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

//-------------MAIN---------------
thread 'MAP' 
07FB: set_interior 'LASTRIP' access 1  // Strip Club
07FB: set_interior 'STRIP2' access 1  // Strip Club
07FB: set_interior 'POLEPOS' access 1 
07FB: set_interior 'MALIBU' access 1 

:MAP_63
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAP_63 
if and
0AB0:   key_pressed 81 
0AB0:   key_pressed 17 
jf @MAP_63 

:MAP_102
0ADF: add_dynamic_GXT_entry "INTER01" text "~g~Interiors & Locations" 
0ADF: add_dynamic_GXT_entry "INTER02" text "Pick the interiors to warp to." 
0ADF: add_dynamic_GXT_entry "SAFEH01" text "Safehouse - Small Mansion" 
0ADF: add_dynamic_GXT_entry "SAFEH02" text "Ocean Beach Hotel" 
0ADF: add_dynamic_GXT_entry "SAFEH03" text "Open Store" 
0ADF: add_dynamic_GXT_entry "SAFEH04" text "Cafe Robin" 
0ADF: add_dynamic_GXT_entry "SAFEH05" text "Open Store 2" 
0ADF: add_dynamic_GXT_entry "SAFEH06" text "Smallest Safehouse" 
0ADF: add_dynamic_GXT_entry "SAFEH07" text "Pizza Place" 
0ADF: add_dynamic_GXT_entry "SAFEH08" text "New Mansion" 
0ADF: add_dynamic_GXT_entry "SAFEH09" text "Open Store 3 Un-used" 
0ADF: add_dynamic_GXT_entry "SAFEH10" text "North Point Mall" 
0ADF: add_dynamic_GXT_entry "SAFEH11" text "Vice City Offices" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->" 
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous" 
0512: show_permanent_text_box 'INTER02' 
08D4: 1@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 1@ column 0 header 'INTER01' data 'SAFEH01' 'SAFEH02' 'SAFEH03' 'SAFEH04' 'SAFEH05' 'SAFEH06' 'SAFEH07' 'SAFEH08' 'SAFEH09' 'SAFEH10' 'SAFEH11' 'NEXT002' 
090E: set_panel 1@ active_row 0 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:MAP_730
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAP_1564 
if 
00E1:   player 0 pressed_key 15 
jf @MAP_774 
jump @MAP_1564 

:MAP_774
if 
00E1:   player 0 pressed_key 16 
jf @MAP_730 
03E6: remove_text_box 
08D7: 2@ = panel 1@ active_row 
if 
  2@ == 0 
jf @MAP_867 
select_interior 32 
Actor.PutAt($PLAYER_ACTOR, 7756.899, -8843.083, 1020.638)
0860: link_actor $PLAYER_ACTOR to_interior 32 
Actor.Angle($PLAYER_ACTOR) = 116.5303
jump @MAP_1564 

:MAP_867
if 
  2@ == 1 
jf @MAP_933 
select_interior 1 
Actor.PutAt($PLAYER_ACTOR, 7715.814, -8777.129, 1007.029)
0860: link_actor $PLAYER_ACTOR to_interior 1 
Actor.Angle($PLAYER_ACTOR) = 170.3754
jump @MAP_1564 

:MAP_933
if 
  2@ == 2 
jf @MAP_999 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 6637.613, -8133.899, 6.3356)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 254.4568
jump @MAP_1564 

:MAP_999
if 
  2@ == 3 
jf @MAP_1065 
select_interior 7 
Actor.PutAt($PLAYER_ACTOR, 6330.302, -8115.05, 1006.792)
0860: link_actor $PLAYER_ACTOR to_interior 7 
Actor.Angle($PLAYER_ACTOR) = 179.8221
jump @MAP_1564 

:MAP_1065
if 
  2@ == 4 
jf @MAP_1131 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 6644.472, -7578.779, 6.5139)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 197.3376
jump @MAP_1564 

:MAP_1131
if 
  2@ == 5 
jf @MAP_1197 
select_interior 16 
Actor.PutAt($PLAYER_ACTOR, 6537.949, -7349.054, 1004.352)
0860: link_actor $PLAYER_ACTOR to_interior 16 
Actor.Angle($PLAYER_ACTOR) = 262.1142
jump @MAP_1564 

:MAP_1197
if 
  2@ == 6 
jf @MAP_1268 
select_interior 5 
Actor.PutAt($PLAYER_ACTOR, 6623.231, -6707.033, 999.4711)
0860: link_actor $PLAYER_ACTOR to_interior 5 
Actor.Angle($PLAYER_ACTOR) = 83.4199
wait 500 
jump @MAP_1564 

:MAP_1268
if 
  2@ == 7 
jf @MAP_1334 
select_interior 3 
Actor.PutAt($PLAYER_ACTOR, 8207.636, -7680.866, 1001.738)
0860: link_actor $PLAYER_ACTOR to_interior 3 
Actor.Angle($PLAYER_ACTOR) = 88.3608
jump @MAP_1564 

:MAP_1334
if 
  2@ == 8 
jf @MAP_1400 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 7968.33, -6708.945, 7.9108)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 94.6041
jump @MAP_1564 

:MAP_1400
if 
  2@ == 9 
jf @MAP_1466 
select_interior 4 
Actor.PutAt($PLAYER_ACTOR, 13136.93, -11701.71, 1014.234)
0860: link_actor $PLAYER_ACTOR to_interior 4 
Actor.Angle($PLAYER_ACTOR) = 323.9663
jump @MAP_1564 

:MAP_1466
if 
  2@ == 10 
jf @MAP_1532 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 6971.21, -6697.944, 92.477)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 183.7583
jump @MAP_1564 

:MAP_1532
if 
  2@ == 11 
jf @MAP_730 
08DA: remove_panel 1@ 
03E6: remove_text_box 
jump @MAP_1592 

:MAP_1564
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 1@ 
03E6: remove_text_box 
jump @MAP_63 

:MAP_1592
wait 350 
0ADF: add_dynamic_GXT_entry "SAFEH12" text "Biker Bar Shop" 
0ADF: add_dynamic_GXT_entry "SAFEH13" text "Vice City Bank" 
0ADF: add_dynamic_GXT_entry "SAFEH14" text "Vice City Airport" 
0ADF: add_dynamic_GXT_entry "SAFEH15" text "Manhunt - Construction Site Area" 
0ADF: add_dynamic_GXT_entry "SAFEH16" text "Manhunt - Safehouse" 
0ADF: add_dynamic_GXT_entry "SAFEH17" text "Manhunt - Casino" 
0ADF: add_dynamic_GXT_entry "SAFEH18" text "Manhunt - Streets" 
0ADF: add_dynamic_GXT_entry "SAFEH19" text "Bully - Boy's Room" 
0ADF: add_dynamic_GXT_entry "SAFEH20" text "Bully - Girl's Room" 
0ADF: add_dynamic_GXT_entry "SAFEH21" text "Bully - Library" 
08D4: 3@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'INTER01' data 'SAFEH12' 'SAFEH13' 'SAFEH14' 'SAFEH15' 'SAFEH16' 'SAFEH17' 'SAFEH18' 'SAFEH19' 'SAFEH20' 'SAFEH21' 'PREVER' 'NEXT002' 
090E: set_panel 3@ active_row 0 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:MAP_2090
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAP_2895 
if 
00E1:   player 0 pressed_key 15 
jf @MAP_2134 
jump @MAP_2895 

:MAP_2134
if 
00E1:   player 0 pressed_key 16 
jf @MAP_2090 
03E6: remove_text_box 
08D7: 4@ = panel 3@ active_row 
if 
  4@ == 0 
jf @MAP_2227 
select_interior 11 
Actor.PutAt($PLAYER_ACTOR, 6903.22, -6858.427, 1006.632)
0860: link_actor $PLAYER_ACTOR to_interior 11 
Actor.Angle($PLAYER_ACTOR) = 182.1934
jump @MAP_2895 

:MAP_2227
if 
  4@ == 1 
jf @MAP_2293 
select_interior 3 
Actor.PutAt($PLAYER_ACTOR, 6587.7, -7840.745, 1008.347)
0860: link_actor $PLAYER_ACTOR to_interior 3 
Actor.Angle($PLAYER_ACTOR) = 92.1934
jump @MAP_2895 

:MAP_2293
if 
  4@ == 2 
jf @MAP_2359 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 6078.486, -8363.811, 9.8518)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 72.1744
jump @MAP_2895 

:MAP_2359
if 
  4@ == 3 
jf @MAP_2425 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 4508.469, -6635.444, 33.3573)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 168.7042
jump @MAP_2895 

:MAP_2425
if 
  4@ == 4 
jf @MAP_2491 
select_interior 1 
Actor.PutAt($PLAYER_ACTOR, 5042.36, 5171.979, 1006.391)
0860: link_actor $PLAYER_ACTOR to_interior 1 
Actor.Angle($PLAYER_ACTOR) = 320.8264
jump @MAP_2895 

:MAP_2491
if 
  4@ == 5 
jf @MAP_2557 
select_interior 2 
Actor.PutAt($PLAYER_ACTOR, 5091.622, 5050.693, 1001.461)
0860: link_actor $PLAYER_ACTOR to_interior 2 
Actor.Angle($PLAYER_ACTOR) = 215.1918
jump @MAP_2895 

:MAP_2557
if 
  4@ == 6 
jf @MAP_2623 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 5014.886, 5167.147, 16.5424)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 201.9832
jump @MAP_2895 

:MAP_2623
if 
  4@ == 7 
jf @MAP_2689 
select_interior 5 
Actor.PutAt($PLAYER_ACTOR, 7749.448, 14568.42, 1032.416)
0860: link_actor $PLAYER_ACTOR to_interior 5 
Actor.Angle($PLAYER_ACTOR) = 83.8111
jump @MAP_2895 

:MAP_2689
if 
  4@ == 8 
jf @MAP_2755 
select_interior 35 
Actor.PutAt($PLAYER_ACTOR, 7801.441, 14561.42, 993.0919)
0860: link_actor $PLAYER_ACTOR to_interior 35 
Actor.Angle($PLAYER_ACTOR) = 272.3014
jump @MAP_2895 

:MAP_2755
if 
  4@ == 9 
jf @MAP_2821 
select_interior 9 
Actor.PutAt($PLAYER_ACTOR, 7473.527, 14452.39, 1091.13)
0860: link_actor $PLAYER_ACTOR to_interior 9 
Actor.Angle($PLAYER_ACTOR) = 264.4706
jump @MAP_2895 

:MAP_2821
if 
  4@ == 10 
jf @MAP_2858 
08DA: remove_panel 3@ 
03E6: remove_text_box 
wait 200 
jump @MAP_102 

:MAP_2858
if 
  4@ == 11 
jf @MAP_2090 
08DA: remove_panel 3@ 
03E6: remove_text_box 
wait 200 
jump @MAP_2923 

:MAP_2895
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 3@ 
03E6: remove_text_box 
jump @MAP_63 

:MAP_2923
wait 350 
0ADF: add_dynamic_GXT_entry "SAFEH22" text "Bully - High School" 
0ADF: add_dynamic_GXT_entry "SAFEH23" text "Bully - Rusted Laundry Room" 
0ADF: add_dynamic_GXT_entry "SAFEH24" text "Vice City Danceclub" 
0ADF: add_dynamic_GXT_entry "SAFEH25" text "Printworks" 
0ADF: add_dynamic_GXT_entry "SAFEH26" text "Safehouse - Mansion" 
0ADF: add_dynamic_GXT_entry "SAFEH27" text "Liberty City" 
0ADF: add_dynamic_GXT_entry "SAFEH28" text "Vice City" 
0ADF: add_dynamic_GXT_entry "SAFEH29" text "San Andreas" 
0ADF: add_dynamic_GXT_entry "SAFEH30" text "Bullsworth" 
0ADF: add_dynamic_GXT_entry "SAFEH31" text "Mainland Liberty" 
0ADF: add_dynamic_GXT_entry "SAFEH32" text "Bully - Rusted Place" 
08D4: 3@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'INTER01' data 'SAFEH22' 'SAFEH23' 'SAFEH24' 'SAFEH25' 'SAFEH26' 'SAFEH27' 'SAFEH28' 'SAFEH29' 'SAFEH30' 'SAFEH31' 'PREVER' 'NEXT002' 
090E: set_panel 3@ active_row 0 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:MAP_3425
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAP_4230 
if 
00E1:   player 0 pressed_key 15 
jf @MAP_3469 
jump @MAP_4230 

:MAP_3469
if 
00E1:   player 0 pressed_key 16 
jf @MAP_3425 
03E6: remove_text_box 
08D7: 4@ = panel 3@ active_row 
if 
  4@ == 0 
jf @MAP_3562 
select_interior 32 
Actor.PutAt($PLAYER_ACTOR, 7621.529, 13936.57, 1000.998)
0860: link_actor $PLAYER_ACTOR to_interior 32 
Actor.Angle($PLAYER_ACTOR) = 360.0
jump @MAP_4230 

:MAP_3562
if 
  4@ == 1 
jf @MAP_3628 
select_interior 23 
Actor.PutAt($PLAYER_ACTOR, 7513.936, 14701.56, 1002.997)
0860: link_actor $PLAYER_ACTOR to_interior 23 
Actor.Angle($PLAYER_ACTOR) = 272.5791
jump @MAP_4230 

:MAP_3628
if 
  4@ == 2 
jf @MAP_3694 
select_interior 17 
Actor.PutAt($PLAYER_ACTOR, 7978.214, -7567.0, 1004.94)
0860: link_actor $PLAYER_ACTOR to_interior 17 
Actor.Angle($PLAYER_ACTOR) = 45.0
jump @MAP_4230 

:MAP_3694
if 
  4@ == 3 
jf @MAP_3760 
select_interior 18 
Actor.PutAt($PLAYER_ACTOR, 6427.152, -7780.675, 1007.05)
0860: link_actor $PLAYER_ACTOR to_interior 18 
Actor.Angle($PLAYER_ACTOR) = 86.0397
jump @MAP_4230 

:MAP_3760
if 
  4@ == 4 
jf @MAP_3826 
select_interior 2 
Actor.PutAt($PLAYER_ACTOR, 7121.848, -8062.758, 1014.533)
0860: link_actor $PLAYER_ACTOR to_interior 2 
Actor.Angle($PLAYER_ACTOR) = 180.0
jump @MAP_4230 

:MAP_3826
if 
  4@ == 5 
jf @MAP_3892 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 8344.832, 7299.503, 26.1265)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 353.4217
jump @MAP_4230 

:MAP_3892
if 
  4@ == 6 
jf @MAP_3958 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 6490.342, -7937.167, 5.9155)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 265.5808
jump @MAP_4230 

:MAP_3958
if 
  4@ == 7 
jf @MAP_4024 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 2082.185, -1760.746, 13.5625)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 21.7376
jump @MAP_4230 

:MAP_4024
if 
  4@ == 8 
jf @MAP_4090 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 8309.586, 14177.39, 6.0955)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 81.7848
jump @MAP_4230 

:MAP_4090
if 
  4@ == 9 
jf @MAP_4156 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, -859.2262, 12789.54, 17.1952)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 147.4384
jump @MAP_4230 

:MAP_4156
if 
  4@ == 10 
jf @MAP_4193 
08DA: remove_panel 3@ 
03E6: remove_text_box 
wait 200 
jump @MAP_1592 

:MAP_4193
if 
  4@ == 11 
jf @MAP_3425 
08DA: remove_panel 3@ 
03E6: remove_text_box 
wait 200 
jump @MAP_4258 

:MAP_4230
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 3@ 
03E6: remove_text_box 
jump @MAP_63 

:MAP_4258
wait 350 
0ADF: add_dynamic_GXT_entry "SAFEH32" text "Bully - Yum Yum Shop" 
0ADF: add_dynamic_GXT_entry "SAFEH33" text "Bully - Chemical Plant Top" 
0ADF: add_dynamic_GXT_entry "SAFEH34" text "Bully - Chemical Plant Bottom" 
0ADF: add_dynamic_GXT_entry "SAFEH35" text "Liberty City Stories - Safehouse 1" 
0ADF: add_dynamic_GXT_entry "SAFEH36" text "Bully - The Carnvial" 
0ADF: add_dynamic_GXT_entry "SAFEH37" text "Blank Field" 
0ADF: add_dynamic_GXT_entry "SAFEH38" text "Vice City - Rock Studios" 
0ADF: add_dynamic_GXT_entry "SAFEH39" text "Vice City - Love Fist Concert" 
0ADF: add_dynamic_GXT_entry "SAFEH40" text "Vice City - Open Laundry Store" 
0ADF: add_dynamic_GXT_entry "SAFEH41" text "Vice City - Stripclub" 
08D4: 3@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'INTER01' data 'SAFEH32' 'SAFEH33' 'SAFEH34' 'SAFEH35' 'SAFEH36' 'SAFEH37' 'SAFEH38' 'SAFEH39' 'SAFEH40' 'SAFEH41' 'PREVER' 'NEXT002' 
090E: set_panel 3@ active_row 0 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:MAP_4819
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAP_5624 
if 
00E1:   player 0 pressed_key 15 
jf @MAP_4863 
jump @MAP_5624 

:MAP_4863
if 
00E1:   player 0 pressed_key 16 
jf @MAP_4819 
03E6: remove_text_box 
08D7: 4@ = panel 3@ active_row 
if 
  4@ == 0 
jf @MAP_4956 
select_interior 26 
Actor.PutAt($PLAYER_ACTOR, 7675.548, 14640.0, 1001.07)
0860: link_actor $PLAYER_ACTOR to_interior 26 
Actor.Angle($PLAYER_ACTOR) = 21.6232
jump @MAP_5624 

:MAP_4956
if 
  4@ == 1 
jf @MAP_5022 
select_interior 40 
Actor.PutAt($PLAYER_ACTOR, 7498.135, 14344.08, 1131.863)
0860: link_actor $PLAYER_ACTOR to_interior 40 
Actor.Angle($PLAYER_ACTOR) = 247.3227
jump @MAP_5624 

:MAP_5022
if 
  4@ == 2 
jf @MAP_5088 
select_interior 40 
Actor.PutAt($PLAYER_ACTOR, 7482.952, 14327.38, 1107.415)
0860: link_actor $PLAYER_ACTOR to_interior 40 
Actor.Angle($PLAYER_ACTOR) = 209.7819
jump @MAP_5624 

:MAP_5088
if 
  4@ == 3 
jf @MAP_5154 
select_interior 7 
Actor.PutAt($PLAYER_ACTOR, 7422.983, 8543.548, 1043.57)
0860: link_actor $PLAYER_ACTOR to_interior 7 
Actor.Angle($PLAYER_ACTOR) = 176.8634
jump @MAP_5624 

:MAP_5154
if 
  4@ == 4 
jf @MAP_5220 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 8399.788, 14707.61, 7.0786)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 268.1867
jump @MAP_5624 

:MAP_5220
if 
  4@ == 5 
jf @MAP_5286 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, -7971.861, 524.6331, 36.7955)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 290.2438
jump @MAP_5624 

:MAP_5286
if 
  4@ == 6 
jf @MAP_5352 
select_interior 9 
Actor.PutAt($PLAYER_ACTOR, 6619.818, -6343.099, 1012.763)
0860: link_actor $PLAYER_ACTOR to_interior 9 
Actor.Angle($PLAYER_ACTOR) = 139.6827
jump @MAP_5624 

:MAP_5352
if 
  4@ == 7 
jf @MAP_5418 
select_interior 8 
Actor.PutAt($PLAYER_ACTOR, 6576.05, -6450.576, 1008.16)
0860: link_actor $PLAYER_ACTOR to_interior 8 
Actor.Angle($PLAYER_ACTOR) = 357.7104
jump @MAP_5624 

:MAP_5418
if 
  4@ == 8 
jf @MAP_5484 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 6303.684, -7818.306, 5.9015)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 160.2577
jump @MAP_5624 

:MAP_5484
if 
  4@ == 9 
jf @MAP_5550 
select_interior 5 
Actor.PutAt($PLAYER_ACTOR, 7582.804, -8960.711, 1005.523)
0860: link_actor $PLAYER_ACTOR to_interior 5 
Actor.Angle($PLAYER_ACTOR) = 81.5268
jump @MAP_5624 

:MAP_5550
if 
  4@ == 10 
jf @MAP_5587 
08DA: remove_panel 3@ 
03E6: remove_text_box 
wait 200 
jump @MAP_2923 

:MAP_5587
if 
  4@ == 11 
jf @MAP_4819 
08DA: remove_panel 3@ 
03E6: remove_text_box 
wait 200 
jump @MAP_5652 

:MAP_5624
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 3@ 
03E6: remove_text_box 
jump @MAP_63 

:MAP_5652
0ADF: add_dynamic_GXT_entry "SAFEH42" text "Safe House - Town House" 
0ADF: add_dynamic_GXT_entry "SAFEH43" text "Vice City - Upstairs to the Building Entrance" 
0ADF: add_dynamic_GXT_entry "SAFEH44" text "Vice City - Upper Room Building" 
0ADF: add_dynamic_GXT_entry "SAFEH45" text "Vice City - Golf Club" 
0ADF: add_dynamic_GXT_entry "SAFEH46" text "Vice City - Police Station" 
0ADF: add_dynamic_GXT_entry "SAFEH47" text "Vice City - Ken's Office" 
0ADF: add_dynamic_GXT_entry "SAFEH48" text "Liberty City - Rooftops 1" 
0ADF: add_dynamic_GXT_entry "SAFEH49" text "Liberty City - Rooftops 2" 
0ADF: add_dynamic_GXT_entry "SAFEH50" text "Vice City Stories - Safehouse" 
0ADF: add_dynamic_GXT_entry "SAFEH51" text "Liberty City Stories - Safehouse 2" 
0ADF: add_dynamic_GXT_entry "SAFEH52" text "Liberty City - Custom Safehouse" 
08D4: 3@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'INTER01' data 'SAFEH42' 'SAFEH43' 'SAFEH44' 'SAFEH45' 'SAFEH46' 'SAFEH47' 'SAFEH48' 'SAFEH49' 'SAFEH50' 'SAFEH51' 'SAFEH52' 'PREVER' 
090E: set_panel 3@ active_row 0 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:MAP_6291
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAP_7130 
if 
00E1:   player 0 pressed_key 15 
jf @MAP_6335 
jump @MAP_7130 

:MAP_6335
if 
00E1:   player 0 pressed_key 16 
jf @MAP_6291 
03E6: remove_text_box 
08D7: 4@ = panel 3@ active_row 
if 
  4@ == 0 
jf @MAP_6428 
select_interior 11 
Actor.PutAt($PLAYER_ACTOR, 7530.44, -8828.78, 1007.971)
0860: link_actor $PLAYER_ACTOR to_interior 11 
Actor.Angle($PLAYER_ACTOR) = 44.2754
jump @MAP_7130 

:MAP_6428
if 
  4@ == 1 
jf @MAP_6494 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 8070.579, -7446.235, 9.2636)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 222.5687
jump @MAP_7130 

:MAP_6494
if 
  4@ == 2 
jf @MAP_6560 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 8056.468, -7482.801, 47.7112)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 147.16
jump @MAP_7130 

:MAP_6560
if 
  4@ == 3 
jf @MAP_6626 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 7676.987, -6947.497, 11.952)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 235.037
jump @MAP_7130 

:MAP_6626
if 
  4@ == 4 
jf @MAP_6692 
select_interior 12 
Actor.PutAt($PLAYER_ACTOR, 7892.066, -7978.563, 1007.203)
0860: link_actor $PLAYER_ACTOR to_interior 12 
Actor.Angle($PLAYER_ACTOR) = 141.3423
jump @MAP_7130 

:MAP_6692
if 
  4@ == 5 
jf @MAP_6758 
select_interior 6 
Actor.PutAt($PLAYER_ACTOR, 7640.496, -8867.492, 1008.14)
0860: link_actor $PLAYER_ACTOR to_interior 6 
Actor.Angle($PLAYER_ACTOR) = 341.5943
jump @MAP_7130 

:MAP_6758
if 
  4@ == 6 
jf @MAP_6824 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 8413.733, 6767.574, 68.6398)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 174.2987
jump @MAP_7130 

:MAP_6824
if 
  4@ == 7 
jf @MAP_6890 
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 8355.37, 7043.817, 62.4198)
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.Angle($PLAYER_ACTOR) = 74.1622
jump @MAP_7130 

:MAP_6890
if 
  4@ == 8 
jf @MAP_6956 
select_interior 23 
Actor.PutAt($PLAYER_ACTOR, 6974.174, -6450.606, 1021.828)
0860: link_actor $PLAYER_ACTOR to_interior 23 
Actor.Angle($PLAYER_ACTOR) = 308.1544
jump @MAP_7130 

:MAP_6956
if 
  4@ == 9 
jf @MAP_7022 
select_interior 7 
Actor.PutAt($PLAYER_ACTOR, 285.1609, -426.3362, 1023.886)
0860: link_actor $PLAYER_ACTOR to_interior 7 
Actor.Angle($PLAYER_ACTOR) = 72.3442
jump @MAP_7130 

:MAP_7022
if 
  4@ == 10 
jf @MAP_7093 
select_interior 4 
Actor.PutAt($PLAYER_ACTOR, 8559.236, 7953.519, 1056.23)
0860: link_actor $PLAYER_ACTOR to_interior 4 
Actor.Angle($PLAYER_ACTOR) = 77.6834
wait 200 
jump @MAP_7130 

:MAP_7093
if 
  4@ == 11 
jf @MAP_6291 
08DA: remove_panel 3@ 
03E6: remove_text_box 
wait 200 
jump @MAP_4258 

:MAP_7130
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 3@ 
03E6: remove_text_box 
jump @MAP_63 
