 {$CLEO .cm}
0000: NOP
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
$ONMISSION = 1
$going1 = audiostream.Load("cleo/skateSA/followbobby/going1.mp3")
$going2 = audiostream.Load("cleo/skateSA/followbobby/going2.mp3")
$going3 = audiostream.Load("cleo/skateSA/followbobby/going3.mp3")
$going4 = audiostream.Load("cleo/skateSA/followbobby/going4.mp3")
$street = audiostream.Load("cleo/skateSA/followbobby/thestreets.mp3")
$orNOT = audiostream.Load("cleo/skateSA/followbobby/ornot.mp3")
$lost = audiostream.Load("cleo/skateSA/followbobby/lost.mp3")
$place = audiostream.Load("cleo/skateSA/followbobby/place.mp3")
$follow = audiostream.Load("cleo/skateSA/followbobby/followme.mp3")
32@ = 0
jump @RACE_TEST

:FAR_AWAY
wait 0 
if
80F2: not  actor $PLAYER_ACTOR near_actor 0@ radius 59.0 59.0 sphere 0
jf @BOBBY_DEAD
gosub @BOBBY_SAYS
if
8104: not  actor $PLAYER_ACTOR near_actor 0@ radius 108.0 108.0 108.0 sphere 0

jf @BOBBY_DEAD
0ACD: show_text_highpriority "~r~Bobby left you behind." time 4000
jump @failed
:BOBBY_DEAD
if
actor.Dead(0@)
jf @PLAYER_DEAD
0ACD: show_text_highpriority "~r~Bobby died!" time 4000
jump @failed
:PLAYER_DEAD
if
player.Wasted($PLAYER_CHAR)
jf @RETURN
0ACD: show_text_highpriority "~r~You died!" time 4000
jump @failed
:return
return

:failed
$ONMISSION = 0
mission_cleanup
:cleanup
audiostream.Release($going1)
audiostream.Release($going2)
audiostream.Release($going3)
audiostream.Release($going4)
audiostream.Release($lost)
audiostream.Release($orNOT)
audiostream.Release($street)
audiostream.Release($place)
audiostream.Release($follow)
0873: release_path 900
0873: release_path 901
marker.Disable(6@)
car.Destroy(3@)
car.Destroy(27@)
actor.DestroyInstantly(0@)
actor.DestroyInstantly(26@)
end_thread

:BOBBY_SAYS
wait 0 
0209: 17@ = random_int_in_ranges 0 3
if and
32@ > 100
17@ == 0

jf @BOBBY_SAYS_1
audiostream.PerformAction($going1, play)
0ACD: show_text_highpriority "Bobby: Where are you going, buddy? I'm over here - follow me." time 4500
32@ = -8000
return
:BOBBY_SAYS_1
if and
32@ > 100
17@ == 1

jf @BOBBY_SAYS_2
audiostream.PerformAction($going2, play)
0ACD: show_text_highpriority "Bobby: What's wrong, bro? Your to damn slow, man. C'mon get some speed." time 5500
32@ = -8000
return

:BOBBY_SAYS_2
if and
32@ > 100
17@ == 2

jf @BOBBY_SAYS_3
audiostream.PerformAction($going3, play)
0ACD: show_text_highpriority "Bobby: Are you lost or what?" time 2500
32@ = -8000
return

:BOBBY_SAYS_3
if and
32@ > 100
17@ == 3


jf @BOBBY_SAYS_4
audiostream.PerformAction($going4, play)
0ACD: show_text_highpriority "Bobby: Man, I'm not going to wait for you this time." time 2500
32@ = -8000
return

:BOBBY_SAYS_4
return




:RACE_TEST

model.Load(#WMYBMX)
model.Load(#bmyst)
model.Load(#BIKE)
07C0: load_path 900 
07C0: load_path 901 
038B: load_requested_models


1@ = car.Create(#BIKE, -1958.5243, -729.4432, 35.8909)
car.Angle(1@) = 180.5287
036A: put_actor $PLAYER_ACTOR in_car 1@ 

3@ = car.Create(#BIKE, -1961.7477, -738.5567, 35.8909)
car.Angle(3@) = 175.927

27@ = car.Create(#BIKE, -1959.4531, -738.0099, 35.8909)
car.Angle(27@) = 175.927

0@ = actor.CreateAsDriver(gang2, #WMYBMX, 3@)
actor.Health(0@) = 600

0A09: set_actor 0@ muted 1 // versionB
094E: set_actor 0@ mute_pain_audio 1

26@ = actor.CreateAsDriver(gang2, #bmyst, 27@)
actor.Health(26@) = 600
0A09: set_actor 26@ muted 1 // versionB
094E: set_actor 26@ mute_pain_audio 1


wait 1500
//30@ = audiostream.Load("cleo/skateSA/followbobby/followme")
audiostream.PerformAction($follow, play)
marker.CreateAboveActor(6@, 0@)
marker.SetColor(6@, 2)
car.DoorStatus(3@, 4)
0ACD: show_text_highpriority "Bobby: Alright guys, follow me." time 3000
//0705: car 3@ assign_to_path 905 and_drive_normal//<<---vehicle stops after one round
05EB: assign_car 3@ to_path 900
01EC: make_car 3@ very_heavy 1 
06FD: set_car 3@ speed_on_path_to 0.80 

05EB: assign_car 27@ to_path 901
01EC: make_car 27@ very_heavy 1 
06FD: set_car 27@ speed_on_path_to 0.85 
:REACH_TO_TOWN

wait 0
gosub @FAR_AWAY
if 
00EC:   actor 0@ sphere 0 near_point -2230.989 -2254.0845  radius 20.0 20.0
jf @REACH_TO_TOWN
audiostream.PerformAction($going1, stop)
audiostream.PerformAction($going2, stop)
audiostream.PerformAction($going3, stop)
audiostream.PerformAction($going4, stop)         
audiostream.PerformAction($street, play)
0ACD: show_text_highpriority "Bobby: I guess where in the streets." time 2000

:NOT_IN_TOWN

wait 0
gosub @FAR_AWAY
if
00EC:   actor 0@ sphere 0 near_point -2088.6143 -2369.6467  radius 20.0 20.0
jf @NOT_IN_TOWN
audiostream.PerformAction($going1, stop)
audiostream.PerformAction($going2, stop)
audiostream.PerformAction($going3, stop)
audiostream.PerformAction($going4, stop)         
audiostream.PerformAction($orNOT, play)
0ACD: show_text_highpriority "Bobby: Or not." time 2000 


:QUOTE
wait 0
gosub @FAR_AWAY
if
00EC:   actor 0@ sphere 0 near_point -1657.7375 -2169.5596  radius 30.0 30.0

jf @QUOTE
audiostream.PerformAction($going1, stop)
audiostream.PerformAction($going2, stop)
audiostream.PerformAction($going3, stop)
audiostream.PerformAction($going4, stop)         
audiostream.PerformAction($lost, play)
0ACD: show_text_highpriority "Bobby: I don't remember where's my place is." time 3000 

:PLACE
wait 0
gosub @FAR_AWAY
if
00EC:   actor 0@ sphere 0 near_point -1044.9095 -1590.4307   radius 30.0 30.0

jf @PLACE
audiostream.PerformAction($going1, stop)
audiostream.PerformAction($going2, stop)
audiostream.PerformAction($going3, stop)
audiostream.PerformAction($going4, stop)         
audiostream.PerformAction($place, play)
0ACD: show_text_highpriority "Bobby: Hey, here's my place, I remember this place when I use to kill the zombies - I should go visit." time 7000


:REACH_HERE
wait 0
gosub @FAR_AWAY
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1086.5358 -1637.6599 76.3672 radius 7.0 7.0 7.0
00FE:   actor 0@ sphere 0 in_sphere -1086.5358 -1637.6599 76.3672 radius 7.0 7.0 7.0
jf @REACH_HERE
jump @passed
:passed
0394: play_music 2
0ACB: show_styled_text "~y~Goal Complete!" time 3000 style 4
wait 3000
0ACB: show_styled_text "$5000" time 3000 style 4
0109: player $PLAYER_CHAR money += 5000

$ONMISSION = 0
jump @cleanup



end_thread