{$CLEO .cm}
$ONMISSION = 1

thread 'Garvy_Chaintown'
0ACB: show_styled_text "Garvy Du's Revenge on the Triads" time 2000 style 2

model.Load(#AT_WMOATBU) //old man
model.Load(#AT_WMYATBU2) //Lee
model.Load(#AT_WMYBS4)   //Luigi LC
model.Load(#AT_WMYJCKT) //garvy du   homie
model.Load(#MLL_WFYBPRO) //Millie Homie
model.Load(#MLL_SOMYRG) //math teacher
model.Load(#MLL_MZTN1)
model.Load(#MLL_MZTN2)
model.Load(#MLL_MZTN3)

model.Load(#MLL_WMYHCA) //Bobby - Guest

//snippers
model.Load(#Mll_wmobu)
model.Load(#mll_wmybuk)

model.Load(#LC_BOBCAT)
model.Load(#LC_CHEETAH)
model.Load(#LC_MULE)
model.Load(#LC_PATRIOT)

model.Load(#LC_UZI)     //122
model.Load(#LC_AK47)     //111
model.Load(#LC_M16)      //117
model.Load(#COLT45)
model.Load(#CHROMEGUN)
model.Load(#ak47)
model.Load(#MICRO_UZI)
model.Load(#SAWNOFF)
model.Load(#VC_UZI)
model.load(#VC_BUDDYSHOT) //124


model.Load(#AT_OFYAV)
model.Load(#AT_WMYHIPST)

model.Load(#TRIADA)
model.Load(#TRIADB)
model.Load(#TRIBOSS)
model.Load(1820)
038B: load_requested_models
01F0: set_max_wanted_level_to 0
0A92: create_custom_thread "missions\wastedfix.cs"

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 25 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25
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 7
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 24
fade 0 1200
wait 1500
$music = Audiostream.Load("cleo\missions\chinatown\Unrestful.mp3")
audiostream.PerformAction($music, play)
audiostream.Loop($music, 1)
select_interior 0
02A3: enable_widescreen 1
player.CanMove($player_char) = false
015F: set_camera_position 9705.498 8064.1445 55.7378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9709.2363 8071.9175 55.7378 switchstyle 2 
0860: link_actor $PLAYER_ACTOR to_interior 0  
00A1: put_actor $PLAYER_ACTOR at 9708.1104 8067.2832 55.7378
actor.Angle($PLAYER_ACTOR)  = 343.4567
wait 300
05D3: AS_actor $PLAYER_ACTOR goto_point 9708.7314 8070.4712 55.7378 mode 4 time -1 ms // versionA
fade 1 1800

0@ = actor.Create(mission2, #AT_WMYATBU2, 9709.9951, 8074.6104, 55.7378)
actor.Angle(0@)  = 168.2506
actor.SetImmunities(0@, 1,1,1,1,1)
1@ = actor.Create( mission2, #AT_WMYJCKT, 9710.7764, 8070.9614, 55.7378)
actor.Angle(1@)  = 76.3888
actor.SetImmunities(1@, 1,1,1,1,1)
//0755: add_animation_path_3D_coord 9709.0781 8071.3579 55.7378 animation "NONE" IFP_file "NONE"
wait 3000
04EE:   animation "gangs" loaded

//0817: assign_actor $PLAYER_ACTOR to_animation_path_with_walk_mode 4 route_mode 3
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0812: AS_actor 0@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\vc1.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Me and Garvy will have plans right now, we need this warehouse to be blown." time 4500
wait 4500
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\vc2.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Garvy, do you have any plans?" time 2500
wait 2500
0792: disembark_instantly_actor 0@

audiostream.Release($voice)
0812: AS_actor 1@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

067C: put_camera_on_actor 1@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 1 
$voice = audiostream.Load("cleo\missions\chinatown\vc3.wav")
audiostream.PerformAction($voice, play)

0ACD: show_text_highpriority "Garvy: No, but I'll figure a way to get these bombs, maybe I have to plant the bombs." time 6500
wait 6500
0792: disembark_instantly_actor 1@

audiostream.Release($voice)

067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 1 
0812: AS_actor 0@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

$voice = audiostream.Load("cleo\missions\chinatown\vc4.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Alright, Garvy, you two go to the bomb store and you get it planted to the car." time 4500
wait 4500
0792: disembark_instantly_actor 0@



audiostream.Release($voice)

//067C: put_camera_on_actor 1@ offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 1 
0812: AS_actor 1@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
015F: set_camera_position 9704.3916 8067.0 58.7911  rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9709.7373 8071.5151 54.7911 switchstyle 1 

$voice = audiostream.Load("cleo\missions\chinatown\vc5.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: On, it! Let's go, man!" time 2500
wait 2500

0792: disembark_instantly_actor 1@
05D3: AS_actor $PLAYER_ACTOR goto_point 9706.9346 8066.3354 55.7378 mode 6 time -1 ms // versionA
05D3: AS_actor 1@ goto_point 9706.9346 8066.3354 55.7378 mode 6 time -1 ms // versionA

wait 800
fade 0 1300
wait 1700
actor.DestroyInstantly(0@)
actor.DestroyInstantly(1@)
fade 1 1300
02A3: enable_widescreen 0
player.CanMove($player_char) = true

camera.SetBehindPlayer()
camera.Restore_WithJumpCut()
$garvy = actor.Create(mission2,#AT_WMYJCKT, 9693.8096, 8059.0962, 55.6048 )
actor.Angle($garvy) = 110.2186
actor.Health($garvy) = 5000
actor.WeaponAccuracy($garvy) = 58
07DD: set_actor $garvy attack_rate 60 // previously known as temper_to
0446: set_actor $garvy dismemberment_possible 0
04D8: set_actor $garvy drowns_in_water 0
0631: put_actor $garvy in_group $PLAYER_GROUP
marker.CreateAboveActor($Du, $garvy)
marker.SetColor($Du, 2)
marker.SetIconSize($Du, 1)
018B: set_marker $Du radar_mode 2

actor.GiveWeaponAndAmmo($garvy, 111, 99999)
actor.PutAt($PLAYER_ACTOR, 9696.1582, 8056.7812, 55.5965)
actor.Angle($PLAYER_ACTOR) = 104.6013
$garvy_car = car.Create(#LC_BOBCAT, 9666.6299, 8071.0474, 50.512)
car.Angle($garvy_car) = 159.9917
087F: set_actor $garvy never_leave_group 1


//jump @QUOTE_TALK_1


$voice = audiostream.Load("cleo\missions\chinatown\talk1.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Do you know were's the bomb place?" time 3500
wait 5000
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk2.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: What? - Your're not saying anything, man?" time 2500
wait 3500
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk3.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Well, you might be too shy to talk to me, right?" time 4500
wait 6900
audiostream.Release($voice)


$voice = audiostream.Load("cleo\missions\chinatown\talk4.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Okay, then - Drive me to the bomb store." time 3500
wait 3500
audiostream.Release($voice)



$marker = object.Create(1820,9522.9307, 8153.2168, 14.8106)
0750: set_object $marker visibility 0
0382: set_object $marker collision_detection 0
marker.CreateAboveObject(500@, $marker)
marker.SetColor(500@, 4)
018B: set_marker 500@ radar_mode 2



0ACD: show_text_highpriority "Drive ~b~Garvy~w~ to the ~y~bomb place~w~." time 3500
:drive_to_store_1
wait 0
if and
actor.InCar($PLAYER_ACTOR, $garvy_car)
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 9522.9307 8153.2168  radius 13.0 13.0
00EC:   actor $garvy sphere 0 near_point 9522.9307 8153.2168  radius 13.0 13.0
jf @drive_to_store_2
marker.Disable(500@)
object.Destroy($marker)
jump @garvy_quote
:drive_to_store_2
wait 0
if or
actor.Dead($garvy)

$ONMISSION == 0
jf @drive_to_store_3
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~Garvy is killed!" time 3000
marker.Disable(500@)
jump @cleanup
:drive_to_store_3
if
car.Wrecked($garvy_car)
jf @drive_to_store_4
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
marker.Disable(500@)
0ACD: show_text_highpriority "~r~The car is destroyed!" time 3000
jump @cleanup

:drive_to_store_4
if
wasted_or_busted
jf @drive_to_store_1
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
marker.Disable(500@)
jump @cleanup



:garvy_quote
wait 0
if
856E: not  car $garvy_car defined
jf @skip
$garvy_car = car.Create(#LC_BOBCAT, 9524.6084, 8142.4863, 14.8675 )
car.Angle($garvy_car) = 6.0708
:skip

//0633: AS_actor $PLAYER_ACTOR exit_car
//0633: AS_actor $garvy exit_car

fade 0 600
wait 800
car.PutAt($garvy_car, 9524.6084, 8142.4863, 14.8675 )
car.Angle($garvy_car) = 6.0708
02A3: enable_widescreen 1
06C9: remove_actor $garvy from_group
fade 1 600


3@ = actor.Create( mission2, #AT_OFYAV, 9521.9707, 8157.9258, 14.8386)
actor.Angle(3@)  = 176.0336
actor.SetImmunities(3@, 1,1,1,1,1)

0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 9521.501 8154.4155 14.8002
0362: remove_actor $garvy from_car_and_place_at 9522.6367 8154.0703 14.8165


//actor.PutAt($garvy, 9522.6367, 8154.0703, 14.8165)
actor.Angle($garvy) = 8.4729
actor.SetImmunities($garvy, 1,1,1,1,1)

//actor.PutAt($PLAYER_ACTOR, 9521.501, 8154.4155, 14.8002)
actor.Angle($PLAYER_ACTOR) = 355.8116

wait 300
0ABC: set_audiostream $music volume 15.0
0638: AS_actor $garvy stay_put 1
player.CanMove($player_char) = false
067C: put_camera_on_actor 3@ offset 0.0 2.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0812: AS_actor 3@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk5.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bomb Maker: Why'd you come here, for? A bomb to plant?" time 3500
wait 3500
audiostream.Release($voice) 
0792: disembark_instantly_actor 3@


067C: put_camera_on_actor $garvy offset 0.0 2.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0812: AS_actor $garvy perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk6.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Yeah, we have to plant a bomb to the car so we get to blow down the warehouse." time 5500
wait 5500
audiostream.Release($voice) 
0792: disembark_instantly_actor $garvy


067C: put_camera_on_actor 3@ offset 0.0 2.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0812: AS_actor 3@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk7.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bomb Maker: Okay, I'll get the bombs to plant, so wait, there." time 3500
wait 3500
audiostream.Release($voice) 
0792: disembark_instantly_actor 3@
04EF: release_animation "gangs"

067C: put_camera_on_actor $garvy offset 0.0 2.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
//0812: AS_actor $garvy perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk8.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Well, okay, then." time 1500
wait 6500
audiostream.Release($voice) 
0792: disembark_instantly_actor $garvy

05D3: AS_actor 3@ goto_point 9520.6631 8155.5786 14.8021 mode 6 time -1 ms // versionA

//067C: put_camera_on_actor 3@ offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
//0812: AS_actor 3@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
015F: set_camera_position 9526.3555 8158.1709 16.8093 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9522.9648 8152.0459 14.8093 switchstyle 2 

$voice = audiostream.Load("cleo\missions\chinatown\talk9.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bomb Maker: Alright, here's the bombs, you go there and plant them." time 4500
wait 4500
audiostream.Release($voice) 
0792: disembark_instantly_actor 3@

//067C: put_camera_on_actor $garvy offset 0.0 4.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0812: AS_actor $garvy perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk10.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Thank you for the bombs." time 2500
wait 2300
audiostream.Release($voice) 
0792: disembark_instantly_actor $garvy


$voice = audiostream.Load("cleo\missions\chinatown\talk11.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bomb Maker: Your welcome Mr. Du." time 1500
wait 1500
audiostream.Release($voice) 
0792: disembark_instantly_actor 3@

0812: AS_actor $garvy perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk12.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Wait! How do you know my name?" time 3500
wait 3500
audiostream.Release($voice) 
0792: disembark_instantly_actor $garvy

0812: AS_actor 3@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk13.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bomb Maker: I know you are one of the Yakuza gang members." time 2500
wait 2500
audiostream.Release($voice) 
0792: disembark_instantly_actor 3@

0812: AS_actor $garvy perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk14.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: It's just a long story, I join the Yakuza gang in Liberty City, and Triads are trying to kill us." time 7500
wait 7500
audiostream.Release($voice) 
//0792: disembark_instantly_actor $garvy

0812: AS_actor $garvy perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk15.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Triads, just turns me on, and I tried killing them, but my gang members where down, so I save myself and escaped." time 9500
wait 9500
0792: disembark_instantly_actor $garvy

0812: AS_actor 3@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk16.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bomb Maker: So, your Yakuza gang members are down in Liberty City?" time 3500
wait 3500
audiostream.Release($voice) 
0792: disembark_instantly_actor 3@

0812: AS_actor $garvy perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk17.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Yeah, man. It's was a long time ago when the Triads, killed them." time 5500
wait 5500
audiostream.Release($voice)
0792: disembark_instantly_actor $garvy


0812: AS_actor 3@ perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk18.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bomb Maker: Alright, Mr. Du, so the bomb you have on your hand. Plant the bomb to the car, Mr. Du." time 6500
wait 6500
audiostream.Release($voice) 
0792: disembark_instantly_actor 3@

0812: AS_actor $garvy perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$voice = audiostream.Load("cleo\missions\chinatown\talk19.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Right away!" time 1500
wait 1500
audiostream.Release($voice)
0792: disembark_instantly_actor $garvy

0ABC: set_audiostream $music volume 100.0
audiostream.Release($voice) 
02A3: enable_widescreen 0
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
player.CanMove($player_char) = true


:LOAD


//0792: disembark_instantly_actor $garvy

fade 0 600
wait 800
actor.DestroyInstantly(3@)
02A3: enable_widescreen 0
0631: put_actor $garvy in_group $PLAYER_GROUP
actor.SetImmunities($garvy, 0,0,0,0,0)
fade 1 600

$voice = audiostream.Load("cleo\missions\chinatown\talk20.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: We got the bomb to plant, so now we head to the warehouse. I'm gonna show these triads for killing my gang members." time 8500
wait 8500
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk21.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Take me to the warehouse so I can blow it up." time 3500
wait 3500
audiostream.Release($voice)


0ACD: show_text_highpriority "Take ~b~Garvy~w~ to the ~y~Fish Factory~w~." time 3500


//MARKER
$dummy = object.Create(1820 ,9266.7969, 7145.606, 13.1228)
0750: set_object $dummy visibility 0
0382: set_object $dummy collision_detection 0
marker.CreateAboveObject($marker, $dummy)
marker.SetColor($marker, 4)
018B: set_marker $marker radar_mode 2

1@ = actor.Create(mission1, #TRIADA, 9250.8389, 7139.5371, 13.1295)
actor.Angle(1@) = 277.0723
actor.Health(1@) = 350
actor.GiveWeaponAndAmmo(1@, ak47, 99999)

2@ = actor.Create(mission1, #TRIADA, 9247.1924, 7150.1704, 13.1295)
actor.Angle(2@) = 268.0856
actor.Health(2@) = 350
actor.GiveWeaponAndAmmo(2@, shotgun, 99999)



3@ = actor.Create(mission1, #TRIADB, 9247.1924, 7150.1704, 13.1295)
actor.Angle(3@) = 268.0856
actor.Health(3@) = 350
actor.GiveWeaponAndAmmo(3@, 153 , 99999)  //UZI

0754: define_new_animation_path
0755: add_animation_path_3D_coord 9213.3535 7167.0376 13.1322 animation "roadcross_gang" IFP_file "ped"
0755: add_animation_path_3D_coord 9243.9414 7167.4058 13.1295 animation "roadcross_gang" IFP_file "ped"
0817: assign_actor 3@ to_animation_path_with_walk_mode 4 route_mode 3


4@ = actor.Create(mission1, #TRIADB, 9239.1748, 7146.3682, 14.6525)
actor.Angle(4@) = 266.7888 
actor.Health(4@) = 350
actor.GiveWeaponAndAmmo(4@, 153 , 99999)  //UZI


5@ = actor.Create(mission1, #TRIADB, 9239.1748, 7146.3682, 14.6525)
actor.Angle(5@) = 266.7888 
actor.Health(5@) = 350
actor.GiveWeaponAndAmmo(5@, 153 , 99999)  //UZI

6@ = actor.Create(mission1, #TRIADA, 9254.377, 7123.96, 13.1295)
actor.Angle(6@) = 353.7839
actor.Health(6@) = 350
actor.GiveWeaponAndAmmo(6@, ak47 , 99999)  //UZI



0754: define_new_animation_path
0755: add_animation_path_3D_coord 9254.377 7123.96 13.1295 animation "roadcross_gang" IFP_file "ped"
0755: add_animation_path_3D_coord 9254.2568 7141.0879 13.1295 animation "roadcross_gang" IFP_file "ped"
0817: assign_actor 6@ to_animation_path_with_walk_mode 4 route_mode 3

7@ = actor.Create(mission1, #TRIADA, 9248.7207, 7127.0513, 13.1295)
actor.Angle(7@) = 253.5135
actor.Health(7@) = 350
actor.GiveWeaponAndAmmo(7@, ak47 , 99999)  //UZI
0605: actor 7@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


8@ = actor.Create(mission1, #TRIBOSS, 9248.7207, 7127.0513, 13.1295)
actor.Angle(8@) = 253.5135
actor.Health(8@) = 550
actor.WeaponAccuracy(8@) = 45
081A: set_actor 8@ weapon_skill_to 2
0446: set_actor 8@ dismemberment_possible 0
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 8@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(8@, microuzi , 99999)  //UZI
//0605: actor 8@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


0754: define_new_animation_path
0755: add_animation_path_3D_coord 9232.7959 7159.4482 13.1228 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9254.1973 7159.3911 13.1295 animation "NONE" IFP_file "NONE"
0817: assign_actor 8@ to_animation_path_with_walk_mode 4 route_mode 3


9@ = actor.Create(mission1, #TRIADB, 9207.7959, 7144.0781, 13.1322)
actor.Angle(9@) = 183.3728
actor.Health(9@) = 350
actor.GiveWeaponAndAmmo(9@, ak47 , 99999)  //UZI
0605: actor 9@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

0754: define_new_animation_path
0755: add_animation_path_3D_coord 9207.7959 7144.0781 13.1322 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9208.0 7118.4702 13.1322 animation "NONE" IFP_file "NONE"
0817: assign_actor 9@ to_animation_path_with_walk_mode 4 route_mode 3


10@ = actor.Create(mission1, #TRIBOSS, 9218.0869, 7116.3096, 14.6262)
actor.Angle(10@) = 83.9026
actor.Health(10@) = 550
actor.WeaponAccuracy(10@) = 45
081A: set_actor 10@ weapon_skill_to 2
0446: set_actor 10@ dismemberment_possible 0
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 10@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(10@, microuzi , 99999)  //UZI
0605: actor 10@ perform_animation "strleg" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

11@ = actor.Create(mission1, #TRIADB, 9216.4639, 7112.2212, 14.6182)
actor.Angle(11@) = 83.5296
actor.Health(11@) = 350
actor.GiveWeaponAndAmmo(11@, microuzi , 99999)  //UZI


12@ = actor.Create(mission1, #TRIADA, 9216.3525, 7119.103, 14.6388)
actor.Angle(12@) = 86.9189
actor.Health(12@) = 350
actor.GiveWeaponAndAmmo(12@, microuzi , 99999)  //UZI

13@ = actor.Create(mission1, #TRIADB, 9217.9072, 7104.1421, 13.1322)
actor.Angle(13@) = 261.9994
actor.Health(13@) = 350
actor.GiveWeaponAndAmmo(13@, 124 , 99999)  //buddyshot

0754: define_new_animation_path
0755: add_animation_path_3D_coord 9217.9072 7104.1421 13.1322 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9242.5293 7104.4272 13.1295 animation "NONE" IFP_file "NONE"
0817: assign_actor 13@ to_animation_path_with_walk_mode 4 route_mode 3
04ED: load_animation  "GANGS"


14@ = actor.Create(mission1, #TRIADA, 9243.6152, 7108.7041, 13.1295)
actor.Angle(14@) = 96.1364
actor.Health(14@) = 350
actor.GiveWeaponAndAmmo(14@, 153 , 99999)  //uzi

0754: define_new_animation_path
0755: add_animation_path_3D_coord 9243.6152 7108.7041 13.1295 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9216.5713 7107.8857 13.1322 animation "NONE" IFP_file "NONE"
0817: assign_actor 14@ to_animation_path_with_walk_mode 4 route_mode 3



15@ = actor.Create(mission1, #TRIADB, 9195.3418, 7118.144, 13.1322)
actor.Angle(15@) = 342.375
actor.Health(15@) = 350
actor.GiveWeaponAndAmmo(15@, ak47 , 99999)  //uzi
0605: actor 15@ perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


16@ = actor.Create(mission1, #TRIADA, 9195.3418, 7118.144, 13.1322)
actor.Angle(16@) = 342.375
actor.Health(16@) = 350
actor.GiveWeaponAndAmmo(16@, shotgun , 99999)  //uzi
0605: actor 16@ perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


17@ = actor.Create(mission1, #TRIADA, 9206.4326, 7125.998, 13.1322)
actor.Angle(17@) = 349.9702
actor.Health(17@) = 350
actor.GiveWeaponAndAmmo(17@, ak47 , 99999)  //uzi

0754: define_new_animation_path
0755: add_animation_path_3D_coord 9206.4326 7125.998 13.1322 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9207.123 7151.6035 13.1322 animation "NONE" IFP_file "NONE"
0817: assign_actor 17@ to_animation_path_with_walk_mode 4 route_mode 3

18@ = actor.Create(mission1, #TRIADB, 9198.0576, 7167.1323, 13.1322)
actor.Angle(18@) = 265.7017
actor.Health(18@) = 350
actor.GiveWeaponAndAmmo(18@, shotgun , 99999)  //uzi

18@ = actor.Create(mission1, #TRIBOSS, 9198.0576, 7167.1323, 13.1322)
actor.Angle(18@) = 265.7017
actor.Health(18@) = 550
actor.WeaponAccuracy(18@) = 45
0446: set_actor 18@ dismemberment_possible 0
081A: set_actor 18@ weapon_skill_to 2

0946: set_actor 18@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 18@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(18@, microuzi , 99999)  //UZI

$car1 = car.Create(#LC_MULE, 9230.5088, 7150.1675, 13.1228)
car.Angle($car1) = 349.5448
car.Health($car1) = 2000


$car2 = car.Create(#LC_MULE, 9198.0684, 7131.6685, 13.1322)
car.Angle($car2) = 323.1234
car.Health($car2) = 2000

$car3 = car.Create(#LC_MULE, 9200.0107, 7105.6362, 13.1322)
car.Angle($car3) = 270.0695
car.Health($car3) = 2000


:TO_WAREHOUSE_1
wait 0
if and
actor.InCar($player_actor, $garvy_car)
actor.InCar($garvy, $garvy_car)
jf @TO_WAREHOUSE_2

jump @GARVY_QUOTE_START

:TO_WAREHOUSE_2
if 
wasted_or_busted
jf @TO_WAREHOUSE_3
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1



jump @cleanup
:TO_WAREHOUSE_3
if
actor.Dead($garvy)
jf @TO_WAREHOUSE_4
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~Garvy is dead." time 3000

jump @cleanup
:TO_WAREHOUSE_4
if 
car.Wrecked($garvy_car)
jf @TO_WAREHOUSE_5
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~The pickup truck is destroyed." time 3000


jump @cleanup
:TO_WAREHOUSE_5
wait 0 
if 
$ONMISSION == 0
jf @TO_WAREHOUSE_1
$ONMISSION = 0

audiostream.Release($music)
mission_cleanup
end_thread

:GARVY_QUOTE_START

wait 1200

$voice = audiostream.Load("cleo\missions\chinatown\talk22.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Alright, I'll give you the bomb and you will plant it when we get off the car." time 5500
wait 5500
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk23.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: And I'll take these guys, out for you, while you plant the bomb to the car." time 5500
wait 5500
audiostream.Release($voice)    

$voice = audiostream.Load("cleo\missions\chinatown\talk24.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: But be careful, they'll kill you easily, alright?" time 3500
wait 3500
audiostream.Release($voice)

:IN_WAREHOUSE_1
wait 0
if or
$ONMISSION == 0
actor.Dead($garvy)
jf @IN_WAREHOUSE_2
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~Garvy is dead." time 3000

:IN_WAREHOUSE_2

if
car.Wrecked($garvy_car)
jf @IN_WAREHOUSE_3
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~The pickup truck is destroyed." time 3000
:IN_WAREHOUSE_3
if  or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 9196.3398 7102.4907  cornerB 9265.502 7171.3135 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 9266.7969 7145.606 13.1228 radius 15.0 15.0 15.0
//00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0

jf @IN_WAREHOUSE_4

01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0


jump @AMBUSH

:IN_WAREHOUSE_4
if
8104:  not actor $PLAYER_ACTOR near_actor $garvy radius 30.0 30.0 30.0 sphere 0
jf @IN_WAREHOUSE_5
0ACD: show_text_highpriority "Your about to leave Garvy behind." time 3000
jf @TO_WAREHOUSE_5
if
8104:  not actor $PLAYER_ACTOR near_actor $garvy radius 50.0 50.0 50.0 sphere 0
jf @TO_WAREHOUSE_5
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~You abandon Garvy." time 3500

//wait 3500
//audiostream.Release($fail)
jump @cleanup

:IN_WAREHOUSE_5
if
wasted_or_busted
jf @IN_WAREHOUSE_1
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
jump  @cleanup

:AMBUSH
marker.Disable($marker)
object.Destroy($dummy)


audiostream.Release($music)
$music = audiostream.Load("cleo\missions\chinatown\Slugger.mp3")
audiostream.Loop($music, 1)
audiostream.PerformAction($music, play)
wait 5

$voice = audiostream.Load("cleo\missions\chinatown\talk25.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Triad #1: What's these guys coming here for? - Oh, it's Garvy the Yakuza gang member and I don't know this fool." time 6500
wait 6500
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk26.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Triad #2: Maybe, he wants revenge after we kill his gangs." time 3500
wait 3500
audiostream.Release($voice)                                                                                

$voice = audiostream.Load("cleo\missions\chinatown\talk27.wav")
audiostream.PerformAction($voice, play)
0633: AS_actor $garvy exit_car
06C9: remove_actor $garvy from_group
0754: define_new_animation_path
0755: add_animation_path_3D_coord 9274.8994 7147.749 13.1295 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9254.6934 7145.3608 13.1295 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9242.1992 7157.1616 13.1228 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9208.9355 7157.1045 13.1322 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 9205.9883 7111.8647 13.1322 animation "NONE" IFP_file "NONE"
0817: assign_actor $garvy to_animation_path_with_walk_mode 6 route_mode 0

0ACD: show_text_highpriority "Garvy: This is what I'm gonna finish you off, for killing my gang members so, I was the only one yakuza gang member left." time 7500
wait 7500
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk28.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Triad #2: Kill them!" time 1500
wait 1500
audiostream.Release($voice)
0ACD: show_text_highpriority "Drive the ~b~pickup truck~w~ to the ~g~warehouse~w~." time 3500
0ADF: add_dynamic_GXT_entry "GARDU_H" text "Garvy's Health"
wait 50
0ACA: show_text_box "Garvy is shooting alone, be sure to kill these triads if Garvy can handle all of them. You might give Garvy some assistance"


03C4: set_status_text $Garvy_health type 0 GXT 'GARDU_H' // global_variable 
0226: $G_health = actor $Garvy health 
0084: $Garvy_health = $G_health // (int) 
300@ = 0
301@ = 0
302@ = 0
$dummy = object.Create(1820 ,9215.3115, 7132.2446, 13.1322)
0750: set_object $dummy visibility 0
0382: set_object $dummy collision_detection 0
marker.CreateAboveObject($marker, $dummy)
marker.SetColor($marker, 1)
018B: set_marker $marker radar_mode 2

:DRIVE_TO_STOP_1
0226: $G_health = actor $Garvy health 
0084: $Garvy_health = $G_health // (int) 
wait 0
if 
actor.Dead($garvy)
jf @DRIVE_TO_STOP_2
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~Garvy is killed! You have to assist Garvy from Triads." time 3000

jump @cleanup
:DRIVE_TO_STOP_2
if or
$ONMISSION == 0
car.Wrecked($garvy_car)
jf @DRIVE_TO_STOP_3
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~The car is destroy! Have the car on the safe spot." time 3000

jump @cleanup
:DRIVE_TO_STOP_3
if
wasted_or_busted
jf @DRIVE_TO_STOP_4
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
jump @cleanup
:DRIVE_TO_STOP_4
if and
//0103:   actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 1 stopped_in_car

actor.InCar($player_actor, $garvy_car)
0103:   actor $PLAYER_ACTOR in_sphere 9215.3115 7132.2446 13.1322 radius 4.0 4.0 4.0 sphere 1 stopped_in_car

jf @DRIVE_TO_STOP_5

marker.Disable($marker)
object.Destroy($dummy)
marker.CreateAboveCar($marker, $garvy_car)
marker.SetColor($marker, 2)
jump @PLANT_IT_1

:DRIVE_TO_STOP_5
if and
not actor.InCar($player_actor, $garvy_car)
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 9215.3115 7132.2446  radius 4.0 4.0
jf @DRIVE_TO_STOP_6
0ACD: show_text_highpriority "You need to park ~b~Garvy's pickup truck~w~ near the warehouse." time 3000

jump @DRIVE_TO_STOP_6

:DRIVE_TO_STOP_6
if  and
300@ == 0
$G_health <= 4000
jf @DRIVE_TO_STOP_7
audiostream.Release($voice)
300@ += 1
$voice = audiostream.Load("cleo\missions\chinatown\help1.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Are you just gonna stand there or what? Get in the pickup truck and park it near the warehouse." time 6500

//audiostream.Release($voice)

jump @DRIVE_TO_STOP_1

:DRIVE_TO_STOP_7
if and
301@ == 0
$G_health <= 2500
jf @DRIVE_TO_STOP_8
audiostream.Release($voice)
301@ += 1
$voice = audiostream.Load("cleo\missions\chinatown\help2.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Okay, I'm not going good, help me kill them!" time 3500
jump @DRIVE_TO_STOP_1

:DRIVE_TO_STOP_8
if and 
302@ == 0
$G_health <= 1000
jf @DRIVE_TO_STOP_9
302@ += 1
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\help3.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Yo, I'm nearly getting killed, so help me!" time 3500
jump @DRIVE_TO_STOP_1

:DRIVE_TO_STOP_9
if
056D:   actor $second_player_actor defined

jf @DRIVE_TO_STOP_1
if and
actor.InCar($second_player_actor, $garvy_car)
0103:   actor $second_player_actor in_sphere 9215.3115 7132.2446 13.1322 radius 4.0 4.0 4.0 sphere 1 stopped_in_car
jf @DRIVE_TO_STOP_1
jump @PLANT_IT_1

:PLANT_IT_1

wait 0
if and
not actor.InCar($player_actor, $garvy_car)
0202:   actor $PLAYER_ACTOR near_car $garvy_car radius 5.0 5.0 sphere 0

jf @PLANT_IT_2
0ACD: show_text_highpriority "Now exit the vehicle and plant it." time 3000


jump @PLANT_IT_2

:PLANT_IT_2
0226: $G_health = actor $Garvy health 
0084: $Garvy_health = $G_health // (int) 
if
actor.Dead($garvy)
jf @PLANT_IT_3
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~Garvy is killed! You have to assist Garvy from Triads." time 3000

jump @cleanup
:PLANT_IT_3
if or
$ONMISSION == 0
car.Wrecked($garvy_car)
jf @PLANT_IT_4
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500

0ACD: show_text_highpriority "~r~Your not suppose to destroy the car until you plant it!" time 3500

jump @cleanup

:PLANT_IT_4
if 
0202:   actor $PLAYER_ACTOR near_car $garvy_car radius 5.0 5.0 sphere 0

jf @PLANT_IT_5
0ACD: show_text_highpriority "Now plant the ~b~car~w~ by pressing ~k~~CONVERSATION_YES~." time 3500
jf @PLANT_IT_5
if
00E1:   player 0 pressed_key 11
jf @PLANT_IT_5
marker.Disable($marker)
04ED: load_animation  "BOMBER"
00BE: text_clear_all

wait 500
$planted = audiostream.Load3D("cleo\missions\chaintown\Switch3.ogg")
audiostream.LinkToCar($planted, $garvy_car)
0812: AS_actor $PLAYER_ACTOR perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
car.LockInCurrentPosition($garvy_car, 1)
wait 1000                 // ("cleo\missions\chinatown\help2.wav")

audiostream.PerformAction($planted, play)

:PLANTED
wait 0
if 
8611: not  actor $PLAYER_ACTOR performing_animation "BOM_Plant"
jf @PLANTED
04EF: release_animation "BOMBER"

jump @RUN_AWAY_1

:PLANT_IT_5
if 
wasted_or_busted
jf @PLANT_IT_6
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
jump @cleanup

:PLANT_IT_6
gosub @GARVY_HIT_1
jump @PLANT_IT_7

:PLANT_IT_7
wait 0
if
056D:   actor $second_player_actor defined
jf @PLANT_IT_1
if 
0202:   actor $second_player_actor near_car $garvy_car radius 5.0 5.0 sphere 0

jf @PLANT_IT_1
0ACD: show_text_highpriority "Now plant the ~b~car~w~ by pressing ~k~~CONVERSATION_YES~." time 3500
jf @PLANT_IT_1
if
00E1:   player 1 pressed_key 11
jf @PLANT_IT_1
0633: AS_actor $second_player_actor exit_car

marker.Disable($marker)
04ED: load_animation  "BOMBER"
00BE: text_clear_all

wait 500
$planted = audiostream.Load3D("cleo\missions\chaintown\Switch3.ogg")
audiostream.LinkToCar($planted, $garvy_car)
0812: AS_actor $second_player_actor perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
car.LockInCurrentPosition($garvy_car, 1)
wait 1000                 // ("cleo\missions\chinatown\help2.wav")

audiostream.PerformAction($planted, play)
jump @PLANTED_B

:PLANTED_B
wait 0
if
056D:   actor $second_player_actor defined
jf @PLANTED
 
8611: not  actor $second_player_actor performing_animation "BOM_Plant"
jf @PLANTED
04EF: release_animation "BOMBER"

jump @RUN_AWAY_1

:GARVY_HIT_1
0226: $G_health = actor $Garvy health 
0084: $Garvy_health = $G_health // (int) 
wait 0
if  and
300@ == 0
$G_health <= 4000
jf @GARVY_HIT_2
audiostream.Release($voice)
300@ += 1
$voice = audiostream.Load("cleo\missions\chinatown\help1.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Are you just gonna stand there or what? Get in the pickup truck and park it near the warehouse." time 6500

//audiostream.Release($voice)

jump @GARVY_HIT_1

:GARVY_HIT_2
if and
301@ == 0
$G_health <= 2500
jf @GARVY_HIT_3
audiostream.Release($voice)
301@ += 1
$voice = audiostream.Load("cleo\missions\chinatown\help2.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Okay, I'm not going good, help me kill them!" time 3500
return

:GARVY_HIT_3
if and 
302@ == 0
$G_health <= 1000
jf @GARVY_HIT_4
302@ += 1
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\help3.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Yo, I'm nearly getting killed, so help me!" time 3500
return

:GARVY_HIT_4
return


:RUN_AWAY_1
//actor.RemoveFromMissionCleanupList($garvy)

fade 0 600
wait 800
audiostream.Release($music)
$music = Audiostream.Load("cleo\missions\chinatown\Unrestful.mp3")
audiostream.PerformAction($music, play)
audiostream.Loop($music, 1)
02A3: enable_widescreen 1

actor.DestroyInstantly(1@)
actor.DestroyInstantly(2@)
actor.DestroyInstantly(3@)
actor.DestroyInstantly(4@)
actor.DestroyInstantly(5@)
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
actor.DestroyInstantly(8@)
actor.DestroyInstantly(9@)
actor.DestroyInstantly(10@)
actor.DestroyInstantly(11@)
actor.DestroyInstantly(12@)
actor.DestroyInstantly(13@)
actor.DestroyInstantly(14@)
actor.DestroyInstantly(15@)
actor.DestroyInstantly(16@)
actor.DestroyInstantly(17@)
actor.DestroyInstantly(18@)
actor.DestroyInstantly(19@)
015F: set_camera_position 9248.0225 7158.0068 13.1228 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9251.1963 7164.9487 13.1228 switchstyle 2 
04ED: load_animation  "GANGS"

player.CanMove($player_char)  = false
fade 1 1400
audiostream.Release($planted)
//05D3: AS_actor $PLAYER_ACTOR goto_point 9248.4971 7158.6323 13.1228 mode 6 time 4000 ms // versionA

actor.PutAt($player_actor, 9246.9883, 7157.9243, 13.1228)
actor.Angle($player_actor) = 240.3431
actor.SetImmunities($Garvy, 1,1,1,1,1)

actor.PutAt($Garvy,9252.6699, 7157.5562, 13.1295)
actor.Angle($Garvy) = 91.2228
wait 4000
//audiostream.Release($voice)
0812: AS_actor $Garvy perform_animation "prtial_gngtlkE" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6500  // versionB
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk29.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Did you plant the bomb already? Good, now we have to denate it." time 3500

wait 3500
audiostream.Release($voice)
$voice = audiostream.Load("cleo\missions\chinatown\talk30.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: So push the button." time 2500

wait 2500
audiostream.Release($voice)
fade 0 400
wait 1000
actor.SetImmunities($Garvy, 0,0,0,0,0)
02A3: enable_widescreen 0
player.CanMove($player_char)  = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
fade 1 1200

04EF: release_animation "GANGS"

wait 1000
0615: define_AS_pack_begin 30@
05D3: AS_actor -1 goto_point 9256.7725 7146.8662 13.1295 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 9282.1455 7146.8901 13.1295 mode 6 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle 81.9088

0618: assign_actor $Garvy to_AS_pack 30@

0616: define_AS_pack_end 30@
061B: remove_references_to_AS_pack 30@

:DENATE_1
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0

wait 0
if
actor.Dead($Garvy)
jf @DENATE_2
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~Garvy is killed!" time 3000
jump @cleanup

:DENATE_2
if or
$ONMISSION == 0 
wasted_or_busted
jf @DENATE_3
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1

jump @cleanup

:DENATE_3
if

80EC: not   actor $PLAYER_ACTOR sphere 0 near_point 9228.375 7127.1108 radius 50.0 50.0
//80EC: not   actor $garvy sphere 0 near_point 9228.375 7127.1108 radius 50.0 50.0
jf @DENATE_1
0ACD: show_text_highpriority "Now press ~k~~CONVERSATION_YES~ to denate." time 3000

jf @DENATE_1
if
00E1:   player 0 pressed_key 11 
jf @DENATE_1
00BE: text_clear_all

$bomb = audiostream.Load("cleo\missions\chaintown\Key.ogg")
audiostream.PerformAction($bomb, play)
fade 0 400
02A3: enable_widescreen 1
player.CanMove($player_char)  = false
wait 1000
015F: set_camera_position 9202.5039 7140.3496 13.1295 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9216.2666 7132.4736 13.1295 switchstyle 2 
car.PutAt($garvy_car, 9216.2852, 7132.4907, 13.1322)
car.Angle($garvy_car) = 256.199
actor.PutAt($PLAYER_ACTOR, 9278.9365, 7147.0137, 13.1295)
actor.PutAt($Garvy, 9278.5801, 7148.7368, 13.2058)
actor.Angle($PLAYER_ACTOR) = 81.9088
actor.Angle($Garvy) = 81.9088
actor.SetImmunities($Garvy, 1,1,1,1,1)
fade 1 1200
wait 2000 
//car.SetImmunities($garvy_car, 0,0,0,0,0)
//08CB: explode_car $garvy_car shake 1 effect 1 sound 1

020B: explode_car $Garvy_car
car.Destroy($garvy_car)
0948: create_explosion_at 9216.4395 7132.4126 13.1295 type 7 camera_shake 3.0

wait 2000
015F: set_camera_position 9268.2461 7150.2134 18.1295 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9233.3252 7128.2871 14.1295 switchstyle 2 
wait 500
0948: create_explosion_at 9226.1191 7138.2891 21.1295 type 7 camera_shake 3.0
064B: 60@ = create_particle "riot_smoke" 9226.1191 7138.2891 21.1295 type 2
064C: make_particle 60@ visible

wait 800
0948: create_explosion_at 9237.2139 7146.6211 16.1295 type 7 camera_shake 3.0
064B: 61@ = create_particle "riot_smoke" 9237.2139 7146.6211 16.1295 type 2
064C: make_particle 61@ visible
wait 800
0948: create_explosion_at 9240.7754 7127.4526 13.1295 type 7 camera_shake 3.0
064B: 62@ = create_particle "riot_smoke" 9240.7754 7127.4526 13.1295 type 2
064C: make_particle 62@ visible
wait 800
0948: create_explosion_at 9241.2568 7109.9785 19.1295 type 7 camera_shake 3.0
064B: 63@ = create_particle "riot_smoke" 9241.2568 7109.9785 19.1295 type 2
064C: make_particle 63@ visible
wait 800
0948: create_explosion_at 9230.6914 7110.564 15.1295 type 7 camera_shake 3.0
064B: 64@ = create_particle "riot_smoke" 9230.6914 7110.564 15.1295 type 2
064C: make_particle 64@ visible
wait 800
0948: create_explosion_at 9219.459 7115.4341 15.1295 type 7 camera_shake 3.0
064B: 65@ = create_particle "riot_smoke" 9219.459 7115.4341 15.1295 type 2
064C: make_particle 65@ visible
wait 800
0948: create_explosion_at 9219.4258 7131.0552 18.1295 type 7 camera_shake 3.0
064B: 66@ = create_particle "riot_smoke" at 9219.4258 7131.0552 18.1295 type 2
064C: make_particle 66@ visible
wait 800

015F: set_camera_position 9237.6572 7155.8843 13.1295 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9236.6875 7145.9229 14.1295 switchstyle 2 

0948: create_explosion_at 9237.6377 7145.8843 15.1295 type 7 camera_shake 3.0
064B: 67@ = create_particle "riot_smoke" at 9237.6377 7145.8843 15.1295 type 1
064C: make_particle 67@ visible
wait 1200

015F: set_camera_position 9265.2686 7148.5991 13.1295 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9273.252 7147.7158 13.1295 switchstyle 2 
04ED: load_animation  "ON_LOOKERS"

$voice = audiostream.Load("cleo\missions\chinatown\talk31.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: This is for want you do is to kill my yakuza gangs, triads. Your business is destroyed!" time 6500

wait 6500
audiostream.Release($voice)

0812: AS_actor $Garvy perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

$voice = audiostream.Load("cleo\missions\chinatown\talk32.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Take that motherfuckers! I belong in Liberty City, and I'll takeover your business, do you hear that?" time 7500

wait 7500
audiostream.Release($voice)
$voice = audiostream.Load("cleo\missions\chinatown\talk33.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Your business is destroyed!" time 1500

wait 1500
audiostream.Release($voice)
0812: AS_actor $Garvy perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                
$voice = audiostream.Load("cleo\missions\chinatown\talk34.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Hahahahaha!!!" time 1500
wait 1500
audiostream.Release($voice)
0792: disembark_instantly_actor $Garvy
04EF: release_animation "ON_LOOKERS"
wait 1500
fade 0 700
wait 1000
0792: disembark_instantly_actor $Garvy
02A3: enable_widescreen 0
player.CanMove($player_char) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
fade 1 700


jump @DESTROYED


:DESTROYED


01EB: set_traffic_density_multiplier_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0631: put_actor $garvy in_group $PLAYER_GROUP
087F: set_actor $garvy never_leave_group 1


$voice = audiostream.Load("cleo\missions\chinatown\talk35.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Alright, we blow up the warehouse so what we do now?" time 4500

wait 4500
audiostream.Release($voice)

$voice = audiostream.Load("cleo\missions\chinatown\talk36.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Still not even say anything, eh?" time 2500

wait 2500
audiostream.Release($voice)
$voice = audiostream.Load("cleo\missions\chinatown\talk37.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Well fine then, will head back to the manison." time 3500

wait 3500
audiostream.Release($voice)


audiostream.Release($music)
$music = audiostream.Load("cleo\missions\chinatown\Rush!.mp3")
audiostream.Loop($music, 1)
audiostream.PerformAction($music, play)
04C4: store_coords_to 40@ 41@ 42@ from_actor $PLAYER_ACTOR with_offset 80.0 0.0 5.0 
02C1: store_to 40@ 41@ 42@ car_path_coords_closest_to 40@ 41@ 42@
04C4: store_coords_to 50@ 51@ 52@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 5.0

$enemy_car1  = car.Create(#LC_PATRIOT, 40@, 41@, 42@)
marker.CreateAboveCar(601@, $enemy_car1)
marker.SetColor(601@, 0)
//04BA: set_car $enemy_car1  speed_to 80.0
car.SetMaxSpeed($enemy_car1, 80.0)
00AE: set_car $enemy_car1  traffic_behaviour_to 2
car.SetDriverBehaviour($enemy_car1, KillThePlayer)
car.SetSpeedInstantly($enemy_car1, 80.0)
car.SetToPsychoDriver($enemy_car1)
1@ = actor.CreateAsDriver(mission1, #TRIBOSS, $enemy_car1)
actor.Health(1@) = 250
actor.GiveWeaponAndAmmo(1@, 122, 99999)

2@ = actor.CreateAsPassenger(mission1, #triada, $enemy_car1, 0)
actor.Health(2@) = 250
actor.GiveWeaponAndAmmo(2@, 122, 99999)

3@ = actor.CreateAsPassenger(mission1, #triada, $enemy_car1, 1)
actor.Health(3@) = 250
actor.GiveWeaponAndAmmo(3@, 122, 99999) //UZI

4@ = actor.CreateAsPassenger(mission1, #triadb, $enemy_car1, 2)
actor.Health(4@) = 250
actor.GiveWeaponAndAmmo(4@, 122, 99999) //UZI

04C4: store_coords_to 43@ 44@ 45@ from_actor $PLAYER_ACTOR with_offset -70.0 0.0 5.0 
02C1: store_to 80@ 81@ 82@ car_path_coords_closest_to 80@ 81@ 82@
04C4: store_coords_to 53@ 54@ 55@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 5.0


$enemy_car2  = car.Create(#LC_PATRIOT, 40@, 41@, 42@)
marker.CreateAboveCar(602@, $enemy_car2)
marker.SetColor(602@, 0)
04BA: set_car $enemy_car2  speed_to 80.0
00AE: set_car $enemy_car2  traffic_behaviour_to 3
car.SetToPsychoDriver($enemy_car2)
car.SetMaxSpeed($enemy_car2, 80.0)
car.SetDriverBehaviour($enemy_car2, KillThePlayer)
car.SetSpeedInstantly($enemy_car2, 80.0)
5@ = actor.CreateAsDriver(mission1, #TRIBOSS, $enemy_car2)
actor.Health(5@) = 250
actor.GiveWeaponAndAmmo(5@, 122, 99999)

6@ = actor.CreateAsPassenger(mission1, #triadb, $enemy_car2, 0)
actor.Health(6@) = 250
actor.GiveWeaponAndAmmo(6@, 122, 99999)

7@ = actor.CreateAsPassenger(mission1, #triadb, $enemy_car2, 1)
actor.Health(7@) = 250
actor.GiveWeaponAndAmmo(7@, 122, 99999) //UZI

8@ = actor.CreateAsPassenger(mission1, #triada, $enemy_car2, 2)
actor.Health(8@) = 250
actor.GiveWeaponAndAmmo(8@, 122, 99999) //UZI
0713: actor 1@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor 2@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor 3@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor 4@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

0713: actor 5@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor 6@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor 7@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor 8@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
$voice = audiostream.Load("cleo\missions\chinatown\talk39.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Triad #1: You assholes! You destroy our business so you guys are gonna pay for that! Kill them!" time 5500
wait 5500
audiostream.Release($voice)

105@ = 0
106@ = 0
107@ = 0
0ACD: show_text_highpriority "Lose the ~r~triads~w~ and get to the ~y~mansion~w~." time 3000

$dummy = object.Create(1820 ,9704.916, 8061.3799, 55.4094)
0750: set_object $dummy visibility 0
0382: set_object $dummy collision_detection 0
marker.CreateAboveObject($marker, $dummy)
marker.SetColor($marker, 4)
018B: set_marker $marker radar_mode 2
:TRIADS_1
wait 0 
if and
actor.Dead(1@)
actor.Dead(2@)
actor.Dead(3@)
actor.Dead(4@)
actor.Dead(5@)
actor.Dead(6@)
actor.Dead(7@)
actor.Dead(8@)
jf @TRIADS_2
if
105@ == 0
jf @TRIADS_2
105@ += 1
audiostream.Release($music)
$music = audiostream.Load("cleo\missions\chinatown\Unrestful.mp3")
audiostream.Loop($music, 1)
audiostream.PerformAction($music, play)
audiostream.Release($voice)
$voice = audiostream.Load("cleo\missions\chinatown\talk38.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Yo, thanks for helping me killing these triads, man." time 3500
wait 3500
audiostream.Release($voice)
0ACD: show_text_highpriority "Drive to the ~y~mansion~w~." time 3000

//actor.RemoveReferences(1@)
//actor.RemoveReferences(2@)
//actor.RemoveReferences(3@)
//actor.RemoveReferences(4@)
//actor.RemoveReferences(5@)
//actor.RemoveReferences(6@)
//actor.RemoveReferences(7@)
//actor.RemoveReferences(8@)
jump @TRIADS_2

:TRIADS_2
0631: put_actor $Garvy in_group $PLAYER_GROUP

if
056E:   car $enemy_car1 defined
jf @TRIADS_3
if 
car.Wrecked($enemy_car1)
jf @TRIADS_3
marker.Disable(601@)

:TRIADS_3
if
056E:   car $enemy_car2 defined
jf @TRIADS_4
if 
car.Wrecked($enemy_car2)
jf @TRIADS_4
marker.Disable(602@)

:TRIADS_4
if and
106@ == 0
actor.Driving(1@)
00F3:   actor $PLAYER_ACTOR near_actor 1@ radius  10.0 10.0 sphere 0 on_foot
jf @TRIADS_5
106@ += 1
$voice = audiostream.Load("cleo\missions\chinatown\talk40.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Triad #2: Looks like these guys geting off the car. It will be too easy to kill these fools." time 3500
wait 1500
marker.Disable(601@)
0633: AS_actor 1@ exit_car
0633: AS_actor 2@ exit_car
0633: AS_actor 3@ exit_car
0633: AS_actor 4@ exit_car
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 $PLAYER_ACTOR
wait 2000
audiostream.Release($voice)


                                                     
:TRIADS_5
if and 
107@ == 0
actor.Driving(5@)
00F3:   actor $PLAYER_ACTOR near_actor 5@ radius  10.0 10.0 sphere 0 on_foot


jf @TRIADS_6
107@ += 1
$voice = audiostream.Load("cleo\missions\chinatown\talk41.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Triad #3: Their bailing, guys get off the car and kill them." time 3500
wait 1500
marker.Disable(602@)
0633: AS_actor 5@ exit_car
0633: AS_actor 6@ exit_car
0633: AS_actor 7@ exit_car
0633: AS_actor 8@ exit_car
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
wait 2000
audiostream.Release($voice)



:TRIADS_6
if
wasted_or_busted
jf @TRIADS_7
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1

jump @cleanup

:TRIADS_7
if or
$ONMISSION == 0
actor.Dead($Garvy)
jf @TRIADS_8
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~Garvy is killed!" time 3000
jump @cleanup


:TRIADS_8
if
80F2: not  actor $Garvy near_actor $PLAYER_ACTOR radius 30.0 30.0 sphere 0
jf @TRIADS_9
0ACD: show_text_highpriority "Your about to leave Garvy behind." time 3000
jf @TRIADS_9
if

80F2: not  actor $Garvy near_actor $PLAYER_ACTOR radius 50.0 50.0 sphere 0
jf @TRIADS_9
0ACB: show_styled_text "~r~mission failed!" time 1000 style 1
wait 500
0ACD: show_text_highpriority "~r~You left Garvy behind!" time 3000
jump @cleanup

:TRIADS_9
if and
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 9704.4141 8061.5913  radius 5.0 5.0
00EC:   actor $Garvy sphere 0 near_point 9704.4141 8061.5913  radius 5.0 5.0
jf @TRIADS_10
marker.Disable($marker)
object.Destroy($dummy)
actor.RemoveFromMissionCleanupList($Garvy)
fade 0 500
wait 1000
fade 1 500

jump @QUOTE_TALK_1

:TRIADS_10
gosub @GARVY_HIT_1
jump @TRIADS_1


:QUOTE_TALK_1
0151: remove_status_text $Garvy_health 
0AE0: remove_dynamic_GXT_entry "GARDU_H"
audiostream.Release($music)
$music = audiostream.Load("cleo\missions\chinatown\Unrestful.mp3")
audiostream.Loop($music, 1)
audiostream.PerformAction($music, play)

06C9: remove_actor $Garvy from_group
fade 0 700
wait 1000
actor.PutAt($PLAYER_ACTOR, 9706.6699, 8064.9375, 55.752)
actor.PutAt($Garvy, 9706.0342, 8062.9917, 55.3703)
actor.Angle($PLAYER_ACTOR) = 336.1675
actor.Angle($Garvy) = 336.1675
0@ = actor.Create(mission2, #AT_WMYATBU2, 9710.5557, 8075.6016, 55.7378 )
actor.Angle(0@) = 168.2612
actor.SetImmunities(0@, 1,1,1,1,1)
actor.SetImmunities($Garvy, 1,1,1,1,1)
04ED: load_animation  "gangs"
02A3: enable_widescreen 1
player.CanMove($PLAYER_CHAR) = false
fade 1 700
015F: set_camera_position 9711.3809 8073.647 56.7378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9706.4004 8064.978 55.7378 switchstyle 2 

0615: define_AS_pack_begin 120@
05D3: AS_actor -1 goto_point 9707.7354 8066.8418 55.7378 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 9708.2852 8066.8652 55.7378 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 9709.1123 8071.2944 55.7378 mode 4 time -1 ms // versionA

0618: assign_actor $PLAYER_ACTOR to_AS_pack 120@
0616: define_AS_pack_end 120@
061B: remove_references_to_AS_pack 120@

0615: define_AS_pack_begin 121@
05D3: AS_actor -1 goto_point 9707.7354 8066.8418 55.7378 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 9708.2852 8066.8652 55.7378 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 9709.1123 8071.2944 55.7378 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 9711.3037 8070.8213 55.7378 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle 80.3605


0618: assign_actor $Garvy to_AS_pack 121@
0616: define_AS_pack_end 121@

061B: remove_references_to_AS_pack 121@
wait 3000


0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk42.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: So you guys, did you blow up the warehouse?" time 2500
wait 2500
0792: disembark_instantly_actor 0@

audiostream.Release($voice)

0812: AS_actor $Garvy perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor $Garvy offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk43.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Yes, we did blow up the warehouse, and we've clear out the triads." time 5500
wait 5500
0792: disembark_instantly_actor $Garvy


audiostream.Release($voice)

0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk44.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Looks like you guys clear them out well then, you want to go for a coffee?" time 4500
wait 4500
0792: disembark_instantly_actor 0@

audiostream.Release($voice)

0812: AS_actor $Garvy perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor $Garvy offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk45.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: No thanks man, I'm good." time 2500
wait 2500
0792: disembark_instantly_actor $Garvy


audiostream.Release($voice)


0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk46.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: How about you? You want to go for a coffee, too?" time 3500
wait 3500
0792: disembark_instantly_actor 0@
audiostream.Release($voice)

0812: AS_actor $PLAYER_ACTOR perform_animation "Invite_No" IFP "gangs" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
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

:QUOTE_TALK_2
wait 0
if 
8611: not  actor $PLAYER_ACTOR performing_animation "Invite_No"

jf @QUOTE_TALK_2
 
0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk47.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Well then, I think that's no, but thanks for helping Garvy killing the triads." time 5500
wait 5500
0792: disembark_instantly_actor 0@
audiostream.Release($voice)
015F: set_camera_position 9709.1475 8071.8979 55.7378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9705.9766 8062.9419 55.372 switchstyle 2 
0615: define_AS_pack_begin 18@
05D3: AS_actor -1 goto_point 9705.9766 8062.9419 55.372 mode 7 time -1 ms // versionA
05D3: AS_actor -1 goto_point 9686.7803 8054.8286 53.7468 mode 7 time -1 ms // versionA

0618: assign_actor $PLAYER_ACTOR to_AS_pack 18@
0616: define_AS_pack_end 18@
061B: remove_references_to_AS_pack 18@
wait 3000



0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk48.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Why did he ran away for?" time 1500
wait 1500
0792: disembark_instantly_actor 0@
audiostream.Release($voice)

0812: AS_actor $Garvy perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor $Garvy offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk49.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Because he's too shy to talk to us so that's why he never travel to Liberty City before." time 6500
wait 6500
0792: disembark_instantly_actor $Garvy
audiostream.Release($voice)

0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk50.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Okay, well, this guy came to the wrong place then, oh well, will find another new member, then." time 6500
wait 6500
0792: disembark_instantly_actor 0@
audiostream.Release($voice)

0812: AS_actor $Garvy perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor $Garvy offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk51.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Garvy: Then who's gonna to be?" time 1500
wait 1500
0792: disembark_instantly_actor $Garvy
audiostream.Release($voice)
04ED: load_animation  "on_lookers"

$bobby = actor.Create(mission2,#MLL_WMYHCA, 9709.0928, 8069.1831, 55.7378)
actor.Angle($bobby) = 350.1151
actor.SetImmunities($bobby, 1,1,1,1,1)
067C: put_camera_on_actor $bobby offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
wait 1300

$voice = audiostream.Load("cleo\missions\chinatown\talk52.mp3")
audiostream.PerformAction($voice, play)
0812: AS_actor $bobby perform_animation "wave_loop" IFP "on_lookers" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

0ACD: show_text_highpriority "Bobby: Hi, guys! I'm here for the job." time 3500
wait 3500
audiostream.Release($voice)
0792: disembark_instantly_actor $bobby


$voice = audiostream.Load("cleo\missions\chinatown\talk53.mp3")
audiostream.PerformAction($voice, play)
0812: AS_actor $bobby perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

0ACD: show_text_highpriority "Bobby: How are you guys doing?" time 2500
wait 2500
audiostream.Release($voice)
0792: disembark_instantly_actor $bobby


0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk55.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: We're good, me and Garvy will just go on the vaction." time 3500
wait 3500
0792: disembark_instantly_actor 0@
audiostream.Release($voice)

0812: AS_actor $bobby perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor $bobby offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk56.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bobby: What? Alreadly? I just came here!" time 3500
wait 3500
0792: disembark_instantly_actor $bobby
audiostream.Release($voice)





0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk57.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: Yeah, sorry, man, where going to Hong Kong already, Garvy will take me there." time 4500
wait 4500
0792: disembark_instantly_actor 0@
audiostream.Release($voice)

0812: AS_actor $bobby perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor $bobby offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk58.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bobby: Damn. Can I come? I been there before." time 4500
wait 4500
0792: disembark_instantly_actor $bobby
audiostream.Release($voice)

0812: AS_actor 0@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor 0@ offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk59.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Lee: No, my friend. Garvy only buys 2 free airport passes." time 4500
wait 4500
0792: disembark_instantly_actor 0@
audiostream.Release($voice)

0812: AS_actor $bobby perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
067C: put_camera_on_actor $bobby offset 0.0 3.0 0.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
$voice = audiostream.Load("cleo\missions\chinatown\talk60.mp3")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Bobby: Well find then, I'll tell Jack that, me and my buddies will go to Hong Kong too. Later!" time 6500
wait 6500
0792: disembark_instantly_actor $bobby
audiostream.Release($voice)
015F: set_camera_position 9711.3535 8075.3022 56.5455 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 9707.7383 8066.4424 55.7378 switchstyle 2 

05D3: AS_actor $bobby goto_point 9702.3564 8056.1455 55.5357 mode 7 time -1 ms // versionA

04EF: release_animation "on_lookers"
04EF: release_animation "gangs"
fade 0 700
wait 1200
actor.DestroyInstantly(0@)
actor.DestroyInstantly($Garvy)
actor.DestroyInstantly($bobby)
actor.PutAt($PLAYER_ACTOR, 9692.7637, 8056.4902, 55.6029)
actor.Angle($PLAYER_ACTOR) = 99.0966
camera.SetBehindPlayer()
camera.Restore_WithJumpCut()
02A3: enable_widescreen 0
player.CanMove($PLAYER_CHAR) = true
fade 1 1200
wait 600
audiostream.Release($music)
0394: play_music 2
0ACB: show_styled_text "Mission Passed! ~w~$250000" time 1000 style 1
0109: player $PLAYER_CHAR money += 250000
jump @cleanup

$ONMISSION = 0
mission_cleanup
end_thread




:cleanup
01F0: set_max_wanted_level_to 6

$ONMISSION = 0
audiostream.Release($music)

//0ACA: show_text_box ""

mission_cleanup
end_thread




