{$CLEO .cs}

0000: NOP

:farm_party_enter
wait 0
if
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 6501.4487 -7082.9238  cornerB 6334.0937 -7254.7769 

jf @farm_party_enter


model.Load(#dnfolc2) //old woman
model.Load(#dnfolc1) //old woman
model.Load(#dnmylc)
model.Load(#dnmolc2)
model.Load(#swmotr2)
model.Load(#sbmotr2)
model.Load(#cwmofr)
model.Load(#cwmyfr)
model.Load(#cwmohb2)
model.Load(#cwmyhb1)
model.Load(#dwfylc1)
model.Load(#cwmyfr)
model.Load(#cwfyfr1)
model.Load(#cwmyhb2)
model.Load(#dwfylc2)

model.Load(#fam1)
model.Load(#fam2)
model.Load(#fam3)
model.Load(#HUNTLEY)
model.Load(#CHROMEGUN)
model.Load(#COLT45)
model.Load(#CUNTGUN)
model.Load(#micro_uzi)
model.Load(#ak47)
023C: load_special_actor 'ryder' as 8 // models 290-299

038B: load_requested_models
04ED: load_animation  "COP_AMBIENT"
04ED: load_animation  "DANCING"
04ED: load_animation  "RIOT" 
04ED: load_animation  "GANGS"
0746: set_acquaintance 2 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance 2 of_actors_pedtype 5 to_actors_pedtype 7  
0746: set_acquaintance 3 of_actors_pedtype 20  to_actors_pedtype 7
0746: set_acquaintance 3 of_actors_pedtype 20  to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 14  to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 20  to_actors_pedtype 14
0746: set_acquaintance 2 of_actors_pedtype 20  to_actors_pedtype 0
0746: set_acquaintance 2 of_actors_pedtype 20  to_actors_pedtype 1
0746: set_acquaintance 2 of_actors_pedtype 8  to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 7  to_actors_pedtype 20 
//0746: set_acquaintance 2 of_actors_pedtype 8  to_actors_pedtype 23   
//0746: set_acquaintance 2 of_actors_pedtype 7  to_actors_pedtype 23  
//0746: set_acquaintance 3 of_actors_pedtype 23  to_actors_pedtype 8 
//0746: set_acquaintance 3 of_actors_pedtype 23  to_actors_pedtype 7
32@ = 0
$Killer = 0
0@ = actor.Create(civmale, #dnfolc1, 6398.3745, -7161.416, 6.2196)
actor.Angle(0@) = 243.8232
actor.Health(0@) = 500
0605: actor 0@ perform_animation "Coplook_nod" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


1@ = actor.Create(civmale, #dwfylc1, 6399.1616, -7154.8965, 6.2196)
actor.Angle(1@) = 213.1102
actor.Health(1@) = 500
0605: actor 1@ perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

2@ = actor.Create(civmale, #swmotr2, 6391.3511, -7167.2383, 6.2196)
actor.Angle(2@) = 186.7974
actor.Health(2@) = 500
//0605: actor 2@ perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0754: define_new_animation_path
0755: add_animation_path_3D_coord 6391.3511 -7167.2383 6.2196 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 6391.1157 -7178.8086 6.2196 animation "NONE" IFP_file "NONE"
0817: assign_actor 2@ to_animation_path_with_walk_mode 4 route_mode 3

3@ = actor.Create(civmale, #cwmyfr, 6396.1143, -7183.9849, 6.2196)
actor.Angle(3@) = 8.8985
actor.Health(3@) = 500
0605: actor 3@ perform_animation "dnce_M_d" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

4@ = actor.Create(civmale, #cwmyhb2, 6398.3735, -7183.0576, 6.2196)
actor.Angle(4@) = 75.2506
actor.Health(4@) = 500
0605: actor 4@ perform_animation "dnce_M_d" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


5@ = actor.Create(Criminal, #dnmolc2, 6398.3735, -7183.0576, 6.2196)
actor.Angle(5@) = 75.2506
actor.Health(5@) = 500
actor.GiveWeaponAndAmmo(5@, shotgun, 99999)
0605: actor 5@ perform_animation "IDLE_armed" IFP "idle" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

6@ = actor.Create(Criminal, #cwmohb2, 6414.9712, -7163.564, 6.2196)
actor.Angle(6@) = 114.0766
actor.Health(6@) = 500
actor.GiveWeaponAndAmmo(6@, pistol, 99999)
081A: set_actor 6@ weapon_skill_to 3
0754: define_new_animation_path
0755: add_animation_path_3D_coord 6414.9712 -7163.564 6.2196 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 6402.2534 -7166.0259 6.2196 animation "NONE" IFP_file "NONE"
0817: assign_actor 6@ to_animation_path_with_walk_mode 4 route_mode 3


7@ = actor.Create(civmale, #cwmyfr, 6405.9009, -7199.8423, 7.2178)
actor.Angle(7@) = 287.271
actor.Health(7@) = 500
0605: actor 7@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

8@ = actor.Create(civmale, #cwfyfr1, 6405.3042, -7201.9517, 7.2178)
actor.Angle(8@) = 248.2412
actor.Health(8@) = 500
0605: actor 8@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

9@ = actor.Create(civmale, #dnfolc2, 6402.2515, -7210.1782, 7.2178)
actor.Angle(9@) = 116.2871
actor.Health(9@) = 500
0605: actor 9@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

10@ = actor.Create(civmale, #dwfylc1, 6401.0757, -7213.1924, 7.2178)
actor.Angle(10@) = 348.3309
actor.Health(10@) = 500
0605: actor 10@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

11@ = actor.Create(Criminal, #cwmofr, 6387.2202, -7196.126, 7.2178)
actor.Angle(11@) = 77.0628
actor.Health(11@) = 500
actor.GiveWeaponAndAmmo(11@, rifle, 99999)
0754: define_new_animation_path
0755: add_animation_path_3D_coord 6387.2202 -7196.126 7.2178 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 6400.3784 -7196.8584 7.2178 animation "NONE" IFP_file "NONE"
0817: assign_actor 11@ to_animation_path_with_walk_mode 4 route_mode 3

12@ = actor.Create(Criminal, #cwmohb2,6441.0894, -7184.8232, 6.2262)
actor.Angle(12@) = 0.4695
actor.Health(12@) = 500
actor.GiveWeaponAndAmmo(12@, microuzi, 99999)

13@ = actor.Create(Criminal, #dnmolc2,6440.9741, -7176.2432, 6.2196)
actor.Angle(13@) = 183.4692
actor.Health(13@) = 500
actor.GiveWeaponAndAmmo(13@, microuzi, 99999)

14@ = actor.Create(civmale, #dwfylc1,6431.9087, -7159.6191, 8.6805)
actor.Angle(14@) = 110.051
actor.Health(14@) = 500
0605: actor 14@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

15@ = actor.Create(civmale, #swmotr2,6426.8608, -7154.4673, 8.6805)
actor.Angle(15@) = 96.8232
actor.Health(15@) = 500
0605: actor 15@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

16@ = actor.Create(civmale, #dwfylc1,6429.7783, -7152.2339, 6.2196)
actor.Angle(16@) = 324.4695 
actor.Health(16@) = 500
0605: actor 16@ perform_animation "RIOT_shout" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

17@ = actor.Create(civmale, #cwmofr,6430.8936, -7153.6987, 6.2196)
actor.Angle(17@) = 312.2878
actor.Health(17@) = 500
0605: actor 17@ perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


18@ = actor.Create(civmale, #cwmyfr,6436.6021, -7148.5469, 6.2196)
actor.Angle(18@) = 90.5083
actor.Health(18@) = 500
0605: actor 18@ perform_animation "RIOT_shout" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1



19@ = actor.Create(civmale, #sbmotr2,6438.373, -7155.5352, 6.2196)
actor.Angle(19@) = 73.5528
actor.Health(19@) = 500
0605: actor 19@ perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

20@ = actor.Create(civmale, #cwmohb2,6433.2432, -7143.6909, 6.2196)
actor.Angle(20@) = 187.8294
actor.Health(20@) = 500
0605: actor 20@ perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


21@ = actor.Create(civmale, #dnmolc2,6430.9292, -7148.606, 6.2196)
actor.Angle(21@) = 220.3516
actor.Health(21@) = 2500
07FE: set_actor 21@ fighting_style_to 7 moves 6

22@ = actor.Create(civmale, #cwmyhb2,6434.4229, -7151.9678, 6.2196)
actor.Angle(22@) = 44.2646
actor.Health(22@) = 2500
07FE: set_actor 22@ fighting_style_to 7 moves 6
05E2: AS_actor 22@ kill_actor 21@
05E2: AS_actor 21@ kill_actor 22@

23@ = actor.Create(civmale, #cwmyfr,6433.4785, -7212.3945, 10.1006)
actor.Angle(23@) = 21.2574
actor.Health(23@) = 700
0605: actor 23@ perform_animation "IDLE_tired" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

24@ = actor.Create(civmale, #cwmofr,6428.5469, -7203.5049, 6.4611)
actor.Angle(24@) = 187.2941
actor.Health(24@) = 700
0605: actor 24@ perform_animation "RIOT_CHANT" IFP "riot" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


25@ = actor.Create(civmale, #swmotr2,6422.7959, -7207.5913, 6.325)
actor.Angle(25@) = 255.9284
actor.Health(25@) = 700
0605: actor 25@ perform_animation "RIOT_CHANT" IFP "riot" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

26@ = actor.Create(civmale, #dwfylc1,6394.1318, -7152.7026, 6.6003)
actor.Angle(26@) = 225.9692
actor.Health(26@) = 700
0605: actor 26@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

27@ = actor.Create(civmale, #dwfylc1,6394.0083, -7157.2534, 6.6003)
actor.Angle(27@) = 315.4991
actor.Health(27@) = 700
0605: actor 27@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

28@ = actor.Create(civmale, #dwfylc1,6394.77, -7146.6211, 6.6003)
actor.Angle(28@) = 278.3825
actor.Health(28@) = 700
0605: actor 28@ perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


29@ = actor.Create(Criminal, #dwfylc2,6394.1084, -7152.6792, 6.6003)
actor.Angle(29@) = 178.8717
actor.Health(29@) = 1500
0605: actor 29@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
07DD: set_actor 29@  attack_rate 100 // previously known as temper_to
07FE: set_actor 29@ fighting_style_to 7 moves 6
actor.SetImmunities(29@, 1,1,1,1,1)
077A: set_actor 29@ acquaintance 2 to_actors_pedtype 0 // see ped.dat
077A: set_actor 29@ acquaintance 2 to_actors_pedtype 1 // see ped.dat
30@ = actor.Create(civmale, #cwmohb2,6393.7598, -7154.1738, 6.6003)
actor.Angle(30@) = 43.7087
actor.Health(30@) = 600
0605: actor 30@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

31@ = actor.Create(civmale, #SPECIAL08,6402.6655, -7151.7339, 6.4412)
actor.Angle(31@) = 191.9288
actor.Health(31@) = 1500
0605: actor 31@ perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
//0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

0296: unload_special_actor 8

$music = audiostream.Load3D("cleo\house_party\luigi.mp3")
audiostream.Loop($music,1)
audiostream.LinkToActor($music, 31@)
audiostream.PerformAction($music, play)

$dying = audiostream.Load3D("cleo\house_party\luigidies6.mp3")
audiostream.LinkToActor($dying, 31@)
:farm_party_1
wait 0
if 
80A3: not   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 6501.4487 -7082.9238  cornerB 6334.0937 -7254.7769 

jf @farm_party_2
//wait 500
actor.DestroyInstantly(0@)
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@)
actor.DestroyInstantly(20@)
actor.DestroyInstantly(21@)
actor.DestroyInstantly(22@)
actor.DestroyInstantly(23@)
actor.DestroyInstantly(24@)
actor.DestroyInstantly(25@)
actor.DestroyInstantly(26@)
actor.DestroyInstantly(27@)
actor.DestroyInstantly(28@)
actor.DestroyInstantly(29@) 
actor.DestroyInstantly(30@)
actor.DestroyInstantly(31@)
audiostream.Release($music)
audiostream.Release($dying)   
   
jump @farm_party_enter
:farm_party_2
if  and
$Killer == 0 
actor.Dead(31@) //luigi
jf @farm_party_3
32@ = 0
audiostream.PerformAction($music, stop)

audiostream.PerformAction($dying, play)
05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR

0326: $fire = create_actor 31@ fire
0812: AS_actor 31@ perform_animation "gang_gunstand" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 99999 // versionB
0612: set_actor 31@ animation "gang_gunstand" paused 0
0829: actor 31@ perform_animation "gang_gunstand" IFP_file "ped" rate 4.0 time 99999 and_dies

0669: $smokes = attach_particle "smoke30m" to_actor 31@ with_offset 0.0 0.0 0.0 type 1
//0669: 126@ = attach_particle "riot_smoke" to_actor 13@ with_offset 0.0 0.0 0.0 type 1
064C: make_particle $smokes visible

077A: set_actor 29@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 7 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 8 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 9 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 10 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 11 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 12 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 13 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 14 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 15 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 16 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 17 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 18 // see ped.dat

$Killer += 1 

//064E: stop_particle $smokes

//02D1: remove_fire $fire
//audiostream.PerformAction(12@, stop)
:attack_now_2
wait 0
if  and
$Killer == 0 
actor.Dead(31@)
jf @farm_party_3
05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR


//0747: clear_acquaintance 2 of_actors_pedtype 29@ to_actors_pedtype 0 // see ped.dat
//0747: clear_acquaintance 1 of_actors_pedtype 29@ to_actors_pedtype 0 // see ped.dat
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 7 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 8 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 9 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 10 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 11 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 12 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 13 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 14 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 15 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 16 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 17 // see ped.dat
077A: set_actor 29@ acquaintance 1 to_actors_pedtype 18 // see ped.dat



32@ = 0
jump @farm_party_3
:farm_party_3
if and
$Killer == 1 
32@ > 5000
jf @farm_party_4 
32@ = 0
05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR
:attack_now
wait 0
if and
32@ > 5000  
actor.Dead(30@)
jf @farm_party_4      
32@ = 0
05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR
//0747: clear_acquaintance 2 of_actors_pedtype 29@ to_actors_pedtype 0 // see ped.dat
//0747: clear_acquaintance 1 of_actors_pedtype 29@ to_actors_pedtype 0 // see ped.dat

32@ = 0
jump @farm_party_4
:farm_party_4
wait 0
if
32@ > 35000
jf @farm_party_1
32@ = 0
$car = car.Create(#HUNTLEY, 6579.7744, -7180.1152, 6.214)
car.Angle($car) = 82.8387
car.Health($car) = 1500
00AE: set_car $car traffic_behaviour_to 2
04BA: set_car $car speed_to 30.0

                             
$music2 = audiostream.Load3D("cleo\house_party\HOMEFREE.mp3")
audiostream.Loop($music2,1)
audiostream.LinkToCar($music2, $car)
audiostream.PerformAction($music2, play)

$gang1 = actor.CreateAsDriver(gang8, #FAM1, $car)
actor.GiveWeaponAndAmmo($gang1, microuzi, 99999)
$gang2 = actor.CreateAsPassenger(gang8, #FAM2, $car, 0)
actor.GiveWeaponAndAmmo($gang2, microuzi, 99999)
$gang3 = actor.CreateAsPassenger(gang8, #FAM3, $car, 1)
actor.GiveWeaponAndAmmo($gang3, microuzi, 99999)
$gang4 = actor.CreateAsPassenger(gang8, #FAM2, $car, 2)
actor.GiveWeaponAndAmmo($gang4, ak47, 99999)
actor.WeaponAccuracy($gang1) = 50
actor.WeaponAccuracy($gang2) = 61
actor.WeaponAccuracy($gang3) = 48
actor.WeaponAccuracy($gang4) = 67
0713: actor $gang2 driveby_actor 31@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor $gang3 driveby_actor 31@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
0713: actor $gang4 driveby_actor 31@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 14 // see ped.dat
077A: set_actor $gang1 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor $gang1 acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor $gang2 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor $gang2 acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor $gang3 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor $gang3 acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor $gang4 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor $gang4 acquaintance 4 to_actors_pedtype 5 // see ped.dat
0615: define_AS_pack_begin $drive
05D1: AS_actor -1 drive_car -1 to 6492.6382 -7179.7612 6.2189 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6439.5571 -7179.4644 6.2262 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6434.1719 -7170.126 6.2196 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6427.1011 -7163.9258 6.2196 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6411.373 -7162.6953 6.2196 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6408.1929 -7167.4707 6.2196 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6411.4316 -7183.6631 6.2196 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6424.3945 -7190.5244 6.2196 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6439.2593 -7181.9307 6.2262 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6548.7314 -7176.2817 6.2122 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 6766.6953 -7204.7539 6.0658 speed 25.0 2 model #NULL 5
0618: assign_actor $gang1 to_AS_pack $drive

0616: define_AS_pack_end $drive
061B: remove_references_to_AS_pack $drive
wait 30000
0961: set_actor $gang1 keep_tasks_after_cleanup 1
0961: set_actor $gang2 keep_tasks_after_cleanup 1
0961: set_actor $gang3 keep_tasks_after_cleanup 1
0961: set_actor $gang4 keep_tasks_after_cleanup 1
audiostream.Release($music2)
actor.RemoveReferences($gang1)
actor.RemoveReferences($gang2)
actor.RemoveReferences($gang3)
actor.RemoveReferences($gang4)
car.RemoveReferences($car)

jump @farm_party_1
































