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

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

:BLC_D
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @BLC_D 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @BLC_D 
Model.Load(#SENTINEL)
Model.Load(#SILENCED)
Model.Load(#MP5LNG)
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#TRIBOSS)
038B: load_requested_models 
jump @BLC_55 

:BLC_55
wait 0 
if and
   Model.Available(#SENTINEL)
   Model.Available(#SILENCED)
   Model.Available(#MP5LNG)
   Model.Available(#TRIADA)
   Model.Available(#TRIADB)
   Model.Available(#TRIBOSS)
jf @BLC_55 

:BLC_7F
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 @BLC_7F 
$700000 = Car.Create(#SENTINEL, 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 
Car.SetImmunities($700000, 1, 1, 1, 1, 1)
0587: enable_car $700000 validate_position 0 
$1500000 = Actor.CreateAsDriver(Gang1, #TRIBOSS, $700000)
$1600000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $700000, 0)
$1700000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $700000, 1)
$1800000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $700000, 2)
Actor.Health($1500000) = 500
Actor.Health($1600000) = 500
Actor.Health($1700000) = 500
Actor.Health($1800000) = 500
0978: copy_decision_maker 65540 to $1900000 
0709: set_decision_maker $1900000 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 $1900000 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 $1900000 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 $1600000 decision_maker_to $1900000 
060B: set_actor $1700000 decision_maker_to $1900000 
060B: set_actor $1800000 decision_maker_to $1900000 
077A: set_actor $1600000 acquaintance 4 to_actors_pedtype 6 // 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 $1600000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $1700000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $1800000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $1600000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
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 
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($1600000, MP5, 9999)
Actor.GiveWeaponAndAmmo($1700000, MP5, 9999)
Actor.GiveWeaponAndAmmo($1800000, Silenced, 9999)
Actor.WeaponAccuracy($1500000) = 100
Actor.WeaponAccuracy($1600000) = 100
Actor.WeaponAccuracy($1700000) = 100
Actor.WeaponAccuracy($1800000) = 100
0190: add_car $700000 to_flipped_check // 6 max 

:BLC_2B3
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 @BLC_2B3 
$2000000 = Car.Create(#SENTINEL, 4@, 5@, 6@)
Car.Angle($2000000) = 184.7214
Car.SetMaxSpeed($2000000, 253.0)
Car.DoorStatus($2000000) = 5
00AE: set_car $2000000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($2000000, DriveToPlayer)
053F: set_car $2000000 tires_vulnerability 0 
Car.SetImmunities($2000000, 1, 1, 1, 1, 1)
0587: enable_car $2000000 validate_position 0 
$2100000 = Actor.CreateAsDriver(Gang1, #TRIBOSS, $2000000)
$2200000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $2000000, 0)
$2300000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $2000000, 1)
$2400000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $2000000, 2)
Actor.Health($2100000) = 500
Actor.Health($2200000) = 500
Actor.Health($2300000) = 500
Actor.Health($2400000) = 500
0978: copy_decision_maker 65540 to $1900000 
0709: set_decision_maker $1900000 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 $1900000 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 $1900000 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 $2200000 decision_maker_to $1900000 
060B: set_actor $2300000 decision_maker_to $1900000 
060B: set_actor $2400000 decision_maker_to $1900000 
077A: set_actor $2200000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2300000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2200000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2300000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2200000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $2300000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $2400000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $2000000 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($2200000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($2300000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($2400000, MP5, 9999)
Actor.WeaponAccuracy($2100000) = 100
Actor.WeaponAccuracy($2200000) = 100
Actor.WeaponAccuracy($2300000) = 100
Actor.WeaponAccuracy($2400000) = 100
0190: add_car $2000000 to_flipped_check // 6 max 

:BLC_4E7
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 @BLC_4E7 
$2500000 = Car.Create(#SENTINEL, 4@, 5@, 6@)
Car.Angle($2500000) = 184.7214
Car.SetMaxSpeed($2500000, 253.0)
Car.DoorStatus($2500000) = 5
00AE: set_car $2500000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($2500000, DriveToPlayer)
053F: set_car $2500000 tires_vulnerability 0 
Car.SetImmunities($2500000, 1, 1, 1, 1, 1)
0587: enable_car $2500000 validate_position 0 
$2600000 = Actor.CreateAsDriver(Gang1, #TRIBOSS, $2500000)
$2700000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $2500000, 0)
$2800000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $2500000, 1)
$2900000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $2500000, 2)
Actor.Health($2600000) = 500
Actor.Health($2700000) = 500
Actor.Health($2800000) = 500
Actor.Health($2900000) = 500
0978: copy_decision_maker 65540 to $1900000 
0709: set_decision_maker $1900000 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 $1900000 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 $1900000 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 $2700000 decision_maker_to $1900000 
060B: set_actor $2800000 decision_maker_to $1900000 
060B: set_actor $2900000 decision_maker_to $1900000 
077A: set_actor $2700000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2900000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $2700000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2900000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $2700000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $2800000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $2900000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $2500000 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($2700000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($2800000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($2900000, MP5, 9999)
Actor.WeaponAccuracy($2600000) = 100
Actor.WeaponAccuracy($2700000) = 100
Actor.WeaponAccuracy($2800000) = 100
Actor.WeaponAccuracy($2900000) = 100
0190: add_car $2500000 to_flipped_check // 6 max 

:BLC_71B
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 @BLC_71B 
$3000000 = Car.Create(#SENTINEL, 4@, 5@, 6@)
Car.Angle($3000000) = 184.7214
Car.SetMaxSpeed($3000000, 253.0)
Car.DoorStatus($3000000) = 5
00AE: set_car $3000000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($3000000, DriveToPlayer)
053F: set_car $3000000 tires_vulnerability 0 
Car.SetImmunities($3000000, 1, 1, 1, 1, 1)
0587: enable_car $3000000 validate_position 0 
$3100000 = Actor.CreateAsDriver(Gang1, #TRIADA, $3000000)
$3400000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $3000000, 0)
$3500000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $3000000, 1)
$3600000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $3000000, 2)
Actor.Health($3100000) = 500
Actor.Health($3400000) = 500
Actor.Health($3500000) = 500
Actor.Health($3600000) = 500
0978: copy_decision_maker 65540 to $1900000 
0709: set_decision_maker $1900000 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 $1900000 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 $1900000 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 $3400000 decision_maker_to $1900000 
060B: set_actor $3500000 decision_maker_to $1900000 
060B: set_actor $3600000 decision_maker_to $1900000 
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 $3600000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $3400000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $3500000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $3600000 acquaintance 4 to_actors_pedtype 8 // 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 $3600000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $3000000 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($3400000, MP5, 9999)
Actor.GiveWeaponAndAmmo($3500000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($3600000, MP5, 9999)
Actor.WeaponAccuracy($3100000) = 100
Actor.WeaponAccuracy($3400000) = 100
Actor.WeaponAccuracy($3500000) = 100
Actor.WeaponAccuracy($3600000) = 100
0190: add_car $3000000 to_flipped_check // 6 max 

:BLC_94F
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 @BLC_94F 
$3700000 = Car.Create(#SENTINEL, 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, DriveToPlayer)
053F: set_car $3700000 tires_vulnerability 0 
Car.SetImmunities($3700000, 1, 1, 1, 1, 1)
0587: enable_car $3700000 validate_position 0 
$3800000 = Actor.CreateAsDriver(Gang1, #TRIBOSS, $3700000)
$3900000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $3700000, 0)
$4000000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $3700000, 1)
$4100000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $3700000, 2)
Actor.Health($3800000) = 500
Actor.Health($3900000) = 500
Actor.Health($4000000) = 500
Actor.Health($4100000) = 500
0978: copy_decision_maker 65540 to $1900000 
0709: set_decision_maker $1900000 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 $1900000 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 $1900000 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 $1900000 
060B: set_actor $4000000 decision_maker_to $1900000 
060B: set_actor $4100000 decision_maker_to $1900000 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 6 // 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 $3900000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4000000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4100000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $3900000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
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 
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, Silenced, 9999)
Actor.GiveWeaponAndAmmo($4000000, MP5, 9999)
Actor.GiveWeaponAndAmmo($4100000, MP5, 9999)
Actor.WeaponAccuracy($3800000) = 100
Actor.WeaponAccuracy($3900000) = 100
Actor.WeaponAccuracy($4000000) = 100
Actor.WeaponAccuracy($4100000) = 100
0190: add_car $3700000 to_flipped_check // 6 max 

:BLC_B83
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 @BLC_B83 
$4200000 = Car.Create(#SENTINEL, 4@, 5@, 6@)
Car.Angle($4200000) = 184.7214
Car.SetMaxSpeed($4200000, 253.0)
Car.DoorStatus($4200000) = 5
00AE: set_car $4200000 traffic_behaviour_to 2 
Car.SetDriverBehaviour($4200000, DriveToPlayer)
053F: set_car $4200000 tires_vulnerability 0 
Car.SetImmunities($4200000, 1, 1, 1, 1, 1)
0587: enable_car $4200000 validate_position 0 
$4300000 = Actor.CreateAsDriver(Gang1, #TRIBOSS, $4200000)
$4400000 = Actor.CreateAsPassenger(Gang1, #TRIADA, $4200000, 0)
$4500000 = Actor.CreateAsPassenger(Gang1, #TRIADB, $4200000, 1)
$4600000 = Actor.CreateAsPassenger(Gang1, #TRIBOSS, $4200000, 2)
Actor.Health($4300000) = 500
Actor.Health($4400000) = 500
Actor.Health($4500000) = 500
Actor.Health($4600000) = 500
0978: copy_decision_maker 65540 to $1900000 
0709: set_decision_maker $1900000 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 $1900000 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 $1900000 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 $4400000 decision_maker_to $1900000 
060B: set_actor $4500000 decision_maker_to $1900000 
060B: set_actor $4600000 decision_maker_to $1900000 
077A: set_actor $4400000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4600000 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $4400000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4600000 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor $4400000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4500000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $4600000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car $4200000 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($4400000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($4500000, Silenced, 9999)
Actor.GiveWeaponAndAmmo($4600000, MP5, 9999)
Actor.WeaponAccuracy($4300000) = 100
Actor.WeaponAccuracy($4400000) = 100
Actor.WeaponAccuracy($4500000) = 100
Actor.WeaponAccuracy($4600000) = 100
0190: add_car $4200000 to_flipped_check // 6 max 
0208: $4700000 = random_float_in_ranges 32.2 60.1 
0208: $4800000 = random_float_in_ranges 32.2 60.1 

:BLC_DD5
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $700000 radius $4700000 $4800000 sphere 0 in_car 
056E:   car $700000 defined 
jf @BLC_EAB 
0A30: repair_car $700000 
0208: $4900000 = random_float_in_ranges -24.2 24.1 
0208: $5000000 = random_float_in_ranges -10.2 -40.1 
0209: $5100000 = random_int_in_ranges 100 600 
04C4: store_coords_to 8@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset $4900000 $5000000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($700000) = 9@
wait $5100000 
Car.PutAt($700000, 8@, 10@, 11@)
0208: $5200000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($700000, 253.0)
$5200000 *= 1.3 
Car.SetSpeedInstantly($700000, $5200000)
0208: $4700000 = random_float_in_ranges 32.2 60.1 
0208: $4800000 = random_float_in_ranges 32.2 60.1 

:BLC_EAB
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $2000000 radius $4700000 $4800000 sphere 0 in_car 
056E:   car $2000000 defined 
jf @BLC_F81 
0A30: repair_car $2000000 
0208: $4900000 = random_float_in_ranges -22.2 22.1 
0208: $5000000 = random_float_in_ranges -10.2 -40.1 
0209: $5100000 = random_int_in_ranges 100 600 
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset $4900000 $5000000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($2000000) = 9@
wait $5100000 
Car.PutAt($2000000, 12@, 13@, 14@)
0208: $5300000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($2000000, 253.0)
$5300000 *= 1.3 
Car.SetSpeedInstantly($2000000, $5300000)
0208: $4700000 = random_float_in_ranges 32.2 60.1 
0208: $4800000 = random_float_in_ranges 32.2 60.1 

:BLC_F81
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $2500000 radius $4700000 $4800000 sphere 0 in_car 
056E:   car $2500000 defined 
jf @BLC_1057 
0A30: repair_car $2500000 
0208: $4900000 = random_float_in_ranges -21.2 21.1 
0208: $5000000 = random_float_in_ranges -10.2 -40.1 
0209: $5100000 = random_int_in_ranges 100 600 
04C4: store_coords_to 8@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset $4900000 $5000000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($2500000) = 9@
wait $5100000 
Car.PutAt($2500000, 8@, 10@, 11@)
0208: $5400000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($2500000, 253.0)
$5400000 *= 1.3 
Car.SetSpeedInstantly($2500000, $5400000)
0208: $4700000 = random_float_in_ranges 32.2 60.1 
0208: $4800000 = random_float_in_ranges 32.2 60.1 

:BLC_1057
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $3000000 radius $4700000 $4800000 sphere 0 in_car 
056E:   car $3000000 defined 
jf @BLC_112D 
0A30: repair_car $3000000 
0208: $4900000 = random_float_in_ranges -12.2 12.1 
0208: $5000000 = random_float_in_ranges -10.2 -40.1 
0209: $5100000 = random_int_in_ranges 100 600 
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset $4900000 $5000000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($3000000) = 9@
wait $5100000 
Car.PutAt($3000000, 12@, 13@, 14@)
0208: $5500000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($3000000, 253.0)
$5500000 *= 1.3 
Car.SetSpeedInstantly($3000000, $5500000)
0208: $4700000 = random_float_in_ranges 32.2 60.1 
0208: $4800000 = random_float_in_ranges 32.2 60.1 

:BLC_112D
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $3700000 radius $4700000 $4800000 sphere 0 in_car 
056E:   car $3700000 defined 
jf @BLC_1203 
0A30: repair_car $3700000 
0208: $4900000 = random_float_in_ranges -13.2 16.1 
0208: $5000000 = random_float_in_ranges -10.2 -40.1 
0209: $5100000 = random_int_in_ranges 100 600 
04C4: store_coords_to 8@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset $4900000 $5000000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($3700000) = 9@
wait $5100000 
Car.PutAt($3700000, 8@, 10@, 11@)
0208: $5600000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($3700000, 253.0)
$5600000 *= 1.3 
Car.SetSpeedInstantly($3700000, $5600000)
0208: $4700000 = random_float_in_ranges 32.2 60.1 
0208: $4800000 = random_float_in_ranges 32.2 60.1 

:BLC_1203
wait 6 
if and
8204:   not actor $PLAYER_ACTOR near_car $4200000 radius $4700000 $4800000 sphere 0 in_car 
056E:   car $4200000 defined 
jf @BLC_12BB 
0A30: repair_car $4200000 
0208: $4900000 = random_float_in_ranges -15.2 16.1 
0208: $5000000 = random_float_in_ranges -10.2 -40.1 
0209: $5100000 = random_int_in_ranges 100 600 
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset $4900000 $5000000 0.0 
9@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle($4200000) = 9@
wait $5100000 
Car.PutAt($4200000, 12@, 13@, 14@)
0208: $5700000 = random_float_in_ranges 10.2 40.1 
Car.SetMaxSpeed($4200000, 253.0)
$5700000 *= 1.3 
Car.SetSpeedInstantly($4200000, $5700000)

:BLC_12BB
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @BLC_137A 
jump @BLC_12D2 

:BLC_12D2
wait 9 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @BLC_12ED 
jump @BLC_DD5 

:BLC_12ED
wait 6 
if or
  $ONMISSION == 1 
   Actor.Dead($PLAYER_ACTOR)
jf @BLC_1327 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -2000
jump @BLC_13AD 

:BLC_1327
if 
   Player.InZone($PLAYER_CHAR, 'GAN')
jf @BLC_136C 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSO CONCLUDA!~n~~w~RESPEITO +
Player.Money($PLAYER_CHAR) += 10000
03E5: show_text_box 'GXDX' 
jump @BLC_13AD 

:BLC_136C
jf @BLC_12D2 
jump @BLC_12D2 

:BLC_137A
wait 6 
if or
  $ONMISSION == 1 
   Actor.Dead($PLAYER_ACTOR)
jf @BLC_14A9 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -2000

:BLC_13AD
Actor.RemoveReferences($1500000)
Actor.RemoveReferences($1600000)
Actor.RemoveReferences($1700000)
Actor.RemoveReferences($1800000)
Car.RemoveReferences($700000)
Car.Destroy($700000)
Actor.RemoveReferences($2100000)
Actor.RemoveReferences($2200000)
Actor.RemoveReferences($2300000)
Actor.RemoveReferences($2400000)
Car.RemoveReferences($2000000)
Car.Destroy($2000000)
Actor.RemoveReferences($2600000)
Actor.RemoveReferences($2700000)
Actor.RemoveReferences($2800000)
Actor.RemoveReferences($2900000)
Car.RemoveReferences($2500000)
Car.Destroy($2500000)
Actor.RemoveReferences($3100000)
Actor.RemoveReferences($3400000)
Actor.RemoveReferences($3500000)
Actor.RemoveReferences($3600000)
Car.RemoveReferences($3000000)
Car.Destroy($3000000)
Actor.RemoveReferences($3800000)
Actor.RemoveReferences($3900000)
Actor.RemoveReferences($4000000)
Actor.RemoveReferences($4100000)
Car.RemoveReferences($3700000)
Car.Destroy($3700000)
Actor.RemoveReferences($4300000)
Actor.RemoveReferences($4400000)
Actor.RemoveReferences($4500000)
Actor.RemoveReferences($4600000)
Car.RemoveReferences($4200000)
Car.Destroy($4200000)
0AAA: 0@ = thread 'DRUG_WARS' pointer 
if 
  0@ == 0 
jf @BLC_14A7 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:BLC_14A7
0A93: end_custom_thread 

:BLC_14A9
jf @BLC_DD5 
jump @BLC_DD5 
