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

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

:TRIADA_HARD_15
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @TRIADA_HARD_15 
Model.Load(#PRIMO)
Model.Load(#M4)
Model.Load(#STRETCH)
Model.Load(#MICRO_UZI)
Model.Load(#DESERT_EAGLE)
Model.Load(#SILENCED)
Model.Load(#HEATSEEK)
Model.Load(#MP5LNG)
Model.Load(#FAM1)
Model.Load(#FAM3)
Model.Load(#FAM2)
038B: load_requested_models 
jump @TRIADA_HARD_66 

:TRIADA_HARD_66
wait 0 
if or
   not Model.Available(#M4)
   not Model.Available(#STRETCH)
   not Model.Available(#PRIMO)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#DESERT_EAGLE)
   not Model.Available(#SILENCED)
jf @TRIADA_HARD_9A 
jump @TRIADA_HARD_66 

:TRIADA_HARD_9A
if or
   not Model.Available(#HEATSEEK)
   not Model.Available(#MP5LNG)
   not Model.Available(#FAM1)
   not Model.Available(#FAM3)
   not Model.Available(#FAM2)
jf @TRIADA_HARD_C6 
wait 0 
jump @TRIADA_HARD_9A 

:TRIADA_HARD_C6
00BC: show_text_highpriority GXT 'MIS1' time 10000 flag 1 
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @TRIADA_HARD_C6 
$700000 = Car.Create(#STRETCH, 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, DriveToPlayer)
053F: set_car $700000 tires_vulnerability 0 
0229: set_car $700000 primary_color_to 0 secondary_color_to 0 
Car.SetImmunities($700000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($700000)
0587: enable_car $700000 validate_position 0 
$800000 = Actor.CreateAsDriver(Gang1, #FAM1, $700000)
$900000 = Actor.CreateAsPassenger(Gang1, #FAM2, $700000, 0)
$1000000 = Actor.CreateAsPassenger(Gang1, #FAM3, $700000, 1)
$1100000 = Actor.CreateAsPassenger(Gang1, #FAM1, $700000, 2)
Actor.Health($800000) = 500
Actor.Health($900000) = 500
Actor.Health($1000000) = 500
Actor.Health($1100000) = 500
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 $900000 decision_maker_to $1200000 
060B: set_actor $1000000 decision_maker_to $1200000 
060B: set_actor $1100000 decision_maker_to $1200000 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $900000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $1000000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $1100000 acquaintance 4 to_actors_pedtype 11 // 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($900000, M4, 9999)
Actor.GiveWeaponAndAmmo($1000000, MP5, 9999)
Actor.GiveWeaponAndAmmo($1100000, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car $700000 with_offset 0.0 -1.3 1.0 
$1300000 = Actor.Create(Gang1, #FAM1, 0@, 1@, 2@)
Actor.SetImmunities($1300000, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo($1300000, M4, 99999)
0464: put_actor $1300000 into_turret_on_car $700000 at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor $1300000 stay_put 1 
05E2: AS_actor $1300000 kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy($800000) = 100
Actor.WeaponAccuracy($900000) = 100
Actor.WeaponAccuracy($1000000) = 100
Actor.WeaponAccuracy($1100000) = 100
0190: add_car $700000 to_flipped_check // 6 max 
$1400000 = Car.Health($700000)

:TRIADA_HARD_43E
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @TRIADA_HARD_43E 
$1500000 = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle($1500000) = 184.7214
Car.SetMaxSpeed($1500000, 253.0)
Car.DoorStatus($1500000) = 5
00AE: set_car $1500000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($1500000, DriveToPlayer)
053F: set_car $1500000 tires_vulnerability 0 
0229: set_car $1500000 primary_color_to 0 secondary_color_to 0 
Car.SetImmunities($1500000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($1500000)
0587: enable_car $1500000 validate_position 0 
$1600000 = Actor.CreateAsDriver(Gang1, #FAM1, $1500000)
$1700000 = Actor.CreateAsPassenger(Gang1, #FAM2, $1500000, 0)
$1800000 = Actor.CreateAsPassenger(Gang1, #FAM3, $1500000, 1)
$1900000 = Actor.CreateAsPassenger(Gang1, #FAM1, $1500000, 2)
Actor.Health($1600000) = 500
Actor.Health($1700000) = 500
Actor.Health($1800000) = 500
Actor.Health($1900000) = 500
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 $1700000 decision_maker_to $1200000 
060B: set_actor $1800000 decision_maker_to $1200000 
060B: set_actor $1900000 decision_maker_to $1200000 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $1900000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car $1500000 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($1700000, M4, 9999)
Actor.GiveWeaponAndAmmo($1800000, MP5, 9999)
Actor.GiveWeaponAndAmmo($1900000, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car $1500000 with_offset 0.0 -1.3 1.0 
$2000000 = Actor.Create(Gang1, #FAM1, 0@, 1@, 2@)
Actor.SetImmunities($2000000, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo($2000000, M4, 99999)
0464: put_actor $2000000 into_turret_on_car $1500000 at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor $2000000 stay_put 1 
05E2: AS_actor $2000000 kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy($1600000) = 100
Actor.WeaponAccuracy($1700000) = 100
Actor.WeaponAccuracy($1800000) = 100
Actor.WeaponAccuracy($1900000) = 100
0190: add_car $1500000 to_flipped_check // 6 max 
$2100000 = Car.Health($1500000)

:TRIADA_HARD_7A6
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @TRIADA_HARD_7A6 
$2200000 = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle($2200000) = 184.7214
Car.SetMaxSpeed($2200000, 253.0)
Car.DoorStatus($2200000) = 5
00AE: set_car $2200000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($2200000, DriveToPlayer)
053F: set_car $2200000 tires_vulnerability 0 
0229: set_car $2200000 primary_color_to 0 secondary_color_to 0 
Car.SetImmunities($2200000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($2200000)
0587: enable_car $2200000 validate_position 0 
$2300000 = Actor.CreateAsDriver(Gang1, #FAM1, $2200000)
$2400000 = Actor.CreateAsPassenger(Gang1, #FAM2, $2200000, 0)
$2500000 = Actor.CreateAsPassenger(Gang1, #FAM3, $2200000, 1)
$2600000 = Actor.CreateAsPassenger(Gang1, #FAM1, $2200000, 2)
Actor.Health($2300000) = 500
Actor.Health($2400000) = 500
Actor.Health($2500000) = 500
Actor.Health($2600000) = 500
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 $2400000 decision_maker_to $1200000 
060B: set_actor $2500000 decision_maker_to $1200000 
060B: set_actor $2600000 decision_maker_to $1200000 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $2500000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $2600000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car $2200000 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($2400000, M4, 9999)
Actor.GiveWeaponAndAmmo($2500000, MP5, 9999)
Actor.GiveWeaponAndAmmo($2600000, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car $2200000 with_offset 0.0 -1.3 1.0 
$2700000 = Actor.Create(Gang1, #FAM1, 0@, 1@, 2@)
Actor.SetImmunities($2700000, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo($2700000, M4, 99999)
0464: put_actor $2700000 into_turret_on_car $2200000 at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor $2700000 stay_put 1 
05E2: AS_actor $2700000 kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy($2300000) = 100
Actor.WeaponAccuracy($2400000) = 100
Actor.WeaponAccuracy($2500000) = 100
Actor.WeaponAccuracy($2600000) = 100
0190: add_car $2200000 to_flipped_check // 6 max 
$2800000 = Car.Health($2200000)

:TRIADA_HARD_B0E
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @TRIADA_HARD_B0E 
$2900000 = Car.Create(#STRETCH, 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, DriveToPlayer)
053F: set_car $2900000 tires_vulnerability 0 
0229: set_car $2900000 primary_color_to 0 secondary_color_to 0 
Car.SetImmunities($2900000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($2900000)
0587: enable_car $2900000 validate_position 0 
$3000000 = Actor.CreateAsDriver(Gang1, #FAM1, $2900000)
$3100000 = Actor.CreateAsPassenger(Gang1, #FAM2, $2900000, 0)
$3400000 = Actor.CreateAsPassenger(Gang1, #FAM3, $2900000, 1)
$3500000 = Actor.CreateAsPassenger(Gang1, #FAM1, $2900000, 2)
Actor.Health($3000000) = 500
Actor.Health($3100000) = 500
Actor.Health($3400000) = 500
Actor.Health($3500000) = 500
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 
060B: set_actor $3400000 decision_maker_to $1200000 
060B: set_actor $3500000 decision_maker_to $1200000 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $3400000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $3500000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $3400000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $3500000 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 $3400000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $3500000 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 $3400000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $3500000 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 $3400000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $3500000 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 $3400000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $3500000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $3400000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $3500000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $3100000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $3400000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $3500000 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 $3400000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $3500000 acquaintance 4 to_actors_pedtype 11 // 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, M4, 9999)
Actor.GiveWeaponAndAmmo($3400000, MP5, 9999)
Actor.GiveWeaponAndAmmo($3500000, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car $2900000 with_offset 0.0 -1.3 1.0 
$3600000 = Actor.Create(Gang1, #FAM1, 0@, 1@, 2@)
Actor.SetImmunities($3600000, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo($3600000, M4, 99999)
0464: put_actor $3600000 into_turret_on_car $2900000 at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor $3600000 stay_put 1 
05E2: AS_actor $3600000 kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy($3000000) = 100
Actor.WeaponAccuracy($3100000) = 100
Actor.WeaponAccuracy($3400000) = 100
Actor.WeaponAccuracy($3500000) = 100
0190: add_car $2900000 to_flipped_check // 6 max 
$3700000 = Car.Health($2900000)

:TRIADA_HARD_E76
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @TRIADA_HARD_E76 
$3800000 = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle($3800000) = 184.7214
Car.SetMaxSpeed($3800000, 253.0)
Car.DoorStatus($3800000) = 5
00AE: set_car $3800000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($3800000, DriveToPlayer)
053F: set_car $3800000 tires_vulnerability 0 
0229: set_car $3800000 primary_color_to 0 secondary_color_to 0 
Car.SetImmunities($3800000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($3800000)
0587: enable_car $3800000 validate_position 0 
$3900000 = Actor.CreateAsDriver(Gang1, #FAM1, $3800000)
$4000000 = Actor.CreateAsPassenger(Gang1, #FAM2, $3800000, 0)
$4100000 = Actor.CreateAsPassenger(Gang1, #FAM3, $3800000, 1)
$4200000 = Actor.CreateAsPassenger(Gang1, #FAM1, $3800000, 2)
Actor.Health($3900000) = 500
Actor.Health($4000000) = 500
Actor.Health($4100000) = 500
Actor.Health($4200000) = 500
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 $4000000 decision_maker_to $1200000 
060B: set_actor $4100000 decision_maker_to $1200000 
060B: set_actor $4200000 decision_maker_to $1200000 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $4200000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car $3800000 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($4000000, M4, 9999)
Actor.GiveWeaponAndAmmo($4100000, MP5, 9999)
Actor.GiveWeaponAndAmmo($4200000, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car $3800000 with_offset 0.0 -1.3 1.0 
$4300000 = Actor.Create(Gang1, #FAM1, 0@, 1@, 2@)
Actor.SetImmunities($4300000, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo($4300000, M4, 99999)
0464: put_actor $4300000 into_turret_on_car $3800000 at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor $4300000 stay_put 1 
05E2: AS_actor $4300000 kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy($3900000) = 100
Actor.WeaponAccuracy($4000000) = 100
Actor.WeaponAccuracy($4100000) = 100
Actor.WeaponAccuracy($4200000) = 100
0190: add_car $3800000 to_flipped_check // 6 max 
$4400000 = Car.Health($3800000)

:TRIADA_HARD_11DE
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @TRIADA_HARD_11DE 
$4500000 = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle($4500000) = 184.7214
Car.SetMaxSpeed($4500000, 253.0)
Car.DoorStatus($4500000) = 5
00AE: set_car $4500000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($4500000, DriveToPlayer)
053F: set_car $4500000 tires_vulnerability 0 
0229: set_car $4500000 primary_color_to 0 secondary_color_to 0 
Car.SetImmunities($4500000, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar($4500000)
0587: enable_car $4500000 validate_position 0 
$4600000 = Actor.CreateAsDriver(Gang1, #FAM1, $4500000)
$4700000 = Actor.CreateAsPassenger(Gang1, #FAM2, $4500000, 0)
$4800000 = Actor.CreateAsPassenger(Gang1, #FAM3, $4500000, 1)
$4900000 = Actor.CreateAsPassenger(Gang1, #FAM1, $4500000, 2)
Actor.Health($4600000) = 500
Actor.Health($4700000) = 500
Actor.Health($4800000) = 500
Actor.Health($4900000) = 500
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 $4700000 decision_maker_to $1200000 
060B: set_actor $4800000 decision_maker_to $1200000 
060B: set_actor $4900000 decision_maker_to $1200000 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $4700000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $4800000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $4900000 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car $4500000 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($4700000, M4, 9999)
Actor.GiveWeaponAndAmmo($4800000, MP5, 9999)
Actor.GiveWeaponAndAmmo($4900000, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car $4500000 with_offset 0.0 -1.3 1.0 
$5000000 = Actor.Create(Gang1, #FAM1, 0@, 1@, 2@)
Actor.SetImmunities($5000000, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo($5000000, M4, 99999)
0464: put_actor $5000000 into_turret_on_car $4500000 at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor $5000000 stay_put 1 
05E2: AS_actor $5000000 kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy($4600000) = 100
Actor.WeaponAccuracy($4700000) = 100
Actor.WeaponAccuracy($4800000) = 100
Actor.WeaponAccuracy($4900000) = 100
0190: add_car $4500000 to_flipped_check // 6 max 
$5100000 = Car.Health($4500000)

:TRIADA_HARD_1546
wait 7 
if 
   not Car.Wrecked($700000)
jf @TRIADA_HARD_1572 
if 
   not Actor.Dead($1300000)
jf @TRIADA_HARD_1572 
05E2: AS_actor $1300000 kill_actor $PLAYER_ACTOR 

:TRIADA_HARD_1572
if 
  $1400000 == 0 
jf @TRIADA_HARD_15A7 
Actor.RemoveReferences($800000)
Actor.RemoveReferences($900000)
Actor.RemoveReferences($1000000)
Actor.RemoveReferences($1100000)
Actor.RemoveReferences($1300000)
Car.RemoveReferences($700000)
Car.Destroy($700000)

:TRIADA_HARD_15A7
wait 7 
if 
   not Car.Wrecked($1500000)
jf @TRIADA_HARD_15D3 
if 
   not Actor.Dead($2000000)
jf @TRIADA_HARD_15D3 
05E2: AS_actor $2000000 kill_actor $PLAYER_ACTOR 

:TRIADA_HARD_15D3
if 
  $2100000 == 0 
jf @TRIADA_HARD_1608 
Actor.RemoveReferences($1600000)
Actor.RemoveReferences($1700000)
Actor.RemoveReferences($1800000)
Actor.RemoveReferences($1900000)
Actor.RemoveReferences($2000000)
Car.RemoveReferences($1500000)
Car.Destroy($1500000)

:TRIADA_HARD_1608
wait 7 
if 
   not Car.Wrecked($2200000)
jf @TRIADA_HARD_1634 
if 
   not Actor.Dead($2700000)
jf @TRIADA_HARD_1634 
05E2: AS_actor $2700000 kill_actor $PLAYER_ACTOR 

:TRIADA_HARD_1634
if 
  $2800000 == 0 
jf @TRIADA_HARD_1669 
Actor.RemoveReferences($2300000)
Actor.RemoveReferences($2400000)
Actor.RemoveReferences($2500000)
Actor.RemoveReferences($2600000)
Actor.RemoveReferences($2700000)
Car.RemoveReferences($2200000)
Car.Destroy($2200000)

:TRIADA_HARD_1669
wait 7 
if 
   not Car.Wrecked($2900000)
jf @TRIADA_HARD_1695 
if 
   not Actor.Dead($3600000)
jf @TRIADA_HARD_1695 
05E2: AS_actor $3600000 kill_actor $PLAYER_ACTOR 

:TRIADA_HARD_1695
if 
  $3700000 == 0 
jf @TRIADA_HARD_16CA 
Actor.RemoveReferences($3000000)
Actor.RemoveReferences($3100000)
Actor.RemoveReferences($3400000)
Actor.RemoveReferences($3500000)
Actor.RemoveReferences($3600000)
Car.RemoveReferences($2900000)
Car.Destroy($2900000)

:TRIADA_HARD_16CA
if 
   not Car.Wrecked($3800000)
jf @TRIADA_HARD_16F2 
if 
   not Actor.Dead($4300000)
jf @TRIADA_HARD_16F2 
05E2: AS_actor $4300000 kill_actor $PLAYER_ACTOR 

:TRIADA_HARD_16F2
if 
  $4400000 == 0 
jf @TRIADA_HARD_1727 
Actor.RemoveReferences($3900000)
Actor.RemoveReferences($4000000)
Actor.RemoveReferences($4100000)
Actor.RemoveReferences($4200000)
Actor.RemoveReferences($4300000)
Car.RemoveReferences($3800000)
Car.Destroy($3800000)

:TRIADA_HARD_1727
if 
   not Car.Wrecked($4500000)
jf @TRIADA_HARD_174F 
if 
   not Actor.Dead($5000000)
jf @TRIADA_HARD_174F 
05E2: AS_actor $5000000 kill_actor $PLAYER_ACTOR 

:TRIADA_HARD_174F
if 
  $5100000 == 0 
jf @TRIADA_HARD_1784 
Actor.RemoveReferences($4600000)
Actor.RemoveReferences($4700000)
Actor.RemoveReferences($4800000)
Actor.RemoveReferences($4900000)
Actor.RemoveReferences($5000000)
Car.RemoveReferences($4500000)
Car.Destroy($4500000)

:TRIADA_HARD_1784
wait 0 
if or
  $ONMISSION == 1 
   Player.Wasted($PLAYER_CHAR)
jf @TRIADA_HARD_17BE 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -20000
jump @TRIADA_HARD_17F3 

:TRIADA_HARD_17BE
if 
   not Player.InZone($PLAYER_CHAR, 'LA')
jf @TRIADA_HARD_1546 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSO CONCLUDA!~n~~w~RESPEITO +
Player.Money($PLAYER_CHAR) += 100000

:TRIADA_HARD_17F3
Actor.RemoveReferences($800000)
Actor.RemoveReferences($900000)
Actor.RemoveReferences($1000000)
Actor.RemoveReferences($1100000)
Actor.RemoveReferences($1300000)
Car.RemoveReferences($700000)
Actor.RemoveReferences($1600000)
Actor.RemoveReferences($1700000)
Actor.RemoveReferences($1800000)
Actor.RemoveReferences($1900000)
Actor.RemoveReferences($2000000)
Car.RemoveReferences($1500000)
Actor.RemoveReferences($2300000)
Actor.RemoveReferences($2400000)
Actor.RemoveReferences($2500000)
Actor.RemoveReferences($2600000)
Actor.RemoveReferences($2700000)
Car.RemoveReferences($2200000)
Actor.RemoveReferences($3000000)
Actor.RemoveReferences($3100000)
Actor.RemoveReferences($3400000)
Actor.RemoveReferences($3500000)
Actor.RemoveReferences($3600000)
Car.RemoveReferences($2900000)
Actor.RemoveReferences($3900000)
Actor.RemoveReferences($4000000)
Actor.RemoveReferences($4100000)
Actor.RemoveReferences($4200000)
Actor.RemoveReferences($4300000)
Car.RemoveReferences($3800000)
Actor.RemoveReferences($4600000)
Actor.RemoveReferences($4700000)
Actor.RemoveReferences($4800000)
Actor.RemoveReferences($4900000)
Actor.RemoveReferences($5000000)
Car.RemoveReferences($4500000)
0AAA: $5200000 = thread 'DRUG_WARS' pointer 
if 
  $5200000 == 0 
jf @TRIADA_HARD_18ED 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:TRIADA_HARD_18ED
0A93: end_custom_thread 
