) = 5
00AE: set_car $1600000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($1600000, FollowRoad)
053F: set_car $1600000 tires_vulnerability 0 
Car.SetImmunities($1600000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($1600000)
0587: enable_car $1600000 validate_position 0 
$1700000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $1600000)
$1800000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $1600000, 0)
Actor.Health($1700000) = 22@
Actor.Health($1800000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $1800000 decision_maker_to $1200000 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $1600000 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($1800000, Pistol, 9999)
08C6: set_actor $1700000 stay_on_bike 1 
08C6: set_actor $1800000 stay_on_bike 1 
0190: add_car $1600000 to_flipped_check // 6 max 
07F8: car $1600000 follow_car $1300000 radius 27.0 
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@ 
$1900000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($1900000) = 184.7214
Car.SetMaxSpeed($1900000, 253.0)
Car.DoorStatus($1900000) = 5
00AE: set_car $1900000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($1900000, FollowRoad)
053F: set_car $1900000 tires_vulnerability 0 
Car.SetImmunities($1900000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($1900000)
0587: enable_car $1900000 validate_position 0 
$2000000 = Actor.CreateAsDriver(Gang1, #BALLAS2, $1900000)
$2100000 = Actor.CreateAsPassenger(Gang1, #BALLAS1, $1900000, 0)
Actor.Health($2000000) = 22@
Actor.Health($2100000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $2100000 decision_maker_to $1200000 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $2100000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $1900000 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($2100000, Sawnoff, 9999)
08C6: set_actor $2000000 stay_on_bike 1 
08C6: set_actor $2100000 stay_on_bike 1 
0190: add_car $1900000 to_flipped_check // 6 max 
07F8: car $1900000 follow_car $1600000 radius 27.0 
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@ 
$2300000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($2300000) = 184.7214
Car.SetMaxSpeed($2300000, 253.0)
Car.DoorStatus($2300000) = 5
00AE: set_car $2300000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($2300000, FollowRoad)
053F: set_car $2300000 tires_vulnerability 0 
Car.SetImmunities($2300000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($2300000)
0587: enable_car $2300000 validate_position 0 
$2400000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $2300000)
$2500000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $2300000, 0)
Actor.Health($2400000) = 22@
Actor.Health($2500000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $2500000 decision_maker_to $1200000 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $2300000 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($2500000, Sawnoff, 9999)
08C6: set_actor $2400000 stay_on_bike 1 
08C6: set_actor $2500000 stay_on_bike 1 
0190: add_car $2300000 to_flipped_check // 6 max 
07F8: car $2300000 follow_car $1900000 radius 27.0 
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@ 
$2600000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($2600000) = 184.7214
Car.SetMaxSpeed($2600000, 253.0)
Car.DoorStatus($2600000) = 5
00AE: set_car $2600000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($2600000, FollowRoad)
053F: set_car $2600000 tires_vulnerability 0 
Car.SetImmunities($2600000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($2600000)
0587: enable_car $2600000 validate_position 0 
$2700000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $2600000)
$2800000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $2600000, 0)
Actor.Health($2700000) = 22@
Actor.Health($2800000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $2800000 decision_maker_to $1200000 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $2600000 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($2800000, MicroUzi, 9999)
08C6: set_actor $2700000 stay_on_bike 1 
08C6: set_actor $2800000 stay_on_bike 1 
0190: add_car $2600000 to_flipped_check // 6 max 
07F8: car $2600000 follow_car $2300000 radius 27.0 
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@ 
$2900000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($2900000) = 184.7214
Car.SetMaxSpeed($2900000, 253.0)
Car.DoorStatus($2900000) = 5
00AE: set_car $2900000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($2900000, FollowRoad)
053F: set_car $2900000 tires_vulnerability 0 
Car.SetImmunities($2900000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($2900000)
0587: enable_car $2900000 validate_position 0 
$3000000 = Actor.CreateAsDriver(Gang1, #BALLAS2, $2900000)
$3100000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $2900000, 0)
Actor.Health($3000000) = 22@
Actor.Health($3100000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $3100000 decision_maker_to $1200000 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $2900000 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($3100000, Sawnoff, 9999)
08C6: set_actor $3000000 stay_on_bike 1 
08C6: set_actor $3100000 stay_on_bike 1 
0190: add_car $2900000 to_flipped_check // 6 max 
07F8: car $2900000 follow_car $2600000 radius 27.0 
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@ 
$3400000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($3400000) = 184.7214
Car.SetMaxSpeed($3400000, 253.0)
Car.DoorStatus($3400000) = 5
00AE: set_car $3400000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($3400000, FollowRoad)
053F: set_car $3400000 tires_vulnerability 0 
Car.SetImmunities($3400000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($3400000)
0587: enable_car $3400000 validate_position 0 
$3500000 = Actor.CreateAsDriver(Gang1, #BALLAS2, $3400000)
$3600000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $3400000, 0)
Actor.Health($3500000) = 22@
Actor.Health($3600000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $3600000 decision_maker_to $1200000 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $3400000 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($3600000, MicroUzi, 9999)
08C6: set_actor $3500000 stay_on_bike 1 
08C6: set_actor $3600000 stay_on_bike 1 
0190: add_car $3400000 to_flipped_check // 6 max 
07F8: car $3400000 follow_car $2900000 radius 27.0 
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@ 
$3700000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($3700000) = 184.7214
Car.SetMaxSpeed($3700000, 253.0)
Car.DoorStatus($3700000) = 5
00AE: set_car $3700000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($3700000, FollowRoad)
053F: set_car $3700000 tires_vulnerability 0 
Car.SetImmunities($3700000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($3700000)
0587: enable_car $3700000 validate_position 0 
$3800000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $3700000)
$3900000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $3700000, 0)
Actor.Health($3800000) = 22@
Actor.Health($3900000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $3900000 decision_maker_to $1200000 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $3700000 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($3900000, Sawnoff, 9999)
08C6: set_actor $3800000 stay_on_bike 1 
08C6: set_actor $3900000 stay_on_bike 1 
0190: add_car $3700000 to_flipped_check // 6 max 
07F8: car $3700000 follow_car $3400000 radius 27.0 
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@ 
$4000000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($4000000) = 184.7214
Car.SetMaxSpeed($4000000, 253.0)
Car.DoorStatus($4000000) = 5
00AE: set_car $4000000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($4000000, FollowRoad)
053F: set_car $4000000 tires_vulnerability 0 
Car.SetImmunities($4000000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($4000000)
0587: enable_car $4000000 validate_position 0 
$4100000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $4000000)
$4200000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $4000000, 0)
Actor.Health($4100000) = 22@
Actor.Health($4200000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $4200000 decision_maker_to $1200000 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $4000000 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($4200000, Pistol, 9999)
08C6: set_actor $4100000 stay_on_bike 1 
08C6: set_actor $4200000 stay_on_bike 1 
0190: add_car $4000000 to_flipped_check // 6 max 
07F8: car $4000000 follow_car $3700000 radius 27.0 
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@ 
$4300000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($4300000) = 184.7214
Car.SetMaxSpeed($4300000, 253.0)
Car.DoorStatus($4300000) = 5
00AE: set_car $4300000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($4300000, FollowRoad)
053F: set_car $4300000 tires_vulnerability 0 
Car.SetImmunities($4300000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($4300000)
0587: enable_car $4300000 validate_position 0 
$4400000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $4300000)
$4500000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $4300000, 0)
Actor.Health($4400000) = 22@
Actor.Health($4500000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $4500000 decision_maker_to $1200000 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $4300000 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($4500000, MicroUzi, 9999)
08C6: set_actor $4400000 stay_on_bike 1 
08C6: set_actor $4500000 stay_on_bike 1 
0190: add_car $4300000 to_flipped_check // 6 max 
07F8: car $4300000 follow_car $4000000 radius 27.0 
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@ 
$4600000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($4600000) = 184.7214
Car.SetMaxSpeed($4600000, 253.0)
Car.DoorStatus($4600000) = 5
00AE: set_car $4600000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($4600000, FollowRoad)
053F: set_car $4600000 tires_vulnerability 0 
Car.SetImmunities($4600000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($4600000)
0587: enable_car $4600000 validate_position 0 
$4700000 = Actor.CreateAsDriver(Gang1, #BALLAS1, $4600000)
$4800000 = Actor.CreateAsPassenger(Gang1, #BALLAS2, $4600000, 0)
Actor.Health($4700000) = 22@
Actor.Health($4800000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $4800000 decision_maker_to $1200000 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $4600000 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($4800000, Sawnoff, 9999)
08C6: set_actor $4700000 stay_on_bike 1 
08C6: set_actor $4800000 stay_on_bike 1 
0190: add_car $4600000 to_flipped_check // 6 max 
07F8: car $4600000 follow_car $4300000 radius 27.0 
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@ 
$4900000 = Car.Create(#FREEWAY, 4@, 5@, 6@)
Car.Angle($4900000) = 184.7214
Car.SetMaxSpeed($4900000, 253.0)
Car.DoorStatus($4900000) = 5
00AE: set_car $4900000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($4900000, FollowRoad)
053F: set_car $4900000 tires_vulnerability 0 
Car.SetImmunities($4900000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($4900000)
0587: enable_car $4900000 validate_position 0 
$5000000 = Actor.CreateAsDriver(Gang1, #BALLAS2, $4900000)
$5100000 = Actor.CreateAsPassenger(Gang1, #BALLAS1, $4900000, 0)
Actor.Health($5000000) = 22@
Actor.Health($5100000) = 22@
0978: copy_decision_maker 65540 to $1200000 
0709: set_decision_maker $1200000 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 $1200000 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 $1200000 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 $5100000 decision_maker_to $1200000 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $5100000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $4900000 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($5100000, Pistol, 9999)
08C6: set_actor $5000000 stay_on_bike 1 
08C6: set_actor $5100000 stay_on_bike 1 
0190: add_car $4900000 to_flipped_check // 6 max 
07F8: car $4900000 follow_car $4600000 radius 27.0 

:BIKES_GANG2_183A
if 
   not $5200000 == 1 
jf @BIKES_GANG2_1CBF 
wait 6 
if 
   not Car.Wrecked($700000)
jf @BIKES_GANG2_189B 
if 
0207:   actor $PLAYER_ACTOR near_car $700000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_189B 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_189B
wait 6 
if 
   not Car.Wrecked($1300000)
jf @BIKES_GANG2_18EA 
if 
0207:   actor $PLAYER_ACTOR near_car $1300000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_18EA 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_18EA
wait 6 
if 
   not Car.Wrecked($1600000)
jf @BIKES_GANG2_1939 
if 
0207:   actor $PLAYER_ACTOR near_car $1600000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1939 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1939
wait 6 
if 
   not Car.Wrecked($1900000)
jf @BIKES_GANG2_1988 
if 
0207:   actor $PLAYER_ACTOR near_car $1900000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1988 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1988
wait 6 
if 
   not Car.Wrecked($2300000)
jf @BIKES_GANG2_19D7 
if 
0207:   actor $PLAYER_ACTOR near_car $2300000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_19D7 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_19D7
wait 6 
if 
   not Car.Wrecked($2600000)
jf @BIKES_GANG2_1A26 
if 
0207:   actor $PLAYER_ACTOR near_car $2600000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1A26 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1A26
wait 6 
if 
   not Car.Wrecked($2900000)
jf @BIKES_GANG2_1A75 
if 
0207:   actor $PLAYER_ACTOR near_car $2900000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1A75 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1A75
wait 6 
if 
   not Car.Wrecked($3400000)
jf @BIKES_GANG2_1AC4 
if 
0207:   actor $PLAYER_ACTOR near_car $3400000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1AC4 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1AC4
wait 6 
if 
   not Car.Wrecked($3700000)
jf @BIKES_GANG2_1B13 
if 
0207:   actor $PLAYER_ACTOR near_car $3700000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1B13 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1B13
wait 6 
if 
   not Car.Wrecked($4000000)
jf @BIKES_GANG2_1B62 
if 
0207:   actor $PLAYER_ACTOR near_car $4000000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1B62 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1B62
wait 6 
if 
   not Car.Wrecked($4300000)
jf @BIKES_GANG2_1BB1 
if 
0207:   actor $PLAYER_ACTOR near_car $4300000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1BB1 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1BB1
wait 6 
if 
   not Car.Wrecked($4600000)
jf @BIKES_GANG2_1C00 
if 
0207:   actor $PLAYER_ACTOR near_car $4600000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1C00 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1C00
wait 6 
if 
   not Car.Wrecked($4900000)
jf @BIKES_GANG2_1C4F 
if 
0207:   actor $PLAYER_ACTOR near_car $4900000 radius 20.0 20.0 10.0 flag 0 in_car 
jf @BIKES_GANG2_1C4F 
00BC: show_text_highpriority GXT 'GHATE' time 5000 flag 1 
$5200000 = 1 

:BIKES_GANG2_1C4F
if 
  $5200000 == 1 
jf @BIKES_GANG2_1CBF 
wait 5000 
0167: 10@ = create_marker_at -2132.5 189.25 35.5 color 0 flag 2 
Marker.SetIconSize(10@, 3)
06D5: $5300000 = create_racing_checkpoint_at -2132.5 189.25 35.5 point_to -2132.5 189.25 70.5 type 1 radius 10.0 
00BC: show_text_highpriority GXT 'GHATE1' time 5000 flag 1 

:BIKES_GANG2_1CBF
if 
   not Car.Wrecked($700000)
jf @BIKES_GANG2_1D13 
Car.DriveTo($700000, -2132.5, 189.25, 35.5)
$5400000 = Car.Health($700000)
if 
  $5400000 == 0 
jf @BIKES_GANG2_1D13 
$5500000 = 1 
Car.RemoveReferences($800000)
Car.RemoveReferences($1100000)
Car.RemoveReferences($700000)

:BIKES_GANG2_1D13
if 
   not Car.Wrecked($1300000)
jf @BIKES_GANG2_1D67 
Car.DriveTo($1300000, -2132.5, 189.25, 35.5)
$5600000 = Car.Health($1300000)
if 
  $5600000 == 0 
jf @BIKES_GANG2_1D67 
$5700000 = 1 
Car.RemoveReferences($1400000)
Car.RemoveReferences($1500000)
Car.RemoveReferences($1300000)

:BIKES_GANG2_1D67
if 
   not Car.Wrecked($1600000)
jf @BIKES_GANG2_1DBB 
Car.DriveTo($1600000, -2132.5, 189.25, 35.5)
$5800000 = Car.Health($1600000)
if 
  $5800000 == 0 
jf @BIKES_GANG2_1DBB 
$5900000 = 1 
Car.RemoveReferences($1700000)
Car.RemoveReferences($1800000)
Car.RemoveReferences($1600000)

:BIKES_GANG2_1DBB
if 
   not Car.Wrecked($1900000)
jf @BIKES_GANG2_1E0F 
Car.DriveTo($1900000, -2132.5, 189.25, 35.5)
$6000000 = Car.Health($1900000)
if 
  $6000000 == 0 
jf @BIKES_GANG2_1E0F 
$6100000 = 1 
Car.RemoveReferences($2000000)
Car.RemoveReferences($2100000)
Car.RemoveReferences($1900000)

:BIKES_GANG2_1E0F
if 
   not Car.Wrecked($2300000)
jf @BIKES_GANG2_1E63 
Car.DriveTo($2300000, -2132.5, 189.25, 35.5)
$6200000 = Car.Health($2300000)
if 
  $6200000 == 0 
jf @BIKES_GANG2_1E63 
$6300000 = 1 
Car.RemoveReferences($2400000)
Car.RemoveReferences($2500000)
Car.RemoveReferences($2300000)

:BIKES_GANG2_1E63
if 
   not Car.Wrecked($2600000)
jf @BIKES_GANG2_1EB7 
Car.DriveTo($2600000, -2132.5, 189.25, 35.5)
$6400000 = Car.Health($2600000)
if 
  $6400000 == 0 
jf @BIKES_GANG2_1EB7 
$6500000 = 1 
Car.RemoveReferences($2700000)
Car.RemoveReferences($2800000)
Car.RemoveReferences($2600000)

:BIKES_GANG2_1EB7
if 
   not Car.Wrecked($2900000)
jf @BIKES_GANG2_1F0B 
Car.DriveTo($2900000, -2132.5, 189.25, 35.5)
$6600000 = Car.Health($2900000)
if 
  $6600000 == 0 
jf @BIKES_GANG2_1F0B 
$6700000 = 1 
Car.RemoveReferences($3000000)
Car.RemoveReferences($3100000)
Car.RemoveReferences($2900000)

:BIKES_GANG2_1F0B
if 
   not Car.Wrecked($3400000)
jf @BIKES_GANG2_1F5F 
Car.DriveTo($3400000, -2132.5, 189.25, 35.5)
$6800000 = Car.Health($3400000)
if 
  $6800000 == 0 
jf @BIKES_GANG2_1F5F 
$6900000 = 1 
Car.RemoveReferences($3500000)
Car.RemoveReferences($3600000)
Car.RemoveReferences($3400000)

:BIKES_GANG2_1F5F
if 
   not Car.Wrecked($3700000)
jf @BIKES_GANG2_1FB3 
Car.DriveTo($3700000, -2132.5, 189.25, 35.5)
$7000000 = Car.Health($3700000)
if 
  $7000000 == 0 
jf @BIKES_GANG2_1FB3 
$7100000 = 1 
Car.RemoveReferences($3800000)
Car.RemoveReferences($3900000)
Car.RemoveReferences($3700000)

:BIKES_GANG2_1FB3
if 
   not Car.Wrecked($4000000)
jf @BIKES_GANG2_2007 
Car.DriveTo($4000000, -2132.5, 189.25, 35.5)
$7200000 = Car.Health($4000000)
if 
  $7200000 == 0 
jf @BIKES_GANG2_2007 
$7300000 = 1 
Car.RemoveReferences($4100000)
Car.RemoveReferences($4200000)
Car.RemoveReferences($4000000)

:BIKES_GANG2_2007
if 
   not Car.Wrecked($4300000)
jf @BIKES_GANG2_205B 
Car.DriveTo($4300000, -2132.5, 189.25, 35.5)
$7400000 = Car.Health($4300000)
if 
  $7400000 == 0 
jf @BIKES_GANG2_205B 
$7500000 = 1 
Car.RemoveReferences($4400000)
Car.RemoveReferences($4500000)
Car.RemoveReferences($4300000)

:BIKES_GANG2_205B
if 
   not Car.Wrecked($4600000)
jf @BIKES_GANG2_20AF 
Car.DriveTo($4600000, -2132.5, 189.25, 35.5)
$7600000 = Car.Health($4600000)
if 
  $7600000 == 0 
jf @BIKES_GANG2_20AF 
$7700000 = 1 
Car.RemoveReferences($4700000)
Car.RemoveReferences($4800000)
Car.RemoveReferences($4600000)

:BIKES_GANG2_20AF
if 
   not Car.Wrecked($4900000)
jf @BIKES_GANG2_2103 
Car.DriveTo($4900000, -2132.5, 189.25, 35.5)
$7800000 = Car.Health($4900000)
if 
  $7800000 == 0 
jf @BIKES_GANG2_2103 
$7900000 = 1 
Car.RemoveReferences($5000000)
Car.RemoveReferences($5100000)
Car.RemoveReferences($4900000)

:BIKES_GANG2_2103
if 
   not $5500000 == 1 
jf @BIKES_GANG2_2178 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $700000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_2178 
9@ = 1 

:BIKES_GANG2_2178
if 
   not $5700000 == 1 
jf @BIKES_GANG2_21ED 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $1300000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_21ED 
9@ = 1 

:BIKES_GANG2_21ED
if 
   not $5900000 == 1 
jf @BIKES_GANG2_2262 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $1600000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_2262 
9@ = 1 

:BIKES_GANG2_2262
if 
   not $6100000 == 1 
jf @BIKES_GANG2_22D7 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $1900000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_22D7 
9@ = 1 

:BIKES_GANG2_22D7
if 
   not $6300000 == 1 
jf @BIKES_GANG2_234C 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $2300000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_234C 
9@ = 1 

:BIKES_GANG2_234C
if 
   not $6500000 == 1 
jf @BIKES_GANG2_23C1 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $2600000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_23C1 
9@ = 1 

:BIKES_GANG2_23C1
if 
   not $6700000 == 1 
jf @BIKES_GANG2_2436 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $2900000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_2436 
9@ = 1 

:BIKES_GANG2_2436
if 
   not $6900000 == 1 
jf @BIKES_GANG2_1F5F 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $3400000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_24AB 
9@ = 1 

:BIKES_GANG2_24AB
if 
   not $7100000 == 1 
jf @BIKES_GANG2_2520 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $3700000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_2520 
9@ = 1 

:BIKES_GANG2_2520
if 
   not $7300000 == 1 
jf @BIKES_GANG2_2595 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $4000000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_2595 
9@ = 1 

:BIKES_GANG2_2595
if 
   not $7500000 == 1 
jf @BIKES_GANG2_260A 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $4300000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_260A 
9@ = 1 

:BIKES_GANG2_260A
if 
   not $7700000 == 1 
jf @BIKES_GANG2_267F 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $4600000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_267F 
9@ = 1 

:BIKES_GANG2_267F
if 
   not $7900000 == 1 
jf @BIKES_GANG2_26F4 
if and
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 on_foot 
80EE:   not actor $PLAYER_ACTOR sphere 0 near_point -2132.5 189.25 radius 29.0 29.0 in_car 
01AE:   car $4900000 sphere 0 near_point -2132.5 189.25 radius 25.0 25.0 stopped 
jf @BIKES_GANG2_26F4 
9@ = 1 

:BIKES_GANG2_26F4
wait 8 
if or
  9@ == 1 
  $ONMISSION == 1 
   Actor.Dead($PLAYER_ACTOR)
jf @BIKES_GANG2_2735 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -2000
jump @BIKES_GANG2_27B6 

:BIKES_GANG2_2735
if 
   not 9@ == 1 
jf @BIKES_GANG2_183A 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -2132.5 189.25 35.5 radius 8.0 8.0 8.0 on_foot 
0100:   actor $PLAYER_ACTOR in_sphere -2132.5 189.25 35.5 radius 16.0 16.0 16.0 sphere 0 in_car 
jf @BIKES_GANG2_183A 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSO CONCLUDA!~n~~w~RESPEITO +
Player.Money($PLAYER_CHAR) += 10000

:BIKES_GANG2_27B6
06D6: disable_racing_checkpoint $5300000 
Marker.Disable(10@)
Car.RemoveReferences($800000)
Car.RemoveReferences($1100000)
Car.RemoveReferences($700000)
Car.Destroy($700000)
Car.RemoveReferences($1400000)
Car.RemoveReferences($1500000)
Car.RemoveReferences($1300000)
Car.Destroy($1300000)
Car.RemoveReferences($1700000)
Car.RemoveReferences($1800000)
Car.RemoveReferences($1600000)
Car.Destroy($1600000)
Car.RemoveReferences($2000000)
Car.RemoveReferences($2100000)
Car.RemoveReferences($1900000)
Car.Destroy($1900000)
Car.RemoveReferences($2400000)
Car.RemoveReferences($2500000)
Car.RemoveReferences($2300000)
Car.Destroy($2300000)
Car.RemoveReferences($2700000)
Car.RemoveReferences($2800000)
Car.RemoveReferences($2600000)
Car.Destroy($2600000)
Car.RemoveReferences($3000000)
Car.RemoveReferences($3100000)
Car.RemoveReferences($2900000)
Car.Destroy($2900000)
Car.RemoveReferences($3500000)
Car.RemoveReferences($3600000)
Car.RemoveReferences($3400000)
Car.Destroy($3400000)
Car.RemoveReferences($3800000)
Car.RemoveReferences($3900000)
Car.RemoveReferences($3700000)
Car.Destroy($3700000)
Car.RemoveReferences($4100000)
Car.RemoveReferences($4200000)
Car.RemoveReferences($4000000)
Car.Destroy($4000000)
Car.RemoveReferences($4400000)
Car.RemoveReferences($4500000)
Car.RemoveReferences($4300000)
Car.Destroy($4300000)
Car.RemoveReferences($4700000)
Car.RemoveReferences($4800000)
Car.RemoveReferences($4600000)
Car.Destroy($4600000)
Car.RemoveReferences($5000000)
Car.RemoveReferences($5100000)
Car.RemoveReferences($4900000)
Car.Destroy($4900000)
0AAA: 0@ = thread 'DRUG_WARS' pointer 
if 
  0@ == 0 
jf @BIKES_GANG2_290A 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:BIKES_GANG2_290A
0A93: end_custom_thread 
