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

//-------------MAIN---------------
03A4: name_thread 'Rise_of_Gangs' 
0004: $ONMISSION = 1 
0247: load_model #BMYDRUG 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #fam1 
0247: load_model #fam1 
0247: load_model #fam1 
0247: load_model #fam2 
0247: load_model #fam1
0247: load_model #ballas3 
0247: load_model #fam3 
0247: load_model #fam2 
0247: load_model #fam3 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
0247: load_model #BALLAS3 
0247: load_model #ballas2 
0247: load_model #ballas3 
0247: load_model #ballas1 
0247: load_model #ballas2 
0247: load_model #ballas1 
0247: load_model #ballas3 
0247: load_model #ballas3 
0247: load_model #ballas1 
0247: load_model #AK47 
0247: load_model #MP5LNG 
0247: load_model #MICRO_UZI 
0247: load_model #DESERT_EAGLE 
0247: load_model #CHROMEGUN 
0247: load_model #COLT45 
0247: load_model #SAWNOFF 
0247: load_model #PEREN 
0247: load_model #HUNTLEY 
038B: load_requested_models 
0A92: create_custom_thread "MISSIONS\WASTEDFIX.CS"  
0110: clear_player $PLAYER_CHAR wanted_level 
016A: fade 0 time 500 
0ACB: show_styled_text "Rise of the Grove" time 2000 style 2 
0001: wait 500 ms 
016A: fade 1 time 500 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 2026.522 -1900.435 13.554 
0173: set_actor $PLAYER_ACTOR Z_angle_to 133.2533 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 8 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 7 
023C: load_special_actor 'smoke' as 1 // models 290-299 
038B: load_requested_models 
01B4: set_player $PLAYER_CHAR can_move 0 
009A: $Actor_Smoke = create_actor_pedtype 25 model #SPECIAL01 at 2022.95 -1904.249 13.554 
0223: set_actor $Actor_Smoke health_to 3000 
0173: set_actor $Actor_Smoke Z_angle_to 306.2678 
0296: unload_special_actor 1 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
02A3: enable_widescreen 1 
04ED: load_animation "gangs" 
04ED: load_animation "on_lookers" 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00A5: $Smoke_Car = create_car #PEREN at 2012.605 -1920.947 13.554 
0224: set_car $Smoke_Car health_to 3000 
0175: set_car $Smoke_Car Z_angle_to 84.5 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 50 
07DD: set_actor $Actor_Smoke attack_rate 60 // previously known as temper_to 
0245: set_actor $Actor_Smoke walk_style_to "player" 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0ACD: show_text_highpriority "Big Smoke: Yo CJ, sorry I have be a betrayer to you, remember I buried your moms, CJ?" time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "CJ: Yeah, Smoke, you came back to life, Smoke, my moms where buried" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "CJ: like I never seen my moms, again, but I know Office Tenpenny is dead." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Big Smoke: After that, will meet with the grove, like Emmet says that" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: 'He wants to teach, new groves how to kill rival gangs in our territiory'" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: C'mon, let's pick some busters." time 3000 
0001: wait 3000 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $Actor_Smoke perform_animation "lkup_loop" IFP "on_lookers" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 3000 ms 
0001: wait 2000 ms 
0792: disembark_instantly_actor $Actor_Smoke 
0ACD: show_text_highpriority "Big Smoke: Quick, fool, get in the car." time 3000 
05D3: AS_actor $PLAYER_ACTOR goto_point 2010.445 -1917.605 13.554 mode 7 time -1 ms // versionA 
05D3: AS_actor $Actor_Smoke goto_point 2010.445 -1917.605 13.554 mode 7 time -1 ms // versionA 
015F: set_camera_position 2029.934 -1896.398 15.554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2020.026 -1908.954 14.554 switchstyle 2 
0001: wait 3000 ms 
016A: fade 0 time 500 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B2: give_actor $Actor_Smoke weapon 30 ammo 99999 // Load the weapon model before using this 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
05CA: AS_actor $Actor_Smoke enter_car $Smoke_Car passenger_seat 0 time 10000 
0001: wait 500 ms 
016A: fade 1 time 500 
0ACD: show_text_highpriority "Get in the car." time 3000 
0186: 0@ = create_marker_above_car $Smoke_Car 
0165: set_marker 0@ color_to 2 

:Rise_of_Gangs_1565
0001: wait 0 ms 
00D6: if and
00DB:   actor $Actor_Smoke in_car $Smoke_Car 
00DB:   actor $PLAYER_ACTOR in_car $Smoke_Car 
004D: jump_if_false @Rise_of_Gangs_1608 
0164: disable_marker 0@ 
0002: jump @Rise_of_Gangs_1785 

:Rise_of_Gangs_1608
00D6: if or
0112:   wasted_or_busted // mission only 
0118:   actor $Actor_Smoke dead 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @Rise_of_Gangs_1643 
0164: disable_marker 0@ 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_1643
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $Actor_Smoke radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @Rise_of_Gangs_1565 
0ACD: show_text_highpriority "Big Smoke: Hey fool, where your going, CJ?" time 2500 
004D: jump_if_false @Rise_of_Gangs_1565 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $Actor_Smoke radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @Rise_of_Gangs_1565 
0002: jump @Rise_of_Gangs_23576 
0002: jump @Rise_of_Gangs_1565 

:Rise_of_Gangs_1785
0001: wait 0 ms 
009A: 1@ = create_actor_pedtype 24 model #BALLAS2 at 1951.257 -1707.274 13.5469 
0173: set_actor 1@ Z_angle_to 130.5387 
01B2: give_actor 1@ weapon 28 ammo 99999 // Load the weapon model before using this 
0605: actor 1@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 2@ = create_actor_pedtype 24 model #ballas2 at 1950.148 -1709.13 13.5469 
0173: set_actor 2@ Z_angle_to 130.5387 
01B2: give_actor 2@ weapon 26 ammo 99999 // Load the weapon model before using this 
0605: actor 2@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 3@ = create_actor_pedtype 24 model #ballas3 at 1949.187 -1707.114 13.5469 
0173: set_actor 3@ Z_angle_to 241.2913 
01B2: give_actor 3@ weapon 22 ammo 99999 // Load the weapon model before using this 
0605: actor 3@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 4@ = create_actor_pedtype 24 model #ballas1 at 1949.676 -1706.406 13.5469 
0173: set_actor 4@ Z_angle_to 240.6858 
01B2: give_actor 4@ weapon 28 ammo 99999 // Load the weapon model before using this 
0605: actor 4@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0ACD: show_text_highpriority "Big Smoke: Yo, CJ, ballas are across this town, I see some guys doing drugs." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "CJ: Yeah, yo know Ryder, showed me about drug dealers and shit." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: Hell, yeah, CJ, we can put a stop to this CJ." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "CJ: Where are we driving, Smoke?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: Right at Idlewood, drive there." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "CJ: Okay." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Drive Smoke to ~y~Idlewood~w~." time 3000 
0187: 0@ = create_marker_above_actor 1@ 
0165: set_marker 0@ color_to 0 
02A9: set_actor 1@ immune_to_nonplayer 1 
02A9: set_actor 2@ immune_to_nonplayer 1 
02A9: set_actor 3@ immune_to_nonplayer 1 
02A9: set_actor 4@ immune_to_nonplayer 1 
02AB: set_actor 1@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 3@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 4@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:Rise_of_Gangs_2638
0001: wait 0 ms 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car $Smoke_Car 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1929.327 -1645.095 cornerB 1964.427 -1742.936 
004D: jump_if_false @Rise_of_Gangs_2700 
0164: disable_marker 0@ 
0002: jump @Rise_of_Gangs_2820 

:Rise_of_Gangs_2700
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $Smoke_Car 
004D: jump_if_false @Rise_of_Gangs_2768 
0ACD: show_text_highpriority "Big Smoke: CJ, get back in the car." time 3000 
0002: jump @Rise_of_Gangs_2638 

:Rise_of_Gangs_2768
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1949.47 -1710.196 radius 20.0 20.0 
0112:   wasted_or_busted // mission only 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @Rise_of_Gangs_2638 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_2820
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0679: put_camera_on_car $Smoke_Car with_offset 0.0 4.0 2.5 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Big Smoke: Okay, CJ, you know want to do, go meet the ballas. I'll find the the drug dealer." time 3000 
0001: wait 3000 ms 
0633: AS_actor $Actor_Smoke exit_car 
05D3: AS_actor $Actor_Smoke goto_point 1947.712 -1692.31 13.5469 mode 4 time -1 ms // versionA 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Go meet the ~r~ballas~w~, don't do anything stupid." time 3000 
0337: set_actor $Actor_Smoke visibility 0 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A1: put_actor $Actor_Smoke at 1956.144 -1659.791 18.5469 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:Rise_of_Gangs_3130
0001: wait 0 ms 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 1 near_point 1949.47 -1710.196 radius 2.0 2.0 on_foot 
004D: jump_if_false @Rise_of_Gangs_3179 
0002: jump @Rise_of_Gangs_3296 

:Rise_of_Gangs_3179
00D6: if or
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 2@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 3@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 4@ damaged_by_actor $PLAYER_ACTOR 
02E0:   actor $PLAYER_ACTOR firing_weapon 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @Rise_of_Gangs_3130 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR 
0961: set_actor 1@ keep_tasks_after_cleanup 1 
0961: set_actor 2@ keep_tasks_after_cleanup 1 
0961: set_actor 3@ keep_tasks_after_cleanup 1 
0961: set_actor 4@ keep_tasks_after_cleanup 1 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_3296
02A3: enable_widescreen 1 
015F: set_camera_position 1946.4 -1713.607 13.3906 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1951.429 -1708.495 13.5469 switchstyle 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@ 
0639: AS_actor 1@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 2@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 3@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 4@ rotate_to_actor $PLAYER_ACTOR 
0001: wait 2000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 1@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 2@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 3@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 4@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position 1964.094 -1709.625 19.5469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1983.073 -1708.429 17.5469 switchstyle 1 
0337: set_actor $Actor_Smoke visibility 1 
00A1: put_actor $Actor_Smoke at 1983.06 -1719.367 16.2889 
0173: set_actor $Actor_Smoke Z_angle_to 270.9099 
009A: 5@ = create_actor_pedtype 24 model #BMYDRUG at 1985.15 -1718.997 15.9696 
0173: set_actor 5@ Z_angle_to 270.9099 
0223: set_actor 5@ health_to 5000 
01B2: give_actor 5@ weapon 5 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $Actor_Smoke weapon 5 ammo 99999 // Load the weapon model before using this 
05F5: AS_actor 5@ goto_point_using_paths 1987.381 -1718.699 15.9696 mode 7 time -1 
05F5: AS_actor $Actor_Smoke goto_point_using_paths 1987.381 -1718.699 15.9696 mode 7 time -1 
0001: wait 3000 ms 
05E2: AS_actor 5@ kill_actor $Actor_Smoke 
05E2: AS_actor $Actor_Smoke kill_actor 5@ 
015F: set_camera_position 1986.676 -1714.64 17.5469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1986.629 -1717.639 16.5469 switchstyle 1 
02A3: enable_widescreen 1 
0001: wait 2000 ms 
0ACD: show_text_highpriority "Big Smoke: Yo, fucker, where's Ryder?" time 3000 
015F: set_camera_position 1989.977 -1713.55 15.9205 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1988.937 -1718.564 15.9205 switchstyle 2 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Drug Dealer: I don't fuckin' know, bitch, you're trying to rise your ugler gangs?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: Oh, shut the fuck up, you moron, I got grove to duel and you duel with shit." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Drug Dealer: Yeah, bitch? You want to kill me uh?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: Fuck, you, then!" time 3000 
01B2: give_actor $Actor_Smoke weapon 30 ammo 99999 // Load the weapon model before using this 
0001: wait 3000 ms 
0762: AS_actor 5@ dies 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: That's how you get, you moron." time 3000 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 3000 ms 
04ED: load_animation "CAMERA" 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Big Smoke: I should pick up these drugs." time 3000 
04EB: AS_actor $Actor_Smoke crouch 1 
0001: wait 3000 ms 
05D4: AS_actor $Actor_Smoke rotate_angle 58.4842 
0001: wait 2000 ms 
0605: actor $Actor_Smoke perform_animation "camcrch_cmon" IFP "camera" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0ACD: show_text_highpriority "Big Smoke: Yo, CJ, come here, bro!" time 3000 
02AB: set_actor $Actor_Smoke immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0001: wait 3000 ms 
0792: disembark_instantly_actor $Actor_Smoke 
00A1: put_actor $Actor_Smoke at 1985.096 -1710.312 15.9687 
015F: set_camera_position 1990.64 -1716.661 16.2625 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1975.655 -1710.754 16.2625 switchstyle 1 
00A1: put_actor $PLAYER_ACTOR at 1966.782 -1710.342 15.9687 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.5779 
05D3: AS_actor $PLAYER_ACTOR goto_point 1982.074 -1710.418 15.9687 mode 6 time -1 ms // versionA 
016A: fade 0 time 500 
0001: wait 500 ms 
02A3: enable_widescreen 1 
04EB: AS_actor $Actor_Smoke crouch 0 
0173: set_actor $Actor_Smoke Z_angle_to 94.6446 
015F: set_camera_position 1983.155 -1705.488 15.9687 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1983.074 -1710.487 15.9687 switchstyle 2 
016A: fade 1 time 500 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0ACD: show_text_highpriority "Big Smoke: You see what I'm doing, fool? I'm taking that drug dealer. This where I put my money in the bank." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: So what do we say, CJ? Are we in?" time 3000 
0001: wait 3000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: Yeah, Smoke - But, do you know where's Ryder?" time 3000 
0001: wait 3000 ms 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Big Smoke: No, CJ, I don't know where he is - this fucker will not tell me about Ryder." time 3000 
0001: wait 3000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: What we do now, Smoke?" time 3000 
0001: wait 3000 ms 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Big Smoke: Will go to your neighbourhood - I mean, different neighourhood and recruit some grove." time 3000 
0001: wait 3000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: Sounds cool, Smoke - now what we do, again?" time 3000 
0001: wait 3000 ms 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
077A: set_actor $Actor_Smoke acquaintance 1 to_actors_pedtype 24 // see ped.dat 
0ACD: show_text_highpriority "Big Smoke: Will recruit your homies in the streets." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "CJ: Okay, I'm down." time 3000 
0001: wait 3000 ms 
00A1: put_actor 3@ at 1956.675 -1709.957 15.3321 
0173: set_actor 3@ Z_angle_to 269.9092 
00A1: put_actor 1@ at 1957.675 -1712.509 15.6911 
0173: set_actor 1@ Z_angle_to 269.9092 
00A1: put_actor 2@ at 1956.939 -1709.575 15.427 
0173: set_actor 2@ Z_angle_to 269.9092 
00A1: put_actor 4@ at 1955.978 -1707.685 15.0773 
0173: set_actor 4@ Z_angle_to 269.9092 
0615: define_AS_pack_begin 15@ 
05D3: AS_actor -1 goto_point 1977.424 -1710.217 15.9687 mode 6 time -1 ms // versionA 
0635: AS_actor -1 aim_at_actor $Actor_Smoke -1 ms 
0618: assign_actor 1@ to_AS_pack 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
0618: assign_actor 3@ to_AS_pack 15@ 
0618: assign_actor 4@ to_AS_pack 15@ 
0616: define_AS_pack_end 15@ 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 88.9342 
015F: set_camera_position 1992.139 -1712.696 15.9687 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1972.127 -1710.024 15.9687 switchstyle 1 
0ACD: show_text_highpriority "CJ: Smoke, we have a problem." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Balla Member: What the fuck are they doing never to our house?" time 3000 
0001: wait 3000 ms 

:Rise_of_Gangs_6184
0001: wait 0 ms 
00D6: if 
00A3:   actor 1@ sphere 0 in_rectangle_cornerA 1976.859 -1713.147 cornerB 1992.044 -1703.974 
004D: jump_if_false @Rise_of_Gangs_6184 
067C: put_camera_on_actor 1@ offset 0.0 3.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Balla Member: What are you trying to do man, are trying to kill our drug dealer?" time 3000 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 5@ with_offset 0.0 0.0 0.0 
015F: set_camera_position 1987.103 -1709.227 16.9687 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 1 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Balla Member: Look what the fuckers, did, they killed our drug dealer." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor 1@ offset 0.0 3.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Balla Member: You're gonna have to pay for this crap." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Balla Member: Kill them." time 1500 
0001: wait 1500 ms 
02A9: set_actor 1@ immune_to_nonplayer 0 
02A9: set_actor 2@ immune_to_nonplayer 0 
02A9: set_actor 3@ immune_to_nonplayer 0 
02A9: set_actor 4@ immune_to_nonplayer 0 
02AB: set_actor 1@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 3@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 4@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02A3: enable_widescreen 0 
016A: fade 0 time 500 
0001: wait 500 ms 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
077A: set_actor $Actor_Smoke acquaintance 4 to_actors_pedtype 24 // see ped.dat 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 3@ kill_actor $Actor_Smoke 
05E2: AS_actor 4@ kill_actor $Actor_Smoke 
05E2: AS_actor $Actor_Smoke kill_actor 3@ 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
016A: fade 1 time 500 
0187: 20@ = create_marker_above_actor 1@ 
0187: 21@ = create_marker_above_actor 2@ 
0187: 22@ = create_marker_above_actor 3@ 
0187: 23@ = create_marker_above_actor 4@ 
0165: set_marker 20@ color_to 0 
0165: set_marker 21@ color_to 0 
0165: set_marker 22@ color_to 0 
0165: set_marker 23@ color_to 0 
0ACD: show_text_highpriority "Kill the ~r~ballers~w~." time 3000 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 

:Rise_of_Gangs_7020
0001: wait 0 ms 
00D6: if and
0039:   150@ == 0 
0118:   actor 1@ dead 
004D: jump_if_false @Rise_of_Gangs_7059 
0164: disable_marker 20@ 
000A: 150@ += 1 

:Rise_of_Gangs_7059
00D6: if and
0039:   151@ == 0 
0118:   actor 2@ dead 
004D: jump_if_false @Rise_of_Gangs_7094 
0164: disable_marker 21@ 
000A: 151@ += 1 

:Rise_of_Gangs_7094
00D6: if and
0039:   152@ == 0 
0118:   actor 3@ dead 
004D: jump_if_false @Rise_of_Gangs_7129 
0164: disable_marker 22@ 
000A: 152@ += 1 

:Rise_of_Gangs_7129
00D6: if and
0039:   153@ == 0 
0118:   actor 4@ dead 
004D: jump_if_false @Rise_of_Gangs_7164 
0164: disable_marker 23@ 
000A: 153@ += 1 

:Rise_of_Gangs_7164
00D6: if or
0118:   actor $Actor_Smoke dead 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @Rise_of_Gangs_7189 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_7189
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1986.931 -1709.916 radius 30.0 30.0 
004D: jump_if_false @Rise_of_Gangs_7342 
0ACD: show_text_highpriority "Big Smoke: Where the hell your going, CJ? Get back here!" time 3000 
004D: jump_if_false @Rise_of_Gangs_7342 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1986.931 -1709.916 radius 50.0 50.0 
004D: jump_if_false @Rise_of_Gangs_7342 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_7342
00D6: if and
0039:   150@ == 1 
0039:   151@ == 1 
0039:   152@ == 1 
0039:   153@ == 1 
004D: jump_if_false @Rise_of_Gangs_7020 
0164: disable_marker 20@ 
0164: disable_marker 21@ 
0164: disable_marker 22@ 
0164: disable_marker 23@ 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 4@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 5@ // Like turning an actor into a random pedestrian 
061B: remove_references_to_AS_pack 15@ 
0002: jump @Rise_of_Gangs_7438 

:Rise_of_Gangs_7438
0001: wait 0 ms 
00A5: 3@ = create_car #HUNTLEY at 2302.892 -1752.739 13.3824 
0175: set_car 3@ Z_angle_to 269.7905 
02AC: set_car 3@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 3@ door_status_to 3 
0224: set_car 3@ health_to 100000 
0632: release_group $PLAYER_GROUP 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0ACD: show_text_highpriority "Big Smoke: Great, we take these ballers out." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: Now we have to recruit the groves." time 3000 
0001: wait 3000 ms 
0631: put_actor $Actor_Smoke in_group $PLAYER_GROUP 
087F: set_actor $Actor_Smoke never_leave_group 1 
06F0: set_group $PLAYER_GROUP distance_limit_to 500.0 
0ACD: show_text_highpriority "Find some ~g~grove~w~ to recruit." time 3000 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0519: set_car 3@ locked 1 
009A: 6@ = create_actor_pedtype 25 model #FAM1 at 2305.115 -1787.461 13.5469 
0173: set_actor 6@ Z_angle_to 75.8503 
009A: 7@ = create_actor_pedtype 25 model #fam2 at 2304.758 -1785.734 13.5583 
0173: set_actor 7@ Z_angle_to 101.0856 
009A: 8@ = create_actor_pedtype 25 model #fam1 at 2301.763 -1787.017 13.5506 
0173: set_actor 8@ Z_angle_to 267.2197 
0223: set_actor 6@ health_to 500 
0223: set_actor 7@ health_to 500 
0223: set_actor 8@ health_to 500 
0605: actor 6@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 7@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 8@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 0@ = create_marker_above_actor 6@ 
0165: set_marker 0@ color_to 2 

:Rise_of_Gangs_7993
0001: wait 0 ms 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2288.362 -1758.986 cornerB 2309.677 -1815.207 
004D: jump_if_false @Rise_of_Gangs_8101 
0ACD: show_text_highpriority "Now go near to the ~g~grove~w~ to recruit them." time 3000 
0164: disable_marker 0@ 
0002: jump @Rise_of_Gangs_8126 

:Rise_of_Gangs_8101
00D6: if or
0112:   wasted_or_busted // mission only 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @Rise_of_Gangs_7993 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_8126
0001: wait 0 ms 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 1 near_point 2301.158 -1787.462 radius 2.0 2.0 on_foot 
004D: jump_if_false @Rise_of_Gangs_8861 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.7306 
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor 6@ 
0792: disembark_instantly_actor 7@ 
0792: disembark_instantly_actor 8@ 
0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 7@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 8@ rotate_to_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: Okay, grove, I need your help with the ballers, the drug dealers were gonna sold out guys out." time 3000 
0001: wait 3000 ms 
0605: actor 6@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Grove Member: Alright, CJ, I'll defend your hood." time 3000 
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
02AB: set_actor 6@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 7@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 8@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0615: define_AS_pack_begin 15@ 
05D3: AS_actor -1 goto_point 2299.347 -1785.932 13.5469 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2299.998 -1754.211 13.3817 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 3@ passenger_seat 0 time 5000 
0618: assign_actor 6@ to_AS_pack 15@ 
0616: define_AS_pack_end 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 16@ 
05D3: AS_actor -1 goto_point 2299.347 -1785.932 13.5469 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2299.998 -1754.211 13.3817 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 3@ passenger_seat 1 time 5000 
0618: assign_actor 7@ to_AS_pack 16@ 
0616: define_AS_pack_end 16@ 
061B: remove_references_to_AS_pack 17@ 
0615: define_AS_pack_begin 17@ 
05D3: AS_actor -1 goto_point 2299.347 -1785.932 13.5469 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2299.998 -1754.211 13.3817 mode 6 time -1 ms // versionA 
05CB: AS_actor -1 enter_car 3@ as_driver 6000 ms 
0618: assign_actor 8@ to_AS_pack 17@ 
0616: define_AS_pack_end 17@ 
061B: remove_references_to_AS_pack 17@ 
0ACD: show_text_highpriority "Grove Member: Okay, guys follow me, where heading to the car." time 3000 
0001: wait 3000 ms 
0002: jump @Rise_of_Gangs_8901 

:Rise_of_Gangs_8861
00D6: if or
0118:   actor 6@ dead 
0118:   actor 7@ dead 
0118:   actor 8@ dead 
0112:   wasted_or_busted // mission only 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @Rise_of_Gangs_8126 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_8901
0001: wait 0 ms 
00D6: if and
00DB:   actor 6@ in_car 3@ 
00DB:   actor 7@ in_car 3@ 
00DB:   actor 8@ in_car 3@ 
004D: jump_if_false @Rise_of_Gangs_8901 
0519: set_car 3@ locked 0 
00A7: car 3@ drive_to 1342.808 -1386.74 13.4959 
04BA: set_car 3@ speed_to 15.0 
039E: set_actor 6@ locked 1 while_in_car 
039E: set_actor 7@ locked 1 while_in_car 
039E: set_actor 8@ locked 1 while_in_car 
0001: wait 10000 ms 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 3@ 
0ACD: show_text_highpriority "Find another ~g~grove~w~ members." time 3000 
0002: jump @Rise_of_Gangs_9070 

:Rise_of_Gangs_9070
04ED: load_animation "CLOTHES" 
009A: 6@ = create_actor_pedtype 25 model #FAM3 at 2523.238 -2015.785 13.5469 
0173: set_actor 6@ Z_angle_to 139.9118 
009A: 7@ = create_actor_pedtype 25 model #fam3 at 2520.186 -2019.029 13.5469 
0173: set_actor 7@ Z_angle_to 312.705 
009A: 8@ = create_actor_pedtype 25 model #FAM2 at 2522.498 -2018.669 14.0744 
0173: set_actor 8@ Z_angle_to 35.4024 
009A: 9@ = create_actor_pedtype 25 model #fam1 at 2516.595 -2016.119 13.5469 
0173: set_actor 9@ Z_angle_to 263.0295 
0223: set_actor 6@ health_to 500 
0223: set_actor 7@ health_to 500 
0223: set_actor 8@ health_to 500 
0223: set_actor 9@ health_to 500 
00A5: 3@ = create_car #HUNTLEY at 2516.399 -2007.271 13.2812 
0175: set_car 3@ Z_angle_to 91.6579 
0224: set_car 3@ health_to 50000 
020A: set_car 3@ door_status_to 3 
02AC: set_car 3@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0187: 0@ = create_marker_above_actor 6@ 
0165: set_marker 0@ color_to 1 
0001: wait 3000 ms 
0519: set_car 3@ locked 1 
0605: actor 6@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 7@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 8@ perform_animation "camcrch_idleloop" IFP "camera" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 9@ perform_animation "CLO_Buy" IFP "CLOTHES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:Rise_of_Gangs_9513
0001: wait 0 ms 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2536.769 -2031.987 cornerB 2452.349 -1996.298 
004D: jump_if_false @Rise_of_Gangs_10300 
0ACD: show_text_highpriority "Go recruit the ~g~grove~w~ members." time 3000 
004D: jump_if_false @Rise_of_Gangs_10300 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 2520.031 -2013.665 13.5469 radius 2.0 2.0 2.0 sphere 1 stopped_on_foot 
004D: jump_if_false @Rise_of_Gangs_10300 
0164: disable_marker 0@ 
0792: disembark_instantly_actor 6@ 
0792: disembark_instantly_actor 7@ 
0792: disembark_instantly_actor 8@ 
0792: disembark_instantly_actor 9@ 
0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 7@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 8@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 9@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 6@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02AB: set_actor 6@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 7@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 8@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 9@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: Alright, groves, where going to put work in, are we down." time 3000 
0001: wait 3000 ms 
0605: actor 6@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Grove Member #1: Okay, CJ, we'll take the ballers, out." time 3000 
0001: wait 3000 ms 
0605: actor 7@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 7@ 
0ACD: show_text_highpriority "Grove Member #2: Yo, CJ, I know where's Ryder, he's right at Emmet's place." time 3000 
0001: wait 3000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
0ACD: show_text_highpriority "CJ: Thanks man." time 3000 
0001: wait 2000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
05CA: AS_actor 6@ enter_car 3@ passenger_seat 0 time 10000 
05CA: AS_actor 7@ enter_car 3@ passenger_seat 1 time 10000 
05CA: AS_actor 8@ enter_car 3@ passenger_seat 2 time 10000 
05CB: AS_actor 9@ enter_car 3@ as_driver 10000 ms 
0002: jump @Rise_of_Gangs_10345 

:Rise_of_Gangs_10300
00D6: if or
0118:   actor $Actor_Smoke dead 
0118:   actor 6@ dead 
0118:   actor 7@ dead 
0118:   actor 8@ dead 
0118:   actor 9@ dead 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @Rise_of_Gangs_9513 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_10345
0001: wait 0 ms 
00D6: if and
00DB:   actor 6@ in_car 3@ 
00DB:   actor 7@ in_car 3@ 
00DB:   actor 8@ in_car 3@ 
00DB:   actor 9@ in_car 3@ 
004D: jump_if_false @Rise_of_Gangs_10345 
0519: set_car 3@ locked 0 
04BA: set_car 3@ speed_to 15.0 
039E: set_actor 6@ locked 1 while_in_car 
039E: set_actor 7@ locked 1 while_in_car 
039E: set_actor 8@ locked 1 while_in_car 
039E: set_actor 9@ locked 1 while_in_car 
00A7: car 3@ drive_to 2272.104 -1742.993 13.5469 
0001: wait 5000 ms 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 3@ 
0002: jump @Rise_of_Gangs_10494 

:Rise_of_Gangs_10494
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 500 
0638: AS_actor $Actor_Smoke stay_put 1 
0001: wait 500 ms 
02A3: enable_widescreen 1 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A1: put_actor $Actor_Smoke at 2512.223 -2013.148 13.2812 
0173: set_actor $Actor_Smoke Z_angle_to 91.5742 
00A1: put_actor $PLAYER_ACTOR at 2506.778 -2013.46 13.2812 
0173: set_actor $PLAYER_ACTOR Z_angle_to 271.5742 
016A: fade 1 time 500 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Big Smoke: So Ryder was in Emmet's place all this time, we have see them." time 3000 
0001: wait 3000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "CJ: Right, Smoke, after what happen to the ballers after we kill them." time 3000 
0001: wait 3000 ms 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Big Smoke: Yeah, I know the ballers will find us - but where saved near Emmet's Place." time 3000 
0001: wait 3000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "CJ: Okay, Smoke, I bet Sweet might loves to hangout there, too." time 3000 
0001: wait 3000 ms 
016A: fade 0 time 500 
02AB: set_actor $Actor_Smoke immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0001: wait 500 ms 
0638: AS_actor $Actor_Smoke stay_put 0 
02A3: enable_widescreen 0 
0223: set_actor $Actor_Smoke health_to 3000 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0247: load_model #GUNGRL3 
0247: load_model #COLT45 
023C: load_special_actor 'sweet' as 3 // models 290-299 
023C: load_special_actor 'ryder2' as 4 // models 290-299 
023C: load_special_actor 'emmet' as 5 // models 290-299 
038B: load_requested_models 
01B2: give_actor $Actor_Smoke weapon 30 ammo 99999 // Load the weapon model before using this 
0001: wait 500 ms 
009A: $Actor_Emmet = create_actor_pedtype 25 model #SPECIAL05 at 2451.061 -1976.608 13.5539 
0223: set_actor $Actor_Emmet health_to 3000 
0173: set_actor $Actor_Emmet Z_angle_to 90.9938 
0446: set_actor $Actor_Emmet dismemberment_possible 0 
02E2: set_actor $Actor_Emmet weapon_accuracy_to 40 
01B2: give_actor $Actor_Emmet weapon 22 ammo 99999 // Load the weapon model before using this 
07DD: set_actor $Actor_Emmet attack_rate 65 // previously known as temper_to 
0668: AS_actor $Actor_Emmet rotate_and_shoot_at 2440.015 -1976.563 14.4456 -1 ms 
081A: set_actor $Actor_Emmet weapon_skill_to 3 
009A: $Actor_Ryder = create_actor_pedtype 25 model #SPECIAL04 at 2451.93 -1973.549 13.5539 
0223: set_actor $Actor_Ryder health_to 3000 
0173: set_actor $Actor_Ryder Z_angle_to 95.0672 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
02E2: set_actor $Actor_Ryder weapon_accuracy_to 30 
01B2: give_actor $Actor_Ryder weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor $Actor_Ryder attack_rate 75 // previously known as temper_to 
0668: AS_actor $Actor_Ryder rotate_and_shoot_at 2440.166 -1973.39 15.1552 -1 ms 
009A: $GUNGRL3 = create_actor_pedtype 25 model #GUNGRL3 at 2447.046 -1967.715 13.5469 
0223: set_actor $GUNGRL3 health_to 2500 
0173: set_actor $GUNGRL3 Z_angle_to 59.6602 
0446: set_actor $GUNGRL3 dismemberment_possible 0 
02E2: set_actor $GUNGRL3 weapon_accuracy_to 60 
07FE: set_actor $GUNGRL3 fighting_style_to 7 moves 6 
02AB: set_actor $GUNGRL3 immunities BP 0 FP 0 EP 0 CP 0 MP 1 
07DD: set_actor $GUNGRL3 attack_rate 65 // previously known as temper_to 
009A: $11020 = create_actor_pedtype 25 model #FAM1 at 2442.582 -1964.267 13.5469 
0223: set_actor $11020 health_to 10000 
0173: set_actor $11020 Z_angle_to 239.6602 
0446: set_actor $11020 dismemberment_possible 0 
02E2: set_actor $11020 weapon_accuracy_to 30 
07FE: set_actor $11020 fighting_style_to 5 moves 6 
05E2: AS_actor $11020 kill_actor $GUNGRL3 
05E2: AS_actor $GUNGRL3 kill_actor $11020 
07DD: set_actor $11020 attack_rate 35 // previously known as temper_to 
0245: set_actor $Actor_Emmet walk_style_to "man" 
0245: set_actor $Actor_Ryder walk_style_to "man" 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0ACD: show_text_highpriority "Go to ~y~Emmet's Place~w~ and see ~b~Ryder~w~." time 3000 
02A3: enable_widescreen 0 
01C5: remove_actor_from_mission_cleanup_list $Actor_Emmet 
01C5: remove_actor_from_mission_cleanup_list $Actor_Smoke 
01C5: remove_actor_from_mission_cleanup_list $Actor_Ryder 
01C5: remove_actor_from_mission_cleanup_list $11020 
01C5: remove_actor_from_mission_cleanup_list $GUNGRL3 

:Rise_of_Gangs_11925
0001: wait 0 ms 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2457.735 -1994.624 cornerB 2435.304 -1957.529 
004D: jump_if_false @Rise_of_Gangs_12295 
015F: set_camera_position 2458.5 -1985.612 15.554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2451.049 -1974.963 14.554 switchstyle 2 
00A1: put_actor $Actor_Smoke at 2452.43 -1983.548 13.554 
0173: set_actor $Actor_Smoke Z_angle_to 2.0614 
00A1: put_actor $PLAYER_ACTOR at 2453.998 -1982.311 13.554 
0173: set_actor $PLAYER_ACTOR Z_angle_to 2.0614 
05D3: AS_actor $PLAYER_ACTOR goto_point 2451.498 -1978.207 13.5539 mode 4 time -1 ms // versionA 
0615: define_AS_pack_begin 15@ 
05D3: AS_actor -1 goto_point 2454.561 -1977.56 13.5469 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 86.2941 
0618: assign_actor $Actor_Smoke to_AS_pack 15@ 
0616: define_AS_pack_end 15@ 
015F: set_camera_position 2455.931 -1979.657 13.5498 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.832 -1975.434 13.5469 switchstyle 2 
0001: wait 2500 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 2450.823 -1975.57 13.5539 mode 4 time -1 ms // versionA 
061B: remove_references_to_AS_pack 15@ 
015F: set_camera_position 2444.51 -1976.681 13.5469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2448.497 -1976.346 13.5469 switchstyle 2 
0002: jump @Rise_of_Gangs_12335 

:Rise_of_Gangs_12295
00D6: if or
0118:   actor $Actor_Smoke dead 
0118:   actor $GUNGRL3 dead 
0118:   actor $Actor_Ryder dead 
0118:   actor $Actor_Emmet dead 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @Rise_of_Gangs_11925 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_12335
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 7 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 8 
04ED: load_animation "riot" 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 3000 ms 
0639: AS_actor $Actor_Ryder rotate_to_actor $PLAYER_ACTOR 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Ryder: There, you are guys, I thought you'd showed up on time." time 3000 
0001: wait 3000 ms 
0605: actor $Actor_Ryder perform_animation "RIOT_ANGRY" IFP "riot" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
0ACD: show_text_highpriority "Ryder: Where have you been, nigga, I was practicing my gun skills - fuckin' duel dealers and shit." time 4000 
0001: wait 4000 ms 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2500 
0ACD: show_text_highpriority "Big Smoke: Ryder, I thought they kidnapped, you." time 2500 
0001: wait 2500 ms 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 9000 
0ACD: show_text_highpriority "Ryder: Not really, nigga, but the ballers are searching for the remaining groves." time 6000 
0001: wait 3000 ms 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $11020 with_offset 0.0 0.0 0.0 
0639: AS_actor $Actor_Ryder rotate_to_actor $11020 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 1 
0ACD: show_text_highpriority "Ryder: But look at this fat fool, he even can't fight beat a girl, Helena," time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Ryder: He even can't shoot right - He has less accuracy, 'cause the idiot doesn't know how to use a weapon." time 3000 
0001: wait 3000 ms 
0639: AS_actor $Actor_Ryder rotate_to_actor $PLAYER_ACTOR 
0160: set_camera_point_at 2448.497 -1976.346 13.5469 switchstyle 1 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: So why, you find that fool and bring them to Emmet's place, Ryder?" time 3000 
0001: wait 3000 ms 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Ryder: Because we found a poor fat man in the streets - Ballers are trying to kill him." time 3000 
0001: wait 3000 ms 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $11020 with_offset 0.0 0.0 0.0 
0ACD: show_text_highpriority "Ryder: So where going to put the lazy mutherfucker to work - Is it that right, 'FATMAN'!" time 5000 
0001: wait 2500 ms 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 1 
0639: AS_actor $Actor_Ryder rotate_to_actor $11020 
0001: wait 2500 ms 
0ACD: show_text_highpriority "Poor Fatman: Shut up, Ryder, I'm trying to fight this girl" time 3000 
0001: wait 3000 ms 
0639: AS_actor $Actor_Ryder rotate_to_actor $PLAYER_ACTOR 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0160: set_camera_point_at 2448.497 -1976.346 13.5469 switchstyle 1 
0ACD: show_text_highpriority "Ryder: Anyhow, he needs to get training, your gonna have to bring the fatman with you, CJ." time 3000 
0001: wait 3000 ms 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: Alright, I'll see what can I do, with the poor little fatman, if it's like Big Smoke." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Big Smoke: Shut up, fool!" time 3000 
0001: wait 3000 ms 
05D4: AS_actor $Actor_Emmet rotate_angle 266.0165 
0ACD: show_text_highpriority "Emmet: Okay, guys if you want to know why where practicing here - to stop ballas in the streets?" time 3000 
0001: wait 3000 ms 
04ED: load_animation "ON_LOOKERS" 
0ACD: show_text_highpriority "Emmet: Ballas, are just growing even more, but have to kill them, punch them down - like you know what to do." time 3000 
0001: wait 3000 ms 
06C8: enable_riot 1 
098A: set_gunshot_sense_range_for_riot2 30.0 
015F: set_camera_position 2409.757 -1934.908 16.5469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2469.937 -1933.105 13.365 switchstyle 2 
0687: clear_actor $11020 task 
0687: clear_actor $GUNGRL3 task 
00A1: put_actor $11020 at 2441.918 -1963.92 13.5469 
00A1: put_actor $GUNGRL3 at 2447.631 -1968.488 13.5469 
0173: set_actor $11020 Z_angle_to 228.9846 
0173: set_actor $GUNGRL3 Z_angle_to 50.6962 
0605: actor $11020 perform_animation "panic_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $Actor_Emmet perform_animation "lkaround_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Emmet offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Emmet: Yo, do you here that sound, guys?" time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Ryder offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Ryder: Problaly, the ballers, trying to take our the hood." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $11020 offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0ACD: show_text_highpriority "Poor Fatman: (Breathing in panic) - I don't want to die, I want to live." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $GUNGRL3 offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $GUNGRL3 perform_animation "prtial_gngtlkG" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Helena: Oh, c'mon your not just a big baby, man up and just fight it and on to it, fool!" time 3000 
0001: wait 3000 ms 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 25 
0247: load_model #PRIMO 
0247: load_model #SABRE 
0247: load_model #SULTAN 
0247: load_model #VINCENT 
0247: load_model #TORNADO 
0247: load_model #WILLARD 
038B: load_requested_models 
00A5: $415 = create_car #PRIMO at 2449.653 -2006.146 13.3464 
0175: set_car $415 Z_angle_to 55.0913 
020A: set_car $415 door_status_to 4 
0224: set_car $415 health_to 3500 
00A5: $416 = create_car #TORNADO at 2444.577 -2014.395 13.3253 
0175: set_car $416 Z_angle_to 13.345 
020A: set_car $416 door_status_to 4 
0224: set_car $416 health_to 3500 
00A5: $419 = create_car #WILLARD at 2463.982 -2009.156 13.3974 
0175: set_car $419 Z_angle_to 21.4917 
020A: set_car $419 door_status_to 4 
0224: set_car $419 health_to 3500 
00A5: $420 = create_car #SABRE at 2409.913 -2014.649 13.3215 
0175: set_car $420 Z_angle_to 213.7842 
020A: set_car $420 door_status_to 4 
0224: set_car $420 health_to 3500 
00A5: $421 = create_car #VINCENT at 2417.12 -1987.599 13.366 
0175: set_car $421 Z_angle_to 227.3303 
020A: set_car $421 door_status_to 4 
0224: set_car $421 health_to 3500 
00A5: $425 = create_car #SABRE at 2399.707 -1972.549 13.3828 
0175: set_car $425 Z_angle_to 331.6712 
020A: set_car $425 door_status_to 4 
0224: set_car $425 health_to 3500 
00A5: $426 = create_car #HUNTLEY at 2415.905 -1960.635 13.3828 
0175: set_car $426 Z_angle_to 245.8171 
020A: set_car $426 door_status_to 4 
0224: set_car $426 health_to 3500 
00A5: $427 = create_car #HUNTLEY at 2404.053 -2013.821 13.5469 
0175: set_car $427 Z_angle_to 276.5007 
020A: set_car $427 door_status_to 4 
0224: set_car $427 health_to 3500 
00A5: $434 = create_car #VINCENT at 2444.856 -1935.537 13.3139 
0175: set_car $434 Z_angle_to 143.4151 
020A: set_car $434 door_status_to 4 
0224: set_car $434 health_to 3500 
00A5: $436 = create_car #HUNTLEY at 2428.149 -1929.219 13.3678 
0175: set_car $436 Z_angle_to 260.1212 
020A: set_car $436 door_status_to 4 
0224: set_car $436 health_to 3500 
00A5: $437 = create_car #WILLARD at 2404.176 -1925.691 13.3828 
0175: set_car $437 Z_angle_to 348.1687 
020A: set_car $437 door_status_to 4 
0224: set_car $437 health_to 3500 
00A5: $439 = create_car #SABRE at 2465.408 -1932.118 13.3824 
0175: set_car $439 Z_angle_to 170.0487 
020A: set_car $439 door_status_to 4 
0224: set_car $439 health_to 3500 
015F: set_camera_position 2407.384 -1966.895 14.5469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2387.167 -1966.042 13.5469 switchstyle 2 
009A: 8@ = create_actor_pedtype 31 model #BALLAS3 at 2386.726 -1965.98 13.5469 
0173: set_actor 8@ Z_angle_to 263.2832 
01B2: give_actor 8@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 9@ = create_actor_pedtype 31 model #BALLAS1 at 2389.796 -1964.658 13.5469 
0173: set_actor 9@ Z_angle_to 245.2781 
01B2: give_actor 9@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 10@ = create_actor_pedtype 25 model #FAM2 at 2404.493 -1963.555 13.5469 
0173: set_actor 10@ Z_angle_to 107.4335 
01B2: give_actor 10@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 11@ = create_actor_pedtype 25 model #FAM3 at 2404.343 -1963.961 13.5469 
0173: set_actor 11@ Z_angle_to 107.4335 
01B2: give_actor 11@ weapon 28 ammo 99999 // Load the weapon model before using this 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
05E2: AS_actor 8@ kill_actor 10@ 
05E2: AS_actor 10@ kill_actor 8@ 
05E2: AS_actor 11@ kill_actor 9@ 
05E2: AS_actor 9@ kill_actor 11@ 
0001: wait 4000 ms 
015F: set_camera_position 2448.252 -1967.409 14.5469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.185 -1976.604 13.5469 switchstyle 2 
0ACD: show_text_highpriority "Emmet: Shit, we have to kill these ballers get to position!" time 3000 
05D3: AS_actor $PLAYER_ACTOR goto_point 2453.915 -2001.359 13.5469 mode 7 time -1 ms // versionA 
05D3: AS_actor $Actor_Smoke goto_point 2453.915 -2001.359 13.5469 mode 7 time -1 ms // versionA 
05D3: AS_actor $Actor_Emmet goto_point 2453.915 -2001.359 13.5469 mode 7 time -1 ms // versionA 
05D3: AS_actor $Actor_Ryder goto_point 2453.915 -2001.359 13.5469 mode 7 time -1 ms // versionA 
0001: wait 3000 ms 
009B: destroy_actor 8@ 
009B: destroy_actor 9@ 
009B: destroy_actor 10@ 
009B: destroy_actor 11@ 
0001: wait 100 ms 
077A: set_actor $11020 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $GUNGRL3 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11020 acquaintance 1 to_actors_pedtype 25 // see ped.dat 
077A: set_actor $GUNGRL3 acquaintance 1 to_actors_pedtype 25 // see ped.dat 
0615: define_AS_pack_begin $428 
05D3: AS_actor -1 goto_point 2453.915 -2001.359 13.5469 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0618: assign_actor $Actor_Ryder to_AS_pack $428 
0616: define_AS_pack_end $428 
061B: remove_references_to_AS_pack $428 
0615: define_AS_pack_begin $429 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2458.926 -2006.704 13.3361 mode 5 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2454.246 -2012.631 13.3491 mode 5 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2446.035 -2014.122 13.3291 mode 5 time -1 ms // versionA 
06E3: AS_actor -1 roll_sideways 1 
0618: assign_actor $Actor_Smoke to_AS_pack $429 
0616: define_AS_pack_end $429 
061B: remove_references_to_AS_pack $429 
0615: define_AS_pack_begin $430 
05D3: AS_actor -1 goto_point 2455.835 -2012.274 13.3531 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2454.246 -2012.631 13.3491 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2442.376 -2009.713 13.4302 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2436.563 -2003.489 13.5469 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0618: assign_actor $Actor_Emmet to_AS_pack $430 
0616: define_AS_pack_end $430 
061B: remove_references_to_AS_pack $430 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00A1: put_actor $11020 at 2458.807 -1935.979 13.305 
00A1: put_actor $GUNGRL3 at 2451.631 -1929.092 13.3211 
0173: set_actor $11020 Z_angle_to 87.5431 
0173: set_actor $GUNGRL3 Z_angle_to 87.5431 
0223: set_actor $11020 health_to 3500 
0223: set_actor $GUNGRL3 health_to 3500 
02AB: set_actor $11020 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $GUNGRL3 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B2: give_actor $11020 weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $GUNGRL3 weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor $GUNGRL3 weapon_accuracy_to 75 
02E2: set_actor $11020 weapon_accuracy_to 48 
07DD: set_actor $11020 attack_rate 0 // previously known as temper_to 
07DD: set_actor $GUNGRL3 attack_rate 80 // previously known as temper_to 
062F: $11021 = create_group_type 1 
0630: put_actor $GUNGRL3 in_group $11021 as_leader 
0631: put_actor $11020 in_group $11021 
009A: 9@ = create_actor_pedtype 24 model #BALLAS1 at 2409.14 -2017.583 13.2986 
0173: set_actor 9@ Z_angle_to 329.2236 
0223: set_actor 9@ health_to 350 
01B2: give_actor 9@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 9@ attack_rate 60 // previously known as temper_to 
009A: 10@ = create_actor_pedtype 24 model #ballas3 at 2421.655 -2034.783 13.5538 
0173: set_actor 10@ Z_angle_to 357.8822 
0223: set_actor 10@ health_to 350 
01B2: give_actor 10@ weapon 28 ammo 99999 // Load the weapon model before using this 
05D3: AS_actor 10@ goto_point 2421.604 -2016.824 13.5469 mode 6 time -1 ms // versionA 
07DD: set_actor 10@ attack_rate 60 // previously known as temper_to 
009A: 11@ = create_actor_pedtype 24 model #ballas1 at 2402.074 -2011.567 13.5537 
0173: set_actor 11@ Z_angle_to 280.3431 
0223: set_actor 11@ health_to 450 
01B2: give_actor 11@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 11@ crouch 1 
07DD: set_actor 11@ attack_rate 60 // previously known as temper_to 
009A: 12@ = create_actor_pedtype 24 model #BALLAS3 at 2400.528 -2009.304 13.5537 
0173: set_actor 12@ Z_angle_to 266.5563 
0223: set_actor 12@ health_to 500 
01B2: give_actor 12@ weapon 28 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 12@ crouch 1 
07DD: set_actor 12@ attack_rate 60 // previously known as temper_to 
009A: 13@ = create_actor_pedtype 24 model #ballas1 at 2406.335 -1985.183 13.5469 
0173: set_actor 13@ Z_angle_to 222.6892 
0223: set_actor 13@ health_to 300 
01B2: give_actor 13@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 13@ attack_rate 70 // previously known as temper_to 
009A: 14@ = create_actor_pedtype 24 model #ballas2 at 2412.557 -1986.113 13.3288 
0173: set_actor 14@ Z_angle_to 198.5623 
0223: set_actor 14@ health_to 300 
01B2: give_actor 14@ weapon 26 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 14@ attack_rate 70 // previously known as temper_to 
009A: 15@ = create_actor_pedtype 24 model #BALLAS2 at 2412.507 -1962.43 13.3828 
0173: set_actor 15@ Z_angle_to 163.9503 
0223: set_actor 15@ health_to 500 
01B2: give_actor 15@ weapon 25 ammo 99999 // Load the weapon model before using this 
009A: 16@ = create_actor_pedtype 24 model #ballas1 at 2400.107 -1968.997 13.3828 
0173: set_actor 16@ Z_angle_to 271.2797 
0223: set_actor 16@ health_to 400 
01B2: give_actor 16@ weapon 30 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 14@ crouch 1 
07DD: set_actor 15@ attack_rate 60 // previously known as temper_to 
009A: 17@ = create_actor_pedtype 24 model #ballas3 at 2401.989 -1963.962 13.5469 
0173: set_actor 17@ Z_angle_to 253.7329 
0223: set_actor 17@ health_to 400 
01B2: give_actor 17@ weapon 30 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 17@ crouch 1 
07DD: set_actor 17@ attack_rate 60 // previously known as temper_to 
009A: 18@ = create_actor_pedtype 24 model #ballas2 at 2406.193 -1991.934 13.5469 
0173: set_actor 18@ Z_angle_to 220.2059 
0223: set_actor 18@ health_to 400 
01B2: give_actor 18@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 18@ attack_rate 60 // previously known as temper_to 
05D3: AS_actor 18@ goto_point 2419.267 -2001.85 13.3828 mode 6 time -1 ms // versionA 
009A: 19@ = create_actor_pedtype 24 model #ballas1 at 2421.599 -1939.782 13.5469 
0173: set_actor 19@ Z_angle_to 181.0389 
0223: set_actor 19@ health_to 400 
01B2: give_actor 19@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 19@ attack_rate 60 // previously known as temper_to 
05D3: AS_actor 19@ goto_point 2421.568 -1976.397 13.5469 mode 6 time -1 ms // versionA 
009A: 20@ = create_actor_pedtype 24 model #BALLAS2 at 2413.259 -1978.787 13.3647 
0173: set_actor 20@ Z_angle_to 187.5956 
0223: set_actor 20@ health_to 500 
01B2: give_actor 20@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 20@ attack_rate 60 // previously known as temper_to 
009A: 21@ = create_actor_pedtype 24 model #BALLAS1 at 2467.345 -1933.957 13.3459 
0173: set_actor 21@ Z_angle_to 90.3867 
0223: set_actor 21@ health_to 500 
01B2: give_actor 21@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 21@ attack_rate 60 // previously known as temper_to 
009A: 22@ = create_actor_pedtype 24 model #ballas3 at 2464.969 -1926.994 13.5391 
0173: set_actor 22@ Z_angle_to 95.4001 
0223: set_actor 22@ health_to 500 
01B2: give_actor 22@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 22@ attack_rate 60 // previously known as temper_to 
009A: 23@ = create_actor_pedtype 24 model #ballas2 at 2438.279 -1933.93 13.3465 
0173: set_actor 23@ Z_angle_to 281.8352 
0223: set_actor 23@ health_to 500 
01B2: give_actor 23@ weapon 25 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 23@ crouch 1 
07DD: set_actor 23@ attack_rate 60 // previously known as temper_to 
009A: 24@ = create_actor_pedtype 24 model #ballas1 at 2434.036 -1925.651 13.5469 
0173: set_actor 24@ Z_angle_to 260.2149 
0223: set_actor 24@ health_to 500 
01B2: give_actor 24@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 24@ crouch 1 
07DD: set_actor 24@ attack_rate 60 // previously known as temper_to 
009A: 25@ = create_actor_pedtype 24 model #ballas3 at 2422.001 -1923.516 13.5469 
0173: set_actor 25@ Z_angle_to 263.6616 
0223: set_actor 25@ health_to 500 
01B2: give_actor 25@ weapon 26 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 25@ attack_rate 60 // previously known as temper_to 
009A: 26@ = create_actor_pedtype 24 model #ballas2 at 2478.534 -1940.995 13.5469 
0173: set_actor 26@ Z_angle_to 79.4199 
0223: set_actor 26@ health_to 500 
01B2: give_actor 26@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 26@ attack_rate 60 // previously known as temper_to 
0615: define_AS_pack_begin $11022 
05D3: AS_actor -1 goto_point 2441.714 -1926.932 13.5469 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2430.166 -1936.381 13.359 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2416.558 -1937.432 13.3897 mode 7 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor 24@ 
05D3: AS_actor -1 goto_point 2409.885 -1962.232 13.3828 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2416.064 -1981.154 13.3696 mode 7 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor 18@ 
05D3: AS_actor -1 goto_point 2412.737 -2006.281 13.3987 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2416.474 -2006.917 13.4042 mode 7 time -1 ms // versionA 
0618: assign_actor $GUNGRL3 to_AS_pack $11022 
0618: assign_actor $11020 to_AS_pack $11022 
0616: define_AS_pack_end $11022 
061B: remove_references_to_AS_pack $11022 
077A: set_actor $11020 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $GUNGRL3 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00A5: $11023 = create_car #HUNTLEY at 2414.053 -1906.609 13.3828 
0175: set_car $11023 Z_angle_to 355.8985 
020A: set_car $11023 door_status_to 4 
0224: set_car $11023 health_to 3500 
0129: $11024 = create_actor_pedtype 24 model #FAM1 in_car $11023 driverseat 
0223: set_actor $11024 health_to 500 
01B2: give_actor $11024 weapon 30 ammo 99999 // Load the weapon model before using this 
01C8: $11025 = create_actor_pedtype 24 model #fam3 in_car $11023 passenger_seat 0 
0223: set_actor $11025 health_to 500 
01B2: give_actor $11025 weapon 28 ammo 99999 // Load the weapon model before using this 
01C8: $11026 = create_actor_pedtype 24 model #fam1 in_car $11023 passenger_seat 1 
0223: set_actor $11026 health_to 500 
01B2: give_actor $11026 weapon 26 ammo 99999 // Load the weapon model before using this 
01C8: $11027 = create_actor_pedtype 24 model #FAM3 in_car $11023 passenger_seat 2 
0223: set_actor $11027 health_to 500 
01B2: give_actor $11027 weapon 22 ammo 99999 // Load the weapon model before using this 
077A: set_actor $11024 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11024 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11024 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
077A: set_actor $11025 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11025 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11025 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
077A: set_actor $11026 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11026 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11026 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
077A: set_actor $11027 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11027 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11027 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
0713: actor $11025 driveby_actor 25@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0713: actor $11026 driveby_actor 17@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0713: actor $11027 driveby_actor 14@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0615: define_AS_pack_begin $11028 
05D1: AS_actor -1 drive_car $11028 to 2412.778 -1930.526 13.3828 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car $11028 to 2411.016 -1943.832 13.3828 speed 15.0 0 model #NULL 5 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor 14@ 
0618: assign_actor $11024 to_AS_pack $11028 
0618: assign_actor $11025 to_AS_pack $11028 
0618: assign_actor $11026 to_AS_pack $11028 
0618: assign_actor $11027 to_AS_pack $11028 
0616: define_AS_pack_end $11028 
061B: remove_references_to_AS_pack $11028 
00A5: $11029 = create_car #HUNTLEY at 2417.003 -2057.518 13.3325 
0175: set_car $11029 Z_angle_to 356.7575 
020A: set_car $11029 door_status_to 4 
0224: set_car $11029 health_to 3500 
0129: $11030 = create_actor_pedtype 24 model #FAM2 in_car $11029 driverseat 
0223: set_actor $11030 health_to 500 
01B2: give_actor $11030 weapon 30 ammo 99999 // Load the weapon model before using this 
077A: set_actor $11030 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11030 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11030 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
01C8: $11031 = create_actor_pedtype 24 model #fam3 in_car $11029 passenger_seat 0 
0223: set_actor $11031 health_to 500 
01B2: give_actor $11031 weapon 25 ammo 99999 // Load the weapon model before using this 
077A: set_actor $11031 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11031 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11031 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
01C8: $11032 = create_actor_pedtype 24 model #fam1 in_car $11029 passenger_seat 1 
0223: set_actor $11032 health_to 500 
01B2: give_actor $11032 weapon 30 ammo 99999 // Load the weapon model before using this 
077A: set_actor $11032 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11032 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11032 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
01C8: $11033 = create_actor_pedtype 24 model #fam2 in_car $11029 passenger_seat 2 
077A: set_actor $11033 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor $11033 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $11033 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
0223: set_actor $11033 health_to 500 
01B2: give_actor $11033 weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor $11031 driveby_actor 11@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0713: actor $11032 driveby_actor 13@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0713: actor $11033 driveby_actor 18@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0615: define_AS_pack_begin $11034 
05D1: AS_actor -1 drive_car $11034 to 2415.462 -2018.527 13.4214 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car $11034 to 2415.469 -1996.614 13.389 speed 15.0 0 model #NULL 5 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor 17@ 
0618: assign_actor $11030 to_AS_pack $11034 
0618: assign_actor $11031 to_AS_pack $11034 
0618: assign_actor $11032 to_AS_pack $11034 
0618: assign_actor $11033 to_AS_pack $11034 
0616: define_AS_pack_end $11034 
061B: remove_references_to_AS_pack $11034 
0ACD: show_text_highpriority "Kill the ~r~ballers~w~." time 3000 
02AB: set_actor $GUNGRL3 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $11020 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0187: 309@ = create_marker_above_actor 9@ 
0165: set_marker 309@ color_to 0 
0187: 310@ = create_marker_above_actor 10@ 
0165: set_marker 310@ color_to 0 
0187: 311@ = create_marker_above_actor 11@ 
0165: set_marker 311@ color_to 0 
0187: 312@ = create_marker_above_actor 12@ 
0165: set_marker 312@ color_to 0 
0187: 313@ = create_marker_above_actor 13@ 
0165: set_marker 313@ color_to 0 
0187: 314@ = create_marker_above_actor 14@ 
0165: set_marker 314@ color_to 0 
0187: 315@ = create_marker_above_actor 15@ 
0165: set_marker 315@ color_to 0 
0187: 316@ = create_marker_above_actor 16@ 
0165: set_marker 316@ color_to 0 
0187: 317@ = create_marker_above_actor 17@ 
0165: set_marker 317@ color_to 0 
0187: 318@ = create_marker_above_actor 18@ 
0165: set_marker 318@ color_to 0 
0187: 319@ = create_marker_above_actor 19@ 
0165: set_marker 319@ color_to 0 
0187: 320@ = create_marker_above_actor 20@ 
0165: set_marker 320@ color_to 0 
0187: 321@ = create_marker_above_actor 21@ 
0165: set_marker 321@ color_to 0 
0187: 322@ = create_marker_above_actor 22@ 
0165: set_marker 322@ color_to 0 
0187: 323@ = create_marker_above_actor 23@ 
0165: set_marker 323@ color_to 0 
0187: 324@ = create_marker_above_actor 24@ 
0165: set_marker 324@ color_to 0 
0187: 325@ = create_marker_above_actor 25@ 
0165: set_marker 325@ color_to 0 
0187: 326@ = create_marker_above_actor 26@ 
0165: set_marker 326@ color_to 0 

:Rise_of_Gangs_19598
0001: wait 0 ms 
00D6: if 
0118:   actor 9@ dead 
004D: jump_if_false @Rise_of_Gangs_19623 
0164: disable_marker 309@ 

:Rise_of_Gangs_19623
0001: wait 0 ms 
00D6: if 
0118:   actor 10@ dead 
004D: jump_if_false @Rise_of_Gangs_19648 
0164: disable_marker 310@ 

:Rise_of_Gangs_19648
0001: wait 0 ms 
00D6: if 
0118:   actor 11@ dead 
004D: jump_if_false @Rise_of_Gangs_19673 
0164: disable_marker 311@ 

:Rise_of_Gangs_19673
0001: wait 0 ms 
00D6: if 
0118:   actor 12@ dead 
004D: jump_if_false @Rise_of_Gangs_19698 
0164: disable_marker 312@ 

:Rise_of_Gangs_19698
0001: wait 0 ms 
00D6: if 
0118:   actor 13@ dead 
004D: jump_if_false @Rise_of_Gangs_19723 
0164: disable_marker 313@ 

:Rise_of_Gangs_19723
0001: wait 0 ms 
00D6: if 
0118:   actor 14@ dead 
004D: jump_if_false @Rise_of_Gangs_19748 
0164: disable_marker 314@ 

:Rise_of_Gangs_19748
0001: wait 0 ms 
00D6: if 
0118:   actor 15@ dead 
004D: jump_if_false @Rise_of_Gangs_19773 
0164: disable_marker 315@ 

:Rise_of_Gangs_19773
0001: wait 0 ms 
00D6: if 
0118:   actor 16@ dead 
004D: jump_if_false @Rise_of_Gangs_19798 
0164: disable_marker 316@ 

:Rise_of_Gangs_19798
0001: wait 0 ms 
00D6: if 
0118:   actor 17@ dead 
004D: jump_if_false @Rise_of_Gangs_19823 
0164: disable_marker 317@ 

:Rise_of_Gangs_19823
0001: wait 0 ms 
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @Rise_of_Gangs_19848 
0164: disable_marker 318@ 

:Rise_of_Gangs_19848
0001: wait 0 ms 
00D6: if 
0118:   actor 19@ dead 
004D: jump_if_false @Rise_of_Gangs_19873 
0164: disable_marker 319@ 

:Rise_of_Gangs_19873
0001: wait 0 ms 
00D6: if 
0118:   actor 20@ dead 
004D: jump_if_false @Rise_of_Gangs_19898 
0164: disable_marker 320@ 

:Rise_of_Gangs_19898
0001: wait 0 ms 
00D6: if 
0118:   actor 21@ dead 
004D: jump_if_false @Rise_of_Gangs_19923 
0164: disable_marker 321@ 

:Rise_of_Gangs_19923
0001: wait 0 ms 
00D6: if 
0118:   actor 22@ dead 
004D: jump_if_false @Rise_of_Gangs_19948 
0164: disable_marker 322@ 

:Rise_of_Gangs_19948
0001: wait 0 ms 
00D6: if 
0118:   actor 23@ dead 
004D: jump_if_false @Rise_of_Gangs_19973 
0164: disable_marker 323@ 

:Rise_of_Gangs_19973
0001: wait 0 ms 
00D6: if 
0118:   actor 24@ dead 
004D: jump_if_false @Rise_of_Gangs_19998 
0164: disable_marker 324@ 

:Rise_of_Gangs_19998
0001: wait 0 ms 
00D6: if 
0118:   actor 25@ dead 
004D: jump_if_false @Rise_of_Gangs_20023 
0164: disable_marker 325@ 

:Rise_of_Gangs_20023
0001: wait 0 ms 
00D6: if 
0118:   actor 26@ dead 
004D: jump_if_false @Rise_of_Gangs_20048 
0164: disable_marker 326@ 

:Rise_of_Gangs_20048
0001: wait 0 ms 
00D6: if or
0118:   actor $Actor_Smoke dead 
0118:   actor $Actor_Ryder dead 
0118:   actor $Actor_Emmet dead 
0118:   actor $GUNGRL3 dead 
0118:   actor $11020 dead 
0112:   wasted_or_busted // mission only 
0117:   player $PLAYER_CHAR wasted 
004D: jump_if_false @Rise_of_Gangs_20127 
009B: destroy_actor $Actor_Emmet 
009B: destroy_actor $Actor_Ryder 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $GUNGRL3 
009B: destroy_actor $11020 
0002: jump @Rise_of_Gangs_23576 

:Rise_of_Gangs_20127
0001: wait 0 ms 
00D6: if and
0118:   actor 9@ dead 
0118:   actor 10@ dead 
0118:   actor 11@ dead 
0118:   actor 12@ dead 
0118:   actor 13@ dead 
0118:   actor 14@ dead 
0118:   actor 15@ dead 
004D: jump_if_false @Rise_of_Gangs_19598 
00D6: if and
0118:   actor 16@ dead 
0118:   actor 17@ dead 
0118:   actor 18@ dead 
0118:   actor 19@ dead 
0118:   actor 20@ dead 
0118:   actor 21@ dead 
0118:   actor 22@ dead 
004D: jump_if_false @Rise_of_Gangs_19598 
00D6: if and
0118:   actor 23@ dead 
0118:   actor 24@ dead 
0118:   actor 25@ dead 
0118:   actor 26@ dead 
004D: jump_if_false @Rise_of_Gangs_19598 
016A: fade 0 time 500 
04EB: AS_actor $Actor_Emmet crouch 0 
04EB: AS_actor $Actor_Ryder crouch 0 
04EB: AS_actor $Actor_Smoke crouch 0 
0638: AS_actor $Actor_Emmet stay_put 1 
0638: AS_actor $11020 stay_put 1 
0638: AS_actor $GUNGRL3 stay_put 1 
0002: jump @Rise_of_Gangs_20310 

:Rise_of_Gangs_20310
06C8: enable_riot 0 
098A: set_gunshot_sense_range_for_riot2 15.0 
04ED: load_animation "gangs" 
0001: wait 1500 ms 
00D8: mission_cleanup 
02A3: enable_widescreen 1 
077C: clear_actor $11020 acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor $GUNGRL3 acquaintance 4 to_all_pedtypes // see ped.dat 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2419.399 -1967.149 13.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.6268 
00A1: put_actor $Actor_Emmet at 2413.813 -1967.403 13.4085 
0173: set_actor $Actor_Emmet Z_angle_to 273.1819 
00A1: put_actor $Actor_Ryder at 2418.053 -1963.834 13.3895 
0173: set_actor $Actor_Ryder Z_angle_to 179.8077 
00A1: put_actor $Actor_Smoke at 2419.579 -1971.455 13.5469 
0173: set_actor $Actor_Smoke Z_angle_to 82.1193 
00A1: put_actor $11020 at 2414.456 -1972.717 13.4229 
0173: set_actor $11020 Z_angle_to 308.5655 
00A1: put_actor $GUNGRL3 at 2416.007 -1973.427 13.4085 
0173: set_actor $GUNGRL3 Z_angle_to 330.1857 
015F: set_camera_position 2414.312 -1977.346 14.4151 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2417.009 -1970.886 13.4151 switchstyle 2 
016A: fade 1 time 500 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0605: actor $Actor_Emmet perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Emmet: I glad, you guys kill the ballers, I don't know how they came here." time 3000 
0001: wait 3000 ms 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Ryder: Man, the ballers, are taking over the hood, I know why these fools, searched us." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Big Smoke: I walked into the drug dealer's house and kill him, that's why these ballas get pissed off." time 3000 
0001: wait 3000 ms 
015F: set_camera_position 2414.312 -1977.346 14.4151 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2417.009 -1970.886 13.4151 switchstyle 2 
067C: put_camera_on_actor $Actor_Ryder offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Ryder: So, you and CJ might have brought the ballers all along, Smoke?" time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Big Smoke: Yeah, I told him to talk to the ballas to distract them, then I sneak into their house." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Ryder offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Ryder: Drug dealers, huh? We don't want any drug dealers to sell out of our homies." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0ACD: show_text_highpriority "CJ: This want happen before when was trying to save Sweet, and my gangs just turn on us." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "CJ: It was the drug dealers selling out our homies, man." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Ryder offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0ACD: show_text_highpriority "Ryder: Hmmmmm... CJ, I remembered that I show you how to whacked the drug dealer with a bat." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Ryder: After what I say; 'The drug dealers are selling on of our boys.' I inspect that we kill them." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: Yeah, Ryder." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Emmet offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Emmet perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0ACD: show_text_highpriority "Emmet: So, we toke out the ballers, we stop them, and no drug dealers showing up." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Emmet: You two, I want you to find the drug dealers, I'll be in this area to get warmed-up." time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Smoke offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Smoke perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Big Smoke: Man, I feel so hungry, I need something to eat, I'll deal with the drug dealers later." time 3000 
0001: wait 3000 ms 
05F5: AS_actor $Actor_Smoke goto_point_using_paths 2421.514 -1879.413 13.5469 mode 4 time -1 
067C: put_camera_on_actor $Actor_Emmet offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Emmet perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Emmet: Then how about you, Ryder?" time 3000 
0001: wait 3000 ms 
067C: put_camera_on_actor $Actor_Ryder offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $Actor_Ryder perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "Ryder: Fine, fine, whatever, I'll take CJ to find some drug dealers - Shit, man, I need a cigeratte." time 3000 
0001: wait 3000 ms 
05F5: AS_actor $Actor_Ryder goto_point_using_paths 2417.55 -2010.115 13.402 mode 4 time -1 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0ACD: show_text_highpriority "CJ: I'll will just leave too, Emmet, see you later." time 3000 
0001: wait 3000 ms 
05F5: AS_actor $PLAYER_ACTOR goto_point_using_paths 2421.924 -1938.886 13.5469 mode 4 time -1 
015F: set_camera_position 2414.312 -1977.346 14.4151 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2417.009 -1970.886 13.4151 switchstyle 2 
0001: wait 5000 ms 
016A: fade 0 time 500 
0001: wait 1000 ms 
00A1: put_actor $PLAYER_ACTOR at 2421.924 -1938.886 13.5469 
009B: destroy_actor $Actor_Ryder 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Emmet 
009B: destroy_actor $11020 
009B: destroy_actor $GUNGRL3 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
015A: restore_camera 
016A: fade 1 time 500 
0001: wait 1000 ms 
0394: play_music 2 
0ACB: show_styled_text "Mission Passed! ~w~$5000" time 1000 style 1 
0109: player $PLAYER_CHAR money = 5000 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
004E: end_thread 

:Rise_of_Gangs_23576
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
004E: end_thread 
