// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cm}
thread 'Rise_of_Gangs'
//-------------MAIN---------------
$ONMISSION = 1
0247: load_model #BMYDRUG 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #SA_FAM4 
0247: load_model #SA_FAM5 
0247: load_model #SA_FAM6 
0247: load_model #SA_FAM7 
0247: load_model #SA_FAM8 
0247: load_model #SA_BALLAS9 
0247: load_model #AT_FAM10 
0247: load_model #AT_FAM11 
0247: load_model #AT_FAM12 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
0247: load_model #BALLAS3 
0247: load_model #SA_BALLAS4 
0247: load_model #SA_BALLAS5 
0247: load_model #SA_BALLAS6 
0247: load_model #SA_BALLAS7 
0247: load_model #SA_BALLAS8 
0247: load_model #SA_BALLAS9 
0247: load_model #AT_BALLAS10 
0247: load_model #AT_BALLAS11 
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" 
//0002: jump @Noname_11270 
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 

:Noname_1517
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 @Noname_1560 
0164: disable_marker 0@ 
0002: jump @Noname_1737 

:Noname_1560
00D6: if or
0112:   wasted_or_busted // mission only 
0118:   actor $Actor_Smoke dead 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @Noname_1595 
0164: disable_marker 0@ 
0002: jump @mission_failed 

:Noname_1595
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $Actor_Smoke radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @Noname_1517 
0ACD: show_text_highpriority "Big Smoke: Hey fool, where your going, CJ?" time 2500 
004D: jump_if_false @Noname_1517 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $Actor_Smoke radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @Noname_1517 
0002: jump @mission_failed 
0002: jump @Noname_1517 

:Noname_1737
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 #SA_BALLAS7 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 #AT_BALLAS10 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 #AT_BALLAS11 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 

:Noname_2590
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 @Noname_2652 
0164: disable_marker 0@ 
0002: jump @Noname_2772 

:Noname_2652
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $Smoke_Car 
004D: jump_if_false @Noname_2720 
0ACD: show_text_highpriority "Big Smoke: CJ, get back in the car." time 3000 
0002: jump @Noname_2590 

:Noname_2720
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 @Noname_2590 
0002: jump @mission_failed 

:Noname_2772
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 1956.1442 -1659.7909 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 

:Noname_3047
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 @Noname_3096 
0002: jump @Noname_3213 

:Noname_3096
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 @Noname_3047 
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 @mission_failed 

:Noname_3213
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 

:Noname_6086
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 @Noname_6086 
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 

:Noname_6922
0001: wait 0 ms 
00D6: if and
0039:   150@ == 0 
0118:   actor 1@ dead 
004D: jump_if_false @Noname_6961 
0164: disable_marker 20@ 
000A: 150@ += 1 

:Noname_6961
00D6: if and
0039:   151@ == 0 
0118:   actor 2@ dead 
004D: jump_if_false @Noname_6996 
0164: disable_marker 21@ 
000A: 151@ += 1 

:Noname_6996
00D6: if and
0039:   152@ == 0 
0118:   actor 3@ dead 
004D: jump_if_false @Noname_7031 
0164: disable_marker 22@ 
000A: 152@ += 1 

:Noname_7031
00D6: if and
0039:   153@ == 0 
0118:   actor 4@ dead 
004D: jump_if_false @Noname_7066 
0164: disable_marker 23@ 
000A: 153@ += 1 

:Noname_7066
00D6: if or
0118:   actor $Actor_Smoke dead 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @Noname_7091 
0002: jump @mission_failed 

:Noname_7091
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1986.931 -1709.916 radius 30.0 30.0 
004D: jump_if_false @Noname_7244 
0ACD: show_text_highpriority "Big Smoke: Where the hell your going, CJ? Get back here!" time 3000 
004D: jump_if_false @Noname_7244 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1986.931 -1709.916 radius 50.0 50.0 
004D: jump_if_false @Noname_7244 
0002: jump @mission_failed 

:Noname_7244
00D6: if and
0039:   150@ == 1 
0039:   151@ == 1 
0039:   152@ == 1 
0039:   153@ == 1 
004D: jump_if_false @Noname_6922 
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 @Noname_7340 

:Noname_7340
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 #SA_FAM7 at 2304.758 -1785.734 13.5583 
0173: set_actor 7@ Z_angle_to 101.0856 
009A: 8@ = create_actor_pedtype 25 model #SA_FAM4 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 

:Noname_7895
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 @Noname_8003 
0ACD: show_text_highpriority "Now go near to the ~g~grove~w~ to recruit them." time 3000 
0164: disable_marker 0@ 
0002: jump @Noname_8028 

:Noname_8003
00D6: if or
0112:   wasted_or_busted // mission only 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @Noname_7895 
0002: jump @mission_failed 

:Noname_8028
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 @Noname_8763 
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 @Noname_8803 

:Noname_8763
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 @Noname_8028 
0002: jump @mission_failed 

:Noname_8803
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 @Noname_8803 
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 @Noname_8972 

:Noname_8972
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 #AT_FAM12 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 #SA_FAM5 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 

:Noname_9415
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 @Noname_10202 
0ACD: show_text_highpriority "Go recruit the ~g~grove~w~ members." time 3000 
004D: jump_if_false @Noname_10202 
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 @Noname_10202 
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 @Noname_10247 

:Noname_10202
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 @Noname_9415 
0002: jump @mission_failed 

:Noname_10247
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 @Noname_10247 
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 @Noname_10396 

:Noname_10396
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 

:Noname_11270
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 
actor.GiveWeaponAndAmmo($Actor_Smoke, ak47, 99999)
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: $fam0 = create_actor_pedtype 25 model #FAM1 at 2442.582 -1964.267 13.5469 
0223: set_actor $fam0 health_to 10000 
0173: set_actor $fam0 Z_angle_to 239.6602 
0446: set_actor $fam0 dismemberment_possible 0 
02E2: set_actor $fam0 weapon_accuracy_to 30 
07FE: set_actor $fam0 fighting_style_to 5 moves 6 
05E2: AS_actor $fam0 kill_actor $gungrl3 
05E2: AS_actor $gungrl3 kill_actor $fam0 
07DD: set_actor $fam0 attack_rate 35 // previously known as temper_to 
0245: set_actor $actor_emmet walk_style_to "man" 
0245: set_actor $Actor_Ryder walk_style_to "man" 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0ACD: show_text_highpriority "Go to ~y~Emmet's Place~w~ and see ~b~Ryder~w~." time 3000 
02A3: enable_widescreen 0 
actor.RemoveFromMissionCleanupList($actor_emmet)
actor.RemoveFromMissionCleanupList($actor_smoke)
actor.RemoveFromMissionCleanupList($actor_ryder)
actor.RemoveFromMissionCleanupList($fam0)
actor.RemoveFromMissionCleanupList($gungrl3)
:Noname_11790
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 @Noname_12160 
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 @Noname_12200 

:Noname_12160
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 @Noname_11790 
0002: jump @mission_failed 

:Noname_12200
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
//0707: start_scene_skip_to @skip
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 $fam0 with_offset 0.0 0.0 0.0 
0639: AS_actor $Actor_Ryder rotate_to_actor $fam0 
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 $fam0 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 $fam0 
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 $fam0 task 
0687: clear_actor $gungrl3 task 
00A1: put_actor $fam0 at 2441.918 -1963.92 13.5469 
00A1: put_actor $gungrl3 at 2447.631 -1968.488 13.5469 
0173: set_actor $fam0 Z_angle_to 228.9846 
0173: set_actor $gungrl3 Z_angle_to 50.6962 
0605: actor $fam0 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 $fam0 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 
//:SKIP
//0701: end_scene_skip

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 $fam0 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 $fam0 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 $fam0 at 2458.807 -1935.979 13.305 
00A1: put_actor $gungrl3 at 2451.631 -1929.092 13.3211 
0173: set_actor $fam0 Z_angle_to 87.5431 
0173: set_actor $gungrl3 Z_angle_to 87.5431 
0223: set_actor $fam0 health_to 3500 
0223: set_actor $gungrl3 health_to 3500 
02AB: set_actor $fam0 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 $fam0 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 $fam0 weapon_accuracy_to 48 
07DD: set_actor $fam0 attack_rate 0 // previously known as temper_to 
07DD: set_actor $gungrl3 attack_rate 80 // previously known as temper_to 
062F: $girl_leader = create_group_type 1 
0630: put_actor $gungrl3 in_group $girl_leader as_leader 
0631: put_actor $fam0 in_group $girl_leader 
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 #AT_BALLAS10 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 #SA_BALLAS6 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 #SA_BALLAS8 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 #SA_BALLAS4 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 #AT_BALLAS11 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 #SA_BALLAS9 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 #SA_BALLAS7 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 #SA_BALLAS6 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 #SA_BALLAS5 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 #SA_BALLAS7 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 #SA_BALLAS8 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 #SA_BALLAS5 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 #SA_BALLAS4 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 $girl_path 

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 $girl_path 
0618: assign_actor $fam0 to_AS_pack $girl_path 
0616: define_AS_pack_end $girl_path 
061B: remove_references_to_AS_pack $girl_path 
077A: set_actor $fam0 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $gungrl3 acquaintance 4 to_actors_pedtype 24 // see ped.dat

00A5: $grovecar1 = create_car #HUNTLEY at 2414.0532 -1906.6095 13.3828
0175: set_car $grovecar1 Z_angle_to 355.8985 
020A: set_car $grovecar1 door_status_to 4 
0224: set_car $grovecar1 health_to 3500 
$fam1 = actor.CreateAsDriver(mission2, #fam1, $grovecar1)
actor.Health($fam1) = 500
actor.GiveWeaponAndAmmo($fam1,AK47, 99999)
$fam2 = actor.CreateAsPassenger(mission2, #AT_FAM12, $grovecar1, 0)
actor.Health($fam2) = 500
actor.GiveWeaponAndAmmo($fam2,microuzi, 99999)
$fam3 = actor.CreateAsPassenger(mission2, #SA_FAM6, $grovecar1, 1)
actor.Health($fam3) = 500
actor.GiveWeaponAndAmmo($fam3,SAWNOFF  , 99999)
$fam4 = actor.CreateAsPassenger(mission2, #fam3, $grovecar1, 2)
actor.Health($fam4) = 500
actor.GiveWeaponAndAmmo($fam4,pistol, 99999)
077A: set_actor $fam1 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam1 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam1 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $fam2 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam2 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam2 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $fam3 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam3 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam3 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $fam4 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam4 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam4 acquaintance 1 to_actors_pedtype 1 // see ped.dat
0713: actor $fam2 driveby_actor 25@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
0713: actor $fam3 driveby_actor 17@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
0713: actor $fam4 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 $gang_car 
05D1: AS_actor -1 drive_car $gang_car  to 2412.7776 -1930.5261 13.3828 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $gang_car  to 2411.0159 -1943.8319 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 $fam1 to_AS_pack $gang_car  
0618: assign_actor $fam2 to_AS_pack $gang_car 
0618: assign_actor $fam3 to_AS_pack $gang_car 
0618: assign_actor $fam4 to_AS_pack $gang_car 
0616: define_AS_pack_end $gang_car  
061B: remove_references_to_AS_pack $gang_car  

00A5: $grovecar2 = create_car #HUNTLEY at 2417.0032 -2057.5178 13.3325
0175: set_car $grovecar2 Z_angle_to 356.7575
020A: set_car $grovecar2 door_status_to 4 
0224: set_car $grovecar2 health_to 3500 
$fam5 = actor.CreateAsDriver(mission2, #fam2, $grovecar2)
actor.Health($fam5) = 500
actor.GiveWeaponAndAmmo($fam5,AK47, 99999)
077A: set_actor $fam5 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam5 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam5 acquaintance 1 to_actors_pedtype 1 // see ped.dat
$fam6 = actor.CreateAsPassenger(mission2, #AT_FAM10, $grovecar2, 0)
actor.Health($fam6) = 500
actor.GiveWeaponAndAmmo($fam6,shotgun, 99999)
077A: set_actor $fam6 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam6 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam6 acquaintance 1 to_actors_pedtype 1 // see ped.dat
$fam7 = actor.CreateAsPassenger(mission2, #SA_FAM4, $grovecar2, 1)
actor.Health($fam7) = 500
actor.GiveWeaponAndAmmo($fam7,ak47, 99999)
077A: set_actor $fam7 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam7 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam7 acquaintance 1 to_actors_pedtype 1 // see ped.dat
$fam8 = actor.CreateAsPassenger(mission2, #SA_FAM7, $grovecar2, 2)
077A: set_actor $fam8 acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor $fam8 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $fam8 acquaintance 1 to_actors_pedtype 1 // see ped.dat
actor.Health($fam8) = 500
actor.GiveWeaponAndAmmo($fam8,microuzi, 99999)

0713: actor $fam6 driveby_actor 11@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
0713: actor $fam7 driveby_actor 13@ car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
0713: actor $fam8 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 $gang_car2 
05D1: AS_actor -1 drive_car $gang_car2  to 2415.4619 -2018.5272 13.4214 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $gang_car2  to 2415.4687 -1996.6136 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 $fam5 to_AS_pack $gang_car2 
0618: assign_actor $fam6 to_AS_pack $gang_car2 
0618: assign_actor $fam7 to_AS_pack $gang_car2 
0618: assign_actor $fam8 to_AS_pack $gang_car2 
0616: define_AS_pack_end $gang_car2  
061B: remove_references_to_AS_pack $gang_car2
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 $fam0  BP 1 FP 1 EP 1 CP 1 MP 1

marker.CreateAboveActor(309@, 9@)
marker.SetColor(309@, 0)
marker.CreateAboveActor(310@, 10@)
marker.SetColor(310@, 0)
marker.CreateAboveActor(311@, 11@)
marker.SetColor(311@, 0)
marker.CreateAboveActor(312@, 12@)
marker.SetColor(312@, 0)
marker.CreateAboveActor(313@, 13@)
marker.SetColor(313@, 0)
marker.CreateAboveActor(314@, 14@)
marker.SetColor(314@, 0)
marker.CreateAboveActor(315@, 15@)
marker.SetColor(315@, 0)
marker.CreateAboveActor(316@, 16@)
marker.SetColor(316@, 0)
marker.CreateAboveActor(317@, 17@)
marker.SetColor(317@, 0)
marker.CreateAboveActor(318@, 18@)
marker.SetColor(318@, 0)
marker.CreateAboveActor(319@, 19@)
marker.SetColor(319@, 0)
marker.CreateAboveActor(320@, 20@)
marker.SetColor(320@, 0)
marker.CreateAboveActor(321@, 21@)
marker.SetColor(321@, 0)
marker.CreateAboveActor(322@, 22@)
marker.SetColor(322@, 0)
marker.CreateAboveActor(323@, 23@)
marker.SetColor(323@, 0)
marker.CreateAboveActor(324@, 24@)
marker.SetColor(324@, 0)
marker.CreateAboveActor(325@, 25@)
marker.SetColor(325@, 0)
marker.CreateAboveActor(326@, 26@)
marker.SetColor(326@, 0)

{marker.CreateAboveActor($ally, $fam0)
marker.SetColor($ally, 2)
marker.CreateAboveActor($ally, $gungrl3)
marker.SetColor($gungrl3, 2)      }

:BALLERS_1
wait 0
if
actor.Dead(9@)
jf @BALLERS_2
marker.Disable(309@)
:BALLERS_2
wait 0
if
actor.Dead(10@)
jf @BALLERS_3
marker.Disable(310@)
:BALLERS_3
wait 0
if
actor.Dead(11@)
jf @BALLERS_4
marker.Disable(311@)
:BALLERS_4
wait 0
if
actor.Dead(12@)
jf @BALLERS_5
marker.Disable(312@)
:BALLERS_5
wait 0
if
actor.Dead(13@)
jf @BALLERS_6
marker.Disable(313@)
:BALLERS_6
wait 0
if
actor.Dead(14@)
jf @BALLERS_7
marker.Disable(314@)
:BALLERS_7
wait 0
if
actor.Dead(15@)
jf @BALLERS_8
marker.Disable(315@)
:BALLERS_8
wait 0
if
actor.Dead(16@)
jf @BALLERS_10
marker.Disable(316@)
:BALLERS_10
wait 0
if
actor.Dead(17@)
jf @BALLERS_11
marker.Disable(317@)
:BALLERS_11
wait 0
if
actor.Dead(18@)
jf @BALLERS_12
marker.Disable(318@)
:BALLERS_12
wait 0
if
actor.Dead(19@)
jf @BALLERS_13
marker.Disable(319@)
:BALLERS_13
wait 0
if
actor.Dead(20@)
jf @BALLERS_14
marker.Disable(320@)
:BALLERS_14
wait 0
if
actor.Dead(21@)
jf @BALLERS_15
marker.Disable(321@)
:BALLERS_15
wait 0
if
actor.Dead(22@)
jf @BALLERS_16
marker.Disable(322@)
:BALLERS_16
wait 0
if
actor.Dead(23@)
jf @BALLERS_17
marker.Disable(323@)
:BALLERS_17
wait 0
if
actor.Dead(24@)
jf @BALLERS_18
marker.Disable(324@)
:BALLERS_18
wait 0
if
actor.Dead(25@)
jf @BALLERS_19
marker.Disable(325@)
:BALLERS_19
wait 0
if
actor.Dead(26@)
jf @BALLERS_20
marker.Disable(326@)

:BALLERS_20
wait 0
if or
actor.Dead($actor_smoke)
actor.Dead($actor_ryder)
actor.Dead($actor_emmet)
actor.Dead($gungrl3)
actor.Dead($fam0)
wasted_or_busted
player.Wasted($player_char)
jf @BALLERS_21
actor.DestroyInstantly($actor_emmet)
actor.DestroyInstantly($actor_ryder)
actor.DestroyInstantly($actor_smoke)
actor.DestroyInstantly($gungrl3)
actor.DestroyInstantly($fam0)
jump @mission_failed
:BALLERS_21
wait 0 
if and
actor.Dead(9@)
actor.Dead(10@)
actor.Dead(11@)
actor.Dead(12@)
actor.Dead(13@)
actor.Dead(14@)
actor.Dead(15@)
jf @BALLERS_1
if and
actor.Dead(16@)
actor.Dead(17@)
actor.Dead(18@)
actor.Dead(19@)
actor.Dead(20@)
actor.Dead(21@)
actor.Dead(22@)
jf @BALLERS_1
if and
actor.Dead(23@)
actor.Dead(24@)
actor.Dead(25@)
actor.Dead(26@)
jf @BALLERS_1

fade 0 500
04EB: AS_actor $actor_emmet 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 $fam0 stay_put 1
0638: AS_actor $gungrl3 stay_put 1
jump @CUTSCENE



:CUTSCENE
06C8: enable_riot 0
098A: set_gunshot_sense_range_for_riot2 15.0

04ED: load_animation  "gangs"

wait 1500
00D8: mission_cleanup 
02A3: enable_widescreen 1
077C: clear_actor $fam0 acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor $gungrl3 acquaintance 4 to_all_pedtypes // see ped.dat

player.CanMove($player_char) = false
00A1: put_actor $PLAYER_ACTOR at 2419.3992 -1967.1492 13.5469
actor.Angle($PLAYER_ACTOR) = 88.6268
00A1: put_actor $actor_emmet at 2413.8127 -1967.4026 13.4085
actor.Angle($actor_emmet) = 273.1819
00A1: put_actor $actor_ryder at 2418.0535 -1963.8342 13.3895
actor.Angle($actor_ryder) = 179.8077
00A1: put_actor $actor_smoke at 2419.5786 -1971.4547 13.5469
actor.Angle($actor_smoke) = 82.1193
00A1: put_actor $fam0 at 2414.4556 -1972.7173 13.4229
actor.Angle($fam0) = 308.5655
00A1: put_actor $gungrl3 at 2416.0071 -1973.4271 13.4085
actor.Angle($gungrl3) = 330.1857    
015F: set_camera_position 2414.3118 -1977.3463 14.4151 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2417.0085 -1970.8864 13.4151 switchstyle 2 
fade 1 500



01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
                                           
//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 3000 
0ACD: show_text_highpriority "Emmet: I glad, you guys kill the ballers, I don't know how they came here." time 3000 
wait 3000
//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: Man, the ballers, are taking over the hood, I know why these fools, searched us." time 3000 
wait 3000
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 
wait 3000
015F: set_camera_position 2414.3118 -1977.3463 14.4151 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2417.0085 -1970.8864 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 
wait 3000


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 
wait 3000

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 
wait 3000

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 
wait 3000
0ACD: show_text_highpriority "CJ: It was the drug dealers selling out our homies, man." time 3000 
wait 3000

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 
wait 3000
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 
wait 3000
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 
wait 3000
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 
wait 3000
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 
wait 3000
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 
wait 3000
05F5: AS_actor $Actor_smoke goto_point_using_paths 2421.5142 -1879.4126 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 
wait 3000
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 
wait 3000
05F5: AS_actor $Actor_ryder goto_point_using_paths 2417.5503 -2010.1155 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 
wait 3000

05F5: AS_actor $PLAYER_ACTOR goto_point_using_paths 2421.9243 -1938.886 13.5469 mode 4 time -1
015F: set_camera_position 2414.3118 -1977.3463 14.4151 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2417.0085 -1970.8864 13.4151 switchstyle 2 
wait 5000
fade 0 500

         
wait 1000
00A1: put_actor $PLAYER_ACTOR at 2421.9243 -1938.886 13.5469
actor.DestroyInstantly($actor_ryder)
actor.DestroyInstantly($actor_smoke)
actor.DestroyInstantly($actor_emmet)
actor.DestroyInstantly($fam0)
actor.DestroyInstantly($gungrl3)
player.CanMove($player_char) = true
02A3: enable_widescreen 0
camera.Restore_WithJumpCut()
camera.Restore()
fade 1 500
wait 1000
0394: play_music 2
0ACB: show_styled_text "Mission Passed! ~w~$5000" time 1000 style 1 
0109: player $PLAYER_CHAR money += 5000


$ONMISSION = 0 
00D8: mission_cleanup 
004E: end_thread 

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