DEFINE OBJECTS 204
DEFINE OBJECT (noname)                
DEFINE OBJECT DTN_STADDOORA            // Object number -1
DEFINE OBJECT DTN_STADDOORB            // Object number -2
DEFINE OBJECT DTHOTRING_A              // Object number -3
DEFINE OBJECT BRIBE                    // Object number -4
DEFINE OBJECT CI_GATESCLOSED           // Object number -5
DEFINE OBJECT CI_BACKGATECLOSE         // Object number -6
DEFINE OBJECT INFO                     // Object number -7
DEFINE OBJECT YT_MAIN_BODY             // Object number -8
DEFINE OBJECT YT_MAIN_BODY2            // Object number -9
DEFINE OBJECT YT_DOORS14               // Object number -10
DEFINE OBJECT YT_TMP_BOAT              // Object number -11
DEFINE OBJECT LODMAIN_BODY             // Object number -12
DEFINE OBJECT YACHT_CHUNK_KB           // Object number -13
DEFINE OBJECT YT_GANGPLNK_TMP          // Object number -14
DEFINE OBJECT DTBLOODRING_A            // Object number -15
DEFINE OBJECT DTDIRTRING_A             // Object number -16
DEFINE OBJECT PICKUPSAVE               // Object number -17
DEFINE OBJECT BODYARMOUR               // Object number -18
DEFINE OBJECT STRIPCLBDROPEN           // Object number -19
DEFINE OBJECT OD_CLBDR_OPEN            // Object number -20
DEFINE OBJECT COP_DR_CLOSED            // Object number -21
DEFINE OBJECT STRPBCKDRCLSD            // Object number -22
DEFINE OBJECT STRIPCLBDRCLSD           // Object number -23
DEFINE OBJECT COP_DR_OPEN              // Object number -24
DEFINE OBJECT OD_CLBDR_CLOSE           // Object number -25
DEFINE OBJECT LH_IMP_EXP01             // Object number -26
DEFINE OBJECT LH_IMP_EXP02             // Object number -27
DEFINE OBJECT LH_IMP_EXP03             // Object number -28
DEFINE OBJECT LH_IMP_EXP04             // Object number -29
DEFINE OBJECT LH_STRIKETHROUGH         // Object number -30
DEFINE OBJECT COMGATE1OPEN             // Object number -31
DEFINE OBJECT COMGATE2OPEN             // Object number -32
DEFINE OBJECT ELECTRICGATE             // Object number -33
DEFINE OBJECT MONEYBAG                 // Object number -34
DEFINE OBJECT BOOMSHINE                // Object number -35
DEFINE OBJECT MASK                     // Object number -36
DEFINE OBJECT COKE_VOODOO              // Object number -37
DEFINE OBJECT TROPHY1                  // Object number -38
DEFINE OBJECT SUTIBAG                  // Object number -39
DEFINE OBJECT PORNPOSTERS              // Object number -40
DEFINE OBJECT FRAME1                   // Object number -41
DEFINE OBJECT FRAME1DAMAGED            // Object number -42
DEFINE OBJECT FLAME_TINS               // Object number -43
DEFINE OBJECT TROPHIES                 // Object number -44
DEFINE OBJECT HELI_BOX                 // Object number -45
DEFINE OBJECT PIZZA_BOX1               // Object number -46
DEFINE OBJECT PIZZA_MESS               // Object number -47
DEFINE OBJECT PIZZA_MESS2              // Object number -48
DEFINE OBJECT MAN_RUBBISH03            // Object number -49
DEFINE OBJECT GASH_BAGS1               // Object number -50
DEFINE OBJECT GASHBAGS2                // Object number -51
DEFINE OBJECT POLOROIDS                // Object number -52
DEFINE OBJECT GUN_DOCS                 // Object number -53
DEFINE OBJECT SHOVEL                   // Object number -54
DEFINE OBJECT KILLFRENZY               // Object number -55
DEFINE OBJECT COMGATE1CLOSED           // Object number -56
DEFINE OBJECT COMGATE2CLOSED           // Object number -57
DEFINE OBJECT NT_ROADBLOCKCI           // Object number -58
DEFINE OBJECT NT_ROADBLOCKGF           // Object number -59
DEFINE OBJECT WSH_ROADBLOCK            // Object number -60
DEFINE OBJECT MANSION_NEW_DOORS        // Object number -61
DEFINE OBJECT MAN_DOORCLOSED           // Object number -62
DEFINE OBJECT WSHPERDRCLSD             // Object number -63
DEFINE OBJECT HAITAXIDR                // Object number -64
DEFINE OBJECT B_HSE_DOORS              // Object number -65
DEFINE OBJECT DK_CAMJONESDOOR          // Object number -66
DEFINE OBJECT DTS_GS_LIFTDOORL         // Object number -67
DEFINE OBJECT DTS_GS_LIFTDOORR         // Object number -68
DEFINE OBJECT DTS_SPOT_A               // Object number -69
DEFINE OBJECT DTS_SOAPYTITWANK_A       // Object number -70
DEFINE OBJECT DT_GSPOT_STAIRS          // Object number -71
DEFINE OBJECT OD_CELLDOOR02            // Object number -72
DEFINE OBJECT CI_JETYGATESCLOSED       // Object number -73
DEFINE OBJECT NHAITPLATDR              // Object number -74
DEFINE OBJECT NHAITPLATDRR             // Object number -75
DEFINE OBJECT SPAD_DR_CLOSED1          // Object number -76
DEFINE OBJECT SPAD_DR_CLOSED2          // Object number -77
DEFINE OBJECT SPAD_DR_CLOSED3          // Object number -78
DEFINE OBJECT PH_BUILD_DR_CLOSED       // Object number -79
DEFINE OBJECT ICEDOOR                  // Object number -80
DEFINE OBJECT DTS_BBDOOR               // Object number -81
DEFINE OBJECT GOLF_GATESCLOSED         // Object number -82
DEFINE OBJECT PRINTDOOOR               // Object number -83
DEFINE OBJECT UNROCKETED_WIN1          // Object number -84
DEFINE OBJECT BNK_GRILL01              // Object number -85
DEFINE OBJECT HEALTH                   // Object number -86
DEFINE OBJECT ADRENALINE               // Object number -87
DEFINE OBJECT MOB_MOBROOM2             // Object number -88
DEFINE OBJECT MOB_DETAILSB             // Object number -89
DEFINE OBJECT AP_RADAR1_01             // Object number -90
DEFINE OBJECT VEG_PALM04               // Object number -91
DEFINE OBJECT DOC_CRANEEGGS04          // Object number -92
DEFINE OBJECT DOC_CRANE_CAB04          // Object number -93
DEFINE OBJECT DOCKFUEL07               // Object number -94
DEFINE OBJECT LODCARGOSHP03            // Object number -95
DEFINE OBJECT LODCARGOSHP04            // Object number -96
DEFINE OBJECT LODCARGOSHP05            // Object number -97
DEFINE OBJECT LODCARGOSHP24            // Object number -98
DEFINE OBJECT LODCARGOSHP25            // Object number -99
DEFINE OBJECT LODCARGOSHP28            // Object number -100
DEFINE OBJECT LODCARGOSHP32            // Object number -101
DEFINE OBJECT LODCARGOSHP35            // Object number -102
DEFINE OBJECT LODCARGOSHP41            // Object number -103
DEFINE OBJECT LODCARGOSHP47            // Object number -104
DEFINE OBJECT LODCARGOSHP50            // Object number -105
DEFINE OBJECT LODCARGOSHP51            // Object number -106
DEFINE OBJECT LODCARGOSHP64            // Object number -107
DEFINE OBJECT LODCARGOSHP70            // Object number -108
DEFINE OBJECT LODCARGOSHP71            // Object number -109
DEFINE OBJECT LODCARGOSHP72            // Object number -110
DEFINE OBJECT LODCARGOSHP73            // Object number -111
DEFINE OBJECT LODARGOHULL2             // Object number -112
DEFINE OBJECT BIG_POLY_TINGS_B         // Object number -113
DEFINE OBJECT BARREL4                  // Object number -114
DEFINE OBJECT BIG_POLY_TINGS           // Object number -115
DEFINE OBJECT SPAD_DR_OPEN3            // Object number -116
DEFINE OBJECT SPAD_DR_OPEN2            // Object number -117
DEFINE OBJECT SPAD_DR_OPEN1            // Object number -118
DEFINE OBJECT SEXYPOOLCOVER            // Object number -119
DEFINE OBJECT BRIEFCASE                // Object number -120
DEFINE OBJECT FAKETARGET               // Object number -121
DEFINE OBJECT MAN_DOOROPEN             // Object number -122
DEFINE OBJECT GOLF_GATESOPEN           // Object number -123
DEFINE OBJECT DYNAMITE                 // Object number -124
DEFINE OBJECT BARREL2                  // Object number -125
DEFINE OBJECT BLDNGST2MESHDAM          // Object number -126
DEFINE OBJECT BLDNGST2MESH             // Object number -127
DEFINE OBJECT JW_COFFIN                // Object number -128
DEFINE OBJECT KEYCARD                  // Object number -129
DEFINE OBJECT TAR_GUN1                 // Object number -130
DEFINE OBJECT TAR_GUN2                 // Object number -131
DEFINE OBJECT TAR_FRAME                // Object number -132
DEFINE OBJECT TAR_DOWNLEFT             // Object number -133
DEFINE OBJECT TAR_DOWNRIGHT            // Object number -134
DEFINE OBJECT TAR_TOP                  // Object number -135
DEFINE OBJECT TAR_UPLEFT               // Object number -136
DEFINE OBJECT TAR_UPRIGHT              // Object number -137
DEFINE OBJECT BNK_LFT_DOOR1            // Object number -138
DEFINE OBJECT BNK_LFT_DOOR2            // Object number -139
DEFINE OBJECT GASGRENADE               // Object number -140
DEFINE OBJECT ROCKETED_WIN1            // Object number -141
DEFINE OBJECT OD_CLUBOUT_DY            // Object number -142
DEFINE OBJECT OD_CLUBOUT_NT            // Object number -143
DEFINE OBJECT OD_CLUBNEON              // Object number -144
DEFINE OBJECT OD_CLUBDOORS             // Object number -145
DEFINE OBJECT VEG_PALMKBB11            // Object number -146
DEFINE OBJECT ODNROAD01_NT             // Object number -147
DEFINE OBJECT ODNROAD01_DY             // Object number -148
DEFINE OBJECT OD_CLUBBACK              // Object number -149
DEFINE OBJECT MIAMIODNROADXA           // Object number -150
DEFINE OBJECT LODD_BUILD2              // Object number -151
DEFINE OBJECT SPAD_BUILDNEW            // Object number -152
DEFINE OBJECT VEG_PALMBIG14            // Object number -153
DEFINE OBJECT GUNBOX                   // Object number -154
DEFINE OBJECT OD_WTSIGN                // Object number -155
DEFINE OBJECT OD_CHARIOT               // Object number -156
DEFINE OBJECT LODD_BUILDNEW            // Object number -157
DEFINE OBJECT LODCHARIOT               // Object number -158
DEFINE OBJECT PH_BUILD_DR_OPEN         // Object number -159
DEFINE OBJECT DTS_SOAPYTITWANK_B       // Object number -160
DEFINE OBJECT ML_TARBRUSH              // Object number -161
DEFINE OBJECT ML_TARBRUSHDAMAGE        // Object number -162
DEFINE OBJECT CI_GATESOPEN             // Object number -163
DEFINE OBJECT CI_BACKGATEOPEN          // Object number -164
DEFINE OBJECT CI_JETYGATESOPEN         // Object number -165
DEFINE OBJECT DK_REEF                  // Object number -166
DEFINE OBJECT DOONTOON50               // Object number -167
DEFINE OBJECT ROAD_DOWNTOWN_NEW2       // Object number -168
DEFINE OBJECT ROAD_DOWNTOWN02          // Object number -169
DEFINE OBJECT AMMUNATION_DT            // Object number -170
DEFINE OBJECT DOONTOON19               // Object number -171
DEFINE OBJECT DT_COMPOUND_ROOF         // Object number -172
DEFINE OBJECT DOONTOON51               // Object number -173
DEFINE OBJECT LODNTOON28               // Object number -174
DEFINE OBJECT AMMU_WINDOWS1            // Object number -175
DEFINE OBJECT WATERJUMPX2              // Object number -176
DEFINE OBJECT WATERJUMP1               // Object number -177
DEFINE OBJECT BUILD1                   // Object number -178
DEFINE OBJECT BUILDBLOWN               // Object number -179
DEFINE OBJECT HDRUGFACTORYINT          // Object number -180
DEFINE OBJECT HDRUGFACTORYPOL          // Object number -181
DEFINE OBJECT LODLD1                   // Object number -182
DEFINE OBJECT LODLDBLOWN               // Object number -183
DEFINE OBJECT RCBOMB                   // Object number -184
DEFINE OBJECT LF_MEDIASTAGE            // Object number -185
DEFINE OBJECT PIZZABOX                 // Object number -186
DEFINE OBJECT LH_RACE01                // Object number -187
DEFINE OBJECT LH_RACE02                // Object number -188
DEFINE OBJECT LH_RACE03                // Object number -189
DEFINE OBJECT LH_RACE04                // Object number -190
DEFINE OBJECT LH_RACE05                // Object number -191
DEFINE OBJECT LH_RACE06                // Object number -192
DEFINE OBJECT TRAFFICCONE              // Object number -193
DEFINE OBJECT CRAIGPACKAGE             // Object number -194
DEFINE OBJECT B_HSE_PIER               // Object number -195
DEFINE OBJECT B_HSE_EXT                // Object number -196
DEFINE OBJECT DOCKS28                  // Object number -197
DEFINE OBJECT DOCKSPROPS12             // Object number -198
DEFINE OBJECT DOCKS85                  // Object number -199
DEFINE OBJECT DK_DOCKROADS04           // Object number -200
DEFINE OBJECT B_HSE_PIERFENCE          // Object number -201
DEFINE OBJECT B_HSE_INTERIOR           // Object number -202
DEFINE OBJECT BOAT_KB2                 // Object number -203

DEFINE MISSIONS 97
DEFINE MISSION 0 AT @INITIAL           // Initial
DEFINE MISSION 1 AT @INTRO             // Intro
DEFINE MISSION 2 AT @HOTEL             // An Old Friend
DEFINE MISSION 3 AT @LAWYER1           // The Party
DEFINE MISSION 4 AT @LAWYER2           // Back Alley Brawl
DEFINE MISSION 5 AT @LAWYER3           // Jury Fury
DEFINE MISSION 6 AT @LAWYER4           // Riot
DEFINE MISSION 7 AT @GENERL1           // Treacherous Swine
DEFINE MISSION 8 AT @COL2              // Mall Shootout
DEFINE MISSION 9 AT @GENERL3           // Guardian Angels
DEFINE MISSION 10 AT @COL_4            // Sir, Yes Sir!
DEFINE MISSION 11 AT @COL_5            // All Hands On Deck!
DEFINE MISSION 12 AT @BARON1           // The Chase
DEFINE MISSION 13 AT @BARON2           // Phnom Penh '86
DEFINE MISSION 14 AT @BARON3           // The Fastest Boat
DEFINE MISSION 15 AT @BARON4           // Supply & Demand
DEFINE MISSION 16 AT @BARON5           // Rub Out
DEFINE MISSION 17 AT @KENT1            // Death Row
DEFINE MISSION 18 AT @SERG1            // Four Iron
DEFINE MISSION 19 AT @SERG3            // Demolition Man
DEFINE MISSION 20 AT @SERG2            // Two Bit Hit
DEFINE MISSION 21 AT @BANKJO1          // No Escape?
DEFINE MISSION 22 AT @BANKJO2          // The Shootist
DEFINE MISSION 23 AT @BANKJO3          // The Driver
DEFINE MISSION 24 AT @BANKJO4          // The Job
DEFINE MISSION 25 AT @PHIL1            // Gun Runner
DEFINE MISSION 26 AT @PHIL2            // Boomshine Saigon
DEFINE MISSION 27 AT @PORNO1           // Recruitment Drive
DEFINE MISSION 28 AT @PORNO2           // Dildo Dodo
DEFINE MISSION 29 AT @PORNO3           // Martha's Mug Shot
DEFINE MISSION 30 AT @PORNO4           // G-spotlight
DEFINE MISSION 31 AT @PROTEC1          // Shakedown
DEFINE MISSION 32 AT @PROTEC2          // Bar Brawl
DEFINE MISSION 33 AT @PROTEC3          // Cop Land
DEFINE MISSION 34 AT @COUNT1           // Spilling the Beans
DEFINE MISSION 35 AT @COUNT2           // Hit the Courier
DEFINE MISSION 36 AT @BUYPRO1          // Printworks Buy
DEFINE MISSION 37 AT @CARBUY1          // Sunshine Autos
DEFINE MISSION 38 AT @BUYPRO2          // Interglobal Films Buy
DEFINE MISSION 39 AT @ICECUT           // Cherry Popper Icecreams Buy
DEFINE MISSION 40 AT @TAXCUT           // Kaufman Cabs Buy
DEFINE MISSION 41 AT @BUYPRO3          // Malibu Club Buy
DEFINE MISSION 42 AT @BOATBY           // The Boatyard Buy
DEFINE MISSION 43 AT @BUYPRO4          // Pole Position Club Buy
DEFINE MISSION 44 AT @BUYPRO5          // El Swanko Casa Buy
DEFINE MISSION 45 AT @LNKVBUY          // Links View Apartment Buy
DEFINE MISSION 46 AT @HYCOBUY          // Hyman Condo Buy
DEFINE MISSION 47 AT @OCHEBUY          // Ocean Heighs Aprt. Buy
DEFINE MISSION 48 AT @WASHBUY          // 1102 Washington Street Buy
DEFINE MISSION 49 AT @VCPTBUY          // Vice Point Buy
DEFINE MISSION 50 AT @SKUMBUY          // Skumole Shack Buy
DEFINE MISSION 51 AT @CAP_1            // Cap the Collector
DEFINE MISSION 52 AT @FIN_1            // Keep your Friends Close...
DEFINE MISSION 53 AT @BIKE1            // Alloy Wheels of Steel
DEFINE MISSION 54 AT @BIKE2            // Messing with the Man
DEFINE MISSION 55 AT @BIKE3            // Hog Tied
DEFINE MISSION 56 AT @CUBAN1           // Stunt Boat Challenge
DEFINE MISSION 57 AT @CUBAN2           // Cannon Fodder
DEFINE MISSION 58 AT @CUBAN3           // Naval Engagement
DEFINE MISSION 59 AT @CUBAN4           // Trojan Voodoo
DEFINE MISSION 60 AT @HAIT1            // Juju Scramble
DEFINE MISSION 61 AT @HAIT2            // Bombs Away!
DEFINE MISSION 62 AT @HAIT3            // Dirty Lickin's
DEFINE MISSION 63 AT @ROCKB1           // Love Juice
DEFINE MISSION 64 AT @ROCKB2           // Psycho Killer
DEFINE MISSION 65 AT @ROCKB3           // Publicity Tour
DEFINE MISSION 66 AT @RANGE            // Weapon Range
DEFINE MISSION 67 AT @ASSIN1           // Road Kill
DEFINE MISSION 68 AT @ASSIN2           // Waste the Wife
DEFINE MISSION 69 AT @ASSIN3           // Autocide
DEFINE MISSION 70 AT @ASSIN4           // Check Out at the Check In
DEFINE MISSION 71 AT @ASSIN5           // Loose Ends
DEFINE MISSION 72 AT @TAXWAR1          // V.I.P.
DEFINE MISSION 73 AT @TAXWAR2          // Friendly Rivalry
DEFINE MISSION 74 AT @TAXWAR3          // Cabmaggedon
DEFINE MISSION 75 AT @TAXI             // TAXI DRIVER
DEFINE MISSION 76 AT @AMBULAN          // PARAMEDIC
DEFINE MISSION 77 AT @FIRETRU          // FIREFIGHTER
DEFINE MISSION 78 AT @COPCAR           // VIGILANTE
DEFINE MISSION 79 AT @OVALRNG          // HOTRING
DEFINE MISSION 80 AT @MM               // BLOODRING
DEFINE MISSION 81 AT @KICKST           // DIRTRING
DEFINE MISSION 82 AT @RACE             // Sunshine Autos Races
DEFINE MISSION 83 AT @ICECRE1          // Distribution
DEFINE MISSION 84 AT @HELI1SC          // Downtown Chopper Checkpoint
DEFINE MISSION 85 AT @HELI2SC          // Ocean Beach Chopper Checkpoint
DEFINE MISSION 86 AT @HELI3SC          // Vice Point Chopper Checkpoint
DEFINE MISSION 87 AT @HELI4SC          // Little Haiti Chopper Checkpoint
DEFINE MISSION 88 AT @BMX_1            // Trial by Dirt
DEFINE MISSION 89 AT @BMX_2            // Test Track
DEFINE MISSION 90 AT @T4X4_1           // PCJ Playground
DEFINE MISSION 91 AT @CARPRK1          // Cone Crazy
DEFINE MISSION 92 AT @PIZZA            // PIZZA BOY
DEFINE MISSION 93 AT @RCHELI           // RC Raider Pickup
DEFINE MISSION 94 AT @RCRACE1          // RC Bandit Race
DEFINE MISSION 95 AT @RCPLNE1          // RC Baron Race
DEFINE MISSION 96 AT @COKERUN          // Checkpoint Charlie

//-------------MAIN---------------
03A4: name_thread 'MAIN' 
016A: fade 0 0 ms 
042C: set_total_missions_to 88 
030D: set_total_mission_points_to 154 
01F0: set_max_wanted_level_to 6 
02ED: set_total_hidden_packages_to 100 
0111: set_wasted_busted_check_to 0 
00C0: set_current_time 22 0 
04E4: unknown_refresh_game_renderer_at 83.0 -849.8 
03CB: set_camera 83.0 -849.8 9.3 
0053: $PLAYER_CHAR = create_player #NULL at 83.0 -849.8 9.3
0109: player $PLAYER_CHAR money += 10000
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
035F: set_actor $PLAYER_ACTOR armour_to 100
0417: start_mission INITIAL // Initial
029B: $ARENA_DOOR_1 = init_object #DTN_STADDOORA at -1109.615 1330.097 20.372 
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1 
029B: $ARENA_DOOR_2 = init_object #DTN_STADDOORB at -1109.615 1331.932 20.372 
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2 
029B: $6 = init_object #DTHOTRING_A at -1037.08 1340.258 36.552 
01C7: remove_object_from_mission_cleanup_list $6 
0004: $67 = 0 // integer values 
0213: $110 = create_pickup #BRIBE type 15 at 393.9 -60.2 11.5 
0213: $111 = create_pickup #BRIBE type 15 at 116.0 -1313.1 4.4 
0213: $112 = create_pickup #BRIBE type 15 at 393.7 -660.6 10.7 
0213: $113 = create_pickup #BRIBE type 15 at 470.7 70.1 10.8 
0213: $114 = create_pickup #BRIBE type 15 at 382.7 364.1 10.8 
0213: $115 = create_pickup #BRIBE type 15 at 422.4 971.2 12.1 
0213: $116 = create_pickup #BRIBE type 15 at 89.1 887.4 10.5 
0213: $117 = create_pickup #BRIBE type 15 at -822.7 1304.5 11.7 
0213: $118 = create_pickup #BRIBE type 15 at -900.69 251.4 17.1 
0213: $119 = create_pickup #BRIBE type 15 at -973.7 61.0 10.4 
0213: $120 = create_pickup #BRIBE type 15 at -937.9 -114.1 17.0 
0213: $121 = create_pickup #BRIBE type 15 at -1015.9 -627.9 11.2 
0213: $122 = create_pickup #BRIBE type 15 at -906.3 -834.0 15.7 
014B: $87 = init_car_generator #DELUXO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1022.6 -868.6 12.2 angle 175.0 
014C: set_parked_car_generator $87 cars_to_generate_to 101 
014B: $88 = init_car_generator #SABRETUR -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.1 -869.4 12.2 angle 188.0 
014C: set_parked_car_generator $88 cars_to_generate_to 101 
014B: $89 = init_car_generator #SANDKING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.3 -868.8 17.9 angle 195.0 
014C: set_parked_car_generator $89 cars_to_generate_to 101 
014B: $90 = init_car_generator #HOTRING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1023.2 -868.1 17.9 angle 172.0 
014C: set_parked_car_generator $90 cars_to_generate_to 101 
014B: $1977 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.0 -632.1 10.2 angle 187.2 
014C: set_parked_car_generator $1977 cars_to_generate_to 101 
014B: $1978 = init_car_generator #RHINO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1720.3 -239.6 14.8 angle 92.0 
014C: set_parked_car_generator $1978 cars_to_generate_to 101 
014B: $1979 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.2 -103.7 14.7 angle 180.0 
014C: set_parked_car_generator $1979 cars_to_generate_to 101 
014B: $2098 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -72.4 -1607.9 12.7 angle 0.0 
014C: set_parked_car_generator $2098 cars_to_generate_to 101 
029B: $FILM_STUDIO_FRONT_GATE_CLOSED = init_object #CI_GATESCLOSED at 11.697 963.176 12.258 
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_CLOSED 
029B: $FILM_STUDIO_BACK_GATE_CLOSED = init_object #CI_BACKGATECLOSE at -11.853 884.06 13.542 
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_CLOSED 
024A: $292 = get_phone_at 36.90385 -1023.3 
024A: $293 = get_phone_at 482.453 244.221 
024A: $294 = get_phone_at 38.341 -1023.3 
024A: $295 = get_phone_at -1482.801 -825.2587 
024A: $296 = get_phone_at -976.7705 -530.5467 
0180: set_on_mission_flag_to $ONMISSION 
0005: $585 = 304.5 // floating-point values 
0005: $586 = 376.3 // floating-point values 
0005: $587 = 12.7 // floating-point values 
0005: $588 = -834.8 // floating-point values 
0005: $589 = 1306.9 // floating-point values 
0005: $590 = 11.0 // floating-point values 
0005: $591 = 14.0 // floating-point values 
0005: $592 = -1500.7 // floating-point values 
0005: $593 = 12.7 // floating-point values 
0005: $594 = 88.5 // floating-point values 
0005: $595 = -804.7 // floating-point values 
0005: $596 = 11.2 // floating-point values 
0005: $597 = 531.4 // floating-point values 
0005: $598 = 1273.7 // floating-point values 
0005: $599 = 17.6 // floating-point values 
0005: $600 = -560.1 // floating-point values 
0005: $601 = 703.6 // floating-point values 
0005: $602 = 20.5 // floating-point values 
0005: $453 = 209.5 // floating-point values 
0005: $454 = -1288.9 // floating-point values 
0005: $455 = 12.4 // floating-point values 
0005: $465 = 257.1 // floating-point values 
0005: $466 = -231.7 // floating-point values 
0005: $467 = 10.0 // floating-point values 
0005: $549 = -1059.6 // floating-point values 
0005: $550 = -274.5 // floating-point values 
0005: $551 = 11.4 // floating-point values 
0005: $552 = -1007.3 // floating-point values 
0005: $553 = -869.9 // floating-point values 
0005: $554 = 12.8 // floating-point values 
0005: $555 = 15.2 // floating-point values 
0005: $556 = 962.6 // floating-point values 
0005: $557 = 10.9 // floating-point values 
0005: $558 = -864.3 // floating-point values 
0005: $559 = -576.6 // floating-point values 
0005: $560 = 11.0 // floating-point values 
0005: $561 = -1011.7 // floating-point values 
0005: $562 = 203.9 // floating-point values 
0005: $563 = 11.2 // floating-point values 
0005: $564 = 487.2 // floating-point values 
0005: $565 = -81.5 // floating-point values 
0005: $566 = 11.4 // floating-point values 
0005: $567 = -685.8 // floating-point values 
0005: $568 = -1495.6 // floating-point values 
0005: $569 = 12.5 // floating-point values 
0005: $489 = -1003.1 // floating-point values 
0005: $490 = 207.0 // floating-point values 
0005: $491 = 10.0 // floating-point values 
0005: $459 = -246.6 // floating-point values 
0005: $460 = -1360.5 // floating-point values 
0005: $461 = 7.3 // floating-point values 
0005: $462 = -378.5 // floating-point values 
0005: $463 = -551.3 // floating-point values 
0005: $464 = 18.2 // floating-point values 
0005: $468 = 463.9 // floating-point values 
0005: $469 = -58.5 // floating-point values 
0005: $470 = 10.5 // floating-point values 
0005: $492 = -1101.1 // floating-point values 
0005: $493 = 343.2 // floating-point values 
0005: $494 = 10.2 // floating-point values 
0005: $471 = -69.4 // floating-point values 
0005: $472 = 932.7 // floating-point values 
0005: $473 = 9.9 // floating-point values 
0005: $474 = -1062.6 // floating-point values 
0005: $475 = -278.8 // floating-point values 
0005: $476 = 11.0 // floating-point values 
0005: $456 = 119.2 // floating-point values 
0005: $457 = -826.9 // floating-point values 
0005: $458 = 9.7 // floating-point values 
0005: $513 = 488.6 // floating-point values 
0005: $514 = -75.4 // floating-point values 
0005: $515 = 10.4 // floating-point values 
0005: $477 = -597.3 // floating-point values 
0005: $478 = 652.9 // floating-point values 
0005: $479 = 10.0 // floating-point values 
0005: $486 = -875.5 // floating-point values 
0005: $487 = 1159.3 // floating-point values 
0005: $488 = 10.2 // floating-point values 
0005: $480 = -1170.0 // floating-point values 
0005: $481 = -606.9 // floating-point values 
0005: $482 = 10.6 // floating-point values 
0005: $483 = -962.4 // floating-point values 
0005: $484 = 143.0 // floating-point values 
0005: $485 = 8.2 // floating-point values 
0005: $570 = 99.5 // floating-point values 
0005: $571 = -1468.5 // floating-point values 
0005: $572 = 9.9 // floating-point values 
0005: $573 = 428.4 // floating-point values 
0005: $574 = 605.9 // floating-point values 
0005: $575 = 12.2 // floating-point values 
0005: $495 = -865.9 // floating-point values 
0005: $496 = -571.9 // floating-point values 
0005: $497 = 11.0 // floating-point values 
0005: $576 = -1.9 // floating-point values 
0005: $577 = 959.9 // floating-point values 
0005: $578 = 10.9 // floating-point values 
0005: $579 = -640.8 // floating-point values 
0005: $580 = -1491.8 // floating-point values 
0005: $581 = 13.7 // floating-point values 
0005: $582 = -997.1 // floating-point values 
0005: $583 = 189.8 // floating-point values 
0005: $584 = 11.4 // floating-point values 
04AE: $421 = 4 // = constant 
04AE: $432 = 22 // = constant 
04AE: $417 = 9 // = constant 
04AE: $418 = 8 // = constant 
04AE: $419 = 6 // = constant 
04AE: $420 = 7 // = constant 
04AE: $422 = 13 // = constant 
04AE: $423 = 10 // = constant 
04AE: $424 = 15 // = constant 
04AE: $425 = 29 // = constant 
04AE: $426 = 24 // = constant 
04AE: $427 = 11 // = constant 
04AE: $428 = 23 // = constant 
04AE: $429 = 14 // = constant 
04AE: $430 = 17 // = constant 
04AE: $431 = 30 // = constant 
02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458 
0164: disable_marker $223 
02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 
0164: disable_marker $241 
02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 
0164: disable_marker $274 
02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 
0164: disable_marker $287 
02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 
0164: disable_marker $278 
02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 
0164: disable_marker $283 
02A7: $297 = create_icon_marker_and_sphere $431 at -853.0 -302.0 10.0 
0164: disable_marker $297 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
0164: disable_marker $247 
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 
0164: disable_marker $253 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
0164: disable_marker $256 
02A7: $265 = create_icon_marker_and_sphere $425 at $462 $463 $464 
0164: disable_marker $265 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
0164: disable_marker $271 
02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 
0164: disable_marker $234 
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 
0164: disable_marker $243 
02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 
0164: disable_marker $306 
02A7: $228 = create_icon_marker_and_sphere $419 at $459 $460 $461 
0164: disable_marker $228 
0004: $604 = 0 // integer values 
0004: $605 = 0 // integer values 
0004: $607 = 0 // integer values 
0004: $609 = 0 // integer values 
0004: $610 = 0 // integer values 
0004: $612 = 0 // integer values 
0004: $614 = 0 // integer values 
0004: $617 = 0 // integer values 
0004: $618 = 0 // integer values 
0004: $620 = 0 // integer values 
0004: $621 = 0 // integer values 
0004: $623 = 0 // integer values 
0004: $625 = 0 // integer values 
0004: $626 = 0 // integer values 
0004: $628 = 0 // integer values 
0004: $630 = 0 // integer values 
0004: $631 = 0 // integer values 
0004: $633 = 0 // integer values 
0004: $635 = 0 // integer values 
0004: $636 = 0 // integer values 
0004: $639 = 0 // integer values 
0004: $640 = 0 // integer values 
0004: $642 = 0 // integer values 
0004: $644 = 0 // integer values 
0004: $647 = 0 // integer values 
0004: $650 = 0 // integer values 
0004: $653 = 0 // integer values 
0004: $657 = 0 // integer values 
0004: $661 = 0 // integer values 
0004: $665 = 0 // integer values 
0213: $670 = create_pickup #INFO type 3 at 493.5 703.1 12.1 
0213: $671 = create_pickup #INFO type 3 at -108.3 -974.4 10.4 
0213: $672 = create_pickup #INFO type 3 at 508.9 506.8 11.3 
0213: $673 = create_pickup #INFO type 3 at 398.8 -469.7 11.7 
0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup 'PRNT_NO' at $549 $550 $551  // You cannot buy the Print Works at this time, come back later.
0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup 'CAR_NO' at $552 $553 $554  // You cannot buy the Car Showroom at this time, come back later.
0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup 'PORN_NO' at $555 $556 $557  // You cannot buy the Film Studio at this time, come back later.
0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup 'ICE_NO' at $558 $559 $560  // You cannot buy the Ice Cream Factory at this time, come back later.
0517: $678 = create_unavailable_asset_pickup 'TAXI_NO' at $561 $562 $563  // You cannot buy the Taxi Company at this time, come back later.
0517: $679 = create_unavailable_asset_pickup 'BANK_NO' at $564 $565 $566  // You cannot buy The Malibu at this time, come back later.
0517: $680 = create_unavailable_asset_pickup 'BOAT_NO' at $567 $568 $569  // You cannot buy the Boatyard at this time, come back later.
0517: $615 = create_unavailable_asset_pickup 'STRP_NO' at $570 $571 $572  // You cannot buy the Stripclub at this time, come back later.
0518: $662 = create_available_asset_pickup 'NBMN_L' at $573 $574 $575 price $661  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase El Swanko Casa for $~1~
0570: $660 = create_asset_radar_marker_with_icon 25 at $573 $574 $575 
0164: disable_marker $660 
0518: $654 = create_available_asset_pickup 'LNKV_L' at $585 $586 $587 price $653  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Links View Apartment for $~1~
0570: $652 = create_asset_radar_marker_with_icon 25 at $585 $586 $587 
0164: disable_marker $652 
0518: $666 = create_available_asset_pickup 'HYCO_L' at $588 $589 $590 price $665  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Hyman Condo for $~1~
0570: $664 = create_asset_radar_marker_with_icon 25 at $588 $589 $590 
0164: disable_marker $664 
0518: $658 = create_available_asset_pickup 'OCHE_L' at $591 $592 $593 price $657  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Ocean Heights Apartment for $~1~
0570: $656 = create_asset_radar_marker_with_icon 25 at $591 $592 $593 
0164: disable_marker $656 
0518: $651 = create_available_asset_pickup 'WASH_L' at $594 $595 $596 price $650  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 1102 Washington Street for $~1~
0570: $649 = create_asset_radar_marker_with_icon 25 at $594 $595 $596 
0164: disable_marker $649 
0518: $648 = create_available_asset_pickup 'VCPT_L' at $597 $598 $599 price $647  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 3321 Vice Point for $~1~
0570: $646 = create_asset_radar_marker_with_icon 25 at $597 $598 $599 
0164: disable_marker $646 
0518: $645 = create_available_asset_pickup 'SKUM_L' at $600 $601 $602 price $644  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Skumole Shack for $~1~
0570: $643 = create_asset_radar_marker_with_icon 25 at $600 $601 $602 
0164: disable_marker $643 
0219: $681 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626 
0219: $682 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732 
03BB: set_garage $682 door_type_to_swing_open 
0219: $683 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312 
0219: $684 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5 
0219: $685 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2 
0219: $688 = create_garage_type 1 door -1056.05 -469.668 10.053 to -1038.966 -467.675 14.753 depth -1054.074 -486.611 
03BB: set_garage $688 door_type_to_swing_open 
0219: $689 = create_garage_type 23 door -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 depth -834.686 -1515.899 
03DA: set_garage $689 camera_follows_player 
03BB: set_garage $689 door_type_to_swing_open 
0219: $687 = create_garage_type 1 door -966.016 -861.529 5.761 to -966.016 -841.683 11.273 depth -978.454 -861.529 
03DA: set_garage $687 camera_follows_player 
03BB: set_garage $687 door_type_to_swing_open 
0219: $690 = create_garage_type 19 door 449.137 340.002 10.794 to 465.43 326.187 14.7 depth 465.42 340.002 
03BB: set_garage $690 door_type_to_swing_open 
0219: $691 = create_garage_type 4 door -1163.248 -1407.282 10.157 to -1159.338 -1397.813 16.989 depth -1178.292 -1400.939 
0219: $655 = create_garage_type 1 door 303.998 400.718 12.025 to 301.281 410.584 16.044 depth 298.697 402.389 
03DA: set_garage $655 camera_follows_player 
03BB: set_garage $655 door_type_to_swing_open 
057A: set_garage $655 max_cars_to 1 
0219: $667 = create_garage_type 1 door -848.225 1303.119 10.421 to -836.832 1307.033 15.816 depth -853.657 1318.901 
03DA: set_garage $667 camera_follows_player 
057A: set_garage $667 max_cars_to 4 
0219: $668 = create_garage_type 1 door -825.466 1311.499 10.537 to -817.159 1314.355 15.061 depth -828.66 1320.791 
03DA: set_garage $668 camera_follows_player 
057A: set_garage $668 max_cars_to 2 
0219: $669 = create_garage_type 1 door -816.37 1314.69 10.582 to -819.54 1324.01 15.061 depth -808.09 1317.46 
03DA: set_garage $669 camera_follows_player 
057A: set_garage $669 max_cars_to 2 
0219: $659 = create_garage_type 1 door 27.143 -1483.954 9.423 to 21.365 -1490.59 12.994 depth 22.611 -1483.384 
03BB: set_garage $659 door_type_to_swing_open 
03DA: set_garage $659 camera_follows_player 
057A: set_garage $659 max_cars_to 1 
0219: $663 = create_garage_type 1 door 450.136 641.029 10.112 to 457.977 641.029 13.092 depth 450.136 635.726 
03BB: set_garage $663 door_type_to_swing_open 
03DA: set_garage $663 camera_follows_player 
057A: set_garage $663 max_cars_to 1 
0219: $692 = create_garage_type 1 door -981.654 -802.265 6.325 to -981.654 -821.865 10.73 depth -991.127 -802.265 
03BB: set_garage $692 door_type_to_swing_open 
03DA: set_garage $692 camera_follows_player 
057A: set_garage $692 max_cars_to 2 
0219: $693 = create_garage_type 1 door -992.416 -802.265 6.325 to -992.416 -821.865 10.73 depth -1001.889 -802.265 
03BB: set_garage $693 door_type_to_swing_open 
03DA: set_garage $693 camera_follows_player 
057A: set_garage $693 max_cars_to 2 
0219: $694 = create_garage_type 1 door -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 depth -1013.244 -802.265 
03BB: set_garage $694 door_type_to_swing_open 
03DA: set_garage $694 camera_follows_player 
057A: set_garage $694 max_cars_to 2 
0219: $695 = create_garage_type 1 door -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 depth -1024.909 -802.265 
03BB: set_garage $695 door_type_to_swing_open 
03DA: set_garage $695 camera_follows_player 
057A: set_garage $695 max_cars_to 2 
0219: $686 = create_garage_type 1 door -362.12 -550.214 11.722 to -353.12 -550.214 15.16 depth -362.12 -539.484 
03BB: set_garage $686 door_type_to_swing_open 
03DA: set_garage $686 camera_follows_player 
057A: set_garage $686 max_cars_to 2 
02A8: $374 = create_marker 27 at $705 $706 $707 
0164: disable_marker $374 
049C: $722 = scripted_path_file 0 width 90.0 
029B: $714 = init_object #YT_MAIN_BODY at -375.499 -1322.31 9.81124 
029B: $715 = init_object #YT_MAIN_BODY2 at -375.499 -1322.31 9.81124 
029B: $717 = init_object #YT_DOORS14 at -375.499 -1322.31 9.81124 
029B: $718 = init_object #YT_TMP_BOAT at -375.499 -1322.31 9.81124 
029B: $719 = init_object #LODMAIN_BODY at -375.499 -1322.31 9.81124 
01C7: remove_object_from_mission_cleanup_list $714 
01C7: remove_object_from_mission_cleanup_list $715 
01C7: remove_object_from_mission_cleanup_list $717 
01C7: remove_object_from_mission_cleanup_list $718 
01C7: remove_object_from_mission_cleanup_list $719 
049D: attach_scripted_file $722 with_object $714 
049D: attach_scripted_file $722 with_object $715 
049D: attach_scripted_file $722 with_object $717 
049D: attach_scripted_file $722 with_object $718 
049D: attach_scripted_file $722 with_object $719 
049E: set_scripted_file $722 speed_to 0.0 
0001: wait 0 ms 
0001: wait 0 ms 
029B: $721 = init_object #YACHT_CHUNK_KB at $448 $449 $450 
01C7: remove_object_from_mission_cleanup_list $721 
029B: $720 = init_object #YT_GANGPLNK_TMP at $448 $449 $450 
01C7: remove_object_from_mission_cleanup_list $720 
0417: start_mission INTRO // Intro
004F: create_thread @O4X4_1  
004F: create_thread @TAXI_L  
004F: create_thread @FIRE  
004F: create_thread @AMBULA  
004F: create_thread @COP  
004F: create_thread @PIZZ  
004F: create_thread @BMXLOOP  
004F: create_thread @RCHELY1  
004F: create_thread @RC_RACE  
004F: create_thread @RC_PLNE  
004F: create_thread @MULTI  
004F: create_thread @PSAVE1  
004F: create_thread @HELP  
004F: create_thread @HELI1  
004F: create_thread @HELI2  
004F: create_thread @HELI3  
004F: create_thread @HELI4  
004F: create_thread @STADIUM  
004F: create_thread @ARMYBAS  
004F: create_thread @NBMNBUY  
004F: create_thread @LNKVBY  
004F: create_thread @HYCOBY  
004F: create_thread @OCHEBY  
004F: create_thread @WASHBY  
004F: create_thread @SKUMBY  
004F: create_thread @VCPTBY  
00D7: create_thread @HJ without_parameters 
00D7: create_thread @USJ without_parameters 
00D7: create_thread @AMMU without_parameters 
00D7: create_thread @SECURE without_parameters 
00D7: create_thread @INTERIO without_parameters 
00D7: create_thread @IMPORT without_parameters 
00D7: create_thread @CELLFON without_parameters 
00D7: create_thread @BUS without_parameters 
00D7: create_thread @CARGEN without_parameters 
00D7: create_thread @PICKUPS without_parameters 
00D7: create_thread @JUNKFUD without_parameters 
00D7: create_thread @RAMPAGE without_parameters 
00D7: create_thread @SHOPS without_parameters 
00D7: create_thread @AUDIO without_parameters 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_5272 
01B6: set_weather 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MAIN_5221 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MAIN_5221 
0353: refresh_actor $PLAYER_ACTOR 

:MAIN_5221
016A: fade 1 1000 ms 
004F: create_thread @HOT  
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_5263 
04BB: select_interiour 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:MAIN_5263
01B7: release_weather 
0002: jump @MAIN_5272 

:MAIN_5272
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_5555 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MAIN_5391 
00D6: if 
0038:   $62 == 0 // integer values 
004D: jump_if_false @MAIN_5391 
00D6: if and
0038:   $245 == 1 // integer values 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values 
004D: jump_if_false @MAIN_5391 
004F: create_thread @SER3  
0164: disable_marker $243 
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 
0004: $62 = 1 // integer values 

:MAIN_5391
00D6: if 
0022:   100.0 > $102 // floating-point values 
004D: jump_if_false @MAIN_5424 
058C: $102 = percentage_completed 
0002: jump @MAIN_5526 

:MAIN_5424
00D6: if 
0038:   $91 == 0 // integer values 
004D: jump_if_false @MAIN_5526 
055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3 
03E5: text_box 'CUNTY'  // New clothes delivered to the Vercetti Estate!
055E: set_player $PLAYER_CHAR max_health += 50 
055F: set_player $PLAYER_CHAR max_armour += 50 
035E: set_player $PLAYER_CHAR armour_to 200 
0222: set_player $PLAYER_CHAR health_to 200 
0001: wait 5000 ms 
03E5: text_box 'HELP61'  // You now have limitless ammo and double health on all vehicles.
0004: $91 = 1 // integer values 

:MAIN_5526
00D6: if 
0038:   $1531 == 15 // integer values 
004D: jump_if_false @MAIN_5555 
030C: progress_made += 1 
0004: $1531 = -1 // integer values 

:MAIN_5555
0002: jump @MAIN_5272 

:HOT
03A4: name_thread 'HOT' 

:HOT_10
0001: wait 0 ms 
00D6: if 
0038:   $222 == 1 // integer values 
004D: jump_if_false @HOT_34 
004E: end_thread 

:HOT_34
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOT_355 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $453 $454 $455 radius 1.4 1.8 1.5 
004D: jump_if_false @HOT_355 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HOT_355 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HOT_355 
02A3: enable_widescreen 1 
015F: set_camera_position 219.726 -1282.485 12.53 0.0 rotation 0.0 0.0 
0160: point_camera 218.872 -1282.988 12.392 switchstyle 2 
0171: set_player $PLAYER_CHAR z_angle_to 100.0 
0211: actor $PLAYER_ACTOR walk_to 204.3 -1288.7 
0006: 16@ = 0 // integer values 

:HOT_213
00D6: if 
8019:   not  16@ > 1000 // integer values 
004D: jump_if_false @HOT_322 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOT_315 
00D6: if 
00F6:   player $PLAYER_CHAR 0 204.2 -1287.8 14.4 radius 2.0 2.0 2.0 
004D: jump_if_false @HOT_315 
0211: actor $PLAYER_ACTOR walk_to 203.0 -1294.5 

:HOT_315
0002: jump @HOT_213 

:HOT_322
0050: gosub @HELP_2883 
00BA: text_styled 'INT_B' 15000 ms 2  // An Old Friend
0050: gosub @HELP_2932 
0417: start_mission HOTEL // An Old Friend

:HOT_355
0002: jump @HOT_10 

:LAW1
03A4: name_thread 'LAW1' 

:LAW1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_LAW1_THE_PARTY == 1 // integer values 
004D: jump_if_false @LAW1_35 
004E: end_thread 

:LAW1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LAW1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
004D: jump_if_false @LAW1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @LAW1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @LAW1_167 
0050: gosub @HELP_2979 
0050: gosub @HELP_2883 
00BA: text_styled 'LAW_1' 15000 ms 2  // The Party
0050: gosub @HELP_2932 
0417: start_mission LAWYER1 // The Party

:LAW1_167
0002: jump @LAW1_10 

:LAW2
03A4: name_thread 'LAW2' 

:LAW2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // integer values 
004D: jump_if_false @LAW2_35 
004E: end_thread 

:LAW2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LAW2_179 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
004D: jump_if_false @LAW2_179 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @LAW2_179 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @LAW2_179 
0004: $ONMISSION = 1 // integer values 
03EF: player $PLAYER_CHAR make_safe 
0050: gosub @HELP_2979 
0050: gosub @HELP_2883 
00BA: text_styled 'LAW_2' 15000 ms 2  // Back Alley Brawl
0050: gosub @HELP_2932 
0417: start_mission LAWYER2 // Back Alley Brawl

:LAW2_179
0002: jump @LAW2_10 

:LAW3
03A4: name_thread 'LAW3' 

:LAW3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_LAW3_JURY_FURY == 1 // integer values 
004D: jump_if_false @LAW3_35 
004E: end_thread 

:LAW3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LAW3_179 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
004D: jump_if_false @LAW3_179 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @LAW3_179 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @LAW3_179 
0004: $ONMISSION = 1 // integer values 
03EF: player $PLAYER_CHAR make_safe 
0050: gosub @HELP_2979 
0050: gosub @HELP_2883 
00BA: text_styled 'LAW_3' 15000 ms 2  // Jury Fury
0050: gosub @HELP_2932 
0417: start_mission LAWYER3 // Jury Fury

:LAW3_179
0002: jump @LAW3_10 

:LAW4
03A4: name_thread 'LAW4' 

:LAW4_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_LAW4_RIOT == 1 // integer values 
004D: jump_if_false @LAW4_35 
004E: end_thread 

:LAW4_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LAW4_179 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
004D: jump_if_false @LAW4_179 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @LAW4_179 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @LAW4_179 
0004: $ONMISSION = 1 // integer values 
03EF: player $PLAYER_CHAR make_safe 
0050: gosub @HELP_2979 
0050: gosub @HELP_2883 
00BA: text_styled 'LAW_4' 15000 ms 2  // Riot
0050: gosub @HELP_2932 
0417: start_mission LAWYER4 // Riot

:LAW4_179
0002: jump @LAW4_10 

:GEN1
03A4: name_thread 'GEN1' 

:GEN1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COL1_TREACHEROUS_SWINE == 1 // integer values 
004D: jump_if_false @GEN1_35 
004E: end_thread 

:GEN1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GEN1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
004D: jump_if_false @GEN1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GEN1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GEN1_167 
0050: gosub @HELP_3202 
0050: gosub @HELP_2883 
00BA: text_styled 'COL_1' 15000 ms 2  // Treacherous Swine
0050: gosub @HELP_2932 
0417: start_mission GENERL1 // Treacherous Swine

:GEN1_167
0002: jump @GEN1_10 

:GEN2
03A4: name_thread 'GEN2' 

:GEN2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COL2_MALL_SHOOTOUT == 1 // integer values 
004D: jump_if_false @GEN2_35 
004E: end_thread 

:GEN2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GEN2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
004D: jump_if_false @GEN2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GEN2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GEN2_167 
0050: gosub @HELP_3202 
0050: gosub @HELP_2883 
00BA: text_styled 'COL_2' 15000 ms 2  // Mall Shootout
0050: gosub @HELP_2932 
0417: start_mission COL2 // Mall Shootout

:GEN2_167
0002: jump @GEN2_10 

:GEN3
03A4: name_thread 'GEN3' 

:GEN3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COL3_GUARDIAN_ANGELS == 1 // integer values 
004D: jump_if_false @GEN3_35 
004E: end_thread 

:GEN3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GEN3_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
004D: jump_if_false @GEN3_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GEN3_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GEN3_167 
0050: gosub @HELP_3202 
0050: gosub @HELP_2883 
00BA: text_styled 'COL_3' 15000 ms 2  // Guardian Angels
0050: gosub @HELP_2932 
0417: start_mission GENERL3 // Guardian Angels

:GEN3_167
0002: jump @GEN3_10 

:GEN4
03A4: name_thread 'GEN4' 

:GEN4_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COL4_SIR_YES_SIR == 1 // integer values 
004D: jump_if_false @GEN4_35 
004E: end_thread 

:GEN4_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GEN4_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
004D: jump_if_false @GEN4_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GEN4_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GEN4_167 
0050: gosub @HELP_3202 
0050: gosub @HELP_2883 
00BA: text_styled 'COL_4' 15000 ms 2  // Sir, Yes Sir!
0050: gosub @HELP_2932 
0417: start_mission COL_4 // Sir, Yes Sir!

:GEN4_167
0002: jump @GEN4_10 

:GEN5
03A4: name_thread 'GEN5' 

:GEN5_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values 
004D: jump_if_false @GEN5_35 
004E: end_thread 

:GEN5_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GEN5_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
004D: jump_if_false @GEN5_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GEN5_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GEN5_167 
0050: gosub @HELP_3202 
0050: gosub @HELP_2883 
00BA: text_styled 'COL_5' 15000 ms 2  // All Hands On Deck!
0050: gosub @HELP_2932 
0417: start_mission COL_5 // All Hands On Deck!

:GEN5_167
0002: jump @GEN5_10 

:BAR1
03A4: name_thread 'BAR1' 

:BAR1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COK1_THE_CHASE == 1 // integer values 
004D: jump_if_false @BAR1_35 
004E: end_thread 

:BAR1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
004D: jump_if_false @BAR1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BAR1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BAR1_167 
0050: gosub @HELP_3133 
0050: gosub @HELP_2883 
00BA: text_styled 'COK_1' 15000 ms 2  // The Chase
0050: gosub @HELP_2932 
0417: start_mission BARON1 // The Chase

:BAR1_167
0002: jump @BAR1_10 

:BAR2
03A4: name_thread 'BAR2' 

:BAR2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values 
004D: jump_if_false @BAR2_35 
004E: end_thread 

:BAR2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
004D: jump_if_false @BAR2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BAR2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BAR2_167 
0050: gosub @HELP_3133 
0050: gosub @HELP_2883 
00BA: text_styled 'COK_2' 15000 ms 2  // Phnom Penh '86
0050: gosub @HELP_2932 
0417: start_mission BARON2 // Phnom Penh '86

:BAR2_167
0002: jump @BAR2_10 

:BAR3
03A4: name_thread 'BAR3' 

:BAR3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COK3_THE_FASTEST_BOAT == 1 // integer values 
004D: jump_if_false @BAR3_35 
004E: end_thread 

:BAR3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR3_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
004D: jump_if_false @BAR3_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BAR3_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BAR3_167 
0050: gosub @HELP_3133 
0050: gosub @HELP_2883 
00BA: text_styled 'COK_3' 15000 ms 2  // The Fastest Boat
0050: gosub @HELP_2932 
0417: start_mission BARON3 // The Fastest Boat

:BAR3_167
0002: jump @BAR3_10 

:BAR4
03A4: name_thread 'BAR4' 

:BAR4_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values 
004D: jump_if_false @BAR4_35 
004E: end_thread 

:BAR4_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR4_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
004D: jump_if_false @BAR4_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BAR4_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BAR4_167 
0050: gosub @HELP_3133 
0050: gosub @HELP_2883 
00BA: text_styled 'COK_4' 15000 ms 2  // Supply & Demand
0050: gosub @HELP_2932 
0417: start_mission BARON4 // Supply & Demand

:BAR4_167
0002: jump @BAR4_10 

:BAR5
03A4: name_thread 'BAR5' 

:BAR5_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 1 // integer values 
004D: jump_if_false @BAR5_35 
004E: end_thread 

:BAR5_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR5_180 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $510 $511 $512 radius 2.0 2.0 2.0 
004D: jump_if_false @BAR5_180 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BAR5_180 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BAR5_180 
0004: $ONMISSION = 1 // integer values 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'ASS_1' 15000 ms 2  // Rub Out
0050: gosub @HELP_2932 
0417: start_mission BARON5 // Rub Out

:BAR5_180
0002: jump @BAR5_10 

:KEN1
03A4: name_thread 'KEN1' 

:KEN1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_KENT1_DEATH_ROW == 1 // integer values 
004D: jump_if_false @KEN1_35 
004E: end_thread 

:KEN1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEN1_173 
00D6: if 
00F6:   player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 2.5 2.5 2.5 
004D: jump_if_false @KEN1_173 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @KEN1_173 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @KEN1_173 
0050: gosub @HELP_3370 
0050: gosub @HELP_2883 
00BA: text_styled 'KENT_1' 15000 ms 2  // Death Row
0050: gosub @HELP_2932 
0417: start_mission KENT1 // Death Row

:KEN1_173
0002: jump @KEN1_10 

:SER1
03A4: name_thread 'SER1' 

:SER1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_TEX1_FOUR_IRON == 1 // integer values 
004D: jump_if_false @SER1_35 
004E: end_thread 

:SER1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SER1_160 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 
004D: jump_if_false @SER1_160 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SER1_160 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SER1_160 
0050: gosub @HELP_2883 
00BA: text_styled 'TEX_1' 15000 ms 2  // Four Iron
0050: gosub @HELP_2932 
0417: start_mission SERG1 // Four Iron

:SER1_160
0002: jump @SER1_10 

:SER2
03A4: name_thread 'SER2' 

:SER2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $245 == 1 // integer values 
004D: jump_if_false @SER2_35 
004E: end_thread 

:SER2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SER2_160 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 
004D: jump_if_false @SER2_160 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SER2_160 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SER2_160 
0050: gosub @HELP_2883 
00BA: text_styled 'TEX_3' 15000 ms 2  // Demolition Man
0050: gosub @HELP_2932 
0417: start_mission SERG3 // Demolition Man

:SER2_160
0002: jump @SER2_10 

:SER3
03A4: name_thread 'SER3' 

:SER3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $246 == 1 // integer values 
004D: jump_if_false @SER3_35 
004E: end_thread 

:SER3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SER3_160 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 
004D: jump_if_false @SER3_160 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SER3_160 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SER3_160 
0050: gosub @HELP_2883 
00BA: text_styled 'TEX_2' 15000 ms 2  // Two Bit Hit
0050: gosub @HELP_2932 
0417: start_mission SERG2 // Two Bit Hit

:SER3_160
0002: jump @SER3_10 

:BANK1
03A4: name_thread 'BANK1' 

:BANK1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $248 == 1 // integer values 
004D: jump_if_false @BANK1_35 
004E: end_thread 

:BANK1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANK1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
004D: jump_if_false @BANK1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BANK1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BANK1_167 
0050: gosub @HELP_3459 
0050: gosub @HELP_2883 
00BA: text_styled 'BANK_1' 15000 ms 2  // No Escape?
0050: gosub @HELP_2932 
0417: start_mission BANKJO1 // No Escape?

:BANK1_167
0002: jump @BANK1_10 

:BANK2
03A4: name_thread 'BANK2' 

:BANK2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $249 == 1 // integer values 
004D: jump_if_false @BANK2_35 
004E: end_thread 

:BANK2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANK2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
004D: jump_if_false @BANK2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BANK2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BANK2_167 
0050: gosub @HELP_3459 
0050: gosub @HELP_2883 
00BA: text_styled 'BANK_2' 15000 ms 2  // The Shootist
0050: gosub @HELP_2932 
0417: start_mission BANKJO2 // The Shootist

:BANK2_167
0002: jump @BANK2_10 

:BANK3
03A4: name_thread 'BANK3' 

:BANK3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $250 == 1 // integer values 
004D: jump_if_false @BANK3_35 
004E: end_thread 

:BANK3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANK3_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
004D: jump_if_false @BANK3_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BANK3_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BANK3_167 
0050: gosub @HELP_3459 
0050: gosub @HELP_2883 
00BA: text_styled 'BANK_3' 15000 ms 2  // The Driver
0050: gosub @HELP_2932 
0417: start_mission BANKJO3 // The Driver

:BANK3_167
0002: jump @BANK3_10 

:BANK4
03A4: name_thread 'BANK4' 

:BANK4_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $251 == 1 // integer values 
004D: jump_if_false @BANK4_35 
004E: end_thread 

:BANK4_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANK4_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
004D: jump_if_false @BANK4_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BANK4_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BANK4_167 
0050: gosub @HELP_3459 
0050: gosub @HELP_2883 
00BA: text_styled 'BANK_4' 15000 ms 2  // The Job
0050: gosub @HELP_2932 
0417: start_mission BANKJO4 // The Job

:BANK4_167
0002: jump @BANK4_10 

:AMBBANK
03A4: name_thread 'AMBBANK' 
0006: 0@ = 0 // integer values 

:AMBBANK_17
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $985 == 1 // integer values 
004D: jump_if_false @AMBBANK_280 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMBBANK_273 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @AMBBANK_273 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0 
004D: jump_if_false @AMBBANK_273 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0 
02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0 
02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2 
02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2 
02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2 
018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816 
0006: 0@ = 1 // integer values 

:AMBBANK_273
0002: jump @AMBBANK_335 

:AMBBANK_280
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @AMBBANK_335 
018E: stop_sound 6@ 
0215: destroy_pickup 1@ 
0215: destroy_pickup 2@ 
0215: destroy_pickup 3@ 
0215: destroy_pickup 4@ 
0215: destroy_pickup 5@ 
0006: 0@ = 0 // integer values 

:AMBBANK_335
0002: jump @AMBBANK_17 

:PHI1
03A4: name_thread 'PHI1' 

:PHI1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $254 == 1 // integer values 
004D: jump_if_false @PHI1_35 
004E: end_thread 

:PHI1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PHI1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 
004D: jump_if_false @PHI1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PHI1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PHI1_167 
0050: gosub @HELP_3538 
0050: gosub @HELP_2883 
00BA: text_styled 'PHIL_1' 15000 ms 2  // Gun Runner
0050: gosub @HELP_2932 
0417: start_mission PHIL1 // Gun Runner

:PHI1_167
0002: jump @PHI1_10 

:PHI2
03A4: name_thread 'PHI2' 

:PHI2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $255 == 1 // integer values 
004D: jump_if_false @PHI2_35 
004E: end_thread 

:PHI2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PHI2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 
004D: jump_if_false @PHI2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PHI2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PHI2_167 
0050: gosub @HELP_3538 
0050: gosub @HELP_2883 
00BA: text_styled 'PHIL_2' 15000 ms 2  // Boomshine Saigon
0050: gosub @HELP_2932 
0417: start_mission PHIL2 // Boomshine Saigon

:PHI2_167
0002: jump @PHI2_10 

:PORN1
03A4: name_thread 'PORN1' 

:PORN1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $257 == 1 // integer values 
004D: jump_if_false @PORN1_35 
004E: end_thread 

:PORN1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PORN1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
004D: jump_if_false @PORN1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PORN1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PORN1_167 
0050: gosub @HELP_3286 
0050: gosub @HELP_2883 
00BA: text_styled 'PORN_1' 15000 ms 2  // Recruitment Drive
0050: gosub @HELP_2932 
0417: start_mission PORNO1 // Recruitment Drive

:PORN1_167
0002: jump @PORN1_10 

:PORN2
03A4: name_thread 'PORN2' 

:PORN2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $258 == 1 // integer values 
004D: jump_if_false @PORN2_35 
004E: end_thread 

:PORN2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PORN2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
004D: jump_if_false @PORN2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PORN2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PORN2_167 
0050: gosub @HELP_3286 
0050: gosub @HELP_2883 
00BA: text_styled 'PORN_2' 15000 ms 2  // Dildo Dodo
0050: gosub @HELP_2932 
0417: start_mission PORNO2 // Dildo Dodo

:PORN2_167
0002: jump @PORN2_10 

:PORN3
03A4: name_thread 'PORN3' 

:PORN3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $259 == 1 // integer values 
004D: jump_if_false @PORN3_35 
004E: end_thread 

:PORN3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PORN3_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
004D: jump_if_false @PORN3_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PORN3_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PORN3_167 
0050: gosub @HELP_3286 
0050: gosub @HELP_2883 
00BA: text_styled 'PORN_3' 15000 ms 2  // Martha's Mug Shot
0050: gosub @HELP_2932 
0417: start_mission PORNO3 // Martha's Mug Shot

:PORN3_167
0002: jump @PORN3_10 

:PORN4
03A4: name_thread 'PORN4' 

:PORN4_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $260 == 1 // integer values 
004D: jump_if_false @PORN4_35 
004E: end_thread 

:PORN4_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PORN4_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
004D: jump_if_false @PORN4_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PORN4_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PORN4_167 
0050: gosub @HELP_3286 
0050: gosub @HELP_2883 
00BA: text_styled 'PORN_4' 15000 ms 2  // G-spotlight
0050: gosub @HELP_2932 
0417: start_mission PORNO4 // G-spotlight

:PORN4_167
0002: jump @PORN4_10 

:PRO1
03A4: name_thread 'PRO1' 

:PRO1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $266 == 1 // integer values 
004D: jump_if_false @PRO1_35 
004E: end_thread 

:PRO1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PRO1_166 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 
004D: jump_if_false @PRO1_166 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PRO1_166 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PRO1_166 
0050: gosub @HELP_2883 
00BA: text_styled 'BUD_1' 15000 ms 2  // Shakedown
0050: gosub @HELP_2932 
0417: start_mission PROTEC1 // Shakedown

:PRO1_166
0002: jump @PRO1_10 

:PRO2
03A4: name_thread 'PRO2' 

:PRO2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $267 == 1 // integer values 
004D: jump_if_false @PRO2_35 
004E: end_thread 

:PRO2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PRO2_166 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -397.4 -561.3 18.7 radius 1.5 2.0 2.0 
004D: jump_if_false @PRO2_166 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PRO2_166 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PRO2_166 
0050: gosub @HELP_2883 
00BA: text_styled 'BUD_2' 15000 ms 2  // Bar Brawl
0050: gosub @HELP_2932 
0417: start_mission PROTEC2 // Bar Brawl

:PRO2_166
0002: jump @PRO2_10 

:PRO3
03A4: name_thread 'PRO3' 

:PRO3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $268 == 1 // integer values 
004D: jump_if_false @PRO3_35 
004E: end_thread 

:PRO3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PRO3_166 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -348.5 -541.8 16.4 radius 1.5 2.0 2.0 
004D: jump_if_false @PRO3_166 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PRO3_166 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PRO3_166 
0050: gosub @HELP_2883 
00BA: text_styled 'BUD_3' 15000 ms 2  // Cop Land
0050: gosub @HELP_2932 
0417: start_mission PROTEC3 // Cop Land

:PRO3_166
0002: jump @PRO3_10 

:COU1
03A4: name_thread 'COU1' 

:COU1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $272 == 1 // integer values 
004D: jump_if_false @COU1_35 
004E: end_thread 

:COU1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COU1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 
004D: jump_if_false @COU1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COU1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @COU1_167 
0050: gosub @HELP_3622 
0050: gosub @HELP_2883 
00BA: text_styled 'CNT_1' 15000 ms 2  // Spilling the Beans
0050: gosub @HELP_2932 
0417: start_mission COUNT1 // Spilling the Beans

:COU1_167
0002: jump @COU1_10 

:COU2
03A4: name_thread 'COU2' 

:COU2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $273 == 1 // integer values 
004D: jump_if_false @COU2_35 
004E: end_thread 

:COU2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COU2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 
004D: jump_if_false @COU2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COU2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @COU2_167 
0050: gosub @HELP_3622 
0050: gosub @HELP_2883 
00BA: text_styled 'CNT_2' 15000 ms 2  // Hit the Courier
0050: gosub @HELP_2932 
0417: start_mission COUNT2 // Hit the Courier

:COU2_167
0002: jump @COU2_10 

:COUBUY
03A4: name_thread 'COUBUY' 

:COUBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COUBUY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COUBUY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @COUBUY_87 
00D6: if 
0214:   pickup $PRINT_WORKS_ASSET picked_up 
004D: jump_if_false @COUBUY_87 
0417: start_mission BUYPRO1 // Printworks Buy
004E: end_thread 

:COUBUY_87
0002: jump @COUBUY_10 

:CARBUY
03A4: name_thread 'CARBUY' 

:CARBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARBUY_133 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CARBUY_133 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CARBUY_133 
00D6: if 
0214:   pickup $CAR_SHOWROOM_ASSET picked_up 
004D: jump_if_false @CARBUY_133 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
03AF: set_streaming 0 
00BA: text_styled 'SUNSHIN' 6000 ms 2  // Sunshine Autos
0050: gosub @HELP_2932 
0417: start_mission CARBUY1 // Sunshine Autos
004E: end_thread 

:CARBUY_133
0002: jump @CARBUY_10 

:PORNBUY
03A4: name_thread 'PORNBUY' 

:PORNBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PORNBUY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PORNBUY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PORNBUY_87 
00D6: if 
0214:   pickup $FILM_STUDIO_ASSET picked_up 
004D: jump_if_false @PORNBUY_87 
0417: start_mission BUYPRO2 // Interglobal Films Buy
004E: end_thread 

:PORNBUY_87
0002: jump @PORNBUY_10 

:ICEBUY
03A4: name_thread 'ICEBUY' 

:ICEBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ICEBUY_141 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ICEBUY_141 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ICEBUY_141 
00D6: if 
0214:   pickup $ICE_CREAM_FACTORY_ASSET picked_up 
004D: jump_if_false @ICEBUY_141 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
03AF: set_streaming 0 
00BA: text_styled 'CHERRYP' 6000 ms 2  // Cherry Popper Icecreams
0050: gosub @HELP_2932 
004F: create_thread @ICE1  
0417: start_mission ICECUT // Cherry Popper Icecreams Buy
004E: end_thread 

:ICEBUY_141
0002: jump @ICEBUY_10 

:TAXIBUY
03A4: name_thread 'TAXIBUY' 

:TAXIBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIBUY_141 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TAXIBUY_141 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TAXIBUY_141 
00D6: if 
0214:   pickup $678 picked_up 
004D: jump_if_false @TAXIBUY_141 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
03AF: set_streaming 0 
00BA: text_styled 'KAUFCAB' 6000 ms 2  // Kaufman Cabs
0050: gosub @HELP_2932 
004F: create_thread @TWAR1  
0417: start_mission TAXCUT // Kaufman Cabs Buy
004E: end_thread 

:TAXIBUY_141
0002: jump @TAXIBUY_10 

:BANKBUY
03A4: name_thread 'BANKBUY' 

:BANKBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANKBUY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BANKBUY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BANKBUY_87 
00D6: if 
0214:   pickup $679 picked_up 
004D: jump_if_false @BANKBUY_87 
0417: start_mission BUYPRO3 // Malibu Club Buy
004E: end_thread 

:BANKBUY_87
0002: jump @BANKBUY_10 

:BOATBUY
03A4: name_thread 'BOATBUY' 

:BOATBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BOATBUY_133 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BOATBUY_133 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BOATBUY_133 
00D6: if 
0214:   pickup $680 picked_up 
004D: jump_if_false @BOATBUY_133 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
03AF: set_streaming 0 
00BA: text_styled 'BOATYAR' 6000 ms 2  // The Boatyard
0050: gosub @HELP_2932 
0417: start_mission BOATBY // The Boatyard Buy
004E: end_thread 

:BOATBUY_133
0002: jump @BOATBUY_10 

:STRPBUY
03A4: name_thread 'STRPBUY' 

:STRPBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRPBUY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @STRPBUY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @STRPBUY_87 
00D6: if 
0214:   pickup $615 picked_up 
004D: jump_if_false @STRPBUY_87 
0417: start_mission BUYPRO4 // Pole Position Club Buy
004E: end_thread 

:STRPBUY_87
0002: jump @STRPBUY_10 

:NBMNBUY
03A4: name_thread 'NBMNBUY' 

:NBMNBUY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @NBMNBUY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @NBMNBUY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @NBMNBUY_87 
00D6: if 
0214:   pickup $662 picked_up 
004D: jump_if_false @NBMNBUY_87 
0417: start_mission BUYPRO5 // El Swanko Casa Buy
004E: end_thread 

:NBMNBUY_87
0002: jump @NBMNBUY_10 

:LNKVBY
03A4: name_thread 'LNKVBY' 

:LNKVBY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LNKVBY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @LNKVBY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @LNKVBY_87 
00D6: if 
0214:   pickup $654 picked_up 
004D: jump_if_false @LNKVBY_87 
0417: start_mission LNKVBUY // Links View Apartment Buy
004E: end_thread 

:LNKVBY_87
0002: jump @LNKVBY_10 

:HYCOBY
03A4: name_thread 'HYCOBY' 

:HYCOBY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HYCOBY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HYCOBY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HYCOBY_87 
00D6: if 
0214:   pickup $666 picked_up 
004D: jump_if_false @HYCOBY_87 
0417: start_mission HYCOBUY // Hyman Condo Buy
004E: end_thread 

:HYCOBY_87
0002: jump @HYCOBY_10 

:OCHEBY
03A4: name_thread 'OCHEBY' 

:OCHEBY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OCHEBY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @OCHEBY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @OCHEBY_87 
00D6: if 
0214:   pickup $658 picked_up 
004D: jump_if_false @OCHEBY_87 
0417: start_mission OCHEBUY // Ocean Heighs Aprt. Buy
004E: end_thread 

:OCHEBY_87
0002: jump @OCHEBY_10 

:WASHBY
03A4: name_thread 'WASHBY' 

:WASHBY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WASHBY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @WASHBY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @WASHBY_87 
00D6: if 
0214:   pickup $651 picked_up 
004D: jump_if_false @WASHBY_87 
0417: start_mission WASHBUY // 1102 Washington Street Buy
004E: end_thread 

:WASHBY_87
0002: jump @WASHBY_10 

:VCPTBY
03A4: name_thread 'VCPTBY' 

:VCPTBY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCPTBY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @VCPTBY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @VCPTBY_87 
00D6: if 
0214:   pickup $648 picked_up 
004D: jump_if_false @VCPTBY_87 
0417: start_mission VCPTBUY // Vice Point Buy
004E: end_thread 

:VCPTBY_87
0002: jump @VCPTBY_10 

:SKUMBY
03A4: name_thread 'SKUMBY' 

:SKUMBY_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SKUMBY_87 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SKUMBY_87 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SKUMBY_87 
00D6: if 
0214:   pickup $645 picked_up 
004D: jump_if_false @SKUMBY_87 
0417: start_mission SKUMBUY // Skumole Shack Buy
004E: end_thread 

:SKUMBY_87
0002: jump @SKUMBY_10 

:FIN1
03A4: name_thread 'FIN1' 

:FIN1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $269 == 1 // integer values 
004D: jump_if_false @FIN1_35 
004E: end_thread 

:FIN1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FIN1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 
004D: jump_if_false @FIN1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FIN1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @FIN1_167 
0050: gosub @HELP_3622 
0050: gosub @HELP_2883 
00BA: text_styled 'CAP_1' 15000 ms 2  // Cap the Collector
0050: gosub @HELP_2932 
0417: start_mission CAP_1 // Cap the Collector

:FIN1_167
0002: jump @FIN1_10 

:FIN2
03A4: name_thread 'FIN2' 

:FIN2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $270 == 1 // integer values 
004D: jump_if_false @FIN2_35 
004E: end_thread 

:FIN2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FIN2_241 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 
004D: jump_if_false @FIN2_234 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FIN2_227 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @FIN2_227 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @FIN2_192 
0050: gosub @HELP_2883 
00BA: text_styled 'FIN_1' 15000 ms 2  // Keep your Friends Close...
0050: gosub @HELP_2932 
0417: start_mission FIN_1 // Keep your Friends Close...
0002: jump @FIN2_227 

:FIN2_192
00D6: if 
0038:   $452 == 0 // integer values 
004D: jump_if_false @FIN2_227 
03E5: text_box 'FIN_B6'  // You do not have enough money to start this mission.
0004: $452 = 1 // integer values 

:FIN2_227
0002: jump @FIN2_241 

:FIN2_234
0004: $452 = 0 // integer values 

:FIN2_241
0002: jump @FIN2_10 

:GANGMEM
03A4: name_thread 'GANGMEM' 
0004: $724 = -1 // integer values 
0006: 0@ = -1 // integer values 
0006: 1@ = -1 // integer values 
0006: 7@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 9@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0005: $725 = 0.0 // floating-point values 

:GANGMEM_83
0001: wait $DEFAULT_WAIT_TIME ms 
058C: $725 = percentage_completed 

:GANGMEM_93
00D6: if 
0042:   $725 == 100.0 // floating-point values 
004D: jump_if_false @GANGMEM_478 
0001: wait 100 ms 
0084: $723 = $724 // integer values and handles 
0085: 2@ = 3@ // integer values and handles 
0085: 6@ = 7@ // integer values and handles 
0007: 10@ = -403.7998 // floating-point values 
0007: 11@ = -558.5297 // floating-point values 
0007: 12@ = 17.9388 // floating-point values 
0007: 13@ = 170.5255 // floating-point values 
0007: 14@ = -403.7675 // floating-point values 
0007: 15@ = -559.4329 // floating-point values 
0050: gosub @GANGMEM_485 
0084: $724 = $723 // integer values and handles 
0085: 3@ = 2@ // integer values and handles 
0085: 7@ = 6@ // integer values and handles 
0001: wait 100 ms 
008A: $723 = 0@ // integer values and handles 
0085: 2@ = 4@ // integer values and handles 
0085: 6@ = 8@ // integer values and handles 
0007: 10@ = -401.1314 // floating-point values 
0007: 11@ = -565.7331 // floating-point values 
0007: 12@ = 18.5404 // floating-point values 
0007: 13@ = 100.8949 // floating-point values 
0007: 14@ = -402.1638 // floating-point values 
0007: 15@ = -565.7678 // floating-point values 
0050: gosub @GANGMEM_485 
008B: 0@ = $723 // integer values and handles 
0085: 4@ = 2@ // integer values and handles 
0085: 8@ = 6@ // integer values and handles 
0001: wait 100 ms 
008A: $723 = 1@ // integer values and handles 
0085: 2@ = 5@ // integer values and handles 
0085: 6@ = 9@ // integer values and handles 
0007: 10@ = -404.3082 // floating-point values 
0007: 11@ = -561.7204 // floating-point values 
0007: 12@ = 17.9388 // floating-point values 
0007: 13@ = 7.0257 // floating-point values 
0007: 14@ = -404.3812 // floating-point values 
0007: 15@ = -561.1186 // floating-point values 
0050: gosub @GANGMEM_485 
008B: 1@ = $723 // integer values and handles 
0085: 5@ = 2@ // integer values and handles 
0085: 9@ = 6@ // integer values and handles 
0002: jump @GANGMEM_93 

:GANGMEM_478
0002: jump @GANGMEM_83 

:GANGMEM_485
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @GANGMEM_1107 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GANGMEM_1093 
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GANG1' 
004D: jump_if_false @GANGMEM_789 
00D6: if 
010A:   player $PLAYER_CHAR money > 6000 
004D: jump_if_false @GANGMEM_782 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @GANGMEM_782 
00D6: if 
0248:   model #PGA available 
004D: jump_if_false @GANGMEM_782 
00D6: if 
0248:   model #UZI available 
004D: jump_if_false @GANGMEM_782 
00D6: if 
80C2:   not sphere_onscreen 10@ 11@ 12@ 1.0 
004D: jump_if_false @GANGMEM_782 
009A: $723 = create_actor_pedtype 4 model #PGA at 10@ 11@ 12@ 
0173: set_actor $723 z_angle_to 13@ 
04F5: unknown_actor $723 kiss_player $PLAYER_CHAR on 1 
0243: set_actor $723 ped_stats_to 16 
01ED: clear_actor $723 threat_search 
0568: set_actor $723 untargetable 1 
01B2: give_actor $723 weapon 23 ammo 9999 // Load the weapon model before using this 
0372: set_actor $723 anim 24 wait_state_time 60000000 ms 
01C5: remove_actor_from_mission_cleanup_list $723 
0319: set_actor $723 running 1 
0223: set_actor $723 health_to 250 
02E2: set_actor $723 weapon_accuracy_to 80 
054A: set_actor $723 can_be_shot_in_a_car 0 
0446: set_actor $723 dismemberment_possible 0 
03BC: 6@ = create_sphere 14@ 15@ 12@ 0.75 
0006: 2@ = 1 // integer values 

:GANGMEM_782
0002: jump @GANGMEM_824 

:GANGMEM_789
00D6: if 
001B:   2 > 2@ // integer values 
004D: jump_if_false @GANGMEM_824 
01C2: remove_references_to_actor $723 // Like turning an actor into a random pedestrian 
0006: 2@ = 0 // integer values 
03BD: destroy_sphere 6@ 

:GANGMEM_824
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @GANGMEM_966 
00D6: if 
8118:   not actor $723 dead 
004D: jump_if_false @GANGMEM_959 
00D6: if 
00F5:   player $PLAYER_CHAR 0 14@ 15@ 12@ radius 1.0 1.0 2.0 
004D: jump_if_false @GANGMEM_952 
00D6: if 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false @GANGMEM_927 
0109: player $PLAYER_CHAR money += -2000 

:GANGMEM_927
01DF: tie_actor $723 to_player $PLAYER_CHAR 
053D:  $723 
03BD: destroy_sphere 6@ 
0006: 2@ = 2 // integer values 

:GANGMEM_952
0002: jump @GANGMEM_966 

:GANGMEM_959
0050: gosub @GANGMEM_1116 

:GANGMEM_966
00D6: if 
0039:   2@ == 2 // integer values 
004D: jump_if_false @GANGMEM_1086 
00D6: if 
8118:   not actor $723 dead 
004D: jump_if_false @GANGMEM_1079 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $723 radius 100.0 100.0 
004D: jump_if_false @GANGMEM_1065 
00D6: if 
8320:   not actor $723 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @GANGMEM_1058 
01DF: tie_actor $723 to_player $PLAYER_CHAR 

:GANGMEM_1058
0002: jump @GANGMEM_1072 

:GANGMEM_1065
0050: gosub @GANGMEM_1116 

:GANGMEM_1072
0002: jump @GANGMEM_1086 

:GANGMEM_1079
0050: gosub @GANGMEM_1116 

:GANGMEM_1086
0002: jump @GANGMEM_1100 

:GANGMEM_1093
0050: gosub @GANGMEM_1116 

:GANGMEM_1100
0002: jump @GANGMEM_1114 

:GANGMEM_1107
0050: gosub @GANGMEM_1116 

:GANGMEM_1114
0051: return 

:GANGMEM_1116
00D6: if 
8039:   not  2@ == 0 // integer values 
004D: jump_if_false @GANGMEM_1205 
01C2: remove_references_to_actor $723 // Like turning an actor into a random pedestrian 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GANGMEM_1193 
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GANG1' 
004D: jump_if_false @GANGMEM_1186 
0006: 2@ = 0 // integer values 

:GANGMEM_1186
0002: jump @GANGMEM_1200 

:GANGMEM_1193
0006: 2@ = 0 // integer values 

:GANGMEM_1200
03BD: destroy_sphere 6@ 

:GANGMEM_1205
0051: return 

:ARMYBAS
03A4: name_thread 'ARMYBAS' 
0006: 0@ = 0 // integer values 

:ARMYBAS_17
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ARMYBAS_322 
00D6: if or
0583:   player $PLAYER_CHAR in_zone 'AIRPORT' 
0583:   player $PLAYER_CHAR in_zone 'ARMYBAS' 
004D: jump_if_false @ARMYBAS_235 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @ARMYBAS_132 
0235: set_gang 2 models_to #ARMY #ARMY 
03F1: pedtype 9 add_threat 1 
0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26 
0592: unknown_gang 2 flag 1 
0247: request_model #ARMY 
0006: 0@ = 1 // integer values 

:ARMYBAS_132
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @ARMYBAS_228 
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
0500:   player $PLAYER_CHAR skin == 'PLAYER6' 
0056:   player $PLAYER_CHAR 0 -1682.24 -179.9125 -1600.448 -150.8878 
004D: jump_if_false @ARMYBAS_222 
03F2: pedtype 9 remove_threat 1 
0002: jump @ARMYBAS_228 

:ARMYBAS_222
03F1: pedtype 9 add_threat 1 

:ARMYBAS_228
0002: jump @ARMYBAS_322 

:ARMYBAS_235
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @ARMYBAS_322 
0235: set_gang 2 models_to #SGA #SGB 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0592: unknown_gang 2 flag 0 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 
0038:   $1603 == 0 // integer values 
004D: jump_if_false @ARMYBAS_315 
0249: release_model #ARMY 

:ARMYBAS_315
0006: 0@ = 0 // integer values 

:ARMYBAS_322
0002: jump @ARMYBAS_17 

:BIK1
03A4: name_thread 'BIK1' 

:BIK1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $275 == 1 // integer values 
004D: jump_if_false @BIK1_35 
004E: end_thread 

:BIK1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BIK1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 
004D: jump_if_false @BIK1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BIK1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BIK1_167 
0050: gosub @HELP_3706 
0050: gosub @HELP_2883 
00BA: text_styled 'BIKE_1' 15000 ms 2  // Alloy Wheels of Steel
0050: gosub @HELP_2932 
0417: start_mission BIKE1 // Alloy Wheels of Steel

:BIK1_167
0002: jump @BIK1_10 

:BIK2
03A4: name_thread 'BIK2' 

:BIK2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $276 == 1 // integer values 
004D: jump_if_false @BIK2_35 
004E: end_thread 

:BIK2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BIK2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 
004D: jump_if_false @BIK2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BIK2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BIK2_167 
0050: gosub @HELP_3706 
0050: gosub @HELP_2883 
00BA: text_styled 'BIKE_2' 15000 ms 2  // Messing with the Man
0050: gosub @HELP_2932 
0417: start_mission BIKE2 // Messing with the Man

:BIK2_167
0002: jump @BIK2_10 

:BIK3
03A4: name_thread 'BIK3' 

:BIK3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $277 == 1 // integer values 
004D: jump_if_false @BIK3_35 
004E: end_thread 

:BIK3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BIK3_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 
004D: jump_if_false @BIK3_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BIK3_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BIK3_167 
0050: gosub @HELP_3706 
0050: gosub @HELP_2883 
00BA: text_styled 'BIKE_3' 15000 ms 2  // Hog Tied
0050: gosub @HELP_2932 
0417: start_mission BIKE3 // Hog Tied

:BIK3_167
0002: jump @BIK3_10 

:CUB1
03A4: name_thread 'CUB1' 

:CUB1_10
0001: wait 0 ms 
00D6: if 
0038:   $279 == 1 // integer values 
004D: jump_if_false @CUB1_34 
004E: end_thread 

:CUB1_34
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CUB1_166 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
004D: jump_if_false @CUB1_166 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CUB1_166 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CUB1_166 
0050: gosub @HELP_3874 
0050: gosub @HELP_2883 
00BA: text_styled 'CUB_1' 15000 ms 2  // Stunt Boat Challenge
0050: gosub @HELP_2932 
0417: start_mission CUBAN1 // Stunt Boat Challenge

:CUB1_166
0002: jump @CUB1_10 

:CUB2
03A4: name_thread 'CUB2' 

:CUB2_10
0001: wait 0 ms 
00D6: if 
0038:   $280 == 1 // integer values 
004D: jump_if_false @CUB2_34 
004E: end_thread 

:CUB2_34
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CUB2_166 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
004D: jump_if_false @CUB2_166 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CUB2_166 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CUB2_166 
0050: gosub @HELP_3874 
0050: gosub @HELP_2883 
00BA: text_styled 'CUB_2' 15000 ms 2  // Cannon Fodder
0050: gosub @HELP_2932 
0417: start_mission CUBAN2 // Cannon Fodder

:CUB2_166
0002: jump @CUB2_10 

:CUB3
03A4: name_thread 'CUB3' 

:CUB3_10
0001: wait 0 ms 
00D6: if 
0038:   $281 == 1 // integer values 
004D: jump_if_false @CUB3_34 
004E: end_thread 

:CUB3_34
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CUB3_166 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
004D: jump_if_false @CUB3_166 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CUB3_166 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CUB3_166 
0050: gosub @HELP_3874 
0050: gosub @HELP_2883 
00BA: text_styled 'CUB_3' 15000 ms 2  // Naval Engagement
0050: gosub @HELP_2932 
0417: start_mission CUBAN3 // Naval Engagement

:CUB3_166
0002: jump @CUB3_10 

:CUB4
03A4: name_thread 'CUB4' 

:CUB4_10
0001: wait 0 ms 
00D6: if 
0038:   $282 == 1 // integer values 
004D: jump_if_false @CUB4_34 
004E: end_thread 

:CUB4_34
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CUB4_492 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
004D: jump_if_false @CUB4_492 
00D6: if 
040C:   german_game 
004D: jump_if_false @CUB4_302 
00D6: if 
0038:   $PASSED_HAT2_BOMBS_AWAY == 1 // integer values 
004D: jump_if_false @CUB4_204 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CUB4_197 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CUB4_197 
0050: gosub @HELP_3874 
0050: gosub @HELP_2883 
00BA: text_styled 'CUB_4' 15000 ms 2  // Trojan Voodoo
0050: gosub @HELP_2932 
0417: start_mission CUBAN4 // Trojan Voodoo

:CUB4_197
0002: jump @CUB4_295 

:CUB4_204
00BC: text_highpriority 'GOAWAY1' 5000 ms 1  // ~g~Come back when you have finished the Haitian gang missions.

:CUB4_219
00D6: if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
004D: jump_if_false @CUB4_295 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CUB4_288 
0002: jump @CUB4_10 

:CUB4_288
0002: jump @CUB4_219 

:CUB4_295
0002: jump @CUB4_492 

:CUB4_302
00D6: if 
0038:   $PASSED_HAT3_DIRTY_LICKINS == 1 // integer values 
004D: jump_if_false @CUB4_401 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CUB4_394 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CUB4_394 
0050: gosub @HELP_3874 
0050: gosub @HELP_2883 
00BA: text_styled 'CUB_4' 15000 ms 2  // Trojan Voodoo
0050: gosub @HELP_2932 
0417: start_mission CUBAN4 // Trojan Voodoo

:CUB4_394
0002: jump @CUB4_492 

:CUB4_401
00BC: text_highpriority 'GOAWAY1' 5000 ms 1  // ~g~Come back when you have finished the Haitian gang missions.

:CUB4_416
00D6: if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
004D: jump_if_false @CUB4_492 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CUB4_485 
0002: jump @CUB4_10 

:CUB4_485
0002: jump @CUB4_416 

:CUB4_492
0002: jump @CUB4_10 

:HAT1
03A4: name_thread 'HAT1' 

:HAT1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_HAT1_JUJU_SCRAMBLE == 1 // integer values 
004D: jump_if_false @HAT1_35 
004E: end_thread 

:HAT1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HAT1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 
004D: jump_if_false @HAT1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HAT1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HAT1_167 
0050: gosub @HELP_3963 
0050: gosub @HELP_2883 
00BA: text_styled 'HAT_1' 15000 ms 2  // Juju Scramble
0050: gosub @HELP_2932 
0417: start_mission HAIT1 // Juju Scramble

:HAT1_167
0002: jump @HAT1_10 

:HAT2
03A4: name_thread 'HAT2' 

:HAT2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_HAT2_BOMBS_AWAY == 1 // integer values 
004D: jump_if_false @HAT2_35 
004E: end_thread 

:HAT2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HAT2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 
004D: jump_if_false @HAT2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HAT2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HAT2_167 
0050: gosub @HELP_3963 
0050: gosub @HELP_2883 
00BA: text_styled 'HAT_2' 15000 ms 2  // Bombs Away!
0050: gosub @HELP_2932 
0417: start_mission HAIT2 // Bombs Away!

:HAT2_167
0002: jump @HAT2_10 

:HAT3
03A4: name_thread 'HAT3' 

:HAT3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_HAT3_DIRTY_LICKINS == 1 // integer values 
004D: jump_if_false @HAT3_35 
004E: end_thread 

:HAT3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HAT3_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 
004D: jump_if_false @HAT3_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HAT3_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HAT3_167 
0050: gosub @HELP_3963 
0050: gosub @HELP_2883 
00BA: text_styled 'HAT_3' 15000 ms 2  // Dirty Lickin's
0050: gosub @HELP_2932 
0417: start_mission HAIT3 // Dirty Lickin's

:HAT3_167
0002: jump @HAT3_10 

:ROC1
03A4: name_thread 'ROC1' 

:ROC1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_ROCK1_LOVE_JUICE == 1 // integer values 
004D: jump_if_false @ROC1_35 
004E: end_thread 

:ROC1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ROC1_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
004D: jump_if_false @ROC1_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ROC1_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ROC1_167 
0050: gosub @HELP_3790 
0050: gosub @HELP_2883 
00BA: text_styled 'ROCK_1' 15000 ms 2  // Love Juice
0050: gosub @HELP_2932 
0417: start_mission ROCKB1 // Love Juice

:ROC1_167
0002: jump @ROC1_10 

:ROC2
03A4: name_thread 'ROC2' 

:ROC2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_ROCK2_PSYCHO_KILLER == 1 // integer values 
004D: jump_if_false @ROC2_35 
004E: end_thread 

:ROC2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ROC2_167 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
004D: jump_if_false @ROC2_167 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ROC2_167 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ROC2_167 
0050: gosub @HELP_3790 
0050: gosub @HELP_2883 
00BA: text_styled 'ROCK_2' 15000 ms 2  // Psycho Killer
0050: gosub @HELP_2932 
0417: start_mission ROCKB2 // Psycho Killer

:ROC2_167
0002: jump @ROC2_10 

:ROC3
03A4: name_thread 'ROC3' 

:ROC3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $PASSED_ROCK3_PUBLICITY_TOUR == 1 // integer values 
004D: jump_if_false @ROC3_35 
004E: end_thread 

:ROC3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ROC3_283 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
004D: jump_if_false @ROC3_283 
00D6: if 
0038:   $277 == 1 // integer values 
004D: jump_if_false @ROC3_192 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ROC3_185 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ROC3_185 
0050: gosub @HELP_3790 
0050: gosub @HELP_2883 
00BA: text_styled 'ROCK_3' 15000 ms 2  // Publicity Tour
0050: gosub @HELP_2932 
0417: start_mission ROCKB3 // Publicity Tour

:ROC3_185
0002: jump @ROC3_283 

:ROC3_192
00BC: text_highpriority 'GOAWAY2' 1000 ms 2  // ~g~Come back when you have finished the Biker gang missions.

:ROC3_207
00D6: if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
004D: jump_if_false @ROC3_283 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ROC3_276 
0002: jump @ROC3_10 

:ROC3_276
0002: jump @ROC3_207 

:ROC3_283
0002: jump @ROC3_10 

:SHOOT
03A4: name_thread 'SHOOT' 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_101 

:SHOOT_26
00D6: if 
00F6:   player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 
004D: jump_if_false @SHOOT_101 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_94 

:SHOOT_94
0002: jump @SHOOT_26 

:SHOOT_101
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_334 
00D6: if 
00F6:   player $PLAYER_CHAR 1 -665.63 1231.863 10.1 radius 1.0 1.0 2.0 
004D: jump_if_false @SHOOT_334 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHOOT_334 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SHOOT_334 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
0050: gosub @HELP_2932 
0417: start_mission RANGE // Weapon Range
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_334 

:SHOOT_259
00D6: if 
00F6:   player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 
004D: jump_if_false @SHOOT_334 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_327 

:SHOOT_327
0002: jump @SHOOT_259 

:SHOOT_334
0002: jump @SHOOT_101 

:ASSIN_1
03A4: name_thread 'ASSIN_1' 

:ASSIN_1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $298 == 1 // integer values 
004D: jump_if_false @ASSIN_1_40 
024E: disable_phone $292 
004E: end_thread 

:ASSIN_1_40
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_1_70 
0405: enable_phone $292 
0002: jump @ASSIN_1_75 

:ASSIN_1_70
024E: disable_phone $292 

:ASSIN_1_75
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_1_326 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 $516 $517 $518 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_1_326 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_1_326 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ASSIN_1_227 
0004: $ONMISSION = 1 // integer values 
024E: disable_phone $292 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'JOB_1' 15000 ms 2  // Road Kill
0050: gosub @HELP_2932 
0417: start_mission ASSIN1 // Road Kill

:ASSIN_1_227
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_1_250 
0002: jump @ASSIN_1_10 

:ASSIN_1_250
00D6: if 
00F6:   player $PLAYER_CHAR 0 $516 $517 $518 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_1_326 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_1_319 
0002: jump @ASSIN_1_10 

:ASSIN_1_319
0002: jump @ASSIN_1_250 

:ASSIN_1_326
0002: jump @ASSIN_1_10 

:ASSIN_2
03A4: name_thread 'ASSIN_2' 

:ASSIN_2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $299 == 1 // integer values 
004D: jump_if_false @ASSIN_2_40 
024E: disable_phone $293 
004E: end_thread 

:ASSIN_2_40
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_2_70 
0405: enable_phone $293 
0002: jump @ASSIN_2_75 

:ASSIN_2_70
024E: disable_phone $293 

:ASSIN_2_75
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_2_326 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 $519 $520 $521 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_2_326 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_2_326 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ASSIN_2_227 
0004: $ONMISSION = 1 // integer values 
024E: disable_phone $293 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'JOB_2' 15000 ms 2  // Waste the Wife
0050: gosub @HELP_2932 
0417: start_mission ASSIN2 // Waste the Wife

:ASSIN_2_227
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_2_250 
0002: jump @ASSIN_2_10 

:ASSIN_2_250
00D6: if 
00F6:   player $PLAYER_CHAR 0 $519 $520 $521 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_2_326 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_2_319 
0002: jump @ASSIN_2_10 

:ASSIN_2_319
0002: jump @ASSIN_2_250 

:ASSIN_2_326
0002: jump @ASSIN_2_10 

:ASSIN_3
03A4: name_thread 'ASSIN_3' 

:ASSIN_3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $300 == 1 // integer values 
004D: jump_if_false @ASSIN_3_40 
024E: disable_phone $294 
004E: end_thread 

:ASSIN_3_40
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_3_70 
0405: enable_phone $294 
0002: jump @ASSIN_3_75 

:ASSIN_3_70
024E: disable_phone $294 

:ASSIN_3_75
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_3_326 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 $522 $523 $524 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_3_326 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_3_326 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ASSIN_3_227 
0004: $ONMISSION = 1 // integer values 
024E: disable_phone $294 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'JOB_3' 15000 ms 2  // Autocide
0050: gosub @HELP_2932 
0417: start_mission ASSIN3 // Autocide

:ASSIN_3_227
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_3_250 
0002: jump @ASSIN_3_10 

:ASSIN_3_250
00D6: if 
00F6:   player $PLAYER_CHAR 0 $522 $523 $524 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_3_326 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_3_319 
0002: jump @ASSIN_3_10 

:ASSIN_3_319
0002: jump @ASSIN_3_250 

:ASSIN_3_326
0002: jump @ASSIN_3_10 

:ASSIN_4
03A4: name_thread 'ASSIN_4' 

:ASSIN_4_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $301 == 1 // integer values 
004D: jump_if_false @ASSIN_4_40 
024E: disable_phone $295 
004E: end_thread 

:ASSIN_4_40
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_4_70 
0405: enable_phone $295 
0002: jump @ASSIN_4_75 

:ASSIN_4_70
024E: disable_phone $295 

:ASSIN_4_75
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_4_326 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 $525 $526 $527 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_4_326 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_4_326 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ASSIN_4_227 
0004: $ONMISSION = 1 // integer values 
024E: disable_phone $295 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'JOB_4' 15000 ms 2  // Check Out at the Check In
0050: gosub @HELP_2932 
0417: start_mission ASSIN4 // Check Out at the Check In

:ASSIN_4_227
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_4_250 
0002: jump @ASSIN_4_10 

:ASSIN_4_250
00D6: if 
00F6:   player $PLAYER_CHAR 0 $525 $526 $527 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_4_326 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_4_319 
0002: jump @ASSIN_4_10 

:ASSIN_4_319
0002: jump @ASSIN_4_250 

:ASSIN_4_326
0002: jump @ASSIN_4_10 

:ASSIN_5
03A4: name_thread 'ASSIN_5' 

:ASSIN_5_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $302 == 1 // integer values 
004D: jump_if_false @ASSIN_5_40 
024E: disable_phone $296 
004E: end_thread 

:ASSIN_5_40
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_5_70 
0405: enable_phone $296 
0002: jump @ASSIN_5_75 

:ASSIN_5_70
024E: disable_phone $296 

:ASSIN_5_75
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_5_326 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 $528 $529 $530 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_5_326 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ASSIN_5_326 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ASSIN_5_227 
0004: $ONMISSION = 1 // integer values 
024E: disable_phone $296 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'JOB_5' 15000 ms 2  // Loose Ends
0050: gosub @HELP_2932 
0417: start_mission ASSIN5 // Loose Ends

:ASSIN_5_227
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_5_250 
0002: jump @ASSIN_5_10 

:ASSIN_5_250
00D6: if 
00F6:   player $PLAYER_CHAR 0 $528 $529 $530 radius 1.0 1.0 2.0 
004D: jump_if_false @ASSIN_5_326 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ASSIN_5_319 
0002: jump @ASSIN_5_10 

:ASSIN_5_319
0002: jump @ASSIN_5_250 

:ASSIN_5_326
0002: jump @ASSIN_5_10 

:TWAR1
03A4: name_thread 'TWAR1' 

:TWAR1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $308 == 1 // integer values 
004D: jump_if_false @TWAR1_35 
004E: end_thread 

:TWAR1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR1_349 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
004D: jump_if_false @TWAR1_292 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TWAR1_292 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TWAR1_193 
0004: $370 = 1 // integer values 
0050: gosub @HELP_4047 
00BA: text_styled 'TAXI_1' 15000 ms 2  // V.I.P.
00D6: if 
0038:   $371 == 0 // integer values 
004D: jump_if_false @TWAR1_193 
0417: start_mission TAXWAR1 // V.I.P.
0004: $371 = 1 // integer values 

:TWAR1_193
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR1_216 
0002: jump @TWAR1_10 

:TWAR1_216
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
004D: jump_if_false @TWAR1_292 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR1_285 
0002: jump @TWAR1_10 

:TWAR1_285
0002: jump @TWAR1_216 

:TWAR1_292
00D6: if 
00F6:   player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 
004D: jump_if_false @TWAR1_349 
00BC: text_highpriority 'NOTAXI' 1000 ms 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR1_349
0002: jump @TWAR1_10 

:TWAR2
03A4: name_thread 'TWAR2' 

:TWAR2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $309 == 1 // integer values 
004D: jump_if_false @TWAR2_35 
004E: end_thread 

:TWAR2_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR2_349 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
004D: jump_if_false @TWAR2_292 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TWAR2_292 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TWAR2_193 
0004: $370 = 1 // integer values 
0050: gosub @HELP_4047 
00BA: text_styled 'TAXI_2' 15000 ms 2  // Friendly Rivalry
00D6: if 
0038:   $371 == 0 // integer values 
004D: jump_if_false @TWAR2_193 
0417: start_mission TAXWAR2 // Friendly Rivalry
0004: $371 = 1 // integer values 

:TWAR2_193
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR2_216 
0002: jump @TWAR2_10 

:TWAR2_216
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
004D: jump_if_false @TWAR2_292 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR2_285 
0002: jump @TWAR2_10 

:TWAR2_285
0002: jump @TWAR2_216 

:TWAR2_292
00D6: if 
00F6:   player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 
004D: jump_if_false @TWAR2_349 
00BC: text_highpriority 'NOTAXI' 1000 ms 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR2_349
0002: jump @TWAR2_10 

:TWAR3
03A4: name_thread 'TWAR3' 

:TWAR3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $310 == 1 // integer values 
004D: jump_if_false @TWAR3_35 
004E: end_thread 

:TWAR3_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR3_349 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
004D: jump_if_false @TWAR3_292 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TWAR3_292 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TWAR3_193 
0004: $370 = 1 // integer values 
0050: gosub @HELP_4047 
00BA: text_styled 'TAXI_3' 15000 ms 2  // Cabmaggedon
00D6: if 
0038:   $371 == 0 // integer values 
004D: jump_if_false @TWAR3_193 
0417: start_mission TAXWAR3 // Cabmaggedon
0004: $371 = 1 // integer values 

:TWAR3_193
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR3_216 
0002: jump @TWAR3_10 

:TWAR3_216
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
004D: jump_if_false @TWAR3_292 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TWAR3_285 
0002: jump @TWAR3_10 

:TWAR3_285
0002: jump @TWAR3_216 

:TWAR3_292
00D6: if 
00F6:   player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 
004D: jump_if_false @TWAR3_349 
00BC: text_highpriority 'NOTAXI' 1000 ms 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR3_349
0002: jump @TWAR3_10 

:TAXI_L
03A4: name_thread 'TAXI_L' 

:TAXI_L_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_L_474 
00D6: if 
8596:   not player $PLAYER_CHAR riding_mission_restart_taxi 
004D: jump_if_false @TAXI_L_474 
00D6: if 
02DE:   player $PLAYER_CHAR driving_taxi_vehicle 
004D: jump_if_false @TAXI_L_447 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TAXI_L_440 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $25 == 1 // integer values 
004D: jump_if_false @TAXI_L_173 
00D6: if 
0038:   $370 == 0 // integer values 
004D: jump_if_false @TAXI_L_173 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_L_156 
03E5: text_box 'TTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
0002: jump @TAXI_L_166 

:TAXI_L_156
03E5: text_box 'TTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.

:TAXI_L_166
0004: $370 = 1 // integer values 

:TAXI_L_173
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_L_319 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @TAXI_L_312 

:TAXI_L_208
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @TAXI_L_264 
0001: wait 0 ms 
00D6: if or
8256:   not player $PLAYER_CHAR defined 
82DE:   not player $PLAYER_CHAR driving_taxi_vehicle 
004D: jump_if_false @TAXI_L_257 
0002: jump @TAXI_L 

:TAXI_L_257
0002: jump @TAXI_L_208 

:TAXI_L_264
00BA: text_styled 'TAXI_M' 6000 ms 5  // 'TAXI DRIVER'
0001: wait 0 ms 
00D6: if 
0038:   $371 == 0 // integer values 
004D: jump_if_false @TAXI_L_312 
0417: start_mission TAXI // TAXI DRIVER
0004: $371 = 1 // integer values 

:TAXI_L_312
0002: jump @TAXI_L_440 

:TAXI_L_319
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @TAXI_L_440 

:TAXI_L_336
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @TAXI_L_392 
0001: wait 0 ms 
00D6: if or
8256:   not player $PLAYER_CHAR defined 
82DE:   not player $PLAYER_CHAR driving_taxi_vehicle 
004D: jump_if_false @TAXI_L_385 
0002: jump @TAXI_L 

:TAXI_L_385
0002: jump @TAXI_L_336 

:TAXI_L_392
00BA: text_styled 'TAXI_M' 6000 ms 5  // 'TAXI DRIVER'
0001: wait 0 ms 
00D6: if 
0038:   $371 == 0 // integer values 
004D: jump_if_false @TAXI_L_440 
0417: start_mission TAXI // TAXI DRIVER
0004: $371 = 1 // integer values 

:TAXI_L_440
0002: jump @TAXI_L_474 

:TAXI_L_447
00D6: if 
0038:   $370 == 1 // integer values 
004D: jump_if_false @TAXI_L_474 
03E6: remove_text_box 
0004: $370 = 0 // integer values 

:TAXI_L_474
0002: jump @TAXI_L_10 

:AMBULA
03A4: name_thread 'AMBULA' 

:AMBULA_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMBULA_438 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
004D: jump_if_false @AMBULA_411 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0038:   $319 == 0 // integer values 
004D: jump_if_false @AMBULA_404 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $25 == 1 // integer values 
004D: jump_if_false @AMBULA_167 
00D6: if 
0038:   $318 == 0 // integer values 
004D: jump_if_false @AMBULA_167 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @AMBULA_150 
03E5: text_box 'ATUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to toggle Paramedic missions on or off.
0002: jump @AMBULA_160 

:AMBULA_150
03E5: text_box 'ATUTOR3'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.

:AMBULA_160
0004: $318 = 1 // integer values 

:AMBULA_167
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @AMBULA_298 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @AMBULA_291 

:AMBULA_202
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @AMBULA_261 
0001: wait 0 ms 
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
004D: jump_if_false @AMBULA_254 
0002: jump @AMBULA 

:AMBULA_254
0002: jump @AMBULA_202 

:AMBULA_261
00BA: text_styled 'AMBUL_M' 6000 ms 5  // 'PARAMEDIC'
0001: wait 0 ms 
0417: start_mission AMBULAN // PARAMEDIC
0004: $318 = 1 // integer values 

:AMBULA_291
0002: jump @AMBULA_404 

:AMBULA_298
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @AMBULA_404 

:AMBULA_315
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @AMBULA_374 
0001: wait 0 ms 
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
004D: jump_if_false @AMBULA_367 
0002: jump @AMBULA 

:AMBULA_367
0002: jump @AMBULA_315 

:AMBULA_374
00BA: text_styled 'AMBUL_M' 6000 ms 5  // 'PARAMEDIC'
0001: wait 0 ms 
0417: start_mission AMBULAN // PARAMEDIC
0004: $318 = 1 // integer values 

:AMBULA_404
0002: jump @AMBULA_438 

:AMBULA_411
00D6: if 
0038:   $318 == 1 // integer values 
004D: jump_if_false @AMBULA_438 
03E6: remove_text_box 
0004: $318 = 0 // integer values 

:AMBULA_438
0002: jump @AMBULA_10 

:FIRE
03A4: name_thread 'FIRE' 

:FIRE_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FIRE_438 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @FIRE_411 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0038:   $321 == 0 // integer values 
004D: jump_if_false @FIRE_404 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $25 == 1 // integer values 
004D: jump_if_false @FIRE_167 
00D6: if 
0038:   $320 == 0 // integer values 
004D: jump_if_false @FIRE_167 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @FIRE_150 
03E5: text_box 'FTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
0002: jump @FIRE_160 

:FIRE_150
03E5: text_box 'FTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.

:FIRE_160
0004: $320 = 1 // integer values 

:FIRE_167
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @FIRE_298 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @FIRE_291 

:FIRE_202
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @FIRE_261 
0001: wait 0 ms 
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @FIRE_254 
0002: jump @FIRE 

:FIRE_254
0002: jump @FIRE_202 

:FIRE_261
00BA: text_styled 'FIRE_M' 6000 ms 5  // 'FIREFIGHTER'
0001: wait 0 ms 
0417: start_mission FIRETRU // FIREFIGHTER
0004: $320 = 1 // integer values 

:FIRE_291
0002: jump @FIRE_404 

:FIRE_298
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @FIRE_404 

:FIRE_315
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @FIRE_374 
0001: wait 0 ms 
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @FIRE_367 
0002: jump @FIRE 

:FIRE_367
0002: jump @FIRE_315 

:FIRE_374
00BA: text_styled 'FIRE_M' 6000 ms 5  // 'FIREFIGHTER'
0001: wait 0 ms 
0417: start_mission FIRETRU // FIREFIGHTER
0004: $320 = 1 // integer values 

:FIRE_404
0002: jump @FIRE_438 

:FIRE_411
00D6: if 
0038:   $320 == 1 // integer values 
004D: jump_if_false @FIRE_438 
03E6: remove_text_box 
0004: $320 = 0 // integer values 

:FIRE_438
0002: jump @FIRE_10 

:COP
03A4: name_thread 'COP' 

:COP_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COP_670 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SEASPAR
004D: jump_if_false @COP_643 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COP_636 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $25 == 1 // integer values 
004D: jump_if_false @COP_173 
00D6: if 
0038:   $322 == 0 // integer values 
004D: jump_if_false @COP_173 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @COP_156 
03E5: text_box 'CTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
0002: jump @COP_166 

:COP_156
03E5: text_box 'CTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.

:COP_166
0004: $322 = 1 // integer values 

:COP_173
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @COP_417 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @COP_410 

:COP_208
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @COP_298 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @COP_252 
0002: jump @COP 

:COP_252
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SEASPAR
004D: jump_if_false @COP_291 
0002: jump @COP 

:COP_291
0002: jump @COP_208 

:COP_298
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
004D: jump_if_false @COP_339 
00BA: text_styled 'COP_M3' 6000 ms 5  // 'BROWN THUNDER'
0002: jump @COP_395 

:COP_339
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH 
004D: jump_if_false @COP_380 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
0002: jump @COP_395 

:COP_380
00BA: text_styled 'COP_M' 6000 ms 5  // 'VIGILANTE'

:COP_395
0001: wait 0 ms 
0417: start_mission COPCAR // VIGILANTE
0004: $322 = 1 // integer values 

:COP_410
0002: jump @COP_636 

:COP_417
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @COP_636 

:COP_434
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @COP_524 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @COP_478 
0002: jump @COP 

:COP_478
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SEASPAR 
004D: jump_if_false @COP_517 
0002: jump @COP 

:COP_517
0002: jump @COP_434 

:COP_524
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
004D: jump_if_false @COP_565 
00BA: text_styled 'COP_M3' 6000 ms 5  // 'BROWN THUNDER'
0002: jump @COP_621 

:COP_565
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH 
004D: jump_if_false @COP_606 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
0002: jump @COP_621 

:COP_606
00BA: text_styled 'COP_M' 6000 ms 5  // 'VIGILANTE'

:COP_621
0001: wait 0 ms 
0417: start_mission COPCAR // VIGILANTE
0004: $322 = 1 // integer values 

:COP_636
0002: jump @COP_670 

:COP_643
00D6: if 
0038:   $322 == 1 // integer values 
004D: jump_if_false @COP_670 
03E6: remove_text_box 
0004: $322 = 0 // integer values 

:COP_670
0002: jump @COP_10 

:STADIUM
03A4: name_thread 'STADIUM' 

:STADIUM_10
0001: wait $DEFAULT_WAIT_TIME ms 
00BF: $9 = current_time_hours, $10 = current_time_minutes 
00D6: if 
0018:   $9 > 19 // integer values 
004D: jump_if_false @STADIUM_507 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @STADIUM_391 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STADIUM_384 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @STADIUM_384 
00D6: if 
0038:   $7 == 0 // integer values 
004D: jump_if_false @STADIUM_116 
0004: $7 = 1 // integer values 

:STADIUM_116
00D6: if 
0038:   $11 == 1 // integer values 
004D: jump_if_false @STADIUM_161 
0177: set_object $ARENA_DOOR_1 z_angle_to 90.0 
0177: set_object $ARENA_DOOR_2 z_angle_to -90.0 
0004: $11 = 0 // integer values 

:STADIUM_161
00D6: if 
00F6:   player $PLAYER_CHAR 0 -1110.331 1331.096 20.1119 radius 2.0 2.0 2.0 
004D: jump_if_false @STADIUM_384 
0004: $ONMISSION = 1 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00D6: if 
0038:   $8 == 0 // integer values 
004D: jump_if_false @STADIUM_282 
0004: $ONMISSION = 1 // integer values 
00BA: text_styled 'HOTRNG' 15000 ms 2  // HOTRING
0050: gosub @HELP_2932 
0417: start_mission OVALRNG // HOTRING

:STADIUM_282
00D6: if 
0038:   $8 == 1 // integer values 
004D: jump_if_false @STADIUM_333 
0004: $ONMISSION = 1 // integer values 
00BA: text_styled 'BLODRNG' 15000 ms 2  // BLOODRING
0050: gosub @HELP_2932 
0417: start_mission MM // BLOODRING

:STADIUM_333
00D6: if 
0038:   $8 == 2 // integer values 
004D: jump_if_false @STADIUM_384 
0004: $ONMISSION = 1 // integer values 
00BA: text_styled 'DIRTRNG' 15000 ms 2  // DIRTRING
0050: gosub @HELP_2932 
0417: start_mission KICKST // DIRTRING

:STADIUM_384
0002: jump @STADIUM_500 

:STADIUM_391
00D6: if 
0038:   $11 == 0 // integer values 
004D: jump_if_false @STADIUM_500 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STADIUM_500 
00D6: if 
8057:   not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 
004D: jump_if_false @STADIUM_500 
0177: set_object $ARENA_DOOR_1 z_angle_to 0.0 
0177: set_object $ARENA_DOOR_2 z_angle_to 0.0 
0004: $11 = 1 // integer values 

:STADIUM_500
0002: jump @STADIUM_835 

:STADIUM_507
00D6: if 
0038:   $11 == 0 // integer values 
004D: jump_if_false @STADIUM_616 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STADIUM_616 
00D6: if 
8057:   not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 
004D: jump_if_false @STADIUM_616 
0177: set_object $ARENA_DOOR_1 z_angle_to 0.0 
0177: set_object $ARENA_DOOR_2 z_angle_to 0.0 
0004: $11 = 1 // integer values 

:STADIUM_616
00D6: if 
0038:   $7 == 1 // integer values 
004D: jump_if_false @STADIUM_835 
0008: $8 += 1 // integer values 
00D6: if 
0038:   $8 == 3 // integer values 
004D: jump_if_false @STADIUM_666 
0004: $8 = 0 // integer values 

:STADIUM_666
00D6: if 
0038:   $8 == 0 // integer values 
004D: jump_if_false @STADIUM_720 
0108: destroy_object $6 
029B: $6 = init_object #DTHOTRING_A at -1037.08 1340.258 36.552 
01C7: remove_object_from_mission_cleanup_list $6 
054D: display_message_at_stadium 0 

:STADIUM_720
00D6: if 
0038:   $8 == 1 // integer values 
004D: jump_if_false @STADIUM_774 
0108: destroy_object $6 
029B: $6 = init_object #DTBLOODRING_A at -1037.08 1340.258 36.552 
01C7: remove_object_from_mission_cleanup_list $6 
054D: display_message_at_stadium 1 

:STADIUM_774
00D6: if 
0038:   $8 == 2 // integer values 
004D: jump_if_false @STADIUM_828 
0108: destroy_object $6 
029B: $6 = init_object #DTDIRTRING_A at -1037.08 1340.258 36.552 
01C7: remove_object_from_mission_cleanup_list $6 
054D: display_message_at_stadium 2 

:STADIUM_828
0004: $7 = 0 // integer values 

:STADIUM_835
0002: jump @STADIUM_10 

:RACES
03A4: name_thread 'RACES' 

:RACES_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RACES_121 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RACES_121 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @RACES_121 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -967.705 -827.3005 5.7702 radius 1.5 2.0 2.0 
004D: jump_if_false @RACES_121 
0001: wait 0 ms 
0417: start_mission RACE // Sunshine Autos Races

:RACES_121
0002: jump @RACES_10 

:ICE1
03A4: name_thread 'ICE1' 

:ICE1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $337 == 1 // integer values 
004D: jump_if_false @ICE1_35 
004E: end_thread 

:ICE1_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ICE1_264 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0 
004D: jump_if_false @ICE1_264 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @ICE1_264 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ICE1_165 
00BA: text_styled 'CREAM' 15000 ms 2  // Distribution
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0417: start_mission ICECRE1 // Distribution

:ICE1_165
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ICE1_188 
0002: jump @ICE1_10 

:ICE1_188
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0 
004D: jump_if_false @ICE1_264 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @ICE1_257 
0002: jump @ICE1_10 

:ICE1_257
0002: jump @ICE1_188 

:ICE1_264
0002: jump @ICE1_10 

:HELI1
03A4: name_thread 'HELI1' 

:HELI1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELI1_233 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SEASPAR 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI1_233 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HELI1_233 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HELI1_134 
00BA: text_styled 'HELI_1' 15000 ms 5  // Downtown Chopper Checkpoint
0417: start_mission HELI1SC // Downtown Chopper Checkpoint

:HELI1_134
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI1_157 
0002: jump @HELI1_10 

:HELI1_157
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI1_233 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI1_226 
0002: jump @HELI1_10 

:HELI1_226
0002: jump @HELI1_157 

:HELI1_233
0002: jump @HELI1_10 

:HELI2
03A4: name_thread 'HELI2' 

:HELI2_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELI2_233 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SEASPAR 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI2_233 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HELI2_233 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HELI2_134 
00BA: text_styled 'HELI_2' 15000 ms 5  // Ocean Beach Chopper Checkpoint
0417: start_mission HELI2SC // Ocean Beach Chopper Checkpoint

:HELI2_134
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI2_157 
0002: jump @HELI2_10 

:HELI2_157
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI2_233 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI2_226 
0002: jump @HELI2_10 

:HELI2_226
0002: jump @HELI2_157 

:HELI2_233
0002: jump @HELI2_10 

:HELI3
03A4: name_thread 'HELI3' 

:HELI3_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELI3_233 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SEASPAR 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI3_233 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HELI3_233 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HELI3_134 
00BA: text_styled 'HELI_3' 15000 ms 5  // Vice Point Chopper Checkpoint
0417: start_mission HELI3SC // Vice Point Chopper Checkpoint

:HELI3_134
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI3_157 
0002: jump @HELI3_10 

:HELI3_157
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI3_233 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI3_226 
0002: jump @HELI3_10 

:HELI3_226
0002: jump @HELI3_157 

:HELI3_233
0002: jump @HELI3_10 

:HELI4
03A4: name_thread 'HELI4' 

:HELI4_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELI4_233 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SEASPAR 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI4_233 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HELI4_233 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HELI4_134 
00BA: text_styled 'HELI_4' 15000 ms 5  // Little Haiti Chopper Checkpoint
0417: start_mission HELI4SC // Little Haiti Chopper Checkpoint

:HELI4_134
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI4_157 
0002: jump @HELI4_10 

:HELI4_157
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0 
004D: jump_if_false @HELI4_233 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HELI4_226 
0002: jump @HELI4_10 

:HELI4_226
0002: jump @HELI4_157 

:HELI4_233
0002: jump @HELI4_10 

:BMXLOOP
03A4: name_thread 'BMXLOOP' 

:BMXLOOP_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BMXLOOP_264 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BMXLOOP_264 
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
004D: jump_if_false @BMXLOOP_131 
00D6: if 
8057:   not player $PLAYER_CHAR 0 -430.0 1405.0 8.5 -420.0 1415.0 12.5 
004D: jump_if_false @BMXLOOP_131 
0004: $356 = 1 // integer values 

:BMXLOOP_131
00D6: if 
0038:   $356 == 0 // integer values 
004D: jump_if_false @BMXLOOP_225 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @BMXLOOP_187 
00BA: text_styled 'BMX_1' 15000 ms 2  // 'Trial by Dirt'
0417: start_mission BMX_1 // Trial by Dirt

:BMXLOOP_187
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
004D: jump_if_false @BMXLOOP_225 
00BA: text_styled 'BMX_2' 15000 ms 2  // 'Test Track'
0417: start_mission BMX_2 // Test Track

:BMXLOOP_225
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BMXLOOP_264 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @BMXLOOP_264 
0004: $356 = 0 // integer values 

:BMXLOOP_264
0002: jump @BMXLOOP_10 

:O4X4_1
03A4: name_thread 'O4X4_1' 

:O4X4_1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $339 == 0 // integer values 
004D: jump_if_false @O4X4_1_41 
0004: $345 = 300 // integer values 

:O4X4_1_41
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @O4X4_1_248 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @O4X4_1_248 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
8057:   not player $PLAYER_CHAR 0 504.4 -311.8 12.0 510.4 -305.8 14.0 
004D: jump_if_false @O4X4_1_151 
0004: $342 = 1 // integer values 

:O4X4_1_151
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @O4X4_1_174 
0004: $342 = 0 // integer values 

:O4X4_1_174
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
0038:   $342 == 0 // integer values 
004D: jump_if_false @O4X4_1_207 
0004: $354 = 1 // integer values 

:O4X4_1_207
00D6: if 
0038:   $354 == 1 // integer values 
004D: jump_if_false @O4X4_1_248 
00BA: text_styled 'T4X4_1' 15000 ms 2  // 'PCJ Playground'
0001: wait 0 ms 
0417: start_mission T4X4_1 // PCJ Playground

:O4X4_1_248
0002: jump @O4X4_1_10 

:MULTI
03A4: name_thread 'MULTI' 

:MULTI_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $351 == 0 // integer values 
004D: jump_if_false @MULTI_40 
0004: $352 = 120 // integer values 

:MULTI_40
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MULTI_225 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MULTI_225 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS 
8057:   not player $PLAYER_CHAR 0 125.0 -1155.0 27.0 130.0 -1160.0 33.0 
004D: jump_if_false @MULTI_137 
0004: $353 = 1 // integer values 

:MULTI_137
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SENTXS 
0038:   $353 == 0 // integer values 
004D: jump_if_false @MULTI_186 
00BA: text_styled 'MM_1' 15000 ms 2  // 'CONE CRAZY'
0001: wait 0 ms 
0417: start_mission CARPRK1 // Cone Crazy

:MULTI_186
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MULTI_225 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @MULTI_225 
0004: $353 = 0 // integer values 

:MULTI_225
0002: jump @MULTI_10 

:PIZZ
03A4: name_thread 'PIZZ' 
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PIZZ_292 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PIZZ_292 
00D6: if 
0038:   $389 == 0 // integer values 
004D: jump_if_false @PIZZ_292 
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
8057:   not player $PLAYER_CHAR 0 -894.1 798.7 1.0 -914.1 818.7 21.0 
8057:   not player $PLAYER_CHAR 0 -1018.7 78.6 1.2 -1038.7 98.6 21.2 
8057:   not player $PLAYER_CHAR 0 403.8 87.7 0.9 423.8 107.7 20.9 
004D: jump_if_false @PIZZ_204 
0004: $390 = 1 // integer values 

:PIZZ_204
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
0038:   $390 == 0 // integer values 
004D: jump_if_false @PIZZ_253 
00BA: text_styled 'PIZ1_A' 15000 ms 2  // PIZZA BOY MISSION
0001: wait 0 ms 
0417: start_mission PIZZA // PIZZA BOY

:PIZZ_253
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PIZZ_292 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @PIZZ_292 
0004: $390 = 0 // integer values 

:PIZZ_292
0002: jump @PIZZ 

:RCHELY1
03A4: name_thread 'RCHELY1' 

:RCHELY1_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RCHELY1_192 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RCHELY1_192 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
004D: jump_if_false @RCHELY1_192 
00D6: if 
0038:   $397 == 0 // integer values 
004D: jump_if_false @RCHELY1_192 
00D6: if 
00E3:   player $PLAYER_CHAR 0 -1235.1 -1235.7 radius 4.0 4.0 
004D: jump_if_false @RCHELY1_192 
00D6: if 
0443:   player $PLAYER_CHAR in_a_car 
004D: jump_if_false @RCHELY1_192 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 100 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'RCH1_11' 15000 ms 2  // RC Raider Pickup
0050: gosub @HELP_2932 
0417: start_mission RCHELI // RC Raider Pickup

:RCHELY1_192
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RCHELY1_234 
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
004D: jump_if_false @RCHELY1_234 
0004: $397 = 0 // integer values 

:RCHELY1_234
0002: jump @RCHELY1_10 

:RC_RACE
03A4: name_thread 'RC_RACE' 

:RC_RACE_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RC_RACE_192 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RC_RACE_192 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
004D: jump_if_false @RC_RACE_192 
00D6: if 
0038:   $399 == 0 // integer values 
004D: jump_if_false @RC_RACE_192 
00D6: if 
00E3:   player $PLAYER_CHAR 0 718.465 701.3998 radius 3.0 3.0 
004D: jump_if_false @RC_RACE_192 
00D6: if 
0443:   player $PLAYER_CHAR in_a_car 
004D: jump_if_false @RC_RACE_192 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 100 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'RCR1_5' 15000 ms 2  // RC Bandit Race
0050: gosub @HELP_2932 
0417: start_mission RCRACE1 // RC Bandit Race

:RC_RACE_192
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RC_RACE_234 
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
004D: jump_if_false @RC_RACE_234 
0004: $399 = 0 // integer values 

:RC_RACE_234
0002: jump @RC_RACE_10 

:RC_PLNE
03A4: name_thread 'RC_PLNE' 

:RC_PLNE_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RC_PLNE_202 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RC_PLNE_202 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
004D: jump_if_false @RC_PLNE_202 
00D6: if 
0038:   $400 == 0 // integer values 
004D: jump_if_false @RC_PLNE_202 
00D6: if 
00F5:   player $PLAYER_CHAR 0 307.917 1254.622 27.595 radius 4.0 4.0 4.0 
004D: jump_if_false @RC_PLNE_202 
00D6: if 
0443:   player $PLAYER_CHAR in_a_car 
004D: jump_if_false @RC_PLNE_202 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 100 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
00BA: text_styled 'RCPL1_7' 15000 ms 2  // RC Baron Race
0050: gosub @HELP_2932 
0417: start_mission RCPLNE1 // RC Baron Race

:RC_PLNE_202
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RC_PLNE_244 
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
004D: jump_if_false @RC_PLNE_244 
0004: $400 = 0 // integer values 

:RC_PLNE_244
0002: jump @RC_PLNE_10 

:COKRUN
03A4: name_thread 'COKRUN' 

:COKRUN_10
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKRUN_345 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COKRUN_345 
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX 
004D: jump_if_false @COKRUN_131 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 
004D: jump_if_false @COKRUN_131 
0004: $81 = 1 // integer values 

:COKRUN_131
00D6: if 
0038:   $81 == 0 // integer values 
004D: jump_if_false @COKRUN_224 
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX 
004D: jump_if_false @COKRUN_224 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
00BA: text_styled 'BOAT_N' 15000 ms 2  // Checkpoint Charlie
01B4: set_player $PLAYER_CHAR frozen_state 0 
0050: gosub @HELP_2932 
0417: start_mission COKERUN // Checkpoint Charlie

:COKRUN_224
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKRUN_263 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COKRUN_263 
0004: $81 = 0 // integer values 

:COKRUN_263
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 
004D: jump_if_false @COKRUN_345 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @COKRUN_338 
0002: jump @COKRUN_10 

:COKRUN_338
0002: jump @COKRUN_263 

:COKRUN_345
0002: jump @COKRUN_10 

:PSAVE1
03A4: name_thread 'PSAVE1' 

:PSAVE1_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_563 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @PSAVE1_563 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE1_563 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE1_533 
00D6: if 
0038:   $444 == 0 // integer values 
004D: jump_if_false @PSAVE1_138 
0213: $443 = create_pickup #PICKUPSAVE type 3 at 219.3 -1273.5 11.5 
0004: $444 = 1 // integer values 

:PSAVE1_138
00D6: if 
0214:   pickup $443 picked_up 
004D: jump_if_false @PSAVE1_526 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_491 
0215: destroy_pickup $443 
0213: $443 = create_pickup #PICKUPSAVE type 3 at 219.3 -1273.5 11.5 
016A: fade 1 1000 ms 
00D6: if 
0038:   $222 == 0 // integer values 
004D: jump_if_false @PSAVE1_433 
0395: clear_area 1 at 220.3 -1275.5 range 11.0 1.0 
0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 121.0 
015F: set_camera_position 223.301 -1277.655 13.822 0.0 rotation 0.0 0.0 
0160: point_camera 222.563 -1278.279 13.565 switchstyle 2 
03E5: text_box 'HELP19'  // Walk into the ~q~pink marker ~w~to continue.
0006: 16@ = 0 // integer values 

:PSAVE1_353
00D6: if 
8019:   not  16@ > 2000 // integer values 
004D: jump_if_false @PSAVE1_426 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @PSAVE1_419 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PSAVE1_419 
0002: jump @PSAVE1_426 

:PSAVE1_419
0002: jump @PSAVE1_353 

:PSAVE1_426
0002: jump @PSAVE1_487 

:PSAVE1_433
0395: clear_area 1 at 223.1 -1276.7 range 11.0 1.0 
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 258.0 

:PSAVE1_487
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:PSAVE1_491
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_526 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $ONMISSION = 0 // integer values 

:PSAVE1_526
0002: jump @PSAVE1_563 

:PSAVE1_533
00D6: if 
0038:   $444 == 1 // integer values 
004D: jump_if_false @PSAVE1_563 
0215: destroy_pickup $443 
0004: $444 = 0 // integer values 

:PSAVE1_563
0002: jump @PSAVE1_10 

:PSAVE2
03A4: name_thread 'PSAVE2' 

:PSAVE2_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE2_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @PSAVE2_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE2_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE2_281 
00D6: if 
0038:   $21 == 0 // integer values 
004D: jump_if_false @PSAVE2_138 
0213: $20 = create_pickup #PICKUPSAVE type 3 at -378.3 -597.2 25.8 
0004: $21 = 1 // integer values 

:PSAVE2_138
00D6: if 
0214:   pickup $20 picked_up 
004D: jump_if_false @PSAVE2_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE2_267 
0215: destroy_pickup $20 
0213: $20 = create_pickup #PICKUPSAVE type 3 at -378.3 -597.2 25.8 
016A: fade 1 1000 ms 
0395: clear_area 1 at -378.3 -592.3 range 25.3 1.0 
0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:PSAVE2_267
0050: gosub @HELP_4210 

:PSAVE2_274
0002: jump @PSAVE2_311 

:PSAVE2_281
00D6: if 
0038:   $21 == 1 // integer values 
004D: jump_if_false @PSAVE2_311 
0215: destroy_pickup $20 
0004: $21 = 0 // integer values 

:PSAVE2_311
0002: jump @PSAVE2_10 

:PSAVE3
03A4: name_thread 'PSAVE3' 

:PSAVE3_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE3_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @PSAVE3_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE3_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE3_281 
00D6: if 
0038:   $67 == 0 // integer values 
004D: jump_if_false @PSAVE3_138 
0213: $68 = create_pickup #PICKUPSAVE type 3 at -1033.8 -846.9 13.0 
0004: $67 = 1 // integer values 

:PSAVE3_138
00D6: if 
0214:   pickup $68 picked_up 
004D: jump_if_false @PSAVE3_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE3_267 
0215: destroy_pickup $68 
0213: $68 = create_pickup #PICKUPSAVE type 3 at -1033.8 -846.9 13.0 
016A: fade 1 1000 ms 
0395: clear_area 1 at -1028.3 -851.9 range 12.3 1.0 
0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3 
0171: set_player $PLAYER_CHAR z_angle_to 226.0 

:PSAVE3_267
0050: gosub @HELP_4210 

:PSAVE3_274
0002: jump @PSAVE3_311 

:PSAVE3_281
00D6: if 
0038:   $67 == 1 // integer values 
004D: jump_if_false @PSAVE3_311 
0215: destroy_pickup $68 
0004: $67 = 0 // integer values 

:PSAVE3_311
0002: jump @PSAVE3_10 

:PSAVE4
03A4: name_thread 'PSAVE4' 

:PSAVE4_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE4_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @PSAVE4_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE4_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE4_281 
00D6: if 
0038:   $27 == 0 // integer values 
004D: jump_if_false @PSAVE4_138 
0213: $70 = create_pickup #PICKUPSAVE type 3 at -992.7 193.4 11.4 
0004: $27 = 1 // integer values 

:PSAVE4_138
00D6: if 
0214:   pickup $70 picked_up 
004D: jump_if_false @PSAVE4_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE4_267 
0215: destroy_pickup $70 
0213: $70 = create_pickup #PICKUPSAVE type 3 at -992.7 193.4 11.4 
016A: fade 1 1000 ms 
0395: clear_area 1 at -996.5 194.1 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 

:PSAVE4_267
0050: gosub @HELP_4210 

:PSAVE4_274
0002: jump @PSAVE4_311 

:PSAVE4_281
00D6: if 
0038:   $27 == 1 // integer values 
004D: jump_if_false @PSAVE4_311 
0215: destroy_pickup $70 
0004: $27 = 0 // integer values 

:PSAVE4_311
0002: jump @PSAVE4_10 

:PSAVE5
03A4: name_thread 'PSAVE5' 

:PSAVE5_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE5_299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @PSAVE5_299 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE5_299 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE5_269 
00D6: if 
0038:   $37 == 0 // integer values 
004D: jump_if_false @PSAVE5_132 
0213: $615 = create_pickup #PICKUPSAVE type 3 at $570 $571 $572 
0004: $37 = 1 // integer values 

:PSAVE5_132
00D6: if 
0214:   pickup $615 picked_up 
004D: jump_if_false @PSAVE5_262 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE5_255 
0215: destroy_pickup $615 
0213: $615 = create_pickup #PICKUPSAVE type 3 at $570 $571 $572 
016A: fade 1 1000 ms 
0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0 
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 
0171: set_player $PLAYER_CHAR z_angle_to 218.0275 

:PSAVE5_255
0050: gosub @HELP_4210 

:PSAVE5_262
0002: jump @PSAVE5_299 

:PSAVE5_269
00D6: if 
0038:   $37 == 1 // integer values 
004D: jump_if_false @PSAVE5_299 
0215: destroy_pickup $615 
0004: $37 = 0 // integer values 

:PSAVE5_299
0002: jump @PSAVE5_10 

:PSAVE6
03A4: name_thread 'PSAVE6' 

:PSAVE6_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE6_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
004D: jump_if_false @PSAVE6_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE6_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE6_281 
00D6: if 
0038:   $49 == 0 // integer values 
004D: jump_if_false @PSAVE6_138 
0213: $680 = create_pickup #PICKUPSAVE type 3 at -664.1 -1476.3 13.8 
0004: $49 = 1 // integer values 

:PSAVE6_138
00D6: if 
0214:   pickup $680 picked_up 
004D: jump_if_false @PSAVE6_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE6_267 
0215: destroy_pickup $680 
0213: $680 = create_pickup #PICKUPSAVE type 3 at -664.1 -1476.3 13.8 
016A: fade 1 1000 ms 
0395: clear_area 1 at -660.0 -1477.8 range 13.0 1.0 
0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0 
0171: set_player $PLAYER_CHAR z_angle_to 248.0 

:PSAVE6_267
0050: gosub @HELP_4210 

:PSAVE6_274
0002: jump @PSAVE6_311 

:PSAVE6_281
00D6: if 
0038:   $49 == 1 // integer values 
004D: jump_if_false @PSAVE6_311 
0215: destroy_pickup $680 
0004: $49 = 0 // integer values 

:PSAVE6_311
0002: jump @PSAVE6_10 

:PSAVE7
03A4: name_thread 'PSAVE7' 

:PSAVE7_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE7_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @PSAVE7_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE7_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE7_281 
00D6: if 
0038:   $50 == 0 // integer values 
004D: jump_if_false @PSAVE7_138 
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup #PICKUPSAVE type 3 at -878.5 -575.1 11.2 
0004: $50 = 1 // integer values 

:PSAVE7_138
00D6: if 
0214:   pickup $ICE_CREAM_FACTORY_ASSET picked_up 
004D: jump_if_false @PSAVE7_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE7_267 
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup #PICKUPSAVE type 3 at -878.5 -575.1 11.2 
016A: fade 1 1000 ms 
0395: clear_area 1 at -872.0 -573.4 range 10.4 1.0 
0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4 
0171: set_player $PLAYER_CHAR z_angle_to 277.0 

:PSAVE7_267
0050: gosub @HELP_4210 

:PSAVE7_274
0002: jump @PSAVE7_311 

:PSAVE7_281
00D6: if 
0038:   $50 == 1 // integer values 
004D: jump_if_false @PSAVE7_311 
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 
0004: $50 = 0 // integer values 

:PSAVE7_311
0002: jump @PSAVE7_10 

:PSAVE8
03A4: name_thread 'PSAVE8' 

:PSAVE8_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE8_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @PSAVE8_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE8_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE8_281 
00D6: if 
0038:   $71 == 0 // integer values 
004D: jump_if_false @PSAVE8_138 
0213: $74 = create_pickup #PICKUPSAVE type 3 at -1059.6 -282.2 11.2 
0004: $71 = 1 // integer values 

:PSAVE8_138
00D6: if 
0214:   pickup $74 picked_up 
004D: jump_if_false @PSAVE8_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE8_267 
0215: destroy_pickup $74 
0213: $74 = create_pickup #PICKUPSAVE type 3 at -1059.6 -282.2 11.2 
016A: fade 1 1000 ms 
0395: clear_area 1 at -1056.7 -279.7 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -1056.7 -279.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 273.0 

:PSAVE8_267
0050: gosub @HELP_4210 

:PSAVE8_274
0002: jump @PSAVE8_311 

:PSAVE8_281
00D6: if 
0038:   $71 == 1 // integer values 
004D: jump_if_false @PSAVE8_311 
0215: destroy_pickup $74 
0004: $71 = 0 // integer values 

:PSAVE8_311
0002: jump @PSAVE8_10 

:PSAVE9
03A4: name_thread 'PSAVE9' 

:PSAVE9_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE9_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @PSAVE9_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE9_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE9_281 
00D6: if 
0038:   $72 == 0 // integer values 
004D: jump_if_false @PSAVE9_138 
0213: $75 = create_pickup #PICKUPSAVE type 3 at 0.0 957.9 11.1 
0004: $72 = 1 // integer values 

:PSAVE9_138
00D6: if 
0214:   pickup $75 picked_up 
004D: jump_if_false @PSAVE9_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE9_267 
0215: destroy_pickup $75 
0213: $75 = create_pickup #PICKUPSAVE type 3 at 0.0 957.9 11.1 
016A: fade 1 1000 ms 
0395: clear_area 1 at 1.4 960.7 range 10.2 1.0 
0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 274.3 

:PSAVE9_267
0050: gosub @HELP_4210 

:PSAVE9_274
0002: jump @PSAVE9_311 

:PSAVE9_281
00D6: if 
0038:   $72 == 1 // integer values 
004D: jump_if_false @PSAVE9_311 
0215: destroy_pickup $75 
0004: $72 = 0 // integer values 

:PSAVE9_311
0002: jump @PSAVE9_10 

:PSAVE10
03A4: name_thread 'PSAVE10' 

:PSAVE10_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE10_311 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @PSAVE10_311 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSAVE10_311 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PSAVE10_281 
00D6: if 
0038:   $73 == 0 // integer values 
004D: jump_if_false @PSAVE10_138 
0213: $76 = create_pickup #PICKUPSAVE type 3 at 499.5 -66.9 11.4 
0004: $73 = 1 // integer values 

:PSAVE10_138
00D6: if 
0214:   pickup $76 picked_up 
004D: jump_if_false @PSAVE10_274 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE10_267 
0215: destroy_pickup $76 
0213: $76 = create_pickup #PICKUPSAVE type 3 at 499.5 -66.9 11.4 
016A: fade 1 1000 ms 
0395: clear_area 1 at 492.0 -80.6 range 10.7 0.5 
0055: put_player $PLAYER_CHAR at 492.0 -80.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 224.5 

:PSAVE10_267
0050: gosub @HELP_4210 

:PSAVE10_274
0002: jump @PSAVE10_311 

:PSAVE10_281
00D6: if 
0038:   $73 == 1 // integer values 
004D: jump_if_false @PSAVE10_311 
0215: destroy_pickup $76 
0004: $73 = 0 // integer values 

:PSAVE10_311
0002: jump @PSAVE10_10 

:SAVE1
03A4: name_thread 'SAVE1' 

:SAVE1_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE1_299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @SAVE1_299 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SAVE1_299 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SAVE1_269 
00D6: if 
0038:   $36 == 0 // integer values 
004D: jump_if_false @SAVE1_132 
0213: $662 = create_pickup #PICKUPSAVE type 3 at $573 $574 $575 
0004: $36 = 1 // integer values 

:SAVE1_132
00D6: if 
0214:   pickup $662 picked_up 
004D: jump_if_false @SAVE1_262 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE1_255 
0215: destroy_pickup $662 
0213: $662 = create_pickup #PICKUPSAVE type 3 at $573 $574 $575 
016A: fade 1 1000 ms 
0395: clear_area 1 at 428.4 609.1 range 12.0 1.0 
0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:SAVE1_255
0050: gosub @HELP_4210 

:SAVE1_262
0002: jump @SAVE1_299 

:SAVE1_269
00D6: if 
0038:   $36 == 1 // integer values 
004D: jump_if_false @SAVE1_299 
0215: destroy_pickup $662 
0004: $36 = 0 // integer values 

:SAVE1_299
0002: jump @SAVE1_10 

:SAVE2
03A4: name_thread 'SAVE2' 

:SAVE2_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE2_299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @SAVE2_299 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SAVE2_299 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SAVE2_269 
00D6: if 
0038:   $22 == 0 // integer values 
004D: jump_if_false @SAVE2_132 
0213: $654 = create_pickup #PICKUPSAVE type 3 at $585 $586 $587 
0004: $22 = 1 // integer values 

:SAVE2_132
00D6: if 
0214:   pickup $654 picked_up 
004D: jump_if_false @SAVE2_262 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE2_255 
0215: destroy_pickup $654 
0213: $654 = create_pickup #PICKUPSAVE type 3 at $585 $586 $587 
016A: fade 1 1000 ms 
0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0 
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 
0171: set_player $PLAYER_CHAR z_angle_to 276.3156 

:SAVE2_255
0050: gosub @HELP_4210 

:SAVE2_262
0002: jump @SAVE2_299 

:SAVE2_269
00D6: if 
0038:   $22 == 1 // integer values 
004D: jump_if_false @SAVE2_299 
0215: destroy_pickup $654 
0004: $22 = 0 // integer values 

:SAVE2_299
0002: jump @SAVE2_10 

:SAVE3
03A4: name_thread 'SAVE3' 

:SAVE3_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE3_299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @SAVE3_299 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SAVE3_299 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SAVE3_269 
00D6: if 
0038:   $15 == 0 // integer values 
004D: jump_if_false @SAVE3_132 
0213: $666 = create_pickup #PICKUPSAVE type 3 at $588 $589 $590 
0004: $15 = 1 // integer values 

:SAVE3_132
00D6: if 
0214:   pickup $666 picked_up 
004D: jump_if_false @SAVE3_262 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE3_255 
0215: destroy_pickup $666 
0213: $666 = create_pickup #PICKUPSAVE type 3 at $588 $589 $590 
016A: fade 1 1000 ms 
0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0 
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 
0171: set_player $PLAYER_CHAR z_angle_to 200.4458 

:SAVE3_255
0050: gosub @HELP_4210 

:SAVE3_262
0002: jump @SAVE3_299 

:SAVE3_269
00D6: if 
0038:   $15 == 1 // integer values 
004D: jump_if_false @SAVE3_299 
0215: destroy_pickup $666 
0004: $15 = 0 // integer values 

:SAVE3_299
0002: jump @SAVE3_10 

:SAVE4
03A4: name_thread 'SAVE4' 

:SAVE4_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE4_299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @SAVE4_299 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SAVE4_299 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SAVE4_269 
00D6: if 
0038:   $32 == 0 // integer values 
004D: jump_if_false @SAVE4_132 
0213: $651 = create_pickup #PICKUPSAVE type 3 at $594 $595 $596 
0004: $32 = 1 // integer values 

:SAVE4_132
00D6: if 
0214:   pickup $651 picked_up 
004D: jump_if_false @SAVE4_262 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE4_255 
0215: destroy_pickup $651 
0213: $651 = create_pickup #PICKUPSAVE type 3 at $594 $595 $596 
016A: fade 1 1000 ms 
0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0 
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 
0171: set_player $PLAYER_CHAR z_angle_to 238.8605 

:SAVE4_255
0050: gosub @HELP_4210 

:SAVE4_262
0002: jump @SAVE4_299 

:SAVE4_269
00D6: if 
0038:   $32 == 1 // integer values 
004D: jump_if_false @SAVE4_299 
0215: destroy_pickup $651 
0004: $32 = 0 // integer values 

:SAVE4_299
0002: jump @SAVE4_10 

:SAVE5
03A4: name_thread 'SAVE5' 

:SAVE5_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE5_299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @SAVE5_299 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SAVE5_299 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SAVE5_269 
00D6: if 
0038:   $16 == 0 // integer values 
004D: jump_if_false @SAVE5_132 
0213: $658 = create_pickup #PICKUPSAVE type 3 at $591 $592 $593 
0004: $16 = 1 // integer values 

:SAVE5_132
00D6: if 
0214:   pickup $658 picked_up 
004D: jump_if_false @SAVE5_262 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE5_255 
0215: destroy_pickup $658 
0213: $658 = create_pickup #PICKUPSAVE type 3 at $591 $592 $593 
016A: fade 1 1000 ms 
0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0 
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 
0171: set_player $PLAYER_CHAR z_angle_to 353.8286 

:SAVE5_255
0050: gosub @HELP_4210 

:SAVE5_262
0002: jump @SAVE5_299 

:SAVE5_269
00D6: if 
0038:   $16 == 1 // integer values 
004D: jump_if_false @SAVE5_299 
0215: destroy_pickup $658 
0004: $16 = 0 // integer values 

:SAVE5_299
0002: jump @SAVE5_10 

:SAVE6
03A4: name_thread 'SAVE6' 

:SAVE6_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE6_299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @SAVE6_299 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SAVE6_299 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SAVE6_269 
00D6: if 
0038:   $69 == 0 // integer values 
004D: jump_if_false @SAVE6_132 
0213: $648 = create_pickup #PICKUPSAVE type 3 at $597 $598 $599 
0004: $69 = 1 // integer values 

:SAVE6_132
00D6: if 
0214:   pickup $648 picked_up 
004D: jump_if_false @SAVE6_262 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE6_255 
0215: destroy_pickup $648 
0213: $648 = create_pickup #PICKUPSAVE type 3 at $597 $598 $599 
016A: fade 1 1000 ms 
0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0 
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 
0171: set_player $PLAYER_CHAR z_angle_to 131.5277 

:SAVE6_255
0050: gosub @HELP_4210 

:SAVE6_262
0002: jump @SAVE6_299 

:SAVE6_269
00D6: if 
0038:   $69 == 1 // integer values 
004D: jump_if_false @SAVE6_299 
0215: destroy_pickup $648 
0004: $69 = 0 // integer values 

:SAVE6_299
0002: jump @SAVE6_10 

:SAVE7
03A4: name_thread 'SAVE7' 

:SAVE7_10
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE7_327 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @SAVE7_327 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE7_327 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SAVE7_327 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SAVE7_297 
00D6: if 
0038:   $60 == 0 // integer values 
004D: jump_if_false @SAVE7_154 
0213: $645 = create_pickup #PICKUPSAVE type 3 at -562.8 699.7 20.6 
0004: $60 = 1 // integer values 

:SAVE7_154
00D6: if 
0214:   pickup $645 picked_up 
004D: jump_if_false @SAVE7_290 
0050: gosub @HELP_4118 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SAVE7_283 
0215: destroy_pickup $645 
0213: $645 = create_pickup #PICKUPSAVE type 3 at -562.8 699.7 20.6 
016A: fade 1 1000 ms 
0395: clear_area 1 at -559.9 705.4 range 19.8 1.0 
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 
0171: set_player $PLAYER_CHAR z_angle_to 243.0 

:SAVE7_283
0050: gosub @HELP_4210 

:SAVE7_290
0002: jump @SAVE7_327 

:SAVE7_297
00D6: if 
0038:   $60 == 1 // integer values 
004D: jump_if_false @SAVE7_327 
0215: destroy_pickup $645 
0004: $60 = 0 // integer values 

:SAVE7_327
0002: jump @SAVE7_10 

:HELP
03A4: name_thread 'HELP' 

:HELP_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2876 
00D6: if 
0038:   $220 == 1 // integer values 
004D: jump_if_false @HELP_2876 
00D6: if 
0038:   $45 == 0 // integer values 
004D: jump_if_false @HELP_195 
0001: wait 500 ms 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @HELP_111 
03E5: text_box 'HELP26'  // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.
0002: jump @HELP_121 

:HELP_111
03E5: text_box 'HELP21'  // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.

:HELP_121
0001: wait 5000 ms 
03E5: text_box 'HELP42'  // Follow the ~q~pink blip~w~ to find the hotel.
0189: $66 = unknown_create_checkpoint_at 240.4 -1280.2 10.0 
03E7: flash_hud 8 
0001: wait 3000 ms 
03E7: flash_hud -1 
0006: 17@ = 0 // integer values 
0001: wait 3000 ms 
0004: $45 = 1 // integer values 
0002: jump @HELP_942 

:HELP_195
00D6: if 
0038:   $82 == 0 // integer values 
004D: jump_if_false @HELP_283 
00D6: if 
00F5:   player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 25.0 25.0 5.0 
004D: jump_if_false @HELP_283 
03E5: text_box 'HELP44'  // Stop in the ~q~pink marker.
0001: wait 3000 ms 
0004: $82 = 1 // integer values 

:HELP_283
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_942 
00D6: if 
0038:   $25 == 0 // integer values 
004D: jump_if_false @HELP_625 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HELP_618 
0001: wait 1000 ms 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @HELP_378 
03E5: text_box 'HELP4_D'  // Push the right analog stick up to ~h~accelerate.
0002: jump @HELP_388 

:HELP_378
03E5: text_box 'HELP4_A'  // Press the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button to accelerate.

:HELP_388
0001: wait 4000 ms 
0293: $18 = get_controller_mode 
00D6: if or
0038:   $18 == 1 // integer values 
0038:   $18 == 3 // integer values 
004D: jump_if_false @HELP_440 
03E5: text_box 'HELP36'  // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
0002: jump @HELP_450 

:HELP_440
03E5: text_box 'HELP35'  // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.

:HELP_450
0001: wait 4000 ms 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @HELP_495 
03E5: text_box 'HELP5_D'  // Pull the right analog stick back to brake, or to reverse if the vehicle has stopped.
0002: jump @HELP_505 

:HELP_495
03E5: text_box 'HELP5_A'  // Press the ~h~~k~~VEHICLE_BRAKE~ ~w~button to brake, or to reverse if the vehicle has stopped.

:HELP_505
0001: wait 4000 ms 
0293: $18 = get_controller_mode 
00D6: if or
0038:   $18 == 0 // integer values 
0038:   $18 == 1 // integer values 
004D: jump_if_false @HELP_550 
03E5: text_box 'HELP6_A'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:HELP_550
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @HELP_578 
03E5: text_box 'HELP6_C'  // Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to apply the vehicle's handbrake.

:HELP_578
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @HELP_606 
03E5: text_box 'HELP6_D'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:HELP_606
0001: wait 4000 ms 
0004: $25 = 1 // integer values 

:HELP_618
0002: jump @HELP_942 

:HELP_625
00D6: if 
0038:   $85 == 1 // integer values 
004D: jump_if_false @HELP_942 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_942 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @HELP_766 
00D6: if 
0038:   $48 == 0 // integer values 
004D: jump_if_false @HELP_766 
0001: wait 2000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_759 
00D6: if 
0038:   $18 == 0 // integer values 
004D: jump_if_false @HELP_749 
03E5: text_box 'HELP27'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
0002: jump @HELP_759 

:HELP_749
03E5: text_box 'HELP28'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.

:HELP_759
0004: $48 = 1 // integer values 

:HELP_766
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_942 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HELP_942 
00D6: if 
0038:   $47 == 0 // integer values 
004D: jump_if_false @HELP_942 
00D6: if or
02D7:   player $PLAYER_CHAR currentweapon == 22 
02D7:   player $PLAYER_CHAR currentweapon == 23 
02D7:   player $PLAYER_CHAR currentweapon == 24 
02D7:   player $PLAYER_CHAR currentweapon == 25 
004D: jump_if_false @HELP_942 
03E5: text_box 'HELP31'  // To do a drive-by, first look left or right using the ~h~~k~~VEHICLE_LOOKLEFT~~w~ or the ~h~~k~~VEHICLE_LOOKRIGHT~.
0001: wait 5000 ms 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @HELP_910 
03E5: text_box 'HELP33'  // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
0002: jump @HELP_920 

:HELP_910
03E5: text_box 'HELP32'  // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.

:HELP_920
0001: wait 5000 ms 
03E5: text_box 'HELP34'  // You must have a sub machine gun to perform a drive-by.
0004: $47 = 1 // integer values 

:HELP_942
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1228 
00D6: if 
0038:   $44 == 0 // integer values 
004D: jump_if_false @HELP_1228 
00D6: if 
0038:   $17 == 0 // integer values 
004D: jump_if_false @HELP_1228 
00D6: if or
00FA:   player $PLAYER_CHAR stopped 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 
00F6:   player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 
004D: jump_if_false @HELP_1228 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 264.334 -1311.16 10.297 0.0 rotation 0.0 0.0 
0160: point_camera 263.577 -1310.574 10.589 switchstyle 2 
0001: wait 1000 ms 
03E5: text_box 'HELP16'  // Walk through the front door of the ~h~Ocean View~w~ Hotel to enter the building.
0001: wait 3000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1180 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HELP_1180
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0164: disable_marker $66 
00D6: if 
0038:   $222 == 0 // integer values 
004D: jump_if_false @HELP_1221 
0189: $66 = unknown_create_checkpoint_at $453 $454 $455 

:HELP_1221
0004: $17 = 1 // integer values 

:HELP_1228
00D6: if 
0038:   $44 == 0 // integer values 
004D: jump_if_false @HELP_1822 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HELP_1822 
00D6: if 
0038:   $1088 == 1 // integer values 
004D: jump_if_false @HELP_1822 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1822 
00D6: if 
00F5:   player $PLAYER_CHAR 0 225.0 -1277.3 11.5 radius 2.5 2.5 3.0 
004D: jump_if_false @HELP_1822 
0164: disable_marker $66 
00D6: if 
0038:   $222 == 0 // integer values 
004D: jump_if_false @HELP_1383 
0189: $66 = unknown_create_checkpoint_at $453 $454 $455 

:HELP_1383
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 223.301 -1277.655 13.822 0.0 rotation 0.0 0.0 
0160: point_camera 222.578 -1277.013 13.565 switchstyle 2 
03E5: text_box 'S_PROMP'  // When not on a mission you can save your progress by collecting the ~h~cassette tape pickup.
0006: 16@ = 0 // integer values 

:HELP_1458
00D6: if 
8019:   not  16@ > 1000 // integer values 
004D: jump_if_false @HELP_1511 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1504 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HELP_1504
0002: jump @HELP_1458 

:HELP_1511
0006: 16@ = 0 // integer values 

:HELP_1518
00D6: if 
8019:   not  16@ > 2000 // integer values 
004D: jump_if_false @HELP_1595 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1564 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HELP_1564
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HELP_1588 
0002: jump @HELP_1788 

:HELP_1588
0002: jump @HELP_1518 

:HELP_1595
0460: set_camera_pointing_time 0.0 1500 
015F: set_camera_position 223.301 -1277.655 13.822 0.0 rotation 0.0 0.0 
0160: point_camera 222.563 -1278.279 13.565 switchstyle 1 
0006: 16@ = 0 // integer values 

:HELP_1663
00D6: if 
8019:   not  16@ > 1500 // integer values 
004D: jump_if_false @HELP_1717 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HELP_1710 
0002: jump @HELP_1788 

:HELP_1710
0002: jump @HELP_1663 

:HELP_1717
03E5: text_box 'HELP19'  // Walk into the ~q~pink marker ~w~to continue.
0006: 16@ = 0 // integer values 

:HELP_1734
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @HELP_1788 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HELP_1781 
0002: jump @HELP_1788 

:HELP_1781
0002: jump @HELP_1734 

:HELP_1788
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1811 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HELP_1811
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $44 = 1 // integer values 

:HELP_1822
00D6: if 
0038:   $222 == 1 // integer values 
004D: jump_if_false @HELP_1970 
00D6: if 
0038:   $46 == 0 // integer values 
004D: jump_if_false @HELP_1970 
02A7: $221 = create_icon_marker_and_sphere 19 at 219.8 -1273.5 11.0 
018B: show_on_radar $221 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1910 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HELP_1910
0050: gosub @HELP_2932 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1940 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HELP_1940
03E5: text_box 'HELP14'  // To find the Lawyer's office, follow the ~h~L blip~w~ on the radar
03E7: flash_hud 8 
0001: wait 2000 ms 
03E7: flash_hud -1 
0004: $46 = 1 // integer values 

:HELP_1970
00D6: if 
0038:   $46 == 1 // integer values 
004D: jump_if_false @HELP_2086 
00D6: if 
0038:   $25 == 1 // integer values 
004D: jump_if_false @HELP_2086 
00D6: if 
0038:   $86 == 0 // integer values 
004D: jump_if_false @HELP_2086 
0001: wait 4000 ms 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 1 // integer values 
004D: jump_if_false @HELP_2069 
03E5: text_box 'HELP57'  // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.
0002: jump @HELP_2079 

:HELP_2069
03E5: text_box 'HELP56'  // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.

:HELP_2079
0004: $86 = 1 // integer values 

:HELP_2086
00D6: if and
0038:   $47 == 1 // integer values 
0038:   $48 == 1 // integer values 
0038:   $46 == 1 // integer values 
0038:   $86 == 1 // integer values 
0038:   $105 == 1 // integer values 
0038:   $104 == 1 // integer values 
004D: jump_if_false @HELP_2179 
00D6: if 
0038:   $103 == 1 // integer values 
004D: jump_if_false @HELP_2179 
0215: destroy_pickup $670 
0215: destroy_pickup $671 
0215: destroy_pickup $672 
0215: destroy_pickup $673 
004E: end_thread 

:HELP_2179
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values 
004D: jump_if_false @HELP_2234 
0215: destroy_pickup $670 
0215: destroy_pickup $671 
0215: destroy_pickup $672 
0215: destroy_pickup $673 
0001: wait 3000 ms 
03E5: text_box 'BRID_OP'  // Storm warning over, all bridges to the mainland are now open.
004E: end_thread 

:HELP_2234
00D6: if 
0038:   $103 == 0 // integer values 
004D: jump_if_false @HELP_2346 
00D6: if or
0214:   pickup $670 picked_up 
0214:   pickup $671 picked_up 
004D: jump_if_false @HELP_2346 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2346 
0215: destroy_pickup $670 
0215: destroy_pickup $671 
03E5: text_box 'HEAL_B'  // When you are ~h~'wasted'~w~ you are returned to the nearest hospital.
0001: wait 5000 ms 
03E5: text_box 'HEAL_C'  // You will lose your weapons and the doctors will take some cash for patching you up.
0001: wait 5000 ms 
03E5: text_box 'HEAL_E'  // You will find ways of healing or protecting yourself the more you play the game.
0004: $103 = 1 // integer values 

:HELP_2346
00D6: if 
0038:   $104 == 0 // integer values 
004D: jump_if_false @HELP_2503 
00D6: if or
0214:   pickup $672 picked_up 
0214:   pickup $673 picked_up 
004D: jump_if_false @HELP_2503 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2503 
0215: destroy_pickup $672 
0215: destroy_pickup $673 
03E5: text_box 'WANT_G'  // When you are ~h~'busted'~w~ you are returned to the nearest police station.
0001: wait 5000 ms 
03E5: text_box 'WANT_H'  // The cops will take all your weapons and some of your cash as a bribe.
0001: wait 5000 ms 
03E5: text_box 'WANT_I'  // Any mission you were on will be failed.
0001: wait 5000 ms 
03E5: text_box 'WANT_A'  // You will only be arrested if you have a ~h~wanted level.
0001: wait 5000 ms 
03E5: text_box 'WANT_B'  // Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen.
0001: wait 5000 ms 
03E5: text_box 'WANT_F'  // As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement.
0004: $104 = 1 // integer values 

:HELP_2503
00D6: if 
0038:   $105 == 0 // integer values 
004D: jump_if_false @HELP_2718 
00D6: if or
0214:   pickup $110 picked_up 
0214:   pickup $111 picked_up 
0214:   pickup $112 picked_up 
0214:   pickup $113 picked_up 
0214:   pickup $114 picked_up 
0214:   pickup $115 picked_up 
004D: jump_if_false @HELP_2595 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2595 
03E5: text_box 'BRIBE1'  // You have just picked up a police bribe, this will reduce your wanted level by one star.
0004: $105 = 1 // integer values 

:HELP_2595
00D6: if 
0214:   pickup $116 picked_up 
004D: jump_if_false @HELP_2644 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2644 
03E5: text_box 'BRIBE1'  // You have just picked up a police bribe, this will reduce your wanted level by one star.
0004: $105 = 1 // integer values 

:HELP_2644
00D6: if or
0214:   pickup $117 picked_up 
0214:   pickup $118 picked_up 
0214:   pickup $119 picked_up 
0214:   pickup $120 picked_up 
0214:   pickup $121 picked_up 
0214:   pickup $122 picked_up 
004D: jump_if_false @HELP_2718 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2718 
03E5: text_box 'BRIBE1'  // You have just picked up a police bribe, this will reduce your wanted level by one star.
0004: $105 = 1 // integer values 

:HELP_2718
00D6: if 
0038:   $106 == 0 // integer values 
004D: jump_if_false @HELP_2787 
00D6: if 
057B:   wanted_level_suspended 
004D: jump_if_false @HELP_2787 
0001: wait 5000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2787 
03E5: text_box 'WANT_L'  // Your wanted level has been suspended, if you commit a crime whilst the stars are flashing your full wanted level will be reinstated.
0004: $106 = 1 // integer values 

:HELP_2787
00D6: if 
0038:   $25 == 1 // integer values 
004D: jump_if_false @HELP_2876 
00D6: if 
0038:   $85 == 0 // integer values 
004D: jump_if_false @HELP_2876 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2876 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HELP_2876 
057D: play_bridge_status_mp3 0 
03E5: text_box 'BRID_CL'  // Storm warning: All bridges to the mainland are closed.
0004: $85 = 1 // integer values 

:HELP_2876
0002: jump @HELP_10 

:HELP_2883
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2930 
0004: $ONMISSION = 1 // integer values 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
03AF: set_streaming 0 

:HELP_2930
0051: return 

:HELP_2932
00D6: if 
016B:   fading 
004D: jump_if_false @HELP_2956 
0001: wait 0 ms 
0002: jump @HELP_2932 

:HELP_2956
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2977 
011C: actor $PLAYER_ACTOR clear_objective 

:HELP_2977
0051: return 

:HELP_2979
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_3126 
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position 91.925 -818.489 20.0 0.0 rotation 0.0 0.0 
0160: point_camera 92.866 -818.736 19.769 switchstyle 2 
0395: clear_area 1 at 119.2 -826.9 range 10.0 1.0 
0055: put_player $PLAYER_CHAR at 119.4 -827.2 9.7 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
0211: actor $PLAYER_ACTOR walk_to 123.3 -829.9 

:HELP_3126
0001: wait 1000 ms 
0051: return 

:HELP_3133
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -381.923 -473.339 48.904 0.0 rotation 0.0 0.0 
0160: point_camera -381.898 -474.247 48.486 switchstyle 2 
0001: wait 1000 ms 
0051: return 

:HELP_3202
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -229.438 -1364.204 12.607 0.0 rotation 0.0 0.0 
0160: point_camera -230.424 -1364.068 12.511 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8 
0001: wait 1000 ms 
0051: return 

:HELP_3286
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -52.624 939.244 10.011 0.0 rotation 0.0 0.0 
0160: point_camera -53.538 938.966 10.306 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -76.3 931.3 
0001: wait 1000 ms 
0051: return 

:HELP_3370
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position 499.781 -106.921 12.057 0.0 rotation 0.0 0.0 
0160: point_camera 499.357 -106.019 12.139 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 482.2 -69.9 9.9 
0001: wait 1000 ms 
0051: return 

:HELP_3459
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position 487.475 -68.248 11.147 0.0 rotation 0.0 0.0 
0160: point_camera 486.5 -68.023 11.15 switchstyle 2 
0173: set_actor $PLAYER_ACTOR z_angle_to 62.0 
0001: wait 1000 ms 
0051: return 

:HELP_3538
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -1094.531 332.318 14.799 0.0 rotation 0.0 0.0 
0160: point_camera -1095.238 332.993 14.591 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -1102.7 343.4 
0001: wait 1000 ms 
0051: return 

:HELP_3622
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -1039.093 -293.828 27.81 0.0 rotation 0.0 0.0 
0160: point_camera -1039.811 -293.283 27.377 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9 
0001: wait 1000 ms 
0051: return 

:HELP_3706
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -609.208 660.793 14.52 0.0 rotation 0.0 0.0 
0160: point_camera -608.458 660.156 14.339 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -597.4 651.6 
0001: wait 1000 ms 
0051: return 

:HELP_3790
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -870.59 1155.257 10.356 0.0 rotation 0.0 0.0 
0160: point_camera -871.349 1155.864 10.592 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -883.1 1159.2 
0001: wait 1000 ms 
0051: return 

:HELP_3874
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -1179.528 -605.912 12.22 0.0 rotation 0.0 0.0 
0160: point_camera -1178.774 -606.569 12.223 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -1166.3 -634.4 10.6 
0001: wait 1000 ms 
0051: return 

:HELP_3963
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
015F: set_camera_position -969.554 139.73 10.058 0.0 rotation 0.0 0.0 
0160: point_camera -968.921 140.503 10.031 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -962.6 146.1 
0001: wait 1000 ms 
0051: return 

:HELP_4047
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -994.919 210.472 15.758 0.0 rotation 0.0 0.0 
0160: point_camera -995.722 210.02 15.37 switchstyle 2 
0051: return 

:HELP_4118
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03D8: show_save_screen 
0001: wait 0 ms 

:HELP_4138
00D6: if 
83D9:   not save_done 
004D: jump_if_false @HELP_4162 
0001: wait 0 ms 
0002: jump @HELP_4138 

:HELP_4162
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_4208 
0222: set_player $PLAYER_CHAR health_to 200 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:HELP_4208
0051: return 

:HELP_4210
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_4230 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:HELP_4230
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_4265 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $ONMISSION = 0 // integer values 

:HELP_4265
0051: return 

:HJ
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'HJ' 
0004: $740 = 0 // integer values 

:HJ_21
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_48 
0002: jump @HJ_21 

:HJ_48
00D6: if 
0445:   are_car_cheats_used 
004D: jump_if_false @HJ_68 
0002: jump @HJ_21 

:HJ_68
00D6: if 
04C9:   player $PLAYER_CHAR driving_plane 
004D: jump_if_false @HJ_91 
0002: jump @HJ_21 

:HJ_91
00D6: if 
04A8:   player $PLAYER_CHAR driving_boat 
004D: jump_if_false @HJ_114 
0002: jump @HJ_21 

:HJ_114
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HJ_1591 
03C1: $727 = player $PLAYER_CHAR car_no_save 
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $768 $772 wheelie: $775 $779 stoppie: $782 $786 
00D6: if 
0018:   $768 > 0 // integer values 
004D: jump_if_false @HJ_355 
0014: $768 /= 1000 // integer values 
008C: $769 = float_to_integer $772 
008D: $773 = integer_to_float $769 
0086: $763 = $772 // floating-point values only 
0061: $763 -= $773 // floating-point values 
0011: $763 *= 100.0 // floating-point values 
008C: $770 = float_to_integer $763 
0084: $726 = $768 // integer values and handles 
0058: $726 += $769 // integer values 
0014: $726 /= 2 // integer values 
0109: player $PLAYER_CHAR money += $726 
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_315 
0302: text_4numbers 'WHEEL01' $726 $769 $770 $768 3000 ms 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_355 

:HJ_315
0425: meters $774 to_feet $772 
008C: $771 = float_to_integer $774 
02FF: show_text_3numbers GXT 'WHEEL02' numbers $726 $771 $768 time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_355
00D6: if 
0018:   $775 > 0 // integer values 
004D: jump_if_false @HJ_563 
0014: $775 /= 1000 // integer values 
008C: $776 = float_to_integer $779 
008D: $780 = integer_to_float $776 
0086: $763 = $779 // floating-point values only 
0061: $763 -= $780 // floating-point values 
0011: $763 *= 100.0 // floating-point values 
008C: $777 = float_to_integer $763 
0084: $726 = $775 // integer values and handles 
0058: $726 += $776 // integer values 
0010: $726 *= 2 // integer values 
0014: $726 /= 5 // integer values 
0014: $726 /= 2 // integer values 
0109: player $PLAYER_CHAR money += $726 
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_523 
0302: text_4numbers 'WHEEL06' $726 $776 $777 $775 3000 ms 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_563 

:HJ_523
0425: meters $781 to_feet $779 
008C: $778 = float_to_integer $781 
02FF: show_text_3numbers GXT 'WHEEL07' numbers $726 $778 $775 time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_563
00D6: if 
0018:   $782 > 0 // integer values 
004D: jump_if_false @HJ_757 
0014: $782 /= 1000 // integer values 
008C: $783 = float_to_integer $786 
008D: $787 = integer_to_float $783 
0086: $763 = $786 // floating-point values only 
0061: $763 -= $787 // floating-point values 
0011: $763 *= 100.0 // floating-point values 
008C: $784 = float_to_integer $763 
0084: $726 = $782 // integer values and handles 
0058: $726 += $783 // integer values 
0014: $726 /= 2 // integer values 
0109: player $PLAYER_CHAR money += $726 
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_717 
0302: text_4numbers 'WHEEL11' $726 $783 $784 $782 3000 ms 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_757 

:HJ_717
0425: meters $788 to_feet $786 
008C: $785 = float_to_integer $788 
02FF: show_text_3numbers GXT 'WHEEL12' numbers $726 $785 $782 time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_757
00D6: if 
01F3:   car $727 airborne 
004D: jump_if_false @HJ_1577 
0004: $739 = 0 // integer values 
0005: $762 = 0.0 // floating-point values 
0004: $730 = 0 // integer values 
0004: $737 = 0 // integer values 
0004: $733 = 0 // integer values 
0004: $732 = 0 // integer values 
0004: $738 = 0 // integer values 
0004: $731 = 0 // integer values 
0004: $728 = 0 // integer values 
0004: $729 = 0 // integer values 
0005: $749 = -100.0 // floating-point values 
0005: $750 = 0.0 // floating-point values 
0005: $751 = 0.0 // floating-point values 
0005: $752 = 0.0 // floating-point values 
0005: $753 = 0.0 // floating-point values 
0005: $754 = 0.0 // floating-point values 
0005: $755 = 0.0 // floating-point values 
0005: $756 = 0.0 // floating-point values 
0005: $757 = 0.0 // floating-point values 
0005: $758 = 0.0 // floating-point values 
0005: $759 = 0.0 // floating-point values 
0005: $760 = 0.0 // floating-point values 
0005: $761 = 0.0 // floating-point values 
0004: $736 = 0 // integer values 
0004: $735 = 0 // integer values 
0004: $734 = 0 // integer values 
0005: $763 = 0.0 // floating-point values 
0005: $765 = 0.0 // floating-point values 
0005: $767 = 0.0 // floating-point values 
0005: $766 = 0.0 // floating-point values 
0005: $764 = 0.0 // floating-point values 
0004: $741 = 0 // integer values 
0004: $742 = 0 // integer values 
0004: $743 = 0 // integer values 
0004: $744 = 0 // integer values 
0004: $745 = 0 // integer values 
0004: $746 = 0 // integer values 

:HJ_1089
00D6: if or
01F3:   car $727 airborne 
001A:   10 > $746 // integer values 
004D: jump_if_false @HJ_1570 
0008: $746 += 1 // integer values 
00AA: store_car $727 position_to $750 $751 $752 
0086: $764 = $762 // floating-point values only 
00D6: if 
0038:   $728 == 0 // integer values 
004D: jump_if_false @HJ_1198 
0174: $764 = car $727 z_angle 
0086: $753 = $750 // floating-point values only 
0086: $754 = $751 // floating-point values only 
0086: $755 = $752 // floating-point values only 
0004: $728 = 1 // integer values 

:HJ_1198
0001: wait 0 ms 
00D6: if 
0119:   car $727 wrecked 
004D: jump_if_false @HJ_1225 
0002: jump @HJ_21 

:HJ_1225
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_1248 
0002: jump @HJ_21 

:HJ_1248
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @HJ_1271 
0002: jump @HJ_21 

:HJ_1271
00D6: if and
820D:   not car $727 flipped 
0038:   $732 == 0 // integer values 
004D: jump_if_false @HJ_1301 
0004: $732 = 1 // integer values 

:HJ_1301
00D6: if and
020D:   car $727 flipped 
0038:   $732 == 1 // integer values 
004D: jump_if_false @HJ_1338 
0008: $733 += 1 // integer values 
0004: $732 = 0 // integer values 

:HJ_1338
0174: $762 = car $727 z_angle 
0086: $765 = $762 // floating-point values only 
0061: $765 -= $764 // floating-point values 
00D6: if 
0020:   $765 > 180.0 // floating-point values 
004D: jump_if_false @HJ_1416 
0086: $766 = $765 // floating-point values only 
0005: $765 = 360.0 // floating-point values 
0061: $765 -= $766 // floating-point values 
0002: jump @HJ_1463 

:HJ_1416
00D6: if 
0022:   -180.0 > $765 // floating-point values 
004D: jump_if_false @HJ_1463 
0086: $766 = $765 // floating-point values only 
0005: $765 = 360.0 // floating-point values 
0059: $765 += $766 // floating-point values 

:HJ_1463
00D6: if 
0022:   0.0 > $765 // floating-point values 
004D: jump_if_false @HJ_1510 
0086: $766 = $765 // floating-point values only 
0005: $765 = 0.0 // floating-point values 
0061: $765 -= $766 // floating-point values 

:HJ_1510
0059: $767 += $765 // floating-point values 
008C: $739 = float_to_integer $767 
00D6: if 
0024:   $752 > $749 // floating-point values only 
004D: jump_if_false @HJ_1553 
0086: $749 = $752 // floating-point values only 

:HJ_1553
0005: $752 = 0.0 // floating-point values 
0002: jump @HJ_1089 

:HJ_1570
0002: jump @HJ_1584 

:HJ_1577
0002: jump @HJ_21 

:HJ_1584
0002: jump @HJ_1598 

:HJ_1591
0002: jump @HJ_21 

:HJ_1598
00D6: if 
0038:   $728 == 1 // integer values 
004D: jump_if_false @HJ_1837 
00AA: store_car $727 position_to $756 $757 $763 
0004: $737 = 0 // integer values 
0086: $758 = $753 // floating-point values only 
0061: $758 -= $756 // floating-point values 
0086: $759 = $754 // floating-point values only 
0061: $759 -= $757 // floating-point values 
0069: $758 *= $758 // floating-point values 
0069: $759 *= $759 // floating-point values 
0086: $760 = $758 // floating-point values only 
0059: $760 += $759 // floating-point values 
01FB: $761 = square_root $760 
030E: save_jump_distance $761 
008C: $736 = float_to_integer $761 
0061: $749 -= $755 // floating-point values 
030F: save_jump_height $749 
008C: $729 = float_to_integer $749 
008D: $763 = integer_to_float $736 
0061: $761 -= $763 // floating-point values 
0086: $763 = $761 // floating-point values only 
0011: $763 *= 100.0 // floating-point values 
008C: $735 = float_to_integer $763 
008D: $763 = integer_to_float $729 
0061: $749 -= $763 // floating-point values 
0086: $763 = $749 // floating-point values only 
0011: $763 *= 100.0 // floating-point values 
008C: $734 = float_to_integer $763 
0310: save_jump_flips $733 
0311: save_jump_rotation $739 

:HJ_1837
00D6: if 
0020:   $749 > 4.0 // floating-point values 
004D: jump_if_false @HJ_1865 
0008: $731 += 1 // integer values 

:HJ_1865
00D6: if 
0018:   $736 > 40 // integer values 
004D: jump_if_false @HJ_1890 
0008: $731 += 1 // integer values 

:HJ_1890
00D6: if 
0018:   $733 > 1 // integer values 
004D: jump_if_false @HJ_1915 
0008: $731 += 1 // integer values 

:HJ_1915
00D6: if 
0018:   $739 > 360 // integer values 
004D: jump_if_false @HJ_1941 
0008: $731 += 1 // integer values 

:HJ_1941
00D6: if 
0018:   $738 > 60 // integer values 
004D: jump_if_false @HJ_1966 
0004: $730 = 1 // integer values 

:HJ_1966
00D6: if 
0018:   $731 > 0 // integer values 
004D: jump_if_false @HJ_2475 
0084: $747 = $733 // integer values and handles 
0010: $747 *= 180 // integer values 
0058: $747 += $739 // integer values 
0084: $748 = $736 // integer values and handles 
0010: $748 *= 6 // integer values 
0058: $747 += $748 // integer values 
0084: $748 = $729 // integer values and handles 
0010: $748 *= 45 // integer values 
0058: $747 += $748 // integer values 
00D6: if 
0038:   $730 == 1 // integer values 
004D: jump_if_false @HJ_2079 
0010: $747 *= 2 // integer values 

:HJ_2079
0068: $747 *= $731 // integer values 
0014: $747 /= 3 // integer values 
0014: $747 /= 5 // integer values 
0109: player $PLAYER_CHAR money += $747 
00D6: if 
0038:   $731 == 1 // integer values 
004D: jump_if_false @HJ_2149 
01E4: text_1number_lowpriority 'HJ_IS' $747 2000 ms 1  // INSANE STUNT BONUS: $~1~
0312: save_jump_type 1 

:HJ_2149
00D6: if 
0038:   $731 == 2 // integer values 
004D: jump_if_false @HJ_2189 
01E4: text_1number_lowpriority 'HJ_DIS' $747 2000 ms 1  // DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 3 

:HJ_2189
00D6: if 
0038:   $731 == 3 // integer values 
004D: jump_if_false @HJ_2229 
01E4: text_1number_lowpriority 'HJ_TIS' $747 2000 ms 1  // TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 5 

:HJ_2229
00D6: if 
0038:   $731 == 4 // integer values 
004D: jump_if_false @HJ_2269 
01E4: text_1number_lowpriority 'HJ_QIS' $747 2000 ms 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 7 

:HJ_2269
00D6: if 
0424:   metric 
004D: jump_if_false @HJ_2380 
00D6: if 
0038:   $730 == 1 // integer values 
004D: jump_if_false @HJ_2340 
0308: text_6numbers 'HJSTATW' $736 $735 $729 $734 $733 $739 time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
0002: jump @HJ_2373 

:HJ_2340
0308: text_6numbers 'HJSTAT' $736 $735 $729 $734 $733 $739 time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_

:HJ_2373
0002: jump @HJ_2475 

:HJ_2380
042D: $736 = metric_to_imperial $736 
042D: $729 = metric_to_imperial $729 
00D6: if 
0038:   $730 == 1 // integer values 
004D: jump_if_false @HJ_2448 
0302: text_4numbers 'HJSTAWF' $736 $729 $733 $739 5000 ms 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
0002: jump @HJ_2475 

:HJ_2448
0302: text_4numbers 'HJSTATF' $736 $729 $733 $739 5000 ms 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_

:HJ_2475
0002: jump @HJ_21 
004E: end_thread 

:USJ
0004: $795 = 0 // integer values 
0004: $796 = 0 // integer values 
0004: $797 = 0 // integer values 
0004: $798 = 0 // integer values 
0004: $799 = 0 // integer values 
0004: $800 = 0 // integer values 
0004: $801 = 0 // integer values 
0004: $802 = 0 // integer values 
0004: $803 = 0 // integer values 
0004: $804 = 0 // integer values 
0004: $805 = 0 // integer values 
0004: $806 = 0 // integer values 
0004: $807 = 0 // integer values 
0004: $808 = 0 // integer values 
0004: $809 = 0 // integer values 
0004: $810 = 0 // integer values 
0004: $811 = 0 // integer values 
0004: $812 = 0 // integer values 
0004: $813 = 0 // integer values 
0004: $814 = 0 // integer values 
0004: $815 = 0 // integer values 
0004: $816 = 0 // integer values 
0004: $817 = 0 // integer values 
0004: $818 = 0 // integer values 
0004: $819 = 0 // integer values 
0004: $820 = 0 // integer values 
0004: $821 = 0 // integer values 
0004: $822 = 0 // integer values 
0004: $823 = 0 // integer values 
0004: $824 = 0 // integer values 
0004: $825 = 0 // integer values 
0004: $826 = 0 // integer values 
0004: $827 = 0 // integer values 
0004: $828 = 0 // integer values 
0004: $829 = 0 // integer values 
0004: $830 = 0 // integer values 
0004: $790 = 50000 // integer values 
0004: $792 = 0 // integer values 
0004: $791 = 0 // integer values 
0004: $794 = 0 // integer values 
0111: set_wasted_busted_check_to 0 
0314: set_total_unique_jumps_to 36 
03A4: name_thread 'USJ' 

:USJ_298
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @USJ_325 
0002: jump @USJ_298 

:USJ_325
00D6: if 
0038:   $355 == 1 // integer values 
004D: jump_if_false @USJ_350 
0002: jump @USJ_298 

:USJ_350
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @USJ_373 
0002: jump @USJ_298 

:USJ_373
00D6: if 
04A8:   player $PLAYER_CHAR driving_boat 
004D: jump_if_false @USJ_396 
0002: jump @USJ_298 

:USJ_396
00D6: if 
04C9:   player $PLAYER_CHAR driving_plane 
004D: jump_if_false @USJ_419 
0002: jump @USJ_298 

:USJ_419
03C1: $789 = player $PLAYER_CHAR car_no_save 
02E3: $831 = car $789 speed 
00D6: if 
0022:   25.0 > $831 // floating-point values 
004D: jump_if_false @USJ_463 
0002: jump @USJ_298 

:USJ_463
00D6: if 
81F3:   not car $789 airborne 
004D: jump_if_false @USJ_486 
0002: jump @USJ_298 

:USJ_486
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @USJ_1486 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1487.781 -1044.546 18.707 radius 3.5 3.0 3.0 
004D: jump_if_false @USJ_632 
0004: $792 = 1 // integer values 
0005: $832 = -1521.964 // floating-point values 
0005: $833 = -1039.85 // floating-point values 
0005: $834 = 24.1338 // floating-point values 
0005: $835 = -1510.208 // floating-point values 
0005: $836 = -1042.849 // floating-point values 
0005: $837 = 32.151 // floating-point values 
0002: jump @USJ_5369 

:USJ_632
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1352.695 -755.212 28.673 radius 2.0 4.0 4.0 
004D: jump_if_false @USJ_754 
0004: $792 = 2 // integer values 
0005: $832 = -1360.824 // floating-point values 
0005: $833 = -781.5606 // floating-point values 
0005: $834 = 37.2329 // floating-point values 
0005: $835 = -1353.033 // floating-point values 
0005: $836 = -806.455 // floating-point values 
0005: $837 = 39.2439 // floating-point values 
0002: jump @USJ_5369 

:USJ_754
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1216.49 -911.833 19.0 radius 2.5 2.5 3.0 
004D: jump_if_false @USJ_876 
0004: $792 = 3 // integer values 
0005: $832 = -1200.244 // floating-point values 
0005: $833 = -894.1972 // floating-point values 
0005: $834 = 26.7296 // floating-point values 
0005: $835 = -1170.48 // floating-point values 
0005: $836 = -892.3815 // floating-point values 
0005: $837 = 34.0162 // floating-point values 
0002: jump @USJ_5369 

:USJ_876
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1252.139 -1054.685 22.016 radius 4.0 4.0 3.0 
004D: jump_if_false @USJ_998 
0004: $792 = 4 // integer values 
0005: $832 = -1194.279 // floating-point values 
0005: $833 = -1027.862 // floating-point values 
0005: $834 = 22.979 // floating-point values 
0005: $835 = -1201.502 // floating-point values 
0005: $836 = -1013.937 // floating-point values 
0005: $837 = 23.4673 // floating-point values 
0002: jump @USJ_5369 

:USJ_998
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1551.685 -1075.674 19.121 radius 3.5 2.5 2.5 
004D: jump_if_false @USJ_1120 
0004: $792 = 5 // integer values 
0005: $832 = -1520.165 // floating-point values 
0005: $833 = -1073.36 // floating-point values 
0005: $834 = 24.1604 // floating-point values 
0005: $835 = -1511.204 // floating-point values 
0005: $836 = -1065.214 // floating-point values 
0005: $837 = 32.3439 // floating-point values 
0002: jump @USJ_5369 

:USJ_1120
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1595.712 -1272.881 19.068 radius 3.0 3.0 2.5 
004D: jump_if_false @USJ_1242 
0004: $792 = 6 // integer values 
0005: $832 = -1564.454 // floating-point values 
0005: $833 = -1271.588 // floating-point values 
0005: $834 = 21.5915 // floating-point values 
0005: $835 = -1548.072 // floating-point values 
0005: $836 = -1255.53 // floating-point values 
0005: $837 = 23.9858 // floating-point values 
0002: jump @USJ_5369 

:USJ_1242
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1553.337 -1230.952 17.194 radius 3.0 3.0 2.5 
004D: jump_if_false @USJ_1364 
0004: $792 = 7 // integer values 
0005: $832 = -1590.58 // floating-point values 
0005: $833 = -1247.373 // floating-point values 
0005: $834 = 26.3087 // floating-point values 
0005: $835 = -1598.12 // floating-point values 
0005: $836 = -1252.426 // floating-point values 
0005: $837 = 23.7824 // floating-point values 
0002: jump @USJ_5369 

:USJ_1364
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1340.022 -998.257 19.115 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_1486 
0004: $792 = 8 // integer values 
0005: $832 = -1355.275 // floating-point values 
0005: $833 = -997.9999 // floating-point values 
0005: $834 = 24.0731 // floating-point values 
0005: $835 = -1363.207 // floating-point values 
0005: $836 = -996.5805 // floating-point values 
0005: $837 = 32.2555 // floating-point values 
0002: jump @USJ_5369 

:USJ_1486
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @USJ_1632 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 24.721 897.801 25.103 radius 3.0 3.5 2.5 
004D: jump_if_false @USJ_1632 
0004: $792 = 9 // integer values 
0005: $832 = 0.1404 // floating-point values 
0005: $833 = 878.4036 // floating-point values 
0005: $834 = 20.2009 // floating-point values 
0005: $835 = -15.8172 // floating-point values 
0005: $836 = 907.157 // floating-point values 
0005: $837 = 28.9023 // floating-point values 
0002: jump @USJ_5369 

:USJ_1632
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
004D: jump_if_false @USJ_1900 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 
004D: jump_if_false @USJ_1778 
0004: $792 = 25 // integer values 
0005: $832 = -311.0497 // floating-point values 
0005: $833 = -1399.506 // floating-point values 
0005: $834 = 9.6779 // floating-point values 
0005: $835 = -320.9215 // floating-point values 
0005: $836 = -1430.599 // floating-point values 
0005: $837 = 16.8534 // floating-point values 
0002: jump @USJ_5369 

:USJ_1778
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 
004D: jump_if_false @USJ_1900 
0004: $792 = 26 // integer values 
0005: $832 = -314.5936 // floating-point values 
0005: $833 = -1300.281 // floating-point values 
0005: $834 = 9.4204 // floating-point values 
0005: $835 = -320.6415 // floating-point values 
0005: $836 = -1310.957 // floating-point values 
0005: $837 = 17.6351 // floating-point values 
0002: jump @USJ_5369 

:USJ_1900
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @USJ_2412 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -674.345 1162.422 29.916 radius 2.5 4.0 2.5 
004D: jump_if_false @USJ_2046 
0004: $792 = 11 // integer values 
0005: $832 = -690.7014 // floating-point values 
0005: $833 = 1199.213 // floating-point values 
0005: $834 = 25.0565 // floating-point values 
0005: $835 = -673.2637 // floating-point values 
0005: $836 = 1209.819 // floating-point values 
0005: $837 = 32.8857 // floating-point values 
0002: jump @USJ_5369 

:USJ_2046
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -529.84 830.062 98.717 radius 7.0 3.0 3.0 
004D: jump_if_false @USJ_2168 
0004: $792 = 12 // integer values 
0005: $832 = -543.2 // floating-point values 
0005: $833 = 843.4 // floating-point values 
0005: $834 = 99.2 // floating-point values 
0005: $835 = -529.3288 // floating-point values 
0005: $836 = 888.8258 // floating-point values 
0005: $837 = 77.5537 // floating-point values 
0002: jump @USJ_5369 

:USJ_2168
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -839.022 1153.526 31.94 radius 3.7 2.5 2.5 
004D: jump_if_false @USJ_2290 
0004: $792 = 13 // integer values 
0005: $832 = -853.7 // floating-point values 
0005: $833 = 1172.3 // floating-point values 
0005: $834 = 24.4 // floating-point values 
0005: $835 = -837.848 // floating-point values 
0005: $836 = 1200.585 // floating-point values 
0005: $837 = 25.7884 // floating-point values 
0002: jump @USJ_5369 

:USJ_2290
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -312.447 1109.196 47.741 radius 5.0 3.0 2.5 
004D: jump_if_false @USJ_2412 
0004: $792 = 14 // integer values 
0005: $832 = -292.5 // floating-point values 
0005: $833 = 1102.7 // floating-point values 
0005: $834 = 40.0 // floating-point values 
0005: $835 = -335.0812 // floating-point values 
0005: $836 = 1055.352 // floating-point values 
0005: $837 = 47.3995 // floating-point values 
0002: jump @USJ_5369 

:USJ_2412
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @USJ_2802 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1011.583 -30.098 15.181 radius 2.5 2.5 2.5 
004D: jump_if_false @USJ_2558 
0004: $792 = 15 // integer values 
0005: $832 = -1004.154 // floating-point values 
0005: $833 = -62.9943 // floating-point values 
0005: $834 = 15.957 // floating-point values 
0005: $835 = -1001.711 // floating-point values 
0005: $836 = -83.5744 // floating-point values 
0005: $837 = 22.2569 // floating-point values 
0002: jump @USJ_5369 

:USJ_2558
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -942.702 -114.506 15.181 radius 2.5 2.5 2.5 
004D: jump_if_false @USJ_2680 
0004: $792 = 16 // integer values 
0005: $832 = -930.7841 // floating-point values 
0005: $833 = -125.4432 // floating-point values 
0005: $834 = 12.2188 // floating-point values 
0005: $835 = -881.2348 // floating-point values 
0005: $836 = -107.6016 // floating-point values 
0005: $837 = 20.23 // floating-point values 
0002: jump @USJ_5369 

:USJ_2680
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -900.789 260.804 15.915 radius 2.5 2.5 2.5 
004D: jump_if_false @USJ_2802 
0004: $792 = 17 // integer values 
0005: $832 = -906.6896 // floating-point values 
0005: $833 = 238.6932 // floating-point values 
0005: $834 = 16.5044 // floating-point values 
0005: $835 = -896.8717 // floating-point values 
0005: $836 = 235.2098 // floating-point values 
0005: $837 = 23.9347 // floating-point values 
0002: jump @USJ_5369 

:USJ_2802
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @USJ_2948 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1041.895 -569.323 21.855 radius 5.0 2.5 2.5 
004D: jump_if_false @USJ_2948 
0004: $792 = 18 // integer values 
0005: $832 = -1055.616 // floating-point values 
0005: $833 = -588.8613 // floating-point values 
0005: $834 = 18.1929 // floating-point values 
0005: $835 = -1038.943 // floating-point values 
0005: $836 = -599.2438 // floating-point values 
0005: $837 = 26.4899 // floating-point values 
0002: jump @USJ_5369 

:USJ_2948
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @USJ_4070 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 208.993 -963.672 19.967 radius 2.5 2.5 2.5 
004D: jump_if_false @USJ_3094 
0004: $792 = 19 // integer values 
0005: $832 = 233.5752 // floating-point values 
0005: $833 = -960.8961 // floating-point values 
0005: $834 = 21.5283 // floating-point values 
0005: $835 = 242.0566 // floating-point values 
0005: $836 = -963.7044 // floating-point values 
0005: $837 = 30.6993 // floating-point values 
0002: jump @USJ_5369 

:USJ_3094
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 46.115 -964.415 25.883 radius 2.5 3.5 2.5 
004D: jump_if_false @USJ_3216 
0004: $792 = 20 // integer values 
0005: $832 = 63.3356 // floating-point values 
0005: $833 = -967.6796 // floating-point values 
0005: $834 = 26.3317 // floating-point values 
0005: $835 = 104.9159 // floating-point values 
0005: $836 = -964.5817 // floating-point values 
0005: $837 = 18.515 // floating-point values 
0002: jump @USJ_5369 

:USJ_3216
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 110.481 -1230.6 35.67 radius 4.0 4.0 2.5 
004D: jump_if_false @USJ_3338 
0004: $792 = 22 // integer values 
0005: $832 = 84.5247 // floating-point values 
0005: $833 = -1258.389 // floating-point values 
0005: $834 = 31.4335 // floating-point values 
0005: $835 = 106.3865 // floating-point values 
0005: $836 = -1279.522 // floating-point values 
0005: $837 = 40.51 // floating-point values 
0002: jump @USJ_5369 

:USJ_3338
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 7.435 -1245.895 17.752 radius 3.0 3.0 3.5 
004D: jump_if_false @USJ_3460 
0004: $792 = 23 // integer values 
0005: $832 = 4.1501 // floating-point values 
0005: $833 = -1274.46 // floating-point values 
0005: $834 = 19.7525 // floating-point values 
0005: $835 = 11.7328 // floating-point values 
0005: $836 = -1306.691 // floating-point values 
0005: $837 = 25.3238 // floating-point values 
0002: jump @USJ_5369 

:USJ_3460
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 9.103 -1326.505 20.361 radius 3.0 3.0 2.5 
004D: jump_if_false @USJ_3582 
0004: $792 = 24 // integer values 
0005: $832 = -6.4837 // floating-point values 
0005: $833 = -1355.176 // floating-point values 
0005: $834 = 20.045 // floating-point values 
0005: $835 = 11.7328 // floating-point values 
0005: $836 = -1371.335 // floating-point values 
0005: $837 = 19.3237 // floating-point values 
0002: jump @USJ_5369 

:USJ_3582
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 
004D: jump_if_false @USJ_3704 
0004: $792 = 25 // integer values 
0005: $832 = -311.0497 // floating-point values 
0005: $833 = -1399.506 // floating-point values 
0005: $834 = 9.6779 // floating-point values 
0005: $835 = -320.9215 // floating-point values 
0005: $836 = -1430.599 // floating-point values 
0005: $837 = 16.8534 // floating-point values 
0002: jump @USJ_5369 

:USJ_3704
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 
004D: jump_if_false @USJ_3826 
0004: $792 = 26 // integer values 
0005: $832 = -314.5936 // floating-point values 
0005: $833 = -1300.281 // floating-point values 
0005: $834 = 9.4204 // floating-point values 
0005: $835 = -320.6415 // floating-point values 
0005: $836 = -1310.957 // floating-point values 
0005: $837 = 17.6351 // floating-point values 
0002: jump @USJ_5369 

:USJ_3826
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 218.05 -1152.0 12.84 radius 2.5 2.0 2.5 
004D: jump_if_false @USJ_3948 
0004: $792 = 27 // integer values 
0005: $832 = 228.2427 // floating-point values 
0005: $833 = -1140.774 // floating-point values 
0005: $834 = 14.4116 // floating-point values 
0005: $835 = 225.9232 // floating-point values 
0005: $836 = -1101.189 // floating-point values 
0005: $837 = 20.9205 // floating-point values 
0002: jump @USJ_5369 

:USJ_3948
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 259.056 -945.833 12.84 radius 2.5 2.0 2.0 
004D: jump_if_false @USJ_4070 
0004: $792 = 28 // integer values 
0005: $832 = 259.0203 // floating-point values 
0005: $833 = -963.3474 // floating-point values 
0005: $834 = 10.0962 // floating-point values 
0005: $835 = 246.7973 // floating-point values 
0005: $836 = -1007.525 // floating-point values 
0005: $837 = 22.6569 // floating-point values 
0002: jump @USJ_5369 

:USJ_4070
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @USJ_4826 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 284.4732 -494.1143 16.0 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_4216 
0004: $792 = 30 // integer values 
0005: $832 = 268.9545 // floating-point values 
0005: $833 = -469.6216 // floating-point values 
0005: $834 = 15.2438 // floating-point values 
0005: $835 = 252.5868 // floating-point values 
0005: $836 = -477.8011 // floating-point values 
0005: $837 = 20.6179 // floating-point values 
0002: jump @USJ_5369 

:USJ_4216
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 370.79 -709.863 19.895 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_4338 
0004: $792 = 31 // integer values 
0005: $832 = 361.3011 // floating-point values 
0005: $833 = -735.6794 // floating-point values 
0005: $834 = 23.4501 // floating-point values 
0005: $835 = 344.1249 // floating-point values 
0005: $836 = -748.2875 // floating-point values 
0005: $837 = 31.9164 // floating-point values 
0002: jump @USJ_5369 

:USJ_4338
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 461.589 -522.23 18.931 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_4460 
0004: $792 = 32 // integer values 
0005: $832 = 426.6392 // floating-point values 
0005: $833 = -524.0469 // floating-point values 
0005: $834 = 12.3656 // floating-point values 
0005: $835 = 403.8112 // floating-point values 
0005: $836 = -510.4724 // floating-point values 
0005: $837 = 18.9753 // floating-point values 
0002: jump @USJ_5369 

:USJ_4460
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 454.105 -504.736 18.931 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_4582 
0004: $792 = 33 // integer values 
0005: $832 = 456.6417 // floating-point values 
0005: $833 = -532.0921 // floating-point values 
0005: $834 = 19.3283 // floating-point values 
0005: $835 = 436.7198 // floating-point values 
0005: $836 = -555.8276 // floating-point values 
0005: $837 = 28.7096 // floating-point values 
0002: jump @USJ_5369 

:USJ_4582
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 460.91 -383.362 14.222 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_4704 
0004: $792 = 34 // integer values 
0005: $832 = 462.6722 // floating-point values 
0005: $833 = -399.8143 // floating-point values 
0005: $834 = 17.5715 // floating-point values 
0005: $835 = 457.8847 // floating-point values 
0005: $836 = -413.2519 // floating-point values 
0005: $837 = 26.4187 // floating-point values 
0002: jump @USJ_5369 

:USJ_4704
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 259.041 -480.608 14.688 radius 4.0 5.0 4.0 
004D: jump_if_false @USJ_4826 
0004: $792 = 35 // integer values 
0005: $832 = 282.5344 // floating-point values 
0005: $833 = -479.8412 // floating-point values 
0005: $834 = 10.4141 // floating-point values 
0005: $835 = 290.986 // floating-point values 
0005: $836 = -497.1007 // floating-point values 
0005: $837 = 19.0179 // floating-point values 
0002: jump @USJ_5369 

:USJ_4826
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @USJ_5216 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 317.2051 -223.2012 42.3731 radius 2.6 3.6 2.6 
004D: jump_if_false @USJ_4972 
0004: $792 = 10 // integer values 
0005: $832 = 301.9448 // floating-point values 
0005: $833 = -215.9068 // floating-point values 
0005: $834 = 34.4501 // floating-point values 
0005: $835 = 309.8567 // floating-point values 
0005: $836 = -170.8791 // floating-point values 
0005: $837 = 20.3312 // floating-point values 
0002: jump @USJ_5369 

:USJ_4972
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 444.5 -118.4 16.0 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_5094 
0004: $792 = 29 // integer values 
0005: $832 = 416.4033 // floating-point values 
0005: $833 = -125.6725 // floating-point values 
0005: $834 = 13.7649 // floating-point values 
0005: $835 = 394.259 // floating-point values 
0005: $836 = -116.6847 // floating-point values 
0005: $837 = 19.7462 // floating-point values 
0002: jump @USJ_5369 

:USJ_5094
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 435.8542 -334.3212 15.8977 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_5216 
0004: $792 = 21 // integer values 
0005: $832 = 420.6179 // floating-point values 
0005: $833 = -367.5033 // floating-point values 
0005: $834 = 14.1343 // floating-point values 
0005: $835 = 427.7329 // floating-point values 
0005: $836 = -381.8485 // floating-point values 
0005: $837 = 18.9116 // floating-point values 
0002: jump @USJ_5369 

:USJ_5216
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @USJ_5362 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -346.818 -290.741 12.926 radius 3.0 3.0 3.0 
004D: jump_if_false @USJ_5362 
0004: $792 = 36 // integer values 
0005: $832 = -317.0066 // floating-point values 
0005: $833 = -298.789 // floating-point values 
0005: $834 = 15.3976 // floating-point values 
0005: $835 = -306.2269 // floating-point values 
0005: $836 = -290.804 // floating-point values 
0005: $837 = 22.1777 // floating-point values 
0002: jump @USJ_5369 

:USJ_5362
0002: jump @USJ_298 

:USJ_5369
0004: $793 = 0 // integer values 
0004: $794 = 0 // integer values 
015D: set_gamespeed 0.3 
015F: set_camera_position $832 $833 $834 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $789 mode 15 switchstyle 2 

:USJ_5425
00D6: if or
01F3:   car $789 airborne 
001A:   10 > $793 // integer values 
004D: jump_if_false @USJ_5665 
0008: $793 += 1 // integer values 
0001: wait 0 ms 
00D6: if 
0119:   car $789 wrecked 
004D: jump_if_false @USJ_5492 
0005: $841 = 0.0 // floating-point values 
0002: jump @USJ_5665 

:USJ_5492
00D6: if 
02BF:   car $789 sunk 
004D: jump_if_false @USJ_5525 
0005: $841 = 0.0 // floating-point values 
0002: jump @USJ_5665 

:USJ_5525
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @USJ_5558 
0005: $841 = 0.0 // floating-point values 
0002: jump @USJ_5665 

:USJ_5558
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @USJ_5591 
0005: $841 = 0.0 // floating-point values 
0002: jump @USJ_5665 

:USJ_5591
00D6: if 
0038:   $794 == 0 // integer values 
004D: jump_if_false @USJ_5658 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $835 $836 $837 radius 10.0 10.0 10.0 
004D: jump_if_false @USJ_5658 
0004: $794 = 1 // integer values 

:USJ_5658
0002: jump @USJ_5425 

:USJ_5665
0001: wait 300 ms 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
00D6: if 
0038:   $794 == 1 // integer values 
004D: jump_if_false @USJ_7497 
00D6: if and
0038:   $792 == 1 // integer values 
0038:   $795 == 0 // integer values 
004D: jump_if_false @USJ_5747 
0004: $795 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_5747
00D6: if and
0038:   $792 == 2 // integer values 
0038:   $796 == 0 // integer values 
004D: jump_if_false @USJ_5797 
0004: $796 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_5797
00D6: if and
0038:   $792 == 3 // integer values 
0038:   $797 == 0 // integer values 
004D: jump_if_false @USJ_5847 
0004: $797 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_5847
00D6: if and
0038:   $792 == 4 // integer values 
0038:   $798 == 0 // integer values 
004D: jump_if_false @USJ_5897 
0004: $798 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_5897
00D6: if and
0038:   $792 == 5 // integer values 
0038:   $799 == 0 // integer values 
004D: jump_if_false @USJ_5947 
0004: $799 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_5947
00D6: if and
0038:   $792 == 6 // integer values 
0038:   $800 == 0 // integer values 
004D: jump_if_false @USJ_5997 
0004: $800 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_5997
00D6: if and
0038:   $792 == 7 // integer values 
0038:   $801 == 0 // integer values 
004D: jump_if_false @USJ_6047 
0004: $801 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6047
00D6: if and
0038:   $792 == 8 // integer values 
0038:   $802 == 0 // integer values 
004D: jump_if_false @USJ_6097 
0004: $802 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6097
00D6: if and
0038:   $792 == 9 // integer values 
0038:   $803 == 0 // integer values 
004D: jump_if_false @USJ_6147 
0004: $803 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6147
00D6: if and
0038:   $792 == 10 // integer values 
0038:   $804 == 0 // integer values 
004D: jump_if_false @USJ_6197 
0004: $804 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6197
00D6: if and
0038:   $792 == 11 // integer values 
0038:   $805 == 0 // integer values 
004D: jump_if_false @USJ_6247 
0004: $805 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6247
00D6: if and
0038:   $792 == 12 // integer values 
0038:   $806 == 0 // integer values 
004D: jump_if_false @USJ_6297 
0004: $806 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6297
00D6: if and
0038:   $792 == 13 // integer values 
0038:   $807 == 0 // integer values 
004D: jump_if_false @USJ_6347 
0004: $807 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6347
00D6: if and
0038:   $792 == 14 // integer values 
0038:   $808 == 0 // integer values 
004D: jump_if_false @USJ_6397 
0004: $808 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6397
00D6: if and
0038:   $792 == 15 // integer values 
0038:   $809 == 0 // integer values 
004D: jump_if_false @USJ_6447 
0004: $809 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6447
00D6: if and
0038:   $792 == 16 // integer values 
0038:   $810 == 0 // integer values 
004D: jump_if_false @USJ_6497 
0004: $810 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6497
00D6: if and
0038:   $792 == 17 // integer values 
0038:   $811 == 0 // integer values 
004D: jump_if_false @USJ_6547 
0004: $811 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6547
00D6: if and
0038:   $792 == 18 // integer values 
0038:   $812 == 0 // integer values 
004D: jump_if_false @USJ_6597 
0004: $812 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6597
00D6: if and
0038:   $792 == 19 // integer values 
0038:   $813 == 0 // integer values 
004D: jump_if_false @USJ_6647 
0004: $813 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6647
00D6: if and
0038:   $792 == 20 // integer values 
0038:   $814 == 0 // integer values 
004D: jump_if_false @USJ_6697 
0004: $814 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6697
00D6: if and
0038:   $792 == 21 // integer values 
0038:   $815 == 0 // integer values 
004D: jump_if_false @USJ_6747 
0004: $815 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6747
00D6: if and
0038:   $792 == 22 // integer values 
0038:   $816 == 0 // integer values 
004D: jump_if_false @USJ_6797 
0004: $816 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6797
00D6: if and
0038:   $792 == 23 // integer values 
0038:   $817 == 0 // integer values 
004D: jump_if_false @USJ_6847 
0004: $817 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6847
00D6: if and
0038:   $792 == 24 // integer values 
0038:   $818 == 0 // integer values 
004D: jump_if_false @USJ_6897 
0004: $818 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6897
00D6: if and
0038:   $792 == 25 // integer values 
0038:   $819 == 0 // integer values 
004D: jump_if_false @USJ_6947 
0004: $819 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6947
00D6: if and
0038:   $792 == 26 // integer values 
0038:   $820 == 0 // integer values 
004D: jump_if_false @USJ_6997 
0004: $820 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_6997
00D6: if and
0038:   $792 == 27 // integer values 
0038:   $821 == 0 // integer values 
004D: jump_if_false @USJ_7047 
0004: $821 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7047
00D6: if and
0038:   $792 == 28 // integer values 
0038:   $822 == 0 // integer values 
004D: jump_if_false @USJ_7097 
0004: $822 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7097
00D6: if and
0038:   $792 == 29 // integer values 
0038:   $823 == 0 // integer values 
004D: jump_if_false @USJ_7147 
0004: $823 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7147
00D6: if and
0038:   $792 == 30 // integer values 
0038:   $824 == 0 // integer values 
004D: jump_if_false @USJ_7197 
0004: $824 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7197
00D6: if and
0038:   $792 == 31 // integer values 
0038:   $825 == 0 // integer values 
004D: jump_if_false @USJ_7247 
0004: $825 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7247
00D6: if and
0038:   $792 == 32 // integer values 
0038:   $826 == 0 // integer values 
004D: jump_if_false @USJ_7297 
0004: $826 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7297
00D6: if and
0038:   $792 == 33 // integer values 
0038:   $827 == 0 // integer values 
004D: jump_if_false @USJ_7347 
0004: $827 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7347
00D6: if and
0038:   $792 == 34 // integer values 
0038:   $828 == 0 // integer values 
004D: jump_if_false @USJ_7397 
0004: $828 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7397
00D6: if and
0038:   $792 == 35 // integer values 
0038:   $829 == 0 // integer values 
004D: jump_if_false @USJ_7447 
0004: $829 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7447
00D6: if and
0038:   $792 == 36 // integer values 
0038:   $830 == 0 // integer values 
004D: jump_if_false @USJ_7497 
0004: $830 = 1 // integer values 
0008: $791 += 1 // integer values 
030C: progress_made += 1 
0002: jump @USJ_7504 

:USJ_7497
0002: jump @USJ_298 

:USJ_7504
00D6: if 
001A:   36 > $791 // integer values 
004D: jump_if_false @USJ_7570 
0217: text_styled 'USJ' time 5000 style 5  // UNIQUE STUNT BONUS!
01E3: text_1number_styled 'REWARD' number $790 time 6000 style 6  // REWARD $~1~
0109: player $PLAYER_CHAR money += $790 
0002: jump @USJ_7621 

:USJ_7570
0217: text_styled 'USJ' time 5000 style 5  // UNIQUE STUNT BONUS!
03E5: text_box 'USJ_ALL'  // ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled 'REWARD' number 100000 time 6000 style 6  // REWARD $~1~
0109: player $PLAYER_CHAR money += 100000 

:USJ_7621
0004: $794 = 0 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0313: increment_unique_jumps_found 
0008: $790 += 100 // integer values 
0002: jump @USJ_298 
004E: end_thread 

:AMMU
0004: $859 = 0 // integer values 
0004: $860 = -30000 // integer values 
0004: $861 = -60000 // integer values 
0004: $851 = 0 // integer values 
0004: $849 = 0 // integer values 
0004: $850 = 0 // integer values 
0004: $842 = 0 // integer values 
0004: $843 = 0 // integer values 
0004: $846 = 0 // integer values 
0004: $844 = 0 // integer values 
0004: $845 = 0 // integer values 
0004: $866 = 0 // integer values 
0004: $862 = 0 // integer values 
0004: $863 = 0 // integer values 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $902 = 0 // integer values 
0004: $903 = 0 // integer values 
0004: $904 = 0 // integer values 
0004: $905 = 0 // integer values 
0004: $867 = 0 // integer values 
0004: $868 = 0 // integer values 
0004: $847 = 0 // integer values 
0004: $855 = 0 // integer values 
0004: $848 = 0 // integer values 
0004: $856 = 0 // integer values 
0004: $907 = 0 // integer values 
0004: $906 = 0 // integer values 
0004: $874 = 0 // integer values 
0004: $886 = 0 // integer values 
0004: $887 = 0 // integer values 
0004: $888 = 0 // integer values 
018D: $865 = create_sound 0 at $896 $897 $898 
018E: stop_sound $865 
03A4: name_thread 'AMMU' 
0111: set_wasted_busted_check_to 0 
004F: create_thread @AMMU1  
004F: create_thread @AMMU2  
004F: create_thread @AMMU3  
004F: create_thread @HARD1  
004F: create_thread @HARD2  
004F: create_thread @HARD3  
004E: end_thread 

:AMMU1
03A4: name_thread 'AMMU1' 

:AMMU1_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_3425 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @AMMU1_3418 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $531 $532 $533 radius 35.0 35.0 20.0 
004D: jump_if_false @AMMU1_3393 
00D6: if 
0038:   $842 == 0 // integer values 
004D: jump_if_false @AMMU1_423 
0050: gosub @HARD3_5492 
0084: $857 = $859 // integer values and handles 
0060: $857 -= $860 // integer values 
0107: $889 = create_object #COLT45 at -60.793 -1488.141 12.24 
0392: object $889 toggle_in_moving_list 0 
0453: object $889 set_rotation 0.0 8.0 0.0 
0107: $890 = create_object #INGRAMSL at -62.293 -1488.241 12.223 
0392: object $890 toggle_in_moving_list 0 
0453: object $890 set_rotation 0.0 2.0 0.0 
0107: $891 = create_object #CHROMEGUN at -63.993 -1488.241 12.24 
0392: object $891 toggle_in_moving_list 0 
0453: object $891 set_rotation 0.0 7.0 0.0 
0107: $892 = create_object #RUGER at -65.393 -1488.221 12.18 
0392: object $892 toggle_in_moving_list 0 
0107: $893 = create_object #BODYARMOUR at -66.629 -1488.0 12.113 
0392: object $893 toggle_in_moving_list 0 
00D6: if 
0018:   $857 > 30000 // integer values 
004D: jump_if_false @AMMU1_409 
009A: $853 = create_actor_pedtype 4 model #SPECIAL21 at -62.5 -1485.1 9.6 
01ED: clear_actor $853 threat_search 
0350: set_actor $853 maintain_position_when_attacked 1 
0050: gosub @HARD3_4804 

:AMMU1_409
0004: $842 = 1 // integer values 
0002: jump @AMMU1_478 

:AMMU1_423
00D6: if 
0057:   player $PLAYER_CHAR 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 
004D: jump_if_false @AMMU1_478 
0050: gosub @HARD3_2766 

:AMMU1_478
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @AMMU1_3386 
00D6: if 
0038:   $844 == 0 // integer values 
004D: jump_if_false @AMMU1_3386 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @AMMU1_3386 
01FA: $908 = rampage_status 
00D6: if 
8038:   not  $908 == 1 // integer values 
004D: jump_if_false @AMMU1_3386 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $531 $532 $533 radius 1.0 1.0 2.0 
004D: jump_if_false @AMMU1_3303 
0050: gosub @HARD3_4750 

:AMMU1_602
00D6: if 
0038:   $849 == 0 // integer values 
004D: jump_if_false @AMMU1_3296 
0004: $1180 = 1 // integer values 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_1161 
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @AMMU1_1161 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @AMMU1_696 
0210: player $PLAYER_CHAR look_at_actor $853 

:AMMU1_696
015F: set_camera_position -60.508 -1486.245 12.428 0.0 rotation 0.0 0.0 
0160: point_camera -60.593 -1487.241 12.433 switchstyle 1 
00D6: if 
0038:   $862 == 0 // integer values 
004D: jump_if_false @AMMU1_789 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1 // integer values 
0002: jump @AMMU1_799 

:AMMU1_789
0460: set_camera_pointing_time 0.0 800 

:AMMU1_799
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_848 
0055: put_player $PLAYER_CHAR at $531 $532 $533 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:AMMU1_848
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @AMMU1_1161 
0001: wait 0 ms 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_1154 
0050: gosub @HARD3_3761 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0490:   player $PLAYER_CHAR has_weapon 18 
004D: jump_if_false @AMMU1_983 
01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_983
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU1_1129 
0419: $852 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @AMMU1_1122 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU1_1115 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU1_1085 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 50000 // Load the weapon model before using this 

:AMMU1_1085
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 10 
0528: add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU1_1115
0002: jump @AMMU1_1129 

:AMMU1_1122
0050: gosub @HARD3_3615 

:AMMU1_1129
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU1_1154 
0002: jump @AMMU1_10 

:AMMU1_1154
0002: jump @AMMU1_848 

:AMMU1_1161
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_1644 
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @AMMU1_1644 
015F: set_camera_position -62.008 -1486.245 12.428 0.0 rotation 0.0 0.0 
0160: point_camera -62.093 -1487.241 12.433 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_1312 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_1312
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @AMMU1_1644 
0001: wait 0 ms 
00BA: text_styled 'INGRAM' 1000 ms 4  // Mac
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_1637 
0050: gosub @HARD3_3761 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if or
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 22 
004D: jump_if_false @AMMU1_1463 
01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_1463
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU1_1612 
0419: $852 = player $PLAYER_CHAR weapon 24 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 299 
004D: jump_if_false @AMMU1_1605 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU1_1598 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU1_1566 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 50000 // Load the weapon model before using this 

:AMMU1_1566
01B8: set_player $PLAYER_CHAR armed_weapon_to 24 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 10 
0528: add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU1_1598
0002: jump @AMMU1_1612 

:AMMU1_1605
0050: gosub @HARD3_3615 

:AMMU1_1612
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU1_1637 
0002: jump @AMMU1_10 

:AMMU1_1637
0002: jump @AMMU1_1312 

:AMMU1_1644
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_2210 
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @AMMU1_2210 
015F: set_camera_position -63.508 -1486.245 12.428 0.0 rotation 0.0 0.0 
0160: point_camera -63.593 -1487.241 12.433 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_1795 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_1795
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @AMMU1_2210 
0001: wait 0 ms 
00BA: text_styled 'SHOTGN1' 1000 ms 4  // Shotgun
00D6: if 
0038:   $902 == 0 // integer values 
004D: jump_if_false @AMMU1_1872 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU1_1890 

:AMMU1_1872
01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1  // Cost: $~1~

:AMMU1_1890
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_2203 
0050: gosub @HARD3_3761 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $902 == 1 // integer values 
004D: jump_if_false @AMMU1_1997 
00D6: if or
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 21 
004D: jump_if_false @AMMU1_1997 
01E5: text_1number_highpriority 'HELP54' 500 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_1997
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU1_2178 
00D6: if 
0038:   $902 == 1 // integer values 
004D: jump_if_false @AMMU1_2171 
0419: $852 = player $PLAYER_CHAR weapon 19 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 499 
004D: jump_if_false @AMMU1_2157 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU1_2150 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU1_2118 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 50000 // Load the weapon model before using this 

:AMMU1_2118
01B8: set_player $PLAYER_CHAR armed_weapon_to 19 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 5000 
0528: add 5000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU1_2150
0002: jump @AMMU1_2164 

:AMMU1_2157
0050: gosub @HARD3_3615 

:AMMU1_2164
0002: jump @AMMU1_2178 

:AMMU1_2171
0050: gosub @HARD3_3615 

:AMMU1_2178
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU1_2203 
0002: jump @AMMU1_10 

:AMMU1_2203
0002: jump @AMMU1_1795 

:AMMU1_2210
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_2770 
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @AMMU1_2770 
015F: set_camera_position -65.008 -1486.245 12.428 0.0 rotation 0.0 0.0 
0160: point_camera -65.093 -1487.241 12.433 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_2361 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_2361
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @AMMU1_2770 
0001: wait 0 ms 
00BA: text_styled 'RUGER' 1000 ms 4  // Kruger
00D6: if 
0038:   $903 == 0 // integer values 
004D: jump_if_false @AMMU1_2438 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU1_2456 

:AMMU1_2438
01E5: text_1number_highpriority 'G_COST' 1000 flag 1000 time 1  // Cost: $~1~

:AMMU1_2456
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_2763 
0050: gosub @HARD3_3761 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $903 == 1 // integer values 
004D: jump_if_false @AMMU1_2556 
00D6: if 
0490:   player $PLAYER_CHAR has_weapon 26 
004D: jump_if_false @AMMU1_2556 
01E5: text_1number_highpriority 'HELP54' 1000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_2556
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU1_2738 
00D6: if 
0038:   $903 == 1 // integer values 
004D: jump_if_false @AMMU1_2731 
0419: $852 = player $PLAYER_CHAR weapon 27 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 999 
004D: jump_if_false @AMMU1_2717 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU1_2710 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU1_2678 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 50000 // Load the weapon model before using this 

:AMMU1_2678
01B8: set_player $PLAYER_CHAR armed_weapon_to 27 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 5000 
0528: add 5000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU1_2710
0002: jump @AMMU1_2724 

:AMMU1_2717
0050: gosub @HARD3_3615 

:AMMU1_2724
0002: jump @AMMU1_2738 

:AMMU1_2731
0050: gosub @HARD3_3615 

:AMMU1_2738
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU1_2763 
0002: jump @AMMU1_10 

:AMMU1_2763
0002: jump @AMMU1_2361 

:AMMU1_2770
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_3289 
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @AMMU1_3289 
015F: set_camera_position -66.508 -1486.245 12.428 0.0 rotation 0.0 0.0 
0160: point_camera -66.593 -1487.241 12.433 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_2921 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_2921
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @AMMU1_3289 
0001: wait 0 ms 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
00D6: if 
0038:   $867 == 0 // integer values 
004D: jump_if_false @AMMU1_2998 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU1_3016 

:AMMU1_2998
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1  // Cost: $~1~

:AMMU1_3016
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_3282 
0050: gosub @HARD3_3761 
04DD: $873 = actor $PLAYER_ACTOR armour 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU1_3257 
00D6: if 
0038:   $867 == 1 // integer values 
004D: jump_if_false @AMMU1_3250 
00D6: if 
010A:   player $PLAYER_CHAR money > 199 
004D: jump_if_false @AMMU1_3236 
00D6: if 
001A:   100 > $873 // integer values 
004D: jump_if_false @AMMU1_3159 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 2000 
0528: add 2000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @AMMU1_3229 

:AMMU1_3159
00D6: if 
0038:   $1582 == 1 // integer values 
004D: jump_if_false @AMMU1_3229 
00D6: if 
001A:   200 > $873 // integer values 
004D: jump_if_false @AMMU1_3229 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 2000 
0528: add 2000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU1_3229
0002: jump @AMMU1_3243 

:AMMU1_3236
0050: gosub @HARD3_3615 

:AMMU1_3243
0002: jump @AMMU1_3257 

:AMMU1_3250
0050: gosub @HARD3_3615 

:AMMU1_3257
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU1_3282 
0002: jump @AMMU1_10 

:AMMU1_3282
0002: jump @AMMU1_2921 

:AMMU1_3289
0002: jump @AMMU1_602 

:AMMU1_3296
0002: jump @AMMU1_3386 

:AMMU1_3303
00D6: if 
80F6:   not player $PLAYER_CHAR 1 $531 $532 $533 radius 1.0 1.0 2.0 
004D: jump_if_false @AMMU1_3386 
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU1_3386 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU1_3386 
0050: gosub @HARD3_5024 

:AMMU1_3386
0002: jump @AMMU1_3418 

:AMMU1_3393
00D6: if 
0038:   $842 == 1 // integer values 
004D: jump_if_false @AMMU1_3418 
0050: gosub @HARD3_5056 

:AMMU1_3418
0002: jump @AMMU1_3432 

:AMMU1_3425
0050: gosub @HARD3_5056 

:AMMU1_3432
0002: jump @AMMU1_10 

:AMMU2
03A4: name_thread 'AMMU2' 

:AMMU2_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3980 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @AMMU2_3973 
00D6: if 
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
004D: jump_if_false @AMMU2_3948 
00D6: if 
0038:   $842 == 0 // integer values 
004D: jump_if_false @AMMU2_503 
0050: gosub @HARD3_5492 
0084: $857 = $859 // integer values and handles 
0060: $857 -= $860 // integer values 
0107: $889 = create_object #COLT45 at 367.0 1049.5 21.09 
0392: object $889 toggle_in_moving_list 0 
0453: object $889 set_rotation 0.0 8.0 0.0 
0107: $890 = create_object #UZI at 366.0 1049.5 21.05 
0392: object $890 toggle_in_moving_list 0 
0453: object $890 set_rotation 0.0 4.0 0.0 
0107: $891 = create_object #BUDDYSHOT at 364.9 1049.5 21.067 
0392: object $891 toggle_in_moving_list 0 
0453: object $891 set_rotation 0.0 9.0 0.0 
0107: $892 = create_object #SNIPER at 363.9 1049.5 21.05 
0392: object $892 toggle_in_moving_list 0 
0453: object $892 set_rotation 0.0 5.0 0.0 
0107: $893 = create_object #GRENADE at 363.1 1049.5 20.76 
0392: object $893 toggle_in_moving_list 0 
0107: $894 = create_object #GRENADE at 363.0 1049.5 20.72 
0392: object $894 toggle_in_moving_list 0 
0107: $895 = create_object #BODYARMOUR at 362.1 1049.5 20.9 
0392: object $895 toggle_in_moving_list 0 
00D6: if 
0018:   $857 > 30000 // integer values 
004D: jump_if_false @AMMU2_489 
009A: $853 = create_actor_pedtype 4 model #SPECIAL21 at 366.1 1052.2 18.2 
01ED: clear_actor $853 threat_search 
0350: set_actor $853 maintain_position_when_attacked 1 
0050: gosub @HARD3_4804 

:AMMU2_489
0004: $842 = 1 // integer values 
0002: jump @AMMU2_558 

:AMMU2_503
00D6: if 
0057:   player $PLAYER_CHAR 0 369.9 1068.7 22.3 359.8 1048.5 18.1 
004D: jump_if_false @AMMU2_558 
0050: gosub @HARD3_2766 

:AMMU2_558
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @AMMU2_3941 
00D6: if 
0038:   $844 == 0 // integer values 
004D: jump_if_false @AMMU2_3941 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @AMMU2_3941 
01FA: $908 = rampage_status 
00D6: if 
8038:   not  $908 == 1 // integer values 
004D: jump_if_false @AMMU2_3941 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $534 $535 $536 radius 1.0 1.0 2.0 
004D: jump_if_false @AMMU2_3858 
0050: gosub @HARD3_4750 

:AMMU2_682
00D6: if 
0038:   $849 == 0 // integer values 
004D: jump_if_false @AMMU2_3851 
0004: $1180 = 1 // integer values 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_1241 
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @AMMU2_1241 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @AMMU2_776 
0210: player $PLAYER_CHAR look_at_actor $853 

:AMMU2_776
015F: set_camera_position 367.203 1051.161 21.269 0.0 rotation 0.0 0.0 
0160: point_camera 367.152 1050.163 21.291 switchstyle 1 
00D6: if 
0038:   $862 == 0 // integer values 
004D: jump_if_false @AMMU2_869 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1 // integer values 
0002: jump @AMMU2_879 

:AMMU2_869
0460: set_camera_pointing_time 0.0 800 

:AMMU2_879
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_928 
0055: put_player $PLAYER_CHAR at $534 $535 $536 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:AMMU2_928
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @AMMU2_1241 
0001: wait 0 ms 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_1234 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0490:   player $PLAYER_CHAR has_weapon 18 
004D: jump_if_false @AMMU2_1063 
01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1063
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU2_1209 
0419: $852 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @AMMU2_1202 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU2_1195 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU2_1165 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 50000 // Load the weapon model before using this 

:AMMU2_1165
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 1000 
0528: add 1000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU2_1195
0002: jump @AMMU2_1209 

:AMMU2_1202
0050: gosub @HARD3_3615 

:AMMU2_1209
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU2_1234 
0002: jump @AMMU2_10 

:AMMU2_1234
0002: jump @AMMU2_928 

:AMMU2_1241
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_1724 
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @AMMU2_1724 
015F: set_camera_position 366.203 1051.161 21.269 0.0 rotation 0.0 0.0 
0160: point_camera 366.152 1050.163 21.291 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_1392 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_1392
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @AMMU2_1724 
0001: wait 0 ms 
00BA: text_styled 'UZI' 1000 ms 4  // Uz-1
01E5: text_1number_highpriority 'G_COST' 400 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_1717 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if or
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
004D: jump_if_false @AMMU2_1543 
01E5: text_1number_highpriority 'HELP54' 400 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1543
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU2_1692 
0419: $852 = player $PLAYER_CHAR weapon 23 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 399 
004D: jump_if_false @AMMU2_1685 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU2_1678 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU2_1646 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 50000 // Load the weapon model before using this 

:AMMU2_1646
01B8: set_player $PLAYER_CHAR armed_weapon_to 23 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 4000 
0528: add 4000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU2_1678
0002: jump @AMMU2_1692 

:AMMU2_1685
0050: gosub @HARD3_3615 

:AMMU2_1692
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU2_1717 
0002: jump @AMMU2_10 

:AMMU2_1717
0002: jump @AMMU2_1392 

:AMMU2_1724
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_2290 
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @AMMU2_2290 
015F: set_camera_position 365.203 1051.161 21.269 0.0 rotation 0.0 0.0 
0160: point_camera 365.152 1050.163 21.291 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_1875 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_1875
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @AMMU2_2290 
0001: wait 0 ms 
00BA: text_styled 'SHOTGN3' 1000 ms 4  // Stubby shotgun
00D6: if 
0038:   $868 == 0 // integer values 
004D: jump_if_false @AMMU2_1952 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU2_1970 

:AMMU2_1952
01E5: text_1number_highpriority 'G_COST' 600 flag 1000 time 1  // Cost: $~1~

:AMMU2_1970
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_2283 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $868 == 1 // integer values 
004D: jump_if_false @AMMU2_2077 
00D6: if or
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 19 
004D: jump_if_false @AMMU2_2077 
01E5: text_1number_highpriority 'HELP54' 600 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2077
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU2_2258 
00D6: if 
0038:   $868 == 1 // integer values 
004D: jump_if_false @AMMU2_2251 
0419: $852 = player $PLAYER_CHAR weapon 21 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 599 
004D: jump_if_false @AMMU2_2237 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU2_2230 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU2_2198 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 50000 // Load the weapon model before using this 

:AMMU2_2198
01B8: set_player $PLAYER_CHAR armed_weapon_to 21 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 6000 
0528: add 6000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU2_2230
0002: jump @AMMU2_2244 

:AMMU2_2237
0050: gosub @HARD3_3615 

:AMMU2_2244
0002: jump @AMMU2_2258 

:AMMU2_2251
0050: gosub @HARD3_3615 

:AMMU2_2258
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU2_2283 
0002: jump @AMMU2_10 

:AMMU2_2283
0002: jump @AMMU2_1875 

:AMMU2_2290
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_2849 
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @AMMU2_2849 
015F: set_camera_position 364.203 1051.161 21.269 0.0 rotation 0.0 0.0 
0160: point_camera 364.152 1050.163 21.291 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_2441 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_2441
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @AMMU2_2849 
0001: wait 0 ms 
00BA: text_styled 'SNIPE' 1000 ms 4  // Sniper rifle
00D6: if 
0038:   $847 == 0 // integer values 
004D: jump_if_false @AMMU2_2518 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU2_2536 

:AMMU2_2518
01E5: text_1number_highpriority 'G_COST' 1500 flag 1000 time 1  // Cost: $~1~

:AMMU2_2536
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_2842 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $847 == 1 // integer values 
004D: jump_if_false @AMMU2_2636 
00D6: if 
0490:   player $PLAYER_CHAR has_weapon 29 
004D: jump_if_false @AMMU2_2636 
01E5: text_1number_highpriority 'HELP54' 1500 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2636
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU2_2817 
00D6: if 
0038:   $847 == 1 // integer values 
004D: jump_if_false @AMMU2_2810 
0419: $852 = player $PLAYER_CHAR weapon 28 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 1499 
004D: jump_if_false @AMMU2_2796 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU2_2789 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU2_2757 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 50000 // Load the weapon model before using this 

:AMMU2_2757
01B8: set_player $PLAYER_CHAR armed_weapon_to 28 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 15000 
0528: add 15000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU2_2789
0002: jump @AMMU2_2803 

:AMMU2_2796
0050: gosub @HARD3_3615 

:AMMU2_2803
0002: jump @AMMU2_2817 

:AMMU2_2810
0050: gosub @HARD3_3615 

:AMMU2_2817
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU2_2842 
0002: jump @AMMU2_10 

:AMMU2_2842
0002: jump @AMMU2_2441 

:AMMU2_2849
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3325 
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @AMMU2_3325 
015F: set_camera_position 363.203 1051.161 21.269 0.0 rotation 0.0 0.0 
0160: point_camera 363.152 1050.163 21.291 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3000 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_3000
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @AMMU2_3325 
0001: wait 0 ms 
00BA: text_styled 'GRENADE' 1000 ms 4  // Grenades
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3318 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if or
0490:   player $PLAYER_CHAR has_weapon 13 
0490:   player $PLAYER_CHAR has_weapon 15 
0490:   player $PLAYER_CHAR has_weapon 14 
004D: jump_if_false @AMMU2_3151 
01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_3151
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU2_3293 
0419: $852 = player $PLAYER_CHAR weapon 12 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 299 
004D: jump_if_false @AMMU2_3286 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU2_3279 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU2_3254 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 50000 // Load the weapon model before using this 

:AMMU2_3254
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 30000 
0528: add 30000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU2_3279
0002: jump @AMMU2_3293 

:AMMU2_3286
0050: gosub @HARD3_3615 

:AMMU2_3293
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU2_3318 
0002: jump @AMMU2_10 

:AMMU2_3318
0002: jump @AMMU2_3000 

:AMMU2_3325
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3844 
00D6: if 
0038:   $851 == 5 // integer values 
004D: jump_if_false @AMMU2_3844 
015F: set_camera_position 362.203 1051.161 21.269 0.0 rotation 0.0 0.0 
0160: point_camera 362.152 1050.163 21.291 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3476 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_3476
00D6: if 
0038:   $851 == 5 // integer values 
004D: jump_if_false @AMMU2_3844 
0001: wait 0 ms 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
00D6: if 
0038:   $867 == 0 // integer values 
004D: jump_if_false @AMMU2_3553 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU2_3571 

:AMMU2_3553
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1  // Cost: $~1~

:AMMU2_3571
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3837 
0050: gosub @HARD3_4026 
04DD: $873 = actor $PLAYER_ACTOR armour 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU2_3812 
00D6: if 
0038:   $867 == 1 // integer values 
004D: jump_if_false @AMMU2_3805 
00D6: if 
010A:   player $PLAYER_CHAR money > 199 
004D: jump_if_false @AMMU2_3791 
00D6: if 
001A:   100 > $873 // integer values 
004D: jump_if_false @AMMU2_3714 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 20000 
0528: add 20000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @AMMU2_3784 

:AMMU2_3714
00D6: if 
0038:   $1582 == 1 // integer values 
004D: jump_if_false @AMMU2_3784 
00D6: if 
001A:   200 > $873 // integer values 
004D: jump_if_false @AMMU2_3784 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 20000 
0528: add 20000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU2_3784
0002: jump @AMMU2_3798 

:AMMU2_3791
0050: gosub @HARD3_3615 

:AMMU2_3798
0002: jump @AMMU2_3812 

:AMMU2_3805
0050: gosub @HARD3_3615 

:AMMU2_3812
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU2_3837 
0002: jump @AMMU2_10 

:AMMU2_3837
0002: jump @AMMU2_3476 

:AMMU2_3844
0002: jump @AMMU2_682 

:AMMU2_3851
0002: jump @AMMU2_3941 

:AMMU2_3858
00D6: if 
80F6:   not player $PLAYER_CHAR 1 $534 $535 $536 radius 1.0 1.0 2.0 
004D: jump_if_false @AMMU2_3941 
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU2_3941 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU2_3941 
0050: gosub @HARD3_5024 

:AMMU2_3941
0002: jump @AMMU2_3973 

:AMMU2_3948
00D6: if 
0038:   $842 == 1 // integer values 
004D: jump_if_false @AMMU2_3973 
0050: gosub @HARD3_5056 

:AMMU2_3973
0002: jump @AMMU2_3987 

:AMMU2_3980
0050: gosub @HARD3_5056 

:AMMU2_3987
0002: jump @AMMU2_10 

:AMMU3
03A4: name_thread 'AMMU3' 

:AMMU3_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_4198 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @AMMU3_4191 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $537 $538 $539 radius 35.0 35.0 20.0 
004D: jump_if_false @AMMU3_4166 
00D6: if 
0038:   $842 == 0 // integer values 
004D: jump_if_false @AMMU3_513 
0050: gosub @HARD3_5492 
0084: $857 = $859 // integer values and handles 
0060: $857 -= $860 // integer values 
0107: $889 = create_object #PYTHON at -683.6 1200.549 12.93 
0392: object $889 toggle_in_moving_list 0 
0453: object $889 set_rotation 0.0 4.0 90.0 
0107: $890 = create_object #MP5LNG at -683.6 1202.049 12.86 
0392: object $890 toggle_in_moving_list 0 
0453: object $890 set_rotation 0.0 8.0 95.0 
0107: $891 = create_object #SHOTGSPA at -683.6 1203.449 12.91 
0392: object $891 toggle_in_moving_list 0 
0453: object $891 set_rotation 0.0 9.0 95.0 
0107: $892 = create_object #M4 at -683.6 1205.049 12.88 
0392: object $892 toggle_in_moving_list 0 
0453: object $892 set_rotation 0.0 3.0 95.0 
0107: $893 = create_object #LASER at -683.6 1206.549 12.81 
0392: object $893 toggle_in_moving_list 0 
0453: object $893 set_rotation 0.0 2.0 95.0 
0107: $894 = create_object #BODYARMOUR at -683.5 1208.189 12.809 
0392: object $894 toggle_in_moving_list 0 
0177: set_object $894 z_angle_to 90.0 
00D6: if 
0018:   $857 > 30000 // integer values 
004D: jump_if_false @AMMU3_499 
009A: $853 = create_actor_pedtype 4 model #SPECIAL21 at -679.97 1203.5 10.0 
0173: set_actor $853 z_angle_to 270.0 
01ED: clear_actor $853 threat_search 
0350: set_actor $853 maintain_position_when_attacked 1 
0050: gosub @HARD3_4804 

:AMMU3_499
0004: $842 = 1 // integer values 
0002: jump @AMMU3_568 

:AMMU3_513
00D6: if 
0057:   player $PLAYER_CHAR 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0 
004D: jump_if_false @AMMU3_568 
0050: gosub @HARD3_2766 

:AMMU3_568
00D6: if 
0038:   $995 == 0 // integer values 
004D: jump_if_false @AMMU3_4159 
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @AMMU3_4159 
00D6: if 
0038:   $844 == 0 // integer values 
004D: jump_if_false @AMMU3_4159 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @AMMU3_4159 
01FA: $908 = rampage_status 
00D6: if 
8038:   not  $908 == 1 // integer values 
004D: jump_if_false @AMMU3_4159 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $537 $538 $539 radius 1.0 1.0 2.0 
004D: jump_if_false @AMMU3_4076 
0050: gosub @HARD3_4750 

:AMMU3_710
00D6: if 
0038:   $849 == 0 // integer values 
004D: jump_if_false @AMMU3_4069 
0004: $1180 = 1 // integer values 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_1364 
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @AMMU3_1364 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @AMMU3_804 
0210: player $PLAYER_CHAR look_at_actor $853 

:AMMU3_804
015F: set_camera_position -682.161 1200.594 13.133 0.0 rotation 0.0 0.0 
0160: point_camera -683.155 1200.697 13.171 switchstyle 1 
00D6: if 
0038:   $862 == 0 // integer values 
004D: jump_if_false @AMMU3_897 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1 // integer values 
0002: jump @AMMU3_907 

:AMMU3_897
0460: set_camera_pointing_time 0.0 800 

:AMMU3_907
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_956 
0055: put_player $PLAYER_CHAR at $537 $538 $539 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:AMMU3_956
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @AMMU3_1364 
0001: wait 0 ms 
00BA: text_styled 'PYTHON' 2000 ms 4  // .357
00D6: if 
0038:   $907 == 0 // integer values 
004D: jump_if_false @AMMU3_1033 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU3_1051 

:AMMU3_1033
01E5: text_1number_highpriority 'G_COST' 2000 flag 1000 time 1  // Cost: $~1~

:AMMU3_1051
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_1357 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $907 == 1 // integer values 
004D: jump_if_false @AMMU3_1151 
00D6: if 
0490:   player $PLAYER_CHAR has_weapon 17 
004D: jump_if_false @AMMU3_1151 
01E5: text_1number_highpriority 'HELP54' 2000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1151
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU3_1332 
00D6: if 
0038:   $907 == 1 // integer values 
004D: jump_if_false @AMMU3_1325 
0419: $852 = player $PLAYER_CHAR weapon 18 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 1999 
004D: jump_if_false @AMMU3_1311 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU3_1304 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU3_1272 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 50000 // Load the weapon model before using this 

:AMMU3_1272
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 20000 
0528: add 20000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU3_1304
0002: jump @AMMU3_1318 

:AMMU3_1311
0050: gosub @HARD3_3615 

:AMMU3_1318
0002: jump @AMMU3_1332 

:AMMU3_1325
0050: gosub @HARD3_3615 

:AMMU3_1332
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU3_1357 
0002: jump @AMMU3_10 

:AMMU3_1357
0002: jump @AMMU3_956 

:AMMU3_1364
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_1937 
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @AMMU3_1937 
015F: set_camera_position -682.161 1202.094 13.133 0.0 rotation 0.0 0.0 
0160: point_camera -683.155 1202.197 13.171 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_1515 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_1515
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @AMMU3_1937 
0001: wait 0 ms 
00BA: text_styled 'MP5' 1000 ms 4  // MP
00D6: if 
0038:   $906 == 0 // integer values 
004D: jump_if_false @AMMU3_1592 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU3_1610 

:AMMU3_1592
01E5: text_1number_highpriority 'G_COST' 3000 flag 1000 time 1  // Cost: $~1~

:AMMU3_1610
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_1930 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $906 == 1 // integer values 
004D: jump_if_false @AMMU3_1724 
00D6: if or
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
004D: jump_if_false @AMMU3_1724 
01E5: text_1number_highpriority 'HELP54' 3000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1724
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU3_1905 
00D6: if 
0038:   $906 == 1 // integer values 
004D: jump_if_false @AMMU3_1898 
0419: $852 = player $PLAYER_CHAR weapon 25 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 2999 
004D: jump_if_false @AMMU3_1884 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU3_1877 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU3_1845 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 50000 // Load the weapon model before using this 

:AMMU3_1845
01B8: set_player $PLAYER_CHAR armed_weapon_to 25 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 30000 
0528: add 30000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU3_1877
0002: jump @AMMU3_1891 

:AMMU3_1884
0050: gosub @HARD3_3615 

:AMMU3_1891
0002: jump @AMMU3_1905 

:AMMU3_1898
0050: gosub @HARD3_3615 

:AMMU3_1905
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU3_1930 
0002: jump @AMMU3_10 

:AMMU3_1930
0002: jump @AMMU3_1515 

:AMMU3_1937
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_2503 
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @AMMU3_2503 
015F: set_camera_position -682.161 1203.594 13.133 0.0 rotation 0.0 0.0 
0160: point_camera -683.155 1203.697 13.171 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_2088 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_2088
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @AMMU3_2503 
0001: wait 0 ms 
00BA: text_styled 'SHOTGN2' 1000 ms 4  // S.P.A.S. 12
00D6: if 
0038:   $848 == 0 // integer values 
004D: jump_if_false @AMMU3_2165 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU3_2183 

:AMMU3_2165
01E5: text_1number_highpriority 'G_COST' 4000 flag 1000 time 1  // Cost: $~1~

:AMMU3_2183
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_2496 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $848 == 1 // integer values 
004D: jump_if_false @AMMU3_2290 
00D6: if or
0490:   player $PLAYER_CHAR has_weapon 21 
0490:   player $PLAYER_CHAR has_weapon 19 
004D: jump_if_false @AMMU3_2290 
01E5: text_1number_highpriority 'HELP54' 4000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2290
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU3_2471 
00D6: if 
0038:   $848 == 1 // integer values 
004D: jump_if_false @AMMU3_2464 
0419: $852 = player $PLAYER_CHAR weapon 20 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 3999 
004D: jump_if_false @AMMU3_2450 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU3_2443 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU3_2411 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 50000 // Load the weapon model before using this 

:AMMU3_2411
01B8: set_player $PLAYER_CHAR armed_weapon_to 20 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 40000 
0528: add 40000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU3_2443
0002: jump @AMMU3_2457 

:AMMU3_2450
0050: gosub @HARD3_3615 

:AMMU3_2457
0002: jump @AMMU3_2471 

:AMMU3_2464
0050: gosub @HARD3_3615 

:AMMU3_2471
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU3_2496 
0002: jump @AMMU3_10 

:AMMU3_2496
0002: jump @AMMU3_2088 

:AMMU3_2503
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_3063 
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @AMMU3_3063 
015F: set_camera_position -682.161 1205.094 13.133 0.0 rotation 0.0 0.0 
0160: point_camera -683.155 1205.197 13.171 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_2654 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_2654
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @AMMU3_3063 
0001: wait 0 ms 
00BA: text_styled 'M4' 1000 ms 4  // M4
00D6: if 
0038:   $855 == 0 // integer values 
004D: jump_if_false @AMMU3_2731 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU3_2749 

:AMMU3_2731
01E5: text_1number_highpriority 'G_COST' 5000 flag 1000 time 1  // Cost: $~1~

:AMMU3_2749
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_3056 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $855 == 1 // integer values 
004D: jump_if_false @AMMU3_2849 
00D6: if 
0490:   player $PLAYER_CHAR has_weapon 27 
004D: jump_if_false @AMMU3_2849 
01E5: text_1number_highpriority 'HELP54' 5000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2849
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU3_3031 
00D6: if 
0038:   $855 == 1 // integer values 
004D: jump_if_false @AMMU3_3024 
0419: $852 = player $PLAYER_CHAR weapon 26 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 4999 
004D: jump_if_false @AMMU3_3010 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU3_3003 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU3_2971 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 50000 // Load the weapon model before using this 

:AMMU3_2971
01B8: set_player $PLAYER_CHAR armed_weapon_to 26 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 50000 
0528: add 50000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU3_3003
0002: jump @AMMU3_3017 

:AMMU3_3010
0050: gosub @HARD3_3615 

:AMMU3_3017
0002: jump @AMMU3_3031 

:AMMU3_3024
0050: gosub @HARD3_3615 

:AMMU3_3031
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU3_3056 
0002: jump @AMMU3_10 

:AMMU3_3056
0002: jump @AMMU3_2654 

:AMMU3_3063
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_3615 
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @AMMU3_3615 
015F: set_camera_position -682.161 1206.594 13.133 0.0 rotation 0.0 0.0 
0160: point_camera -683.155 1206.697 13.171 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_3214 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_3214
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @AMMU3_3615 
0001: wait 0 ms 
00BA: text_styled 'LASER' 1000 ms 4  // .308 Sniper
00D6: if 
0038:   $856 == 0 // integer values 
004D: jump_if_false @AMMU3_3291 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @AMMU3_3309 

:AMMU3_3291
01E5: text_1number_highpriority 'G_COST' 6000 flag 1000 time 1  // Cost: $~1~

:AMMU3_3309
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_3608 
0050: gosub @HARD3_4026 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 
0050: gosub @HARD3_5678 
00D6: if 
0038:   $856 == 1 // integer values 
004D: jump_if_false @AMMU3_3409 
00D6: if 
0490:   player $PLAYER_CHAR has_weapon 28 
004D: jump_if_false @AMMU3_3409 
01E5: text_1number_highpriority 'HELP54' 6000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_3409
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU3_3583 
00D6: if 
0038:   $856 == 1 // integer values 
004D: jump_if_false @AMMU3_3576 
0419: $852 = player $PLAYER_CHAR weapon 29 ammo 
00D6: if 
010A:   player $PLAYER_CHAR money > 5999 
004D: jump_if_false @AMMU3_3562 
00D6: if 
001A:   9999 > $852 // integer values 
004D: jump_if_false @AMMU3_3555 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 50000 // Load the weapon model before using this 
00D6: if 
0018:   $852 > 9999 // integer values 
004D: jump_if_false @AMMU3_3530 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 50000 // Load the weapon model before using this 

:AMMU3_3530
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 60000 
0528: add 60000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU3_3555
0002: jump @AMMU3_3569 

:AMMU3_3562
0050: gosub @HARD3_3615 

:AMMU3_3569
0002: jump @AMMU3_3583 

:AMMU3_3576
0050: gosub @HARD3_3615 

:AMMU3_3583
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU3_3608 
0002: jump @AMMU3_10 

:AMMU3_3608
0002: jump @AMMU3_3214 

:AMMU3_3615
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_4062 
00D6: if 
0038:   $851 == 5 // integer values 
004D: jump_if_false @AMMU3_4062 
015F: set_camera_position -682.161 1208.094 13.133 0.0 rotation 0.0 0.0 
0160: point_camera -683.155 1208.197 13.171 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0 // integer values 
0004: $872 = 0 // integer values 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_3766 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_3766
00D6: if 
0038:   $851 == 5 // integer values 
004D: jump_if_false @AMMU3_4062 
0001: wait 0 ms 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_4055 
0050: gosub @HARD3_4026 
04DD: $873 = actor $PLAYER_ACTOR armour 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @AMMU3_4030 
00D6: if 
010A:   player $PLAYER_CHAR money > 199 
004D: jump_if_false @AMMU3_4023 
00D6: if 
001A:   100 > $873 // integer values 
004D: jump_if_false @AMMU3_3946 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 2000 
0528: add 2000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @AMMU3_4016 

:AMMU3_3946
00D6: if 
0038:   $1582 == 1 // integer values 
004D: jump_if_false @AMMU3_4016 
00D6: if 
001A:   200 > $873 // integer values 
004D: jump_if_false @AMMU3_4016 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += 2000 
0528: add 2000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:AMMU3_4016
0002: jump @AMMU3_4030 

:AMMU3_4023
0050: gosub @HARD3_3615 

:AMMU3_4030
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU3_4055 
0002: jump @AMMU3_10 

:AMMU3_4055
0002: jump @AMMU3_3766 

:AMMU3_4062
0002: jump @AMMU3_710 

:AMMU3_4069
0002: jump @AMMU3_4159 

:AMMU3_4076
00D6: if 
80F6:   not player $PLAYER_CHAR 1 $537 $538 $539 radius 1.0 1.0 2.0 
004D: jump_if_false @AMMU3_4159 
00D6: if 
0038:   $849 == 1 // integer values 
004D: jump_if_false @AMMU3_4159 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMMU3_4159 
0050: gosub @HARD3_5024 

:AMMU3_4159
0002: jump @AMMU3_4191 

:AMMU3_4166
00D6: if 
0038:   $842 == 1 // integer values 
004D: jump_if_false @AMMU3_4191 
0050: gosub @HARD3_5056 

:AMMU3_4191
0002: jump @AMMU3_4205 

:AMMU3_4198
0050: gosub @HARD3_5056 

:AMMU3_4205
0002: jump @AMMU3_10 

:HARD1
03A4: name_thread 'HARD1' 

:HARD1_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_2927 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @HARD1_2920 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 
004D: jump_if_false @HARD1_2895 
00D6: if 
0038:   $843 == 0 // integer values 
004D: jump_if_false @HARD1_423 
0050: gosub @HARD3_5554 
0084: $858 = $859 // integer values and handles 
0060: $858 -= $861 // integer values 
0107: $875 = create_object #SCREWDRIVER at 201.508 -469.297 13.79 
0392: object $875 toggle_in_moving_list 0 
0107: $876 = create_object #HAMMER at 202.508 -469.297 13.73 
0392: object $876 toggle_in_moving_list 0 
0453: object $876 set_rotation 0.0 4.0 0.0 
0107: $877 = create_object #CLEAVER at 203.508 -469.297 13.77 
0392: object $877 toggle_in_moving_list 0 
0107: $878 = create_object #BAT at 204.606 -469.297 13.91 
0392: object $878 toggle_in_moving_list 0 
0453: object $878 set_rotation 85.0 0.0 90.0 
0107: $879 = create_object #MACHETE at 205.858 -469.297 14.0 
0392: object $879 toggle_in_moving_list 0 
0453: object $879 set_rotation 0.0 90.0 0.0 
00D6: if 
0018:   $858 > 60000 // integer values 
004D: jump_if_false @HARD1_409 
009A: $854 = create_actor_pedtype 4 model #SPECIAL16 at 202.4 -471.1 10.1 
0173: set_actor $854 z_angle_to 180.1 
0050: gosub @HARD3_5204 

:HARD1_409
0004: $843 = 1 // integer values 
0002: jump @HARD1_478 

:HARD1_423
00D6: if 
0057:   player $PLAYER_CHAR 0 190.0 -481.0 15.7 209.6 -468.5 10.0 
004D: jump_if_false @HARD1_478 
0050: gosub @HARD3_2856 

:HARD1_478
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD1_2888 
00D6: if 
0038:   $845 == 0 // integer values 
004D: jump_if_false @HARD1_2888 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @HARD1_2888 
01FA: $908 = rampage_status 
00D6: if 
8038:   not  $908 == 1 // integer values 
004D: jump_if_false @HARD1_2888 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $540 $541 $542 radius 1.0 1.0 2.0 
004D: jump_if_false @HARD1_2805 
0050: gosub @HARD3_4777 

:HARD1_602
00D6: if 
0038:   $850 == 0 // integer values 
004D: jump_if_false @HARD1_2798 
0004: $1180 = 1 // integer values 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1091 
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @HARD1_1091 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD1_696 
0210: player $PLAYER_CHAR look_at_actor $854 

:HARD1_696
015F: set_camera_position 201.616 -470.795 14.284 0.0 rotation 0.0 0.0 
0160: point_camera 201.608 -469.797 14.217 switchstyle 1 
00D6: if 
0038:   $862 == 0 // integer values 
004D: jump_if_false @HARD1_789 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1 // integer values 
0002: jump @HARD1_799 

:HARD1_789
0460: set_camera_pointing_time 0.0 800 

:HARD1_799
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_848 
0055: put_player $PLAYER_CHAR at $540 $541 $542 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:HARD1_848
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @HARD1_1091 
0001: wait 0 ms 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1084 
0050: gosub @HARD3_4369 
0004: $885 = 10 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD1_1059 
00D6: if 
010A:   player $PLAYER_CHAR money > 9 
004D: jump_if_false @HARD1_1052 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 2 
004D: jump_if_false @HARD1_1038 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -10 
0528: add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD1_1045 

:HARD1_1038
0050: gosub @HARD3_3615 

:HARD1_1045
0002: jump @HARD1_1059 

:HARD1_1052
0050: gosub @HARD3_3615 

:HARD1_1059
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD1_1084 
0002: jump @HARD1_10 

:HARD1_1084
0002: jump @HARD1_848 

:HARD1_1091
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1471 
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @HARD1_1471 
015F: set_camera_position 202.616 -470.795 14.284 0.0 rotation 0.0 0.0 
0160: point_camera 202.608 -469.797 14.217 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1228 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_1228
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @HARD1_1471 
0001: wait 0 ms 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1464 
0050: gosub @HARD3_4369 
0004: $885 = 20 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD1_1439 
00D6: if 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false @HARD1_1432 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 7 
004D: jump_if_false @HARD1_1418 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -20 
0528: add 20 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD1_1425 

:HARD1_1418
0050: gosub @HARD3_3615 

:HARD1_1425
0002: jump @HARD1_1439 

:HARD1_1432
0050: gosub @HARD3_3615 

:HARD1_1439
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD1_1464 
0002: jump @HARD1_10 

:HARD1_1464
0002: jump @HARD1_1228 

:HARD1_1471
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1851 
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @HARD1_1851 
015F: set_camera_position 203.616 -470.795 14.284 0.0 rotation 0.0 0.0 
0160: point_camera 203.608 -469.797 14.217 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1608 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_1608
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @HARD1_1851 
0001: wait 0 ms 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1844 
0050: gosub @HARD3_4369 
0004: $885 = 50 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD1_1819 
00D6: if 
010A:   player $PLAYER_CHAR money > 49 
004D: jump_if_false @HARD1_1812 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 8 
004D: jump_if_false @HARD1_1798 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -50 
0528: add 50 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD1_1805 

:HARD1_1798
0050: gosub @HARD3_3615 

:HARD1_1805
0002: jump @HARD1_1819 

:HARD1_1812
0050: gosub @HARD3_3615 

:HARD1_1819
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD1_1844 
0002: jump @HARD1_10 

:HARD1_1844
0002: jump @HARD1_1608 

:HARD1_1851
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_2321 
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @HARD1_2321 
015F: set_camera_position 204.816 -470.795 14.284 0.0 rotation 0.0 0.0 
0160: point_camera 204.808 -469.797 14.217 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_1988 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_1988
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @HARD1_2321 
0001: wait 0 ms 
00BA: text_styled 'BASEBAT' 1000 ms 4  // Baseball bat
00D6: if 
0038:   $904 == 0 // integer values 
004D: jump_if_false @HARD1_2065 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @HARD1_2082 

:HARD1_2065
01E5: text_1number_highpriority 'G_COST' 80 flag 1000 time 1  // Cost: $~1~

:HARD1_2082
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_2314 
0050: gosub @HARD3_4369 
00D6: if 
0038:   $904 == 1 // integer values 
004D: jump_if_false @HARD1_2137 
0004: $885 = 80 // integer values 
0050: gosub @HARD3_5616 

:HARD1_2137
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD1_2289 
00D6: if 
0038:   $904 == 1 // integer values 
004D: jump_if_false @HARD1_2282 
00D6: if 
010A:   player $PLAYER_CHAR money > 79 
004D: jump_if_false @HARD1_2268 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 6 
004D: jump_if_false @HARD1_2254 
01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 6 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -80 
0528: add 80 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD1_2261 

:HARD1_2254
0050: gosub @HARD3_3615 

:HARD1_2261
0002: jump @HARD1_2275 

:HARD1_2268
0050: gosub @HARD3_3615 

:HARD1_2275
0002: jump @HARD1_2289 

:HARD1_2282
0050: gosub @HARD3_3615 

:HARD1_2289
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD1_2314 
0002: jump @HARD1_10 

:HARD1_2314
0002: jump @HARD1_1988 

:HARD1_2321
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_2791 
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @HARD1_2791 
015F: set_camera_position 206.116 -470.795 14.284 0.0 rotation 0.0 0.0 
0160: point_camera 206.108 -469.797 14.217 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_2458 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_2458
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @HARD1_2791 
0001: wait 0 ms 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
00D6: if 
0038:   $905 == 0 // integer values 
004D: jump_if_false @HARD1_2535 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @HARD1_2552 

:HARD1_2535
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~

:HARD1_2552
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_2784 
0050: gosub @HARD3_4369 
00D6: if 
0038:   $905 == 1 // integer values 
004D: jump_if_false @HARD1_2607 
0004: $885 = 100 // integer values 
0050: gosub @HARD3_5616 

:HARD1_2607
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD1_2759 
00D6: if 
0038:   $905 == 1 // integer values 
004D: jump_if_false @HARD1_2752 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @HARD1_2738 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 9 
004D: jump_if_false @HARD1_2724 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -100 
0528: add 100 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD1_2731 

:HARD1_2724
0050: gosub @HARD3_3615 

:HARD1_2731
0002: jump @HARD1_2745 

:HARD1_2738
0050: gosub @HARD3_3615 

:HARD1_2745
0002: jump @HARD1_2759 

:HARD1_2752
0050: gosub @HARD3_3615 

:HARD1_2759
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD1_2784 
0002: jump @HARD1_10 

:HARD1_2784
0002: jump @HARD1_2458 

:HARD1_2791
0002: jump @HARD1_602 

:HARD1_2798
0002: jump @HARD1_2888 

:HARD1_2805
00D6: if 
80F6:   not player $PLAYER_CHAR 1 $540 $541 $542 radius 1.0 1.0 2.0 
004D: jump_if_false @HARD1_2888 
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD1_2888 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD1_2888 
0050: gosub @HARD3_5265 

:HARD1_2888
0002: jump @HARD1_2920 

:HARD1_2895
00D6: if 
0038:   $843 == 1 // integer values 
004D: jump_if_false @HARD1_2920 
0050: gosub @HARD3_5297 

:HARD1_2920
0002: jump @HARD1_2934 

:HARD1_2927
0050: gosub @HARD3_5297 

:HARD1_2934
0002: jump @HARD1_10 

:HARD2
03A4: name_thread 'HARD2' 

:HARD2_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_2822 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @HARD2_2815 
00D6: if 
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
004D: jump_if_false @HARD2_2790 
00D6: if 
0038:   $843 == 0 // integer values 
004D: jump_if_false @HARD2_403 
0050: gosub @HARD3_5554 
0084: $858 = $859 // integer values and handles 
0060: $858 -= $861 // integer values 
0107: $875 = create_object #SCREWDRIVER at 365.96 1072.8 20.68 
0392: object $875 toggle_in_moving_list 0 
0107: $876 = create_object #HAMMER at 364.96 1072.8 20.669 
0392: object $876 toggle_in_moving_list 0 
0453: object $876 set_rotation 0.0 4.0 0.0 
0107: $877 = create_object #CLEAVER at 363.96 1072.8 20.729 
0392: object $877 toggle_in_moving_list 0 
0107: $878 = create_object #KNIFECUR at 362.92 1072.8 20.639 
0392: object $878 toggle_in_moving_list 0 
0107: $879 = create_object #KATANA at 362.0 1072.8 20.75 
0392: object $879 toggle_in_moving_list 0 
0453: object $879 set_rotation 0.0 -20.0 0.0 
00D6: if 
0018:   $858 > 60000 // integer values 
004D: jump_if_false @HARD2_389 
009A: $854 = create_actor_pedtype 4 model #SPECIAL16 at 364.5 1074.3 18.0 
0173: set_actor $854 z_angle_to 358.1 
0050: gosub @HARD3_5204 

:HARD2_389
0004: $843 = 1 // integer values 
0002: jump @HARD2_458 

:HARD2_403
00D6: if 
0057:   player $PLAYER_CHAR 0 369.9 1089.8 22.3 359.8 1071.7 18.1 
004D: jump_if_false @HARD2_458 
0050: gosub @HARD3_2856 

:HARD2_458
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD2_2783 
00D6: if 
0038:   $845 == 0 // integer values 
004D: jump_if_false @HARD2_2783 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @HARD2_2783 
01FA: $908 = rampage_status 
00D6: if 
8038:   not  $908 == 1 // integer values 
004D: jump_if_false @HARD2_2783 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $543 $544 $545 radius 1.0 1.0 2.0 
004D: jump_if_false @HARD2_2700 
0050: gosub @HARD3_4777 

:HARD2_582
00D6: if 
0038:   $850 == 0 // integer values 
004D: jump_if_false @HARD2_2693 
0004: $1180 = 1 // integer values 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1071 
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @HARD2_1071 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD2_676 
0210: player $PLAYER_CHAR look_at_actor $854 

:HARD2_676
015F: set_camera_position 366.1 1074.719 21.062 0.0 rotation 0.0 0.0 
0160: point_camera 366.089 1073.72 21.084 switchstyle 1 
00D6: if 
0038:   $862 == 0 // integer values 
004D: jump_if_false @HARD2_769 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1 // integer values 
0002: jump @HARD2_779 

:HARD2_769
0460: set_camera_pointing_time 0.0 800 

:HARD2_779
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_828 
0055: put_player $PLAYER_CHAR at $543 $544 $545 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:HARD2_828
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @HARD2_1071 
0001: wait 0 ms 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1064 
0050: gosub @HARD3_4369 
0004: $885 = 10 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD2_1039 
00D6: if 
010A:   player $PLAYER_CHAR money > 9 
004D: jump_if_false @HARD2_1032 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 2 
004D: jump_if_false @HARD2_1018 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -10 
0528: add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD2_1025 

:HARD2_1018
0050: gosub @HARD3_3615 

:HARD2_1025
0002: jump @HARD2_1039 

:HARD2_1032
0050: gosub @HARD3_3615 

:HARD2_1039
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD2_1064 
0002: jump @HARD2_10 

:HARD2_1064
0002: jump @HARD2_828 

:HARD2_1071
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1451 
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @HARD2_1451 
015F: set_camera_position 365.1 1074.719 21.062 0.0 rotation 0.0 0.0 
0160: point_camera 365.089 1073.72 21.084 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1208 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_1208
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @HARD2_1451 
0001: wait 0 ms 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1444 
0050: gosub @HARD3_4369 
0004: $885 = 20 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD2_1419 
00D6: if 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false @HARD2_1412 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 7 
004D: jump_if_false @HARD2_1398 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -20 
0528: add 20 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD2_1405 

:HARD2_1398
0050: gosub @HARD3_3615 

:HARD2_1405
0002: jump @HARD2_1419 

:HARD2_1412
0050: gosub @HARD3_3615 

:HARD2_1419
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD2_1444 
0002: jump @HARD2_10 

:HARD2_1444
0002: jump @HARD2_1208 

:HARD2_1451
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1831 
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @HARD2_1831 
015F: set_camera_position 364.1 1074.719 21.062 0.0 rotation 0.0 0.0 
0160: point_camera 364.089 1073.72 21.084 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1588 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_1588
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @HARD2_1831 
0001: wait 0 ms 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1824 
0050: gosub @HARD3_4369 
0004: $885 = 50 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD2_1799 
00D6: if 
010A:   player $PLAYER_CHAR money > 49 
004D: jump_if_false @HARD2_1792 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 8 
004D: jump_if_false @HARD2_1778 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -50 
0528: add 50 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD2_1785 

:HARD2_1778
0050: gosub @HARD3_3615 

:HARD2_1785
0002: jump @HARD2_1799 

:HARD2_1792
0050: gosub @HARD3_3615 

:HARD2_1799
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD2_1824 
0002: jump @HARD2_10 

:HARD2_1824
0002: jump @HARD2_1588 

:HARD2_1831
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_2211 
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @HARD2_2211 
015F: set_camera_position 363.1 1074.719 21.062 0.0 rotation 0.0 0.0 
0160: point_camera 363.089 1073.72 21.084 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_1968 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_1968
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @HARD2_2211 
0001: wait 0 ms 
00BA: text_styled 'KNIFE' 1000 ms 4  // Knife
01E5: text_1number_highpriority 'G_COST' 90 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_2204 
0050: gosub @HARD3_4369 
0004: $885 = 90 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD2_2179 
00D6: if 
010A:   player $PLAYER_CHAR money > 89 
004D: jump_if_false @HARD2_2172 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 5 
004D: jump_if_false @HARD2_2158 
01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 5 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -90 
0528: add 90 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD2_2165 

:HARD2_2158
0050: gosub @HARD3_3615 

:HARD2_2165
0002: jump @HARD2_2179 

:HARD2_2172
0050: gosub @HARD3_3615 

:HARD2_2179
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD2_2204 
0002: jump @HARD2_10 

:HARD2_2204
0002: jump @HARD2_1968 

:HARD2_2211
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_2686 
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @HARD2_2686 
015F: set_camera_position 362.1 1074.719 21.062 0.0 rotation 0.0 0.0 
0160: point_camera 362.089 1073.72 21.084 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_2348 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_2348
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @HARD2_2686 
0001: wait 0 ms 
00BA: text_styled 'KATANA' 1000 ms 4  // Katana
00D6: if 
0038:   $874 == 0 // integer values 
004D: jump_if_false @HARD2_2425 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
0002: jump @HARD2_2443 

:HARD2_2425
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1  // Cost: $~1~

:HARD2_2443
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_2679 
0050: gosub @HARD3_4369 
00D6: if 
0038:   $874 == 1 // integer values 
004D: jump_if_false @HARD2_2499 
0004: $885 = 300 // integer values 
0050: gosub @HARD3_5616 

:HARD2_2499
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD2_2654 
00D6: if 
0038:   $874 == 1 // integer values 
004D: jump_if_false @HARD2_2647 
00D6: if 
010A:   player $PLAYER_CHAR money > 299 
004D: jump_if_false @HARD2_2633 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 10 
004D: jump_if_false @HARD2_2619 
01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 10 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -300 
0528: add 300 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD2_2626 

:HARD2_2619
0050: gosub @HARD3_3615 

:HARD2_2626
0002: jump @HARD2_2640 

:HARD2_2633
0050: gosub @HARD3_3615 

:HARD2_2640
0002: jump @HARD2_2654 

:HARD2_2647
0050: gosub @HARD3_3615 

:HARD2_2654
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD2_2679 
0002: jump @HARD2_10 

:HARD2_2679
0002: jump @HARD2_2348 

:HARD2_2686
0002: jump @HARD2_582 

:HARD2_2693
0002: jump @HARD2_2783 

:HARD2_2700
00D6: if 
80F6:   not player $PLAYER_CHAR 0 $543 $544 $545 radius 1.0 1.0 2.0 
004D: jump_if_false @HARD2_2783 
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD2_2783 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD2_2783 
0050: gosub @HARD3_5265 

:HARD2_2783
0002: jump @HARD2_2815 

:HARD2_2790
00D6: if 
0038:   $843 == 1 // integer values 
004D: jump_if_false @HARD2_2815 
0050: gosub @HARD3_5297 

:HARD2_2815
0002: jump @HARD2_2829 

:HARD2_2822
0050: gosub @HARD3_5297 

:HARD2_2829
0002: jump @HARD2_10 

:HARD3
03A4: name_thread 'HARD3' 

:HARD3_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2752 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @HARD3_2745 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 
004D: jump_if_false @HARD3_2720 
00D6: if 
0038:   $843 == 0 // integer values 
004D: jump_if_false @HARD3_423 
0050: gosub @HARD3_5554 
0084: $858 = $859 // integer values and handles 
0060: $858 -= $861 // integer values 
0107: $875 = create_object #SCREWDRIVER at -961.0 -689.87 14.08 
0392: object $875 toggle_in_moving_list 0 
0177: set_object $875 z_angle_to 270.0 
0107: $876 = create_object #HAMMER at -960.95 -690.88 14.032 
0392: object $876 toggle_in_moving_list 0 
0453: object $876 set_rotation 0.0 4.0 270.0 
0107: $877 = create_object #CLEAVER at -960.95 -691.9 14.08 
0392: object $877 toggle_in_moving_list 0 
0177: set_object $877 z_angle_to 270.0 
0107: $878 = create_object #MACHETE at -960.8 -693.0 14.08 
0392: object $878 toggle_in_moving_list 0 
0177: set_object $878 z_angle_to 270.0 
0107: $879 = create_object #CHNSAW at -960.8 -694.0 14.162 
0392: object $879 toggle_in_moving_list 0 
0177: set_object $879 z_angle_to 270.0 
00D6: if 
0018:   $858 > 60000 // integer values 
004D: jump_if_false @HARD3_409 
009A: $854 = create_actor_pedtype 4 model #SPECIAL16 at -963.8 -692.3 10.3 
0173: set_actor $854 z_angle_to 90.0 
0050: gosub @HARD3_5204 

:HARD3_409
0004: $843 = 1 // integer values 
0002: jump @HARD3_478 

:HARD3_423
00D6: if 
0057:   player $PLAYER_CHAR 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1 
004D: jump_if_false @HARD3_478 
0050: gosub @HARD3_2856 

:HARD3_478
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD3_2713 
00D6: if 
0038:   $845 == 0 // integer values 
004D: jump_if_false @HARD3_2713 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @HARD3_2713 
01FA: $908 = rampage_status 
00D6: if 
8038:   not  $908 == 1 // integer values 
004D: jump_if_false @HARD3_2713 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $546 $547 $548 radius 1.0 1.0 2.0 
004D: jump_if_false @HARD3_2630 
0050: gosub @HARD3_4777 

:HARD3_602
00D6: if 
0038:   $850 == 0 // integer values 
004D: jump_if_false @HARD3_2623 
0004: $1180 = 1 // integer values 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1091 
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @HARD3_1091 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD3_696 
0210: player $PLAYER_CHAR look_at_actor $854 

:HARD3_696
015F: set_camera_position -962.483 -690.104 14.47 0.0 rotation 0.0 0.0 
0160: point_camera -961.485 -690.029 14.481 switchstyle 1 
00D6: if 
0038:   $862 == 0 // integer values 
004D: jump_if_false @HARD3_789 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1 // integer values 
0002: jump @HARD3_799 

:HARD3_789
0460: set_camera_pointing_time 0.0 800 

:HARD3_799
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_848 
0055: put_player $PLAYER_CHAR at $546 $547 $548 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:HARD3_848
00D6: if 
0038:   $851 == 0 // integer values 
004D: jump_if_false @HARD3_1091 
0001: wait 0 ms 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1084 
0050: gosub @HARD3_4369 
0004: $885 = 10 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD3_1059 
00D6: if 
010A:   player $PLAYER_CHAR money > 9 
004D: jump_if_false @HARD3_1052 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 2 
004D: jump_if_false @HARD3_1038 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -10 
0528: add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD3_1045 

:HARD3_1038
0050: gosub @HARD3_3615 

:HARD3_1045
0002: jump @HARD3_1059 

:HARD3_1052
0050: gosub @HARD3_3615 

:HARD3_1059
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD3_1084 
0002: jump @HARD3_10 

:HARD3_1084
0002: jump @HARD3_848 

:HARD3_1091
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1471 
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @HARD3_1471 
015F: set_camera_position -962.483 -691.104 14.47 0.0 rotation 0.0 0.0 
0160: point_camera -961.485 -691.029 14.481 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1228 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_1228
00D6: if 
0038:   $851 == 1 // integer values 
004D: jump_if_false @HARD3_1471 
0001: wait 0 ms 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1464 
0050: gosub @HARD3_4369 
0004: $885 = 20 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD3_1439 
00D6: if 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false @HARD3_1432 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 7 
004D: jump_if_false @HARD3_1418 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -20 
0528: add 20 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD3_1425 

:HARD3_1418
0050: gosub @HARD3_3615 

:HARD3_1425
0002: jump @HARD3_1439 

:HARD3_1432
0050: gosub @HARD3_3615 

:HARD3_1439
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD3_1464 
0002: jump @HARD3_10 

:HARD3_1464
0002: jump @HARD3_1228 

:HARD3_1471
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1851 
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @HARD3_1851 
015F: set_camera_position -962.483 -692.104 14.47 0.0 rotation 0.0 0.0 
0160: point_camera -961.485 -692.029 14.481 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1608 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_1608
00D6: if 
0038:   $851 == 2 // integer values 
004D: jump_if_false @HARD3_1851 
0001: wait 0 ms 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1844 
0050: gosub @HARD3_4369 
0004: $885 = 50 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD3_1819 
00D6: if 
010A:   player $PLAYER_CHAR money > 49 
004D: jump_if_false @HARD3_1812 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 8 
004D: jump_if_false @HARD3_1798 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -50 
0528: add 50 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD3_1805 

:HARD3_1798
0050: gosub @HARD3_3615 

:HARD3_1805
0002: jump @HARD3_1819 

:HARD3_1812
0050: gosub @HARD3_3615 

:HARD3_1819
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD3_1844 
0002: jump @HARD3_10 

:HARD3_1844
0002: jump @HARD3_1608 

:HARD3_1851
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2231 
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @HARD3_2231 
015F: set_camera_position -962.483 -693.204 14.47 0.0 rotation 0.0 0.0 
0160: point_camera -961.485 -693.129 14.481 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_1988 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_1988
00D6: if 
0038:   $851 == 3 // integer values 
004D: jump_if_false @HARD3_2231 
0001: wait 0 ms 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2224 
0050: gosub @HARD3_4369 
0004: $885 = 100 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD3_2199 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @HARD3_2192 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 9 
004D: jump_if_false @HARD3_2178 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -100 
0528: add 100 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD3_2185 

:HARD3_2178
0050: gosub @HARD3_3615 

:HARD3_2185
0002: jump @HARD3_2199 

:HARD3_2192
0050: gosub @HARD3_3615 

:HARD3_2199
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD3_2224 
0002: jump @HARD3_10 

:HARD3_2224
0002: jump @HARD3_1988 

:HARD3_2231
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2616 
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @HARD3_2616 
015F: set_camera_position -962.483 -694.504 14.47 0.0 rotation 0.0 0.0 
0160: point_camera -961.485 -694.429 14.481 switchstyle 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0 // integer values 
0001: wait 800 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2368 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_2368
00D6: if 
0038:   $851 == 4 // integer values 
004D: jump_if_false @HARD3_2616 
0001: wait 0 ms 
00BA: text_styled 'CHAINSA' 1000 ms 4  // Chainsaw
01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1  // Cost: $~1~
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2609 
0050: gosub @HARD3_4369 
0004: $885 = 500 // integer values 
0050: gosub @HARD3_5616 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD3_2584 
00D6: if 
010A:   player $PLAYER_CHAR money > 499 
004D: jump_if_false @HARD3_2577 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 11 
004D: jump_if_false @HARD3_2563 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 11 
0050: gosub @HARD3_3688 
0109: player $PLAYER_CHAR money += -500 
0528: add 500 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump @HARD3_2570 

:HARD3_2563
0050: gosub @HARD3_3615 

:HARD3_2570
0002: jump @HARD3_2584 

:HARD3_2577
0050: gosub @HARD3_3615 

:HARD3_2584
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD3_2609 
0002: jump @HARD3_10 

:HARD3_2609
0002: jump @HARD3_2368 

:HARD3_2616
0002: jump @HARD3_602 

:HARD3_2623
0002: jump @HARD3_2713 

:HARD3_2630
00D6: if 
80F6:   not player $PLAYER_CHAR 0 $546 $547 $548 radius 1.0 1.0 2.0 
004D: jump_if_false @HARD3_2713 
00D6: if 
0038:   $850 == 1 // integer values 
004D: jump_if_false @HARD3_2713 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2713 
0050: gosub @HARD3_5265 

:HARD3_2713
0002: jump @HARD3_2745 

:HARD3_2720
00D6: if 
0038:   $843 == 1 // integer values 
004D: jump_if_false @HARD3_2745 
0050: gosub @HARD3_5297 

:HARD3_2745
0002: jump @HARD3_2759 

:HARD3_2752
0050: gosub @HARD3_5297 

:HARD3_2759
0002: jump @HARD3_10 

:HARD3_2766
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @HARD3_2854 
00D6: if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $853 hit_by_weapon 47 
004D: jump_if_false @HARD3_2854 
00D6: if 
0038:   $844 == 0 // integer values 
004D: jump_if_false @HARD3_2854 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_2847 
01CA: actor $853 kill_player $PLAYER_CHAR 

:HARD3_2847
0004: $844 = 1 // integer values 

:HARD3_2854
0051: return 

:HARD3_2856
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD3_3613 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor $854 
004D: jump_if_false @HARD3_3454 
00D6: if 
0038:   $845 == 0 // integer values 
004D: jump_if_false @HARD3_3013 
022F: set_actor $854 stop_looking 
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD3_2992 
04EB: actor $854 crouch 0 9999999 ms 
0372: set_actor $854 anim 0 wait_state_time 0 ms 
0372: set_actor $854 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $896 $897 $898 from_actor $854 offset 0.0 1.2 0.0 

:HARD3_2992
0006: 16@ = 0 // integer values 
0004: $845 = 1 // integer values 
0002: jump @HARD3_3417 

:HARD3_3013
00D6: if and
0019:   16@ > 2000 // integer values 
001B:   6000 > 16@ // integer values 
004D: jump_if_false @HARD3_3101 
00D6: if 
0038:   $1540 == 0 // integer values 
004D: jump_if_false @HARD3_3101 
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
0050: gosub @HARD3_5706 
0004: $1540 = 1 // integer values 

:HARD3_3101
00D6: if and
0019:   16@ > 6000 // integer values 
001B:   10000 > 16@ // integer values 
004D: jump_if_false @HARD3_3209 
00D6: if 
0038:   $1541 == 0 // integer values 
004D: jump_if_false @HARD3_3209 
0009: $897 += 0.1 // floating-point values 
0009: $896 += 0.1 // floating-point values 
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0004: $1541 = 1 // integer values 

:HARD3_3209
00D6: if and
0019:   16@ > 10000 // integer values 
001B:   14000 > 16@ // integer values 
004D: jump_if_false @HARD3_3308 
00D6: if 
0038:   $1542 == 0 // integer values 
004D: jump_if_false @HARD3_3308 
0009: $897 += 0.1 // floating-point values 
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $1542 = 1 // integer values 

:HARD3_3308
00D6: if and
0019:   16@ > 14000 // integer values 
001B:   20000 > 16@ // integer values 
004D: jump_if_false @HARD3_3417 
00D6: if 
0038:   $1543 == 0 // integer values 
004D: jump_if_false @HARD3_3417 
0009: $897 += 0.1 // floating-point values 
0009: $896 += 0.1 // floating-point values 
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0004: $1543 = 1 // integer values 

:HARD3_3417
00D6: if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $854 hit_by_weapon 47 
004D: jump_if_false @HARD3_3447 
0002: jump @HARD3_3454 

:HARD3_3447
0002: jump @HARD3_3613 

:HARD3_3454
00D6: if 
0038:   $845 == 0 // integer values 
004D: jump_if_false @HARD3_3509 
00D6: if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $854 hit_by_weapon 47 
004D: jump_if_false @HARD3_3502 
0004: $845 = 1 // integer values 

:HARD3_3502
0002: jump @HARD3_3613 

:HARD3_3509
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD3_3613 
0372: set_actor $854 anim 0 wait_state_time 0 ms 
04EB: actor $854 crouch 1 9999999 ms 
00D6: if 
0038:   $864 == 0 // integer values 
004D: jump_if_false @HARD3_3613 
022F: set_actor $854 stop_looking 
00A0: store_actor $854 position_to $896 $897 $898 
018D: $865 = create_sound 0 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $864 = 1 // integer values 

:HARD3_3613
0051: return 

:HARD3_3615
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_3658 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
018C: play_sound 14 at $899 $900 $901 

:HARD3_3658
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD3_3686 
0001: wait 0 ms 
0002: jump @HARD3_3658 

:HARD3_3686
0051: return 

:HARD3_3688
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_3731 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
018C: play_sound 13 at $899 $900 $901 

:HARD3_3731
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HARD3_3759 
0001: wait 0 ms 
0002: jump @HARD3_3731 

:HARD3_3759
0051: return 

:HARD3_3761
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $880 $881 $882 $883 
00D6: if or
00E1:   player 0 pressed_button 10 
001A:   -100 > $880 // integer values 
004D: jump_if_false @HARD3_3818 
000C: $851 -= 1 // integer values 

:HARD3_3818
00D6: if or
00E1:   player 0 pressed_button 11 
0018:   $880 > 100 // integer values 
004D: jump_if_false @HARD3_3849 
0008: $851 += 1 // integer values 

:HARD3_3849
00D6: if 
001A:   0 > $851 // integer values 
004D: jump_if_false @HARD3_3874 
0004: $851 = 4 // integer values 

:HARD3_3874
00D6: if 
0018:   $851 > 4 // integer values 
004D: jump_if_false @HARD3_3899 
0004: $851 = 0 // integer values 

:HARD3_3899
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @HARD3_4024 

:HARD3_3916
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @HARD3_3944 
0001: wait 0 ms 
0002: jump @HARD3_3916 

:HARD3_3944
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4024 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03E6: remove_text_box 
0055: put_player $PLAYER_CHAR at $531 $532 $533 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4010 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HARD3_4010
0004: $1180 = 0 // integer values 
0004: $849 = 1 // integer values 

:HARD3_4024
0051: return 

:HARD3_4026
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $880 $881 $882 $883 
00D6: if or
00E1:   player 0 pressed_button 10 
001A:   -100 > $880 // integer values 
004D: jump_if_false @HARD3_4083 
000C: $851 -= 1 // integer values 

:HARD3_4083
00D6: if or
00E1:   player 0 pressed_button 11 
0018:   $880 > 100 // integer values 
004D: jump_if_false @HARD3_4114 
0008: $851 += 1 // integer values 

:HARD3_4114
00D6: if 
001A:   0 > $851 // integer values 
004D: jump_if_false @HARD3_4139 
0004: $851 = 5 // integer values 

:HARD3_4139
00D6: if 
0018:   $851 > 5 // integer values 
004D: jump_if_false @HARD3_4164 
0004: $851 = 0 // integer values 

:HARD3_4164
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @HARD3_4367 

:HARD3_4181
00D6: if 
80E1:   not player 0 pressed_button 15 
004D: jump_if_false @HARD3_4209 
0001: wait 0 ms 
0002: jump @HARD3_4181 

:HARD3_4209
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4367 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03E6: remove_text_box 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4323 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @HARD3_4285 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:HARD3_4285
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @HARD3_4323 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:HARD3_4323
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4353 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HARD3_4353
0004: $1180 = 0 // integer values 
0004: $849 = 1 // integer values 

:HARD3_4367
0051: return 

:HARD3_4369
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $880 $881 $882 $883 
00D6: if or
00E1:   player 0 pressed_button 10 
001A:   -100 > $880 // integer values 
004D: jump_if_false @HARD3_4426 
000C: $851 -= 1 // integer values 

:HARD3_4426
00D6: if or
00E1:   player 0 pressed_button 11 
0018:   $880 > 100 // integer values 
004D: jump_if_false @HARD3_4457 
0008: $851 += 1 // integer values 

:HARD3_4457
00D6: if 
001A:   0 > $851 // integer values 
004D: jump_if_false @HARD3_4482 
0004: $851 = 4 // integer values 

:HARD3_4482
00D6: if 
0018:   $851 > 4 // integer values 
004D: jump_if_false @HARD3_4507 
0004: $851 = 0 // integer values 

:HARD3_4507
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @HARD3_4748 

:HARD3_4524
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @HARD3_4552 
0001: wait 0 ms 
0002: jump @HARD3_4524 

:HARD3_4552
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4748 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03E6: remove_text_box 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4704 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @HARD3_4628 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD3_4628
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @HARD3_4666 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD3_4666
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @HARD3_4704 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_4704
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_4734 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HARD3_4734
0004: $1180 = 0 // integer values 
0004: $850 = 1 // integer values 

:HARD3_4748
0051: return 

:HARD3_4750
00D6: if 
0038:   $846 == 0 // integer values 
004D: jump_if_false @HARD3_4775 
0004: $846 = 1 // integer values 

:HARD3_4775
0051: return 

:HARD3_4777
00D6: if 
0038:   $846 == 0 // integer values 
004D: jump_if_false @HARD3_4802 
0004: $846 = 1 // integer values 

:HARD3_4802
0051: return 

:HARD3_4804
0001: wait 1500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_5022 
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @HARD3_5022 
0243: set_actor $853 ped_stats_to 16 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @HARD3_4898 
00D6: if 
0248:   model #INGRAMSL available 
004D: jump_if_false @HARD3_4898 
01B2: give_actor $853 weapon 24 ammo 9999 // Load the weapon model before using this 

:HARD3_4898
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @HARD3_4948 
00D6: if 
0248:   model #UZI available 
004D: jump_if_false @HARD3_4948 
01B2: give_actor $853 weapon 23 ammo 9999 // Load the weapon model before using this 

:HARD3_4948
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @HARD3_4998 
00D6: if 
0248:   model #PYTHON available 
004D: jump_if_false @HARD3_4998 
01B2: give_actor $853 weapon 18 ammo 9999 // Load the weapon model before using this 

:HARD3_4998
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_5022 
022D: set_actor $853 to_look_at_player $PLAYER_CHAR 

:HARD3_5022
0051: return 

:HARD3_5024
0004: $849 = 0 // integer values 
0004: $851 = 0 // integer values 
0004: $846 = 0 // integer values 
0004: $862 = 0 // integer values 
03E6: remove_text_box 
0051: return 

:HARD3_5056
00D6: if and
0118:   actor $853 dead 
0018:   $857 > 30000 // integer values 
004D: jump_if_false @HARD3_5085 
01BD: $860 = current_time_in_ms 

:HARD3_5085
009B: destroy_actor_instantly $853 
0296: unload_special_actor 21 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_5117 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:HARD3_5117
0108: destroy_object $889 
0108: destroy_object $890 
0108: destroy_object $891 
0108: destroy_object $892 
0108: destroy_object $893 
0108: destroy_object $894 
0108: destroy_object $895 
0004: $844 = 0 // integer values 
0004: $842 = 0 // integer values 
0004: $866 = 0 // integer values 
018E: stop_sound $865 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_5202 
0004: $860 = -30000 // integer values 

:HARD3_5202
0051: return 

:HARD3_5204
00D6: if 
8118:   not actor $854 dead 
004D: jump_if_false @HARD3_5263 
0243: set_actor $854 ped_stats_to 16 
01ED: clear_actor $854 threat_search 
0350: set_actor $854 maintain_position_when_attacked 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_5263 
022D: set_actor $854 to_look_at_player $PLAYER_CHAR 

:HARD3_5263
0051: return 

:HARD3_5265
0004: $850 = 0 // integer values 
0004: $851 = 0 // integer values 
0004: $846 = 0 // integer values 
0004: $862 = 0 // integer values 
03E6: remove_text_box 
0051: return 

:HARD3_5297
00D6: if or
0118:   actor $854 dead 
0038:   $845 == 1 // integer values 
004D: jump_if_false @HARD3_5346 
00D6: if 
0018:   $858 > 60000 // integer values 
004D: jump_if_false @HARD3_5346 
01BD: $861 = current_time_in_ms 

:HARD3_5346
009B: destroy_actor_instantly $854 
0108: destroy_object $875 
0108: destroy_object $876 
0108: destroy_object $877 
0108: destroy_object $878 
0108: destroy_object $879 
0296: unload_special_actor 16 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_5403 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:HARD3_5403
0004: $1540 = 0 // integer values 
0004: $1541 = 0 // integer values 
0004: $1542 = 0 // integer values 
0004: $1543 = 0 // integer values 
0004: $845 = 0 // integer values 
0004: $843 = 0 // integer values 
0004: $866 = 0 // integer values 
0004: $864 = 0 // integer values 
018E: stop_sound $865 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HARD3_5490 
0004: $861 = -60000 // integer values 

:HARD3_5490
0051: return 

:HARD3_5492
023C: load_special_actor 21 'SAM' 

:HARD3_5504
00D6: if 
823D:   not special_actor 21 loaded 
004D: jump_if_false @HARD3_5542 
0001: wait 0 ms 
023C: load_special_actor 21 'SAM' 
0002: jump @HARD3_5504 

:HARD3_5542
01BD: $859 = current_time_in_ms 
009B: destroy_actor_instantly $853 
0051: return 

:HARD3_5554
023C: load_special_actor 16 'S_KEEP' 

:HARD3_5566
00D6: if 
823D:   not special_actor 16 loaded 
004D: jump_if_false @HARD3_5604 
0001: wait 0 ms 
023C: load_special_actor 16 'S_KEEP' 
0002: jump @HARD3_5566 

:HARD3_5604
01BD: $859 = current_time_in_ms 
009B: destroy_actor_instantly $854 
0051: return 

:HARD3_5616
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $869 ammo $852 model $870 
01B8: set_player $PLAYER_CHAR armed_weapon_to $869 
00D6: if 
84A3:   not  $869 == 0 // == constant 
004D: jump_if_false @HARD3_5676 
01E5: text_1number_highpriority 'HELP54' $885 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:HARD3_5676
0051: return 

:HARD3_5678
00D6: if 
0018:   $852 > 0 // integer values 
004D: jump_if_false @HARD3_5704 
01B8: set_player $PLAYER_CHAR armed_weapon_to $869 

:HARD3_5704
0051: return 

:HARD3_5706
00D6: if and
00F5:   player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 
0038:   $886 == 0 // integer values 
004D: jump_if_false @HARD3_5773 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $886 = 1 // integer values 

:HARD3_5773
00D6: if and
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
0038:   $887 == 0 // integer values 
004D: jump_if_false @HARD3_5846 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $887 = 1 // integer values 

:HARD3_5846
00D6: if and
00F5:   player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 
0038:   $888 == 0 // integer values 
004D: jump_if_false @HARD3_5913 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $888 = 1 // integer values 

:HARD3_5913
0051: return 

:SECURE
0004: $912 = 0 // integer values 
0004: $915 = 0 // integer values 
0004: $916 = 0 // integer values 
0004: $911 = 0 // integer values 
0004: $959 = 0 // integer values 
0004: $913 = 0 // integer values 
0004: $914 = 0 // integer values 
0004: $960 = 0 // integer values 
0004: $961 = 0 // integer values 
0004: $931 = 0 // integer values 
0004: $917 = 0 // integer values 
0005: $981 = 0.0 // floating-point values 
0005: $979 = -1436.0 // floating-point values 
0005: $980 = -805.0 // floating-point values 
0004: $983 = 0 // integer values 
03A4: name_thread 'SECURE' 
0111: set_wasted_busted_check_to 0 
004F: create_thread @SECURI  
004E: end_thread 

:SECURI
03A4: name_thread 'SECURI' 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
0002: jump @SECURI_347 
032B: $941 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $942 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $944 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $945 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $946 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $947 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $948 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $949 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
009A: $909 = create_actor_pedtype 4 model #GDA at $953 $954 $955 
009A: $910 = create_actor_pedtype 4 model #GDA at $953 $954 $955 

:SECURI_347
0001: wait 0 ms 
0008: $983 += 1 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SECURI_1703 
01FA: $962 = rampage_status 
00D6: if 
8038:   not  $962 == 1 // integer values 
004D: jump_if_false @SECURI_1696 
00D6: if 
0038:   $983 == 1 // integer values 
004D: jump_if_false @SECURI_1696 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @SECURI_1576 
0004: $915 = 1 // integer values 
0005: $950 = 95.0 // floating-point values 
0005: $951 = 267.7 // floating-point values 
0005: $952 = 21.0 // floating-point values 
0086: $969 = $950 // floating-point values only 
0086: $970 = $951 // floating-point values only 
0086: $971 = $952 // floating-point values only 
0086: $972 = $950 // floating-point values only 
0086: $973 = $951 // floating-point values only 
0086: $974 = $952 // floating-point values only 
0009: $974 += 1.0 // floating-point values 
0005: $963 = 99.0 // floating-point values 
0005: $964 = 257.0 // floating-point values 
0005: $965 = 24.4 // floating-point values 
0005: $966 = 90.3 // floating-point values 
0005: $967 = 277.6 // floating-point values 
0005: $968 = 24.5 // floating-point values 
0005: $953 = 91.1 // floating-point values 
0005: $954 = 270.0 // floating-point values 
0005: $955 = 21.8 // floating-point values 
0005: $956 = 95.8 // floating-point values 
0005: $957 = 271.5 // floating-point values 
0005: $958 = 21.8 // floating-point values 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 8.0 8.0 3.0 
004D: jump_if_false @SECURI_954 
0054: store_player $PLAYER_CHAR position_to $976 $977 $978 
00D6: if 
0024:   $951 > $977 // floating-point values only 
004D: jump_if_false @SECURI_797 
00D6: if 
0038:   $959 == 0 // integer values 
004D: jump_if_false @SECURI_797 
015F: set_camera_position $963 $964 $965 0.0 rotation 0.0 0.0 
0160: point_camera $969 $970 $971 switchstyle 2 
04C7: toggle_camera_green_scanlines 1 
0004: $959 = 1 // integer values 

:SECURI_797
00D6: if 
0024:   $977 > $951 // floating-point values only 
004D: jump_if_false @SECURI_884 
00D6: if 
0038:   $959 == 0 // integer values 
004D: jump_if_false @SECURI_884 
015F: set_camera_position $966 $967 $968 0.0 rotation 0.0 0.0 
0160: point_camera $969 $970 $971 switchstyle 2 
04C7: toggle_camera_green_scanlines 1 
0004: $959 = 2 // integer values 

:SECURI_884
00D6: if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 
004D: jump_if_false @SECURI_947 
0050: gosub @SECURI_2758 
0050: gosub @SECURI_2999 
0050: gosub @SECURI_4164 

:SECURI_947
0002: jump @SECURI_1127 

:SECURI_954
00D6: if 
8038:   not  $959 == 0 // integer values 
004D: jump_if_false @SECURI_1127 
0170: $975 = player $PLAYER_CHAR z_angle 
00D6: if 
0038:   $959 == 1 // integer values 
004D: jump_if_false @SECURI_1050 
00D6: if and
0020:   $975 > 155.0 // floating-point values 
0022:   245.0 > $975 // floating-point values 
004D: jump_if_false @SECURI_1044 
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
0002: jump @SECURI_1050 

:SECURI_1044
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 

:SECURI_1050
00D6: if 
0038:   $959 == 2 // integer values 
004D: jump_if_false @SECURI_1120 
00D6: if or
0020:   $975 > 290.0 // floating-point values 
0022:   110.0 > $975 // floating-point values 
004D: jump_if_false @SECURI_1114 
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
0002: jump @SECURI_1120 

:SECURI_1114
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 

:SECURI_1120
0004: $959 = 0 // integer values 

:SECURI_1127
00D6: if 
0038:   $911 == 1 // integer values 
004D: jump_if_false @SECURI_1311 
00D6: if 
8118:   not actor $909 dead 
004D: jump_if_false @SECURI_1200 
00D6: if 
8184:   not actor $909 health >= 90 
004D: jump_if_false @SECURI_1193 
0050: gosub @SECURI_4205 
0050: gosub @SECURI_4286 

:SECURI_1193
0002: jump @SECURI_1212 

:SECURI_1200
01C2: remove_references_to_actor $909 // Like turning an actor into a random pedestrian 
0050: gosub @SECURI_4286 

:SECURI_1212
00D6: if 
8118:   not actor $910 dead 
004D: jump_if_false @SECURI_1267 
00D6: if 
8184:   not actor $910 health >= 90 
004D: jump_if_false @SECURI_1260 
0050: gosub @SECURI_4205 
0050: gosub @SECURI_4286 

:SECURI_1260
0002: jump @SECURI_1279 

:SECURI_1267
01C2: remove_references_to_actor $910 // Like turning an actor into a random pedestrian 
0050: gosub @SECURI_4205 

:SECURI_1279
00D6: if 
0038:   $961 == 1 // integer values 
004D: jump_if_false @SECURI_1311 
0050: gosub @SECURI_4205 
0050: gosub @SECURI_4286 

:SECURI_1311
00D6: if 
0038:   $911 == 0 // integer values 
004D: jump_if_false @SECURI_1569 
0005: $98 = 0.0 // floating-point values 
0004: $960 = 0 // integer values 
02CE: $98 = ground_z $953 $954 50.0 
00D6: if 
8042:   not  $98 == 0.0 // floating-point values 
004D: jump_if_false @SECURI_1569 
00D6: if 
0248:   model #GDA available 
004D: jump_if_false @SECURI_1405 
0004: $960 = 1 // integer values 

:SECURI_1405
00D6: if 
0038:   $960 == 0 // integer values 
004D: jump_if_false @SECURI_1453 
0247: request_model #GDA 

:SECURI_1427
00D6: if 
8248:   not model #GDA available 
004D: jump_if_false @SECURI_1453 
0001: wait 0 ms 
0002: jump @SECURI_1427 

:SECURI_1453
009A: $909 = create_actor_pedtype 4 model #GDA at $953 $954 $955 
0243: set_actor $909 ped_stats_to 16 
0173: set_actor $909 z_angle_to 300.0 
009F: set_actor $909 idle 
009A: $910 = create_actor_pedtype 4 model #GDA at $956 $957 $958 
0243: set_actor $910 ped_stats_to 16 
0173: set_actor $910 z_angle_to 130.0 
009F: set_actor $910 idle 
00D6: if 
0038:   $960 == 0 // integer values 
004D: jump_if_false @SECURI_1555 
0249: release_model #GDA 

:SECURI_1555
0004: $960 = 0 // integer values 
0004: $911 = 1 // integer values 

:SECURI_1569
0002: jump @SECURI_1696 

:SECURI_1576
00D6: if 
0038:   $915 == 1 // integer values 
004D: jump_if_false @SECURI_1689 
00D6: if 
0038:   $911 == 1 // integer values 
004D: jump_if_false @SECURI_1675 
00D6: if 
8118:   not actor $909 dead 
004D: jump_if_false @SECURI_1633 
01C2: remove_references_to_actor $909 // Like turning an actor into a random pedestrian 

:SECURI_1633
00D6: if 
8118:   not actor $910 dead 
004D: jump_if_false @SECURI_1654 
01C2: remove_references_to_actor $910 // Like turning an actor into a random pedestrian 

:SECURI_1654
0004: $911 = 0 // integer values 
0004: $913 = 0 // integer values 
0004: $914 = 0 // integer values 

:SECURI_1675
0050: gosub @SECURI_4124 
0004: $915 = 0 // integer values 

:SECURI_1689
0004: $917 = 0 // integer values 

:SECURI_1696
0002: jump @SECURI_1710 

:SECURI_1703
0050: gosub @SECURI_4124 

:SECURI_1710
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SECURI_2191 
01FA: $962 = rampage_status 
00D6: if 
8038:   not  $962 == 1 // integer values 
004D: jump_if_false @SECURI_2184 
00D6: if 
0038:   $983 == 2 // integer values 
004D: jump_if_false @SECURI_2184 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @SECURI_2115 
0004: $915 = 2 // integer values 
0005: $950 = -1464.1 // floating-point values 
0005: $951 = -830.6 // floating-point values 
0005: $952 = 13.9 // floating-point values 
0086: $974 = $952 // floating-point values only 
0009: $974 += 1.0 // floating-point values 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 
004D: jump_if_false @SECURI_1941 
00D6: if 
0038:   $916 == 2 // integer values 
004D: jump_if_false @SECURI_1913 
0004: $917 = 0 // integer values 

:SECURI_1913
0004: $916 = 1 // integer values 
0050: gosub @SECURI_2758 
0050: gosub @SECURI_2999 
0050: gosub @SECURI_4164 

:SECURI_1941
0005: $950 = -1408.3 // floating-point values 
0005: $951 = -831.5 // floating-point values 
0005: $952 = 13.9 // floating-point values 
0086: $974 = $952 // floating-point values only 
0009: $974 += 1.0 // floating-point values 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 
004D: jump_if_false @SECURI_2084 
00D6: if 
0038:   $916 == 1 // integer values 
004D: jump_if_false @SECURI_2056 
0004: $917 = 0 // integer values 

:SECURI_2056
0004: $916 = 2 // integer values 
0050: gosub @SECURI_2758 
0050: gosub @SECURI_2999 
0050: gosub @SECURI_4164 

:SECURI_2084
00D6: if 
0038:   $961 == 1 // integer values 
004D: jump_if_false @SECURI_2108 
03F1: pedtype 11 add_threat 1 

:SECURI_2108
0002: jump @SECURI_2184 

:SECURI_2115
00D6: if 
0038:   $915 == 2 // integer values 
004D: jump_if_false @SECURI_2177 
0050: gosub @SECURI_4124 
03F2: pedtype 11 remove_threat 1 
0004: $961 = 0 // integer values 
0005: $981 = 0.0 // floating-point values 
0004: $916 = 0 // integer values 
0004: $915 = 0 // integer values 

:SECURI_2177
0004: $917 = 0 // integer values 

:SECURI_2184
0002: jump @SECURI_2198 

:SECURI_2191
0050: gosub @SECURI_4124 

:SECURI_2198
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SECURI_2342 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @SECURI_2342 
00D6: if 
0038:   $987 == 1 // integer values 
004D: jump_if_false @SECURI_2342 
00D6: if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER6' 
004D: jump_if_false @SECURI_2342 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 392.0 -478.5 12.4 radius 5.0 5.0 5.0 
004D: jump_if_false @SECURI_2342 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SECURI_2342
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SECURI_2726 
00D6: if or
0583:   player $PLAYER_CHAR in_zone 'GOLF1' 
0583:   player $PLAYER_CHAR in_zone 'GOLF2' 
004D: jump_if_false @SECURI_2605 
00D6: if 
0038:   $931 == 0 // integer values 
004D: jump_if_false @SECURI_2598 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values 
004D: jump_if_false @SECURI_2591 
01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0 
01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0 

:SECURI_2591
0004: $931 = 1 // integer values 

:SECURI_2598
0002: jump @SECURI_2726 

:SECURI_2605
00D6: if 
0038:   $931 == 1 // integer values 
004D: jump_if_false @SECURI_2726 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
0004: $931 = 0 // integer values 

:SECURI_2726
00D6: if 
0018:   $983 > 1 // integer values 
004D: jump_if_false @SECURI_2751 
0004: $983 = 0 // integer values 

:SECURI_2751
0002: jump @SECURI_347 

:SECURI_2758
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $928 ammo $932 model $919 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $929 ammo $933 model $920 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $930 ammo $934 model $921 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $930 ammo $935 model $922 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $930 ammo $936 model $923 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $930 ammo $937 model $924 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $930 ammo $938 model $925 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $930 ammo $939 model $926 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $930 ammo $940 model $927 
03B8: clear_weapons_from_player $PLAYER_CHAR 
00D6: if 
0038:   $915 == 1 // integer values 
004D: jump_if_false @SECURI_2983 
00D6: if 
0018:   $919 > 0 // integer values 
004D: jump_if_false @SECURI_2954 
01B1: give_player $PLAYER_CHAR weapon $928 ammo $932 // Load the weapon model before using this 

:SECURI_2954
00D6: if 
0018:   $920 > 0 // integer values 
004D: jump_if_false @SECURI_2983 
01B1: give_player $PLAYER_CHAR weapon $929 ammo $933 // Load the weapon model before using this 

:SECURI_2983
0004: $917 = 0 // integer values 
0004: $918 = 0 // integer values 
0051: return 

:SECURI_2999
00D6: if 
0038:   $915 == 2 // integer values 
004D: jump_if_false @SECURI_3121 
00D6: if 
0018:   $919 > 0 // integer values 
004D: jump_if_false @SECURI_3069 
0215: destroy_pickup $941 
0050: gosub @SECURI_3487 
032B: $941 = create_weapon_pickup $919 3 ammo $932 at $972 $973 $974 

:SECURI_3069
00D6: if 
0018:   $920 > 0 // integer values 
004D: jump_if_false @SECURI_3121 
0215: destroy_pickup $942 
0050: gosub @SECURI_3487 
032B: $942 = create_weapon_pickup $920 3 ammo $933 at $972 $973 $974 

:SECURI_3121
00D6: if 
0018:   $921 > 0 // integer values 
004D: jump_if_false @SECURI_3173 
0215: destroy_pickup $943 
0050: gosub @SECURI_3487 
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 

:SECURI_3173
00D6: if 
0018:   $922 > 0 // integer values 
004D: jump_if_false @SECURI_3225 
0215: destroy_pickup $944 
0050: gosub @SECURI_3487 
032B: $944 = create_weapon_pickup $922 3 ammo $935 at $972 $973 $974 

:SECURI_3225
00D6: if 
0018:   $923 > 0 // integer values 
004D: jump_if_false @SECURI_3277 
0215: destroy_pickup $945 
0050: gosub @SECURI_3487 
032B: $945 = create_weapon_pickup $923 3 ammo $936 at $972 $973 $974 

:SECURI_3277
00D6: if 
0018:   $924 > 0 // integer values 
004D: jump_if_false @SECURI_3329 
0215: destroy_pickup $946 
0050: gosub @SECURI_3487 
032B: $946 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 

:SECURI_3329
00D6: if 
0018:   $925 > 0 // integer values 
004D: jump_if_false @SECURI_3381 
0215: destroy_pickup $947 
0050: gosub @SECURI_3487 
032B: $947 = create_weapon_pickup $925 3 ammo $938 at $972 $973 $974 

:SECURI_3381
00D6: if 
0018:   $926 > 0 // integer values 
004D: jump_if_false @SECURI_3433 
0215: destroy_pickup $948 
0050: gosub @SECURI_3487 
032B: $948 = create_weapon_pickup $926 3 ammo $939 at $972 $973 $974 

:SECURI_3433
00D6: if 
0018:   $927 > 0 // integer values 
004D: jump_if_false @SECURI_3485 
0215: destroy_pickup $949 
0050: gosub @SECURI_3487 
032B: $949 = create_weapon_pickup $927 3 ammo $940 at $972 $973 $974 

:SECURI_3485
0051: return 

:SECURI_3487
0001: wait 0 ms 
0008: $917 += 1 // integer values 
00D6: if 
0038:   $915 == 1 // integer values 
004D: jump_if_false @SECURI_3827 
00D6: if 
0018:   $917 > 1 // integer values 
004D: jump_if_false @SECURI_3791 
00D6: if 
0038:   $918 == 4 // integer values 
004D: jump_if_false @SECURI_3579 
0009: $972 += 3.7 // floating-point values 
0009: $973 += 1.5 // floating-point values 
0008: $918 += 1 // integer values 

:SECURI_3579
00D6: if 
0038:   $918 == 3 // integer values 
004D: jump_if_false @SECURI_3624 
000D: $973 -= 1.85 // floating-point values 
0009: $972 += 0.75 // floating-point values 
0008: $918 += 1 // integer values 

:SECURI_3624
00D6: if 
0038:   $918 == 2 // integer values 
004D: jump_if_false @SECURI_3669 
000D: $972 -= 3.7 // floating-point values 
000D: $973 -= 1.5 // floating-point values 
0008: $918 += 1 // integer values 

:SECURI_3669
00D6: if 
0038:   $918 == 1 // integer values 
004D: jump_if_false @SECURI_3714 
000D: $973 -= 1.85 // floating-point values 
0009: $972 += 0.75 // floating-point values 
0008: $918 += 1 // integer values 

:SECURI_3714
00D6: if 
0038:   $918 == 0 // integer values 
004D: jump_if_false @SECURI_3759 
0009: $972 += 3.7 // floating-point values 
0009: $973 += 1.5 // floating-point values 
0008: $918 += 1 // integer values 

:SECURI_3759
00D6: if 
0018:   $918 > 4 // integer values 
004D: jump_if_false @SECURI_3784 
0004: $918 = 0 // integer values 

:SECURI_3784
0002: jump @SECURI_3827 

:SECURI_3791
0086: $972 = $950 // floating-point values only 
000D: $972 -= 1.4 // floating-point values 
0086: $973 = $951 // floating-point values only 
000D: $973 -= 2.6 // floating-point values 

:SECURI_3827
00D6: if 
0038:   $915 == 2 // integer values 
004D: jump_if_false @SECURI_4039 
00D6: if 
0038:   $916 == 1 // integer values 
004D: jump_if_false @SECURI_3880 
0005: $982 = -5.0 // floating-point values 
0002: jump @SECURI_3890 

:SECURI_3880
0005: $982 = 5.0 // floating-point values 

:SECURI_3890
00D6: if 
0018:   $917 > 1 // integer values 
004D: jump_if_false @SECURI_3969 
00D6: if 
001A:   10 > $918 // integer values 
004D: jump_if_false @SECURI_3955 
0059: $981 += $982 // floating-point values 
0050: gosub @SECURI_4070 
0008: $918 += 1 // integer values 
0002: jump @SECURI_3962 

:SECURI_3955
0004: $918 = 0 // integer values 

:SECURI_3962
0002: jump @SECURI_4039 

:SECURI_3969
00D6: if 
0038:   $916 == 1 // integer values 
004D: jump_if_false @SECURI_4004 
0005: $981 = 220.0 // floating-point values 
0050: gosub @SECURI_4070 

:SECURI_4004
00D6: if 
0038:   $916 == 2 // integer values 
004D: jump_if_false @SECURI_4039 
0005: $981 = 140.0 // floating-point values 
0050: gosub @SECURI_4070 

:SECURI_4039
00D6: if 
048C:   pickup_at $972 $973 $974 available_or_will_respawn 
004D: jump_if_false @SECURI_4068 
0002: jump @SECURI_3487 

:SECURI_4068
0051: return 

:SECURI_4070
02F6: $972 = sine $981 // float 
0011: $972 *= 34.5 // floating-point values 
0059: $972 += $979 // floating-point values 
02F7: $973 = cosine $981 
0011: $973 *= 34.5 // floating-point values 
0059: $973 += $980 // floating-point values 
0051: return 

:SECURI_4124
00D6: if 
0018:   $959 > 0 // integer values 
004D: jump_if_false @SECURI_4144 
02EB: restore_camera_with_jumpcut 

:SECURI_4144
04C7: toggle_camera_green_scanlines 0 
0004: $961 = 0 // integer values 
0004: $912 = 0 // integer values 
0051: return 

:SECURI_4164
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SECURI_4203 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SECURI_4203 
0004: $961 = 1 // integer values 

:SECURI_4203
0051: return 

:SECURI_4205
00D6: if 
8118:   not actor $909 dead 
004D: jump_if_false @SECURI_4284 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SECURI_4284 
01CC: actor $909 kill_player $PLAYER_CHAR 
00D6: if and
0038:   $913 == 0 // integer values 
0248:   model #NITESTICK available 
004D: jump_if_false @SECURI_4284 
01B2: give_actor $909 weapon 4 ammo 0 // Load the weapon model before using this 
0004: $913 = 1 // integer values 

:SECURI_4284
0051: return 

:SECURI_4286
00D6: if 
8118:   not actor $910 dead 
004D: jump_if_false @SECURI_4360 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SECURI_4360 
01CC: actor $910 kill_player $PLAYER_CHAR 
00D6: if 
0038:   $914 == 0 // integer values 
004D: jump_if_false @SECURI_4360 
01B2: give_actor $910 weapon 4 ammo 0 // Load the weapon model before using this 
0004: $914 = 1 // integer values 

:SECURI_4360
0051: return 

:INTERIO
0004: $984 = 0 // integer values 
0004: $995 = 0 // integer values 
0004: $997 = 0 // integer values 
0004: $1000 = 0 // integer values 
0004: $993 = 0 // integer values 
0004: $994 = 0 // integer values 
0004: $996 = 0 // integer values 
0004: $1002 = 0 // integer values 
0004: $1003 = 0 // integer values 
0004: $1088 = 0 // integer values 
0004: $988 = 0 // integer values 
0004: $987 = 0 // integer values 
0004: $989 = 0 // integer values 
0004: $991 = 0 // integer values 
0004: $986 = 0 // integer values 
0004: $985 = 0 // integer values 
0004: $990 = 0 // integer values 
0004: $1001 = 0 // integer values 
0004: $1006 = 0 // integer values 
0004: $1005 = 0 // integer values 
0004: $1009 = 0 // integer values 
0004: $1008 = 0 // integer values 
0004: $1011 = 0 // integer values 
0004: $1012 = 0 // integer values 
0004: $1014 = 0 // integer values 
0004: $1033 = 0 // integer values 
0004: $1028 = 0 // integer values 
0004: $1072 = 0 // integer values 
0004: $999 = 0 // integer values 
0004: $1034 = 0 // integer values 
0004: $1039 = 0 // integer values 
0004: $1040 = 0 // integer values 
0004: $1086 = 0 // integer values 
0004: $1087 = 0 // integer values 
0004: $1089 = 0 // integer values 
0005: $1101 = 9.0 // floating-point values 
0005: $1102 = 0.0 // floating-point values 
0005: $1103 = 0.0 // floating-point values 
0004: $1090 = 0 // integer values 
0004: $1092 = 0 // integer values 
0004: $1093 = 0 // integer values 
0004: $1094 = 0 // integer values 
0004: $1096 = 0 // integer values 
0004: $1095 = 0 // integer values 
0004: $1098 = 0 // integer values 
0004: $1084 = 0 // integer values 
03A4: name_thread 'INTERIO' 
0111: set_wasted_busted_check_to 0 
004F: create_thread @SHIT  
004E: end_thread 

:SHIT
0004: $992 = 0 // integer values 
03A4: name_thread 'SHIT' 
0002: jump @SHIT_112 
029B: $1007 = init_object #STRIPCLBDROPEN at 97.203 -1469.731 10.578 
029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 
029B: $1010 = init_object #COP_DR_CLOSED at 396.545 -472.883 12.6 
029B: $1790 = init_object #STRPBCKDRCLSD at 68.988 -1444.242 10.727 

:SHIT_112
0001: wait 0 ms 
0008: $1095 += 1 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1963 
0004: $1094 = 0 // integer values 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_1956 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_1956 
00D6: if 
0038:   $999 == 1 // integer values 
004D: jump_if_false @SHIT_1956 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHIT_302 
00D6: if 
0038:   $1006 == 0 // integer values 
004D: jump_if_false @SHIT_295 
0108: destroy_object $1007 
029B: $1007 = init_object #STRIPCLBDROPEN at 97.203 -1469.731 10.578 
01C7: remove_object_from_mission_cleanup_list $1007 
0004: $1006 = 1 // integer values 
0004: $1005 = 0 // integer values 

:SHIT_295
0002: jump @SHIT_366 

:SHIT_302
00D6: if 
0038:   $1005 == 0 // integer values 
004D: jump_if_false @SHIT_366 
0108: destroy_object $1007 
029B: $1007 = init_object #STRIPCLBDRCLSD at 97.203 -1469.731 10.578 
01C7: remove_object_from_mission_cleanup_list $1007 
0004: $1005 = 1 // integer values 
0004: $1006 = 0 // integer values 

:SHIT_366
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1956 
00D6: if and
0038:   $1002 == 0 // integer values 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHIT_959 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_504 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_497 
00D6: if 
01AF:   car $1004 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_497 
0409: blow_up_rc_buggy 

:SHIT_497
0002: jump @SHIT_959 

:SHIT_504
00D6: if 
00F5:   player $PLAYER_CHAR 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_959 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_588 
0002: jump @SHIT_112 

:SHIT_588
0004: $1002 = 1 // integer values 
00BA: text_styled 'STRIP' 3000 ms 2  // The 'Pole Position Club'
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_690 
00D6: if or
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_690 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_690
00D6: if 
059A:   false 
004D: jump_if_false @SHIT_852 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $1073 ammo $932 model $919 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $1074 ammo $933 model $920 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $1075 ammo $934 model $921 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $1076 ammo $935 model $922 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $1077 ammo $936 model $923 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $1078 ammo $937 model $924 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $1079 ammo $938 model $925 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $1080 ammo $939 model $926 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $1081 ammo $940 model $927 
03B8: clear_weapons_from_player $PLAYER_CHAR 

:SHIT_852
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_945 
04BB: select_interiour 5 // select render area 
03CB: set_camera 91.2 -1460.9 10.6 
0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 40.0 
04F9: set_extracolors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
0002: jump @SHIT_952 

:SHIT_945
0002: jump @SHIT_112 

:SHIT_952
0050: gosub @SHIT_16148 

:SHIT_959
00D6: if 
0038:   $1002 == 1 // integer values 
004D: jump_if_false @SHIT_1956 
00D6: if 
00F5:   player $PLAYER_CHAR 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_1956 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @SHIT_1048 
0002: jump @SHIT_112 

:SHIT_1048
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_1942 
0004: $1002 = 0 // integer values 
0050: gosub @SHIT_16342 
0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0 
03CB: set_camera 97.7 -1472.2 10.5 
0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
00D6: if 
059A:   false 
004D: jump_if_false @SHIT_1935 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1271 
0084: $1083 = $919 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1264 
01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932 // Load the weapon model before using this 

:SHIT_1264
0050: gosub @SHIT_25497 

:SHIT_1271
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1354 
0084: $1083 = $920 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1347 
01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933 // Load the weapon model before using this 

:SHIT_1347
0050: gosub @SHIT_25497 

:SHIT_1354
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1437 
0084: $1083 = $921 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1430 
01B1: give_player $PLAYER_CHAR weapon $1075 ammo $934 // Load the weapon model before using this 

:SHIT_1430
0050: gosub @SHIT_25497 

:SHIT_1437
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1520 
0084: $1083 = $922 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1513 
01B1: give_player $PLAYER_CHAR weapon $1076 ammo $935 // Load the weapon model before using this 

:SHIT_1513
0050: gosub @SHIT_25497 

:SHIT_1520
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1603 
0084: $1083 = $923 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1596 
01B1: give_player $PLAYER_CHAR weapon $1077 ammo $936 // Load the weapon model before using this 

:SHIT_1596
0050: gosub @SHIT_25497 

:SHIT_1603
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1686 
0084: $1083 = $924 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1679 
01B1: give_player $PLAYER_CHAR weapon $1078 ammo $937 // Load the weapon model before using this 

:SHIT_1679
0050: gosub @SHIT_25497 

:SHIT_1686
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1769 
0084: $1083 = $925 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1762 
01B1: give_player $PLAYER_CHAR weapon $1079 ammo $938 // Load the weapon model before using this 

:SHIT_1762
0050: gosub @SHIT_25497 

:SHIT_1769
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1852 
0084: $1083 = $926 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1845 
01B1: give_player $PLAYER_CHAR weapon $1080 ammo $939 // Load the weapon model before using this 

:SHIT_1845
0050: gosub @SHIT_25497 

:SHIT_1852
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $1082 ammo $1082 model $1083 
00D6: if 
84A3:   not  $1083 == 0 // == constant 
004D: jump_if_false @SHIT_1935 
0084: $1083 = $927 // integer values and handles 
0050: gosub @SHIT_25463 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_1928 
01B1: give_player $PLAYER_CHAR weapon $1081 ammo $940 // Load the weapon model before using this 

:SHIT_1928
0050: gosub @SHIT_25497 

:SHIT_1935
0002: jump @SHIT_1949 

:SHIT_1942
0002: jump @SHIT_112 

:SHIT_1949
0050: gosub @SHIT_16148 

:SHIT_1956
0002: jump @SHIT_1970 

:SHIT_1963
0050: gosub @SHIT_16363 

:SHIT_1970
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_2674 
0004: $1094 = 0 // integer values 
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_2667 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_2667 
00D6: if 
0038:   $1088 == 0 // integer values 
004D: jump_if_false @SHIT_2427 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_2157 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_2150 
00D6: if 
01AF:   car $1004 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_2150 
0409: blow_up_rc_buggy 

:SHIT_2150
0002: jump @SHIT_2427 

:SHIT_2157
00D6: if 
0057:   player $PLAYER_CHAR 0 222.0 -1274.0 11.0 229.0 -1280.7 14.0 
004D: jump_if_false @SHIT_2427 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_2233 
0002: jump @SHIT_112 

:SHIT_2233
00BA: text_styled 'HOTEL' 3000 ms 2  // Ocean View
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_2320 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_2320 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_2320
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_2413 
0004: $1088 = 1 // integer values 
04BB: select_interiour 1 // select render area 
03AD: set_rubbish 0 
03CB: set_camera 225.0 -1277.3 12.0 
0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
04F9: set_extracolors 3 fade 0 
0002: jump @SHIT_2420 

:SHIT_2413
0002: jump @SHIT_112 

:SHIT_2420
0050: gosub @SHIT_16148 

:SHIT_2427
00D6: if 
0038:   $1088 == 1 // integer values 
004D: jump_if_false @SHIT_2667 
00D6: if 
0057:   player $PLAYER_CHAR 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0 
004D: jump_if_false @SHIT_2667 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_2521 
0002: jump @SHIT_112 

:SHIT_2521
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_2653 
0050: gosub @SHIT_16342 
0004: $1088 = 0 // integer values 
0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0 
03CB: set_camera 233.5 -1278.45 11.0 
0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
0002: jump @SHIT_2660 

:SHIT_2653
0002: jump @SHIT_112 

:SHIT_2660
0050: gosub @SHIT_16148 

:SHIT_2667
0002: jump @SHIT_2681 

:SHIT_2674
0050: gosub @SHIT_16363 

:SHIT_2681
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_3382 
0004: $1094 = 0 // integer values 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_3375 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_3375 
00D6: if 
0038:   $990 == 0 // integer values 
004D: jump_if_false @SHIT_3133 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_2868 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_2861 
00D6: if 
01AF:   car $1004 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_2861 
0409: blow_up_rc_buggy 

:SHIT_2861
0002: jump @SHIT_3133 

:SHIT_2868
00D6: if 
00F5:   player $PLAYER_CHAR 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 
004D: jump_if_false @SHIT_3133 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_2981 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_2981 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_2981
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @SHIT_3004 
0002: jump @SHIT_112 

:SHIT_3004
00BA: text_styled 'SCARF' 3000 ms 2  // Apartment 3c
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_3119 
0004: $990 = 1 // integer values 
04BB: select_interiour 11 // select render area 
03AD: set_rubbish 0 
03CB: set_camera 27.19 -1327.0 12.0 
0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 23.0 
04F9: set_extracolors 3 fade 0 
0002: jump @SHIT_3126 

:SHIT_3119
0002: jump @SHIT_112 

:SHIT_3126
0050: gosub @SHIT_16148 

:SHIT_3133
00D6: if 
0038:   $990 == 1 // integer values 
004D: jump_if_false @SHIT_3375 
00D6: if 
00F5:   player $PLAYER_CHAR 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 
004D: jump_if_false @SHIT_3375 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_3227 
0002: jump @SHIT_112 

:SHIT_3227
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_3361 
0050: gosub @SHIT_16342 
0004: $990 = 0 // integer values 
0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0 
03CB: set_camera 27.33 -1331.1 11.8 
0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8 
0171: set_player $PLAYER_CHAR z_angle_to 160.0 
03C8: set_camera_directly_before_player 
0002: jump @SHIT_3368 

:SHIT_3361
0002: jump @SHIT_112 

:SHIT_3368
0050: gosub @SHIT_16148 

:SHIT_3375
0002: jump @SHIT_3389 

:SHIT_3382
0050: gosub @SHIT_16363 

:SHIT_3389
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_4676 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_4669 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_4669 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $997 == 1 // integer values 
0038:   $1000 == 1 // integer values 
004D: jump_if_false @SHIT_3564 
00D6: if 
0038:   $1009 == 0 // integer values 
004D: jump_if_false @SHIT_3557 
0108: destroy_object $1010 
029B: $1010 = init_object #COP_DR_OPEN at 396.458 -473.047 12.6 
01C7: remove_object_from_mission_cleanup_list $1010 
0004: $1009 = 1 // integer values 
0004: $1008 = 0 // integer values 

:SHIT_3557
0002: jump @SHIT_3628 

:SHIT_3564
00D6: if 
0038:   $1008 == 0 // integer values 
004D: jump_if_false @SHIT_3628 
0108: destroy_object $1010 
029B: $1010 = init_object #COP_DR_CLOSED at 396.545 -472.883 12.6 
01C7: remove_object_from_mission_cleanup_list $1010 
0004: $1008 = 1 // integer values 
0004: $1009 = 0 // integer values 

:SHIT_3628
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_4669 
00D6: if or
0038:   $ONMISSION == 0 // integer values 
0038:   $997 == 1 // integer values 
0038:   $1000 == 1 // integer values 
004D: jump_if_false @SHIT_4242 
00D6: if 
0038:   $987 == 0 // integer values 
004D: jump_if_false @SHIT_4242 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_3791 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_3784 
00D6: if 
01AF:   car $1004 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_3784 
0409: blow_up_rc_buggy 

:SHIT_3784
0002: jump @SHIT_4242 

:SHIT_3791
00D6: if 
02B3:   player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0 
004D: jump_if_false @SHIT_4242 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_3872 
0002: jump @SHIT_112 

:SHIT_3872
00BA: text_styled 'POL_HQ' 3000 ms 2  // VCPD HQ
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_3959 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_3959 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_3959
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_4228 
04BB: select_interiour 12 // select render area 
0004: $987 = 1 // integer values 
00D6: if 
0038:   $997 == 0 // integer values 
004D: jump_if_false @SHIT_4164 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 1000 
022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0 

:SHIT_4164
03AD: set_rubbish 0 
03CB: set_camera 393.8 -475.8 11.4 
0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 
0171: set_player $PLAYER_CHAR z_angle_to 137.0 
04F9: set_extracolors 5 fade 0 
0002: jump @SHIT_4235 

:SHIT_4228
0002: jump @SHIT_112 

:SHIT_4235
0050: gosub @SHIT_16148 

:SHIT_4242
00D6: if 
0038:   $987 == 1 // integer values 
004D: jump_if_false @SHIT_4669 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 
004D: jump_if_false @SHIT_4669 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_4341 
0002: jump @SHIT_112 

:SHIT_4341
00BA: text_styled 'BEACH2' 3000 ms 2  // Washington Beach
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_4655 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0 
0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0 
0004: $987 = 0 // integer values 
00D6: if 
0038:   $997 == 0 // integer values 
004D: jump_if_false @SHIT_4601 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 

:SHIT_4601
03CB: set_camera 399.38 -468.6 10.7 
0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 330.0 
0002: jump @SHIT_4662 

:SHIT_4655
0002: jump @SHIT_112 

:SHIT_4662
0050: gosub @SHIT_16148 

:SHIT_4669
0002: jump @SHIT_4683 

:SHIT_4676
0050: gosub @SHIT_16363 

:SHIT_4683
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_6291 
0004: $1094 = 0 // integer values 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_6284 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_6277 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHIT_5373 
00D6: if 
0038:   $986 == 0 // integer values 
004D: jump_if_false @SHIT_5295 
0005: $98 = 0.0 // floating-point values 
02CE: $98 = ground_z 492.5 -76.17 10.5 
00D6: if 
0020:   $98 > 0.0 // floating-point values 
004D: jump_if_false @SHIT_5126 
00D6: if 
0038:   $1039 == 0 // integer values 
004D: jump_if_false @SHIT_5119 
00D6: if 
80C2:   not sphere_onscreen 489.6 -79.8 10.5 2.0 
004D: jump_if_false @SHIT_5119 
00D6: if 
80C2:   not sphere_onscreen 492.5 -76.17 10.5 2.0 
004D: jump_if_false @SHIT_5119 
023C: load_special_actor 15 'BGB' 

:SHIT_4938
00D6: if 
823D:   not special_actor 15 loaded 
004D: jump_if_false @SHIT_4976 
0001: wait 0 ms 
023C: load_special_actor 15 'BGB' 
0002: jump @SHIT_4938 

:SHIT_4976
009A: $1037 = create_actor_pedtype 4 model #SPECIAL15 at 489.6 -79.8 10.5 
0173: set_actor $1037 z_angle_to 225.0 
0243: set_actor $1037 ped_stats_to 30 
0223: set_actor $1037 health_to 200 
01ED: clear_actor $1037 threat_search 
0291: set_actor $1037 attack_when_provoked 1 
0243: set_actor $1037 ped_stats_to 11 
009A: $1038 = create_actor_pedtype 4 model #SPECIAL15 at 492.5 -76.17 10.5 
0173: set_actor $1038 z_angle_to 225.0 
0243: set_actor $1038 ped_stats_to 30 
0223: set_actor $1038 health_to 200 
01ED: clear_actor $1038 threat_search 
0291: set_actor $1038 attack_when_provoked 1 
0243: set_actor $1038 ped_stats_to 11 
0004: $1039 = 1 // integer values 

:SHIT_5119
0002: jump @SHIT_5133 

:SHIT_5126
0050: gosub @SHIT_25301 

:SHIT_5133
00D6: if and
0038:   $1039 == 1 // integer values 
0038:   $1040 == 0 // integer values 
004D: jump_if_false @SHIT_5288 
00D6: if 
8118:   not actor $1037 dead 
004D: jump_if_false @SHIT_5223 
00D6: if 
8184:   not actor $1037 health >= 199 
004D: jump_if_false @SHIT_5223 
00D6: if 
8118:   not actor $1038 dead 
004D: jump_if_false @SHIT_5223 
011A: set_actor $1038 search_threat 1 
0004: $1040 = 1 // integer values 

:SHIT_5223
00D6: if 
8118:   not actor $1038 dead 
004D: jump_if_false @SHIT_5288 
00D6: if 
8184:   not actor $1038 health >= 199 
004D: jump_if_false @SHIT_5288 
00D6: if 
8118:   not actor $1037 dead 
004D: jump_if_false @SHIT_5288 
011A: set_actor $1037 search_threat 1 
0004: $1040 = 1 // integer values 

:SHIT_5288
0002: jump @SHIT_5302 

:SHIT_5295
0050: gosub @SHIT_25301 

:SHIT_5302
00D6: if 
0038:   $1012 == 0 // integer values 
004D: jump_if_false @SHIT_5366 
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1012 = 1 // integer values 
0004: $1011 = 0 // integer values 

:SHIT_5366
0002: jump @SHIT_5458 

:SHIT_5373
00D6: if and
0038:   $1011 == 0 // integer values 
0038:   $993 == 0 // integer values 
0038:   $994 == 0 // integer values 
004D: jump_if_false @SHIT_5451 
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1011 = 1 // integer values 
0004: $1012 = 0 // integer values 

:SHIT_5451
0050: gosub @SHIT_25301 

:SHIT_5458
00D6: if 
0038:   $996 == 0 // integer values 
004D: jump_if_false @SHIT_6270 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_6270 
00D6: if and
0038:   $986 == 0 // integer values 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHIT_5973 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_5614 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_5607 
00D6: if 
01AF:   car $1004 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_5607 
0409: blow_up_rc_buggy 

:SHIT_5607
0002: jump @SHIT_5973 

:SHIT_5614
00D6: if 
00F5:   player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_5973 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_5690 
0002: jump @SHIT_112 

:SHIT_5690
0004: $986 = 1 // integer values 
00BA: text_styled 'MALIBU' 3000 ms 2  // The Malibu Club
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_5792 
00D6: if or
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_5792 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_5792
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_5934 
04BB: select_interiour 17 // select render area 
022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
03AD: set_rubbish 0 
03CB: set_camera 484.2 -72.5 9.5 
0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
04F9: set_extracolors 1 fade 0 
0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0 
0002: jump @SHIT_5941 

:SHIT_5934
0002: jump @SHIT_112 

:SHIT_5941
00D6: if and
0038:   $994 == 0 // integer values 
0038:   $993 == 0 // integer values 
004D: jump_if_false @SHIT_5973 
0050: gosub @SHIT_16148 

:SHIT_5973
00D6: if 
0038:   $986 == 1 // integer values 
004D: jump_if_false @SHIT_6270 
00D6: if 
00F5:   player $PLAYER_CHAR 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_6270 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_6067 
0002: jump @SHIT_112 

:SHIT_6067
00D6: if and
0038:   $994 == 0 // integer values 
0038:   $993 == 0 // integer values 
004D: jump_if_false @SHIT_6114 
0050: gosub @SHIT_15897 
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point

:SHIT_6114
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_6256 
0004: $986 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0 
03CB: set_camera 493.1 -82.4 10.8 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
0002: jump @SHIT_6263 

:SHIT_6256
0002: jump @SHIT_112 

:SHIT_6263
0050: gosub @SHIT_16148 

:SHIT_6270
0002: jump @SHIT_6284 

:SHIT_6277
0050: gosub @SHIT_25301 

:SHIT_6284
0002: jump @SHIT_6298 

:SHIT_6291
0050: gosub @SHIT_16363 

:SHIT_6298
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_7022 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_7015 
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_7015 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_6467 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_6460 
00D6: if 
01AF:   car $1004 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_6460 
0409: blow_up_rc_buggy 

:SHIT_6460
0002: jump @SHIT_6773 

:SHIT_6467
00D6: if 
0038:   $989 == 0 // integer values 
004D: jump_if_false @SHIT_6773 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_6773 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_6561 
0002: jump @SHIT_112 

:SHIT_6561
00BA: text_styled 'UMBERTO' 3000 ms 2  // Cafe Robina
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_6648 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_6648 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_6648
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_6759 
0004: $989 = 1 // integer values 
04BB: select_interiour 7 // select render area 
03CB: set_camera -1170.0 -611.0 11.0 
0395: clear_area 0 at -1170.0 -611.0 range 11.0 1.0 
03AD: set_rubbish 0 
0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0002: jump @SHIT_6766 

:SHIT_6759
0002: jump @SHIT_112 

:SHIT_6766
0050: gosub @SHIT_16148 

:SHIT_6773
00D6: if 
0038:   $989 == 1 // integer values 
004D: jump_if_false @SHIT_7015 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_7015 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_6867 
0002: jump @SHIT_112 

:SHIT_6867
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_7001 
0004: $989 = 0 // integer values 
0050: gosub @SHIT_16342 
0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0 
03CB: set_camera -1170.0 -605.0 11.0 
0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03C8: set_camera_directly_before_player 
0002: jump @SHIT_7008 

:SHIT_7001
0002: jump @SHIT_112 

:SHIT_7008
0050: gosub @SHIT_16148 

:SHIT_7015
0002: jump @SHIT_7029 

:SHIT_7022
0050: gosub @SHIT_16363 

:SHIT_7029
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_7769 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_7762 
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_7762 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHIT_7475 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_7216 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_7209 
00D6: if 
01AF:   car $1004 0 449.76 996.22 18.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_7209 
0409: blow_up_rc_buggy 

:SHIT_7209
0002: jump @SHIT_7475 

:SHIT_7216
00D6: if 
00F5:   player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_7475 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_7300 
0002: jump @SHIT_112 

:SHIT_7300
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_7461 
0004: $1003 = 1 // integer values 
04BB: select_interiour 4 // select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
03CB: set_camera 448.3 1030.0 18.0 
0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0 
0005: $1104 = 0.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
0002: jump @SHIT_7468 

:SHIT_7461
0002: jump @SHIT_112 

:SHIT_7468
0050: gosub @SHIT_16148 

:SHIT_7475
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHIT_7762 
00D6: if 
00F5:   player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_7762 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_7577 
0002: jump @SHIT_112 

:SHIT_7577
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_7748 
0004: $1003 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.7 992.2 range 17.0 1.0 
03CB: set_camera 449.7 992.2 17.0 
0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0 
0005: $1104 = 180.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_7755 

:SHIT_7748
0002: jump @SHIT_112 

:SHIT_7755
0050: gosub @SHIT_16148 

:SHIT_7762
0002: jump @SHIT_7776 

:SHIT_7769
0050: gosub @SHIT_16363 

:SHIT_7776
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_8516 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_8509 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_8509 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHIT_8222 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_7963 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_7956 
00D6: if 
01AF:   car $1004 0 379.1 995.16 17.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_7956 
0409: blow_up_rc_buggy 

:SHIT_7956
0002: jump @SHIT_8222 

:SHIT_7963
00D6: if 
00F5:   player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_8222 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_8047 
0002: jump @SHIT_112 

:SHIT_8047
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_8208 
0004: $1003 = 1 // integer values 
04BB: select_interiour 4 // select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
03CB: set_camera 380.0 1026.4 18.2 
0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2 
0005: $1104 = 0.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
0002: jump @SHIT_8215 

:SHIT_8208
0002: jump @SHIT_112 

:SHIT_8215
0050: gosub @SHIT_16148 

:SHIT_8222
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHIT_8509 
00D6: if 
00F5:   player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_8509 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_8324 
0002: jump @SHIT_112 

:SHIT_8324
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_8495 
0004: $1003 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 379.3 991.4 range 17.2 1.0 
03CB: set_camera 379.3 991.4 17.2 
0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0 
0005: $1104 = 180.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_8502 

:SHIT_8495
0002: jump @SHIT_112 

:SHIT_8502
0050: gosub @SHIT_16148 

:SHIT_8509
0002: jump @SHIT_8523 

:SHIT_8516
0050: gosub @SHIT_16363 

:SHIT_8523
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_9263 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_9256 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_9256 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHIT_8969 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_8710 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_8703 
00D6: if 
01AF:   car $1004 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_8703 
0409: blow_up_rc_buggy 

:SHIT_8703
0002: jump @SHIT_8969 

:SHIT_8710
00D6: if 
00F5:   player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
004D: jump_if_false @SHIT_8969 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_8794 
0002: jump @SHIT_112 

:SHIT_8794
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_8955 
0004: $1003 = 1 // integer values 
04BB: select_interiour 4 // select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
03CB: set_camera 390.0 1124.4 17.5 
0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5 
0005: $1104 = 270.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
0002: jump @SHIT_8962 

:SHIT_8955
0002: jump @SHIT_112 

:SHIT_8962
0050: gosub @SHIT_16148 

:SHIT_8969
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHIT_9256 
00D6: if 
00F5:   player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
004D: jump_if_false @SHIT_9256 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_9071 
0002: jump @SHIT_112 

:SHIT_9071
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_9242 
0004: $1003 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0 
03CB: set_camera 344.5 1123.5 17.0 
0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0 
0005: $1104 = 90.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_9249 

:SHIT_9242
0002: jump @SHIT_112 

:SHIT_9249
0050: gosub @SHIT_16148 

:SHIT_9256
0002: jump @SHIT_9270 

:SHIT_9263
0050: gosub @SHIT_16363 

:SHIT_9270
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_10010 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_10003 
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_10003 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHIT_9716 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_9457 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_9450 
00D6: if 
01AF:   car $1004 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_9450 
0409: blow_up_rc_buggy 

:SHIT_9450
0002: jump @SHIT_9716 

:SHIT_9457
00D6: if 
00F5:   player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
004D: jump_if_false @SHIT_9716 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_9541 
0002: jump @SHIT_112 

:SHIT_9541
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_9702 
0004: $1003 = 1 // integer values 
04BB: select_interiour 4 // select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
03CB: set_camera 395.0 1212.0 24.4 
0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4 
0005: $1104 = 270.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
0002: jump @SHIT_9709 

:SHIT_9702
0002: jump @SHIT_112 

:SHIT_9709
0050: gosub @SHIT_16148 

:SHIT_9716
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHIT_10003 
00D6: if 
00F5:   player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
004D: jump_if_false @SHIT_10003 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_9818 
0002: jump @SHIT_112 

:SHIT_9818
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_9989 
0004: $1003 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0 
03CB: set_camera 343.0 1210.0 24.0 
0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0 
0005: $1104 = 90.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_9996 

:SHIT_9989
0002: jump @SHIT_112 

:SHIT_9996
0050: gosub @SHIT_16148 

:SHIT_10003
0002: jump @SHIT_10017 

:SHIT_10010
0050: gosub @SHIT_16363 

:SHIT_10017
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_10757 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_10750 
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_10750 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHIT_10463 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_10204 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_10197 
00D6: if 
01AF:   car $1004 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_10197 
0409: blow_up_rc_buggy 

:SHIT_10197
0002: jump @SHIT_10463 

:SHIT_10204
00D6: if 
00F5:   player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_10463 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_10288 
0002: jump @SHIT_112 

:SHIT_10288
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_10449 
0004: $1003 = 1 // integer values 
04BB: select_interiour 4 // select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
03CB: set_camera 385.0 1230.7 18.0 
0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0 
0005: $1104 = 180.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
0002: jump @SHIT_10456 

:SHIT_10449
0002: jump @SHIT_112 

:SHIT_10456
0050: gosub @SHIT_16148 

:SHIT_10463
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHIT_10750 
00D6: if 
00F5:   player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_10750 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_10565 
0002: jump @SHIT_112 

:SHIT_10565
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_10736 
0004: $1003 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 378.0 1263.6 range 16.5 1.0 
03CB: set_camera 378.0 1263.6 16.5 
0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5 
0005: $1104 = 0.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_10743 

:SHIT_10736
0002: jump @SHIT_112 

:SHIT_10743
0050: gosub @SHIT_16148 

:SHIT_10750
0002: jump @SHIT_10764 

:SHIT_10757
0050: gosub @SHIT_16363 

:SHIT_10764
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_11504 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_11497 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_11497 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHIT_11210 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_10951 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_10944 
00D6: if 
01AF:   car $1004 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_10944 
0409: blow_up_rc_buggy 

:SHIT_10944
0002: jump @SHIT_11210 

:SHIT_10951
00D6: if 
00F5:   player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
004D: jump_if_false @SHIT_11210 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_11035 
0002: jump @SHIT_112 

:SHIT_11035
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_11196 
0004: $1003 = 1 // integer values 
04BB: select_interiour 4 // select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
03CB: set_camera 448.5 1230.0 18.0 
0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0 
0005: $1104 = 180.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
0002: jump @SHIT_11203 

:SHIT_11196
0002: jump @SHIT_112 

:SHIT_11203
0050: gosub @SHIT_16148 

:SHIT_11210
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHIT_11497 
00D6: if 
00F5:   player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
004D: jump_if_false @SHIT_11497 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_11312 
0002: jump @SHIT_112 

:SHIT_11312
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_11483 
0004: $1003 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.0 1263.0 range 16.5 1.0 
03CB: set_camera 449.0 1263.0 16.5 
0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5 
0005: $1104 = 0.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_11490 

:SHIT_11483
0002: jump @SHIT_112 

:SHIT_11490
0050: gosub @SHIT_16148 

:SHIT_11497
0002: jump @SHIT_11511 

:SHIT_11504
0050: gosub @SHIT_16363 

:SHIT_11511
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_12251 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_12244 
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_12244 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHIT_11957 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_11698 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_11691 
00D6: if 
01AF:   car $1004 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_11691 
0409: blow_up_rc_buggy 

:SHIT_11691
0002: jump @SHIT_11957 

:SHIT_11698
00D6: if 
00F5:   player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_11957 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_11782 
0002: jump @SHIT_112 

:SHIT_11782
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_11943 
0004: $1003 = 1 // integer values 
04BB: select_interiour 4 // select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
03CB: set_camera 444.4 1123.7 17.0 
0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0 
0005: $1104 = 90.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
0002: jump @SHIT_11950 

:SHIT_11943
0002: jump @SHIT_112 

:SHIT_11950
0050: gosub @SHIT_16148 

:SHIT_11957
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHIT_12244 
00D6: if 
00F5:   player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
004D: jump_if_false @SHIT_12244 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_12059 
0002: jump @SHIT_112 

:SHIT_12059
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_12230 
0004: $1003 = 0 // integer values 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 482.0 1124.5 range 15.3 1.0 
03CB: set_camera 482.0 1124.5 15.3 
0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3 
0005: $1104 = 0.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_12237 

:SHIT_12230
0002: jump @SHIT_112 

:SHIT_12237
0050: gosub @SHIT_16148 

:SHIT_12244
0002: jump @SHIT_12258 

:SHIT_12251
0050: gosub @SHIT_16363 

:SHIT_12258
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_12926 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_12919 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_12919 
00D6: if 
0038:   $988 == 0 // integer values 
004D: jump_if_false @SHIT_12705 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_12445 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_12438 
00D6: if 
01AF:   car $1004 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_12438 
0409: blow_up_rc_buggy 

:SHIT_12438
0002: jump @SHIT_12705 

:SHIT_12445
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_12705 
00BA: text_styled 'RANGE' 3000 ms 2  // Rifle Range
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_12580 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_12580 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_12580
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_12673 
04BB: select_interiour 10 // select render area 
0004: $988 = 1 // integer values 
03AD: set_rubbish 0 
03CB: set_camera -667.8 1221.0 11.0 
0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
04F9: set_extracolors 7 fade 0 
0002: jump @SHIT_12680 

:SHIT_12673
0002: jump @SHIT_112 

:SHIT_12680
00D6: if 
0038:   $995 == 0 // integer values 
004D: jump_if_false @SHIT_12705 
0050: gosub @SHIT_16148 

:SHIT_12705
00D6: if 
0038:   $988 == 1 // integer values 
004D: jump_if_false @SHIT_12919 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_12919 
00BA: text_styled 'DTOWN' 3000 ms 2  // Downtown
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_12905 
0004: $988 = 0 // integer values 
0050: gosub @SHIT_16342 
0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0 
03CB: set_camera -667.8 1210.0 11.0 
0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 140.0 
03C8: set_camera_directly_before_player 
0002: jump @SHIT_12912 

:SHIT_12905
0002: jump @SHIT_112 

:SHIT_12912
0050: gosub @SHIT_16148 

:SHIT_12919
0002: jump @SHIT_12933 

:SHIT_12926
0050: gosub @SHIT_16363 

:SHIT_12933
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_15058 
0004: $1094 = 0 // integer values 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_15051 
00D6: if 
0018:   $1001 > 0 // integer values 
004D: jump_if_false @SHIT_15051 
00D6: if 
0018:   $1001 > 1 // integer values 
004D: jump_if_false @SHIT_13656 
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_13656 
00D6: if 
0038:   $991 == 0 // integer values 
004D: jump_if_false @SHIT_13412 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_13156 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_13149 
00D6: if 
01AF:   car $1004 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_13149 
0409: blow_up_rc_buggy 

:SHIT_13149
0002: jump @SHIT_13412 

:SHIT_13156
00D6: if 
0057:   player $PLAYER_CHAR 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537 
004D: jump_if_false @SHIT_13412 
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 0 // integer values 
004D: jump_if_false @SHIT_13244 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
0002: jump @SHIT_13259 

:SHIT_13244
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_13259
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_13398 
04BB: select_interiour 2 // select render area 
0004: $991 = 1 // integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
03CB: set_camera -378.5 -560.03 19.0 
0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0 
0005: $1104 = 190.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 8 fade 0 
0002: jump @SHIT_13405 

:SHIT_13398
0002: jump @SHIT_112 

:SHIT_13405
0050: gosub @SHIT_16148 

:SHIT_13412
00D6: if 
0038:   $991 == 1 // integer values 
004D: jump_if_false @SHIT_13656 
00D6: if 
0057:   player $PLAYER_CHAR 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537 
004D: jump_if_false @SHIT_13656 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_13642 
0050: gosub @SHIT_16342 
0004: $991 = 0 // integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -377.06 -545.43 range 17.0 1.0 
03CB: set_camera -377.06 -545.43 17.0 
0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0 
0171: set_player $PLAYER_CHAR z_angle_to 345.0 
0002: jump @SHIT_13649 

:SHIT_13642
0002: jump @SHIT_112 

:SHIT_13649
0050: gosub @SHIT_16148 

:SHIT_13656
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_14375 
00D6: if 
0038:   $991 == 0 // integer values 
004D: jump_if_false @SHIT_14131 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_13789 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_13782 
00D6: if 
01AF:   car $1004 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_13782 
0409: blow_up_rc_buggy 

:SHIT_13782
0002: jump @SHIT_14131 

:SHIT_13789
00D6: if 
0057:   player $PLAYER_CHAR 0 -340.402 -579.221 34.52 -331.269 -568.389 38.113 
004D: jump_if_false @SHIT_14131 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_13865 
0002: jump @SHIT_112 

:SHIT_13865
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 0 // integer values 
004D: jump_if_false @SHIT_13905 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
0002: jump @SHIT_13920 

:SHIT_13905
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_13920
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_13992 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_13992 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_13992
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_14117 
04BB: select_interiour 2 // select render area 
0004: $991 = 1 // integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
03CB: set_camera -329.24 -582.5 34.5 
0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
04F9: set_extracolors 8 fade 0 
0002: jump @SHIT_14124 

:SHIT_14117
0002: jump @SHIT_112 

:SHIT_14124
0050: gosub @SHIT_16148 

:SHIT_14131
00D6: if 
0038:   $991 == 1 // integer values 
004D: jump_if_false @SHIT_14375 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0 
004D: jump_if_false @SHIT_14375 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_14361 
0050: gosub @SHIT_16342 
0004: $991 = 0 // integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -343.3 -572.8 range 36.0 1.0 
03CB: set_camera -343.3 -572.8 36.0 
0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
0002: jump @SHIT_14368 

:SHIT_14361
0002: jump @SHIT_112 

:SHIT_14368
0050: gosub @SHIT_16148 

:SHIT_14375
00D6: if 
0038:   $1095 == 1 // integer values 
004D: jump_if_false @SHIT_15051 
00D6: if 
0038:   $991 == 0 // integer values 
004D: jump_if_false @SHIT_14800 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_14508 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_14501 
00D6: if 
01AF:   car $1004 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_14501 
0409: blow_up_rc_buggy 

:SHIT_14501
0002: jump @SHIT_14800 

:SHIT_14508
00D6: if 
00F5:   player $PLAYER_CHAR 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_14800 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_14592 
0002: jump @SHIT_112 

:SHIT_14592
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 0 // integer values 
004D: jump_if_false @SHIT_14632 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
0002: jump @SHIT_14647 

:SHIT_14632
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_14647
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_14786 
04BB: select_interiour 2 // select render area 
0004: $991 = 1 // integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
03CB: set_camera -338.5 -578.8 10.6 
0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6 
0005: $1104 = 270.0 // floating-point values 
0050: gosub @SHIT_25504 
04F9: set_extracolors 8 fade 0 
0002: jump @SHIT_14793 

:SHIT_14786
0002: jump @SHIT_112 

:SHIT_14793
0050: gosub @SHIT_16148 

:SHIT_14800
00D6: if 
0038:   $991 == 1 // integer values 
004D: jump_if_false @SHIT_15051 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_15051 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_15037 
0050: gosub @SHIT_16342 
0004: $991 = 0 // integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -354.0 -586.0 range 10.6 1.0 
03CB: set_camera -354.0 -586.0 10.6 
0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6 
0005: $1104 = 180.0 // floating-point values 
0050: gosub @SHIT_25504 
0002: jump @SHIT_15044 

:SHIT_15037
0002: jump @SHIT_112 

:SHIT_15044
0050: gosub @SHIT_16148 

:SHIT_15051
0002: jump @SHIT_15065 

:SHIT_15058
0050: gosub @SHIT_16363 

:SHIT_15065
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_15844 
00D6: if 
0038:   $251 == 1 // integer values 
004D: jump_if_false @SHIT_15837 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0038:   $1084 == 1 // integer values 
004D: jump_if_false @SHIT_15837 
00D6: if 
0038:   $1095 == 2 // integer values 
004D: jump_if_false @SHIT_15837 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SHIT_15245 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 
8119:   not car $1004 wrecked 
004D: jump_if_false @SHIT_15238 
00D6: if 
01AF:   car $1004 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_15238 
0409: blow_up_rc_buggy 

:SHIT_15238
0002: jump @SHIT_15581 

:SHIT_15245
00D6: if 
00F5:   player $PLAYER_CHAR 0 -896.5 -341.0 13.4 radius 1.4 1.4 3.0 
004D: jump_if_false @SHIT_15581 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_15329 
0002: jump @SHIT_112 

:SHIT_15329
00BA: text_styled 'BANKINT' 3000 ms 2  // El Banco Corrupto Grande
0050: gosub @SHIT_15897 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_15424 
00D6: if or
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_15424 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car 
00A6: destroy_car $1004 

:SHIT_15424
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_15567 
04BB: select_interiour 3 // select render area 
03AD: set_rubbish 0 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHIT_15500 
022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0 

:SHIT_15500
03CB: set_camera -903.0 -341.0 13.4 
0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 
0004: $985 = 1 // integer values 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
04F9: set_extracolors 4 fade 0 
0002: jump @SHIT_15574 

:SHIT_15567
0002: jump @SHIT_112 

:SHIT_15574
0050: gosub @SHIT_16148 

:SHIT_15581
00D6: if 
00F5:   player $PLAYER_CHAR 0 -900.0 -340.9 13.4 radius 1.5 1.5 3.0 
004D: jump_if_false @SHIT_15837 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SHIT_15657 
0002: jump @SHIT_112 

:SHIT_15657
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
0050: gosub @SHIT_15897 
00D6: if 
0038:   $992 == 0 // integer values 
004D: jump_if_false @SHIT_15823 
0050: gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0 
03CB: set_camera -893.0 -341.0 13.5 
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 
0004: $985 = 0 // integer values 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
03C8: set_camera_directly_before_player 
0002: jump @SHIT_15830 

:SHIT_15823
0002: jump @SHIT_112 

:SHIT_15830
0050: gosub @SHIT_16148 

:SHIT_15837
0002: jump @SHIT_15851 

:SHIT_15844
0050: gosub @SHIT_16363 

:SHIT_15851
0050: gosub @SHIT_16696 
0050: gosub @SHIT_21817 
00D6: if 
0018:   $1095 > 1 // integer values 
004D: jump_if_false @SHIT_15890 
0004: $1095 = 0 // integer values 

:SHIT_15890
0002: jump @SHIT_112 

:SHIT_15897
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_16146 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 1 
00D6: if and
0038:   $995 == 0 // integer values 
0038:   $993 == 0 // integer values 
0038:   $994 == 0 // integer values 
004D: jump_if_false @SHIT_15981 
016A: fade 0 500 ms 
0002: jump @SHIT_16028 

:SHIT_15981
00D6: if 
0038:   $986 == 1 // integer values 
004D: jump_if_false @SHIT_16021 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 
0002: jump @SHIT_16028 

:SHIT_16021
016A: fade 0 500 ms 

:SHIT_16028
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_16139 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_16075 
0004: $992 = 1 // integer values 
0002: jump @SHIT_16082 

:SHIT_16075
0004: $992 = 0 // integer values 

:SHIT_16082
00D6: if 
0038:   $1002 == 1 // integer values 
004D: jump_if_false @SHIT_16107 
0050: gosub @SHIT_16696 

:SHIT_16107
00D6: if 
0038:   $986 == 1 // integer values 
004D: jump_if_false @SHIT_16132 
0050: gosub @SHIT_21817 

:SHIT_16132
0002: jump @SHIT_16028 

:SHIT_16139
01EB: set_traffic_density_multiplier_to 0.0 

:SHIT_16146
0051: return 

:SHIT_16148
0169: set_fade_color 0 0 1 
00D6: if and
0038:   $995 == 0 // integer values 
0038:   $993 == 0 // integer values 
0038:   $994 == 0 // integer values 
004D: jump_if_false @SHIT_16202 
016A: fade 1 500 ms 
0002: jump @SHIT_16249 

:SHIT_16202
00D6: if 
0038:   $986 == 1 // integer values 
004D: jump_if_false @SHIT_16242 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 
0002: jump @SHIT_16249 

:SHIT_16242
016A: fade 1 500 ms 

:SHIT_16249
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_16310 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_16296 
0004: $992 = 1 // integer values 
0002: jump @SHIT_16303 

:SHIT_16296
0004: $992 = 0 // integer values 

:SHIT_16303
0002: jump @SHIT_16249 

:SHIT_16310
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_16340 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:SHIT_16340
0051: return 

:SHIT_16342
04FA: reset_sky_colors_with_fade 0 
01EB: set_traffic_density_multiplier_to 1.0 
03AD: set_rubbish 1 
04BB: select_interiour 0 // select render area 
0051: return 

:SHIT_16363
00D6: if 
0038:   $1094 == 0 // integer values 
004D: jump_if_false @SHIT_16694 
03AD: set_rubbish 1 
04FA: reset_sky_colors_with_fade 0 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 
0004: $989 = 0 // integer values 
0004: $986 = 0 // integer values 
0004: $1002 = 0 // integer values 
0004: $1003 = 0 // integer values 
0004: $1088 = 0 // integer values 
0004: $987 = 0 // integer values 
0004: $988 = 0 // integer values 
0004: $990 = 0 // integer values 
0004: $991 = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $1094 = 1 // integer values 

:SHIT_16694
0051: return 

:SHIT_16696
00D6: if 
0038:   $1002 == 1 // integer values 
004D: jump_if_false @SHIT_17956 
00D6: if 
0038:   $1014 == 1 // integer values 
004D: jump_if_false @SHIT_16904 
0050: gosub @SHIT_18199 
00D6: if and
0256:   player $PLAYER_CHAR defined 
010A:   player $PLAYER_CHAR money > 5 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHIT_16819 
00D6: if and
00E4:   player $PLAYER_CHAR 1 69.3 -1455.9 radius 1.0 1.0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SHIT_16819 
0050: gosub @SHIT_19465 

:SHIT_16819
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $1096 == 1 // integer values 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @SHIT_16904 
00D6: if and
00E4:   player $PLAYER_CHAR 1 70.0 -1443.64 radius 1.0 1.0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SHIT_16904 
03EF: player $PLAYER_CHAR make_safe 
0050: gosub @SHIT_21221 

:SHIT_16904
00D6: if 
0038:   $1014 == 0 // integer values 
004D: jump_if_false @SHIT_17949 
0004: $1015 = 24 // integer values 
0004: $1016 = 24 // integer values 
0004: $1017 = 25 // integer values 
0004: $1018 = 29 // integer values 
0004: $1019 = 19 // integer values 
0247: request_model #WFYG1 
0247: request_model #WFYBE 
0247: request_model #BFYPR 
0247: request_model #WFOBE 

:SHIT_16973
00D6: if or
8248:   not model #WFYG1 available 
8248:   not model #WFYBE available 
8248:   not model #BFYPR available 
8248:   not model #WFOBE available 
004D: jump_if_false @SHIT_17027 
0247: request_model #WFYG1 
0247: request_model #WFYBE 
0247: request_model #BFYPR 
0247: request_model #WFOBE 
0001: wait 0 ms 
0002: jump @SHIT_16973 

:SHIT_17027
0247: request_model #BFYRI 
0247: request_model #HFYMD 
0247: request_model #WMOCA 
0247: request_model #BKA 

:SHIT_17043
00D6: if or
8248:   not model #BFYRI available 
8248:   not model #HFYMD available 
8248:   not model #WMOCA available 
8248:   not model #BKA available 
004D: jump_if_false @SHIT_17097 
0247: request_model #BFYRI 
0247: request_model #HFYMD 
0247: request_model #WMOCA 
0247: request_model #BKA 
0001: wait 0 ms 
0002: jump @SHIT_17043 

:SHIT_17097
0247: request_model #BKB 
0247: request_model #WMOST 
0247: request_model #WMOBE 
0247: request_model #BMYBB 

:SHIT_17113
00D6: if or
8248:   not model #BKB available 
8248:   not model #WMOST available 
8248:   not model #WMOBE available 
8248:   not model #BMYBB available 
004D: jump_if_false @SHIT_17167 
0247: request_model #BKB 
0247: request_model #WMOST 
0247: request_model #WMOBE 
0247: request_model #BMYBB 
0001: wait 0 ms 
0002: jump @SHIT_17113 

:SHIT_17167
0247: request_model #HMOST 
0247: request_model #WMYBU 

:SHIT_17175
00D6: if or
8248:   not model #HMOST available 
8248:   not model #WMYBU available 
004D: jump_if_false @SHIT_17213 
0247: request_model #HMOST 
0247: request_model #WMYBU 
0001: wait 0 ms 
0002: jump @SHIT_17175 

:SHIT_17213
04ED: load_animation 'RIOT' 
04ED: load_animation 'STRIP' 

:SHIT_17233
00D6: if or
84EE:   not animation 'RIOT' loaded 
84EE:   not animation 'STRIP' loaded 
004D: jump_if_false @SHIT_17295 
04ED: load_animation 'RIOT' 
04ED: load_animation 'STRIP' 
0001: wait 0 ms 
0002: jump @SHIT_17233 

:SHIT_17295
009A: $1029 = create_actor_pedtype 4 model #HMOST at 89.8 -1456.2 9.4 
0173: set_actor $1029 z_angle_to 287.0 
01ED: clear_actor $1029 threat_search 
009A: $1030 = create_actor_pedtype 4 model #WMYBU at 89.15 -1461.3 9.6 
0173: set_actor $1030 z_angle_to 48.7 
01ED: clear_actor $1030 threat_search 
009A: $1042 = create_actor_pedtype 5 model #BFYPR at 79.67 -1461.34 10.6 
0173: set_actor $1042 z_angle_to 168.0 
01ED: clear_actor $1042 threat_search 
0372: set_actor $1042 anim 32 wait_state_time 999999 ms 
009A: $1025 = create_actor_pedtype 4 model #WMOST at 79.5 -1463.1 9.6 
0173: set_actor $1025 z_angle_to 5.0 
01ED: clear_actor $1025 threat_search 
0372: set_actor $1025 anim 29 wait_state_time 999999 ms 
009A: $1020 = create_actor_pedtype 4 model #WMOCA at 87.3 -1462.85 9.6 
0173: set_actor $1020 z_angle_to 117.0 
01ED: clear_actor $1020 threat_search 
009A: $1043 = create_actor_pedtype 5 model #WFYBE at 86.06 -1463.6 10.4 
0173: set_actor $1043 z_angle_to 295.0 
01ED: clear_actor $1043 threat_search 
0372: set_actor $1043 anim 32 wait_state_time 999999 ms 
009A: $1021 = create_actor_pedtype 4 model #BKB at 79.0 -1466.31 9.6 
0173: set_actor $1021 z_angle_to 58.0 
01ED: clear_actor $1021 threat_search 
009A: $1022 = create_actor_pedtype 4 model #BKA at 77.46 -1466.06 9.6 
0173: set_actor $1022 z_angle_to 265.0 
01ED: clear_actor $1022 threat_search 
009A: $1045 = create_actor_pedtype 5 model #WFOBE at 78.07 -1465.7 10.4 
0173: set_actor $1045 z_angle_to 168.0 
01ED: clear_actor $1045 threat_search 
0372: set_actor $1045 anim 32 wait_state_time 999999 ms 
009A: $1023 = create_actor_pedtype 4 model #BMYBB at 81.35 -1459.9 9.6 
0173: set_actor $1023 z_angle_to 5.0 
01ED: clear_actor $1023 threat_search 
0372: set_actor $1023 anim 29 wait_state_time 999999 ms 
009A: $1024 = create_actor_pedtype 4 model #WMOBE at 83.4 -1458.9 9.6 
0173: set_actor $1024 z_angle_to 60.0 
01ED: clear_actor $1024 threat_search 
0372: set_actor $1024 anim 29 wait_state_time 999999 ms 
009A: $1041 = create_actor_pedtype 5 model #WFYG1 at 81.45 -1457.44 10.6 
0173: set_actor $1041 z_angle_to 210.0 
01ED: clear_actor $1041 threat_search 
0372: set_actor $1041 anim 32 wait_state_time 999999 ms 
009A: $1026 = create_actor_pedtype 5 model #BFYRI at 88.6 -1450.0 9.6 
0173: set_actor $1026 z_angle_to 325.0 
01ED: clear_actor $1026 threat_search 
009F: set_actor $1026 idle 
009A: $1027 = create_actor_pedtype 5 model #HFYMD at 91.44 -1455.3 9.6 
0173: set_actor $1027 z_angle_to 128.0 
01ED: clear_actor $1027 threat_search 
009F: set_actor $1027 idle 
0050: gosub @SHIT_18199 
0004: $1014 = 1 // integer values 

:SHIT_17949
0002: jump @SHIT_18197 

:SHIT_17956
00D6: if 
0018:   $1014 > 0 // integer values 
004D: jump_if_false @SHIT_18197 

:SHIT_17974
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_18001 
0001: wait 0 ms 
0002: jump @SHIT_17974 

:SHIT_18001
009B: destroy_actor_instantly $1041 
009B: destroy_actor_instantly $1042 
009B: destroy_actor_instantly $1043 
009B: destroy_actor_instantly $1045 
009B: destroy_actor_instantly $1020 
009B: destroy_actor_instantly $1021 
009B: destroy_actor_instantly $1022 
009B: destroy_actor_instantly $1023 
009B: destroy_actor_instantly $1024 
009B: destroy_actor_instantly $1025 
009B: destroy_actor_instantly $1026 
009B: destroy_actor_instantly $1027 
009B: destroy_actor_instantly $1029 
009B: destroy_actor_instantly $1030 
0249: release_model #WFYG1 
0249: release_model #WFYBE 
0249: release_model #BFYPR 
0249: release_model #WFOBE 
0249: release_model #BFYRI 
0249: release_model #HFYMD 
0249: release_model #WMOCA 
0249: release_model #BKA 
0249: release_model #BKB 
0249: release_model #WMOST 
0249: release_model #WMOBE 
0249: release_model #BMYBB 
0249: release_model #HMOST 
0249: release_model #WMYBU 
0249: release_model #MACHETE 
0249: release_model #KNIFECUR 
0296: unload_special_actor 19 
0296: unload_special_actor 18 
0296: unload_special_actor 17 
04EF: release_animation 'RIOT' 
04EF: release_animation 'STRIP' 
0004: $1034 = 0 // integer values 
0004: $1033 = 0 // integer values 
0004: $1028 = 0 // integer values 
0004: $1014 = 0 // integer values 

:SHIT_18197
0051: return 

:SHIT_18199
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_18727 
00D6: if and
8118:   not actor $1029 dead 
8118:   not actor $1030 dead 
004D: jump_if_false @SHIT_18275 
00D6: if or
8184:   not actor $1029 health >= 95 
8184:   not actor $1030 health >= 95 
004D: jump_if_false @SHIT_18268 
0050: gosub @SHIT_18734 

:SHIT_18268
0002: jump @SHIT_18282 

:SHIT_18275
0050: gosub @SHIT_18734 

:SHIT_18282
00D6: if and
8118:   not actor $1042 dead 
8118:   not actor $1025 dead 
004D: jump_if_false @SHIT_18342 
00D6: if or
8184:   not actor $1042 health >= 95 
8184:   not actor $1025 health >= 95 
004D: jump_if_false @SHIT_18335 
0050: gosub @SHIT_18895 

:SHIT_18335
0002: jump @SHIT_18349 

:SHIT_18342
0050: gosub @SHIT_18895 

:SHIT_18349
00D6: if and
8118:   not actor $1020 dead 
8118:   not actor $1043 dead 
004D: jump_if_false @SHIT_18429 
00D6: if and
0184:   actor $1020 health >= 95 
0184:   actor $1043 health >= 95 
004D: jump_if_false @SHIT_18415 
0372: set_actor $1020 anim $1016 wait_state_time 999999 ms 
0002: jump @SHIT_18422 

:SHIT_18415
0050: gosub @SHIT_19068 

:SHIT_18422
0002: jump @SHIT_18436 

:SHIT_18429
0050: gosub @SHIT_19068 

:SHIT_18436
00D6: if and
8118:   not actor $1021 dead 
8118:   not actor $1022 dead 
8118:   not actor $1045 dead 
004D: jump_if_false @SHIT_18541 
00D6: if and
0184:   actor $1021 health >= 95 
0184:   actor $1022 health >= 95 
0184:   actor $1045 health >= 95 
004D: jump_if_false @SHIT_18527 
0372: set_actor $1021 anim $1016 wait_state_time 999999 ms 
0372: set_actor $1022 anim $1016 wait_state_time 999999 ms 
0002: jump @SHIT_18534 

:SHIT_18527
0050: gosub @SHIT_19161 

:SHIT_18534
0002: jump @SHIT_18548 

:SHIT_18541
0050: gosub @SHIT_19161 

:SHIT_18548
00D6: if and
8118:   not actor $1023 dead 
8118:   not actor $1024 dead 
8118:   not actor $1041 dead 
004D: jump_if_false @SHIT_18620 
00D6: if or
8184:   not actor $1023 health >= 95 
8184:   not actor $1024 health >= 95 
8184:   not actor $1041 health >= 95 
004D: jump_if_false @SHIT_18613 
0050: gosub @SHIT_19107 

:SHIT_18613
0002: jump @SHIT_18627 

:SHIT_18620
0050: gosub @SHIT_19107 

:SHIT_18627
00D6: if and
8118:   not actor $1026 dead 
8118:   not actor $1027 dead 
004D: jump_if_false @SHIT_18720 
00D6: if and
0184:   actor $1026 health >= 95 
0184:   actor $1027 health >= 95 
004D: jump_if_false @SHIT_18706 
0372: set_actor $1026 anim $1017 wait_state_time 999999 ms 
0372: set_actor $1027 anim $1019 wait_state_time 999999 ms 
0002: jump @SHIT_18713 

:SHIT_18706
0050: gosub @SHIT_19215 

:SHIT_18713
0002: jump @SHIT_18727 

:SHIT_18720
0050: gosub @SHIT_19215 

:SHIT_18727
01BD: $1085 = current_time_in_ms 
0051: return 

:SHIT_18734
00D6: if 
0038:   $1034 == 0 // integer values 
004D: jump_if_false @SHIT_18796 
0247: request_model #BAT 

:SHIT_18757
00D6: if 
8248:   not model #BAT available 
004D: jump_if_false @SHIT_18789 
0247: request_model #BAT 
0001: wait 0 ms 
0002: jump @SHIT_18757 

:SHIT_18789
0004: $1034 = 1 // integer values 

:SHIT_18796
0084: $1035 = $1029 // integer values and handles 
00D6: if 
859A:   not false 
004D: jump_if_false @SHIT_18824 
0050: gosub @SHIT_18868 

:SHIT_18824
0050: gosub @SHIT_19367 
0084: $1035 = $1030 // integer values and handles 
00D6: if 
859A:   not false 
004D: jump_if_false @SHIT_18859 
0050: gosub @SHIT_18868 

:SHIT_18859
0050: gosub @SHIT_19367 
0051: return 

:SHIT_18868
00D6: if 
8118:   not actor $1035 dead 
004D: jump_if_false @SHIT_18893 
01B2: give_actor $1035 weapon 6 ammo 0 // Load the weapon model before using this 

:SHIT_18893
0051: return 

:SHIT_18895
00D6: if 
8118:   not actor $1025 dead 
004D: jump_if_false @SHIT_18916 
022F: set_actor $1025 stop_looking 

:SHIT_18916
0084: $1036 = $1025 // integer values and handles 
0050: gosub @SHIT_19418 
00D6: if 
0038:   $1072 == 0 // integer values 
004D: jump_if_false @SHIT_19059 
00D6: if 
859A:   not false 
004D: jump_if_false @SHIT_18999 
0247: request_model #KNIFECUR 

:SHIT_18967
00D6: if 
8248:   not model #KNIFECUR available 
004D: jump_if_false @SHIT_18999 
0247: request_model #KNIFECUR 
0001: wait 0 ms 
0002: jump @SHIT_18967 

:SHIT_18999
00D6: if 
8118:   not actor $1042 dead 
004D: jump_if_false @SHIT_19052 
00D6: if 
859A:   not false 
004D: jump_if_false @SHIT_19037 
01B2: give_actor $1042 weapon 5 ammo 0 // Load the weapon model before using this 

:SHIT_19037
0084: $1035 = $1042 // integer values and handles 
0050: gosub @SHIT_19367 

:SHIT_19052
0004: $1072 = 1 // integer values 

:SHIT_19059
0050: gosub @SHIT_18734 
0051: return 

:SHIT_19068
0084: $1036 = $1020 // integer values and handles 
0050: gosub @SHIT_19418 
0084: $1035 = $1043 // integer values and handles 
0050: gosub @SHIT_19367 
0050: gosub @SHIT_18734 
0051: return 

:SHIT_19107
0084: $1035 = $1023 // integer values and handles 
0050: gosub @SHIT_19367 
0084: $1035 = $1024 // integer values and handles 
0050: gosub @SHIT_19367 
0084: $1036 = $1041 // integer values and handles 
0050: gosub @SHIT_19418 
0050: gosub @SHIT_18734 
0051: return 

:SHIT_19161
0084: $1035 = $1021 // integer values and handles 
0050: gosub @SHIT_19367 
0084: $1035 = $1022 // integer values and handles 
0050: gosub @SHIT_19367 
0084: $1036 = $1045 // integer values and handles 
0050: gosub @SHIT_19418 
0050: gosub @SHIT_18734 
0051: return 

:SHIT_19215
00D6: if 
0038:   $1028 == 0 // integer values 
004D: jump_if_false @SHIT_19343 
00D6: if 
859A:   not false 
004D: jump_if_false @SHIT_19283 
0247: request_model #MACHETE 

:SHIT_19251
00D6: if 
8248:   not model #MACHETE available 
004D: jump_if_false @SHIT_19283 
0247: request_model #MACHETE 
0001: wait 0 ms 
0002: jump @SHIT_19251 

:SHIT_19283
00D6: if 
8118:   not actor $1026 dead 
004D: jump_if_false @SHIT_19336 
00D6: if 
859A:   not false 
004D: jump_if_false @SHIT_19321 
01B2: give_actor $1026 weapon 9 ammo 0 // Load the weapon model before using this 

:SHIT_19321
0084: $1035 = $1026 // integer values and handles 
0050: gosub @SHIT_19367 

:SHIT_19336
0004: $1028 = 1 // integer values 

:SHIT_19343
0084: $1035 = $1027 // integer values and handles 
0050: gosub @SHIT_19367 
0050: gosub @SHIT_18734 
0051: return 

:SHIT_19367
00D6: if 
8118:   not actor $1035 dead 
004D: jump_if_false @SHIT_19416 
0372: set_actor $1035 anim 0 wait_state_time 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_19416 
01CA: actor $1035 kill_player $PLAYER_CHAR 

:SHIT_19416
0051: return 

:SHIT_19418
00D6: if 
8118:   not actor $1036 dead 
004D: jump_if_false @SHIT_19463 
0372: set_actor $1036 anim 0 wait_state_time 0 ms 
0239: actor $1036 run_to 65.8 -1444.0 
01C2: remove_references_to_actor $1036 // Like turning an actor into a random pedestrian 

:SHIT_19463
0051: return 

:SHIT_19465
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_21219 
0004: $ONMISSION = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:SHIT_19524
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_19566 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_19559 
0051: return 

:SHIT_19559
0002: jump @SHIT_19524 

:SHIT_19566
00D6: if 
001A:   100 > $1086 // integer values 
004D: jump_if_false @SHIT_19658 
023C: load_special_actor 19 'STRIPC' 

:SHIT_19596
00D6: if 
823D:   not special_actor 19 loaded 
004D: jump_if_false @SHIT_19634 
023C: load_special_actor 19 'STRIPC' 
0001: wait 0 ms 
0002: jump @SHIT_19596 

:SHIT_19634
009A: $1044 = create_actor_pedtype 4 model #SPECIAL19 at 66.6 -1455.46 9.56 

:SHIT_19658
00D6: if and
0018:   $1086 > 99 // integer values 
001A:   200 > $1086 // integer values 
004D: jump_if_false @SHIT_19758 
023C: load_special_actor 19 'STRIPA' 

:SHIT_19696
00D6: if 
823D:   not special_actor 19 loaded 
004D: jump_if_false @SHIT_19734 
023C: load_special_actor 19 'STRIPA' 
0001: wait 0 ms 
0002: jump @SHIT_19696 

:SHIT_19734
009A: $1044 = create_actor_pedtype 4 model #SPECIAL19 at 66.6 -1455.46 9.56 

:SHIT_19758
00D6: if 
0018:   $1086 > 199 // integer values 
004D: jump_if_false @SHIT_19851 
023C: load_special_actor 19 'STRIPB' 

:SHIT_19789
00D6: if 
823D:   not special_actor 19 loaded 
004D: jump_if_false @SHIT_19827 
023C: load_special_actor 19 'STRIPB' 
0001: wait 0 ms 
0002: jump @SHIT_19789 

:SHIT_19827
009A: $1044 = create_actor_pedtype 4 model #SPECIAL19 at 66.6 -1455.46 9.56 

:SHIT_19851
0173: set_actor $1044 z_angle_to 33.0 
01ED: clear_actor $1044 threat_search 
0372: set_actor $1044 anim 32 wait_state_time 999999 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHIT_19937 
00A1: put_actor $PLAYER_ACTOR at 65.5 -1453.7 9.6 
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms 
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0 

:SHIT_19937
0004: $1087 = 0 // integer values 
015F: set_camera_position 68.45 -1456.37 12.0 0.0 rotation 0.0 0.0 
0160: point_camera 66.0 -1454.5 10.5 switchstyle 2 
016A: fade 1 500 ms 

:SHIT_20002
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_20044 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_20037 
0051: return 

:SHIT_20037
0002: jump @SHIT_20002 

:SHIT_20044
03E5: text_box 'EXIT_1'  // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.
0006: 16@ = 5000 // integer values 

:SHIT_20062
00D6: if 
010A:   player $PLAYER_CHAR money > 5 
004D: jump_if_false @SHIT_20570 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_20109 
0051: return 
0002: jump @SHIT_20122 

:SHIT_20109
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms 

:SHIT_20122
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @SHIT_20539 
0109: player $PLAYER_CHAR money += -5 
0006: 16@ = 0 // integer values 
0008: $1086 += 5 // integer values 
0008: $1087 += 1 // integer values 
00D6: if 
0038:   $1087 == 6 // integer values 
004D: jump_if_false @SHIT_20194 
0004: $1087 = 0 // integer values 

:SHIT_20194
00D6: if 
0038:   $1087 == 1 // integer values 
004D: jump_if_false @SHIT_20263 
015F: set_camera_position 68.45 -1456.37 12.0 0.0 rotation 0.0 0.0 
0160: point_camera 66.0 -1454.5 10.5 switchstyle 2 

:SHIT_20263
00D6: if 
0038:   $1087 == 2 // integer values 
004D: jump_if_false @SHIT_20332 
015F: set_camera_position 65.21 -1454.1 9.56 0.0 rotation 0.0 0.0 
0160: point_camera 67.36 -1456.33 11.58 switchstyle 2 

:SHIT_20332
00D6: if 
0038:   $1087 == 3 // integer values 
004D: jump_if_false @SHIT_20401 
015F: set_camera_position 68.0 -1455.6 10.0 0.0 rotation 0.0 0.0 
0160: point_camera 64.9 -1454.5 10.89 switchstyle 2 

:SHIT_20401
00D6: if 
0038:   $1087 == 4 // integer values 
004D: jump_if_false @SHIT_20470 
015F: set_camera_position 67.47 -1456.14 10.0 0.0 rotation 0.0 0.0 
0160: point_camera 65.4 -1454.25 11.37 switchstyle 2 

:SHIT_20470
00D6: if 
0038:   $1087 == 5 // integer values 
004D: jump_if_false @SHIT_20539 
015F: set_camera_position 65.93 -1454.6 11.65 0.0 rotation 0.0 0.0 
0160: point_camera 68.42 -1458.24 8.36 switchstyle 2 

:SHIT_20539
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SHIT_20563 
0002: jump @SHIT_20592 

:SHIT_20563
0002: jump @SHIT_20062 

:SHIT_20570
00BC: text_highpriority 'STRIP_1' 5000 ms 1  // ~r~Not enough cash, you cheap sleazebag.
0002: jump @SHIT_20638 

:SHIT_20592
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SHIT_20638 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_20631 
0051: return 

:SHIT_20631
0002: jump @SHIT_20592 

:SHIT_20638
016A: fade 0 500 ms 

:SHIT_20645
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_20687 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_20680 
0051: return 

:SHIT_20680
0002: jump @SHIT_20645 

:SHIT_20687
009B: destroy_actor_instantly $1044 
0296: unload_special_actor 19 
03E6: remove_text_box 
00D6: if and
0018:   $1086 > 299 // integer values 
0038:   $1096 == 0 // integer values 
004D: jump_if_false @SHIT_21072 
0050: gosub @SHIT_16342 
03CB: set_camera 93.3 -1472.14 $572 
015F: set_camera_position 103.0 -1488.0 15.7 0.0 rotation 0.0 0.0 
0160: point_camera 99.5 -1476.6 16.75 switchstyle 2 
04A6: $616 = create_asset_money_pickup_at 93.3 -1472.14 $572 money $617 $617 
016A: fade 1 1000 ms 

:SHIT_20828
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_20852 
0001: wait 0 ms 
0002: jump @SHIT_20828 

:SHIT_20852
0006: 16@ = 0 // integer values 

:SHIT_20859
00D6: if 
001B:   2000 > 16@ // integer values 
004D: jump_if_false @SHIT_20889 
0001: wait 0 ms 
0002: jump @SHIT_20859 

:SHIT_20889
00BA: text_styled 'ASSET_C' 10000 ms 6  // POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_D' $617 flag 10000 time 1  // ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
0160: point_camera 93.3 -1472.14 $572 switchstyle 1 
0394: play_music 1 
0006: 16@ = 0 // integer values 

:SHIT_20950
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SHIT_20980 
0001: wait 0 ms 
0002: jump @SHIT_20950 

:SHIT_20980
016A: fade 0 500 ms 

:SHIT_20987
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_21011 
0001: wait 0 ms 
0002: jump @SHIT_20987 

:SHIT_21011
03CB: set_camera 72.0 -1454.7 9.45 
0108: destroy_object $1790 
04BB: select_interiour 5 // select render area 
04F9: set_extracolors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
0004: $1096 = 1 // integer values 
0008: $1175 += 1 // integer values 
030C: progress_made += 1 

:SHIT_21072
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_21127 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 
0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45 
0171: set_player $PLAYER_CHAR z_angle_to 208.0 

:SHIT_21127
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 500 ms 

:SHIT_21140
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_21182 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_21175 
0051: return 

:SHIT_21175
0002: jump @SHIT_21140 

:SHIT_21182
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_21219 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0004: $ONMISSION = 0 // integer values 

:SHIT_21219
0051: return 

:SHIT_21221
0004: $ONMISSION = 1 // integer values 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:SHIT_21268
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_21310 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_21303 
0051: return 

:SHIT_21303
0002: jump @SHIT_21268 

:SHIT_21310
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
00D6: if 
0038:   $1098 == 0 // integer values 
004D: jump_if_false @SHIT_21356 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21356
00D6: if 
0038:   $1098 == 1 // integer values 
004D: jump_if_false @SHIT_21386 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21386
00D6: if 
0038:   $1098 == 2 // integer values 
004D: jump_if_false @SHIT_21416 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21416
038B: load_requested_models 

:SHIT_21418
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 19 loaded 
004D: jump_if_false @SHIT_21472 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 19 'STRIPA' 
0001: wait 0 ms 
0002: jump @SHIT_21418 

:SHIT_21472
02E4: load_cutscene_data 'STRIPA' 
0244: set_cutscene_pos 69.5133 -1444.698 9.5255 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $1097 = create_cutscene_object #SPECIAL19 
02E6: set_cutscene_anim $1097 'STRIPA' 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_21585 
0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 

:SHIT_21585
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SHIT_21607
00D6: if 
001A:   25000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SHIT_21642 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SHIT_21607 

:SHIT_21642
016A: fade 0 1500 ms 

:SHIT_21649
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_21673 
0001: wait 0 ms 
0002: jump @SHIT_21649 

:SHIT_21673
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SHIT_21697 
0001: wait 0 ms 
0002: jump @SHIT_21673 

:SHIT_21697
02EA: end_cutscene 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 19 
016A: fade 1 1500 ms 
0008: $1098 += 1 // integer values 
00D6: if 
0018:   $1098 > 2 // integer values 
004D: jump_if_false @SHIT_21754 
0004: $1098 = 0 // integer values 

:SHIT_21754
00D6: if 
016B:   fading 
004D: jump_if_false @SHIT_21778 
0001: wait 0 ms 
0002: jump @SHIT_21754 

:SHIT_21778
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_21815 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0004: $ONMISSION = 0 // integer values 

:SHIT_21815
0051: return 

:SHIT_21817
00D6: if 
0038:   $986 == 1 // integer values 
004D: jump_if_false @SHIT_24769 
00D6: if 
0038:   $1089 == 0 // integer values 
004D: jump_if_false @SHIT_24258 
0004: $1015 = 24 // integer values 
0004: $1016 = 24 // integer values 
0004: $1017 = 25 // integer values 
0004: $1018 = 29 // integer values 
0004: $1019 = 19 // integer values 
0247: request_model #WFYG1 
0247: request_model #HFYRI 
0247: request_model #BFYRI 

:SHIT_21900
00D6: if or
8248:   not model #WFYG1 available 
8248:   not model #HFYRI available 
8248:   not model #BFYRI available 
004D: jump_if_false @SHIT_21946 
0247: request_model #WFYG1 
0247: request_model #HFYRI 
0247: request_model #BFYRI 
0001: wait 0 ms 
0002: jump @SHIT_21900 

:SHIT_21946
0247: request_model #CBA 
0247: request_model #BMYRI 
0247: request_model #BMYBB 

:SHIT_21958
00D6: if or
8248:   not model #CBA available 
8248:   not model #BMYRI available 
8248:   not model #BMYBB available 
004D: jump_if_false @SHIT_22004 
0247: request_model #CBA 
0247: request_model #BMYRI 
0247: request_model #BMYBB 
0001: wait 0 ms 
0002: jump @SHIT_21958 

:SHIT_22004
0247: request_model #FIREMAN 
0247: request_model #WMYCW 
0247: request_model #ARMY 
0247: request_model #BKA 

:SHIT_22020
00D6: if or
8248:   not model #FIREMAN available 
8248:   not model #WMYCW available 
8248:   not model #ARMY available 
8248:   not model #BKA available 
004D: jump_if_false @SHIT_22074 
0247: request_model #FIREMAN 
0247: request_model #WMYCW 
0247: request_model #ARMY 
0247: request_model #BKA 
0001: wait 0 ms 
0002: jump @SHIT_22020 

:SHIT_22074
023C: load_special_actor 19 'BGA' 

:SHIT_22086
00D6: if 
823D:   not special_actor 19 loaded 
004D: jump_if_false @SHIT_22124 
023C: load_special_actor 19 'BGA' 
0001: wait 0 ms 
0002: jump @SHIT_22086 

:SHIT_22124
04ED: load_animation 'STRIP' 

:SHIT_22134
00D6: if 
84EE:   not animation 'STRIP' loaded 
004D: jump_if_false @SHIT_22176 
04ED: load_animation 'STRIP' 
0001: wait 0 ms 
0002: jump @SHIT_22134 

:SHIT_22176
0247: request_model #BRASSKNUCKLE 

:SHIT_22181
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @SHIT_22213 
0247: request_model #BRASSKNUCKLE 
0001: wait 0 ms 
0002: jump @SHIT_22181 

:SHIT_22213
00D6: if 
001A:   26 > $1090 // integer values 
004D: jump_if_false @SHIT_23524 
0001: wait 0 ms 
0050: gosub @SHIT_25170 
00D6: if 
0038:   $1090 == 1 // integer values 
004D: jump_if_false @SHIT_22293 
009A: $1041 = create_actor_pedtype 4 model #CBA at $1099 $1100 $1101 
0084: $1091 = $1041 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22293
00D6: if 
0038:   $1090 == 2 // integer values 
004D: jump_if_false @SHIT_22344 
009A: $1042 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1042 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22344
00D6: if 
0038:   $1090 == 3 // integer values 
004D: jump_if_false @SHIT_22395 
009A: $1043 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1043 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22395
00D6: if 
0038:   $1090 == 4 // integer values 
004D: jump_if_false @SHIT_22446 
009A: $1044 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1044 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22446
00D6: if 
0038:   $1090 == 5 // integer values 
004D: jump_if_false @SHIT_22497 
009A: $1045 = create_actor_pedtype 4 model #CBA at $1099 $1100 $1101 
0084: $1091 = $1045 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22497
00D6: if 
0038:   $1090 == 6 // integer values 
004D: jump_if_false @SHIT_22548 
009A: $1046 = create_actor_pedtype 4 model #BMYRI at $1099 $1100 $1101 
0084: $1091 = $1046 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22548
00D6: if 
0038:   $1090 == 7 // integer values 
004D: jump_if_false @SHIT_22599 
009A: $1047 = create_actor_pedtype 4 model #BMYBB at $1099 $1100 $1101 
0084: $1091 = $1047 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22599
00D6: if 
0038:   $1090 == 8 // integer values 
004D: jump_if_false @SHIT_22650 
009A: $1048 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1048 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22650
00D6: if 
0038:   $1090 == 9 // integer values 
004D: jump_if_false @SHIT_22701 
009A: $1049 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1049 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22701
00D6: if 
0038:   $1090 == 10 // integer values 
004D: jump_if_false @SHIT_22752 
009A: $1050 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1050 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22752
00D6: if 
0038:   $1090 == 11 // integer values 
004D: jump_if_false @SHIT_22803 
009A: $1051 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1051 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22803
00D6: if 
0038:   $1090 == 12 // integer values 
004D: jump_if_false @SHIT_22854 
009A: $1052 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1052 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22854
00D6: if 
0038:   $1090 == 13 // integer values 
004D: jump_if_false @SHIT_22905 
009A: $1053 = create_actor_pedtype 4 model #BMYRI at $1099 $1100 $1101 
0084: $1091 = $1053 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22905
00D6: if 
0038:   $1090 == 14 // integer values 
004D: jump_if_false @SHIT_22956 
009A: $1054 = create_actor_pedtype 4 model #BMYBB at $1099 $1100 $1101 
0084: $1091 = $1054 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_22956
00D6: if 
0038:   $1090 == 15 // integer values 
004D: jump_if_false @SHIT_23007 
009A: $1055 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1055 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23007
00D6: if 
0038:   $1090 == 16 // integer values 
004D: jump_if_false @SHIT_23058 
009A: $1056 = create_actor_pedtype 4 model #BMYBB at $1099 $1100 $1101 
0084: $1091 = $1056 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23058
00D6: if 
0038:   $1090 == 17 // integer values 
004D: jump_if_false @SHIT_23109 
009A: $1057 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1057 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23109
00D6: if 
0038:   $1090 == 18 // integer values 
004D: jump_if_false @SHIT_23160 
009A: $1058 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1058 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23160
00D6: if 
0038:   $1090 == 19 // integer values 
004D: jump_if_false @SHIT_23211 
009A: $1059 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1059 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23211
00D6: if 
0038:   $1090 == 20 // integer values 
004D: jump_if_false @SHIT_23262 
009A: $1060 = create_actor_pedtype 4 model #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1060 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23262
00D6: if 
0038:   $1090 == 21 // integer values 
004D: jump_if_false @SHIT_23313 
009A: $1061 = create_actor_pedtype 4 model #BMYRI at $1099 $1100 $1101 
0084: $1091 = $1061 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23313
00D6: if 
0038:   $1090 == 22 // integer values 
004D: jump_if_false @SHIT_23364 
009A: $1062 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1062 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23364
00D6: if 
0038:   $1090 == 23 // integer values 
004D: jump_if_false @SHIT_23415 
009A: $1063 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1063 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23415
00D6: if 
0038:   $1090 == 24 // integer values 
004D: jump_if_false @SHIT_23466 
009A: $1064 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1064 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23466
00D6: if 
0038:   $1090 == 25 // integer values 
004D: jump_if_false @SHIT_23517 
009A: $1065 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1065 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_23517
0002: jump @SHIT_22213 

:SHIT_23524
009A: $1066 = create_actor_pedtype 4 model #FIREMAN at 474.0 -72.14 9.5 
0173: set_actor $1066 z_angle_to 310.0 
0084: $1091 = $1066 // integer values and handles 
0050: gosub @SHIT_25224 
009A: $1067 = create_actor_pedtype 4 model #WMYCW at 473.2 -70.9 9.5 
0173: set_actor $1067 z_angle_to 310.0 
0084: $1091 = $1067 // integer values and handles 
0050: gosub @SHIT_25224 
009A: $1068 = create_actor_pedtype 4 model #BKA at 472.4 -69.65 9.5 
0173: set_actor $1068 z_angle_to 310.0 
0084: $1091 = $1068 // integer values and handles 
0050: gosub @SHIT_25224 
009A: $1069 = create_actor_pedtype 4 model #ARMY at 471.6 -68.4 9.5 
0173: set_actor $1069 z_angle_to 310.0 
0084: $1091 = $1069 // integer values and handles 
0050: gosub @SHIT_25224 
009A: $1070 = create_actor_pedtype 4 model #COP at 470.8 -67.15 9.5 
0173: set_actor $1070 z_angle_to 310.0 
0084: $1091 = $1070 // integer values and handles 
0050: gosub @SHIT_25224 
009A: $1029 = create_actor_pedtype 4 model #SPECIAL19 at 487.8 -77.3 10.5 
0173: set_actor $1029 z_angle_to 55.0 
0243: set_actor $1029 ped_stats_to 30 
01B2: give_actor $1029 weapon 1 ammo 0 // Load the weapon model before using this 
009A: $1030 = create_actor_pedtype 4 model #SPECIAL19 at 490.9 -74.4 10.5 
0173: set_actor $1030 z_angle_to 55.0 
0243: set_actor $1030 ped_stats_to 30 
01B2: give_actor $1030 weapon 1 ammo 0 // Load the weapon model before using this 
00D6: if 
0038:   $1092 == 0 // integer values 
004D: jump_if_false @SHIT_24043 
009A: $1031 = create_actor_pedtype 4 model #SPECIAL19 at 463.2 -58.16 10.5 
0173: set_actor $1031 z_angle_to 250.0 
0243: set_actor $1031 ped_stats_to 30 
0223: set_actor $1031 health_to 200 
01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this 
009A: $1032 = create_actor_pedtype 4 model #SPECIAL19 at 465.5 -51.7 14.7 
0173: set_actor $1032 z_angle_to 134.0 
0243: set_actor $1032 ped_stats_to 30 
01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this 
009A: $1026 = create_actor_pedtype 5 model #BFYRI at 465.25 -54.66 10.5 
0173: set_actor $1026 z_angle_to 50.0 
0243: set_actor $1026 ped_stats_to 30 
0002: jump @SHIT_24244 

:SHIT_24043
009A: $1031 = create_actor_pedtype 4 model #SPECIAL19 at 467.65 -60.36 9.5 
0173: set_actor $1031 z_angle_to 250.0 
0243: set_actor $1031 ped_stats_to 30 
01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this 
009A: $1032 = create_actor_pedtype 4 model #SPECIAL19 at 468.0 -55.6 10.5 
0173: set_actor $1032 z_angle_to 60.0 
0243: set_actor $1032 ped_stats_to 30 
01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this 
023C: load_special_actor 18 'STRIPA' 

:SHIT_24155
00D6: if 
823D:   not special_actor 18 loaded 
004D: jump_if_false @SHIT_24193 
023C: load_special_actor 18 'STRIPA' 
0001: wait 0 ms 
0002: jump @SHIT_24155 

:SHIT_24193
009A: $1026 = create_actor_pedtype 5 model #SPECIAL18 at 466.6 -54.56 10.5 
0173: set_actor $1026 z_angle_to 245.0 
0243: set_actor $1026 ped_stats_to 30 
0372: set_actor $1026 anim 25 wait_state_time 8000 ms 

:SHIT_24244
0006: 16@ = 0 // integer values 
0004: $1089 = 1 // integer values 

:SHIT_24258
00D6: if 
0038:   $1089 == 1 // integer values 
004D: jump_if_false @SHIT_24762 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_24762 
00D6: if or
02DF:   player $PLAYER_CHAR aggressive 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @SHIT_24340 
00D6: if 
0038:   $1092 == 0 // integer values 
004D: jump_if_false @SHIT_24340 
0050: gosub @SHIT_25349 

:SHIT_24340
00D6: if and
0019:   16@ > 10000 // integer values 
0038:   $1033 == 0 // integer values 
004D: jump_if_false @SHIT_24392 
00D6: if 
8118:   not actor $1026 dead 
004D: jump_if_false @SHIT_24392 
0372: set_actor $1026 anim 25 wait_state_time 8000 ms 

:SHIT_24392
00D6: if and
0038:   $1092 == 0 // integer values 
0038:   $1033 == 0 // integer values 
8118:   not actor $1026 dead 
004D: jump_if_false @SHIT_24559 
00D6: if 
00F6:   player $PLAYER_CHAR 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0 
004D: jump_if_false @SHIT_24559 
0247: request_model #BUDDYSHOT 

:SHIT_24475
00D6: if 
8248:   not model #BUDDYSHOT available 
004D: jump_if_false @SHIT_24507 
0247: request_model #BUDDYSHOT 
0001: wait 0 ms 
0002: jump @SHIT_24475 

:SHIT_24507
00D6: if and
8118:   not actor $1026 dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_24545 
01B2: give_actor $1026 weapon 21 ammo 20 // Load the weapon model before using this 
01CA: actor $1026 kill_player $PLAYER_CHAR 

:SHIT_24545
0050: gosub @SHIT_25349 
0004: $1033 = 1 // integer values 

:SHIT_24559
00D6: if 
0019:   16@ > 10000 // integer values 
004D: jump_if_false @SHIT_24762 
0004: $1093 = 1 // integer values 
0208: $1102 = random_float 0.0 360.0 
00D6: if 
8118:   not actor $1066 dead 
004D: jump_if_false @SHIT_24631 
0084: $1091 = $1066 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_24631
00D6: if 
8118:   not actor $1067 dead 
004D: jump_if_false @SHIT_24662 
0084: $1091 = $1067 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_24662
00D6: if 
8118:   not actor $1068 dead 
004D: jump_if_false @SHIT_24693 
0084: $1091 = $1068 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_24693
00D6: if 
8118:   not actor $1069 dead 
004D: jump_if_false @SHIT_24724 
0084: $1091 = $1069 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_24724
00D6: if 
8118:   not actor $1070 dead 
004D: jump_if_false @SHIT_24755 
0084: $1091 = $1070 // integer values and handles 
0050: gosub @SHIT_25224 

:SHIT_24755
0006: 16@ = 0 // integer values 

:SHIT_24762
0002: jump @SHIT_25168 

:SHIT_24769
00D6: if 
0018:   $1089 > 0 // integer values 
004D: jump_if_false @SHIT_25168 

:SHIT_24787
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_24814 
0001: wait 0 ms 
0002: jump @SHIT_24787 

:SHIT_24814
009B: destroy_actor_instantly $1041 
009B: destroy_actor_instantly $1042 
009B: destroy_actor_instantly $1043 
009B: destroy_actor_instantly $1044 
009B: destroy_actor_instantly $1045 
009B: destroy_actor_instantly $1046 
009B: destroy_actor_instantly $1047 
009B: destroy_actor_instantly $1048 
009B: destroy_actor_instantly $1049 
009B: destroy_actor_instantly $1050 
009B: destroy_actor_instantly $1051 
009B: destroy_actor_instantly $1052 
009B: destroy_actor_instantly $1053 
009B: destroy_actor_instantly $1054 
009B: destroy_actor_instantly $1055 
009B: destroy_actor_instantly $1056 
009B: destroy_actor_instantly $1057 
009B: destroy_actor_instantly $1058 
009B: destroy_actor_instantly $1059 
009B: destroy_actor_instantly $1060 
009B: destroy_actor_instantly $1061 
009B: destroy_actor_instantly $1062 
009B: destroy_actor_instantly $1063 
009B: destroy_actor_instantly $1064 
009B: destroy_actor_instantly $1065 
009B: destroy_actor_instantly $1066 
009B: destroy_actor_instantly $1067 
009B: destroy_actor_instantly $1068 
009B: destroy_actor_instantly $1069 
009B: destroy_actor_instantly $1070 
009B: destroy_actor_instantly $1026 
009B: destroy_actor_instantly $1029 
009B: destroy_actor_instantly $1030 
009B: destroy_actor_instantly $1031 
009B: destroy_actor_instantly $1032 
0249: release_model #FIREMAN 
0249: release_model #WMYCW 
0249: release_model #ARMY 
0249: release_model #BKA 
0249: release_model #WFYG1 
0249: release_model #HFYRI 
0249: release_model #BFYRI 
0249: release_model #CBA 
0249: release_model #BMYRI 
0249: release_model #BMYBB 
0249: release_model #BRASSKNUCKLE 
0296: unload_special_actor 19 
00D6: if 
0038:   $1092 == 0 // integer values 
004D: jump_if_false @SHIT_25086 
00D6: if 
0038:   $1033 == 1 // integer values 
004D: jump_if_false @SHIT_25079 
0249: release_model #BUDDYSHOT 

:SHIT_25079
0002: jump @SHIT_25090 

:SHIT_25086
0296: unload_special_actor 18 

:SHIT_25090
04EF: release_animation 'STRIP' 
0004: $1089 = 0 // integer values 
0004: $1090 = 0 // integer values 
0005: $1099 = 0.0 // floating-point values 
0005: $1100 = 0.0 // floating-point values 
0005: $1103 = 0.0 // floating-point values 
0005: $1102 = 0.0 // floating-point values 
0004: $1033 = 0 // integer values 
0004: $1093 = 0 // integer values 

:SHIT_25168
0051: return 

:SHIT_25170
0208: $1099 = random_float 474.0 481.0 
0208: $1100 = random_float -69.0 -61.0 
0208: $1102 = random_float 0.0 360.0 
0008: $1090 += 1 // integer values 
0051: return 

:SHIT_25224
00D6: if 
001A:   1 > $1093 // integer values 
004D: jump_if_false @SHIT_25273 
01ED: clear_actor $1091 threat_search 
0291: set_actor $1091 attack_when_provoked 1 
0243: set_actor $1091 ped_stats_to 11 
0372: set_actor $1091 anim 32 wait_state_time 999999 ms 

:SHIT_25273
00D6: if 
001A:   2 > $1093 // integer values 
004D: jump_if_false @SHIT_25299 
0173: set_actor $1091 z_angle_to $1102 

:SHIT_25299
0051: return 

:SHIT_25301
00D6: if 
0038:   $1039 == 1 // integer values 
004D: jump_if_false @SHIT_25347 
0296: unload_special_actor 15 
034F: destroy_actor_with_fade $1037 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $1038 // The actor fades away like a ghost 
0004: $1039 = 0 // integer values 
0004: $1040 = 0 // integer values 

:SHIT_25347
0051: return 

:SHIT_25349
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_25461 
00D6: if 
8118:   not actor $1029 dead 
004D: jump_if_false @SHIT_25389 
01CA: actor $1029 kill_player $PLAYER_CHAR 

:SHIT_25389
00D6: if 
8118:   not actor $1030 dead 
004D: jump_if_false @SHIT_25413 
01CA: actor $1030 kill_player $PLAYER_CHAR 

:SHIT_25413
00D6: if 
8118:   not actor $1031 dead 
004D: jump_if_false @SHIT_25437 
01CA: actor $1031 kill_player $PLAYER_CHAR 

:SHIT_25437
00D6: if 
8118:   not actor $1032 dead 
004D: jump_if_false @SHIT_25461 
01CA: actor $1032 kill_player $PLAYER_CHAR 

:SHIT_25461
0051: return 

:SHIT_25463
0247: request_model $1083 

:SHIT_25468
00D6: if 
8248:   not model $1083 available 
004D: jump_if_false @SHIT_25495 
0001: wait 0 ms 
0002: jump @SHIT_25468 

:SHIT_25495
0051: return 

:SHIT_25497
0249: release_model $1083 
0051: return 

:SHIT_25504
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHIT_25575 
00D6: if or
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SHIT_25567 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
0175: set_car $1004 z_angle_to $1104 
0002: jump @SHIT_25575 

:SHIT_25567
0171: set_player $PLAYER_CHAR z_angle_to $1104 

:SHIT_25575
0051: return 

:IMPORT
0004: $1105 = 0 // integer values 
0004: $1107 = 0 // integer values 
0004: $1125 = 0 // integer values 
0004: $1126 = 0 // integer values 
0004: $1127 = 0 // integer values 
0004: $1128 = 0 // integer values 
03A4: name_thread 'IMPORT' 
0111: set_wasted_busted_check_to 0 
0002: jump @IMPORT_90 
029B: $1114 = init_object #LH_IMP_EXP01 at -981.754 -841.278 8.586 
01C7: remove_object_from_mission_cleanup_list $1114 

:IMPORT_90
004E: end_thread 

:IMPORT1
03A4: name_thread 'IMPORT1' 

:IMPORT1_10
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT1_822 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @IMPORT1_822 
00D6: if 
8038:   not  $1105 == 6 // integer values 
004D: jump_if_false @IMPORT1_87 
0050: gosub @IMPGEN4_183 
0002: jump @IMPORT1_822 

:IMPORT1_87
00D6: if 
0038:   $1107 == 0 // integer values 
004D: jump_if_false @IMPORT1_822 
0050: gosub @IMPGEN4_639 
02FA: garage $687 change_to_type 9 
029B: $1114 = init_object #LH_IMP_EXP02 at -981.754 -841.278 8.586 
01C7: remove_object_from_mission_cleanup_list $1114 
0008: $1175 += 1 // integer values 
0004: $628 = 1 // integer values 
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 
0317: increment_mission_attempts 
0595: mission_complete 
0004: $1107 = 1 // integer values 
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT1_793 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:IMPORT1_226
00D6: if 
016B:   fading 
004D: jump_if_false @IMPORT1_250 
0001: wait 0 ms 
0002: jump @IMPORT1_226 

:IMPORT1_250
02A3: enable_widescreen 1 
0247: request_model #DELUXO 
038B: load_requested_models 

:IMPORT1_261
00D6: if 
8248:   not model #DELUXO available 
004D: jump_if_false @IMPORT1_288 
0001: wait 0 ms 
0002: jump @IMPORT1_261 

:IMPORT1_288
00A5: $1121 = create_car #DELUXO at -1022.3 -868.2 12.0 
02AC: set_car $1121 immunities 1 1 1 1 1
01EC: make_car $1121 very_heavy 1
053F: set_car $1121 tires_vulnerable 0
0423: car $3996 improve_handling 1.5
0175: set_car $1121 z_angle_to 175.0 
0004: $1125 = 1 // integer values 
03CB: set_camera -1027.755 -870.693 13.398 
015F: set_camera_position -1028.692 -871.013 13.541 0.0 rotation 0.0 0.0 
0160: point_camera -1027.755 -870.693 13.398 switchstyle 2 
016A: fade 1 500 ms 
0001: wait 4000 ms 
03CB: set_camera -1019.562 -865.229 13.506 
015F: set_camera_position -1018.839 -864.582 13.748 0.0 rotation 0.0 0.0 
0160: point_camera -1019.562 -865.229 13.506 switchstyle 2 
0001: wait 4000 ms 
016A: fade 0 500 ms 

:IMPORT1_488
00D6: if 
016B:   fading 
004D: jump_if_false @IMPORT1_512 
0001: wait 0 ms 
0002: jump @IMPORT1_488 

:IMPORT1_512
03CB: set_camera -1033.841 -904.032 17.364 
015F: set_camera_position -1034.135 -904.978 17.5 0.0 rotation 0.0 0.0 
0160: point_camera -1033.841 -904.032 17.364 switchstyle 2 
016A: fade 1 500 ms 

:IMPORT1_587
00D6: if 
016B:   fading 
004D: jump_if_false @IMPORT1_611 
0001: wait 0 ms 
0002: jump @IMPORT1_587 

:IMPORT1_611
0394: play_music 1 
00BA: text_styled 'CAR_AS1' 5000 ms 6  // CAR SHOWROOM ASSET COMPLETED
0001: wait 5000 ms 
03CB: set_camera -1008.388 -873.565 13.218 
015F: set_camera_position -1007.333 -874.26 13.824 0.0 rotation 0.0 0.0 
0160: point_camera -1007.34 -873.279 13.63 switchstyle 2 
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait 6000 ms 
016A: fade 0 500 ms 

:IMPORT1_733
00D6: if 
016B:   fading 
004D: jump_if_false @IMPORT1_757 
0001: wait 0 ms 
0002: jump @IMPORT1_733 

:IMPORT1_757
016A: fade 1 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT1_793 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 

:IMPORT1_793
0050: gosub @IMPGEN4_581 
030C: progress_made += 1 
004F: create_thread @IMPORT2  
004F: create_thread @IMPGEN1  
004E: end_thread 

:IMPORT1_822
0002: jump @IMPORT1_10 

:IMPORT2
03A4: name_thread 'IMPORT2' 

:IMPORT2_10
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT2_556 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @IMPORT2_556 
00D6: if 
8038:   not  $1105 == 6 // integer values 
004D: jump_if_false @IMPORT2_87 
0050: gosub @IMPGEN4_183 
0002: jump @IMPORT2_556 

:IMPORT2_87
00D6: if 
0038:   $1107 == 0 // integer values 
004D: jump_if_false @IMPORT2_556 
0050: gosub @IMPGEN4_639 
02FA: garage $687 change_to_type 10 
029B: $1114 = init_object #LH_IMP_EXP03 at -981.754 -841.278 8.586 
01C7: remove_object_from_mission_cleanup_list $1114 
0008: $626 += 2500 // integer values 
0215: destroy_pickup $627 
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 
0317: increment_mission_attempts 
0595: mission_complete 
0004: $1107 = 1 // integer values 
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT2_527 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:IMPORT2_225
00D6: if 
016B:   fading 
004D: jump_if_false @IMPORT2_249 
0001: wait 0 ms 
0002: jump @IMPORT2_225 

:IMPORT2_249
02A3: enable_widescreen 1 
0247: request_model #SABRETUR 
038B: load_requested_models 

:IMPORT2_260
00D6: if 
8248:   not model #SABRETUR available 
004D: jump_if_false @IMPORT2_287 
0001: wait 0 ms 
0002: jump @IMPORT2_260 

:IMPORT2_287
00A5: $1122 = create_car #SABRETUR at -1014.1 -869.4 12.0 
02AC: set_car $1122 immunities 1 1 1 1 1
01EC: make_car $1122 very_heavy 1
053F: set_car $1122 tires_vulnerable 0
0423: car $1122 improve_handling 1.5
0175: set_car $1122 z_angle_to 188.0 
0004: $1126 = 1 // integer values 
03CB: set_camera -1012.449 -874.397 13.795 
015F: set_camera_position -1012.101 -875.321 13.952 0.0 rotation 0.0 0.0 
0160: point_camera -1012.449 -874.397 13.795 switchstyle 2 
016A: fade 1 500 ms 
0001: wait 4000 ms 
03CB: set_camera -1016.831 -866.517 13.734 
015F: set_camera_position -1017.595 -865.969 14.074 0.0 rotation 0.0 0.0 
0160: point_camera -1016.831 -866.517 13.734 switchstyle 2 
0001: wait 4000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT2_527 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT2_527
0050: gosub @IMPGEN4_581 
030C: progress_made += 1 
004F: create_thread @IMPORT3  
004F: create_thread @IMPGEN2  
004E: end_thread 

:IMPORT2_556
0002: jump @IMPORT2_10 

:IMPORT3
03A4: name_thread 'IMPORT3' 

:IMPORT3_10
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT3_556 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @IMPORT3_556 
00D6: if 
8038:   not  $1105 == 6 // integer values 
004D: jump_if_false @IMPORT3_87 
0050: gosub @IMPGEN4_183 
0002: jump @IMPORT3_556 

:IMPORT3_87
00D6: if 
0038:   $1107 == 0 // integer values 
004D: jump_if_false @IMPORT3_556 
0050: gosub @IMPGEN4_639 
02FA: garage $687 change_to_type 22 
029B: $1114 = init_object #LH_IMP_EXP04 at -981.754 -841.278 8.586 
01C7: remove_object_from_mission_cleanup_list $1114 
0008: $626 += 2500 // integer values 
0215: destroy_pickup $627 
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 
0317: increment_mission_attempts 
0595: mission_complete 
0004: $1107 = 1 // integer values 
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT3_527 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:IMPORT3_225
00D6: if 
016B:   fading 
004D: jump_if_false @IMPORT3_249 
0001: wait 0 ms 
0002: jump @IMPORT3_225 

:IMPORT3_249
02A3: enable_widescreen 1 
0247: request_model #SANDKING 
038B: load_requested_models 

:IMPORT3_260
00D6: if 
8248:   not model #SANDKING available 
004D: jump_if_false @IMPORT3_287 
0001: wait 0 ms 
0002: jump @IMPORT3_260 

:IMPORT3_287
00A5: $1123 = create_car #SANDKING at -1014.3 -868.8 17.7 
02AC: set_car $1123 immunities 1 1 1 1 1
01EC: make_car $1123 very_heavy 1
053F: set_car $1123 tires_vulnerable 0
0423: car $1123 improve_handling 1.5
0175: set_car $1123 z_angle_to 195.0 
0004: $1127 = 1 // integer values 
03CB: set_camera -1009.532 -871.888 19.307 
015F: set_camera_position -1008.656 -872.307 19.548 0.0 rotation 0.0 0.0 
0160: point_camera -1009.532 -871.888 19.307 switchstyle 2 
016A: fade 1 500 ms 
0001: wait 4000 ms 
03CB: set_camera -1018.04 -871.539 20.058 
015F: set_camera_position -1018.791 -872.077 20.442 0.0 rotation 0.0 0.0 
0160: point_camera -1018.04 -871.539 20.058 switchstyle 2 
0001: wait 4000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT3_527 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT3_527
0050: gosub @IMPGEN4_581 
030C: progress_made += 1 
004F: create_thread @IMPORT4  
004F: create_thread @IMPGEN3  
004E: end_thread 

:IMPORT3_556
0002: jump @IMPORT3_10 

:IMPORT4
03A4: name_thread 'IMPORT4' 

:IMPORT4_10
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT4_500 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @IMPORT4_500 
00D6: if 
8038:   not  $1105 == 6 // integer values 
004D: jump_if_false @IMPORT4_87 
0050: gosub @IMPGEN4_183 
0002: jump @IMPORT4_500 

:IMPORT4_87
00D6: if 
0038:   $1107 == 0 // integer values 
004D: jump_if_false @IMPORT4_500 
0008: $626 += 2500 // integer values 
0215: destroy_pickup $627 
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 
0317: increment_mission_attempts 
0595: mission_complete 
0004: $1107 = 1 // integer values 
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT4_486 
01B4: set_player $PLAYER_CHAR frozen_state 0 
016A: fade 0 500 ms 

:IMPORT4_184
00D6: if 
016B:   fading 
004D: jump_if_false @IMPORT4_208 
0001: wait 0 ms 
0002: jump @IMPORT4_184 

:IMPORT4_208
02A3: enable_widescreen 1 
0247: request_model #HOTRING 
038B: load_requested_models 

:IMPORT4_219
00D6: if 
8248:   not model #HOTRING available 
004D: jump_if_false @IMPORT4_246 
0001: wait 0 ms 
0002: jump @IMPORT4_219 

:IMPORT4_246
00A5: $1124 = create_car #HOTRING at -1023.2 -868.1 17.0 
02AC: set_car $1124 immunities 1 1 1 1 1
01EC: make_car $1124 very_heavy 1
053F: set_car $1124 tires_vulnerable 0
0423: car $1124 improve_handling 1.5
0175: set_car $1124 z_angle_to 172.0 
0004: $1128 = 1 // integer values 
03CB: set_camera -1026.903 -871.942 19.008 
015F: set_camera_position -1027.585 -872.634 19.244 0.0 rotation 0.0 0.0 
0160: point_camera -1026.903 -871.942 19.008 switchstyle 2 
016A: fade 1 500 ms 
0001: wait 4000 ms 
03CB: set_camera -1019.624 -869.584 18.612 
015F: set_camera_position -1018.721 -869.948 18.844 0.0 rotation 0.0 0.0 
0160: point_camera -1019.624 -869.584 18.612 switchstyle 2 
0001: wait 4000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPORT4_486 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT4_486
030C: progress_made += 1 
004F: create_thread @IMPGEN4  
004E: end_thread 

:IMPORT4_500
0002: jump @IMPORT4_10 

:IMPGEN1
03A4: name_thread 'IMPGEN1' 

:IMPGEN1_10
0001: wait 1000 ms 
00D6: if 
0038:   $51 == 0 // integer values 
004D: jump_if_false @IMPGEN1_176 
00D6: if 
0038:   $1125 == 1 // integer values 
004D: jump_if_false @IMPGEN1_176 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPGEN1_176 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
004D: jump_if_false @IMPGEN1_176 
00D6: if 
8119:   not car $1121 wrecked 
004D: jump_if_false @IMPGEN1_155 
01C3: remove_references_to_car $1121 
0249: release_model #DELUXO 
0002: jump @IMPGEN1_167 

:IMPGEN1_155
0249: release_model #DELUXO 

:IMPGEN1_167
0004: $51 = 1 // integer values 
004E: end_thread 

:IMPGEN1_176
0002: jump @IMPGEN1_10 

:IMPGEN2
03A4: name_thread 'IMPGEN2' 

:IMPGEN2_10
0001: wait 1000 ms 
00D6: if 
0038:   $52 == 0 // integer values 
004D: jump_if_false @IMPGEN2_176 
00D6: if 
0038:   $1126 == 1 // integer values 
004D: jump_if_false @IMPGEN2_176 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPGEN2_176 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
004D: jump_if_false @IMPGEN2_176 
00D6: if 
8119:   not car $1122 wrecked 
004D: jump_if_false @IMPGEN2_155 
0249: release_model #SABRETUR 
01C3: remove_references_to_car $1122 
0002: jump @IMPGEN2_167 

:IMPGEN2_155
0249: release_model #SABRETUR 

:IMPGEN2_167
0004: $52 = 1 // integer values 
004E: end_thread 

:IMPGEN2_176
0002: jump @IMPGEN2_10 

:IMPGEN3
03A4: name_thread 'IMPGEN3' 

:IMPGEN3_10
0001: wait 1000 ms 
00D6: if 
0038:   $53 == 0 // integer values 
004D: jump_if_false @IMPGEN3_176 
00D6: if 
0038:   $1127 == 1 // integer values 
004D: jump_if_false @IMPGEN3_176 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPGEN3_176 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
004D: jump_if_false @IMPGEN3_176 
00D6: if 
8119:   not car $1123 wrecked 
004D: jump_if_false @IMPGEN3_155 
0249: release_model #SANDKING 
01C3: remove_references_to_car $1123 
0002: jump @IMPGEN3_167 

:IMPGEN3_155
0249: release_model #SANDKING 

:IMPGEN3_167
0004: $53 = 1 // integer values 
004E: end_thread 

:IMPGEN3_176
0002: jump @IMPGEN3_10 

:IMPGEN4
03A4: name_thread 'IMPGEN4' 

:IMPGEN4_10
0001: wait 1000 ms 
00D6: if 
0038:   $54 == 0 // integer values 
004D: jump_if_false @IMPGEN4_176 
00D6: if 
0038:   $1128 == 1 // integer values 
004D: jump_if_false @IMPGEN4_176 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPGEN4_176 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
004D: jump_if_false @IMPGEN4_176 
00D6: if 
8119:   not car $1124 wrecked 
004D: jump_if_false @IMPGEN4_155 
0249: release_model #HOTRING 
01C3: remove_references_to_car $1124 
0002: jump @IMPGEN4_167 

:IMPGEN4_155
0249: release_model #HOTRING 

:IMPGEN4_167
0004: $54 = 1 // integer values 
004E: end_thread 

:IMPGEN4_176
0002: jump @IMPGEN4_10 

:IMPGEN4_183
00D6: if and
03D4:   garage $687 contains_neededcar 1 
0038:   $1108 == 0 // integer values 
004D: jump_if_false @IMPGEN4_249 
0008: $1105 += 1 // integer values 
029B: $1115 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 8.378 
01C7: remove_object_from_mission_cleanup_list $1115 
0004: $1108 = 1 // integer values 

:IMPGEN4_249
00D6: if and
03D4:   garage $687 contains_neededcar 2 
0038:   $1109 == 0 // integer values 
004D: jump_if_false @IMPGEN4_315 
0008: $1105 += 1 // integer values 
029B: $1116 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 8.216 
01C7: remove_object_from_mission_cleanup_list $1116 
0004: $1109 = 1 // integer values 

:IMPGEN4_315
00D6: if and
03D4:   garage $687 contains_neededcar 3 
0038:   $1110 == 0 // integer values 
004D: jump_if_false @IMPGEN4_381 
0008: $1105 += 1 // integer values 
029B: $1117 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 8.062 
01C7: remove_object_from_mission_cleanup_list $1117 
0004: $1110 = 1 // integer values 

:IMPGEN4_381
00D6: if and
03D4:   garage $687 contains_neededcar 4 
0038:   $1111 == 0 // integer values 
004D: jump_if_false @IMPGEN4_447 
0008: $1105 += 1 // integer values 
029B: $1118 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 7.901 
01C7: remove_object_from_mission_cleanup_list $1118 
0004: $1111 = 1 // integer values 

:IMPGEN4_447
00D6: if and
03D4:   garage $687 contains_neededcar 5 
0038:   $1112 == 0 // integer values 
004D: jump_if_false @IMPGEN4_513 
0008: $1105 += 1 // integer values 
029B: $1119 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 7.74 
01C7: remove_object_from_mission_cleanup_list $1119 
0004: $1112 = 1 // integer values 

:IMPGEN4_513
00D6: if and
03D4:   garage $687 contains_neededcar 6 
0038:   $1113 == 0 // integer values 
004D: jump_if_false @IMPGEN4_579 
0008: $1105 += 1 // integer values 
029B: $1120 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 7.585 
01C7: remove_object_from_mission_cleanup_list $1120 
0004: $1113 = 1 // integer values 

:IMPGEN4_579
0051: return 

:IMPGEN4_581
0004: $1108 = 0 // integer values 
0004: $1109 = 0 // integer values 
0004: $1110 = 0 // integer values 
0004: $1111 = 0 // integer values 
0004: $1112 = 0 // integer values 
0004: $1113 = 0 // integer values 
0004: $1105 = 0 // integer values 
0004: $1107 = 0 // integer values 
0051: return 

:IMPGEN4_639
0108: destroy_object $1115 
0108: destroy_object $1116 
0108: destroy_object $1118 
0108: destroy_object $1117 
0108: destroy_object $1119 
0108: destroy_object $1120 
0108: destroy_object $1114 
0051: return 

:CELLFON
0004: $1129 = 0 // integer values 
0004: $1130 = 0 // integer values 
0004: $1131 = 0 // integer values 
0004: $1132 = 0 // integer values 
0004: $1133 = 0 // integer values 
0004: $1134 = 0 // integer values 
0004: $1135 = 0 // integer values 
0004: $1136 = 0 // integer values 
0004: $1137 = 0 // integer values 
0004: $1138 = 0 // integer values 
0004: $1139 = 0 // integer values 
0004: $1140 = 0 // integer values 
0004: $1141 = 0 // integer values 
0004: $1142 = 0 // integer values 
0004: $1143 = 0 // integer values 
0004: $1144 = 0 // integer values 
0004: $1145 = 0 // integer values 
0004: $1146 = 0 // integer values 
0004: $1147 = 0 // integer values 
0004: $1148 = 0 // integer values 
0004: $1149 = 0 // integer values 
0004: $1150 = 0 // integer values 
0004: $1151 = 0 // integer values 
0004: $1152 = 0 // integer values 
0004: $1153 = 0 // integer values 
0004: $1154 = 0 // integer values 
0004: $1155 = 0 // integer values 
0004: $1156 = 0 // integer values 
0004: $1157 = 0 // integer values 
0004: $1158 = 0 // integer values 
0004: $1159 = 0 // integer values 
0004: $1160 = 0 // integer values 
0004: $1161 = 0 // integer values 
0004: $1162 = 0 // integer values 
0004: $1163 = 0 // integer values 
0004: $1164 = 0 // integer values 
0004: $1165 = 0 // integer values 
0004: $1166 = 0 // integer values 
0004: $1167 = 0 // integer values 
0004: $1168 = 0 // integer values 
0004: $1169 = 0 // integer values 
0004: $1181 = 0 // integer values 
0004: $1175 = 0 // integer values 
0004: $1176 = 0 // integer values 
0004: $393 = 0 // integer values 
0004: $1178 = 0 // integer values 
0004: $1179 = 0 // integer values 
0004: $1170 = 0 // integer values 
0004: $1171 = 0 // integer values 
0004: $1172 = 0 // integer values 
0004: $1180 = 0 // integer values 
0004: $1182 = 20000 // integer values 
03A4: name_thread 'CELLFON' 
0111: set_wasted_busted_check_to 0 
004F: create_thread @CELL  
004E: end_thread 

:CELL
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'CELL' 
0002: jump @CELL_87 
029B: $1779 = init_object #COMGATE1OPEN at -712.524 -489.428 12.549 
029B: $1780 = init_object #COMGATE2OPEN at -712.524 -489.428 12.549 
032B: $637 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 

:CELL_87
0001: wait 0 ms 
00D6: if and
0038:   $ONMISSION == 0 // integer values 
0038:   $1178 == 0 // integer values 
004D: jump_if_false @CELL_128 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $1178 = 1 // integer values 

:CELL_128
00D6: if 
0038:   $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // integer values 
004D: jump_if_false @CELL_15081 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_15074 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
0038:   $ONMISSION == 0 // integer values 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @CELL_15067 
0050: gosub @CELL_15088 
00D6: if and
810F:   not player $PLAYER_CHAR wanted_level > 0 
001C:   $396 > $1182 // integer values 
004D: jump_if_false @CELL_15067 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $549 $550 $551 radius 4.0 4.0 4.0 
004D: jump_if_false @CELL_274 
0002: jump @CELL_87 

:CELL_274
00D6: if 
00F6:   player $PLAYER_CHAR 0 $552 $553 $554 radius 4.0 4.0 4.0 
004D: jump_if_false @CELL_323 
0002: jump @CELL_87 

:CELL_323
00D6: if 
00F6:   player $PLAYER_CHAR 0 $555 $556 $557 radius 4.0 4.0 4.0 
004D: jump_if_false @CELL_372 
0002: jump @CELL_87 

:CELL_372
00D6: if 
00F6:   player $PLAYER_CHAR 0 $558 $559 $560 radius 4.0 4.0 4.0 
004D: jump_if_false @CELL_421 
0002: jump @CELL_87 

:CELL_421
00D6: if 
00F6:   player $PLAYER_CHAR 0 $561 $562 $563 radius 4.0 4.0 4.0 
004D: jump_if_false @CELL_470 
0002: jump @CELL_87 

:CELL_470
00D6: if 
00F6:   player $PLAYER_CHAR 0 $564 $565 $566 radius 4.0 4.0 4.0 
004D: jump_if_false @CELL_519 
0002: jump @CELL_87 

:CELL_519
00D6: if 
00F6:   player $PLAYER_CHAR 0 $567 $568 $569 radius 4.0 4.0 4.0 
004D: jump_if_false @CELL_568 
0002: jump @CELL_87 

:CELL_568
00D6: if 
0038:   $1156 == 0 // integer values 
004D: jump_if_false @CELL_1005 
03E5: text_box 'ANSWER'  // Press the ~h~~k~~PED_ANSWER_PHONE~~w~ to answer your cell phone.
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_966 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_52A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_A' 10000 ms 1  // Hey Leo, I think we got a buyer for Diaz's merchandise.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_52B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_B' 10000 ms 1  // You gotta give him a ring, man, set up the deal, you know?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_52C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_C' 10000 ms 1  // Where are you now?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_52D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_D' 10000 ms 1  // You ok Leo? You sound kinda different.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_52E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_E' 10000 ms 1  // Just tell me where you are.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_52F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_F' 10000 ms 1  // Who the hell is this? Put Leo on, man!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_52G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_G' 10000 ms 1  // Leo's gone away for a while, he left me in charge.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_52H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB52_H' 10000 ms 1  // Screw you, man!
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_966
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_991 
0004: $1156 = 1 // integer values 

:CELL_991
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_1005
00D6: if 
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values 
004D: jump_if_false @CELL_1030 
0004: $1172 = 1 // integer values 

:CELL_1030
00D6: if 
0038:   $1172 == 0 // integer values 
004D: jump_if_false @CELL_2055 
00D6: if and
0038:   $1142 == 0 // integer values 
0038:   $PASSED_LAW4_RIOT == 1 // integer values 
004D: jump_if_false @CELL_1528 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_1443 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_24A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24A' 10000 ms 1  // Hola, is this Mr. Vercetti?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_24B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24B' 10000 ms 1  // Yeah.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_24C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24C' 10000 ms 1  // This is Cortez. You were at my party.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_24D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24D' 10000 ms 1  // Yeah. I remember.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_24E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24E' 10000 ms 1  // Mr. Vercetti, it was a most unfortunate incident that happened with your business deal.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_24F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24F' 10000 ms 1  // I know.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_24G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24G' 10000 ms 1  // I want you to know me and my people are doing their utmost to get to the bottom of it.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_24H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_24H' 10000 ms 1  // If you'd like to talk to me more privately, you can find me at the boat, eh? Okay? Good day, senor.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_1443
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_1514 
0004: $1142 = 1 // integer values 
004F: create_thread @GEN1  
0164: disable_marker $228 
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 
03E5: text_box 'NEWCONT'  // New ~h~Contact Point ~w~opened at the marina in Ocean Beach!!
0004: $1181 = 1 // integer values 

:CELL_1514
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_1528
00D6: if and
0038:   $1161 == 0 // integer values 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values 
004D: jump_if_false @CELL_1739 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_1671 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_70A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_70A' 10000 ms 1  // Tommy, it's me, Colonel Cortez. Look senor, I believe you are a man who can get things done. So please help me.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_70B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_70B' 10000 ms 1  // You can find me at the boat.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_1671
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_1725 
0004: $1161 = 1 // integer values 
004F: create_thread @GEN4  
0164: disable_marker $228 
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 

:CELL_1725
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_1739
00D6: if and
0038:   $1143 == 0 // integer values 
0038:   $PASSED_COL4_SIR_YES_SIR == 1 // integer values 
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK == 0 // integer values 
0038:   $PASSED_KENT1_DEATH_ROW == 1 // integer values 
004D: jump_if_false @CELL_2048 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_1980 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_25A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_25A' 10000 ms 1  // Tommy, Thomas it's Cortez. Look, the French are giving me all kinds of trouble, amigo.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_25B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_25B' 10000 ms 1  // Damn hypocrites. They spend a hundred years stealing from poor countries and they call me a thief!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_25C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_25C' 10000 ms 1  // I am going to need your help as soon as possible, amigo.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_25D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_25D' 10000 ms 1  // So please hurry, Tommy, I need you, all right? I hate the damn French.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_1980
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_2034 
0004: $1143 = 1 // integer values 
004F: create_thread @GEN5  
0164: disable_marker $228 
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 

:CELL_2034
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_2048
0002: jump @CELL_3140 

:CELL_2055
00D6: if and
0038:   $1140 == 0 // integer values 
0038:   $270 == 1 // integer values 
004D: jump_if_false @CELL_2447 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_2408 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_18A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_18A' 10000 ms 1  // Tommy, it's Paulo, how are you? Right mate, anyway, thought I had to drop you a line.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_18B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_18B' 10000 ms 1  // Oh my good lord, my son, you will not believe the quality of the brass I just encountered.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_18C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_18C' 10000 ms 1  // Street walker or something, just down in Little Havana, mate.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_18D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_18D' 10000 ms 1  // Said her name was Mercedes or something.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_18E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_18E' 10000 ms 1  // Oh my god, mate. You gotta check this bird out.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_18F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_18F' 10000 ms 1  // Could strip the lead out of a pencil. Said I was the best she ever had and all.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_18G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_18G' 10000 ms 1  // Keep you potatoes skinned for her. Be seeing you.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_2408
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_2433 
0004: $1140 = 1 // integer values 

:CELL_2433
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_2447
00D6: if and
0038:   $1162 == 0 // integer values 
0038:   $1140 == 1 // integer values 
0038:   $270 == 1 // integer values 
004D: jump_if_false @CELL_3140 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_3101 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_71A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_A' 10000 ms 1  // Tommy, Thomas, it's Cortez. Que pasa?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_B' 10000 ms 1  // Things are interesting. How are you, my friend?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_G' 10000 ms 1  // I wanted to ask you about Mercedes.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_H' 10000 ms 1  // Ok, what about her?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_I' 10000 ms 1  // Oh Tommy, Tommy. I, I hear these stories, all these stories - I don't know what to think.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_K' 10000 ms 1  // Maybe she thinks she can do what she likes, but Tommy, tell me, is it true?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_M' 10000 ms 1  // Is what true?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_N' 10000 ms 1  // These stories I hear. Is she really going to be a lawyer?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71I' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_O' 10000 ms 1  // Oh Tommy, the shame, the shame! You know, we Cortez's are a proud family.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71J' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_P' 10000 ms 1  // We would never allow a daughter of ours to become a lawyer. Please tell me it isn't so. I don't think I could take it.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71K' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_Q' 10000 ms 1  // Oh Colonel, I can assure you Mercedes is never going to become a lawyer. Don't worry about it.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71L' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_R' 10000 ms 1  // Oh thank you, Tommy. Tommy, thank you. The shame would be unbearable. She is a lady, not a parasite, you know.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71M' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_T' 10000 ms 1  // Anyway, Tommy, you must excuse me, the new minister of the interior has arrived.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_71N' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB21_U' 10000 ms 1  // Many years ago, I killed his father in a failed coup so I must be polite. Good day, amigo.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_3101
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_3126 
0004: $1162 = 1 // integer values 

:CELL_3126
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_3140
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 1 // integer values 
004D: jump_if_false @CELL_3165 
0004: $1171 = 1 // integer values 

:CELL_3165
00D6: if 
0038:   $1171 == 0 // integer values 
004D: jump_if_false @CELL_3575 
00D6: if and
0038:   $1157 == 0 // integer values 
0038:   $PASSED_COL3_GUARDIAN_ANGELS == 1 // integer values 
004D: jump_if_false @CELL_3575 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_3410 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_62A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_62A' 10000 ms 1  // Tommy, is Ricardo Diaz, I want to thank you for looking out for me my man.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_62B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_62B' 10000 ms 1  // I ask that prick Cortez, he say you the real deal, my friend, why you not come see me.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_62C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_62C' 10000 ms 1  // I need a guy like you. All I have now is dickheads,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_62D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_62D' 10000 ms 1  // dickheads everywhere, yo. I make you real rich.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_3410
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_3561 
0004: $1157 = 1 // integer values 
022A: remove_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0 
01E7: remove_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0 
0108: destroy_object $1780 
029B: $1780 = init_object #COMGATE2OPEN at -183.824 -473.223 12.615 
01C7: remove_object_from_mission_cleanup_list $1780 
0164: disable_marker $234 
02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 
004F: create_thread @BAR1  

:CELL_3561
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_3575
00D6: if and
0038:   $1141 == 0 // integer values 
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values 
004D: jump_if_false @CELL_3883 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_3844 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_20A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_20A' 10000 ms 1  // Alright, Tommy, it's Paul. I just heard from a mush that you've been a real naughty boy.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_20B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_20B' 10000 ms 1  // Somebody has taken offense to you acting like the big guy all of a sudden, giving it the big shot thing.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_20C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_20C' 10000 ms 1  // Well, don't say I never warned you or nothing. Boasting is a mug's game, son.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_20D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_20D' 10000 ms 1  // Anyway, I heard there's some price been put on your head and someone's going to have a crack at you,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_20E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_20E' 10000 ms 1  // so watch yourself, and remember me, mate.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_3844
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_3869 
0004: $1141 = 1 // integer values 

:CELL_3869
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_3883
00D6: if and
0038:   $1129 == 0 // integer values 
0038:   $1154 == 1 // integer values 
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values 
0038:   $PASSED_COL4_SIR_YES_SIR == 1 // integer values 
004D: jump_if_false @CELL_4164 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_4082 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_01A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_01A' 10000 ms 1  // Awright me ol'china! It's Paul. I might have a little result for you, but I need to speak to you in person.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_01B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_01B' 10000 ms 1  // I'm enjoying a little R&R at the Club Malibu.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_01C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_01C' 10000 ms 1  // Reckon you're gonna owe me a favor or two after this, sunshine. I'll see you later.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_4082
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_4150 
0004: $1129 = 1 // integer values 
0164: disable_marker $241 
02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 
004F: create_thread @KEN1  
0004: $996 = 1 // integer values 

:CELL_4150
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_4164
00D6: if and
0038:   $1130 == 0 // integer values 
0038:   $273 == 1 // integer values 
0038:   $268 == 1 // integer values 
0018:   $1175 > 6 // integer values 
004D: jump_if_false @CELL_4437 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_4363 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_02A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_02A' 10000 ms 1  // Ssssnniiiiffffff Hey! Hello, Tommy? Tommy!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_02B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_02B' 10000 ms 1  // We got a situation over at the Print Works. You better go and check it out.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_02C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_02C' 10000 ms 1  // Some kind of mess or other. Things are messed up. I gotta go.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_4363
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_4423 
0004: $1130 = 1 // integer values 
0215: destroy_pickup $637 
0164: disable_marker $271 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
004F: create_thread @FIN1  

:CELL_4423
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_4437
00D6: if and
0038:   $1160 == 0 // integer values 
0038:   $PASSED_ASS1_RUB_OUT == 1 // integer values 
004D: jump_if_false @CELL_4728 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_4664 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_68A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_68A' 10000 ms 1  // Tommy son, have I got a surprise for you
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_68B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_68B' 10000 ms 1  // I'm down at the recording studios with some major artists
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_68C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_68C' 10000 ms 1  // Why don't you pay us a visit?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_68D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_68D' 10000 ms 1  // You know it makes sense, dontcha? See ya later.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_4664
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_4714 
0004: $1160 = 1 // integer values 
02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 
004F: create_thread @ROC1  

:CELL_4714
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_4728
00D6: if and
0038:   $1131 == 0 // integer values 
0038:   $PASSED_ROCK1_LOVE_JUICE == 1 // integer values 
004D: jump_if_false @CELL_5019 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_4955 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_04A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_04A' 10000 ms 1  // How you doin' mate? It's Paulo again.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_04B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_04B' 10000 ms 1  // Look Tommy, I forgot to mention we're going to need some extra muscle for the concert. A bit of security.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_04C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_04C' 10000 ms 1  // There's a biker gang led by Mitch Baker, it would be great publicity. Very rock and roll, baby.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_04D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_04D' 10000 ms 1  // Sort this out for me and I'll get you some back stage passes for the gig, awright?
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_4955
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_5005 
0004: $1131 = 1 // integer values 
02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 
004F: create_thread @BIK1  

:CELL_5005
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_5019
00D6: if and
0038:   $1132 == 0 // integer values 
0038:   $277 == 1 // integer values 
004D: jump_if_false @CELL_5285 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_5246 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_05A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_05A' 10000 ms 1  // Hey, it's Mitch. You did good Tommy, it's good to have the old girl back.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_05B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_05B' 10000 ms 1  // You tell Kent Paul he'll get his security for the gig.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_05C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_05C' 10000 ms 1  // You have my word on that.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_05D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_05D' 10000 ms 1  // Now keep yourself out of trouble.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_5246
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_5271 
0004: $1132 = 1 // integer values 

:CELL_5271
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_5285
00D6: if and
0038:   $1144 == 0 // integer values 
0038:   $PASSED_ROCK3_PUBLICITY_TOUR == 1 // integer values 
004D: jump_if_false @CELL_5593 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_5554 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_26A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_26A' 10000 ms 1  // Hello, Tommy?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_26B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_26B' 10000 ms 1  // Yeah?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_26C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_26C' 10000 ms 1  // It's Baker. I just wanted to say I really enjoyed the show.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_26D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_26D' 10000 ms 1  // Me and the boys want to thank you, and remind you,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_26E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_26E' 10000 ms 1  // you got our respect. Good day. Keep riding hard, son.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_5554
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_5579 
0004: $1144 = 1 // integer values 

:CELL_5579
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_5593
00D6: if and
0038:   $1135 == 0 // integer values 
0038:   $246 == 1 // integer values 
004D: jump_if_false @CELL_5973 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_5904 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_09A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_09A' 10000 ms 1  // Hey Leo! I got some work for you!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_09B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_09B' 10000 ms 1  // This ain't Leo.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_09C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_09C' 10000 ms 1  // Hey, if Leo knows you got his phone, he gonna kill you!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_09D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_09D' 10000 ms 1  // Maybe Leo's already dead. Maybe I killed Leo and took his phone - you think of that prick?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_09E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_09E' 10000 ms 1  // You killed Leo? You must have big cojones - wanna work for me?!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_09F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_09F' 10000 ms 1  // Drop by my father's cafe in Little Havana and we'll talk mano a mano.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_5904
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_5959 
0004: $1135 = 1 // integer values 
0164: disable_marker $278 
02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 
004F: create_thread @CUB1  

:CELL_5959
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_5973
00D6: if and
0038:   $1133 == 0 // integer values 
0038:   $279 == 1 // integer values 
004D: jump_if_false @CELL_6222 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_6158 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_06A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_06A' 10000 ms 1  // Tommy, 'nuf dead man been chattin' about you, my dear.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_06B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_06B' 10000 ms 1  // Thought you might need something to make you feel better. So Auntie Poulet make you some stew, aye?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_06C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_06C' 10000 ms 1  // Come by me kitchen some time, ok Tommy?
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_6158
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_6208 
0004: $1133 = 1 // integer values 
02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 
004F: create_thread @HAT1  

:CELL_6208
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_6222
00D6: if and
0038:   $1159 == 0 // integer values 
0038:   $PASSED_HAT3_DIRTY_LICKINS == 1 // integer values 
004D: jump_if_false @CELL_6444 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_6444 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @CELL_6444 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_6405 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_66A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_66A' 10000 ms 1  // Tommy, Tommy why you coming back here for?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_66B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_66B' 10000 ms 1  // I tell you we don't want to see you around here no more.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_6405
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_6430 
0004: $1159 = 1 // integer values 

:CELL_6430
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_6444
00D6: if and
0038:   $1134 == 0 // integer values 
0038:   $393 == 1 // integer values 
004D: jump_if_false @CELL_6836 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_6797 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_08A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_08A' 10000 ms 1  // Hey Tommy, I thought you might need some business advice.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_08B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_08B' 10000 ms 1  // Once you got an operation up and running, you'll need to drop by and take the week's cash.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_08C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_08C' 10000 ms 1  // Let the guys think they got the run of the place and they'll try shaving the profits - ok?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_08D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_08D' 10000 ms 1  // Hey, I know how to handle business, Ken, ok?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_08E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_08E' 10000 ms 1  // Ok, ok. I know, you know. I know. I was,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_08F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_08F' 10000 ms 1  // I was just, you know, telling you I know, that you know, that I know.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_08G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_08G' 10000 ms 1  // Just keeping it sharp baby!
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_6797
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_6822 
0004: $1134 = 1 // integer values 

:CELL_6822
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_6836
00D6: if and
0038:   $1136 == 0 // integer values 
0038:   $266 == 1 // integer values 
0038:   $PASSED_LAW4_RIOT == 1 // integer values 
004D: jump_if_false @CELL_7193 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_7154 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_11A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_11A' 10000 ms 1  // Howdy son, just thought I'd ring you up and give you some advice.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_11B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_11B' 10000 ms 1  // Hey, Avery. What's eating you?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_11C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_11C' 10000 ms 1  // There's a lot of opportunity in this town if you own the right real estate, you catch my drift?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_11D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_11D' 10000 ms 1  // I reckon so...
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_11E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_11E' 10000 ms 1  // All I'm saying is keep your eyes open and you might find the perfect business opportunity. I'll catch y'later.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_11F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_11F' 10000 ms 1  // Later, Avery.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_7154
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_7179 
0004: $1136 = 1 // integer values 

:CELL_7179
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_7193
00D6: if and
0038:   $1137 == 0 // integer values 
0038:   $393 == 1 // integer values 
004D: jump_if_false @CELL_7627 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_7588 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_14A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14A' 10000 ms 1  // Hey there Tommy, you're gonna love me mate.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_14B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14B' 10000 ms 1  // A little birdy told me that Vice City SWAT Division has a deposit box at a certain rather large banking establishment,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_14C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14C' 10000 ms 1  // where they keep all the bribes they've taken over the years,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_14D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14D' 10000 ms 1  // like some kind of old boys' retirement fund.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_14E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14E' 10000 ms 1  // Of course, if this information should ever help you acquire any of that cash,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_14F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14F' 10000 ms 1  // I guess you'd feel obliged to push some of it my way?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_14G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14G' 10000 ms 1  // I'll bear that in mind, thanks Kent.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_14H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_14H' 10000 ms 1  // It's Paul. I'm from Kent, near London, you prat.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_7588
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_7613 
0004: $1137 = 1 // integer values 

:CELL_7613
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_7627
00D6: if and
0038:   $1145 == 0 // integer values 
0038:   $282 == 1 // integer values 
004D: jump_if_false @CELL_7977 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_7938 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_30A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_30A' 10000 ms 1  // Tommy, is Umberto Robina
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_30B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_30B' 10000 ms 1  // Hey, how's the cafe?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_30C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_30C' 10000 ms 1  // Oh, wonderful. Incredible. Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_30D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_30D' 10000 ms 1  // Anyway, I wanted to tell you, me and Papi, to us, you Cuban.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_30E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_30E' 10000 ms 1  // You have proved yourself, man. You got big cojones.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_30F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_30F' 10000 ms 1  // Well thank you, Umberto. Nobody's said that to me since I left jail. I'll see you around.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_7938
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_7963 
0004: $1145 = 1 // integer values 

:CELL_7963
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_7977
00D6: if and
0038:   $1147 == 0 // integer values 
0038:   $251 == 1 // integer values 
004D: jump_if_false @CELL_8268 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_8204 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_34A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_34A' 10000 ms 1  // Tommy, I really enjoyed working with you. Ain't had so much fun since the ridge in Nam, pal.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_34B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_34B' 10000 ms 1  // Anyhows, you need anything, you call on me, you hear?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_34C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_34C' 10000 ms 1  // I always remember those I served with,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_34D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_34D' 10000 ms 1  // and I am sure I can help you out, you hear?
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_8204
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_8254 
0004: $1147 = 1 // integer values 
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 
004F: create_thread @PHI1  

:CELL_8254
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_8268
00D6: if and
0038:   $1146 == 0 // integer values 
0038:   $254 == 1 // integer values 
004D: jump_if_false @CELL_8559 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_8495 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_33A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_33A' 10000 ms 1  // Tommy, it's Phil, now cut out all the reminiscing crap and listen to me, you hear?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_33B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_33B' 10000 ms 1  // Good. I got me some extra strength boomshine nearing fermentation time and I was wondering if you'd fancy having a shot.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_33C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_33C' 10000 ms 1  // Seriously, Tommy, if you like a drink, or if you need to strip paint, this stuff'll make a man out of you.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_33D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_33D' 10000 ms 1  // Sure did out of me, even though I can't see out of one eye. I'll be waiting for you, y'hear.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_8495
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_8545 
0004: $1146 = 1 // integer values 
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 
004F: create_thread @PHI2  

:CELL_8545
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_8559
00D6: if and
0038:   $1148 == 0 // integer values 
0038:   $255 == 1 // integer values 
004D: jump_if_false @CELL_8783 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_8744 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_36A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_36A' 10000 ms 1  // Tommy, it's Phil, I want to thank you for helping me out back there son,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_36B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_36B' 10000 ms 1  // Damn Charlie, he'll always ambush you somewhere or other,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_36C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_36C' 10000 ms 1  // Anyway the wound is healing well, and it means I'll no longer be defrauding the government on my disability check.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_8744
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_8769 
0004: $1148 = 1 // integer values 

:CELL_8769
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_8783
00D6: if and
0038:   $1138 == 0 // integer values 
0038:   $260 == 1 // integer values 
004D: jump_if_false @CELL_9175 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_9136 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_16A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_16A' 10000 ms 1  // Tommy, Paulo here, que pasa amigo?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_16B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_16B' 10000 ms 1  // What do you want Paul? I don't want any fake label clothes.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_16C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_16C' 10000 ms 1  // Very funny, mate, but you know I don't touch bent gear. Nah, I was just calling to see if I get a part in one your movies.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_16D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_16D' 10000 ms 1  // Back in England I did a lot of blue stuff, mate. I'm packing more heat than you, my son.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_16E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_16E' 10000 ms 1  // Paul, thanks for the offer, I'll bear it in mind.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_16F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_16F' 10000 ms 1  // Seriously, don't forget about me, after all I done for you.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_16G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_16G' 10000 ms 1  // That's what I'm trying to forget about.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_9136
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_9161 
0004: $1138 = 1 // integer values 

:CELL_9161
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_9175
00D6: if 
0038:   $270 == 1 // integer values 
004D: jump_if_false @CELL_9200 
0004: $1170 = 1 // integer values 

:CELL_9200
00D6: if 
0038:   $1170 == 0 // integer values 
004D: jump_if_false @CELL_12657 
00D6: if and
0038:   $1154 == 0 // integer values 
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values 
004D: jump_if_false @CELL_9676 
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @CELL_9676 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_9637 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_46A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_A' 10000 ms 1  // Yo, Tommy! It's Lance.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_46B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_B' 10000 ms 1  // Yeah?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_46C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_C' 10000 ms 1  // Oh, nice to hear from you, Lance. Come on, man, be cool, be cool.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_46D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_D' 10000 ms 1  // I'm in the middle of something. What do you want?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_46E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_E' 10000 ms 1  // Nothing. Just to say, you know. Look Tommy, we can do this thing.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_46F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_F' 10000 ms 1  // You and me, no problem. You know what I mean?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_46G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_G' 10000 ms 1  // We're going to have to do it, 'cause otherwise, we're going to be dead, Lance.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_46H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB46_H' 10000 ms 1  // We're in too far now. But thanks for the call. I'll speak to you later.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_9637
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_9662 
0004: $1154 = 1 // integer values 

:CELL_9662
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_9676
00D6: if and
0038:   $1149 == 0 // integer values 
0038:   $PASSED_LAW3_JURY_FURY == 1 // integer values 
004D: jump_if_false @CELL_10152 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_10113 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_40A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40A' 10000 ms 1  // Hey Tommy, it's Sonny. How's the sun tan?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40B' 10000 ms 1  // I ain't got no sun tan.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40C' 10000 ms 1  // Well, you ain't got my money, either, so I'm wondering to myself,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40D' 10000 ms 1  // what are you doing? So, tell me, Tommy, what are you doing?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40E' 10000 ms 1  // I'm looking for the money, Sonny. Don't worry.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40F' 10000 ms 1  // I am worrying, Tommy, that's my style,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40G' 10000 ms 1  // because I seem to have this problem in my life with unreliable people.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40H' 10000 ms 1  // Don't be an unreliable person, Tommy, please.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_40I' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_40I' 10000 ms 1  // Do us both a favor. I'm looking forward to hearing from you.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_10113
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_10138 
0004: $1149 = 1 // integer values 

:CELL_10138
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_10152
00D6: if and
0038:   $1150 == 0 // integer values 
0038:   $1149 == 1 // integer values 
004D: jump_if_false @CELL_10604 
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 1 // integer values 
004D: jump_if_false @CELL_10604 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_10565 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_41A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41A' 10000 ms 1  // Tommy, remember me?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_41B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41B' 10000 ms 1  // Hello Sonny.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_41C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41C' 10000 ms 1  // That's right, Sonny. We're old friends,
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_41D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41D' 10000 ms 1  // You never write me, you never call. Don't you want to be friends no more?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_41E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41E' 10000 ms 1  // I've been busy trying to sort things out. You didn't give me a lot of support down here, Sonny.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_41F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41F' 10000 ms 1  // Oh, my fault is it? We'll I've heard you been busy all right.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_41G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41G' 10000 ms 1  // Busy killing drugs barons. Busy taking over.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_41H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_41H' 10000 ms 1  // Don't forget about us, Tommy, 'cause I can assure you, I ain't forgotten about you.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_10565
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_10590 
0004: $1150 = 1 // integer values 

:CELL_10590
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_10604
00D6: if and
0038:   $1151 == 0 // integer values 
0038:   $1150 == 1 // integer values 
004D: jump_if_false @CELL_10937 
00D6: if or
0038:   $272 == 1 // integer values 
0038:   $257 == 1 // integer values 
004D: jump_if_false @CELL_10937 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_10898 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_42A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_42A' 10000 ms 1  // Tommy.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_42B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_42B' 10000 ms 1  // Sonny.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_42C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_42C' 10000 ms 1  // Obviously you are suffering from hearing problems, so I'll try again.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_42D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_42D' 10000 ms 1  // Where's the goddamned money, where's the goddamned stuff, and where's my cut of your new action?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_42E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_42E' 10000 ms 1  // You are making an idiot out of me, Tommy, and I'm not laughing yet.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_10898
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_10923 
0004: $1151 = 1 // integer values 

:CELL_10923
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_10937
00D6: if and
0038:   $1152 == 0 // integer values 
0038:   $1151 == 1 // integer values 
004D: jump_if_false @CELL_11396 
00D6: if and
0038:   $251 == 1 // integer values 
0038:   $273 == 1 // integer values 
004D: jump_if_false @CELL_11396 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_11357 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_43A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43A' 10000 ms 1  // Tommy, Tommy, Tommy, I had Sonny on the phone, ok, are you with me?.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_43B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43B' 10000 ms 1  // I don't know about you, but there's something about a man threatening to murder my family
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_43C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43C' 10000 ms 1  // which really scares the crap out of me. What are you going to do?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_43D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43D' 10000 ms 1  // Ken, take it easy.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_43E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43E' 10000 ms 1  // I AM calm, calm as a man can be when he's fearing for his life!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_43F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43F' 10000 ms 1  // Stay off the idiot fuel and look after yourself.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_43G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43G' 10000 ms 1  // No one's gonna take us out. I'll see you later.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_43H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_43H' 10000 ms 1  // I am calm. Don't I sound calm? Must be impending death that is doing this to my voice.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_11357
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_11382 
0004: $1152 = 1 // integer values 

:CELL_11382
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_11396
00D6: if and
0038:   $1153 == 0 // integer values 
0038:   $267 == 1 // integer values 
004D: jump_if_false @CELL_12082 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_12043 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_45A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_A' 10000 ms 1  // Tommy We gotta talk about stuff.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_B' 10000 ms 1  // What's the problem Lance?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_C' 10000 ms 1  // It's you, my friend, I feel you're not giving me a fair slice.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_D' 10000 ms 1  // And more than that, you been embarrassing me in front of the boys. I can't have that.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_E' 10000 ms 1  // Lance, it ain't like that. You've been making mistakes.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_F' 10000 ms 1  // Tommy, I'm not your message boy. I'm not your running boy.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_G' 10000 ms 1  // Lance, don't screw up, and we won't have any problems. I screw up, you can lay into me any time.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_H' 10000 ms 1  // Tommy, I've done everything for you, you treat me like a fool. Don't do that.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45I' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_I' 10000 ms 1  // Lance, I won't rip you off or stab you in the back, okay?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45J' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_J' 10000 ms 1  // Just take it easy. This is tough enough without you getting all emotional on me.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45K' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_K' 10000 ms 1  // Trust me. Do you hear me, do you hear me?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45L' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_L' 10000 ms 1  // I hear you, Tommy, but I can't take this much more.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45M' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_M' 10000 ms 1  // Lance, don't be like this. Now I'm warning you.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_45N' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB45_N' 10000 ms 1  // Do you hear me? Just relax, take a few days off. Okay? I'll talk to you.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_12043
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_12068 
0004: $1153 = 1 // integer values 

:CELL_12068
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_12082
00D6: if and
0038:   $1163 == 0 // integer values 
0038:   $268 == 1 // integer values 
004D: jump_if_false @CELL_12474 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_12435 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_72A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_72A' 10000 ms 1  // Tommy, it's me, Lance. Keep your mouth shut there Tommy, 'cause I ain't got time to talk.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_72B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_72B' 10000 ms 1  // I ain't interested in what you got to say. Why should I be? You don't care about me, do you?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_72C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_72C' 10000 ms 1  // You gotta look after me a bit better. Give me a fair slice. You know...
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_72D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_72D' 10000 ms 1  // Tommy... oh, look, man, I'm sorry. It's just that...
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_72E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_72E' 10000 ms 1  // People patronize me all my life, treat me like a little kid.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_72F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_72F' 10000 ms 1  // My brother would do that. Please, man, don't do that.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_72G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_72G' 10000 ms 1  // I gotta go.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_12435
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_12460 
0004: $1163 = 1 // integer values 

:CELL_12460
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_12474
00D6: if and
0038:   $1155 == 0 // integer values 
0038:   $269 == 1 // integer values 
004D: jump_if_false @CELL_12650 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_12575 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_47A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_47A' 10000 ms 1  // Tommy, Lance, we got big problems. Come down here. Right away.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_12575
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_12636 
0004: $1155 = 1 // integer values 
0164: disable_marker $265 
02A7: $265 = create_icon_marker_and_sphere $425 at -378.3 -579.8 24.5 
004F: create_thread @FIN2  

:CELL_12636
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_12650
0002: jump @CELL_14161 

:CELL_12657
00D6: if and
0038:   $1158 == 0 // integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_13207 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @CELL_13207 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_13158 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_63A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63A' 10000 ms 1  // Tommy, it's Earnest. Earnest Kelly.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63B' 10000 ms 1  // How are you?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63C' 10000 ms 1  // I'm doing okay. I'll need a stick to walk, but I should be back at work soon enough.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63D' 10000 ms 1  // Good.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63E' 10000 ms 1  // I heard about Lance. What a little prick, eh?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63F' 10000 ms 1  // Yes.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63G' 10000 ms 1  // Never trust a man who walks the streets in his pajamas. That's what I say. Glad you killed him. I hope it was painful for the prick.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63H' 10000 ms 1  // I think it was. I just didn't think he was like that...
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63I' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63I' 10000 ms 1  // Tommy, for a raging lunatic, you're pretty naive. I'll be back at work soon, teach you a thing or two about life, you hear.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_63J' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_63J' 10000 ms 1  // Take your time, Earnest. Look after yourself.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_13158
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_13193 
0004: $1158 = 1 // integer values 
0004: $1182 = 60000 // integer values 

:CELL_13193
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_13207
00D6: if and
0038:   $1139 == 0 // integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_13789 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @CELL_13789 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_13750 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_17A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17A' 10000 ms 1  // Tommy Vercetti, how's it going, Mr. big shot? I hear all these things about you, some kind of player in town, now eh...
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17B' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17B' 10000 ms 1  // Paul, you're drunk.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17C' 10000 ms 1  // Nah, you stupid prat, I ain't drunk. I only had a couple and some treats, ain't been to bed for a couple of days, you know.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17D' 10000 ms 1  // Anyway, don't give me that. I ain't a mug. Who set you up in this town? Who? Me. That's who.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17E' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17F' 10000 ms 1  // Really?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17G' 10000 ms 1  // Don't give me that. Don't! I introduced you to people. I showed you the ropes, did a lot of stuff for you, and this is how you repay me.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17H' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17H' 10000 ms 1  // You ignore me. You won't give me a way in, after all I did for you! What do you think I am? A div or something?
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17I' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17I' 10000 ms 1  // Paul, take it easy. I've been busy, don't be an idiot.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17J' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17J' 10000 ms 1  // I ain't no idiot, mush. That's what they said in borstal. Are you asking for trouble son, because you're going to get it!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17K' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17K' 10000 ms 1  // Tommy, mate. Please. You was my big hope! Please, don't laugh at me!
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_17L' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_17L' 10000 ms 1  // Paul, get some sleep, seriously.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_13750
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_13775 
0004: $1139 = 1 // integer values 

:CELL_13775
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_13789
00D6: if and
0038:   $1164 == 0 // integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_14161 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @CELL_14161 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14122 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_73A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_73A' 10000 ms 1  // Tommy, it's Steve.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_73C' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_73C' 10000 ms 1  // Hey indeed, genius. You're a marvel! I'm a marvel! They love us. We are re-writing the record books, pal.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_73D' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_73D' 10000 ms 1  // We are talking major awards here. Finally, I can put my dad in a home an tell him to shut up.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_73F' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_73F' 10000 ms 1  // Cool? It's hot, man. Hot. H. O. T. He never believed in me. Never thought I was an artist, and now I've made it.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_73G' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_73G' 10000 ms 1  // I'm the best damn skin flick director of all time, my friend. I just wanted to say, it's a pleasure to have met you.
0050: gosub @CELL_15747 
03CF: load_wav 'MOB_73I' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_73I' 10000 ms 1  // I love you, baby. Don't go changing on me, you hear.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_14122
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14147 
0004: $1164 = 1 // integer values 

:CELL_14147
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_14161
00D6: if and
0038:   $PASSED_LAW3_JURY_FURY == 1 // integer values 
0038:   $1169 == 0 // integer values 
004D: jump_if_false @CELL_14331 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14262 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_99A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_99A' 10000 ms 1  // Get to the payphone next to the mall in Washington.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_14262
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14317 
0004: $1169 = 1 // integer values 
0164: disable_marker $297 
02A7: $297 = create_icon_marker_and_sphere $431 at $516 $517 $518 
004F: create_thread @ASSIN_1  

:CELL_14317
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_14331
00D6: if and
0038:   $PASSED_COL2_MALL_SHOOTOUT == 1 // integer values 
0038:   $298 == 1 // integer values 
0038:   $1169 == 1 // integer values 
0038:   $1168 == 0 // integer values 
004D: jump_if_false @CELL_14515 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14446 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_98A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_98A' 10000 ms 1  // Get to the pay phone in Vice Point.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_14446
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14501 
0004: $1168 = 1 // integer values 
0164: disable_marker $297 
02A7: $297 = create_icon_marker_and_sphere $431 at $519 $520 $521 
004F: create_thread @ASSIN_2  

:CELL_14501
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_14515
00D6: if and
0038:   $PASSED_COK3_THE_FASTEST_BOAT == 1 // integer values 
0038:   $299 == 1 // integer values 
0038:   $1168 == 1 // integer values 
0038:   $1167 == 0 // integer values 
004D: jump_if_false @CELL_14699 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14630 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_99A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_99A' 10000 ms 1  // Get to the payphone next to the mall in Washington.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_14630
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14685 
0004: $1167 = 1 // integer values 
0164: disable_marker $297 
02A7: $297 = create_icon_marker_and_sphere $431 at $522 $523 $524 
004F: create_thread @ASSIN_3  

:CELL_14685
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_14699
00D6: if and
0038:   $266 == 1 // integer values 
0038:   $300 == 1 // integer values 
0038:   $1167 == 1 // integer values 
0038:   $1166 == 0 // integer values 
004D: jump_if_false @CELL_14883 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14814 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_96A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_96A' 10000 ms 1  // Get to the payphone at the airport terminal.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_14814
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14869 
0004: $1166 = 1 // integer values 
0164: disable_marker $297 
02A7: $297 = create_icon_marker_and_sphere $431 at $525 $526 $527 
004F: create_thread @ASSIN_4  

:CELL_14869
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_14883
00D6: if and
0038:   $249 == 1 // integer values 
0038:   $301 == 1 // integer values 
0038:   $1166 == 1 // integer values 
0038:   $1165 == 0 // integer values 
004D: jump_if_false @CELL_15067 
0050: gosub @CELL_15111 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_14998 
0004: $1177 = 1 // integer values 
03CF: load_wav 'MOB_95A' as $1177 
0050: gosub @CELL_15595 
00BC: text_highpriority 'MOB_95A' 10000 ms 1  // Get to the payphone in Little Havana.
0050: gosub @CELL_15747 
00BE: text_clear_all 

:CELL_14998
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_15053 
0004: $1165 = 1 // integer values 
0164: disable_marker $297 
02A7: $297 = create_icon_marker_and_sphere $431 at $528 $529 $530 
004F: create_thread @ASSIN_5  

:CELL_15053
0050: gosub @CELL_16014 
0002: jump @CELL_87 

:CELL_15067
0002: jump @CELL_15081 

:CELL_15074
0004: $1180 = 0 // integer values 

:CELL_15081
0002: jump @CELL_87 

:CELL_15088
01BD: $395 = current_time_in_ms 
0084: $396 = $395 // integer values and handles 
0060: $396 -= $CURRENT_TIME_IN_MS // integer values 
0051: return 

:CELL_15111
0004: $1177 = 1 // integer values 
0004: $1173 = 0 // integer values 
0512: show_permanent_text_box 'ANSWER' 
0004: $ONMISSION = 1 // integer values 
0004: $1180 = 1 // integer values 

:CELL_15149
00D6: if and
001A:   7 > $1173 // integer values 
001A:   2 > $1179 // integer values 
004D: jump_if_false @CELL_15358 
0001: wait 0 ms 
03CF: load_wav 'MOBRING' as $1177 
0050: gosub @CELL_15595 
0008: $1173 += 1 // integer values 
00D6: if and
0038:   $1179 == 1 // integer values 
0018:   $1173 > 0 // integer values 
004D: jump_if_false @CELL_15237 
0002: jump @CELL_15365 

:CELL_15237
0050: gosub @CELL_15747 
00D6: if and
0038:   $1179 == 1 // integer values 
0018:   $1173 > 0 // integer values 
004D: jump_if_false @CELL_15276 
0002: jump @CELL_15365 

:CELL_15276
0004: $1174 = 0 // integer values 

:CELL_15283
00D6: if 
001A:   40 > $1174 // integer values 
004D: jump_if_false @CELL_15351 
0001: wait 0 ms 
0050: gosub @CELL_15894 
00D6: if 
0038:   $1179 == 1 // integer values 
004D: jump_if_false @CELL_15337 
0002: jump @CELL_15365 

:CELL_15337
0008: $1174 += 1 // integer values 
0002: jump @CELL_15283 

:CELL_15351
0002: jump @CELL_15149 

:CELL_15358
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0051: return 

:CELL_15365
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 

:CELL_15370
00D6: if 
00E1:   player 0 pressed_button 4 
004D: jump_if_false @CELL_15423 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_15416 
0004: $1179 = 2 // integer values 
0051: return 

:CELL_15416
0002: jump @CELL_15370 

:CELL_15423
03E6: remove_text_box 
040D: unload_wav $1177 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_15593 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0247: request_model #CELLPHONE 

:CELL_15465
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CELL_15492 
0001: wait 0 ms 
0002: jump @CELL_15465 

:CELL_15492
0050: gosub @CELL_15894 
00D6: if 
0038:   $1179 == 2 // integer values 
004D: jump_if_false @CELL_15524 
0249: release_model #CELLPHONE 
0051: return 

:CELL_15524
052B: actor $PLAYER_ACTOR hold_cellphone 1 
0006: 16@ = 0 // integer values 

:CELL_15538
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @CELL_15593 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_15586 
0004: $1179 = 2 // integer values 
0051: return 

:CELL_15586
0002: jump @CELL_15538 

:CELL_15593
0051: return 

:CELL_15595
00D6: if 
83D0:   not wav $1177 loaded 
004D: jump_if_false @CELL_15740 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_15647 
0004: $1179 = 2 // integer values 
0051: return 
0002: jump @CELL_15733 

:CELL_15647
00D6: if or
0521:  $PLAYER_ACTOR 
844B:   not actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CELL_15677 
0004: $1179 = 2 // integer values 
0051: return 

:CELL_15677
00D6: if and
0038:   $1179 == 0 // integer values 
0018:   $1173 > 0 // integer values 
004D: jump_if_false @CELL_15733 
00D6: if and
00E1:   player 0 pressed_button 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CELL_15733 
0004: $1179 = 1 // integer values 
0051: return 

:CELL_15733
0002: jump @CELL_15595 

:CELL_15740
03D1: play_wav $1177 
0051: return 

:CELL_15747
00D6: if 
83D2:   not wav $1177 ended 
004D: jump_if_false @CELL_15892 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_15799 
0004: $1179 = 2 // integer values 
0051: return 
0002: jump @CELL_15885 

:CELL_15799
00D6: if or
0521:  $PLAYER_ACTOR 
844B:   not actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CELL_15829 
0004: $1179 = 2 // integer values 
0051: return 

:CELL_15829
00D6: if and
0038:   $1179 == 0 // integer values 
0018:   $1173 > 0 // integer values 
004D: jump_if_false @CELL_15885 
00D6: if and
00E1:   player 0 pressed_button 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CELL_15885 
0004: $1179 = 1 // integer values 
0051: return 

:CELL_15885
0002: jump @CELL_15747 

:CELL_15892
0051: return 

:CELL_15894
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_15926 
0004: $1179 = 2 // integer values 
0051: return 
0002: jump @CELL_16012 

:CELL_15926
00D6: if or
0521:  $PLAYER_ACTOR 
844B:   not actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CELL_15956 
0004: $1179 = 2 // integer values 
0051: return 

:CELL_15956
00D6: if and
0038:   $1179 == 0 // integer values 
0018:   $1173 > 0 // integer values 
004D: jump_if_false @CELL_16012 
00D6: if and
00E1:   player 0 pressed_button 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CELL_16012 
0004: $1179 = 1 // integer values 
0051: return 

:CELL_16012
0051: return 

:CELL_16014
0004: $1180 = 0 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 
0004: $1179 = 0 // integer values 
0004: $1178 = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CELL_16087 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 

:CELL_16087
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $396 = 0 // integer values 
0050: gosub @CELL_15088 
00BE: text_clear_all 
00D6: if 
0038:   $1181 == 0 // integer values 
004D: jump_if_false @CELL_16135 
03E6: remove_text_box 
0002: jump @CELL_16142 

:CELL_16135
0004: $1181 = 0 // integer values 

:CELL_16142
0249: release_model #CELLPHONE 
0004: $ONMISSION = 0 // integer values 
0051: return 

:BUS
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'BUS' 
0004: $1187 = 1 // integer values 

:BUS_21
00D6: if 
0038:   $1184 == 0 // integer values 
004D: jump_if_false @BUS_115 
0001: wait 500 ms 
0008: $1192 += 1 // integer values 
00D6: if 
0018:   $1192 > 30 // integer values 
004D: jump_if_false @BUS_83 
0008: $1187 += 1 // integer values 
0004: $1192 = 0 // integer values 

:BUS_83
00D6: if 
0018:   $1187 > 17 // integer values 
004D: jump_if_false @BUS_108 
0004: $1187 = 1 // integer values 

:BUS_108
0002: jump @BUS_120 

:BUS_115
0001: wait 500 ms 

:BUS_120
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUS_3698 
0004: $1188 = 0 // integer values 
00D6: if 
0038:   $1184 == 0 // integer values 
004D: jump_if_false @BUS_2470 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_350 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @BUS_350 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH 
004D: jump_if_false @BUS_350 
00D6: if 
029F:   player $PLAYER_CHAR stopped 
004D: jump_if_false @BUS_350 
01BD: $1195 = current_time_in_ms 
0084: $1196 = $1195 // integer values and handles 
0060: $1196 -= $1194 // integer values 
00D6: if 
0018:   $1196 > 1000 // integer values 
004D: jump_if_false @BUS_350 
057F: get_player $PLAYER_CHAR store_coach_passengers_dropped_off_to $1197 
00D6: if 
0018:   $1197 > 0 // integer values 
004D: jump_if_false @BUS_350 
01E3: text_1number_styled 'BONUS' number 5 time 50 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 5 
01BD: $1194 = current_time_in_ms 
0004: $1197 = 0 // integer values 

:BUS_350
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_1524 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @BUS_1524 
00D6: if 
0038:   $1002 == 0 // integer values 
004D: jump_if_false @BUS_1524 
00D6: if 
0038:   $1088 == 0 // integer values 
004D: jump_if_false @BUS_1524 
00D6: if 
0038:   $986 == 0 // integer values 
004D: jump_if_false @BUS_1524 
00D6: if 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @BUS_1524 
00D6: if 
0038:   $987 == 0 // integer values 
004D: jump_if_false @BUS_1524 
00D6: if 
0038:   $1187 == 1 // integer values 
004D: jump_if_false @BUS_564 
0005: $1198 = -77.6 // floating-point values 
0005: $1199 = -982.5 // floating-point values 
0005: $1200 = 9.3 // floating-point values 
0005: $1201 = 9.8 // floating-point values 

:BUS_564
00D6: if 
0038:   $1187 == 2 // integer values 
004D: jump_if_false @BUS_622 
0005: $1198 = 120.0 // floating-point values 
0005: $1199 = -807.3 // floating-point values 
0005: $1200 = 9.3 // floating-point values 
0005: $1201 = 333.5 // floating-point values 

:BUS_622
00D6: if 
0038:   $1187 == 3 // integer values 
004D: jump_if_false @BUS_680 
0005: $1198 = 183.2 // floating-point values 
0005: $1199 = -488.9 // floating-point values 
0005: $1200 = 9.9 // floating-point values 
0005: $1201 = 356.5 // floating-point values 

:BUS_680
00D6: if 
0038:   $1187 == 4 // integer values 
004D: jump_if_false @BUS_738 
0005: $1198 = 318.6 // floating-point values 
0005: $1199 = -82.7 // floating-point values 
0005: $1200 = 9.6 // floating-point values 
0005: $1201 = 351.4 // floating-point values 

:BUS_738
00D6: if 
0038:   $1187 == 5 // integer values 
004D: jump_if_false @BUS_796 
0005: $1198 = 472.7 // floating-point values 
0005: $1199 = 627.8 // floating-point values 
0005: $1200 = 10.0 // floating-point values 
0005: $1201 = 1.7 // floating-point values 

:BUS_796
00D6: if 
0038:   $1187 == 6 // integer values 
004D: jump_if_false @BUS_854 
0005: $1198 = 226.5 // floating-point values 
0005: $1199 = 719.5 // floating-point values 
0005: $1200 = 9.7 // floating-point values 
0005: $1201 = 304.3 // floating-point values 

:BUS_854
00D6: if 
0038:   $1187 == 7 // integer values 
004D: jump_if_false @BUS_912 
0005: $1198 = 306.9 // floating-point values 
0005: $1199 = 1044.8 // floating-point values 
0005: $1200 = 12.1 // floating-point values 
0005: $1201 = 19.4 // floating-point values 

:BUS_912
00D6: if 
0038:   $1187 == 8 // integer values 
004D: jump_if_false @BUS_970 
0005: $1198 = 448.7 // floating-point values 
0005: $1199 = 1274.3 // floating-point values 
0005: $1200 = 16.3 // floating-point values 
0005: $1201 = 269.5 // floating-point values 

:BUS_970
00D6: if 
0038:   $1187 == 9 // integer values 
004D: jump_if_false @BUS_1028 
0005: $1198 = 499.5 // floating-point values 
0005: $1199 = 1022.8 // floating-point values 
0005: $1200 = 16.8 // floating-point values 
0005: $1201 = 192.4 // floating-point values 

:BUS_1028
00D6: if 
0038:   $1187 == 10 // integer values 
004D: jump_if_false @BUS_1086 
0005: $1198 = 528.1 // floating-point values 
0005: $1199 = 632.5 // floating-point values 
0005: $1200 = 9.8 // floating-point values 
0005: $1201 = 180.9 // floating-point values 

:BUS_1086
00D6: if 
0038:   $1187 == 11 // integer values 
004D: jump_if_false @BUS_1144 
0005: $1198 = 516.2 // floating-point values 
0005: $1199 = 403.6 // floating-point values 
0005: $1200 = 9.7 // floating-point values 
0005: $1201 = 162.7 // floating-point values 

:BUS_1144
00D6: if 
0038:   $1187 == 12 // integer values 
004D: jump_if_false @BUS_1202 
0005: $1198 = 491.5 // floating-point values 
0005: $1199 = 0.6 // floating-point values 
0005: $1200 = 9.6 // floating-point values 
0005: $1201 = 194.7 // floating-point values 

:BUS_1202
00D6: if 
0038:   $1187 == 13 // integer values 
004D: jump_if_false @BUS_1260 
0005: $1198 = 434.1 // floating-point values 
0005: $1199 = -454.1 // floating-point values 
0005: $1200 = 9.0 // floating-point values 
0005: $1201 = 178.5 // floating-point values 

:BUS_1260
00D6: if 
0038:   $1187 == 14 // integer values 
004D: jump_if_false @BUS_1318 
0005: $1198 = 217.1 // floating-point values 
0005: $1199 = -974.4 // floating-point values 
0005: $1200 = 9.0 // floating-point values 
0005: $1201 = 168.2 // floating-point values 

:BUS_1318
00D6: if 
0038:   $1187 == 15 // integer values 
004D: jump_if_false @BUS_1376 
0005: $1198 = 160.6 // floating-point values 
0005: $1199 = -1329.6 // floating-point values 
0005: $1200 = 9.0 // floating-point values 
0005: $1201 = 172.8 // floating-point values 

:BUS_1376
00D6: if 
0038:   $1187 == 16 // integer values 
004D: jump_if_false @BUS_1434 
0005: $1198 = -26.6 // floating-point values 
0005: $1199 = -1566.2 // floating-point values 
0005: $1200 = 9.0 // floating-point values 
0005: $1201 = 84.0 // floating-point values 

:BUS_1434
00D6: if 
0038:   $1187 == 17 // integer values 
004D: jump_if_false @BUS_1492 
0005: $1198 = -21.6 // floating-point values 
0005: $1199 = -1307.4 // floating-point values 
0005: $1200 = 9.0 // floating-point values 
0005: $1201 = 358.1 // floating-point values 

:BUS_1492
0050: gosub @BUS_3739 
00D6: if 
0038:   $1184 == 1 // integer values 
004D: jump_if_false @BUS_1524 
0004: $1183 = 1 // integer values 

:BUS_1524
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_2463 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
004D: jump_if_false @BUS_2463 
00D6: if 
0038:   $985 == 0 // integer values 
004D: jump_if_false @BUS_2463 
00D6: if 
0038:   $988 == 0 // integer values 
004D: jump_if_false @BUS_2463 
00D6: if 
0018:   $1187 > 13 // integer values 
004D: jump_if_false @BUS_1677 
0004: $1187 = 1 // integer values 

:BUS_1677
00D6: if 
0038:   $1187 == 1 // integer values 
004D: jump_if_false @BUS_1735 
0005: $1198 = -385.7 // floating-point values 
0005: $1199 = 1008.3 // floating-point values 
0005: $1200 = 8.4 // floating-point values 
0005: $1201 = 338.4 // floating-point values 

:BUS_1735
00D6: if 
0038:   $1187 == 2 // integer values 
004D: jump_if_false @BUS_1793 
0005: $1198 = -295.4 // floating-point values 
0005: $1199 = 1283.6 // floating-point values 
0005: $1200 = 10.1 // floating-point values 
0005: $1201 = 0.0 // floating-point values 

:BUS_1793
00D6: if 
0038:   $1187 == 3 // integer values 
004D: jump_if_false @BUS_1851 
0005: $1198 = -477.4 // floating-point values 
0005: $1199 = 1344.0 // floating-point values 
0005: $1200 = 10.1 // floating-point values 
0005: $1201 = 97.2 // floating-point values 

:BUS_1851
00D6: if 
0038:   $1187 == 4 // integer values 
004D: jump_if_false @BUS_1909 
0005: $1198 = -744.3 // floating-point values 
0005: $1199 = 1319.0 // floating-point values 
0005: $1200 = 10.1 // floating-point values 
0005: $1201 = 101.4 // floating-point values 

:BUS_1909
00D6: if 
0038:   $1187 == 5 // integer values 
004D: jump_if_false @BUS_1967 
0005: $1198 = -875.4 // floating-point values 
0005: $1199 = 1351.1 // floating-point values 
0005: $1200 = 9.8 // floating-point values 
0005: $1201 = 187.2 // floating-point values 

:BUS_1967
00D6: if 
0038:   $1187 == 6 // integer values 
004D: jump_if_false @BUS_2025 
0005: $1198 = -869.5 // floating-point values 
0005: $1199 = 1074.8 // floating-point values 
0005: $1200 = 9.4 // floating-point values 
0005: $1201 = 182.7 // floating-point values 

:BUS_2025
00D6: if 
0038:   $1187 == 7 // integer values 
004D: jump_if_false @BUS_2083 
0005: $1198 = -996.5 // floating-point values 
0005: $1199 = -513.8 // floating-point values 
0005: $1200 = 9.3 // floating-point values 
0005: $1201 = 186.3 // floating-point values 

:BUS_2083
00D6: if 
0038:   $1187 == 8 // integer values 
004D: jump_if_false @BUS_2141 
0005: $1198 = -910.1 // floating-point values 
0005: $1199 = -660.4 // floating-point values 
0005: $1200 = 9.6 // floating-point values 
0005: $1201 = 277.9 // floating-point values 

:BUS_2141
00D6: if 
0038:   $1187 == 9 // integer values 
004D: jump_if_false @BUS_2199 
0005: $1198 = -1432.9 // floating-point values 
0005: $1199 = -780.5 // floating-point values 
0005: $1200 = 13.2 // floating-point values 
0005: $1201 = 88.4 // floating-point values 

:BUS_2199
00D6: if 
0038:   $1187 == 10 // integer values 
004D: jump_if_false @BUS_2257 
0005: $1198 = -1017.7 // floating-point values 
0005: $1199 = -918.7 // floating-point values 
0005: $1200 = 12.9 // floating-point values 
0005: $1201 = 46.4 // floating-point values 

:BUS_2257
00D6: if 
0038:   $1187 == 11 // integer values 
004D: jump_if_false @BUS_2315 
0005: $1198 = -1130.8 // floating-point values 
0005: $1199 = -594.3 // floating-point values 
0005: $1200 = 10.0 // floating-point values 
0005: $1201 = 275.0 // floating-point values 

:BUS_2315
00D6: if 
0038:   $1187 == 12 // integer values 
004D: jump_if_false @BUS_2373 
0005: $1198 = -1200.6 // floating-point values 
0005: $1199 = -420.0 // floating-point values 
0005: $1200 = 9.3 // floating-point values 
0005: $1201 = 5.8 // floating-point values 

:BUS_2373
00D6: if 
0038:   $1187 == 13 // integer values 
004D: jump_if_false @BUS_2431 
0005: $1198 = -1061.0 // floating-point values 
0005: $1199 = -340.2 // floating-point values 
0005: $1200 = 9.3 // floating-point values 
0005: $1201 = 278.5 // floating-point values 

:BUS_2431
0050: gosub @BUS_3739 
00D6: if 
0038:   $1184 == 1 // integer values 
004D: jump_if_false @BUS_2463 
0004: $1183 = 2 // integer values 

:BUS_2463
0002: jump @BUS_3691 

:BUS_2470
00D6: if or
0038:   $1002 == 1 // integer values 
0038:   $1088 == 1 // integer values 
0038:   $986 == 1 // integer values 
0038:   $1003 == 1 // integer values 
0038:   $985 == 1 // integer values 
004D: jump_if_false @BUS_2523 
0050: gosub @BUS_7126 

:BUS_2523
00D6: if or
0038:   $988 == 1 // integer values 
0038:   $987 == 1 // integer values 
004D: jump_if_false @BUS_2555 
0050: gosub @BUS_7126 

:BUS_2555
00D6: if 
0038:   $1183 == 1 // integer values 
004D: jump_if_false @BUS_3170 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_3170 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @BUS_3163 
0005: $1204 = -77.6 // floating-point values 
0005: $1214 = -982.5 // floating-point values 
0005: $1224 = 9.4 // floating-point values 
0005: $1205 = 120.0 // floating-point values 
0005: $1215 = -807.3 // floating-point values 
0005: $1225 = 9.4 // floating-point values 
0005: $1206 = 183.2 // floating-point values 
0005: $1216 = -488.9 // floating-point values 
0005: $1226 = 10.9 // floating-point values 
0005: $1207 = 318.6 // floating-point values 
0005: $1217 = -82.7 // floating-point values 
0005: $1227 = 9.6 // floating-point values 
0005: $1208 = 472.7 // floating-point values 
0005: $1218 = 627.8 // floating-point values 
0005: $1228 = 10.0 // floating-point values 
0005: $1209 = 226.5 // floating-point values 
0005: $1219 = 719.5 // floating-point values 
0005: $1229 = 9.7 // floating-point values 
0005: $1210 = 306.9 // floating-point values 
0005: $1220 = 1044.8 // floating-point values 
0005: $1230 = 11.9 // floating-point values 
0005: $1211 = 448.7 // floating-point values 
0005: $1221 = 1274.3 // floating-point values 
0005: $1231 = 16.1 // floating-point values 
0005: $1212 = 499.5 // floating-point values 
0005: $1222 = 1022.8 // floating-point values 
0005: $1232 = 16.8 // floating-point values 
0005: $1213 = 528.1 // floating-point values 
0005: $1223 = 632.5 // floating-point values 
0005: $1233 = 9.8 // floating-point values 
0005: $1234 = 516.2 // floating-point values 
0005: $1241 = 403.6 // floating-point values 
0005: $1248 = 9.7 // floating-point values 
0005: $1235 = 491.5 // floating-point values 
0005: $1242 = 0.6 // floating-point values 
0005: $1249 = 9.6 // floating-point values 
0005: $1236 = 434.1 // floating-point values 
0005: $1243 = -454.1 // floating-point values 
0005: $1250 = 9.7 // floating-point values 
0005: $1237 = 217.1 // floating-point values 
0005: $1244 = -974.4 // floating-point values 
0005: $1251 = 9.0 // floating-point values 
0005: $1238 = 160.6 // floating-point values 
0005: $1245 = -1329.6 // floating-point values 
0005: $1252 = 9.0 // floating-point values 
0005: $1239 = -26.6 // floating-point values 
0005: $1246 = -1566.2 // floating-point values 
0005: $1253 = 9.0 // floating-point values 
0005: $1240 = -21.6 // floating-point values 
0005: $1247 = -1307.4 // floating-point values 
0005: $1254 = 9.0 // floating-point values 
0050: gosub @BUS_3997 
0002: jump @BUS_3170 

:BUS_3163
0050: gosub @BUS_7126 

:BUS_3170
00D6: if 
0038:   $1183 == 2 // integer values 
004D: jump_if_false @BUS_3691 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_3691 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
004D: jump_if_false @BUS_3684 
0005: $1204 = -385.7 // floating-point values 
0005: $1214 = 1008.3 // floating-point values 
0005: $1224 = 8.4 // floating-point values 
0005: $1205 = -295.4 // floating-point values 
0005: $1215 = 1283.6 // floating-point values 
0005: $1225 = 10.1 // floating-point values 
0005: $1206 = -477.4 // floating-point values 
0005: $1216 = 1344.0 // floating-point values 
0005: $1226 = 10.1 // floating-point values 
0005: $1207 = -744.3 // floating-point values 
0005: $1217 = 1319.0 // floating-point values 
0005: $1227 = 10.1 // floating-point values 
0005: $1208 = -875.4 // floating-point values 
0005: $1218 = 1351.1 // floating-point values 
0005: $1228 = 9.8 // floating-point values 
0005: $1209 = -869.5 // floating-point values 
0005: $1219 = 1074.8 // floating-point values 
0005: $1229 = 9.4 // floating-point values 
0005: $1210 = -996.5 // floating-point values 
0005: $1220 = -513.8 // floating-point values 
0005: $1230 = 9.3 // floating-point values 
0005: $1211 = -910.1 // floating-point values 
0005: $1221 = -660.4 // floating-point values 
0005: $1231 = 9.6 // floating-point values 
0005: $1212 = -1432.9 // floating-point values 
0005: $1222 = -780.5 // floating-point values 
0005: $1232 = 13.2 // floating-point values 
0005: $1213 = -1017.7 // floating-point values 
0005: $1223 = -918.7 // floating-point values 
0005: $1233 = 12.9 // floating-point values 
0005: $1234 = -1130.8 // floating-point values 
0005: $1241 = -594.3 // floating-point values 
0005: $1248 = 10.0 // floating-point values 
0005: $1235 = -1200.6 // floating-point values 
0005: $1242 = -420.0 // floating-point values 
0005: $1249 = 9.3 // floating-point values 
0005: $1236 = -1061.0 // floating-point values 
0005: $1243 = -340.2 // floating-point values 
0005: $1250 = 9.3 // floating-point values 
0050: gosub @BUS_3997 
0002: jump @BUS_3691 

:BUS_3684
0050: gosub @BUS_7126 

:BUS_3691
0002: jump @BUS_3730 

:BUS_3698
00D6: if 
0038:   $1188 == 0 // integer values 
004D: jump_if_false @BUS_3730 
0050: gosub @BUS_7126 
0004: $1188 = 1 // integer values 

:BUS_3730
0002: jump @BUS_21 
004E: end_thread 

:BUS_3739
00D6: if 
00F5:   player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false @BUS_3995 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 
004D: jump_if_false @BUS_3855 
0247: request_model #COACH 

:BUS_3828
00D6: if 
8248:   not model #COACH available 
004D: jump_if_false @BUS_3855 
0001: wait 0 ms 
0002: jump @BUS_3828 

:BUS_3855
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_3995 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 
004D: jump_if_false @BUS_3990 
00A5: $1185 = create_car #COACH at $1198 $1199 $1200 
0594:  $1185 0 
0175: set_car $1185 z_angle_to $1201 
00AE: set_vehicle $1185 traffic_behavior_to 0 
0376: $1186 = create_random_actor $1198 $1199 30.0 
036A: put_actor $1186 in_car $1185 
0004: $1184 = 1 // integer values 
0002: jump @BUS_3995 

:BUS_3990
0249: release_model #COACH 

:BUS_3995
0051: return 

:BUS_3997
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_4662 
00D6: if 
8118:   not actor $1186 dead 
004D: jump_if_false @BUS_4648 
00D6: if 
0448:   actor $1186 in_car $1185 
004D: jump_if_false @BUS_4634 
00D6: if 
0038:   $1193 == 0 // integer values 
004D: jump_if_false @BUS_4627 
00D6: if 
0038:   $1187 == 1 // integer values 
004D: jump_if_false @BUS_4098 
02C2: car $1185 drive_to_point $1204 $1214 $1224 

:BUS_4098
00D6: if 
0038:   $1187 == 2 // integer values 
004D: jump_if_false @BUS_4130 
02C2: car $1185 drive_to_point $1205 $1215 $1225 

:BUS_4130
00D6: if 
0038:   $1187 == 3 // integer values 
004D: jump_if_false @BUS_4162 
02C2: car $1185 drive_to_point $1206 $1216 $1226 

:BUS_4162
00D6: if 
0038:   $1187 == 4 // integer values 
004D: jump_if_false @BUS_4194 
02C2: car $1185 drive_to_point $1207 $1217 $1227 

:BUS_4194
00D6: if 
0038:   $1187 == 5 // integer values 
004D: jump_if_false @BUS_4226 
02C2: car $1185 drive_to_point $1208 $1218 $1228 

:BUS_4226
00D6: if 
0038:   $1187 == 6 // integer values 
004D: jump_if_false @BUS_4258 
02C2: car $1185 drive_to_point $1209 $1219 $1229 

:BUS_4258
00D6: if 
0038:   $1187 == 7 // integer values 
004D: jump_if_false @BUS_4290 
02C2: car $1185 drive_to_point $1210 $1220 $1230 

:BUS_4290
00D6: if 
0038:   $1187 == 8 // integer values 
004D: jump_if_false @BUS_4322 
02C2: car $1185 drive_to_point $1211 $1221 $1231 

:BUS_4322
00D6: if 
0038:   $1187 == 9 // integer values 
004D: jump_if_false @BUS_4354 
02C2: car $1185 drive_to_point $1212 $1222 $1232 

:BUS_4354
00D6: if 
0038:   $1187 == 10 // integer values 
004D: jump_if_false @BUS_4386 
02C2: car $1185 drive_to_point $1213 $1223 $1233 

:BUS_4386
00D6: if 
0038:   $1187 == 11 // integer values 
004D: jump_if_false @BUS_4418 
02C2: car $1185 drive_to_point $1234 $1241 $1248 

:BUS_4418
00D6: if 
0038:   $1187 == 12 // integer values 
004D: jump_if_false @BUS_4450 
02C2: car $1185 drive_to_point $1235 $1242 $1249 

:BUS_4450
00D6: if 
0038:   $1187 == 13 // integer values 
004D: jump_if_false @BUS_4482 
02C2: car $1185 drive_to_point $1236 $1243 $1250 

:BUS_4482
00D6: if 
0038:   $1187 == 14 // integer values 
004D: jump_if_false @BUS_4514 
02C2: car $1185 drive_to_point $1237 $1244 $1251 

:BUS_4514
00D6: if 
0038:   $1187 == 15 // integer values 
004D: jump_if_false @BUS_4546 
02C2: car $1185 drive_to_point $1238 $1245 $1252 

:BUS_4546
00D6: if 
0038:   $1187 == 16 // integer values 
004D: jump_if_false @BUS_4578 
02C2: car $1185 drive_to_point $1239 $1246 $1253 

:BUS_4578
00D6: if 
0038:   $1187 == 17 // integer values 
004D: jump_if_false @BUS_4610 
02C2: car $1185 drive_to_point $1240 $1247 $1254 

:BUS_4610
00AD: set_car $1185 max_speed_to 15.0 
0004: $1193 = 1 // integer values 

:BUS_4627
0002: jump @BUS_4641 

:BUS_4634
0050: gosub @BUS_7126 

:BUS_4641
0002: jump @BUS_4655 

:BUS_4648
0050: gosub @BUS_7126 

:BUS_4655
0002: jump @BUS_4669 

:BUS_4662
0050: gosub @BUS_7126 

:BUS_4669
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_5977 
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_5963 
00D6: if 
8118:   not actor $1186 dead 
004D: jump_if_false @BUS_5949 
00D6: if 
0448:   actor $1186 in_car $1185 
004D: jump_if_false @BUS_5935 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false @BUS_5921 
00D6: if 
0038:   $1187 == 1 // integer values 
004D: jump_if_false @BUS_4858 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1204 $1214 radius 3.0 3.0 
004D: jump_if_false @BUS_4858 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_4858
00D6: if 
0038:   $1187 == 2 // integer values 
004D: jump_if_false @BUS_4924 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1205 $1215 radius 3.0 3.0 
004D: jump_if_false @BUS_4924 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_4924
00D6: if 
0038:   $1187 == 3 // integer values 
004D: jump_if_false @BUS_4990 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1206 $1216 radius 3.0 3.0 
004D: jump_if_false @BUS_4990 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_4990
00D6: if 
0038:   $1187 == 4 // integer values 
004D: jump_if_false @BUS_5056 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1207 $1217 radius 3.0 3.0 
004D: jump_if_false @BUS_5056 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5056
00D6: if 
0038:   $1187 == 5 // integer values 
004D: jump_if_false @BUS_5122 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1208 $1218 radius 3.0 3.0 
004D: jump_if_false @BUS_5122 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5122
00D6: if 
0038:   $1187 == 6 // integer values 
004D: jump_if_false @BUS_5188 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1209 $1219 radius 3.0 3.0 
004D: jump_if_false @BUS_5188 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5188
00D6: if 
0038:   $1187 == 7 // integer values 
004D: jump_if_false @BUS_5254 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1210 $1220 radius 3.0 3.0 
004D: jump_if_false @BUS_5254 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5254
00D6: if 
0038:   $1187 == 8 // integer values 
004D: jump_if_false @BUS_5320 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1211 $1221 radius 3.0 3.0 
004D: jump_if_false @BUS_5320 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5320
00D6: if 
0038:   $1187 == 9 // integer values 
004D: jump_if_false @BUS_5386 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1212 $1222 radius 3.0 3.0 
004D: jump_if_false @BUS_5386 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5386
00D6: if 
0038:   $1187 == 10 // integer values 
004D: jump_if_false @BUS_5452 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1213 $1223 radius 3.0 3.0 
004D: jump_if_false @BUS_5452 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5452
00D6: if 
0038:   $1187 == 11 // integer values 
004D: jump_if_false @BUS_5518 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1234 $1241 radius 3.0 3.0 
004D: jump_if_false @BUS_5518 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5518
00D6: if 
0038:   $1187 == 12 // integer values 
004D: jump_if_false @BUS_5584 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1235 $1242 radius 3.0 3.0 
004D: jump_if_false @BUS_5584 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5584
00D6: if 
0038:   $1187 == 13 // integer values 
004D: jump_if_false @BUS_5650 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1236 $1243 radius 3.0 3.0 
004D: jump_if_false @BUS_5650 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5650
00D6: if 
0038:   $1187 == 14 // integer values 
004D: jump_if_false @BUS_5716 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1237 $1244 radius 3.0 3.0 
004D: jump_if_false @BUS_5716 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5716
00D6: if 
0038:   $1187 == 15 // integer values 
004D: jump_if_false @BUS_5782 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1238 $1245 radius 3.0 3.0 
004D: jump_if_false @BUS_5782 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5782
00D6: if 
0038:   $1187 == 16 // integer values 
004D: jump_if_false @BUS_5848 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1239 $1246 radius 3.0 3.0 
004D: jump_if_false @BUS_5848 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5848
00D6: if 
0038:   $1187 == 17 // integer values 
004D: jump_if_false @BUS_5914 
00D6: if 
01AD:   car $1185 sphere 0 near_point $1240 $1247 radius 3.0 3.0 
004D: jump_if_false @BUS_5914 
0050: gosub @BUS_5986 
0002: jump @BUS_3997 

:BUS_5914
0002: jump @BUS_5928 

:BUS_5921
0050: gosub @BUS_7126 

:BUS_5928
0002: jump @BUS_5942 

:BUS_5935
0050: gosub @BUS_7126 

:BUS_5942
0002: jump @BUS_5956 

:BUS_5949
0050: gosub @BUS_7126 

:BUS_5956
0002: jump @BUS_5970 

:BUS_5963
0050: gosub @BUS_7126 

:BUS_5970
0002: jump @BUS_5984 

:BUS_5977
0050: gosub @BUS_7126 

:BUS_5984
0051: return 

:BUS_5986
00AD: set_car $1185 max_speed_to 0.0 
0008: $1187 += 1 // integer values 
0561: $1189 = create_random_ped_in_vehicle $1185 passengerseat 1 
00D6: if 
8118:   not actor $1189 dead 
004D: jump_if_false @BUS_6037 
01D3: actor $1189 leave_car $1185 

:BUS_6037
0001: wait 4700 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUS_6232 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_6191 
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_6184 
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -20.0 0.0 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false @BUS_6184 
0002: jump @BUS_7016 

:BUS_6184
0002: jump @BUS_6198 

:BUS_6191
0002: jump @BUS_7016 

:BUS_6198
00D6: if 
8118:   not actor $1189 dead 
004D: jump_if_false @BUS_6225 
0211: actor $1189 walk_to $1202 $1203 

:BUS_6225
0002: jump @BUS_6239 

:BUS_6232
0002: jump @BUS_7016 

:BUS_6239
0001: wait 1300 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUS_6441 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_6403 
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_6396 
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -10.0 0.0 
0561: $1190 = create_random_ped_in_vehicle $1185 passengerseat 2 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false @BUS_6396 
0002: jump @BUS_7016 

:BUS_6396
0002: jump @BUS_6410 

:BUS_6403
0002: jump @BUS_7016 

:BUS_6410
00D6: if 
8118:   not actor $1190 dead 
004D: jump_if_false @BUS_6434 
01D3: actor $1190 leave_car $1185 

:BUS_6434
0002: jump @BUS_6448 

:BUS_6441
0002: jump @BUS_7016 

:BUS_6448
0001: wait 4700 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUS_6505 
00D6: if 
8118:   not actor $1190 dead 
004D: jump_if_false @BUS_6498 
0211: actor $1190 walk_to $1202 $1203 

:BUS_6498
0002: jump @BUS_6512 

:BUS_6505
0002: jump @BUS_7016 

:BUS_6512
0001: wait 1300 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUS_6685 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_6647 
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_6640 
0561: $1191 = create_random_ped_in_vehicle $1185 passengerseat 3 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false @BUS_6640 
0002: jump @BUS_7016 

:BUS_6640
0002: jump @BUS_6654 

:BUS_6647
0002: jump @BUS_7016 

:BUS_6654
00D6: if 
8118:   not actor $1191 dead 
004D: jump_if_false @BUS_6678 
01D3: actor $1191 leave_car $1185 

:BUS_6678
0002: jump @BUS_6692 

:BUS_6685
0002: jump @BUS_7016 

:BUS_6692
0001: wait 4700 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUS_6858 
00D6: if 
8118:   not actor $1191 dead 
004D: jump_if_false @BUS_6742 
0211: actor $1191 walk_to $1202 $1203 

:BUS_6742
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_6844 
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_6837 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false @BUS_6837 
0002: jump @BUS_7016 

:BUS_6837
0002: jump @BUS_6851 

:BUS_6844
0002: jump @BUS_7016 

:BUS_6851
0002: jump @BUS_6865 

:BUS_6858
0002: jump @BUS_7016 

:BUS_6865
0001: wait 3300 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUS_7004 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_6990 
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_6983 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false @BUS_6983 
0002: jump @BUS_7016 

:BUS_6983
0002: jump @BUS_6997 

:BUS_6990
0002: jump @BUS_7016 

:BUS_6997
0002: jump @BUS_7011 

:BUS_7004
0002: jump @BUS_7016 

:BUS_7011
0001: wait 5000 ms 

:BUS_7016
00D6: if 
0038:   $1183 == 1 // integer values 
004D: jump_if_false @BUS_7059 
00D6: if 
0018:   $1187 > 17 // integer values 
004D: jump_if_false @BUS_7059 
0004: $1187 = 1 // integer values 

:BUS_7059
00D6: if 
0038:   $1183 == 2 // integer values 
004D: jump_if_false @BUS_7102 
00D6: if 
0018:   $1187 > 13 // integer values 
004D: jump_if_false @BUS_7102 
0004: $1187 = 1 // integer values 

:BUS_7102
01C2: remove_references_to_actor $1189 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1190 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1191 // Like turning an actor into a random pedestrian 
0004: $1193 = 0 // integer values 
0051: return 

:BUS_7126
00D6: if 
8119:   not car $1185 wrecked 
004D: jump_if_false @BUS_7194 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUS_7194 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $1185 
004D: jump_if_false @BUS_7194 
00AE: set_vehicle $1185 traffic_behavior_to 2 
00AD: set_car $1185 max_speed_to 15.0 

:BUS_7194
01C3: remove_references_to_car $1185 
01C2: remove_references_to_actor $1186 // Like turning an actor into a random pedestrian 
0249: release_model #COACH 
01C2: remove_references_to_actor $1189 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1190 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1191 // Like turning an actor into a random pedestrian 
0004: $1184 = 0 // integer values 
0051: return 

:CARGEN
03A4: name_thread 'CARGEN' 
0111: set_wasted_busted_check_to 0 

:CARGEN_14
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARGEN_1829 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @CARGEN_1829 
00D6: if 
0057:   player $PLAYER_CHAR 0 369.7 1207.3 24.5 372.2 1212.8 28.5 
004D: jump_if_false @CARGEN_114 
0004: $1264 = 4 // integer values 

:CARGEN_114
00D6: if 
0057:   player $PLAYER_CHAR 0 301.9 1152.3 16.1 342.4 1259.4 22.0 
004D: jump_if_false @CARGEN_404 
00D6: if 
0038:   $1259 == 0 // integer values 
004D: jump_if_false @CARGEN_194 
0050: gosub @CARGEN_2607 
0004: $1259 = 1 // integer values 

:CARGEN_194
00D6: if 
0038:   $1260 == 0 // integer values 
004D: jump_if_false @CARGEN_226 
0050: gosub @CARGEN_2719 
0004: $1260 = 1 // integer values 

:CARGEN_226
00D6: if 
0038:   $1261 == 1 // integer values 
004D: jump_if_false @CARGEN_283 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
0004: $1261 = 0 // integer values 

:CARGEN_283
00D6: if 
0038:   $1262 == 1 // integer values 
004D: jump_if_false @CARGEN_340 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
0004: $1262 = 0 // integer values 

:CARGEN_340
00D6: if 
0038:   $1263 == 1 // integer values 
004D: jump_if_false @CARGEN_397 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1263 = 0 // integer values 

:CARGEN_397
0004: $1264 = 1 // integer values 

:CARGEN_404
00D6: if 
0018:   $1264 > 0 // integer values 
004D: jump_if_false @CARGEN_687 
00D6: if 
0057:   player $PLAYER_CHAR 0 341.3 1258.9 19.1 367.2 1152.6 23.8 
004D: jump_if_false @CARGEN_687 
00D6: if 
0038:   $1259 == 0 // integer values 
004D: jump_if_false @CARGEN_502 
0050: gosub @CARGEN_2607 
0004: $1259 = 1 // integer values 

:CARGEN_502
00D6: if 
0038:   $1260 == 0 // integer values 
004D: jump_if_false @CARGEN_534 
0050: gosub @CARGEN_2719 
0004: $1260 = 1 // integer values 

:CARGEN_534
00D6: if 
0038:   $1261 == 0 // integer values 
004D: jump_if_false @CARGEN_566 
0050: gosub @CARGEN_2853 
0004: $1261 = 1 // integer values 

:CARGEN_566
00D6: if 
0038:   $1262 == 1 // integer values 
004D: jump_if_false @CARGEN_623 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
0004: $1262 = 0 // integer values 

:CARGEN_623
00D6: if 
0038:   $1263 == 1 // integer values 
004D: jump_if_false @CARGEN_680 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1263 = 0 // integer values 

:CARGEN_680
0004: $1264 = 2 // integer values 

:CARGEN_687
00D6: if 
0018:   $1264 > 1 // integer values 
004D: jump_if_false @CARGEN_970 
00D6: if 
0057:   player $PLAYER_CHAR 0 342.4 1259.1 21.5 302.5 1153.3 26.0 
004D: jump_if_false @CARGEN_970 
00D6: if 
0038:   $1259 == 1 // integer values 
004D: jump_if_false @CARGEN_810 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
0004: $1259 = 0 // integer values 

:CARGEN_810
00D6: if 
0038:   $1260 == 0 // integer values 
004D: jump_if_false @CARGEN_842 
0050: gosub @CARGEN_2719 
0004: $1260 = 1 // integer values 

:CARGEN_842
00D6: if 
0038:   $1261 == 0 // integer values 
004D: jump_if_false @CARGEN_874 
0050: gosub @CARGEN_2853 
0004: $1261 = 1 // integer values 

:CARGEN_874
00D6: if 
0038:   $1262 == 0 // integer values 
004D: jump_if_false @CARGEN_906 
0050: gosub @CARGEN_2987 
0004: $1262 = 1 // integer values 

:CARGEN_906
00D6: if 
0038:   $1263 == 1 // integer values 
004D: jump_if_false @CARGEN_963 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1263 = 0 // integer values 

:CARGEN_963
0004: $1264 = 3 // integer values 

:CARGEN_970
00D6: if 
0018:   $1264 > 2 // integer values 
004D: jump_if_false @CARGEN_1253 
00D6: if 
0057:   player $PLAYER_CHAR 0 342.4 1153.3 23.8 372.3 1259.1 28.9 
004D: jump_if_false @CARGEN_1253 
00D6: if 
0038:   $1259 == 1 // integer values 
004D: jump_if_false @CARGEN_1093 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
0004: $1259 = 0 // integer values 

:CARGEN_1093
00D6: if 
0038:   $1260 == 1 // integer values 
004D: jump_if_false @CARGEN_1150 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
0004: $1260 = 0 // integer values 

:CARGEN_1150
00D6: if 
0038:   $1261 == 0 // integer values 
004D: jump_if_false @CARGEN_1182 
0050: gosub @CARGEN_2853 
0004: $1261 = 1 // integer values 

:CARGEN_1182
00D6: if 
0038:   $1262 == 0 // integer values 
004D: jump_if_false @CARGEN_1214 
0050: gosub @CARGEN_2987 
0004: $1262 = 1 // integer values 

:CARGEN_1214
00D6: if 
0038:   $1263 == 0 // integer values 
004D: jump_if_false @CARGEN_1246 
0050: gosub @CARGEN_3099 
0004: $1263 = 1 // integer values 

:CARGEN_1246
0004: $1264 = 4 // integer values 

:CARGEN_1253
00D6: if 
0018:   $1264 > 3 // integer values 
004D: jump_if_false @CARGEN_1561 
00D6: if 
0057:   player $PLAYER_CHAR 0 302.1 1151.5 32.0 342.7 1259.4 26.5 
004D: jump_if_false @CARGEN_1561 
00D6: if 
0038:   $1259 == 1 // integer values 
004D: jump_if_false @CARGEN_1376 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
0004: $1259 = 0 // integer values 

:CARGEN_1376
00D6: if 
0038:   $1260 == 1 // integer values 
004D: jump_if_false @CARGEN_1433 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
0004: $1260 = 0 // integer values 

:CARGEN_1433
00D6: if 
0038:   $1261 == 1 // integer values 
004D: jump_if_false @CARGEN_1490 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
0004: $1261 = 0 // integer values 

:CARGEN_1490
00D6: if 
0038:   $1262 == 0 // integer values 
004D: jump_if_false @CARGEN_1522 
0050: gosub @CARGEN_2987 
0004: $1262 = 1 // integer values 

:CARGEN_1522
00D6: if 
0038:   $1263 == 0 // integer values 
004D: jump_if_false @CARGEN_1554 
0050: gosub @CARGEN_3099 
0004: $1263 = 1 // integer values 

:CARGEN_1554
0004: $1264 = 5 // integer values 

:CARGEN_1561
00D6: if 
0018:   $1264 > 0 // integer values 
004D: jump_if_false @CARGEN_1829 
00D6: if 
8057:   not player $PLAYER_CHAR 0 301.9 1152.3 16.1 372.3 1258.4 32.6 
004D: jump_if_false @CARGEN_1829 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1259 = 0 // integer values 
0004: $1260 = 0 // integer values 
0004: $1261 = 0 // integer values 
0004: $1262 = 0 // integer values 
0004: $1263 = 0 // integer values 
0004: $1264 = 0 // integer values 

:CARGEN_1829
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARGEN_2598 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @CARGEN_2598 
00D6: if 
0057:   player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
004D: jump_if_false @CARGEN_2045 
00D6: if 
0038:   $1255 == 0 // integer values 
004D: jump_if_false @CARGEN_1949 
0050: gosub @CARGEN_3211 
0004: $1255 = 1 // integer values 

:CARGEN_1949
00D6: if 
0038:   $1256 == 0 // integer values 
004D: jump_if_false @CARGEN_1981 
0050: gosub @CARGEN_3345 
0004: $1256 = 1 // integer values 

:CARGEN_1981
00D6: if 
0038:   $1257 == 1 // integer values 
004D: jump_if_false @CARGEN_2038 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
0004: $1257 = 0 // integer values 

:CARGEN_2038
0004: $1258 = 1 // integer values 

:CARGEN_2045
00D6: if 
0018:   $1258 > 0 // integer values 
004D: jump_if_false @CARGEN_2214 
00D6: if 
0057:   player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
004D: jump_if_false @CARGEN_2214 
00D6: if 
0038:   $1255 == 0 // integer values 
004D: jump_if_false @CARGEN_2143 
0050: gosub @CARGEN_3211 
0004: $1255 = 1 // integer values 

:CARGEN_2143
00D6: if 
0038:   $1256 == 0 // integer values 
004D: jump_if_false @CARGEN_2175 
0050: gosub @CARGEN_3345 
0004: $1256 = 1 // integer values 

:CARGEN_2175
00D6: if 
0038:   $1257 == 0 // integer values 
004D: jump_if_false @CARGEN_2207 
0050: gosub @CARGEN_3479 
0004: $1257 = 1 // integer values 

:CARGEN_2207
0004: $1258 = 2 // integer values 

:CARGEN_2214
00D6: if 
0018:   $1258 > 1 // integer values 
004D: jump_if_false @CARGEN_2408 
00D6: if 
0057:   player $PLAYER_CHAR 0 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
004D: jump_if_false @CARGEN_2408 
00D6: if 
0038:   $1255 == 1 // integer values 
004D: jump_if_false @CARGEN_2337 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
0004: $1255 = 0 // integer values 

:CARGEN_2337
00D6: if 
0038:   $1256 == 0 // integer values 
004D: jump_if_false @CARGEN_2369 
0050: gosub @CARGEN_3345 
0004: $1256 = 1 // integer values 

:CARGEN_2369
00D6: if 
0038:   $1257 == 0 // integer values 
004D: jump_if_false @CARGEN_2401 
0050: gosub @CARGEN_3479 
0004: $1257 = 1 // integer values 

:CARGEN_2401
0004: $1258 = 3 // integer values 

:CARGEN_2408
00D6: if 
0018:   $1258 > 0 // integer values 
004D: jump_if_false @CARGEN_2598 
00D6: if 
8057:   not player $PLAYER_CHAR 0 158.3 -1239.3 2.1 104.5 -1142.1 36.8 
004D: jump_if_false @CARGEN_2598 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
0004: $1255 = 0 // integer values 
0004: $1256 = 0 // integer values 
0004: $1257 = 0 // integer values 
0004: $1258 = 0 // integer values 

:CARGEN_2598
0002: jump @CARGEN_14 
004E: end_thread 

:CARGEN_2607
03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2 
03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9 
03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8 
03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1 
03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4 
0051: return 

:CARGEN_2719
03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2 
03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7 
03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7 
03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5 
03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5 
03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6 
0051: return 

:CARGEN_2853
03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4 
03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2 
03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6 
03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0 
03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6 
03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3 
0051: return 

:CARGEN_2987
03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0 
03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5 
03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2 
03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8 
03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5 
0051: return 

:CARGEN_3099
03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4 
03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7 
03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2 
03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5 
03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9 
0051: return 

:CARGEN_3211
03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6 
03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 0.4 
03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9 
03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3 
0051: return 

:CARGEN_3345
03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1 
03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3 
03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6 
03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 0.1 
03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0 
03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0 
0051: return 

:CARGEN_3479
03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6 
03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4 
03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6 
03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0 
03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5 
03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5 
0051: return 

:PICKUPS
03A4: name_thread 'PICKUPS' 
0111: set_wasted_busted_check_to 0 
0001: wait 100 ms 
004F: create_thread @PACKAGE  

:PICKUPS_26
0001: wait 0 ms 
0008: $1333 += 1 // integer values 
0004: $1334 = 0 // integer values 
00D6: if 
0038:   $1334 == 1 // integer values 
004D: jump_if_false @PICKUPS_458 
029B: $1791 = init_object #ELECTRICGATE at -1114.1 67.0 10.1 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1293 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1294 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1295 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
055B: $1291 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1298 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3 

:PICKUPS_458
00D6: if 
0038:   $1333 == 1 // integer values 
004D: jump_if_false @PICKUPS_1540 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_1540 
00D6: if 
0038:   $1088 == 1 // integer values 
004D: jump_if_false @PICKUPS_822 
00D6: if 
0038:   $1332 == 0 // integer values 
004D: jump_if_false @PICKUPS_815 
00D6: if 
0038:   $273 == 1 // integer values 
004D: jump_if_false @PICKUPS_568 
029B: $1325 = init_object #MONEYBAG at 228.934 -1269.593 20.228 

:PICKUPS_568
00D6: if 
0038:   $255 == 1 // integer values 
004D: jump_if_false @PICKUPS_608 
029B: $1326 = init_object #BOOMSHINE at 228.934 -1269.593 20.228 

:PICKUPS_608
00D6: if 
0038:   $251 == 1 // integer values 
004D: jump_if_false @PICKUPS_648 
029B: $1327 = init_object #MASK at 228.934 -1269.593 20.228 

:PICKUPS_648
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 1 // integer values 
004D: jump_if_false @PICKUPS_688 
029B: $1328 = init_object #COKE_VOODOO at 228.934 -1269.593 20.228 

:PICKUPS_688
00D6: if 
0038:   $249 == 1 // integer values 
004D: jump_if_false @PICKUPS_728 
029B: $1329 = init_object #TROPHY1 at 228.934 -1269.593 20.228 

:PICKUPS_728
00D6: if 
0038:   $PASSED_LAW1_THE_PARTY == 1 // integer values 
004D: jump_if_false @PICKUPS_768 
029B: $1330 = init_object #SUTIBAG at 228.934 -1269.593 20.228 

:PICKUPS_768
00D6: if 
0038:   $260 == 1 // integer values 
004D: jump_if_false @PICKUPS_808 
029B: $1331 = init_object #PORNPOSTERS at 228.934 -1269.593 20.228 

:PICKUPS_808
0004: $1332 = 1 // integer values 

:PICKUPS_815
0002: jump @PICKUPS_882 

:PICKUPS_822
00D6: if 
0038:   $1332 == 1 // integer values 
004D: jump_if_false @PICKUPS_882 
0108: destroy_object $1325 
0108: destroy_object $1326 
0108: destroy_object $1327 
0108: destroy_object $1328 
0108: destroy_object $1329 
0108: destroy_object $1330 
0108: destroy_object $1331 
0004: $1332 = 0 // integer values 

:PICKUPS_882
00D6: if 
0038:   $991 == 1 // integer values 
004D: jump_if_false @PICKUPS_1445 
00D6: if 
0038:   $1336 == 0 // integer values 
004D: jump_if_false @PICKUPS_1438 
00D6: if 
0038:   $266 == 0 // integer values 
004D: jump_if_false @PICKUPS_965 
029B: $1349 = init_object #FRAME1 at -378.394 -583.35 27.078 
0002: jump @PICKUPS_987 

:PICKUPS_965
029B: $1350 = init_object #FRAME1DAMAGED at -378.374 -583.35 27.078 

:PICKUPS_987
00D6: if 
0038:   $1311 == 1 // integer values 
004D: jump_if_false @PICKUPS_1027 
029B: $1337 = init_object #FLAME_TINS at -373.306 -593.374 25.369 

:PICKUPS_1027
00D6: if 
0038:   $1598 == 1 // integer values 
004D: jump_if_false @PICKUPS_1103 
00D6: if 
0038:   $55 == 1 // integer values 
004D: jump_if_false @PICKUPS_1103 
00D6: if 
0038:   $1597 == 1 // integer values 
004D: jump_if_false @PICKUPS_1103 
029B: $1338 = init_object #TROPHIES at -408.907 -560.001 20.23 

:PICKUPS_1103
00D6: if 
0038:   $245 == 1 // integer values 
004D: jump_if_false @PICKUPS_1143 
029B: $1339 = init_object #HELI_BOX at -401.955 -566.672 19.234 

:PICKUPS_1143
00D6: if 
0038:   $389 == 1 // integer values 
004D: jump_if_false @PICKUPS_1183 
029B: $1347 = init_object #PIZZA_BOX1 at -406.211 -559.996 18.654 

:PICKUPS_1183
00D6: if 
0038:   $260 == 1 // integer values 
004D: jump_if_false @PICKUPS_1311 
029B: $1345 = init_object #PIZZA_MESS at -383.088 -556.169 18.95 
029B: $1346 = init_object #PIZZA_MESS2 at -385.024 -570.197 21.58 
029B: $1340 = init_object #MAN_RUBBISH03 at -379.201 -568.813 20.695 
029B: $1343 = init_object #GASH_BAGS1 at -408.239 -563.1 19.054 
029B: $1344 = init_object #GASHBAGS2 at -383.019 -596.235 25.037 

:PICKUPS_1311
00D6: if 
0038:   $259 == 1 // integer values 
004D: jump_if_false @PICKUPS_1351 
029B: $1348 = init_object #POLOROIDS at -374.306 -593.35 26.475 

:PICKUPS_1351
00D6: if 
0038:   $251 == 1 // integer values 
004D: jump_if_false @PICKUPS_1391 
029B: $1342 = init_object #GUN_DOCS at -381.008 -594.382 25.389 

:PICKUPS_1391
00D6: if 
0038:   $246 == 1 // integer values 
004D: jump_if_false @PICKUPS_1431 
029B: $1341 = init_object #SHOVEL at -375.566 -555.54 19.15 

:PICKUPS_1431
0004: $1336 = 1 // integer values 

:PICKUPS_1438
0002: jump @PICKUPS_1540 

:PICKUPS_1445
00D6: if 
0038:   $1336 == 1 // integer values 
004D: jump_if_false @PICKUPS_1540 
0108: destroy_object $1337 
0108: destroy_object $1338 
0108: destroy_object $1339 
0108: destroy_object $1340 
0108: destroy_object $1341 
0108: destroy_object $1342 
0108: destroy_object $1343 
0108: destroy_object $1344 
0108: destroy_object $1345 
0108: destroy_object $1346 
0108: destroy_object $1347 
0108: destroy_object $1348 
0108: destroy_object $1349 
0108: destroy_object $1350 
0004: $1336 = 0 // integer values 

:PICKUPS_1540
00D6: if 
0038:   $1333 == 2 // integer values 
004D: jump_if_false @PICKUPS_1882 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @PICKUPS_1882 
00D6: if 
0038:   $1278 == 1 // integer values 
004D: jump_if_false @PICKUPS_1657 
00D6: if 
0214:   pickup $1297 picked_up 
004D: jump_if_false @PICKUPS_1657 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_1650 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF:  50 

:PICKUPS_1650
0050: gosub @PACKAGE_795 

:PICKUPS_1657
00D6: if 
0214:   pickup $2096 picked_up 
004D: jump_if_false @PICKUPS_1720 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_1713 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY11' 
04CF:  50 

:PICKUPS_1713
0050: gosub @PACKAGE_795 

:PICKUPS_1720
00D6: if 
0038:   $91 == 1 // integer values 
004D: jump_if_false @PICKUPS_1801 
00D6: if 
0214:   pickup $1352 picked_up 
004D: jump_if_false @PICKUPS_1801 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_1794 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY12' 
04CF:  120 

:PICKUPS_1794
0050: gosub @PACKAGE_795 

:PICKUPS_1801
00D6: if 
0038:   $1300 == 1 // integer values 
004D: jump_if_false @PICKUPS_1882 
00D6: if 
0214:   pickup $1298 picked_up 
004D: jump_if_false @PICKUPS_1882 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_1875 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF:  50 

:PICKUPS_1875
0050: gosub @PACKAGE_795 

:PICKUPS_1882
00D6: if 
0038:   $1333 == 3 // integer values 
004D: jump_if_false @PICKUPS_2404 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @PICKUPS_2404 
00D6: if 
0038:   $1277 == 1 // integer values 
004D: jump_if_false @PICKUPS_1999 
00D6: if 
0214:   pickup $1284 picked_up 
004D: jump_if_false @PICKUPS_1999 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_1992 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF:  50 

:PICKUPS_1992
0050: gosub @PACKAGE_795 

:PICKUPS_1999
00D6: if 
0038:   $1265 == 1 // integer values 
004D: jump_if_false @PICKUPS_2080 
00D6: if 
0214:   pickup $1285 picked_up 
004D: jump_if_false @PICKUPS_2080 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2073 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
04CF:  100 

:PICKUPS_2073
0050: gosub @PACKAGE_795 

:PICKUPS_2080
00D6: if 
0038:   $1266 == 1 // integer values 
004D: jump_if_false @PICKUPS_2161 
00D6: if 
0214:   pickup $1286 picked_up 
004D: jump_if_false @PICKUPS_2161 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2154 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 
04CF:  80 

:PICKUPS_2154
0050: gosub @PACKAGE_795 

:PICKUPS_2161
00D6: if 
0038:   $1267 == 1 // integer values 
004D: jump_if_false @PICKUPS_2242 
00D6: if 
0214:   pickup $1287 picked_up 
004D: jump_if_false @PICKUPS_2242 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2235 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 
04CF:  40 

:PICKUPS_2235
0050: gosub @PACKAGE_795 

:PICKUPS_2242
00D6: if 
0038:   $1268 == 1 // integer values 
004D: jump_if_false @PICKUPS_2323 
00D6: if 
0214:   pickup $1288 picked_up 
004D: jump_if_false @PICKUPS_2323 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2316 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 
04CF:  70 

:PICKUPS_2316
0050: gosub @PACKAGE_795 

:PICKUPS_2323
00D6: if 
0038:   $1269 == 1 // integer values 
004D: jump_if_false @PICKUPS_2404 
00D6: if 
0214:   pickup $1289 picked_up 
004D: jump_if_false @PICKUPS_2404 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2397 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
04CF:  90 

:PICKUPS_2397
0050: gosub @PACKAGE_795 

:PICKUPS_2404
00D6: if 
0038:   $1333 == 4 // integer values 
004D: jump_if_false @PICKUPS_2764 
00D6: if 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @PICKUPS_2764 
00D6: if 
0038:   $1270 == 1 // integer values 
004D: jump_if_false @PICKUPS_2521 
00D6: if 
0214:   pickup $1290 picked_up 
004D: jump_if_false @PICKUPS_2521 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2514 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 
04CF:  120 

:PICKUPS_2514
0050: gosub @PACKAGE_795 

:PICKUPS_2521
00D6: if 
0038:   $1271 == 1 // integer values 
004D: jump_if_false @PICKUPS_2602 
00D6: if 
0214:   pickup $1291 picked_up 
004D: jump_if_false @PICKUPS_2602 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2595 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER9' 
04CF:  30 

:PICKUPS_2595
0050: gosub @PACKAGE_795 

:PICKUPS_2602
00D6: if 
0038:   $1272 == 1 // integer values 
004D: jump_if_false @PICKUPS_2683 
00D6: if 
0214:   pickup $1292 picked_up 
004D: jump_if_false @PICKUPS_2683 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2676 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY10' 
04CF:  100 

:PICKUPS_2676
0050: gosub @PACKAGE_795 

:PICKUPS_2683
00D6: if 
0038:   $1276 == 1 // integer values 
004D: jump_if_false @PICKUPS_2764 
00D6: if 
0214:   pickup $1296 picked_up 
004D: jump_if_false @PICKUPS_2764 
0050: gosub @PACKAGE_673 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_2757 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 
04CF:  120 

:PICKUPS_2757
0050: gosub @PACKAGE_795 

:PICKUPS_2764
00D6: if 
0038:   $1333 == 5 // integer values 
004D: jump_if_false @PICKUPS_3215 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_3215 
00D6: if 
0038:   $PASSED_ASS1_RUB_OUT == 1 // integer values 
004D: jump_if_false @PICKUPS_3215 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @PICKUPS_3183 
00D6: if 
0038:   $1315 == 0 // integer values 
004D: jump_if_false @PICKUPS_3176 
00D6: if 
0038:   $1309 == 1 // integer values 
004D: jump_if_false @PICKUPS_2900 
0213: $1318 = create_pickup #BODYARMOUR type 15 at -314.7 -551.2 10.3 

:PICKUPS_2900
00D6: if 
0038:   $1310 == 1 // integer values 
004D: jump_if_false @PICKUPS_2943 
0213: $1319 = create_pickup #CHNSAW type 15 at -310.7 -551.2 10.3 

:PICKUPS_2943
00D6: if 
0038:   $1308 == 1 // integer values 
004D: jump_if_false @PICKUPS_2988 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 50000 at -306.7 -551.2 10.3 

:PICKUPS_2988
00D6: if 
0038:   $1311 == 1 // integer values 
004D: jump_if_false @PICKUPS_3033 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 50000 at -302.7 -551.2 10.3 

:PICKUPS_3033
00D6: if 
0038:   $1312 == 1 // integer values 
004D: jump_if_false @PICKUPS_3078 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 50000 at -298.7 -551.2 10.3 

:PICKUPS_3078
00D6: if 
0038:   $1313 == 1 // integer values 
004D: jump_if_false @PICKUPS_3124 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 50000 at -294.7 -551.2 10.3 

:PICKUPS_3124
00D6: if 
0038:   $1314 == 1 // integer values 
004D: jump_if_false @PICKUPS_3169 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 50000 at -290.7 -551.2 10.3 

:PICKUPS_3169
0004: $1315 = 1 // integer values 

:PICKUPS_3176
0002: jump @PICKUPS_3215 

:PICKUPS_3183
00D6: if 
0038:   $1315 == 1 // integer values 
004D: jump_if_false @PICKUPS_3215 
0050: gosub @PACKAGE_636 
0004: $1315 = 0 // integer values 

:PICKUPS_3215
00D6: if 
0038:   $1333 == 6 // integer values 
004D: jump_if_false @PICKUPS_3666 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_3666 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @PICKUPS_3634 
00D6: if 
0038:   $1088 == 1 // integer values 
004D: jump_if_false @PICKUPS_3627 
00D6: if 
0038:   $1316 == 0 // integer values 
004D: jump_if_false @PICKUPS_3627 
00D6: if 
0038:   $1309 == 1 // integer values 
004D: jump_if_false @PICKUPS_3351 
0213: $1318 = create_pickup #BODYARMOUR type 15 at 214.2 -1275.7 19.2 

:PICKUPS_3351
00D6: if 
0038:   $1310 == 1 // integer values 
004D: jump_if_false @PICKUPS_3394 
0213: $1319 = create_pickup #CHNSAW type 15 at 210.2 -1274.7 19.2 

:PICKUPS_3394
00D6: if 
0038:   $1308 == 1 // integer values 
004D: jump_if_false @PICKUPS_3439 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 50000 at 206.2 -1273.7 19.2 

:PICKUPS_3439
00D6: if 
0038:   $1311 == 1 // integer values 
004D: jump_if_false @PICKUPS_3484 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 50000 at 224.2 -1273.1 19.2 

:PICKUPS_3484
00D6: if 
0038:   $1312 == 1 // integer values 
004D: jump_if_false @PICKUPS_3529 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 50000 at 228.2 -1279.2 19.2 

:PICKUPS_3529
00D6: if 
0038:   $1313 == 1 // integer values 
004D: jump_if_false @PICKUPS_3575 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 50000 at 226.0 -1268.6 20.1 

:PICKUPS_3575
00D6: if 
0038:   $1314 == 1 // integer values 
004D: jump_if_false @PICKUPS_3620 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 50000 at 231.7 -1264.4 20.1 

:PICKUPS_3620
0004: $1316 = 1 // integer values 

:PICKUPS_3627
0002: jump @PICKUPS_3666 

:PICKUPS_3634
00D6: if 
0038:   $1316 == 1 // integer values 
004D: jump_if_false @PICKUPS_3666 
0050: gosub @PACKAGE_636 
0004: $1316 = 0 // integer values 

:PICKUPS_3666
00D6: if 
0038:   $1333 == 7 // integer values 
004D: jump_if_false @PICKUPS_4117 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_4117 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @PICKUPS_4085 
00D6: if 
0038:   $1795 == 1 // integer values 
004D: jump_if_false @PICKUPS_4078 
00D6: if 
0038:   $1317 == 0 // integer values 
004D: jump_if_false @PICKUPS_4078 
00D6: if 
0038:   $1309 == 1 // integer values 
004D: jump_if_false @PICKUPS_3802 
0213: $1318 = create_pickup #BODYARMOUR type 15 at -813.1 1344.7 66.4 

:PICKUPS_3802
00D6: if 
0038:   $1310 == 1 // integer values 
004D: jump_if_false @PICKUPS_3845 
0213: $1319 = create_pickup #CHNSAW type 15 at -817.1 1344.7 66.4 

:PICKUPS_3845
00D6: if 
0038:   $1308 == 1 // integer values 
004D: jump_if_false @PICKUPS_3890 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 50000 at -821.1 1344.7 66.4 

:PICKUPS_3890
00D6: if 
0038:   $1311 == 1 // integer values 
004D: jump_if_false @PICKUPS_3935 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 50000 at -825.1 1344.7 66.4 

:PICKUPS_3935
00D6: if 
0038:   $1312 == 1 // integer values 
004D: jump_if_false @PICKUPS_3980 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 50000 at -830.1 1344.7 66.4 

:PICKUPS_3980
00D6: if 
0038:   $1313 == 1 // integer values 
004D: jump_if_false @PICKUPS_4026 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 50000 at -833.1 1344.7 66.4 

:PICKUPS_4026
00D6: if 
0038:   $1314 == 1 // integer values 
004D: jump_if_false @PICKUPS_4071 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 50000 at -839.0 1351.6 66.4 

:PICKUPS_4071
0004: $1317 = 1 // integer values 

:PICKUPS_4078
0002: jump @PICKUPS_4117 

:PICKUPS_4085
00D6: if 
0038:   $1317 == 1 // integer values 
004D: jump_if_false @PICKUPS_4117 
0050: gosub @PACKAGE_636 
0004: $1317 = 0 // integer values 

:PICKUPS_4117
00D6: if 
0038:   $1333 == 8 // integer values 
004D: jump_if_false @PICKUPS_4445 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_4299 
00D6: if 
0038:   $260 == 1 // integer values 
004D: jump_if_false @PICKUPS_4299 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @PICKUPS_4299 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PICKUPS_4223 
0050: gosub @PACKAGE_953 
0002: jump @PICKUPS_4246 

:PICKUPS_4223
00D6: if 
044A:   player $PLAYER_CHAR on_foot 
004D: jump_if_false @PICKUPS_4246 
0050: gosub @PACKAGE_953 

:PICKUPS_4246
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PICKUPS_4276 
0050: gosub @PACKAGE_1097 
0002: jump @PICKUPS_4299 

:PICKUPS_4276
00D6: if 
044A:   player $PLAYER_CHAR on_foot 
004D: jump_if_false @PICKUPS_4299 
0050: gosub @PACKAGE_1097 

:PICKUPS_4299
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_4445 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @PICKUPS_4445 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PICKUPS_4369 
0050: gosub @PACKAGE_1529 
0002: jump @PICKUPS_4392 

:PICKUPS_4369
00D6: if 
044A:   player $PLAYER_CHAR on_foot 
004D: jump_if_false @PICKUPS_4392 
0050: gosub @PACKAGE_1529 

:PICKUPS_4392
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PICKUPS_4422 
0050: gosub @PACKAGE_1673 
0002: jump @PICKUPS_4445 

:PICKUPS_4422
00D6: if 
044A:   player $PLAYER_CHAR on_foot 
004D: jump_if_false @PICKUPS_4445 
0050: gosub @PACKAGE_1673 

:PICKUPS_4445
00D6: if 
0038:   $1333 == 9 // integer values 
004D: jump_if_false @PICKUPS_4627 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PICKUPS_4627 
00D6: if 
0038:   $1795 == 1 // integer values 
004D: jump_if_false @PICKUPS_4627 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @PICKUPS_4627 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PICKUPS_4551 
0050: gosub @PACKAGE_1241 
0002: jump @PICKUPS_4574 

:PICKUPS_4551
00D6: if 
044A:   player $PLAYER_CHAR on_foot 
004D: jump_if_false @PICKUPS_4574 
0050: gosub @PACKAGE_1241 

:PICKUPS_4574
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PICKUPS_4604 
0050: gosub @PACKAGE_1385 
0002: jump @PICKUPS_4627 

:PICKUPS_4604
00D6: if 
044A:   player $PLAYER_CHAR on_foot 
004D: jump_if_false @PICKUPS_4627 
0050: gosub @PACKAGE_1385 

:PICKUPS_4627
00D6: if 
0018:   $1333 > 9 // integer values 
004D: jump_if_false @PICKUPS_4652 
0004: $1333 = 0 // integer values 

:PICKUPS_4652
0002: jump @PICKUPS_26 
004E: end_thread 

:CLOTH1
03A4: name_thread 'CLOTH1' 
0001: wait 5000 ms 
03E5: text_box 'CLOTH2'  // Street outfit delivered to Safehouses.
0001: wait 10000 ms 
03E5: text_box 'CLOTH1'  // Soiree outfit delivered to Rafael's on Ocean Beach.
004E: end_thread 

:CLOTH2
03A4: name_thread 'CLOTH2' 
0001: wait 5000 ms 
03E5: text_box 'HELP25'  // You can now take jobs from Avery Carrington.
0001: wait 10000 ms 
03E5: text_box 'CLOTH3'  // Coveralls outfit delivered to Tooled Up in The North Point Mall.
004E: end_thread 

:CLOTH3
03A4: name_thread 'CLOTH3' 
0001: wait 5000 ms 
03E5: text_box 'CLOTH4'  // Country Club outfit delivered to The Golf Club in Leaf Links.
004E: end_thread 

:CLOTH4
03A4: name_thread 'CLOTH4' 
0001: wait 5000 ms 
03E5: text_box 'CLOTH5'  // Havana outfit delivered to Little Havana Streetwear in Little Havana.
004E: end_thread 

:CLOTH5
03A4: name_thread 'CLOTH5' 
0001: wait 5000 ms 
03E5: text_box 'CLOTH6'  // Cop outfit delivered to Police Station on Washington Beach.
004E: end_thread 

:CLOTH6
03A4: name_thread 'CLOTH6' 
0001: wait 5000 ms 
03E5: text_box 'CLOTH7'  // Casual outfit delivered to Gash in The North Point Mall.
004E: end_thread 

:CLOTH7
03A4: name_thread 'CLOTH7' 
0001: wait 20000 ms 
03E5: text_box 'CLOTH8'  // Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach.
004E: end_thread 

:CLOTH8
03A4: name_thread 'CLOTH8' 
0001: wait 5000 ms 
03E5: text_box 'CLOTH9'  // Tracksuit outfit delivered to Jocksport in Downtown.
004E: end_thread 

:CLOTH9
03A4: name_thread 'CLOTH9' 
0001: wait 5000 ms 
03E5: text_box 'CLOTH10'  // Bank Job outfit delivered to Malibu Club in Vice Point.
004E: end_thread 

:PACKAGE
03A4: name_thread 'PACKAGE' 
0001: wait 500 ms 
03E1: $1306 = packages_found 

:PACKAGE_20
00D6: if 
001A:   10 > $1306 // integer values 
004D: jump_if_false @PACKAGE_55 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_20 

:PACKAGE_55
030C: progress_made += 1 
03E5: text_box 'PICK1'  // Body Armor delivered to Ocean View Hotel!
0004: $1309 = 1 // integer values 

:PACKAGE_76
00D6: if 
001A:   20 > $1306 // integer values 
004D: jump_if_false @PACKAGE_111 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_76 

:PACKAGE_111
030C: progress_made += 1 
03E5: text_box 'PICK3'  // Chainsaw delivered to Ocean View Hotel!
0004: $1310 = 1 // integer values 

:PACKAGE_132
00D6: if 
001A:   30 > $1306 // integer values 
004D: jump_if_false @PACKAGE_167 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_132 

:PACKAGE_167
030C: progress_made += 1 
03E5: text_box 'PICK2'  // .357 delivered to Ocean View Hotel!
0004: $1308 = 1 // integer values 

:PACKAGE_188
00D6: if 
001A:   40 > $1306 // integer values 
004D: jump_if_false @PACKAGE_223 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_188 

:PACKAGE_223
030C: progress_made += 1 
03E5: text_box 'PICK4'  // Flame Thrower delivered to Ocean View Hotel!
0004: $1311 = 1 // integer values 

:PACKAGE_244
00D6: if 
001A:   50 > $1306 // integer values 
004D: jump_if_false @PACKAGE_279 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_244 

:PACKAGE_279
030C: progress_made += 1 
03E5: text_box 'PICK5'  // .308 Sniper delivered to Ocean View Hotel!
0004: $1312 = 1 // integer values 

:PACKAGE_300
00D6: if 
001A:   60 > $1306 // integer values 
004D: jump_if_false @PACKAGE_335 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_300 

:PACKAGE_335
030C: progress_made += 1 
03E5: text_box 'PICK6'  // Minigun delivered to Ocean View Hotel!
0004: $1313 = 1 // integer values 

:PACKAGE_356
00D6: if 
001A:   70 > $1306 // integer values 
004D: jump_if_false @PACKAGE_391 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_356 

:PACKAGE_391
030C: progress_made += 1 
03E5: text_box 'PICK7'  // Rocket Launcher delivered to Ocean View Hotel!
0004: $1314 = 1 // integer values 

:PACKAGE_412
00D6: if 
001A:   80 > $1306 // integer values 
004D: jump_if_false @PACKAGE_447 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_412 

:PACKAGE_447
030C: progress_made += 1 
03E5: text_box 'PICK8'  // Sea Sparrow now available from the Mansion on Starfish Island!

:PACKAGE_468
00D6: if 
001A:   90 > $1306 // integer values 
004D: jump_if_false @PACKAGE_503 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_468 

:PACKAGE_503
030C: progress_made += 1 
03E5: text_box 'PICK9'  // Tank now available from the Army Barracks!

:PACKAGE_524
00D6: if 
001A:   100 > $1306 // integer values 
004D: jump_if_false @PACKAGE_559 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump @PACKAGE_524 

:PACKAGE_559
0001: wait 5000 ms 
030C: progress_made += 1 
00D6: if 
0038:   $2097 == 0 // integer values 
004D: jump_if_false @PACKAGE_617 
03E5: text_box 'PICK10'  // Hunter now available from the Army Barracks!
0004: $2097 = 1 // integer values 
0002: jump @PACKAGE_634 

:PACKAGE_617
03E5: text_box 'APACHE'  // Hunter delivered to helipad in Ocean Beach.

:PACKAGE_634
004E: end_thread 

:PACKAGE_636
0215: destroy_pickup $1318 
0215: destroy_pickup $1319 
0215: destroy_pickup $1320 
0215: destroy_pickup $1321 
0215: destroy_pickup $1322 
0215: destroy_pickup $1323 
0215: destroy_pickup $1324 
0051: return 

:PACKAGE_673
0004: $1180 = 1 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_742 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PACKAGE_711
00D6: if 
016B:   fading 
004D: jump_if_false @PACKAGE_735 
0001: wait 0 ms 
0002: jump @PACKAGE_711 

:PACKAGE_735
0002: jump @PACKAGE_749 

:PACKAGE_742
0004: $1180 = 0 // integer values 

:PACKAGE_749
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_786 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0002: jump @PACKAGE_793 

:PACKAGE_786
0004: $1180 = 0 // integer values 

:PACKAGE_793
0051: return 

:PACKAGE_795
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_944 
038B: load_requested_models 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_834 
0353: refresh_actor $PLAYER_ACTOR 

:PACKAGE_834
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @PACKAGE_864 
0110: clear_player $PLAYER_CHAR wanted_level 

:PACKAGE_864
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $1180 = 0 // integer values 
016A: fade 1 500 ms 
00D6: if 
0038:   $1351 == 0 // integer values 
004D: jump_if_false @PACKAGE_927 
03E5: text_box 'CLT_HL2'  // When a Clothes Pickup is collected, a one star or two star wanted level will be cleared.
0004: $1351 = 1 // integer values 
0002: jump @PACKAGE_937 

:PACKAGE_927
03E5: text_box 'CLOHELP'  // Clean Clothes!!

:PACKAGE_937
0002: jump @PACKAGE_951 

:PACKAGE_944
0004: $1180 = 0 // integer values 

:PACKAGE_951
0051: return 

:PACKAGE_953
00D6: if 
00F5:   player $PLAYER_CHAR 0 -557.1 782.1 21.8 radius 2.5 2.5 2.5 
004D: jump_if_false @PACKAGE_1095 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PACKAGE_1016
00D6: if 
016B:   fading 
004D: jump_if_false @PACKAGE_1040 
0001: wait 0 ms 
0002: jump @PACKAGE_1016 

:PACKAGE_1040
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_1088 
0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1088
016A: fade 1 500 ms 

:PACKAGE_1095
0051: return 

:PACKAGE_1097
00D6: if 
00F5:   player $PLAYER_CHAR 0 -551.8 787.4 97.5 radius 2.5 2.5 2.5 
004D: jump_if_false @PACKAGE_1239 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PACKAGE_1160
00D6: if 
016B:   fading 
004D: jump_if_false @PACKAGE_1184 
0001: wait 0 ms 
0002: jump @PACKAGE_1160 

:PACKAGE_1184
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_1232 
0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1232
016A: fade 1 500 ms 

:PACKAGE_1239
0051: return 

:PACKAGE_1241
00D6: if 
00F5:   player $PLAYER_CHAR 0 -830.9 1312.4 10.5 radius 2.5 2.5 2.5 
004D: jump_if_false @PACKAGE_1383 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PACKAGE_1304
00D6: if 
016B:   fading 
004D: jump_if_false @PACKAGE_1328 
0001: wait 0 ms 
0002: jump @PACKAGE_1304 

:PACKAGE_1328
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_1376 
0055: put_player $PLAYER_CHAR at -815.0 1353.9 65.4 
0171: set_player $PLAYER_CHAR z_angle_to 87.2 
03C8: set_camera_directly_before_player 

:PACKAGE_1376
016A: fade 1 500 ms 

:PACKAGE_1383
0051: return 

:PACKAGE_1385
00D6: if 
00F5:   player $PLAYER_CHAR 0 -811.7 1354.2 66.4 radius 2.5 2.5 2.5 
004D: jump_if_false @PACKAGE_1527 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PACKAGE_1448
00D6: if 
016B:   fading 
004D: jump_if_false @PACKAGE_1472 
0001: wait 0 ms 
0002: jump @PACKAGE_1448 

:PACKAGE_1472
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_1520 
0055: put_player $PLAYER_CHAR at -829.6 1308.8 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 200.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1520
016A: fade 1 500 ms 

:PACKAGE_1527
0051: return 

:PACKAGE_1529
00D6: if 
00F5:   player $PLAYER_CHAR 0 -410.5 1120.9 10.1 radius 2.5 2.5 2.5 
004D: jump_if_false @PACKAGE_1671 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PACKAGE_1592
00D6: if 
016B:   fading 
004D: jump_if_false @PACKAGE_1616 
0001: wait 0 ms 
0002: jump @PACKAGE_1592 

:PACKAGE_1616
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_1664 
0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6 
0171: set_player $PLAYER_CHAR z_angle_to 282.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1664
016A: fade 1 500 ms 

:PACKAGE_1671
0051: return 

:PACKAGE_1673
00D6: if 
00F5:   player $PLAYER_CHAR 0 -451.1 1128.1 55.6 radius 2.5 2.5 2.5 
004D: jump_if_false @PACKAGE_1815 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PACKAGE_1736
00D6: if 
016B:   fading 
004D: jump_if_false @PACKAGE_1760 
0001: wait 0 ms 
0002: jump @PACKAGE_1736 

:PACKAGE_1760
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PACKAGE_1808 
0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 179.6 
03C8: set_camera_directly_before_player 

:PACKAGE_1808
016A: fade 1 500 ms 

:PACKAGE_1815
0051: return 

:JUNKFUD
0004: $1353 = 0 // integer values 
0004: $1354 = 0 // integer values 
0004: $1355 = 0 // integer values 
0004: $1356 = 0 // integer values 
0004: $1357 = 0 // integer values 
0004: $1366 = 0 // integer values 
0004: $1389 = 0 // integer values 
0004: $1390 = 0 // integer values 
0004: $1391 = 0 // integer values 
0004: $1400 = 0 // integer values 
0004: $1372 = 0 // integer values 
0004: $1373 = 0 // integer values 
0004: $1374 = 0 // integer values 
0004: $1375 = 0 // integer values 
0004: $1376 = 0 // integer values 
0004: $1377 = 0 // integer values 
0004: $1378 = 0 // integer values 
0004: $1379 = 0 // integer values 
0004: $1380 = 0 // integer values 
03A4: name_thread 'JUNKFUD' 
0111: set_wasted_busted_check_to 0 
004F: create_thread @FUD  
004E: end_thread 

:FUD
0002: jump @FUD_407 
009A: $1358 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1359 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1360 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1361 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1362 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1363 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1364 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1365 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1382 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1383 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1384 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1385 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1386 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1387 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1388 = create_sphere -903.0 800.3 10.5 1.0 

:FUD_407
03A4: name_thread 'FUD' 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_5282 
0008: $1380 += 1 // integer values 
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 
00D6: if 
0038:   $1380 == 1 // integer values 
004D: jump_if_false @FUD_3328 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @FUD_3321 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @FUD_3307 
00D6: if 
0020:   $1392 > 415.0 // floating-point values 
004D: jump_if_false @FUD_1902 
00D6: if and
0038:   $1353 == 1 // integer values 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @FUD_1500 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_798 
00D6: if and
8118:   not actor $1358 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_786 
00D6: if 
00F6:   player $PLAYER_CHAR 0 445.66 1100.54 18.3 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_724 
00D6: if 
0038:   $1372 == 0 // integer values 
004D: jump_if_false @FUD_717 
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 1 // integer values 
0084: $1369 = $1358 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_717
0002: jump @FUD_779 

:FUD_724
00D6: if 
0038:   $1372 == 1 // integer values 
004D: jump_if_false @FUD_779 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 
0004: $1372 = 0 // integer values 

:FUD_779
0002: jump @FUD_798 

:FUD_786
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 

:FUD_798
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_1032 
00D6: if and
8118:   not actor $1359 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_1020 
00D6: if 
00F6:   player $PLAYER_CHAR 0 436.75 1105.8 18.2 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_958 
00D6: if 
0038:   $1373 == 0 // integer values 
004D: jump_if_false @FUD_951 
0004: $1373 = 1 // integer values 
03BD: destroy_sphere $1382 
0004: $1366 = 2 // integer values 
0084: $1369 = $1359 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_951
0002: jump @FUD_1013 

:FUD_958
00D6: if 
0038:   $1373 == 1 // integer values 
004D: jump_if_false @FUD_1013 
03BD: destroy_sphere $1382 
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 
0004: $1373 = 0 // integer values 

:FUD_1013
0002: jump @FUD_1032 

:FUD_1020
0004: $1373 = 1 // integer values 
03BD: destroy_sphere $1382 

:FUD_1032
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_1266 
00D6: if and
8118:   not actor $1360 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_1254 
00D6: if 
00F6:   player $PLAYER_CHAR 0 434.5 1139.3 18.2 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_1192 
00D6: if 
0038:   $1374 == 0 // integer values 
004D: jump_if_false @FUD_1185 
0004: $1374 = 1 // integer values 
03BD: destroy_sphere $1383 
0004: $1366 = 3 // integer values 
0084: $1369 = $1360 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_1185
0002: jump @FUD_1247 

:FUD_1192
00D6: if 
0038:   $1374 == 1 // integer values 
004D: jump_if_false @FUD_1247 
03BD: destroy_sphere $1383 
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 
0004: $1374 = 0 // integer values 

:FUD_1247
0002: jump @FUD_1266 

:FUD_1254
0004: $1374 = 1 // integer values 
03BD: destroy_sphere $1383 

:FUD_1266
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_1500 
00D6: if and
8118:   not actor $1361 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_1488 
00D6: if 
00F6:   player $PLAYER_CHAR 0 451.24 1146.5 18.24 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_1426 
00D6: if 
0038:   $1375 == 0 // integer values 
004D: jump_if_false @FUD_1419 
0004: $1375 = 1 // integer values 
03BD: destroy_sphere $1384 
0004: $1366 = 4 // integer values 
0084: $1369 = $1361 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_1419
0002: jump @FUD_1481 

:FUD_1426
00D6: if 
0038:   $1375 == 1 // integer values 
004D: jump_if_false @FUD_1481 
03BD: destroy_sphere $1384 
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 
0004: $1375 = 0 // integer values 

:FUD_1481
0002: jump @FUD_1500 

:FUD_1488
0004: $1375 = 1 // integer values 
03BD: destroy_sphere $1384 

:FUD_1500
00D6: if 
0038:   $1353 == 0 // integer values 
004D: jump_if_false @FUD_1895 
023C: load_special_actor 20 'BURGER' 

:FUD_1530
00D6: if 
823D:   not special_actor 20 loaded 
004D: jump_if_false @FUD_1568 
0001: wait 0 ms 
023C: load_special_actor 20 'BURGER' 
0002: jump @FUD_1530 

:FUD_1568
009A: $1358 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 
0173: set_actor $1358 z_angle_to 46.0 
0084: $1369 = $1358 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 
009A: $1359 = create_actor_pedtype 4 model #SPECIAL20 at 435.46 1104.0 18.27 
0173: set_actor $1359 z_angle_to 350.0 
0084: $1369 = $1359 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1382 
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 
009A: $1360 = create_actor_pedtype 4 model #SPECIAL20 at 433.0 1140.5 18.29 
0173: set_actor $1360 z_angle_to 215.0 
0084: $1369 = $1360 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1383 
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 
009A: $1361 = create_actor_pedtype 4 model #SPECIAL20 at 451.4 1148.42 18.23 
0173: set_actor $1361 z_angle_to 173.0 
0084: $1369 = $1361 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1384 
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 
0004: $1353 = 1 // integer values 

:FUD_1895
0002: jump @FUD_1909 

:FUD_1902
0050: gosub @FUD_9127 

:FUD_1909
00D6: if 
0022:   410.0 > $1392 // floating-point values 
004D: jump_if_false @FUD_3293 
00D6: if and
0038:   $1354 == 1 // integer values 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @FUD_2891 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_2189 
00D6: if and
8118:   not actor $1362 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_2177 
00D6: if 
00F6:   player $PLAYER_CHAR 0 375.76 1147.7 18.6 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_2115 
00D6: if 
0038:   $1376 == 0 // integer values 
004D: jump_if_false @FUD_2108 
0004: $1376 = 1 // integer values 
03BD: destroy_sphere $1385 
0004: $1366 = 1 // integer values 
0084: $1369 = $1362 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_2108
0002: jump @FUD_2170 

:FUD_2115
00D6: if 
0038:   $1376 == 1 // integer values 
004D: jump_if_false @FUD_2170 
03BD: destroy_sphere $1385 
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 
0004: $1376 = 0 // integer values 

:FUD_2170
0002: jump @FUD_2189 

:FUD_2177
0004: $1376 = 1 // integer values 
03BD: destroy_sphere $1385 

:FUD_2189
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_2423 
00D6: if and
8118:   not actor $1363 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_2411 
00D6: if 
00F6:   player $PLAYER_CHAR 0 394.16 1139.12 18.6 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_2349 
00D6: if 
0038:   $1377 == 0 // integer values 
004D: jump_if_false @FUD_2342 
0004: $1377 = 1 // integer values 
03BD: destroy_sphere $1386 
0004: $1366 = 2 // integer values 
0084: $1369 = $1363 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_2342
0002: jump @FUD_2404 

:FUD_2349
00D6: if 
0038:   $1377 == 1 // integer values 
004D: jump_if_false @FUD_2404 
03BD: destroy_sphere $1386 
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 
0004: $1377 = 0 // integer values 

:FUD_2404
0002: jump @FUD_2423 

:FUD_2411
0004: $1377 = 1 // integer values 
03BD: destroy_sphere $1386 

:FUD_2423
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_2657 
00D6: if and
8118:   not actor $1364 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_2645 
00D6: if 
00F6:   player $PLAYER_CHAR 0 392.96 1108.7 18.55 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_2583 
00D6: if 
0038:   $1378 == 0 // integer values 
004D: jump_if_false @FUD_2576 
0004: $1378 = 1 // integer values 
03BD: destroy_sphere $1387 
0004: $1366 = 3 // integer values 
0084: $1369 = $1364 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_2576
0002: jump @FUD_2638 

:FUD_2583
00D6: if 
0038:   $1378 == 1 // integer values 
004D: jump_if_false @FUD_2638 
03BD: destroy_sphere $1387 
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 
0004: $1378 = 0 // integer values 

:FUD_2638
0002: jump @FUD_2657 

:FUD_2645
0004: $1378 = 1 // integer values 
03BD: destroy_sphere $1387 

:FUD_2657
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_2891 
00D6: if and
8118:   not actor $1365 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
004D: jump_if_false @FUD_2879 
00D6: if 
00F6:   player $PLAYER_CHAR 0 376.47 1101.7 18.58 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_2817 
00D6: if 
0038:   $1379 == 0 // integer values 
004D: jump_if_false @FUD_2810 
0004: $1379 = 1 // integer values 
03BD: destroy_sphere $1388 
0004: $1366 = 4 // integer values 
0084: $1369 = $1365 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_2810
0002: jump @FUD_2872 

:FUD_2817
00D6: if 
0038:   $1379 == 1 // integer values 
004D: jump_if_false @FUD_2872 
03BD: destroy_sphere $1388 
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 
0004: $1379 = 0 // integer values 

:FUD_2872
0002: jump @FUD_2891 

:FUD_2879
0004: $1379 = 1 // integer values 
03BD: destroy_sphere $1388 

:FUD_2891
00D6: if 
0038:   $1354 == 0 // integer values 
004D: jump_if_false @FUD_3286 
023C: load_special_actor 20 'BURGER' 

:FUD_2921
00D6: if 
823D:   not special_actor 20 loaded 
004D: jump_if_false @FUD_2959 
0001: wait 0 ms 
023C: load_special_actor 20 'BURGER' 
0002: jump @FUD_2921 

:FUD_2959
009A: $1362 = create_actor_pedtype 4 model #SPECIAL20 at 375.9 1149.7 18.6 
0173: set_actor $1362 z_angle_to 224.0 
0084: $1369 = $1362 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1385 
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 
009A: $1363 = create_actor_pedtype 4 model #SPECIAL20 at 395.0 1141.2 18.55 
0173: set_actor $1363 z_angle_to 165.0 
0084: $1369 = $1363 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1386 
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 
009A: $1364 = create_actor_pedtype 4 model #SPECIAL20 at 394.4 1107.6 18.6 
0173: set_actor $1364 z_angle_to 49.0 
0084: $1369 = $1364 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1387 
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 
009A: $1365 = create_actor_pedtype 4 model #SPECIAL20 at 375.87 1099.75 18.57 
0173: set_actor $1365 z_angle_to 344.0 
0084: $1369 = $1365 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1388 
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 
0004: $1354 = 1 // integer values 

:FUD_3286
0002: jump @FUD_3300 

:FUD_3293
0050: gosub @FUD_9127 

:FUD_3300
0002: jump @FUD_3314 

:FUD_3307
0050: gosub @FUD_9127 

:FUD_3314
0002: jump @FUD_3328 

:FUD_3321
0050: gosub @FUD_9127 

:FUD_3328
00D6: if and
0038:   $1380 == 2 // integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_3948 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @FUD_3934 
0004: $1389 = 1 // integer values 
0005: $98 = 0.0 // floating-point values 
02CE: $98 = ground_z -1039.5 80.0 50.0 
00D6: if 
0020:   $98 > 0.0 // floating-point values 
004D: jump_if_false @FUD_3920 
00D6: if 
0038:   $1355 == 0 // integer values 
004D: jump_if_false @FUD_3654 
023C: load_special_actor 20 'BURGER' 

:FUD_3463
00D6: if 
823D:   not special_actor 20 loaded 
004D: jump_if_false @FUD_3501 
0001: wait 0 ms 
023C: load_special_actor 20 'BURGER' 
0002: jump @FUD_3463 

:FUD_3501
009A: $1397 = create_actor_pedtype 4 model #SPECIAL20 at -1039.5 80.0 10.6 
0173: set_actor $1397 z_angle_to 80.0 
0084: $1369 = $1397 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 
00D6: if 
0248:   model #HNB available 
004D: jump_if_false @FUD_3647 
009A: $1398 = create_actor_pedtype 4 model #HNB at -1036.2 77.5 10.6 
0173: set_actor $1398 z_angle_to 190.0 
01ED: clear_actor $1398 threat_search 
0372: set_actor $1398 anim 6 wait_state_time 999999 ms 

:FUD_3647
0004: $1355 = 1 // integer values 

:FUD_3654
00D6: if and
0038:   $1355 == 1 // integer values 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @FUD_3913 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_3913 
00D6: if and
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
8118:   not actor $1397 dead 
004D: jump_if_false @FUD_3901 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -1041.3 80.45 10.6 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_3839 
00D6: if 
0038:   $1372 == 0 // integer values 
004D: jump_if_false @FUD_3832 
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 2 // integer values 
0084: $1369 = $1397 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_3832
0002: jump @FUD_3894 

:FUD_3839
00D6: if 
0038:   $1372 == 1 // integer values 
004D: jump_if_false @FUD_3894 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 
0004: $1372 = 0 // integer values 

:FUD_3894
0002: jump @FUD_3913 

:FUD_3901
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 

:FUD_3913
0002: jump @FUD_3927 

:FUD_3920
0050: gosub @FUD_9127 

:FUD_3927
0002: jump @FUD_3948 

:FUD_3934
0004: $1389 = 0 // integer values 
0050: gosub @FUD_9127 

:FUD_3948
00D6: if and
0038:   $1380 == 1 // integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_4721 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @FUD_4677 
0004: $1390 = 1 // integer values 
0005: $98 = 0.0 // floating-point values 
02CE: $98 = ground_z -591.4 651.23 10.5 
00D6: if 
0020:   $98 > 0.0 // floating-point values 
004D: jump_if_false @FUD_4161 
00D6: if 
0248:   model #BKA available 
004D: jump_if_false @FUD_4154 
00D6: if 
0038:   $1400 == 0 // integer values 
004D: jump_if_false @FUD_4154 
009A: $1399 = create_actor_pedtype 4 model #BKA at -591.4 651.23 10.5 
0173: set_actor $1399 z_angle_to 25.0 
0223: set_actor $1399 health_to 150 
01ED: clear_actor $1399 threat_search 
0291: set_actor $1399 attack_when_provoked 1 
0243: set_actor $1399 ped_stats_to 11 
0004: $1400 = 1 // integer values 

:FUD_4154
0002: jump @FUD_4191 

:FUD_4161
00D6: if 
0038:   $1400 == 1 // integer values 
004D: jump_if_false @FUD_4191 
009B: destroy_actor_instantly $1399 
0004: $1400 = 0 // integer values 

:FUD_4191
0005: $98 = 0.0 // floating-point values 
02CE: $98 = ground_z -904.7 800.4 10.5 
00D6: if 
0020:   $98 > 0.0 // floating-point values 
004D: jump_if_false @FUD_4663 
00D6: if 
0038:   $1356 == 0 // integer values 
004D: jump_if_false @FUD_4397 
023C: load_special_actor 20 'BURGER' 

:FUD_4272
00D6: if 
823D:   not special_actor 20 loaded 
004D: jump_if_false @FUD_4310 
0001: wait 0 ms 
023C: load_special_actor 20 'BURGER' 
0002: jump @FUD_4272 

:FUD_4310
009A: $1396 = create_actor_pedtype 4 model #SPECIAL20 at -904.7 800.4 10.5 
0173: set_actor $1396 z_angle_to 270.0 
0084: $1369 = $1396 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
0004: $1356 = 1 // integer values 

:FUD_4397
00D6: if and
0038:   $1356 == 1 // integer values 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @FUD_4656 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_4656 
00D6: if and
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
8118:   not actor $1396 dead 
004D: jump_if_false @FUD_4644 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -903.0 800.3 10.5 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_4582 
00D6: if 
0038:   $1372 == 0 // integer values 
004D: jump_if_false @FUD_4575 
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 2 // integer values 
0084: $1369 = $1396 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_4575
0002: jump @FUD_4637 

:FUD_4582
00D6: if 
0038:   $1372 == 1 // integer values 
004D: jump_if_false @FUD_4637 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
0004: $1372 = 0 // integer values 

:FUD_4637
0002: jump @FUD_4656 

:FUD_4644
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 

:FUD_4656
0002: jump @FUD_4670 

:FUD_4663
0050: gosub @FUD_9127 

:FUD_4670
0002: jump @FUD_4721 

:FUD_4677
00D6: if 
0038:   $1400 == 1 // integer values 
004D: jump_if_false @FUD_4707 
009B: destroy_actor_instantly $1399 
0004: $1400 = 0 // integer values 

:FUD_4707
0004: $1390 = 0 // integer values 
0050: gosub @FUD_9127 

:FUD_4721
00D6: if and
0038:   $1380 == 2 // integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_5275 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @FUD_5261 
0004: $1391 = 1 // integer values 
0005: $98 = 0.0 // floating-point values 
02CE: $98 = ground_z 419.4 89.7 50.0 
00D6: if 
0020:   $98 > 0.0 // floating-point values 
004D: jump_if_false @FUD_5247 
00D6: if 
0038:   $1357 == 0 // integer values 
004D: jump_if_false @FUD_4981 
023C: load_special_actor 20 'BURGER' 

:FUD_4856
00D6: if 
823D:   not special_actor 20 loaded 
004D: jump_if_false @FUD_4894 
0001: wait 0 ms 
023C: load_special_actor 20 'BURGER' 
0002: jump @FUD_4856 

:FUD_4894
009A: $1395 = create_actor_pedtype 4 model #SPECIAL20 at 419.4 89.7 10.3 
0173: set_actor $1395 z_angle_to 250.0 
0084: $1369 = $1395 // integer values and handles 
0050: gosub @FUD_5321 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 
0004: $1357 = 1 // integer values 

:FUD_4981
00D6: if and
0038:   $1357 == 1 // integer values 
0038:   $1180 == 0 // integer values 
004D: jump_if_false @FUD_5240 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_5240 
00D6: if and
010A:   player $PLAYER_CHAR money > 0 
8183:   not player $PLAYER_CHAR health > 99 
8118:   not actor $1395 dead 
004D: jump_if_false @FUD_5228 
00D6: if 
00F6:   player $PLAYER_CHAR 0 421.1 88.8 10.5 radius 1.0 1.0 2.0 
004D: jump_if_false @FUD_5166 
00D6: if 
0038:   $1372 == 0 // integer values 
004D: jump_if_false @FUD_5159 
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 2 // integer values 
0084: $1369 = $1395 // integer values and handles 
0050: gosub @FUD_5362 
0002: jump @FUD_407 

:FUD_5159
0002: jump @FUD_5221 

:FUD_5166
00D6: if 
0038:   $1372 == 1 // integer values 
004D: jump_if_false @FUD_5221 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 
0004: $1372 = 0 // integer values 

:FUD_5221
0002: jump @FUD_5240 

:FUD_5228
0004: $1372 = 1 // integer values 
03BD: destroy_sphere $1381 

:FUD_5240
0002: jump @FUD_5254 

:FUD_5247
0050: gosub @FUD_9127 

:FUD_5254
0002: jump @FUD_5275 

:FUD_5261
0004: $1391 = 0 // integer values 
0050: gosub @FUD_9127 

:FUD_5275
0002: jump @FUD_5289 

:FUD_5282
0050: gosub @FUD_9127 

:FUD_5289
00D6: if 
0018:   $1380 > 1 // integer values 
004D: jump_if_false @FUD_5314 
0004: $1380 = 0 // integer values 

:FUD_5314
0002: jump @FUD_407 

:FUD_5321
01ED: clear_actor $1369 threat_search 
011A: set_actor $1369 search_threat 1048576 
011A: set_actor $1369 search_threat 8388608 
056B:  $1369 1 
0350: set_actor $1369 maintain_position_when_attacked 1 
0051: return 

:FUD_5362
0004: $1180 = 1 // integer values 
00D6: if 
8118:   not actor $1369 dead 
004D: jump_if_false @FUD_5438 
0050: gosub @FUD_5447 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FUD_5424 
0050: gosub @FUD_5533 
0050: gosub @FUD_6225 

:FUD_5424
0050: gosub @FUD_9012 
0050: gosub @FUD_5501 

:FUD_5438
0004: $1180 = 0 // integer values 
0051: return 

:FUD_5447
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $1369 dead 
004D: jump_if_false @FUD_5497 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
020E: actor $PLAYER_ACTOR look_at_actor $1369 
0002: jump @FUD_5499 

:FUD_5497
0051: return 

:FUD_5499
0051: return 

:FUD_5501
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_5531 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:FUD_5531
0051: return 

:FUD_5533
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $1369 dead 
004D: jump_if_false @FUD_6223 
0209: $1367 = random_int_in_ranges 1 15 
00D6: if 
0038:   $1367 == 1 // integer values 
004D: jump_if_false @FUD_5607 
03CF: load_wav 'GIMME01' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5607
00D6: if 
0038:   $1367 == 2 // integer values 
004D: jump_if_false @FUD_5651 
03CF: load_wav 'GIMME02' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5651
00D6: if 
0038:   $1367 == 3 // integer values 
004D: jump_if_false @FUD_5695 
03CF: load_wav 'GIMME03' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5695
00D6: if 
0038:   $1367 == 4 // integer values 
004D: jump_if_false @FUD_5739 
03CF: load_wav 'GIMME04' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5739
00D6: if 
0038:   $1367 == 5 // integer values 
004D: jump_if_false @FUD_5783 
03CF: load_wav 'GIMME05' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5783
00D6: if 
0038:   $1367 == 6 // integer values 
004D: jump_if_false @FUD_5827 
03CF: load_wav 'GIMME06' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5827
00D6: if 
0038:   $1367 == 7 // integer values 
004D: jump_if_false @FUD_5871 
03CF: load_wav 'GIMME07' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5871
00D6: if 
0038:   $1367 == 8 // integer values 
004D: jump_if_false @FUD_5915 
03CF: load_wav 'GIMME08' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5915
00D6: if 
0038:   $1367 == 9 // integer values 
004D: jump_if_false @FUD_5959 
03CF: load_wav 'GIMME09' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_5959
00D6: if 
0038:   $1367 == 10 // integer values 
004D: jump_if_false @FUD_6003 
03CF: load_wav 'GIMME10' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6003
00D6: if 
0038:   $1367 == 11 // integer values 
004D: jump_if_false @FUD_6047 
03CF: load_wav 'GIMME11' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6047
00D6: if 
0038:   $1367 == 12 // integer values 
004D: jump_if_false @FUD_6091 
03CF: load_wav 'GIMME12' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6091
00D6: if 
0038:   $1367 == 13 // integer values 
004D: jump_if_false @FUD_6135 
03CF: load_wav 'GIMME13' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6135
00D6: if 
0038:   $1367 == 14 // integer values 
004D: jump_if_false @FUD_6179 
03CF: load_wav 'GIMME14' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6179
00D6: if 
0038:   $1367 == 15 // integer values 
004D: jump_if_false @FUD_6223 
03CF: load_wav 'GIMME15' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6223
0051: return 

:FUD_6225
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $1369 dead 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FUD_8912 
0209: $1368 = random_int_in_ranges 1 30 
00D6: if 
001A:   11 > $1368 // integer values 
004D: jump_if_false @FUD_8023 
00D6: if 
0038:   $1366 == 1 // integer values 
004D: jump_if_false @FUD_6835 
0209: $1368 = random_int_in_ranges 1 12 
00D6: if 
0038:   $1368 == 1 // integer values 
004D: jump_if_false @FUD_6351 
03CF: load_wav 'BURG_01' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6351
00D6: if 
0038:   $1368 == 2 // integer values 
004D: jump_if_false @FUD_6395 
03CF: load_wav 'BURG_02' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6395
00D6: if 
0038:   $1368 == 3 // integer values 
004D: jump_if_false @FUD_6439 
03CF: load_wav 'BURG_03' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6439
00D6: if 
0038:   $1368 == 4 // integer values 
004D: jump_if_false @FUD_6483 
03CF: load_wav 'BURG_04' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6483
00D6: if 
0038:   $1368 == 5 // integer values 
004D: jump_if_false @FUD_6527 
03CF: load_wav 'BURG_05' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6527
00D6: if 
0038:   $1368 == 6 // integer values 
004D: jump_if_false @FUD_6571 
03CF: load_wav 'BURG_06' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6571
00D6: if 
0038:   $1368 == 7 // integer values 
004D: jump_if_false @FUD_6615 
03CF: load_wav 'BURG_07' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6615
00D6: if 
0038:   $1368 == 8 // integer values 
004D: jump_if_false @FUD_6659 
03CF: load_wav 'BURG_08' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6659
00D6: if 
0038:   $1368 == 9 // integer values 
004D: jump_if_false @FUD_6703 
03CF: load_wav 'BURG_09' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6703
00D6: if 
0038:   $1368 == 10 // integer values 
004D: jump_if_false @FUD_6747 
03CF: load_wav 'BURG_10' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6747
00D6: if 
0038:   $1368 == 11 // integer values 
004D: jump_if_false @FUD_6791 
03CF: load_wav 'BURG_11' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6791
00D6: if 
0038:   $1368 == 12 // integer values 
004D: jump_if_false @FUD_6835 
03CF: load_wav 'BURG_12' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6835
00D6: if 
0038:   $1366 == 2 // integer values 
004D: jump_if_false @FUD_7258 
0209: $1368 = random_int_in_ranges 1 9 
00D6: if 
0038:   $1368 == 1 // integer values 
004D: jump_if_false @FUD_6906 
03CF: load_wav 'CRUST01' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6906
00D6: if 
0038:   $1368 == 2 // integer values 
004D: jump_if_false @FUD_6950 
03CF: load_wav 'CRUST02' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6950
00D6: if 
0038:   $1368 == 3 // integer values 
004D: jump_if_false @FUD_6994 
03CF: load_wav 'CRUST03' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_6994
00D6: if 
0038:   $1368 == 4 // integer values 
004D: jump_if_false @FUD_7038 
03CF: load_wav 'CRUST04' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7038
00D6: if 
0038:   $1368 == 5 // integer values 
004D: jump_if_false @FUD_7082 
03CF: load_wav 'CRUST05' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7082
00D6: if 
0038:   $1368 == 6 // integer values 
004D: jump_if_false @FUD_7126 
03CF: load_wav 'CRUST06' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7126
00D6: if 
0038:   $1368 == 7 // integer values 
004D: jump_if_false @FUD_7170 
03CF: load_wav 'CRUST07' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7170
00D6: if 
0038:   $1368 == 8 // integer values 
004D: jump_if_false @FUD_7214 
03CF: load_wav 'CRUST08' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7214
00D6: if 
0038:   $1368 == 9 // integer values 
004D: jump_if_false @FUD_7258 
03CF: load_wav 'CRUST09' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7258
00D6: if 
0038:   $1366 == 3 // integer values 
004D: jump_if_false @FUD_7637 
0209: $1368 = random_int_in_ranges 1 8 
00D6: if 
0038:   $1368 == 1 // integer values 
004D: jump_if_false @FUD_7329 
03CF: load_wav 'SHAFT01' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7329
00D6: if 
0038:   $1368 == 2 // integer values 
004D: jump_if_false @FUD_7373 
03CF: load_wav 'SHAFT02' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7373
00D6: if 
0038:   $1368 == 3 // integer values 
004D: jump_if_false @FUD_7417 
03CF: load_wav 'SHAFT03' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7417
00D6: if 
0038:   $1368 == 4 // integer values 
004D: jump_if_false @FUD_7461 
03CF: load_wav 'SHAFT04' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7461
00D6: if 
0038:   $1368 == 5 // integer values 
004D: jump_if_false @FUD_7505 
03CF: load_wav 'SHAFT05' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7505
00D6: if 
0038:   $1368 == 6 // integer values 
004D: jump_if_false @FUD_7549 
03CF: load_wav 'SHAFT06' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7549
00D6: if 
0038:   $1368 == 7 // integer values 
004D: jump_if_false @FUD_7593 
03CF: load_wav 'SHAFT07' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7593
00D6: if 
0038:   $1368 == 8 // integer values 
004D: jump_if_false @FUD_7637 
03CF: load_wav 'SHAFT08' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7637
00D6: if 
0038:   $1366 == 4 // integer values 
004D: jump_if_false @FUD_8016 
0209: $1368 = random_int_in_ranges 1 8 
00D6: if 
0038:   $1368 == 1 // integer values 
004D: jump_if_false @FUD_7708 
03CF: load_wav 'BAND_01' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7708
00D6: if 
0038:   $1368 == 2 // integer values 
004D: jump_if_false @FUD_7752 
03CF: load_wav 'BAND_02' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7752
00D6: if 
0038:   $1368 == 3 // integer values 
004D: jump_if_false @FUD_7796 
03CF: load_wav 'BAND_03' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7796
00D6: if 
0038:   $1368 == 4 // integer values 
004D: jump_if_false @FUD_7840 
03CF: load_wav 'BAND_04' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7840
00D6: if 
0038:   $1368 == 5 // integer values 
004D: jump_if_false @FUD_7884 
03CF: load_wav 'BAND_05' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7884
00D6: if 
0038:   $1368 == 6 // integer values 
004D: jump_if_false @FUD_7928 
03CF: load_wav 'BAND_06' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7928
00D6: if 
0038:   $1368 == 7 // integer values 
004D: jump_if_false @FUD_7972 
03CF: load_wav 'BAND_07' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_7972
00D6: if 
0038:   $1368 == 8 // integer values 
004D: jump_if_false @FUD_8016 
03CF: load_wav 'BAND_08' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8016
0002: jump @FUD_8912 

:FUD_8023
0209: $1368 = random_int_in_ranges 1 20 
00D6: if 
0038:   $1368 == 1 // integer values 
004D: jump_if_false @FUD_8076 
03CF: load_wav 'FUD_01' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8076
00D6: if 
0038:   $1368 == 2 // integer values 
004D: jump_if_false @FUD_8120 
03CF: load_wav 'FUD_02' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8120
00D6: if 
0038:   $1368 == 3 // integer values 
004D: jump_if_false @FUD_8164 
03CF: load_wav 'FUD_03' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8164
00D6: if 
0038:   $1368 == 4 // integer values 
004D: jump_if_false @FUD_8208 
03CF: load_wav 'FUD_04' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8208
00D6: if 
0038:   $1368 == 5 // integer values 
004D: jump_if_false @FUD_8252 
03CF: load_wav 'FUD_05' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8252
00D6: if 
0038:   $1368 == 6 // integer values 
004D: jump_if_false @FUD_8296 
03CF: load_wav 'FUD_06' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8296
00D6: if 
0038:   $1368 == 7 // integer values 
004D: jump_if_false @FUD_8340 
03CF: load_wav 'FUD_07' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8340
00D6: if 
0038:   $1368 == 8 // integer values 
004D: jump_if_false @FUD_8384 
03CF: load_wav 'FUD_08' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8384
00D6: if 
0038:   $1368 == 9 // integer values 
004D: jump_if_false @FUD_8428 
03CF: load_wav 'FUD_09' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8428
00D6: if 
0038:   $1368 == 10 // integer values 
004D: jump_if_false @FUD_8472 
03CF: load_wav 'FUD_10' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8472
00D6: if 
0038:   $1368 == 11 // integer values 
004D: jump_if_false @FUD_8516 
03CF: load_wav 'FUD_11' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8516
00D6: if 
0038:   $1368 == 12 // integer values 
004D: jump_if_false @FUD_8560 
03CF: load_wav 'FUD_12' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8560
00D6: if 
0038:   $1368 == 13 // integer values 
004D: jump_if_false @FUD_8604 
03CF: load_wav 'FUD_13' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8604
00D6: if 
0038:   $1368 == 14 // integer values 
004D: jump_if_false @FUD_8648 
03CF: load_wav 'FUD_14' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8648
00D6: if 
0038:   $1368 == 15 // integer values 
004D: jump_if_false @FUD_8692 
03CF: load_wav 'FUD_15' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8692
00D6: if 
0038:   $1368 == 16 // integer values 
004D: jump_if_false @FUD_8736 
03CF: load_wav 'FUD_16' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8736
00D6: if 
0038:   $1368 == 17 // integer values 
004D: jump_if_false @FUD_8780 
03CF: load_wav 'FUD_17' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8780
00D6: if 
0038:   $1368 == 18 // integer values 
004D: jump_if_false @FUD_8824 
03CF: load_wav 'FUD_18' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8824
00D6: if 
0038:   $1368 == 19 // integer values 
004D: jump_if_false @FUD_8868 
03CF: load_wav 'FUD_19' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8868
00D6: if 
0038:   $1368 == 20 // integer values 
004D: jump_if_false @FUD_8912 
03CF: load_wav 'FUD_20' as 2 
0050: gosub @FUD_8914 
0050: gosub @FUD_8964 

:FUD_8912
0051: return 

:FUD_8914
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @FUD_8958 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_8951 
0051: return 

:FUD_8951
0002: jump @FUD_8914 

:FUD_8958
03D1: play_wav 2 
0051: return 

:FUD_8964
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @FUD_9008 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_9001 
0051: return 

:FUD_9001
0002: jump @FUD_8964 

:FUD_9008
00BE: text_clear_all 
0051: return 

:FUD_9012
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $1369 dead 
004D: jump_if_false @FUD_9125 
0225: $1370 = player $PLAYER_CHAR health 
0010: $1370 *= -1 // integer values 
0008: $1370 += 100 // integer values 
010B: $1371 = player $PLAYER_CHAR money 
00D6: if 
001C:   $1370 > $1371 // integer values 
004D: jump_if_false @FUD_9090 
0084: $1370 = $1371 // integer values and handles 

:FUD_9090
0010: $1370 *= -1 // integer values 
0109: player $PLAYER_CHAR money += $1370 
0222: set_player $PLAYER_CHAR health_to 100 
018C: play_sound 1 at $1392 $1393 $1394 

:FUD_9125
0051: return 

:FUD_9127
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FUD_9164 
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 
0002: jump @FUD_9206 

:FUD_9164
0050: gosub @FUD_9545 
0004: $1353 = 0 // integer values 
0004: $1354 = 0 // integer values 
0004: $1355 = 0 // integer values 
0004: $1356 = 0 // integer values 
0004: $1357 = 0 // integer values 

:FUD_9206
00D6: if 
0038:   $1353 == 1 // integer values 
004D: jump_if_false @FUD_9303 
00D6: if or
0022:   410.0 > $1392 // floating-point values 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @FUD_9303 
009B: destroy_actor_instantly $1358 
009B: destroy_actor_instantly $1359 
009B: destroy_actor_instantly $1360 
009B: destroy_actor_instantly $1361 
03BD: destroy_sphere $1381 
03BD: destroy_sphere $1382 
03BD: destroy_sphere $1383 
03BD: destroy_sphere $1384 
0296: unload_special_actor 20 
0004: $1353 = 0 // integer values 

:FUD_9303
00D6: if 
0038:   $1354 == 1 // integer values 
004D: jump_if_false @FUD_9400 
00D6: if or
0020:   $1392 > 415.0 // floating-point values 
0038:   $1003 == 0 // integer values 
004D: jump_if_false @FUD_9400 
009B: destroy_actor_instantly $1362 
009B: destroy_actor_instantly $1363 
009B: destroy_actor_instantly $1364 
009B: destroy_actor_instantly $1365 
03BD: destroy_sphere $1385 
03BD: destroy_sphere $1386 
03BD: destroy_sphere $1387 
03BD: destroy_sphere $1388 
0296: unload_special_actor 20 
0004: $1354 = 0 // integer values 

:FUD_9400
00D6: if and
0038:   $1355 == 1 // integer values 
0038:   $1389 == 0 // integer values 
004D: jump_if_false @FUD_9451 
009B: destroy_actor_instantly $1397 
009B: destroy_actor_instantly $1398 
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
0004: $1355 = 0 // integer values 

:FUD_9451
00D6: if and
0038:   $1356 == 1 // integer values 
0038:   $1390 == 0 // integer values 
004D: jump_if_false @FUD_9497 
009B: destroy_actor_instantly $1396 
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
0004: $1356 = 0 // integer values 

:FUD_9497
00D6: if and
0038:   $1357 == 1 // integer values 
0038:   $1391 == 0 // integer values 
004D: jump_if_false @FUD_9543 
009B: destroy_actor_instantly $1395 
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
0004: $1357 = 0 // integer values 

:FUD_9543
0051: return 

:FUD_9545
009B: destroy_actor_instantly $1358 
009B: destroy_actor_instantly $1359 
009B: destroy_actor_instantly $1360 
009B: destroy_actor_instantly $1361 
009B: destroy_actor_instantly $1362 
009B: destroy_actor_instantly $1363 
009B: destroy_actor_instantly $1364 
009B: destroy_actor_instantly $1365 
009B: destroy_actor_instantly $1395 
009B: destroy_actor_instantly $1396 
009B: destroy_actor_instantly $1397 
009B: destroy_actor_instantly $1398 
03BD: destroy_sphere $1381 
03BD: destroy_sphere $1382 
03BD: destroy_sphere $1383 
03BD: destroy_sphere $1384 
03BD: destroy_sphere $1385 
03BD: destroy_sphere $1386 
03BD: destroy_sphere $1387 
03BD: destroy_sphere $1388 
0296: unload_special_actor 20 
0051: return 

:RAMPAGE
0111: set_wasted_busted_check_to 0 
03A4: name_thread 'RAMPAGE' 
0004: $1401 = 50 // integer values 
0004: $1402 = 0 // integer values 
0004: $1403 = 0 // integer values 
0004: $1439 = 0 // integer values 
0004: $1440 = 0 // integer values 
0004: $1441 = 0 // integer values 
0004: $1442 = 0 // integer values 
0004: $1443 = 0 // integer values 
0004: $1444 = 0 // integer values 
0004: $1445 = 0 // integer values 
0004: $1446 = 0 // integer values 
0004: $1447 = 0 // integer values 
0004: $1448 = 0 // integer values 
0004: $1449 = 0 // integer values 
0004: $1450 = 0 // integer values 
0004: $1451 = 0 // integer values 
0004: $1452 = 0 // integer values 
0004: $1453 = 0 // integer values 
0004: $1454 = 0 // integer values 
0004: $1455 = 0 // integer values 
0004: $1456 = 0 // integer values 
0004: $1457 = 0 // integer values 
0004: $1458 = 0 // integer values 
0004: $1459 = 0 // integer values 
0004: $1460 = 0 // integer values 
0004: $1461 = 0 // integer values 
0004: $1462 = 0 // integer values 
0004: $1463 = 0 // integer values 
0004: $1464 = 0 // integer values 
0004: $1465 = 0 // integer values 
0004: $1466 = 0 // integer values 
0004: $1467 = 0 // integer values 
0004: $1468 = 0 // integer values 
0004: $1469 = 0 // integer values 
0004: $1470 = 0 // integer values 
0004: $1471 = 0 // integer values 
0004: $1472 = 0 // integer values 
0004: $1473 = 0 // integer values 
0213: $1404 = create_pickup #KILLFRENZY type 3 at 218.22 -1613.76 11.06 
0213: $1405 = create_pickup #KILLFRENZY type 3 at -1435.29 -833.645 30.05989 
0213: $1406 = create_pickup #KILLFRENZY type 3 at 234.86 34.22 9.98 
0213: $1407 = create_pickup #KILLFRENZY type 3 at 479.69 1110.18 17.33 
0213: $1408 = create_pickup #KILLFRENZY type 3 at 370.63 1125.86 26.5 
0213: $1409 = create_pickup #KILLFRENZY type 3 at 144.449 -545.234 14.751 
0213: $1410 = create_pickup #KILLFRENZY type 3 at -1100.625 1453.43 8.73 
0213: $1411 = create_pickup #KILLFRENZY type 3 at -908.317 744.149 11.092 
0213: $1412 = create_pickup #KILLFRENZY type 3 at -508.768 1149.203 18.172 
0213: $1413 = create_pickup #KILLFRENZY type 3 at -789.41 592.56 11.1 
0213: $1414 = create_pickup #KILLFRENZY type 3 at -1011.37 -170.64 10.99 
0213: $1415 = create_pickup #KILLFRENZY type 3 at 68.702 -1119.231 10.458 
0213: $1416 = create_pickup #KILLFRENZY type 3 at 85.623 -1259.86 17.092 
0213: $1417 = create_pickup #KILLFRENZY type 3 at -679.66 -419.712 10.469 
0213: $1418 = create_pickup #KILLFRENZY type 3 at -1176.341 -702.975 22.662 
0213: $1419 = create_pickup #KILLFRENZY type 3 at -626.642 -1354.85 16.373 
0213: $1420 = create_pickup #KILLFRENZY type 3 at -1519.33 -292.236 14.86 
0213: $1421 = create_pickup #KILLFRENZY type 3 at -956.113 -1206.33 14.86 
0213: $1422 = create_pickup #KILLFRENZY type 3 at -890.184 -489.655 36.2 
0213: $1423 = create_pickup #KILLFRENZY type 3 at 3.426 -1147.0 10.45 
0213: $1424 = create_pickup #KILLFRENZY type 3 at 468.656 -1608.79 11.03 
0213: $1425 = create_pickup #KILLFRENZY type 3 at 587.795 1206.26 15.64 
0213: $1426 = create_pickup #KILLFRENZY type 3 at 300.673 1324.88 22.919 
0213: $1427 = create_pickup #KILLFRENZY type 3 at 217.247 261.372 8.71 
0213: $1428 = create_pickup #KILLFRENZY type 3 at -366.44 -1742.1 11.426 
0213: $1429 = create_pickup #KILLFRENZY type 3 at -448.796 1249.27 11.75 
0213: $1430 = create_pickup #KILLFRENZY type 3 at -674.22 1162.7 28.15 
0213: $1431 = create_pickup #KILLFRENZY type 3 at -1143.48 -410.87 10.95 
0213: $1432 = create_pickup #KILLFRENZY type 3 at 624.26 -230.158 23.915 
0213: $1433 = create_pickup #KILLFRENZY type 3 at -34.13 -948.707 21.772 
0213: $1434 = create_pickup #KILLFRENZY type 3 at 593.315 -352.826 13.711 
0213: $1435 = create_pickup #KILLFRENZY type 3 at -1234.83 -90.378 11.43 
0213: $1436 = create_pickup #KILLFRENZY type 3 at -1483.47 -881.677 14.87 
0213: $1437 = create_pickup #KILLFRENZY type 3 at -194.701 -1085.067 15.66 
0213: $1438 = create_pickup #KILLFRENZY type 3 at -983.373 -353.997 13.84 
0408: set_total_rampages_to 35 
0004: $1474 = 30 // integer values 
0004: $1475 = 12 // integer values 
0004: $1476 = 35 // integer values 
0004: $1477 = 35 // integer values 
0004: $1478 = 30 // integer values 
0004: $1479 = 25 // integer values 
0004: $1480 = 30 // integer values 
0004: $1481 = 35 // integer values 
0004: $1482 = 40 // integer values 
0004: $1483 = 30 // integer values 
0004: $1484 = 30 // integer values 
0004: $1485 = 20 // integer values 
0004: $1486 = 25 // integer values 
0004: $1487 = 35 // integer values 
0004: $1488 = 20 // integer values 
0004: $1489 = 15 // integer values 
0004: $1490 = 15 // integer values 
0004: $1491 = 35 // integer values 
0004: $1492 = 20 // integer values 
0004: $1493 = 10 // integer values 
0004: $1494 = 30 // integer values 
0004: $1495 = 25 // integer values 
0004: $1496 = 30 // integer values 
0004: $1497 = 20 // integer values 
0004: $1498 = 10 // integer values 
0004: $1499 = 30 // integer values 
0004: $1500 = 25 // integer values 
0004: $1501 = 25 // integer values 
0004: $1502 = 10 // integer values 
0004: $1503 = 25 // integer values 
0004: $1504 = 30 // integer values 
0004: $1505 = 35 // integer values 
0004: $1506 = 25 // integer values 
0004: $1507 = 25 // integer values 
0004: $1508 = 10 // integer values 

:RAMPAGE_1369
00D6: if 
001A:   35 > $1403 // integer values 
004D: jump_if_false @RAMPAGE_5602 
0001: wait 0 ms 
0008: $1515 += 1 // integer values 
00D6: if 
0018:   $1515 > 17 // integer values 
004D: jump_if_false @RAMPAGE_1423 
0004: $1515 = 0 // integer values 

:RAMPAGE_1423
00D6: if 
0038:   $1515 == 0 // integer values 
004D: jump_if_false @RAMPAGE_1661 
00D6: if 
0038:   $1439 == 0 // integer values 
004D: jump_if_false @RAMPAGE_1551 
0084: $1516 = $1439 // integer values and handles 
0084: $1517 = $1404 // integer values and handles 
04AE: $1518 = 272 // = constant 
04AE: $1519 = 15 // = constant 
0084: $1520 = $1474 // integer values and handles 
0005: $1521 = 218.22 // floating-point values 
0005: $1522 = -1613.76 // floating-point values 
0005: $1523 = 11.06 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1439 = $1516 // integer values and handles 
0084: $1404 = $1517 // integer values and handles 

:RAMPAGE_1551
00D6: if 
0038:   $1440 == 0 // integer values 
004D: jump_if_false @RAMPAGE_1661 
0084: $1516 = $1440 // integer values and handles 
0084: $1517 = $1405 // integer values and handles 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1475 // integer values and handles 
0005: $1521 = -1435.29 // floating-point values 
0005: $1522 = -833.645 // floating-point values 
0005: $1523 = 30.06 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1440 = $1516 // integer values and handles 
0084: $1405 = $1517 // integer values and handles 

:RAMPAGE_1661
00D6: if 
0038:   $1515 == 1 // integer values 
004D: jump_if_false @RAMPAGE_1899 
00D6: if 
0038:   $1441 == 0 // integer values 
004D: jump_if_false @RAMPAGE_1789 
0084: $1516 = $1441 // integer values and handles 
0084: $1517 = $1406 // integer values and handles 
04AE: $1518 = 282 // = constant 
04AE: $1519 = 42 // = constant 
0084: $1520 = $1476 // integer values and handles 
0005: $1521 = 234.86 // floating-point values 
0005: $1522 = 34.22 // floating-point values 
0005: $1523 = 9.98 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1441 = $1516 // integer values and handles 
0084: $1406 = $1517 // integer values and handles 

:RAMPAGE_1789
00D6: if 
0038:   $1442 == 0 // integer values 
004D: jump_if_false @RAMPAGE_1899 
0084: $1516 = $1442 // integer values and handles 
0084: $1517 = $1407 // integer values and handles 
04AE: $1518 = 280 // = constant 
04AE: $1519 = 26 // = constant 
0084: $1520 = $1477 // integer values and handles 
0005: $1521 = 479.69 // floating-point values 
0005: $1522 = 1110.18 // floating-point values 
0005: $1523 = 17.33 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1442 = $1516 // integer values and handles 
0084: $1407 = $1517 // integer values and handles 

:RAMPAGE_1899
00D6: if 
0038:   $1515 == 2 // integer values 
004D: jump_if_false @RAMPAGE_2137 
00D6: if 
0038:   $1443 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2027 
0084: $1516 = $1443 // integer values and handles 
0084: $1517 = $1408 // integer values and handles 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1478 // integer values and handles 
0005: $1521 = 370.63 // floating-point values 
0005: $1522 = 1125.86 // floating-point values 
0005: $1523 = 26.5 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1443 = $1516 // integer values and handles 
0084: $1408 = $1517 // integer values and handles 

:RAMPAGE_2027
00D6: if 
0038:   $1444 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2137 
0084: $1516 = $1444 // integer values and handles 
0084: $1517 = $1409 // integer values and handles 
04AE: $1518 = 284 // = constant 
04AE: $1519 = 25 // = constant 
0084: $1520 = $1479 // integer values and handles 
0005: $1521 = 144.449 // floating-point values 
0005: $1522 = -545.234 // floating-point values 
0005: $1523 = 14.751 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1444 = $1516 // integer values and handles 
0084: $1409 = $1517 // integer values and handles 

:RAMPAGE_2137
00D6: if 
0038:   $1515 == 3 // integer values 
004D: jump_if_false @RAMPAGE_2375 
00D6: if 
0038:   $1445 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2265 
0084: $1516 = $1445 // integer values and handles 
0084: $1517 = $1410 // integer values and handles 
04AE: $1518 = 288 // = constant 
04AE: $1519 = 31 // = constant 
0084: $1520 = $1480 // integer values and handles 
0005: $1521 = -1100.625 // floating-point values 
0005: $1522 = 1453.43 // floating-point values 
0005: $1523 = 8.73 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1445 = $1516 // integer values and handles 
0084: $1410 = $1517 // integer values and handles 

:RAMPAGE_2265
00D6: if 
0038:   $1446 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2375 
0084: $1516 = $1446 // integer values and handles 
0084: $1517 = $1411 // integer values and handles 
04AE: $1518 = 282 // = constant 
04AE: $1519 = 42 // = constant 
0084: $1520 = $1481 // integer values and handles 
0005: $1521 = -908.317 // floating-point values 
0005: $1522 = 744.149 // floating-point values 
0005: $1523 = 11.092 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1446 = $1516 // integer values and handles 
0084: $1411 = $1517 // integer values and handles 

:RAMPAGE_2375
00D6: if 
0038:   $1515 == 4 // integer values 
004D: jump_if_false @RAMPAGE_2613 
00D6: if 
0038:   $1447 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2503 
0084: $1516 = $1447 // integer values and handles 
0084: $1517 = $1412 // integer values and handles 
04AE: $1518 = 272 // = constant 
04AE: $1519 = 15 // = constant 
0084: $1520 = $1482 // integer values and handles 
0005: $1521 = -508.768 // floating-point values 
0005: $1522 = 1149.203 // floating-point values 
0005: $1523 = 18.172 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1447 = $1516 // integer values and handles 
0084: $1412 = $1517 // integer values and handles 

:RAMPAGE_2503
00D6: if 
0038:   $1448 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2613 
0084: $1516 = $1448 // integer values and handles 
0084: $1517 = $1413 // integer values and handles 
04AE: $1518 = 289 // = constant 
04AE: $1519 = 32 // = constant 
0084: $1520 = $1483 // integer values and handles 
0005: $1521 = -789.41 // floating-point values 
0005: $1522 = 592.56 // floating-point values 
0005: $1523 = 11.1 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1448 = $1516 // integer values and handles 
0084: $1413 = $1517 // integer values and handles 

:RAMPAGE_2613
00D6: if 
0038:   $1515 == 5 // integer values 
004D: jump_if_false @RAMPAGE_2851 
00D6: if 
0038:   $1449 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2741 
0084: $1516 = $1449 // integer values and handles 
0084: $1517 = $1414 // integer values and handles 
04AE: $1518 = 281 // = constant 
04AE: $1519 = 22 // = constant 
0084: $1520 = $1484 // integer values and handles 
0005: $1521 = -1011.37 // floating-point values 
0005: $1522 = -170.64 // floating-point values 
0005: $1523 = 10.99 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1449 = $1516 // integer values and handles 
0084: $1414 = $1517 // integer values and handles 

:RAMPAGE_2741
00D6: if 
0038:   $1450 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2851 
0084: $1516 = $1450 // integer values and handles 
0084: $1517 = $1415 // integer values and handles 
04AE: $1518 = 269 // = constant 
04AE: $1519 = 11 // = constant 
0084: $1520 = $1485 // integer values and handles 
0005: $1521 = 68.702 // floating-point values 
0005: $1522 = -1119.231 // floating-point values 
0005: $1523 = 10.458 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1450 = $1516 // integer values and handles 
0084: $1415 = $1517 // integer values and handles 

:RAMPAGE_2851
00D6: if 
0038:   $1515 == 6 // integer values 
004D: jump_if_false @RAMPAGE_3088 
00D6: if 
0038:   $1451 == 0 // integer values 
004D: jump_if_false @RAMPAGE_2979 
0084: $1516 = $1451 // integer values and handles 
0084: $1517 = $1416 // integer values and handles 
04AE: $1518 = 286 // = constant 
04AE: $1519 = 29 // = constant 
0084: $1520 = $1486 // integer values and handles 
0005: $1521 = 85.623 // floating-point values 
0005: $1522 = -1259.86 // floating-point values 
0005: $1523 = 17.092 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1451 = $1516 // integer values and handles 
0084: $1416 = $1517 // integer values and handles 

:RAMPAGE_2979
00D6: if 
0038:   $1452 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3088 
0084: $1516 = $1452 // integer values and handles 
0084: $1517 = $1417 // integer values and handles 
0004: $1518 = -1 // integer values 
04AE: $1519 = 40 // = constant 
0084: $1520 = $1487 // integer values and handles 
0005: $1521 = -679.66 // floating-point values 
0005: $1522 = -419.712 // floating-point values 
0005: $1523 = 10.469 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1452 = $1516 // integer values and handles 
0084: $1417 = $1517 // integer values and handles 

:RAMPAGE_3088
00D6: if 
0038:   $1515 == 7 // integer values 
004D: jump_if_false @RAMPAGE_3326 
00D6: if 
0038:   $1453 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3216 
0084: $1516 = $1453 // integer values and handles 
0084: $1517 = $1418 // integer values and handles 
04AE: $1518 = 276 // = constant 
04AE: $1519 = 27 // = constant 
0084: $1520 = $1488 // integer values and handles 
0005: $1521 = -1176.341 // floating-point values 
0005: $1522 = -702.975 // floating-point values 
0005: $1523 = 22.662 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1453 = $1516 // integer values and handles 
0084: $1418 = $1517 // integer values and handles 

:RAMPAGE_3216
00D6: if 
0038:   $1454 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3326 
0084: $1516 = $1454 // integer values and handles 
0084: $1517 = $1419 // integer values and handles 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1489 // integer values and handles 
0005: $1521 = -626.642 // floating-point values 
0005: $1522 = -1354.85 // floating-point values 
0005: $1523 = 16.373 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1454 = $1516 // integer values and handles 
0084: $1419 = $1517 // integer values and handles 

:RAMPAGE_3326
00D6: if 
0038:   $1515 == 8 // integer values 
004D: jump_if_false @RAMPAGE_3564 
00D6: if 
0038:   $1455 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3454 
0084: $1516 = $1455 // integer values and handles 
0084: $1517 = $1420 // integer values and handles 
04AE: $1518 = 290 // = constant 
04AE: $1519 = 33 // = constant 
0084: $1520 = $1490 // integer values and handles 
0005: $1521 = -1519.33 // floating-point values 
0005: $1522 = -292.236 // floating-point values 
0005: $1523 = 14.86 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1455 = $1516 // integer values and handles 
0084: $1420 = $1517 // integer values and handles 

:RAMPAGE_3454
00D6: if 
0038:   $1456 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3564 
0084: $1516 = $1456 // integer values and handles 
0084: $1517 = $1421 // integer values and handles 
04AE: $1518 = 270 // = constant 
04AE: $1519 = 12 // = constant 
0084: $1520 = $1491 // integer values and handles 
0005: $1521 = -956.113 // floating-point values 
0005: $1522 = -1206.33 // floating-point values 
0005: $1523 = 14.86 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1456 = $1516 // integer values and handles 
0084: $1421 = $1517 // integer values and handles 

:RAMPAGE_3564
00D6: if 
0038:   $1515 == 9 // integer values 
004D: jump_if_false @RAMPAGE_3802 
00D6: if 
0038:   $1457 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3692 
0084: $1516 = $1457 // integer values and handles 
0084: $1517 = $1422 // integer values and handles 
04AE: $1518 = 285 // = constant 
04AE: $1519 = 28 // = constant 
0084: $1520 = $1492 // integer values and handles 
0005: $1521 = -890.184 // floating-point values 
0005: $1522 = -489.655 // floating-point values 
0005: $1523 = 36.2 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1457 = $1516 // integer values and handles 
0084: $1422 = $1517 // integer values and handles 

:RAMPAGE_3692
00D6: if 
0038:   $1458 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3802 
0084: $1516 = $1458 // integer values and handles 
0084: $1517 = $1423 // integer values and handles 
04AE: $1518 = 268 // = constant 
04AE: $1519 = 10 // = constant 
0084: $1520 = $1493 // integer values and handles 
0005: $1521 = 3.426 // floating-point values 
0005: $1522 = -1147.0 // floating-point values 
0005: $1523 = 10.45 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1458 = $1516 // integer values and handles 
0084: $1423 = $1517 // integer values and handles 

:RAMPAGE_3802
00D6: if 
0038:   $1515 == 10 // integer values 
004D: jump_if_false @RAMPAGE_4039 
00D6: if 
0038:   $1459 == 0 // integer values 
004D: jump_if_false @RAMPAGE_3929 
0084: $1516 = $1459 // integer values and handles 
0084: $1517 = $1424 // integer values and handles 
0004: $1518 = -1 // integer values 
04AE: $1519 = 40 // = constant 
0084: $1520 = $1494 // integer values and handles 
0005: $1521 = 468.656 // floating-point values 
0005: $1522 = -1608.79 // floating-point values 
0005: $1523 = 11.03 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1459 = $1516 // integer values and handles 
0084: $1424 = $1517 // integer values and handles 

:RAMPAGE_3929
00D6: if 
0038:   $1460 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4039 
0084: $1516 = $1460 // integer values and handles 
0084: $1517 = $1425 // integer values and handles 
04AE: $1518 = 275 // = constant 
04AE: $1519 = 18 // = constant 
0084: $1520 = $1495 // integer values and handles 
0005: $1521 = 587.795 // floating-point values 
0005: $1522 = 1206.26 // floating-point values 
0005: $1523 = 15.64 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1460 = $1516 // integer values and handles 
0084: $1425 = $1517 // integer values and handles 

:RAMPAGE_4039
00D6: if 
0038:   $1515 == 11 // integer values 
004D: jump_if_false @RAMPAGE_4277 
00D6: if 
0038:   $1461 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4167 
0084: $1516 = $1461 // integer values and handles 
0084: $1517 = $1426 // integer values and handles 
04AE: $1518 = 282 // = constant 
04AE: $1519 = 42 // = constant 
0084: $1520 = $1496 // integer values and handles 
0005: $1521 = 300.673 // floating-point values 
0005: $1522 = 1324.88 // floating-point values 
0005: $1523 = 22.919 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1461 = $1516 // integer values and handles 
0084: $1426 = $1517 // integer values and handles 

:RAMPAGE_4167
00D6: if 
0038:   $1462 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4277 
0084: $1516 = $1462 // integer values and handles 
0084: $1517 = $1427 // integer values and handles 
04AE: $1518 = 269 // = constant 
04AE: $1519 = 11 // = constant 
0084: $1520 = $1497 // integer values and handles 
0005: $1521 = 217.247 // floating-point values 
0005: $1522 = 261.372 // floating-point values 
0005: $1523 = 8.71 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1462 = $1516 // integer values and handles 
0084: $1427 = $1517 // integer values and handles 

:RAMPAGE_4277
00D6: if 
0038:   $1515 == 12 // integer values 
004D: jump_if_false @RAMPAGE_4515 
00D6: if 
0038:   $1463 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4405 
0084: $1516 = $1463 // integer values and handles 
0084: $1517 = $1428 // integer values and handles 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1498 // integer values and handles 
0005: $1521 = -366.44 // floating-point values 
0005: $1522 = -1742.1 // floating-point values 
0005: $1523 = 11.426 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1463 = $1516 // integer values and handles 
0084: $1428 = $1517 // integer values and handles 

:RAMPAGE_4405
00D6: if 
0038:   $1464 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4515 
0084: $1516 = $1464 // integer values and handles 
0084: $1517 = $1429 // integer values and handles 
04AE: $1518 = 290 // = constant 
04AE: $1519 = 33 // = constant 
0084: $1520 = $1499 // integer values and handles 
0005: $1521 = -448.796 // floating-point values 
0005: $1522 = 1249.27 // floating-point values 
0005: $1523 = 11.75 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1464 = $1516 // integer values and handles 
0084: $1429 = $1517 // integer values and handles 

:RAMPAGE_4515
00D6: if 
0038:   $1515 == 13 // integer values 
004D: jump_if_false @RAMPAGE_4753 
00D6: if 
0038:   $1465 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4643 
0084: $1516 = $1465 // integer values and handles 
0084: $1517 = $1430 // integer values and handles 
04AE: $1518 = 275 // = constant 
04AE: $1519 = 18 // = constant 
0084: $1520 = $1500 // integer values and handles 
0005: $1521 = -674.22 // floating-point values 
0005: $1522 = 1162.7 // floating-point values 
0005: $1523 = 28.15 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1465 = $1516 // integer values and handles 
0084: $1430 = $1517 // integer values and handles 

:RAMPAGE_4643
00D6: if 
0038:   $1466 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4753 
0084: $1516 = $1466 // integer values and handles 
0084: $1517 = $1431 // integer values and handles 
04AE: $1518 = 277 // = constant 
04AE: $1519 = 19 // = constant 
0084: $1520 = $1501 // integer values and handles 
0005: $1521 = -1143.48 // floating-point values 
0005: $1522 = -410.87 // floating-point values 
0005: $1523 = 10.95 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1466 = $1516 // integer values and handles 
0084: $1431 = $1517 // integer values and handles 

:RAMPAGE_4753
00D6: if 
0038:   $1515 == 14 // integer values 
004D: jump_if_false @RAMPAGE_4991 
00D6: if 
0038:   $1467 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4881 
0084: $1516 = $1467 // integer values and handles 
0084: $1517 = $1432 // integer values and handles 
04AE: $1518 = 286 // = constant 
04AE: $1519 = 29 // = constant 
0084: $1520 = $1502 // integer values and handles 
0005: $1521 = 624.26 // floating-point values 
0005: $1522 = -230.158 // floating-point values 
0005: $1523 = 23.915 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1467 = $1516 // integer values and handles 
0084: $1432 = $1517 // integer values and handles 

:RAMPAGE_4881
00D6: if 
0038:   $1468 == 0 // integer values 
004D: jump_if_false @RAMPAGE_4991 
0084: $1516 = $1468 // integer values and handles 
0084: $1517 = $1433 // integer values and handles 
04AE: $1518 = 277 // = constant 
04AE: $1519 = 19 // = constant 
0084: $1520 = $1503 // integer values and handles 
0005: $1521 = -34.13 // floating-point values 
0005: $1522 = -948.707 // floating-point values 
0005: $1523 = 21.772 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1468 = $1516 // integer values and handles 
0084: $1433 = $1517 // integer values and handles 

:RAMPAGE_4991
00D6: if 
0038:   $1515 == 15 // integer values 
004D: jump_if_false @RAMPAGE_5229 
00D6: if 
0038:   $1469 == 0 // integer values 
004D: jump_if_false @RAMPAGE_5119 
0084: $1516 = $1469 // integer values and handles 
0084: $1517 = $1434 // integer values and handles 
04AE: $1518 = 278 // = constant 
04AE: $1519 = 20 // = constant 
0084: $1520 = $1504 // integer values and handles 
0005: $1521 = 593.315 // floating-point values 
0005: $1522 = -352.826 // floating-point values 
0005: $1523 = 13.711 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1469 = $1516 // integer values and handles 
0084: $1434 = $1517 // integer values and handles 

:RAMPAGE_5119
00D6: if 
0038:   $1470 == 0 // integer values 
004D: jump_if_false @RAMPAGE_5229 
0084: $1516 = $1470 // integer values and handles 
0084: $1517 = $1435 // integer values and handles 
04AE: $1518 = 278 // = constant 
04AE: $1519 = 20 // = constant 
0084: $1520 = $1505 // integer values and handles 
0005: $1521 = -1234.83 // floating-point values 
0005: $1522 = -90.378 // floating-point values 
0005: $1523 = 11.43 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1470 = $1516 // integer values and handles 
0084: $1435 = $1517 // integer values and handles 

:RAMPAGE_5229
00D6: if 
0038:   $1515 == 16 // integer values 
004D: jump_if_false @RAMPAGE_5467 
00D6: if 
0038:   $1471 == 0 // integer values 
004D: jump_if_false @RAMPAGE_5357 
0084: $1516 = $1471 // integer values and handles 
0084: $1517 = $1436 // integer values and handles 
04AE: $1518 = 278 // = constant 
04AE: $1519 = 20 // = constant 
0084: $1520 = $1506 // integer values and handles 
0005: $1521 = -1483.47 // floating-point values 
0005: $1522 = -881.677 // floating-point values 
0005: $1523 = 14.87 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1471 = $1516 // integer values and handles 
0084: $1436 = $1517 // integer values and handles 

:RAMPAGE_5357
00D6: if 
0038:   $1472 == 0 // integer values 
004D: jump_if_false @RAMPAGE_5467 
0084: $1516 = $1472 // integer values and handles 
0084: $1517 = $1437 // integer values and handles 
04AE: $1518 = 280 // = constant 
04AE: $1519 = 26 // = constant 
0084: $1520 = $1507 // integer values and handles 
0005: $1521 = -194.701 // floating-point values 
0005: $1522 = -1085.067 // floating-point values 
0005: $1523 = 15.66 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1472 = $1516 // integer values and handles 
0084: $1437 = $1517 // integer values and handles 

:RAMPAGE_5467
00D6: if 
0038:   $1515 == 17 // integer values 
004D: jump_if_false @RAMPAGE_5595 
00D6: if 
0038:   $1473 == 0 // integer values 
004D: jump_if_false @RAMPAGE_5595 
0084: $1516 = $1473 // integer values and handles 
0084: $1517 = $1438 // integer values and handles 
04AE: $1518 = 268 // = constant 
04AE: $1519 = 10 // = constant 
0084: $1520 = $1508 // integer values and handles 
0005: $1521 = -983.373 // floating-point values 
0005: $1522 = -353.997 // floating-point values 
0005: $1523 = 13.84 // floating-point values 
0050: gosub @RAMPAGE_5610 
0084: $1473 = $1516 // integer values and handles 
0084: $1438 = $1517 // integer values and handles 

:RAMPAGE_5595
0002: jump @RAMPAGE_1369 

:RAMPAGE_5602
030C: progress_made += 1 
00D8: mission_cleanup 
004E: end_thread 

:RAMPAGE_5610
00D6: if 
0214:   pickup $1517 picked_up 
004D: jump_if_false @RAMPAGE_7047 
0001: wait 0 ms 
00D6: if 
0038:   $1180 == 1 // integer values 
004D: jump_if_false @RAMPAGE_5668 
0213: $1517 = create_pickup #KILLFRENZY type 3 at $1521 $1522 $1523 
0051: return 

:RAMPAGE_5668
0004: $ONMISSION = 1 // integer values 
0247: request_model $1518 

:RAMPAGE_5680
00D6: if 
8248:   not model $1518 available 
004D: jump_if_false @RAMPAGE_5707 
0001: wait 0 ms 
0002: jump @RAMPAGE_5680 

:RAMPAGE_5707
00D6: if 
04A3:   $1518 == 290 // == constant 
004D: jump_if_false @RAMPAGE_5758 
0247: request_model #MINIGUN2 

:RAMPAGE_5731
00D6: if 
8248:   not model #MINIGUN2 available 
004D: jump_if_false @RAMPAGE_5758 
0001: wait 0 ms 
0002: jump @RAMPAGE_5731 

:RAMPAGE_5758
00D6: if 
0038:   $1509 == 4 // integer values 
004D: jump_if_false @RAMPAGE_5818 
04AE: $1510 = 7 // = constant 
04AE: $1511 = 83 // = constant 
04AE: $1512 = 84 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 
0008: $1509 += 1 // integer values 

:RAMPAGE_5818
00D6: if 
0038:   $1509 == 3 // integer values 
004D: jump_if_false @RAMPAGE_5878 
04AE: $1510 = 8 // = constant 
04AE: $1511 = 85 // = constant 
04AE: $1512 = 86 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 
0008: $1509 += 1 // integer values 

:RAMPAGE_5878
00D6: if 
0038:   $1509 == 2 // integer values 
004D: jump_if_false @RAMPAGE_5938 
04AE: $1510 = 12 // = constant 
04AE: $1511 = 93 // = constant 
04AE: $1512 = 94 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 
0008: $1509 += 1 // integer values 

:RAMPAGE_5938
00D6: if 
0038:   $1509 == 1 // integer values 
004D: jump_if_false @RAMPAGE_5998 
04AE: $1510 = 10 // = constant 
04AE: $1511 = 89 // = constant 
04AE: $1512 = 90 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 
0008: $1509 += 1 // integer values 

:RAMPAGE_5998
00D6: if 
0038:   $1509 == 0 // integer values 
004D: jump_if_false @RAMPAGE_6058 
04AE: $1510 = 9 // = constant 
04AE: $1511 = 87 // = constant 
04AE: $1512 = 88 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 
0008: $1509 += 1 // integer values 

:RAMPAGE_6058
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RAMPAGE_6369 
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'STREET5' 
004D: jump_if_false @RAMPAGE_6133 
04AE: $1510 = 9 // = constant 
04AE: $1511 = 87 // = constant 
04AE: $1512 = 88 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 

:RAMPAGE_6133
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'BIKAREA' 
004D: jump_if_false @RAMPAGE_6192 
04AE: $1510 = 12 // = constant 
04AE: $1511 = 93 // = constant 
04AE: $1512 = 94 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 

:RAMPAGE_6192
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GANG2' 
004D: jump_if_false @RAMPAGE_6251 
04AE: $1510 = 8 // = constant 
04AE: $1511 = 85 // = constant 
04AE: $1512 = 86 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 

:RAMPAGE_6251
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GHETTO1' 
004D: jump_if_false @RAMPAGE_6310 
04AE: $1510 = 8 // = constant 
04AE: $1511 = 85 // = constant 
04AE: $1512 = 86 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 

:RAMPAGE_6310
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GHETTO2' 
004D: jump_if_false @RAMPAGE_6369 
04AE: $1510 = 7 // = constant 
04AE: $1511 = 83 // = constant 
04AE: $1512 = 84 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 

:RAMPAGE_6369
00D6: if 
003A:   $1517 == $1422 // integer values and handles 
004D: jump_if_false @RAMPAGE_6448 
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 $1513 $1514 0  // .
01E3: text_1number_styled 'PAGE_05' number $1520 time 6000 style 6  // Gun Down ~1~ Gang Members in 2 Minutes!
0002: jump @RAMPAGE_6684 

:RAMPAGE_6448
00D6: if or
003A:   $1517 == $1405 // integer values and handles 
003A:   $1517 == $1419 // integer values and handles 
003A:   $1517 == $1420 // integer values and handles 
003A:   $1517 == $1428 // integer values and handles 
004D: jump_if_false @RAMPAGE_6547 
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 -2 -1 -1 -1 0  // .
01E3: text_1number_styled 'PAGE_02' number $1520 time 6000 style 6  // Destroy ~1~ Vehicles in 2 Minutes!
0002: jump @RAMPAGE_6684 

:RAMPAGE_6547
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 -1 -1 0  // .
00D6: if 
04A3:   $1519 == 42 // == constant 
004D: jump_if_false @RAMPAGE_6623 
01E3: text_1number_styled 'PAGE_03' number $1520 time 6000 style 6  // Drive-by and Waste ~1~ Gang Members in 2 Minutes!
0002: jump @RAMPAGE_6684 

:RAMPAGE_6623
00D6: if 
04A3:   $1519 == 40 // == constant 
004D: jump_if_false @RAMPAGE_6666 
01E3: text_1number_styled 'PAGE_04' number $1520 time 6000 style 6  // Runover and Kill ~1~ Gang Members in 2 Minutes!
0002: jump @RAMPAGE_6684 

:RAMPAGE_6666
01E3: text_1number_styled 'PAGE_01' number $1520 time 6000 style 6  // Kill ~1~ Gang Members in 2 Minutes!

:RAMPAGE_6684
0247: request_model $1511 
0247: request_model $1512 
03DF: all_random_peds $1510 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01FA: $1402 = rampage_status 

:RAMPAGE_6719
00D6: if 
0038:   $1402 == 1 // integer values 
004D: jump_if_false @RAMPAGE_6753 
0001: wait 0 ms 
01FA: $1402 = rampage_status 
0002: jump @RAMPAGE_6719 

:RAMPAGE_6753
00D6: if 
0038:   $1402 == 2 // integer values 
004D: jump_if_false @RAMPAGE_6960 
0004: $1516 = 1 // integer values 
0008: $1403 += 1 // integer values 
0084: $1401 = $1403 // integer values and handles 
0010: $1401 *= 50 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RAMPAGE_6821 
0110: clear_player $PLAYER_CHAR wanted_level 

:RAMPAGE_6821
00D6: if 
001A:   35 > $1403 // integer values 
004D: jump_if_false @RAMPAGE_6903 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RAMPAGE_6863 
0109: player $PLAYER_CHAR money += $1401 

:RAMPAGE_6863
00BA: text_styled 'RAMP_P' 5000 ms 5  // RAMPAGE PASSED!!
01E3: text_1number_styled 'REWARD' number $1401 time 6000 style 6  // REWARD $~1~
0002: jump @RAMPAGE_6960 

:RAMPAGE_6903
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RAMPAGE_6927 
0109: player $PLAYER_CHAR money += 1000 

:RAMPAGE_6927
00BA: text_styled 'RAMP_A' 5000 ms 5  // ALL RAMPAGES COMPLETED!!
01E3: text_1number_styled 'REWARD' number 1000 time 6000 style 6  // REWARD $~1~

:RAMPAGE_6960
00D6: if 
0038:   $1402 == 3 // integer values 
004D: jump_if_false @RAMPAGE_7016 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED!!
0215: destroy_pickup $1517 
0213: $1517 = create_pickup #KILLFRENZY type 3 at $1521 $1522 $1523 

:RAMPAGE_7016
03DF: all_random_peds -1 
0249: release_model $1511 
0249: release_model $1512 
0249: release_model $1518 
0249: release_model #MINIGUN2 
0004: $ONMISSION = 0 // integer values 

:RAMPAGE_7047
0051: return 

:SHOPS
0004: $1524 = -60000 // integer values 
0004: $1525 = -60000 // integer values 
0004: $1526 = -60000 // integer values 
0004: $1527 = 0 // integer values 
0004: $1530 = 0 // integer values 
0004: $864 = 0 // integer values 
0004: $1540 = 0 // integer values 
0004: $1541 = 0 // integer values 
0004: $1542 = 0 // integer values 
0004: $1543 = 0 // integer values 
0004: $1544 = 0 // integer values 
0004: $1545 = 0 // integer values 
0004: $1546 = 0 // integer values 
0004: $1547 = 0 // integer values 
0004: $1548 = 0 // integer values 
0004: $1549 = 0 // integer values 
0004: $1550 = 0 // integer values 
0004: $1551 = 0 // integer values 
0004: $1552 = 0 // integer values 
0004: $1553 = 0 // integer values 
0004: $1554 = 0 // integer values 
0004: $1555 = 0 // integer values 
0004: $1531 = 0 // integer values 
03A4: name_thread 'SHOPS' 
0111: set_wasted_busted_check_to 0 
004F: create_thread @SHOP1  
004F: create_thread @SHOP2  
004F: create_thread @SHOP3  
004F: create_thread @SHOP4  
004F: create_thread @SHOP5  
004E: end_thread 

:SHOP1
03A4: name_thread 'SHOP1' 

:SHOP1_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP1_999 
00D6: if and
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0038:   $1003 == 0 // integer values 
004D: jump_if_false @SHOP1_992 
00D6: if 
00F5:   player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP1_329 
00D6: if 
0038:   $1527 == 0 // integer values 
004D: jump_if_false @SHOP1_216 
0050: gosub @SHOP5_1792 
0084: $1533 = $859 // integer values and handles 
0060: $1533 -= $1524 // integer values 
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP1_202 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 450.0 782.5 12.2 
0050: gosub @SHOP5_2200 

:SHOP1_202
0004: $1527 = 1 // integer values 
0002: jump @SHOP1_322 

:SHOP1_216
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP1_322 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP1_315 
00D6: if 
0057:   player $PLAYER_CHAR 0 472.7 800.4 11.5 438.1 779.0 17.0 
004D: jump_if_false @SHOP1_308 
0050: gosub @SHOP5_1010 

:SHOP1_308
0002: jump @SHOP1_322 

:SHOP1_315
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP1_322
0002: jump @SHOP1_354 

:SHOP1_329
00D6: if 
0038:   $1527 == 1 // integer values 
004D: jump_if_false @SHOP1_354 
0050: gosub @SHOP5_1854 

:SHOP1_354
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP1_673 
00D6: if 
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP1_648 
00D6: if 
0038:   $1528 == 0 // integer values 
004D: jump_if_false @SHOP1_535 
0050: gosub @SHOP5_1792 
0084: $1534 = $859 // integer values and handles 
0060: $1534 -= $1525 // integer values 
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP1_521 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 383.2 759.7 11.0 
0173: set_actor $1532 z_angle_to 180.0 
0050: gosub @SHOP5_2200 

:SHOP1_521
0004: $1528 = 1 // integer values 
0002: jump @SHOP1_641 

:SHOP1_535
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP1_641 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP1_634 
00D6: if 
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP1_627 
0050: gosub @SHOP5_1010 

:SHOP1_627
0002: jump @SHOP1_641 

:SHOP1_634
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP1_641
0002: jump @SHOP1_673 

:SHOP1_648
00D6: if 
0038:   $1528 == 1 // integer values 
004D: jump_if_false @SHOP1_673 
0050: gosub @SHOP5_1854 

:SHOP1_673
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP1_992 
00D6: if 
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP1_967 
00D6: if 
0038:   $1529 == 0 // integer values 
004D: jump_if_false @SHOP1_854 
0050: gosub @SHOP5_1792 
0084: $1535 = $859 // integer values and handles 
0060: $1535 -= $1526 // integer values 
00D6: if 
0018:   $1535 > 60000 // integer values 
004D: jump_if_false @SHOP1_840 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 379.9 210.2 10.6 
0173: set_actor $1532 z_angle_to 280.0 
0050: gosub @SHOP5_2200 

:SHOP1_840
0004: $1529 = 1 // integer values 
0002: jump @SHOP1_960 

:SHOP1_854
00D6: if 
0018:   $1535 > 60000 // integer values 
004D: jump_if_false @SHOP1_960 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP1_953 
00D6: if 
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP1_946 
0050: gosub @SHOP5_1010 

:SHOP1_946
0002: jump @SHOP1_960 

:SHOP1_953
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP1_960
0002: jump @SHOP1_992 

:SHOP1_967
00D6: if 
0038:   $1529 == 1 // integer values 
004D: jump_if_false @SHOP1_992 
0050: gosub @SHOP5_1854 

:SHOP1_992
0002: jump @SHOP1_1006 

:SHOP1_999
0050: gosub @SHOP5_1854 

:SHOP1_1006
0002: jump @SHOP1_10 

:SHOP2
03A4: name_thread 'SHOP2' 

:SHOP2_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP2_364 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @SHOP2_357 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP2_332 
00D6: if 
0038:   $1527 == 0 // integer values 
004D: jump_if_false @SHOP2_219 
0050: gosub @SHOP5_1792 
0084: $1533 = $859 // integer values and handles 
0060: $1533 -= $1524 // integer values 
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP2_205 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -846.6 -72.6 10.8 
0173: set_actor $1532 z_angle_to 166.0 
0050: gosub @SHOP5_2200 

:SHOP2_205
0004: $1527 = 1 // integer values 
0002: jump @SHOP2_325 

:SHOP2_219
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP2_325 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP2_318 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP2_311 
0050: gosub @SHOP5_1010 

:SHOP2_311
0002: jump @SHOP2_325 

:SHOP2_318
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP2_325
0002: jump @SHOP2_357 

:SHOP2_332
00D6: if 
0038:   $1527 == 1 // integer values 
004D: jump_if_false @SHOP2_357 
0050: gosub @SHOP5_1854 

:SHOP2_357
0002: jump @SHOP2_371 

:SHOP2_364
0050: gosub @SHOP5_1854 

:SHOP2_371
0002: jump @SHOP2_10 

:SHOP3
03A4: name_thread 'SHOP3' 

:SHOP3_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP3_683 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @SHOP3_676 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP3_332 
00D6: if 
0038:   $1527 == 0 // integer values 
004D: jump_if_false @SHOP3_219 
0050: gosub @SHOP5_1792 
0084: $1533 = $859 // integer values and handles 
0060: $1533 -= $1524 // integer values 
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP3_205 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -830.4 741.9 10.6 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub @SHOP5_2200 

:SHOP3_205
0004: $1527 = 1 // integer values 
0002: jump @SHOP3_325 

:SHOP3_219
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP3_325 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP3_318 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP3_311 
0050: gosub @SHOP5_1010 

:SHOP3_311
0002: jump @SHOP3_325 

:SHOP3_318
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP3_325
0002: jump @SHOP3_357 

:SHOP3_332
00D6: if 
0038:   $1527 == 1 // integer values 
004D: jump_if_false @SHOP3_357 
0050: gosub @SHOP5_1854 

:SHOP3_357
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP3_676 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP3_651 
00D6: if 
0038:   $1528 == 0 // integer values 
004D: jump_if_false @SHOP3_538 
0050: gosub @SHOP5_1792 
0084: $1534 = $859 // integer values and handles 
0060: $1534 -= $1525 // integer values 
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP3_524 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -854.3 850.0 10.6 
0173: set_actor $1532 z_angle_to 110.0 
0050: gosub @SHOP5_2200 

:SHOP3_524
0004: $1528 = 1 // integer values 
0002: jump @SHOP3_644 

:SHOP3_538
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP3_644 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP3_637 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP3_630 
0050: gosub @SHOP5_1010 

:SHOP3_630
0002: jump @SHOP3_644 

:SHOP3_637
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP3_644
0002: jump @SHOP3_676 

:SHOP3_651
00D6: if 
0038:   $1528 == 1 // integer values 
004D: jump_if_false @SHOP3_676 
0050: gosub @SHOP5_1854 

:SHOP3_676
0002: jump @SHOP3_690 

:SHOP3_683
0050: gosub @SHOP5_1854 

:SHOP3_690
0002: jump @SHOP3_10 

:SHOP4
03A4: name_thread 'SHOP4' 

:SHOP4_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP4_1034 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @SHOP4_1027 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP4_332 
00D6: if 
0038:   $1527 == 0 // integer values 
004D: jump_if_false @SHOP4_219 
0050: gosub @SHOP5_1792 
0084: $1533 = $859 // integer values and handles 
0060: $1533 -= $1524 // integer values 
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP4_205 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -858.8 -632.66 10.6 
0173: set_actor $1532 z_angle_to 193.0 
0050: gosub @SHOP5_2200 

:SHOP4_205
0004: $1527 = 1 // integer values 
0002: jump @SHOP4_325 

:SHOP4_219
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP4_325 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP4_318 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP4_311 
0050: gosub @SHOP5_1010 

:SHOP4_311
0002: jump @SHOP4_325 

:SHOP4_318
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP4_325
0002: jump @SHOP4_357 

:SHOP4_332
00D6: if 
0038:   $1527 == 1 // integer values 
004D: jump_if_false @SHOP4_357 
0050: gosub @SHOP5_1854 

:SHOP4_357
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP4_692 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP4_692 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP4_667 
00D6: if 
0038:   $1528 == 0 // integer values 
004D: jump_if_false @SHOP4_554 
0050: gosub @SHOP5_1792 
0084: $1534 = $859 // integer values and handles 
0060: $1534 -= $1525 // integer values 
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP4_540 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -1167.1 -615.8 11.0 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub @SHOP5_2200 

:SHOP4_540
0004: $1528 = 1 // integer values 
0002: jump @SHOP4_660 

:SHOP4_554
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP4_660 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP4_653 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP4_646 
0050: gosub @SHOP5_1010 

:SHOP4_646
0002: jump @SHOP4_660 

:SHOP4_653
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP4_660
0002: jump @SHOP4_692 

:SHOP4_667
00D6: if 
0038:   $1528 == 1 // integer values 
004D: jump_if_false @SHOP4_692 
0050: gosub @SHOP5_1854 

:SHOP4_692
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP4_1027 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP4_1027 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
004D: jump_if_false @SHOP4_1002 
00D6: if 
0038:   $1529 == 0 // integer values 
004D: jump_if_false @SHOP4_889 
0050: gosub @SHOP5_1792 
0084: $1535 = $859 // integer values and handles 
0060: $1535 -= $1526 // integer values 
00D6: if 
0018:   $1535 > 60000 // integer values 
004D: jump_if_false @SHOP4_875 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -1192.2 -323.7 11.1 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub @SHOP5_2200 

:SHOP4_875
0004: $1529 = 1 // integer values 
0002: jump @SHOP4_995 

:SHOP4_889
00D6: if 
0018:   $1535 > 60000 // integer values 
004D: jump_if_false @SHOP4_995 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP4_988 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP4_981 
0050: gosub @SHOP5_1010 

:SHOP4_981
0002: jump @SHOP4_995 

:SHOP4_988
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP4_995
0002: jump @SHOP4_1027 

:SHOP4_1002
00D6: if 
0038:   $1529 == 1 // integer values 
004D: jump_if_false @SHOP4_1027 
0050: gosub @SHOP5_1854 

:SHOP4_1027
0002: jump @SHOP4_1041 

:SHOP4_1034
0050: gosub @SHOP5_1854 

:SHOP4_1041
0002: jump @SHOP4_10 

:SHOP5
03A4: name_thread 'SHOP5' 

:SHOP5_10
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP5_996 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @SHOP5_989 
00D6: if 
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
004D: jump_if_false @SHOP5_326 
00D6: if 
0038:   $1527 == 0 // integer values 
004D: jump_if_false @SHOP5_213 
0050: gosub @SHOP5_1792 
0084: $1533 = $859 // integer values and handles 
0060: $1533 -= $1524 // integer values 
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP5_199 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 352.7 1111.3 24.5 
0173: set_actor $1532 z_angle_to 290.0 
0050: gosub @SHOP5_2200 

:SHOP5_199
0004: $1527 = 1 // integer values 
0002: jump @SHOP5_319 

:SHOP5_213
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP5_319 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP5_312 
00D6: if 
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP5_305 
0050: gosub @SHOP5_1010 

:SHOP5_305
0002: jump @SHOP5_319 

:SHOP5_312
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP5_319
0002: jump @SHOP5_351 

:SHOP5_326
00D6: if 
0038:   $1527 == 1 // integer values 
004D: jump_if_false @SHOP5_351 
0050: gosub @SHOP5_1854 

:SHOP5_351
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP5_670 
00D6: if 
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
004D: jump_if_false @SHOP5_645 
00D6: if 
0038:   $1528 == 0 // integer values 
004D: jump_if_false @SHOP5_532 
0050: gosub @SHOP5_1792 
0084: $1534 = $859 // integer values and handles 
0060: $1534 -= $1525 // integer values 
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP5_518 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 423.5 1039.4 18.1 
0173: set_actor $1532 z_angle_to 136.0 
0050: gosub @SHOP5_2200 

:SHOP5_518
0004: $1528 = 1 // integer values 
0002: jump @SHOP5_638 

:SHOP5_532
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP5_638 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP5_631 
00D6: if 
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP5_624 
0050: gosub @SHOP5_1010 

:SHOP5_624
0002: jump @SHOP5_638 

:SHOP5_631
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP5_638
0002: jump @SHOP5_670 

:SHOP5_645
00D6: if 
0038:   $1528 == 1 // integer values 
004D: jump_if_false @SHOP5_670 
0050: gosub @SHOP5_1854 

:SHOP5_670
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP5_989 
00D6: if 
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 30.0 30.0 15.0 
004D: jump_if_false @SHOP5_964 
00D6: if 
0038:   $1529 == 0 // integer values 
004D: jump_if_false @SHOP5_851 
0050: gosub @SHOP5_1792 
0084: $1535 = $859 // integer values and handles 
0060: $1535 -= $1526 // integer values 
00D6: if 
0018:   $1535 > 60000 // integer values 
004D: jump_if_false @SHOP5_837 
009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 468.7 1206.6 19.0 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub @SHOP5_2200 

:SHOP5_837
0004: $1529 = 1 // integer values 
0002: jump @SHOP5_957 

:SHOP5_851
00D6: if 
0018:   $1535 > 60000 // integer values 
004D: jump_if_false @SHOP5_957 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP5_950 
00D6: if 
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 8.0 8.0 6.0 
004D: jump_if_false @SHOP5_943 
0050: gosub @SHOP5_1010 

:SHOP5_943
0002: jump @SHOP5_957 

:SHOP5_950
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:SHOP5_957
0002: jump @SHOP5_989 

:SHOP5_964
00D6: if 
0038:   $1529 == 1 // integer values 
004D: jump_if_false @SHOP5_989 
0050: gosub @SHOP5_1854 

:SHOP5_989
0002: jump @SHOP5_1003 

:SHOP5_996
0050: gosub @SHOP5_1854 

:SHOP5_1003
0002: jump @SHOP5_10 

:SHOP5_1010
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP5_1790 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor $1532 
004D: jump_if_false @SHOP5_1636 
00D6: if 
0038:   $1530 == 0 // integer values 
004D: jump_if_false @SHOP5_1167 
022F: set_actor $1532 stop_looking 
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP5_1146 
04EB: actor $1532 crouch 0 9999999 ms 
0372: set_actor $1532 anim 0 wait_state_time 0 ms 
0372: set_actor $1532 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $896 $897 $898 from_actor $1532 offset 0.0 1.2 0.0 

:SHOP5_1146
0006: 16@ = 0 // integer values 
0004: $1530 = 1 // integer values 
0002: jump @SHOP5_1599 

:SHOP5_1167
00D6: if 
0038:   $864 == 0 // integer values 
004D: jump_if_false @SHOP5_1599 
00D6: if and
0019:   16@ > 2000 // integer values 
001B:   6000 > 16@ // integer values 
004D: jump_if_false @SHOP5_1283 
00D6: if 
0038:   $1540 == 0 // integer values 
004D: jump_if_false @SHOP5_1283 
0009: $898 += 0.15 // floating-point values 
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
0050: gosub @SHOP5_2245 
0004: $1540 = 1 // integer values 

:SHOP5_1283
00D6: if and
0019:   16@ > 6000 // integer values 
001B:   10000 > 16@ // integer values 
004D: jump_if_false @SHOP5_1391 
00D6: if 
0038:   $1541 == 0 // integer values 
004D: jump_if_false @SHOP5_1391 
0009: $897 += 0.1 // floating-point values 
0009: $896 += 0.1 // floating-point values 
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0004: $1541 = 1 // integer values 

:SHOP5_1391
00D6: if and
0019:   16@ > 10000 // integer values 
001B:   14000 > 16@ // integer values 
004D: jump_if_false @SHOP5_1490 
00D6: if 
0038:   $1542 == 0 // integer values 
004D: jump_if_false @SHOP5_1490 
0009: $897 += 0.1 // floating-point values 
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $1542 = 1 // integer values 

:SHOP5_1490
00D6: if and
0019:   16@ > 14000 // integer values 
001B:   20000 > 16@ // integer values 
004D: jump_if_false @SHOP5_1599 
00D6: if 
0038:   $1543 == 0 // integer values 
004D: jump_if_false @SHOP5_1599 
0009: $897 += 0.1 // floating-point values 
0009: $896 += 0.1 // floating-point values 
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0004: $1543 = 1 // integer values 

:SHOP5_1599
00D6: if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1532 hit_by_weapon 47 
004D: jump_if_false @SHOP5_1629 
0002: jump @SHOP5_1636 

:SHOP5_1629
0002: jump @SHOP5_1790 

:SHOP5_1636
00D6: if 
0038:   $1530 == 0 // integer values 
004D: jump_if_false @SHOP5_1691 
00D6: if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1532 hit_by_weapon 47 
004D: jump_if_false @SHOP5_1684 
0004: $1530 = 1 // integer values 

:SHOP5_1684
0002: jump @SHOP5_1790 

:SHOP5_1691
00D6: if 
8118:   not actor $1532 dead 
004D: jump_if_false @SHOP5_1790 
0372: set_actor $1532 anim 0 wait_state_time 0 ms 
04EB: actor $1532 crouch 1 9999999 ms 
00D6: if 
0038:   $864 == 0 // integer values 
004D: jump_if_false @SHOP5_1790 
00A0: store_actor $1532 position_to $896 $897 $898 
018D: $865 = create_sound 0 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $864 = 1 // integer values 

:SHOP5_1790
0051: return 

:SHOP5_1792
023C: load_special_actor 16 'S_KEEP' 

:SHOP5_1804
00D6: if 
823D:   not special_actor 16 loaded 
004D: jump_if_false @SHOP5_1842 
0001: wait 0 ms 
023C: load_special_actor 16 'S_KEEP' 
0002: jump @SHOP5_1804 

:SHOP5_1842
01BD: $859 = current_time_in_ms 
009B: destroy_actor_instantly $1532 
0051: return 

:SHOP5_1854
00D6: if 
0038:   $1527 == 1 // integer values 
004D: jump_if_false @SHOP5_1921 
00D6: if or
0118:   actor $1532 dead 
0038:   $1530 == 1 // integer values 
004D: jump_if_false @SHOP5_1921 
00D6: if 
0018:   $1533 > 60000 // integer values 
004D: jump_if_false @SHOP5_1921 
01BD: $1524 = current_time_in_ms 

:SHOP5_1921
00D6: if 
0038:   $1528 == 1 // integer values 
004D: jump_if_false @SHOP5_1988 
00D6: if or
0118:   actor $1532 dead 
0038:   $1530 == 1 // integer values 
004D: jump_if_false @SHOP5_1988 
00D6: if 
0018:   $1534 > 60000 // integer values 
004D: jump_if_false @SHOP5_1988 
01BD: $1525 = current_time_in_ms 

:SHOP5_1988
00D6: if 
0038:   $1529 == 1 // integer values 
004D: jump_if_false @SHOP5_2055 
00D6: if or
0118:   actor $1532 dead 
0038:   $1530 == 1 // integer values 
004D: jump_if_false @SHOP5_2055 
00D6: if 
0018:   $1535 > 60000 // integer values 
004D: jump_if_false @SHOP5_2055 
01BD: $1526 = current_time_in_ms 

:SHOP5_2055
0004: $1527 = 0 // integer values 
0004: $1528 = 0 // integer values 
0004: $1529 = 0 // integer values 
0004: $1530 = 0 // integer values 
0004: $864 = 0 // integer values 
0004: $1540 = 0 // integer values 
0004: $1541 = 0 // integer values 
0004: $1542 = 0 // integer values 
0004: $1543 = 0 // integer values 
0215: destroy_pickup $1536 
0215: destroy_pickup $1537 
0215: destroy_pickup $1538 
0215: destroy_pickup $1539 
0296: unload_special_actor 16 
009B: destroy_actor_instantly $1532 
018E: stop_sound $865 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP5_2198 
0004: $1524 = -60000 // integer values 
0004: $1525 = -60000 // integer values 
0004: $1526 = -60000 // integer values 

:SHOP5_2198
0051: return 

:SHOP5_2200
0243: set_actor $1532 ped_stats_to 16 
01ED: clear_actor $1532 threat_search 
0350: set_actor $1532 maintain_position_when_attacked 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOP5_2243 
022D: set_actor $1532 to_look_at_player $PLAYER_CHAR 

:SHOP5_2243
0051: return 

:SHOP5_2245
00D6: if and
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
0038:   $1544 == 0 // integer values 
004D: jump_if_false @SHOP5_2318 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1544 = 1 // integer values 

:SHOP5_2318
00D6: if and
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
0038:   $1545 == 0 // integer values 
004D: jump_if_false @SHOP5_2391 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1545 = 1 // integer values 

:SHOP5_2391
00D6: if and
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
0038:   $1546 == 0 // integer values 
004D: jump_if_false @SHOP5_2464 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1546 = 1 // integer values 

:SHOP5_2464
00D6: if and
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
0038:   $1547 == 0 // integer values 
004D: jump_if_false @SHOP5_2537 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1547 = 1 // integer values 

:SHOP5_2537
00D6: if and
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
0038:   $1548 == 0 // integer values 
004D: jump_if_false @SHOP5_2610 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1548 = 1 // integer values 

:SHOP5_2610
00D6: if and
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
0038:   $1549 == 0 // integer values 
004D: jump_if_false @SHOP5_2683 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1549 = 1 // integer values 

:SHOP5_2683
00D6: if and
00F5:   player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
0038:   $1550 == 0 // integer values 
004D: jump_if_false @SHOP5_2756 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1550 = 1 // integer values 

:SHOP5_2756
00D6: if and
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
0038:   $1551 == 0 // integer values 
004D: jump_if_false @SHOP5_2829 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1551 = 1 // integer values 

:SHOP5_2829
00D6: if and
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
0038:   $1552 == 0 // integer values 
004D: jump_if_false @SHOP5_2902 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1552 = 1 // integer values 

:SHOP5_2902
00D6: if and
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 18.2 radius 30.0 30.0 15.0 
0038:   $1553 == 0 // integer values 
004D: jump_if_false @SHOP5_2975 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1553 = 1 // integer values 

:SHOP5_2975
00D6: if and
00F5:   player $PLAYER_CHAR 0 -1167.5 -613.5 11.0 radius 30.0 30.0 30.0 
0038:   $1554 == 0 // integer values 
004D: jump_if_false @SHOP5_3048 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1554 = 1 // integer values 

:SHOP5_3048
00D6: if and
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
0038:   $1555 == 0 // integer values 
004D: jump_if_false @SHOP5_3121 
0531: increment_stores_knocked_off_by 1 
0008: $1531 += 1 // integer values 
0004: $1555 = 1 // integer values 

:SHOP5_3121
0051: return 

:AUDIO
03A4: name_thread 'AUDIO' 
0111: set_wasted_busted_check_to 0 
004F: create_thread @AUDIO1  
004E: end_thread 

:AUDIO1
03A4: name_thread 'AUDIO1' 
0004: $1559 = 0 // integer values 
0004: $1560 = 0 // integer values 
0004: $1561 = 0 // integer values 
0004: $1565 = 0 // integer values 
0004: $1566 = 0 // integer values 
0004: $1567 = 0 // integer values 
0004: $1571 = 0 // integer values 
0004: $1572 = 0 // integer values 
0004: $1573 = 0 // integer values 
0004: $1579 = 0 // integer values 
0004: $1576 = 0 // integer values 
0004: $1577 = 0 // integer values 

:AUDIO1_94
0001: wait 500 ms 
00BF: $9 = current_time_hours, $10 = current_time_minutes 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AUDIO1_1790 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @AUDIO1_403 
00D6: if 
0038:   $275 == 0 // integer values 
004D: jump_if_false @AUDIO1_212 
00D6: if 
0038:   $1559 == 0 // integer values 
004D: jump_if_false @AUDIO1_212 
018D: $1556 = create_sound 36 at -596.018 640.916 12.0 
0004: $1559 = 1 // integer values 

:AUDIO1_212
00D6: if 
0038:   $275 == 1 // integer values 
004D: jump_if_false @AUDIO1_295 
00D6: if 
0038:   $276 == 0 // integer values 
004D: jump_if_false @AUDIO1_295 
00D6: if 
0038:   $1560 == 0 // integer values 
004D: jump_if_false @AUDIO1_295 
018D: $1557 = create_sound 37 at -596.018 640.916 12.0 
0004: $1560 = 1 // integer values 

:AUDIO1_295
00D6: if 
0038:   $275 == 1 // integer values 
004D: jump_if_false @AUDIO1_396 
00D6: if 
0038:   $276 == 1 // integer values 
004D: jump_if_false @AUDIO1_396 
00D6: if 
0038:   $277 == 0 // integer values 
004D: jump_if_false @AUDIO1_396 
00D6: if 
0038:   $1561 == 0 // integer values 
004D: jump_if_false @AUDIO1_396 
018D: $1558 = create_sound 38 at -596.018 640.916 12.0 
0004: $1561 = 1 // integer values 

:AUDIO1_396
0002: jump @AUDIO1_493 

:AUDIO1_403
00D6: if 
0038:   $1559 == 1 // integer values 
004D: jump_if_false @AUDIO1_433 
018E: stop_sound $1556 
0004: $1559 = 0 // integer values 

:AUDIO1_433
00D6: if 
0038:   $1560 == 1 // integer values 
004D: jump_if_false @AUDIO1_463 
018E: stop_sound $1557 
0004: $1560 = 0 // integer values 

:AUDIO1_463
00D6: if 
0038:   $1561 == 1 // integer values 
004D: jump_if_false @AUDIO1_493 
018E: stop_sound $1558 
0004: $1561 = 0 // integer values 

:AUDIO1_493
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @AUDIO1_893 
00D6: if or
0028:   $9 >= 23 // integer values 
001A:   7 > $9 // integer values 
004D: jump_if_false @AUDIO1_610 
00D6: if and
0038:   $1565 == 0 // integer values 
0038:   $1566 == 0 // integer values 
0038:   $1567 == 0 // integer values 
004D: jump_if_false @AUDIO1_603 
018D: $1562 = create_sound 40 at 494.652 -83.347 10.032 
0004: $1565 = 1 // integer values 

:AUDIO1_603
0002: jump @AUDIO1_640 

:AUDIO1_610
00D6: if 
0038:   $1565 == 1 // integer values 
004D: jump_if_false @AUDIO1_640 
018E: stop_sound $1562 
0004: $1565 = 0 // integer values 

:AUDIO1_640
00D6: if and
0028:   $9 >= 7 // integer values 
001A:   15 > $9 // integer values 
004D: jump_if_false @AUDIO1_733 
00D6: if and
0038:   $1566 == 0 // integer values 
0038:   $1565 == 0 // integer values 
0038:   $1567 == 0 // integer values 
004D: jump_if_false @AUDIO1_726 
018D: $1563 = create_sound 41 at 494.652 -83.347 10.032 
0004: $1566 = 1 // integer values 

:AUDIO1_726
0002: jump @AUDIO1_763 

:AUDIO1_733
00D6: if 
0038:   $1566 == 1 // integer values 
004D: jump_if_false @AUDIO1_763 
018E: stop_sound $1563 
0004: $1566 = 0 // integer values 

:AUDIO1_763
00D6: if and
0028:   $9 >= 15 // integer values 
001A:   23 > $9 // integer values 
004D: jump_if_false @AUDIO1_856 
00D6: if and
0038:   $1567 == 0 // integer values 
0038:   $1565 == 0 // integer values 
0038:   $1566 == 0 // integer values 
004D: jump_if_false @AUDIO1_849 
018D: $1564 = create_sound 42 at 494.652 -83.347 10.032 
0004: $1567 = 1 // integer values 

:AUDIO1_849
0002: jump @AUDIO1_886 

:AUDIO1_856
00D6: if 
0038:   $1567 == 1 // integer values 
004D: jump_if_false @AUDIO1_886 
018E: stop_sound $1564 
0004: $1567 = 0 // integer values 

:AUDIO1_886
0002: jump @AUDIO1_983 

:AUDIO1_893
00D6: if 
0038:   $1565 == 1 // integer values 
004D: jump_if_false @AUDIO1_923 
018E: stop_sound $1562 
0004: $1565 = 0 // integer values 

:AUDIO1_923
00D6: if 
0038:   $1566 == 1 // integer values 
004D: jump_if_false @AUDIO1_953 
018E: stop_sound $1563 
0004: $1566 = 0 // integer values 

:AUDIO1_953
00D6: if 
0038:   $1567 == 1 // integer values 
004D: jump_if_false @AUDIO1_983 
018E: stop_sound $1564 
0004: $1567 = 0 // integer values 

:AUDIO1_983
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @AUDIO1_1532 
00D6: if or
0028:   $9 >= 23 // integer values 
001A:   7 > $9 // integer values 
004D: jump_if_false @AUDIO1_1100 
00D6: if and
0038:   $1571 == 0 // integer values 
0038:   $1572 == 0 // integer values 
0038:   $1573 == 0 // integer values 
004D: jump_if_false @AUDIO1_1093 
018D: $1568 = create_sound 43 at 87.738 -1456.117 11.0 
0004: $1571 = 1 // integer values 

:AUDIO1_1093
0002: jump @AUDIO1_1130 

:AUDIO1_1100
00D6: if 
0038:   $1571 == 1 // integer values 
004D: jump_if_false @AUDIO1_1130 
018E: stop_sound $1568 
0004: $1571 = 0 // integer values 

:AUDIO1_1130
00D6: if and
0028:   $9 >= 7 // integer values 
001A:   15 > $9 // integer values 
004D: jump_if_false @AUDIO1_1223 
00D6: if and
0038:   $1572 == 0 // integer values 
0038:   $1571 == 0 // integer values 
0038:   $1573 == 0 // integer values 
004D: jump_if_false @AUDIO1_1216 
018D: $1569 = create_sound 44 at 87.738 -1456.117 11.0 
0004: $1572 = 1 // integer values 

:AUDIO1_1216
0002: jump @AUDIO1_1253 

:AUDIO1_1223
00D6: if 
0038:   $1572 == 1 // integer values 
004D: jump_if_false @AUDIO1_1253 
018E: stop_sound $1569 
0004: $1572 = 0 // integer values 

:AUDIO1_1253
00D6: if and
0028:   $9 >= 15 // integer values 
001A:   23 > $9 // integer values 
004D: jump_if_false @AUDIO1_1346 
00D6: if and
0038:   $1573 == 0 // integer values 
0038:   $1571 == 0 // integer values 
0038:   $1572 == 0 // integer values 
004D: jump_if_false @AUDIO1_1339 
018D: $1570 = create_sound 45 at 87.738 -1456.117 11.0 
0004: $1573 = 1 // integer values 

:AUDIO1_1339
0002: jump @AUDIO1_1376 

:AUDIO1_1346
00D6: if 
0038:   $1573 == 1 // integer values 
004D: jump_if_false @AUDIO1_1376 
018E: stop_sound $1570 
0004: $1573 = 0 // integer values 

:AUDIO1_1376
00D6: if 
0038:   $9 == 10 // integer values 
004D: jump_if_false @AUDIO1_1448 
00D6: if 
0038:   $1579 == 0 // integer values 
004D: jump_if_false @AUDIO1_1441 
018D: $1578 = create_sound 46 at -76.074 -1528.485 13.397 
0004: $1579 = 1 // integer values 

:AUDIO1_1441
0002: jump @AUDIO1_1478 

:AUDIO1_1448
00D6: if 
0038:   $1579 == 1 // integer values 
004D: jump_if_false @AUDIO1_1478 
018E: stop_sound $1578 
0004: $1579 = 0 // integer values 

:AUDIO1_1478
00D6: if 
0038:   $1576 == 0 // integer values 
004D: jump_if_false @AUDIO1_1525 
018D: $1574 = create_sound 51 at -67.015 -1546.671 11.485 
0004: $1576 = 1 // integer values 

:AUDIO1_1525
0002: jump @AUDIO1_1682 

:AUDIO1_1532
00D6: if 
0038:   $1571 == 1 // integer values 
004D: jump_if_false @AUDIO1_1562 
018E: stop_sound $1568 
0004: $1571 = 0 // integer values 

:AUDIO1_1562
00D6: if 
0038:   $1572 == 1 // integer values 
004D: jump_if_false @AUDIO1_1592 
018E: stop_sound $1569 
0004: $1572 = 0 // integer values 

:AUDIO1_1592
00D6: if 
0038:   $1573 == 1 // integer values 
004D: jump_if_false @AUDIO1_1622 
018E: stop_sound $1570 
0004: $1573 = 0 // integer values 

:AUDIO1_1622
00D6: if 
0038:   $1579 == 1 // integer values 
004D: jump_if_false @AUDIO1_1652 
018E: stop_sound $1578 
0004: $1579 = 0 // integer values 

:AUDIO1_1652
00D6: if 
0038:   $1576 == 1 // integer values 
004D: jump_if_false @AUDIO1_1682 
018E: stop_sound $1574 
0004: $1576 = 0 // integer values 

:AUDIO1_1682
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @AUDIO1_1760 
00D6: if 
0038:   $1577 == 0 // integer values 
004D: jump_if_false @AUDIO1_1753 
018D: $1575 = create_sound 51 at 9.637 1092.344 17.211 
0004: $1577 = 1 // integer values 

:AUDIO1_1753
0002: jump @AUDIO1_1790 

:AUDIO1_1760
00D6: if 
0038:   $1577 == 1 // integer values 
004D: jump_if_false @AUDIO1_1790 
018E: stop_sound $1575 
0004: $1577 = 0 // integer values 

:AUDIO1_1790
0002: jump @AUDIO1_94 

//-------------Mission 0---------------
// Originally: Initial

:INITIAL
03A4: name_thread 'INITIAL' 
0004: $DEFAULT_WAIT_TIME = 250 // integer values 
0005: $92 = 0.0625 // floating-point values 
0086: $93 = $92 // floating-point values only 
0015: $93 /= 2.0 // floating-point values 
0086: $94 = $93 // floating-point values only 
0015: $94 /= 2.0 // floating-point values 
0004: $123 = 0 // integer values 
0004: $7 = 0 // integer values 
0004: $8 = 0 // integer values 
0004: $9 = 0 // integer values 
0004: $10 = 0 // integer values 
0004: $11 = 0 // integer values 
0004: $61 = 0 // integer values 
0004: $13 = 0 // integer values 
0004: $44 = 0 // integer values 
0004: $45 = 0 // integer values 
0004: $46 = 0 // integer values 
0004: $51 = 0 // integer values 
0004: $52 = 0 // integer values 
0004: $53 = 0 // integer values 
0004: $54 = 0 // integer values 
0004: $24 = 0 // integer values 
0004: $35 = 0 // integer values 
0004: $31 = 0 // integer values 
0004: $25 = 0 // integer values 
0004: $21 = 0 // integer values 
0004: $47 = 0 // integer values 
0004: $66 = 0 // integer values 
0004: $48 = 0 // integer values 
0004: $55 = 0 // integer values 
0004: $220 = 0 // integer values 
0004: $222 = 0 // integer values 
0004: $PASSED_LAW1_THE_PARTY = 0 // integer values 
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL = 0 // integer values 
0004: $PASSED_LAW3_JURY_FURY = 0 // integer values 
0004: $PASSED_LAW4_RIOT = 0 // integer values 
0004: $PASSED_COL1_TREACHEROUS_SWINE = 0 // integer values 
0004: $PASSED_COL2_MALL_SHOOTOUT = 0 // integer values 
0004: $PASSED_COL3_GUARDIAN_ANGELS = 0 // integer values 
0004: $PASSED_COL4_SIR_YES_SIR = 0 // integer values 
0004: $PASSED_COL5_ALL_HANDS_ON_DECK = 0 // integer values 
0004: $PASSED_COK1_THE_CHASE = 0 // integer values 
0004: $PASSED_COK2_PHNOM_PENH_86 = 0 // integer values 
0004: $PASSED_COK3_THE_FASTEST_BOAT = 0 // integer values 
0004: $PASSED_COK4_SUPPLY_AND_DEMAND = 0 // integer values 
0004: $PASSED_ASS1_RUB_OUT = 0 // integer values 
0004: $240 = 0 // integer values 
0004: $PASSED_KENT1_DEATH_ROW = 0 // integer values 
0004: $PASSED_TEX1_FOUR_IRON = 0 // integer values 
0004: $245 = 0 // integer values 
0004: $246 = 0 // integer values 
0004: $248 = 0 // integer values 
0004: $249 = 0 // integer values 
0004: $250 = 0 // integer values 
0004: $251 = 0 // integer values 
0004: $257 = 0 // integer values 
0004: $258 = 0 // integer values 
0004: $259 = 0 // integer values 
0004: $260 = 0 // integer values 
0004: $266 = 0 // integer values 
0004: $267 = 0 // integer values 
0004: $269 = 0 // integer values 
0004: $270 = 0 // integer values 
0004: $272 = 0 // integer values 
0004: $273 = 0 // integer values 
0004: $275 = 0 // integer values 
0004: $276 = 0 // integer values 
0004: $277 = 0 // integer values 
0004: $279 = 0 // integer values 
0004: $280 = 0 // integer values 
0004: $281 = 0 // integer values 
0004: $282 = 0 // integer values 
0004: $PASSED_HAT1_JUJU_SCRAMBLE = 0 // integer values 
0004: $PASSED_HAT2_BOMBS_AWAY = 0 // integer values 
0004: $PASSED_HAT3_DIRTY_LICKINS = 0 // integer values 
0004: $PASSED_ROCK1_LOVE_JUICE = 0 // integer values 
0004: $PASSED_ROCK2_PSYCHO_KILLER = 0 // integer values 
0004: $PASSED_ROCK3_PUBLICITY_TOUR = 0 // integer values 
0004: $291 = 0 // integer values 
0004: $305 = 0 // integer values 
0004: $304 = 0 // integer values 
0004: $298 = 0 // integer values 
0004: $299 = 0 // integer values 
0004: $300 = 0 // integer values 
0004: $301 = 0 // integer values 
0004: $302 = 0 // integer values 
0004: $303 = 0 // integer values 
0004: $307 = 0 // integer values 
0004: $308 = 0 // integer values 
0004: $309 = 0 // integer values 
0004: $310 = 0 // integer values 
0004: $312 = 0 // integer values 
0004: $ONMISSION = 0 // integer values 
0004: $314 = 0 // integer values 
0004: $315 = 0 // integer values 
0004: $316 = 0 // integer values 
0004: $317 = 0 // integer values 
0004: $337 = 0 // integer values 
0004: $332 = 0 // integer values 
0004: $331 = 0 // integer values 
0004: $323 = 0 // integer values 
0004: $324 = 0 // integer values 
0004: $325 = 0 // integer values 
0004: $326 = 0 // integer values 
0004: $327 = 0 // integer values 
0004: $328 = 0 // integer values 
0004: $329 = 0 // integer values 
0004: $330 = 0 // integer values 
0004: $333 = 0 // integer values 
0004: $334 = 0 // integer values 
0004: $335 = 0 // integer values 
0004: $336 = 0 // integer values 
0004: $338 = 0 // integer values 
0004: $347 = 0 // integer values 
0004: $348 = 0 // integer values 
0004: $349 = 0 // integer values 
0004: $350 = 0 // integer values 
0004: $339 = 0 // integer values 
0004: $340 = 0 // integer values 
0004: $341 = 0 // integer values 
0004: $351 = 0 // integer values 
0004: $342 = 0 // integer values 
0004: $343 = 0 // integer values 
0004: $344 = 0 // integer values 
0004: $353 = 0 // integer values 
0004: $354 = 0 // integer values 
0004: $361 = 0 // integer values 
0004: $362 = 0 // integer values 
0004: $363 = 0 // integer values 
0004: $364 = 0 // integer values 
0004: $365 = 0 // integer values 
0005: $366 = -425.0 // floating-point values 
0005: $367 = 1410.0 // floating-point values 
0005: $368 = 10.0 // floating-point values 
0004: $371 = 0 // integer values 
0004: $370 = 0 // integer values 
0004: $372 = 0 // integer values 
0004: $369 = 0 // integer values 
0004: $375 = 0 // integer values 
0004: $373 = 0 // integer values 
0004: $382 = 0 // integer values 
0004: $376 = 0 // integer values 
0004: $377 = 0 // integer values 
0004: $378 = 0 // integer values 
0004: $379 = 0 // integer values 
0004: $380 = 0 // integer values 
0004: $381 = 0 // integer values 
0004: $383 = 0 // integer values 
0004: $384 = 0 // integer values 
0004: $385 = 0 // integer values 
0004: $386 = 0 // integer values 
0004: $36 = 0 // integer values 
0004: $387 = 0 // integer values 
0004: $388 = 0 // integer values 
0004: $389 = 0 // integer values 
0004: $390 = 0 // integer values 
0004: $391 = 0 // integer values 
0004: $392 = 0 // integer values 
0004: $397 = 0 // integer values 
0004: $398 = 0 // integer values 
0004: $399 = 0 // integer values 
0004: $400 = 0 // integer values 
0004: $401 = 99999999 // integer values 
0004: $402 = 99999999 // integer values 
0004: $403 = 99999999 // integer values 
0004: $404 = 99999999 // integer values 
0004: $405 = 99999999 // integer values 
0004: $406 = 99999999 // integer values 
0004: $407 = 99999999 // integer values 
0004: $408 = 99999999 // integer values 
0004: $409 = 99999999 // integer values 
0004: $410 = 99999999 // integer values 
0004: $411 = 99999999 // integer values 
0004: $412 = 99999999 // integer values 
0004: $413 = 99999999 // integer values 
0004: $414 = 99999999 // integer values 
0004: $415 = 99999999 // integer values 
0004: $416 = 99999999 // integer values 
0004: $452 = 0 // integer values 
0004: $444 = 0 // integer values 
0004: $254 = 0 // integer values 
0004: $255 = 0 // integer values 
0004: $62 = 0 // integer values 
0004: $103 = 0 // integer values 
0004: $104 = 0 // integer values 
0004: $105 = 0 // integer values 
0004: $106 = 0 // integer values 
0004: $107 = 0 // integer values 
0004: $108 = 0 // integer values 
0004: $109 = 0 // integer values 
0005: $498 = -569.1451 // floating-point values 
0005: $499 = 851.0923 // floating-point values 
0005: $500 = 22.8402 // floating-point values 
0005: $501 = 28.4463 // floating-point values 
0005: $502 = -1311.761 // floating-point values 
0005: $503 = 16.4712 // floating-point values 
0005: $504 = 375.845 // floating-point values 
0005: $505 = 332.9194 // floating-point values 
0005: $506 = 11.5155 // floating-point values 
0005: $507 = -886.5938 // floating-point values 
0005: $508 = 236.5693 // floating-point values 
0005: $509 = 13.9773 // floating-point values 
0005: $510 = -244.6 // floating-point values 
0005: $511 = -491.3 // floating-point values 
0005: $512 = 10.6 // floating-point values 
0005: $531 = -63.4 // floating-point values 
0005: $532 = -1481.8 // floating-point values 
0005: $533 = 9.4 // floating-point values 
0005: $534 = 364.9 // floating-point values 
0005: $535 = 1055.7 // floating-point values 
0005: $536 = 18.2 // floating-point values 
0005: $537 = -677.0 // floating-point values 
0005: $538 = 1205.6 // floating-point values 
0005: $539 = 10.0 // floating-point values 
0005: $540 = 202.7 // floating-point values 
0005: $541 = -474.1 // floating-point values 
0005: $542 = 10.1 // floating-point values 
0005: $543 = 364.9 // floating-point values 
0005: $544 = 1078.0 // floating-point values 
0005: $545 = 18.0 // floating-point values 
0005: $546 = -967.5 // floating-point values 
0005: $547 = -693.2 // floating-point values 
0005: $548 = 10.3 // floating-point values 
0005: $516 = 36.798 // floating-point values 
0005: $517 = -1024.404 // floating-point values 
0005: $518 = 9.451 // floating-point values 
0005: $519 = 482.5293 // floating-point values 
0005: $520 = 244.276 // floating-point values 
0005: $521 = 10.09 // floating-point values 
0005: $522 = 38.244 // floating-point values 
0005: $523 = -1024.251 // floating-point values 
0005: $524 = 9.451 // floating-point values 
0005: $525 = -1481.872 // floating-point values 
0005: $526 = -825.3049 // floating-point values 
0005: $527 = 13.8777 // floating-point values 
0005: $528 = -978.0145 // floating-point values 
0005: $529 = -530.7043 // floating-point values 
0005: $530 = 9.9513 // floating-point values 
0005: $696 = 893.5 // floating-point values 
0005: $697 = -306.1 // floating-point values 
0005: $698 = -100.0 // floating-point values 
0005: $699 = 103.0 // floating-point values 
0005: $700 = -484.2 // floating-point values 
0005: $701 = -100.0 // floating-point values 
0005: $702 = -665.0 // floating-point values 
0005: $703 = -6.5 // floating-point values 
0005: $704 = -100.0 // floating-point values 
0005: $705 = 925.0 // floating-point values 
0005: $706 = -359.5 // floating-point values 
0005: $707 = -100.0 // floating-point values 
0005: $708 = 379.0 // floating-point values 
0005: $709 = -493.8 // floating-point values 
0005: $710 = -100.0 // floating-point values 
0005: $711 = -1128.0 // floating-point values 
0005: $712 = 32.5 // floating-point values 
0005: $713 = -100.0 // floating-point values 
0004: $1580 = 0 // integer values 
0004: $1581 = 0 // integer values 
0004: $1582 = 0 // integer values 
0004: $1583 = 0 // integer values 
0004: $1584 = 0 // integer values 
0004: $1585 = 0 // integer values 
0004: $1586 = 0 // integer values 
0004: $1587 = 0 // integer values 
0004: $1588 = 0 // integer values 
0004: $1589 = 0 // integer values 
0004: $1590 = 0 // integer values 
0004: $1591 = 0 // integer values 
0004: $1592 = 0 // integer values 
0004: $1593 = 0 // integer values 
0004: $1594 = 999999 // integer values 
0004: $1595 = 999999 // integer values 
0004: $1596 = 999999 // integer values 
0004: $1597 = 0 // integer values 
0004: $1598 = 0 // integer values 
0004: $1603 = 0 // integer values 
0004: $1604 = 0 // integer values 
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 
04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $435 = create_icon_marker_without_sphere 16 at $537 $538 $539 
04CE: $436 = create_icon_marker_without_sphere 18 at $540 $541 $542 
04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
04CE: $438 = create_icon_marker_without_sphere 18 at $546 $547 $548 
04CE: $439 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0 
04CE: $440 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0 
04CE: $441 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0 
04CE: $442 = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0 
016C: restart_if_wasted at 493.5 703.1 11.1 90.0 
016D: restart_if_busted at 508.9 506.8 10.3 174.0 
016C: restart_if_wasted at -108.3 -974.4 9.4 283.9 
016D: restart_if_busted at 398.8 -469.7 10.7 323.0 
058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0 
058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7 
058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0 
058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8 
058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2 
058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7 
058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0 
058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1 
015C: set_zone_gang_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET4' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'STREET4' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET4' 1 7 
0324: set_zone_pedgroup_info 'STREET4' 0 8 
015C: set_zone_gang_info 'RICH2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'RICH2' 1 10 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'RICH2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'RICH2' 1 27 
0324: set_zone_pedgroup_info 'RICH2' 0 28 
015C: set_zone_gang_info 'CLUB2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'CLUB2' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'CLUB2' 1 57 
0324: set_zone_pedgroup_info 'CLUB2' 0 58 
015C: set_zone_gang_info 'SHOP3' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP3' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP3' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'SHOP3' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'SHOP3' 1 35 
0324: set_zone_pedgroup_info 'SHOP3' 0 36 
015C: set_zone_gang_info 'STREET3' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET3' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET3' 1 5 
0324: set_zone_pedgroup_info 'STREET3' 0 6 
015C: set_zone_gang_info 'SHOP2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP2' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'SHOP2' 1 33 
0324: set_zone_pedgroup_info 'SHOP2' 0 34 
015C: set_zone_gang_info 'OCEAND1' 1 15 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'OCEAND1' 0 35 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'OCEAND1' 1 12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'OCEAND1' 0 15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'OCEAND1' 1 63 
0324: set_zone_pedgroup_info 'OCEAND1' 0 64 
015C: set_zone_gang_info 'OCEAND2' 1 15 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'OCEAND2' 0 35 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'OCEAND2' 1 12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'OCEAND2' 0 15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'OCEAND2' 1 65 
0324: set_zone_pedgroup_info 'OCEAND2' 0 66 
015C: set_zone_gang_info 'BEACH1' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH1' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH1' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH1' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 300 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 300 0 0 150 0 0 500 500 
0324: set_zone_pedgroup_info 'BEACH1' 1 45  // Ocean Beach
0324: set_zone_pedgroup_info 'BEACH1' 0 46  // Ocean Beach
015C: set_zone_gang_info 'BEACH2' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH2' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH2' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH2' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 300 0 0 100 100 0 500 500 
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 350 0 0 100 50 0 500 500 
0324: set_zone_pedgroup_info 'BEACH2' 1 47  // Washington Beach
0324: set_zone_pedgroup_info 'BEACH2' 0 48  // Washington Beach
015C: set_zone_gang_info 'BEACH3' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH3' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH3' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH3' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH3' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'BEACH3' 0 200 0 300 300 0 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'BEACH3' 1 49  // Vice Point
0324: set_zone_pedgroup_info 'BEACH3' 0 50  // Vice Point
015C: set_zone_gang_info 'STREET2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET2' 0 13 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET2' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET2' 0 9 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET2' 1 325 0 350 200 0 0 75 50 0 500 500 
04EC: set_zone_car_class_info 'STREET2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET2' 1 3 
0324: set_zone_pedgroup_info 'STREET2' 0 4 
015C: set_zone_gang_info 'CONSTRU' 1 10 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CONSTRU' 0 8 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CONSTRU' 1 9 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CONSTRU' 0 7 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'CONSTRU' 1 200 200 0 0 500 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'CONSTRU' 0 200 200 0 0 500 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'CONSTRU' 1 17 
0324: set_zone_pedgroup_info 'CONSTRU' 0 18 
015C: set_zone_gang_info 'CLUB1' 1 10 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CLUB1' 0 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CLUB1' 1 9 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'CLUB1' 0 10 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'CLUB1' 1 170 0 350 350 0 0 100 0 30 500 500 
04EC: set_zone_car_class_info 'CLUB1' 0 170 0 350 350 0 0 100 0 30 500 500 
0324: set_zone_pedgroup_info 'CLUB1' 1 55 
0324: set_zone_pedgroup_info 'CLUB1' 0 56 
015C: set_zone_gang_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 
015C: set_zone_gang_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info 'GOLF1' 1 41 
0324: set_zone_pedgroup_info 'GOLF1' 0 42 
015C: set_zone_gang_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 
015C: set_zone_gang_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info 'GOLF2' 1 43 
0324: set_zone_pedgroup_info 'GOLF2' 0 44 
015C: set_zone_gang_info 'STREET1' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET1' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET1' 1 225 550 100 0 0 0 75 0 50 500 500 
04EC: set_zone_car_class_info 'STREET1' 0 250 500 100 0 0 0 100 0 50 500 500 
0324: set_zone_pedgroup_info 'STREET1' 1 1 
0324: set_zone_pedgroup_info 'STREET1' 0 2 
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH1' 1 100 0 400 400 0 0 100 0 0 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 100 0 400 400 0 0 100 0 0 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 200 0 0 0 0 20 0 0 0 0 30 
015C: set_zone_gang_info 'SHOP1' 0 200 0 0 0 0 20 0 0 0 0 30 
0152: set_zone_car_info 'SHOP1' 1 12 0 0 50 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP1' 0 9 0 0 50 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
015C: set_zone_gang_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'TOUR1' 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info 'TOUR1' 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info 'TOUR1' 1 19 
0324: set_zone_pedgroup_info 'TOUR1' 0 20 
015C: set_zone_gang_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'TOUR2' 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info 'TOUR2' 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info 'TOUR2' 1 21 
0324: set_zone_pedgroup_info 'TOUR2' 0 22 
015C: set_zone_gang_info 'AIRPORT' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 50 0 0 0 0 30 
0236: set_gang 4 car_to #BAGGAGE 
0152: set_zone_car_info 'AIRPORT' 1 12 0 0 0 0 50 0 0 0 0 50 
0152: set_zone_car_info 'AIRPORT' 0 12 0 0 0 0 50 0 0 0 0 50 
04EC: set_zone_car_class_info 'AIRPORT' 1 0 0 0 0 1000 0 0 0 0 900 100 
04EC: set_zone_car_class_info 'AIRPORT' 0 0 0 0 0 1000 0 0 0 0 900 100 
0324: set_zone_pedgroup_info 'AIRPORT' 1 51 
0324: set_zone_pedgroup_info 'AIRPORT' 0 52 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'TERMINL' 0 8 0 0 0 0 50 0 0 0 0 30 
0152: set_zone_car_info 'TERMINL' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'TERMINL' 0 12 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'TERMINL' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'TERMINL' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'TERMINL' 1 53 
0324: set_zone_pedgroup_info 'TERMINL' 0 54 
015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'DOCKS' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'DOCKS' 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info 'DOCKS' 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info 'DOCKS' 1 15  // Viceport
0324: set_zone_pedgroup_info 'DOCKS' 0 16  // Viceport
015C: set_zone_gang_info 'STREET6' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET6' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET6' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'STREET6' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'STREET6' 1 23 
0324: set_zone_pedgroup_info 'STREET6' 0 24 
015C: set_zone_gang_info 'STREET5' 1 4 0 0 100 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET5' 0 5 0 0 200 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET5' 1 6 0 0 100 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET5' 0 6 0 0 200 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET5' 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info 'STREET5' 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info 'STREET5' 1 9 
0324: set_zone_pedgroup_info 'STREET5' 0 10 
015C: set_zone_gang_info 'SHOP4' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP4' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP4' 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'SHOP4' 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'SHOP4' 1 37 
0324: set_zone_pedgroup_info 'SHOP4' 0 38 
015C: set_zone_gang_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP5' 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'SHOP5' 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'SHOP5' 1 39 
0324: set_zone_pedgroup_info 'SHOP5' 0 40 
015C: set_zone_gang_info 'BUSINES' 1 18 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BUSINES' 1 16 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BUSINES' 1 50 0 350 350 0 0 100 0 150 500 500 
04EC: set_zone_car_class_info 'BUSINES' 0 50 0 250 250 0 0 300 0 150 500 500 
0324: set_zone_pedgroup_info 'BUSINES' 1 11 
0324: set_zone_pedgroup_info 'BUSINES' 0 12 
015C: set_zone_gang_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 
0324: set_zone_pedgroup_info 'TESTT' 1 11 
0324: set_zone_pedgroup_info 'TESTT' 0 12 
015C: set_zone_gang_info 'BIKAREA' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'BIKAREA' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BIKAREA' 1 12 0 0 0 0 0 100 0 0 0 10 
0152: set_zone_car_info 'BIKAREA' 0 10 0 0 0 0 0 100 0 0 0 10 
04EC: set_zone_car_class_info 'BIKAREA' 1 350 300 0 0 100 0 100 0 150 500 500 
04EC: set_zone_car_class_info 'BIKAREA' 0 350 300 0 0 100 0 100 0 150 500 500 
0324: set_zone_pedgroup_info 'BIKAREA' 1 13 
0324: set_zone_pedgroup_info 'BIKAREA' 0 14 
015C: set_zone_gang_info 'GANG2' 1 13 0 250 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GANG2' 1 12 0 250 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GANG2' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GANG2' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GANG2' 1 59 
0324: set_zone_pedgroup_info 'GANG2' 0 59 
015C: set_zone_gang_info 'GHETTO1' 1 13 0 150 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 0 150 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GHETTO1' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GHETTO1' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GHETTO1' 1 59 
0324: set_zone_pedgroup_info 'GHETTO1' 0 60 
015C: set_zone_gang_info 'GHETTO2' 1 13 150 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 0 10 150 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 200 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 200 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GHETTO2' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GHETTO2' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GHETTO2' 1 61 
0324: set_zone_pedgroup_info 'GHETTO2' 0 62 
015C: set_zone_gang_info 'RICH3' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'RICH3' 0 10 0 0 0 0 50 0 0 0 0 40 
0152: set_zone_car_info 'RICH3' 1 9 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH3' 0 7 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH3' 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'RICH3' 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'RICH3' 1 29 
0324: set_zone_pedgroup_info 'RICH3' 0 30 
015C: set_zone_gang_info 'GANG1' 1 13 0 0 0 1000 0 0 0 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 13 0 0 0 1000 0 0 0 0 0 0 
0152: set_zone_car_info 'GANG1' 1 8 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'GANG1' 0 8 0 0 0 0 0 0 0 0 0 0 
04EC: set_zone_car_class_info 'GANG1' 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GANG1' 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GANG1' 1 59 
0324: set_zone_pedgroup_info 'GANG1' 0 60 
015C: set_zone_gang_info 'BAGGAG' 1 5 0 0 0 0 1000 0 0 0 0 0 
015C: set_zone_gang_info 'BAGGAG' 0 5 0 0 0 0 1000 0 0 0 0 0 
0152: set_zone_car_info 'BAGGAG' 1 3 0 0 0 0 1000 0 0 0 0 0 
0152: set_zone_car_info 'BAGGAG' 0 3 0 0 0 0 1000 0 0 0 0 0 
0324: set_zone_pedgroup_info 'TERMINL' 1 59 
0324: set_zone_pedgroup_info 'TERMINL' 0 60 
015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'ICCREAM' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'ICCREAM' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'ICCREAM' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'ICCREAM' 1 61 
0324: set_zone_pedgroup_info 'ICCREAM' 0 62 
015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BOATYRD' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'BOATYRD' 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info 'BOATYRD' 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info 'BOATYRD' 1 15 
0324: set_zone_pedgroup_info 'BOATYRD' 0 16 
015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'KAUFCAB' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'KAUFCAB' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'KAUFCAB' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'KAUFCAB' 1 59  // Kaufman Cabs
0324: set_zone_pedgroup_info 'KAUFCAB' 0 59  // Kaufman Cabs
015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PRINTWK' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'PRINTWK' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'PRINTWK' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'PRINTWK' 1 59 
0324: set_zone_pedgroup_info 'PRINTWK' 0 60 
015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CARYRD' 1 12 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'CARYRD' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'CARYRD' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'CARYRD' 1 23 
0324: set_zone_pedgroup_info 'CARYRD' 0 24 
015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PORNSTU' 1 6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'PORNSTU' 0 6 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'PORNSTU' 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info 'PORNSTU' 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info 'PORNSTU' 1 9 
0324: set_zone_pedgroup_info 'PORNSTU' 0 10 
015C: set_zone_gang_info 'ARMYBAS' 1 18 0 0 1000 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'ARMYBAS' 0 18 0 0 1000 0 0 0 0 0 0 0 
0152: set_zone_car_info 'ARMYBAS' 1 6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'ARMYBAS' 0 6 0 0 0 0 0 0 0 0 0 20 
0324: set_zone_pedgroup_info 'ARMYBAS' 1 51 
0324: set_zone_pedgroup_info 'ARMYBAS' 0 52 
0236: set_gang 0 car_to #CUBAN 
0236: set_gang 1 car_to #VOODOO 
0236: set_gang 2 car_to #GANGBUR 
0236: set_gang 5 car_to #ANGEL 
0592: unknown_gang 4 flag 1 
0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 1 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 3 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 4 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 5 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17 
03F1: pedtype 7 add_threat 256 
03F1: pedtype 8 add_threat 128 
029B: $1779 = init_object #COMGATE1CLOSED at -715.082 -489.689 12.549 
01C7: remove_object_from_mission_cleanup_list $1779
0108: destroy_object $1779 
029B: $1780 = init_object #COMGATE2CLOSED at -181.451 -472.61 11.353 
0177: set_object $1780 z_angle_to 102.0 
0108: destroy_object $1780 
01C7: remove_object_from_mission_cleanup_list $1780 
029B: $1781 = init_object #NT_ROADBLOCKCI at -97.3 1061.8 11.6 
01C7: remove_object_from_mission_cleanup_list $1781 
0108: destroy_object $1781 
029B: $1782 = init_object #NT_ROADBLOCKGF at -81.46 81.358 21.04 
01C7: remove_object_from_mission_cleanup_list $1782 
0108: destroy_object $1782 
029B: $1783 = init_object #WSH_ROADBLOCK at -242.671 -935.667 16.198 
01C7: remove_object_from_mission_cleanup_list $1783 
0108: destroy_object $1783 
029B: $1787 = init_object #MANSION_NEW_DOORS at -391.19 -575.906 24.071 
01C7: remove_object_from_mission_cleanup_list $1787 
0108: destroy_object $1787 
029B: $1788 = init_object #MAN_DOORCLOSED at -378.542 -554.006 20.067 
01C7: remove_object_from_mission_cleanup_list $1788 
0108: destroy_object $1788 
029B: $1784 = init_object #WSHPERDRCLSD at -266.496 -1214.563 9.02 
01C7: remove_object_from_mission_cleanup_list $1784 
0108: destroy_object $1784 
029B: $1785 = init_object #HAITAXIDR at -1010.466 199.125 11.95 
01C7: remove_object_from_mission_cleanup_list $1785 
0108: destroy_object $1785 
029B: $1786 = init_object #B_HSE_DOORS at -640.012 -1485.941 15.457 
01C7: remove_object_from_mission_cleanup_list $1786 
0108: destroy_object $1786 
029B: $1007 = init_object #STRIPCLBDRCLSD at 97.203 -1469.731 10.578 
01C7: remove_object_from_mission_cleanup_list $1007 
0108: destroy_object $1007 
029B: $1790 = init_object #STRPBCKDRCLSD at 68.988 -1444.242 10.727 
01C7: remove_object_from_mission_cleanup_list $1790 
0108: destroy_object $1790 
029B: $1791 = init_object #ELECTRICGATE at -1114.1 67.0 10.1 
0177: set_object $1791 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $1791 
029B: $1778 = init_object #ELECTRICGATE at 298.0 -313.6 11.0 
01C7: remove_object_from_mission_cleanup_list $1778 
029B: $1792 = init_object #ELECTRICGATE at -989.9 -1252.2 10.4 
0177: set_object $1792 z_angle_to 249.0 
01C7: remove_object_from_mission_cleanup_list $1792 
029B: $1793 = init_object #DK_CAMJONESDOOR at -837.134 -901.672 12.03 
01C7: remove_object_from_mission_cleanup_list $1793 
0177: set_object $1793 z_angle_to 0.0 
029B: $1801 = init_object #DTS_GS_LIFTDOORL at -559.476 783.107 23.279 
01C7: remove_object_from_mission_cleanup_list $1801 
029B: $1802 = init_object #DTS_GS_LIFTDOORR at -559.476 781.34 23.279 
01C7: remove_object_from_mission_cleanup_list $1802 
029B: $1803 = init_object #DTS_GS_LIFTDOORL at -553.563 788.895 97.917 
01C7: remove_object_from_mission_cleanup_list $1803 
029B: $1804 = init_object #DTS_GS_LIFTDOORR at -553.563 787.127 97.917 
01C7: remove_object_from_mission_cleanup_list $1804 
029B: $1805 = init_object #DTS_SPOT_A at -354.531 989.975 45.8 
034D: rotate_object $1805 from_angle 160.0 to_angle 160.0 flag 0 
01C7: remove_object_from_mission_cleanup_list $1805 
029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 
01C7: remove_object_from_mission_cleanup_list $1806 
029B: $1807 = init_object #DT_GSPOT_STAIRS at -573.897 1374.25 15.657 
01C7: remove_object_from_mission_cleanup_list $1807 
029B: $1808 = init_object #DT_GSPOT_STAIRS at -367.067 913.038 16.058 
01C7: remove_object_from_mission_cleanup_list $1808 
034D: rotate_object $1808 from_angle 157.0 to_angle 157.0 flag 0 
029B: $1809 = init_object #OD_CELLDOOR02 at 384.098 -505.893 9.68 
0566: object $1809 set_interior 12 
01C7: remove_object_from_mission_cleanup_list $1809 
0177: set_object $1809 z_angle_to 0.0 
029B: $1811 = init_object #CI_JETYGATESCLOSED at -116.738 1027.729 11.34 
01C7: remove_object_from_mission_cleanup_list $1811 
0108: destroy_object $1811 
029B: $1812 = init_object #NHAITPLATDR at -981.114 265.419 8.939 
01C7: remove_object_from_mission_cleanup_list $1812 
029B: $1813 = init_object #NHAITPLATDRR at -981.114 267.607 8.937 
01C7: remove_object_from_mission_cleanup_list $1813 
029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1814 
029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1815 
029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 
01C7: remove_object_from_mission_cleanup_list $1816 
029B: $1817 = init_object #PH_BUILD_DR_CLOSED at 569.925 52.0 14.616 
01C7: remove_object_from_mission_cleanup_list $1817 
034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 
029B: $1818 = init_object #ELECTRICGATE at -973.664 -519.65 10.092 
0177: set_object $1818 z_angle_to 98.5 
01C7: remove_object_from_mission_cleanup_list $1818 
029B: $1819 = init_object #ICEDOOR at -866.689 -572.095 12.173 
01C7: remove_object_from_mission_cleanup_list $1819 
029B: $1820 = init_object #DTS_BBDOOR at -598.017 651.207 12.025 
01C7: remove_object_from_mission_cleanup_list $1820 
029B: $1821 = init_object #GOLF_GATESCLOSED at 107.671 227.729 20.634 
01C7: remove_object_from_mission_cleanup_list $1821 
029B: $1822 = init_object #PRINTDOOOR at -1063.773 -278.932 13.024 
01C7: remove_object_from_mission_cleanup_list $1822 
029B: $1823 = init_object #UNROCKETED_WIN1 at -899.851 -341.061 14.318 
0566: object $1823 set_interior 3 
01C7: remove_object_from_mission_cleanup_list $1823 
029B: $1824 = init_object #BNK_GRILL01 at -899.214 -333.656 21.233 
0566: object $1824 set_interior 3 
0382: set_object $1824 collision_detection 0 
0392: object $1824 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1824 
029B: $1825 = init_object #BNK_GRILL01 at -899.214 -348.466 21.233 
0566: object $1825 set_interior 3 
0382: set_object $1825 collision_detection 0 
0392: object $1825 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1825 
029B: $1826 = init_object #BNK_GRILL01 at -907.307 -336.618 23.987 
0566: object $1826 set_interior 3 
0382: set_object $1826 collision_detection 0 
0392: object $1826 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1826 
029B: $1827 = init_object #BNK_GRILL01 at -907.307 -345.504 23.987 
0566: object $1827 set_interior 3 
0382: set_object $1827 collision_detection 0 
0392: object $1827 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1827 
029B: $1828 = init_object #BNK_GRILL01 at -915.401 -336.6184 23.987 
0566: object $1828 set_interior 3 
0382: set_object $1828 collision_detection 0 
0392: object $1828 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1828 
029B: $1829 = init_object #BNK_GRILL01 at -915.401 -345.5 23.987 
0566: object $1829 set_interior 3 
0382: set_object $1829 collision_detection 0 
0392: object $1829 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1829 
014B: $1992 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -401.2715 -534.6655 11.7534 angle 149.2032 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 
014B: $1991 = init_car_generator #VICECHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -870.4673 -717.2427 10.1069 angle 94.1213 
014C: set_parked_car_generator $1991 cars_to_generate_to 101 
014B: $1990 = init_car_generator #LOVEFIST -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -865.2949 1158.359 9.8204 angle 2.347 
014C: set_parked_car_generator $1990 cars_to_generate_to 101 
014B: $1989 = init_car_generator #FLATBED -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1034.889 -1452.775 10.7 angle 248.8739 
014C: set_parked_car_generator $1989 cars_to_generate_to 101 
014B: $1844 = init_car_generator #SQUALO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 403.0317 -178.5811 5.7 angle 350.0462 
014C: set_parked_car_generator $1844 cars_to_generate_to 101 
014B: $1867 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 231.0536 -130.1794 5.7 angle 357.5423 
014C: set_parked_car_generator $1867 cars_to_generate_to 101 
014B: $1993 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -853.6609 1353.785 68.6104 angle 0.0 
014C: set_parked_car_generator $1993 cars_to_generate_to 101 
014B: $1842 = init_car_generator #PREDATOR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -69.2982 72.6166 5.7 angle 104.6175 
014C: set_parked_car_generator $1842 cars_to_generate_to 101 
014B: $1843 = init_car_generator #TROPIC -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 237.4778 302.2366 5.7 angle 86.2011 
014C: set_parked_car_generator $1843 cars_to_generate_to 101 
014B: $1845 = init_car_generator #TRASH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1268.25 83.833 10.4182 angle 179.549 
014C: set_parked_car_generator $1845 cars_to_generate_to 101 
014B: $1852 = init_car_generator #SECURICA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -870.2545 -353.9059 10.0475 angle 357.8359 
014C: set_parked_car_generator $1852 cars_to_generate_to 101 
014B: $1868 = init_car_generator #BUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1184.36 -1312.62 13.7274 angle 64.6821 
014C: set_parked_car_generator $1868 cars_to_generate_to 101 
014B: $1869 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1709.024 -287.6807 13.8276 angle 0.0 
014C: set_parked_car_generator $1869 cars_to_generate_to 101 
014B: $1876 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1742.649 -214.2183 13.8276 angle 102.0596 
014C: set_parked_car_generator $1876 cars_to_generate_to 101 
014B: $1953 = init_car_generator #PATRIOT 43 72 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1701.372 -234.7718 13.8276 angle 87.8929 
014C: set_parked_car_generator $1953 cars_to_generate_to 101 
014B: $1994 = init_car_generator #SENTINEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1033.211 -856.8564 12.0452 angle 210.278 
014C: set_parked_car_generator $1994 cars_to_generate_to 101 
014B: $1954 = init_car_generator #BLOODRB -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1131.4 1236.6 8.4 angle 241.0 
014C: set_parked_car_generator $1954 cars_to_generate_to 101 
014B: $1955 = init_car_generator #BLOODRA -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1115.4 1265.1 8.4 angle 238.0 
014C: set_parked_car_generator $1955 cars_to_generate_to 101 
014B: $1995 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $498 $499 $500 angle 88.2256 
014C: set_parked_car_generator $1995 cars_to_generate_to 101 
014B: $1996 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $501 $502 $503 angle 0.0 
014C: set_parked_car_generator $1996 cars_to_generate_to 101 
014B: $1997 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $504 $505 $506 angle 0.0 
014C: set_parked_car_generator $1997 cars_to_generate_to 101 
014B: $1998 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $507 $508 $509 angle 180.0 
014C: set_parked_car_generator $1998 cars_to_generate_to 101 
014B: $1832 = init_car_generator #OCEANIC 6 1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 242.6 -1274.6 10.0 angle 165.0 
014C: set_parked_car_generator $1832 cars_to_generate_to 101 
014B: $1853 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 11.5 -1382.0 9.6 angle 261.0 
014C: set_parked_car_generator $1853 cars_to_generate_to 101 
014B: $1856 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -991.8 9.7 angle 0.0 
014C: set_parked_car_generator $1856 cars_to_generate_to 101 
014B: $1857 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 -991.3 9.7 angle 180.0 
014C: set_parked_car_generator $1857 cars_to_generate_to 101 
014B: $1858 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 12.8 -1015.1 9.7 angle 180.0 
014C: set_parked_car_generator $1858 cars_to_generate_to 101 
014B: $1907 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -35.7 -1013.6 9.7 angle 0.0 
014C: set_parked_car_generator $1907 cars_to_generate_to 101 
014B: $1908 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.3 -871.8 9.7 angle 57.0 
014C: set_parked_car_generator $1908 cars_to_generate_to 101 
014B: $1909 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -7.1 -1205.1 9.6 angle 181.0 
014C: set_parked_car_generator $1909 cars_to_generate_to 101 
014B: $1910 = init_car_generator #HERMES -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 37.9 -1320.4 9.6 angle 355.0 
014C: set_parked_car_generator $1910 cars_to_generate_to 101 
014B: $1837 = init_car_generator #SENTXS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.0 -1158.0 32.0 angle 180.0 
014C: set_parked_car_generator $1837 cars_to_generate_to 101 
014B: $1838 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 507.4 -308.8 12.8 angle 176.0 
014C: set_parked_car_generator $1838 cars_to_generate_to 101 
014B: $1839 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -1246.9 10.1 angle 0.0 
014C: set_parked_car_generator $1839 cars_to_generate_to 101 
014B: $1859 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.9 1254.6 27.5 angle 180.5 
014C: set_parked_car_generator $1859 cars_to_generate_to 101 
014B: $1861 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 277.4 -1175.3 11.0 angle 350.0 
014C: set_parked_car_generator $1861 cars_to_generate_to 101 
014B: $1862 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 278.8 -1074.0 11.0 angle 172.0 
014C: set_parked_car_generator $1862 cars_to_generate_to 101 
014B: $1903 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 365.3 -837.9 11.0 angle 335.0 
014C: set_parked_car_generator $1903 cars_to_generate_to 101 
014B: $1911 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 237.2 -1377.5 10.9 angle 170.0 
014C: set_parked_car_generator $1911 cars_to_generate_to 101 
014B: $1912 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.4 -818.5 9.5 angle 250.6 
014C: set_parked_car_generator $1912 cars_to_generate_to 101 
014B: $1904 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 382.2 -632.8 11.0 angle 9.9 
014C: set_parked_car_generator $1904 cars_to_generate_to 101 
014B: $1905 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 235.7 -893.3 11.0 angle 150.0 
014C: set_parked_car_generator $1905 cars_to_generate_to 101 
014B: $1906 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 150.6 -995.6 11.0 angle 353.0 
014C: set_parked_car_generator $1906 cars_to_generate_to 101 
014B: $1914 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 122.3 -1107.7 9.7 angle 175.0 
014C: set_parked_car_generator $1914 cars_to_generate_to 101 
014B: $1863 = init_car_generator #RIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -313.4 -1236.4 5.0 angle 180.0 
014C: set_parked_car_generator $1863 cars_to_generate_to 101 
014B: $1864 = init_car_generator #SPEEDER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -328.4 -1317.7 5.0 angle 0.0 
014C: set_parked_car_generator $1864 cars_to_generate_to 101 
014B: $1865 = init_car_generator #REEFER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -286.8 -1353.1 5.0 angle 90.0 
014C: set_parked_car_generator $1865 cars_to_generate_to 101 
014B: $1866 = init_car_generator #MARQUIS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -314.0 -1318.3 5.0 angle 0.0 
014C: set_parked_car_generator $1866 cars_to_generate_to 101 
014B: $1884 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 376.9 477.0 11.2 angle 282.0 
014C: set_parked_car_generator $1884 cars_to_generate_to 101 
014B: $1851 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 718.465 701.3998 12.394 angle 320.7776 
014C: set_parked_car_generator $1851 cars_to_generate_to 101 
014B: $1855 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -256.6 -1275.4 7.4 angle 348.0 
014C: set_parked_car_generator $1855 cars_to_generate_to 101 
014B: $1949 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -236.6 -1374.6 7.1 angle 280.3 
014C: set_parked_car_generator $1949 cars_to_generate_to 101 
014B: $1950 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -168.9 -1392.2 3.1 angle 280.0 
014C: set_parked_car_generator $1950 cars_to_generate_to 101 
014B: $1951 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -140.2 -1414.1 3.1 angle 108.7 
014C: set_parked_car_generator $1951 cars_to_generate_to 101 
014B: $1952 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -142.1 -1373.0 3.1 angle 287.3 
014C: set_parked_car_generator $1952 cars_to_generate_to 101 
014B: $1860 = init_car_generator #CADDY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 393.9 -1736.4 8.8 angle 249.6 
014C: set_parked_car_generator $1860 cars_to_generate_to 101 
014B: $1931 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 198.2 -504.9 10.9 angle 90.0 
014C: set_parked_car_generator $1931 cars_to_generate_to 101 
014B: $1932 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 128.8 -515.2 13.1 angle 270.0 
014C: set_parked_car_generator $1932 cars_to_generate_to 101 
014B: $1933 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 215.7 -418.6 9.7 angle 170.0 
014C: set_parked_car_generator $1933 cars_to_generate_to 101 
014B: $1934 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 222.7 -351.1 9.9 angle 73.0 
014C: set_parked_car_generator $1934 cars_to_generate_to 101 
014B: $1935 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 228.2 -222.2 10.9 angle 250.0 
014C: set_parked_car_generator $1935 cars_to_generate_to 101 
014B: $1936 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 456.5 2.8 10.0 angle 97.4 
014C: set_parked_car_generator $1936 cars_to_generate_to 101 
014B: $1937 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 478.5 -15.9 9.8 angle 99.7 
014C: set_parked_car_generator $1937 cars_to_generate_to 101 
014B: $1835 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 413.8 97.7 10.5 angle 301.3 
014C: set_parked_car_generator $1835 cars_to_generate_to 101 
014B: $1913 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 483.9 -42.8 9.1 angle 0.0 
014C: set_parked_car_generator $1913 cars_to_generate_to 101 
014B: $1938 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 301.2 265.6 15.3 angle 278.4 
014C: set_parked_car_generator $1938 cars_to_generate_to 101 
014B: $1940 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 286.3 394.4 12.3 angle 265.2 
014C: set_parked_car_generator $1940 cars_to_generate_to 101 
014B: $1941 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 573.0 586.1 12.5 angle 74.0 
014C: set_parked_car_generator $1941 cars_to_generate_to 101 
014B: $1942 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 604.4 758.8 12.6 angle 90.0 
014C: set_parked_car_generator $1942 cars_to_generate_to 101 
014B: $1943 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 388.6 834.5 11.9 angle 273.0 
014C: set_parked_car_generator $1943 cars_to_generate_to 101 
014B: $1944 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 255.4 1297.5 16.5 angle 193.4 
014C: set_parked_car_generator $1944 cars_to_generate_to 101 
014B: $1945 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 552.5 1246.8 15.9 angle 88.0 
014C: set_parked_car_generator $1945 cars_to_generate_to 101 
014B: $1946 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 555.1 1032.6 17.9 angle 9.0 
014C: set_parked_car_generator $1946 cars_to_generate_to 101 
014B: $1947 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 563.4 1053.6 17.6 angle 98.0 
014C: set_parked_car_generator $1947 cars_to_generate_to 101 
014B: $1948 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 430.3 957.0 12.3 angle 294.0 
014C: set_parked_car_generator $1948 cars_to_generate_to 101 
014B: $1980 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 309.2 1204.4 16.2 angle 91.0 
014C: set_parked_car_generator $1980 cars_to_generate_to 101 
014B: $1870 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -101.6 1011.5 11.5 angle 270.3 
014C: set_parked_car_generator $1870 cars_to_generate_to 101 
014B: $1872 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -36.8 874.0 11.1 angle 194.2 
014C: set_parked_car_generator $1872 cars_to_generate_to 101 
014B: $1871 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 957.1 9.4 angle 355.1 
014C: set_parked_car_generator $1871 cars_to_generate_to 101 
014B: $1929 = init_car_generator #SKIMMER -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -141.1 1030.4 5.5 angle 180.0 
014C: set_parked_car_generator $1929 cars_to_generate_to 101 
014B: $1988 = init_car_generator #GANGBUR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 16.4 1139.9 18.5 angle 265.0 
014C: set_parked_car_generator $1988 cars_to_generate_to 101 
014B: $1880 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 355.5 
014C: set_parked_car_generator $1880 cars_to_generate_to 101 
014B: $1881 = init_car_generator #STRETCH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -394.7 -533.7 12.0 angle 355.5 
014C: set_parked_car_generator $1881 cars_to_generate_to 101 
014B: $1987 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -391.0 -573.0 40.0 angle 355.5 
014C: set_parked_car_generator $1987 cars_to_generate_to 101 
014B: $1920 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -221.3 -422.7 11.2 angle 90.0 
014C: set_parked_car_generator $1920 cars_to_generate_to 101 
014B: $1922 = init_car_generator #STINGER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -492.8 -429.4 10.6 angle 0.0 
014C: set_parked_car_generator $1922 cars_to_generate_to 101 
014B: $1923 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -558.8 -450.7 10.4 angle 0.0 
014C: set_parked_car_generator $1923 cars_to_generate_to 101 
014B: $1924 = init_car_generator #ADMIRAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -678.8 -415.1 9.5 angle 0.0 
014C: set_parked_car_generator $1924 cars_to_generate_to 101 
014B: $1925 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -593.6 -318.3 10.4 angle 130.0 
014C: set_parked_car_generator $1925 cars_to_generate_to 101 
014B: $1926 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -523.8 -295.8 9.7 angle 180.0 
014C: set_parked_car_generator $1926 cars_to_generate_to 101 
014B: $1927 = init_car_generator #PHEONIX -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -388.6 -287.7 9.6 angle 270.0 
014C: set_parked_car_generator $1927 cars_to_generate_to 101 
014B: $1928 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -267.0 -303.6 9.5 angle 160.0 
014C: set_parked_car_generator $1928 cars_to_generate_to 101 
014B: $1834 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -350.8 -534.9 11.4 angle 86.5 
014C: set_parked_car_generator $1834 cars_to_generate_to 101 
014B: $1873 = init_car_generator #LINERUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -751.5 -1359.4 10.6 angle 69.0 
014C: set_parked_car_generator $1873 cars_to_generate_to 101 
014B: $1874 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -717.2 -1462.2 10.3 angle 0.0 
014C: set_parked_car_generator $1874 cars_to_generate_to 101 
014B: $1877 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -741.7 -1549.5 11.5 angle 336.0 
014C: set_parked_car_generator $1877 cars_to_generate_to 101 
014B: $1878 = init_car_generator #BOXVILLE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -898.9971 -1462.046 10.94 angle 10.8204 
014C: set_parked_car_generator $1878 cars_to_generate_to 101 
014B: $1879 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -946.3 -1379.5 11.5 angle 69.0 
014C: set_parked_car_generator $1879 cars_to_generate_to 101 
014B: $1890 = init_car_generator #BENSON -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -947.7 -1264.1 11.3 angle 164.0 
014C: set_parked_car_generator $1890 cars_to_generate_to 101 
014B: $1982 = init_car_generator #JETMAX -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.3 -1510.3 5.0 angle 250.0 
014C: set_parked_car_generator $1982 cars_to_generate_to 101 
014B: $1983 = init_car_generator #SQUALO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -576.4 -1505.2 5.0 angle 250.0 
014C: set_parked_car_generator $1983 cars_to_generate_to 101 
014B: $1985 = init_car_generator #COASTG -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -755.9 -1077.5 5.0 angle 0.0 
014C: set_parked_car_generator $1985 cars_to_generate_to 101 
014B: $1915 = init_car_generator #BFINJECT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 643.4 -208.1 9.5 angle 33.0 
014C: set_parked_car_generator $1915 cars_to_generate_to 101 
014B: $1830 = init_car_generator #KAUFMAN -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 
014C: set_parked_car_generator $1830 cars_to_generate_to 101 
014B: $1833 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1028.2 82.2 11.2 angle 171.9 
014C: set_parked_car_generator $1833 cars_to_generate_to 101 
014B: $1882 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1107.6 292.9 11.5 angle 268.3 
014C: set_parked_car_generator $1882 cars_to_generate_to 101 
014B: $1883 = init_car_generator #VOODOO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -964.94 133.54 8.23 angle 271.61 
014C: set_parked_car_generator $1883 cars_to_generate_to 101 
014B: $1841 = init_car_generator #MRWHOOP -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -867.6105 -572.2039 10.11294 angle 277.5232 
014C: set_parked_car_generator $1841 cars_to_generate_to 101 
014B: $1831 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -904.2 808.9 10.5 angle 269.6 
014C: set_parked_car_generator $1831 cars_to_generate_to 101 
014B: $1846 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -426.0 1412.5 10.5 angle 80.0 
014C: set_parked_car_generator $1846 cars_to_generate_to 101 
014B: $1986 = init_car_generator #SANCHEZ -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -425.8 1407.0 9.8 angle 80.0 
014C: set_parked_car_generator $1986 cars_to_generate_to 101 
014B: $1875 = init_car_generator #FBICAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -872.843 692.633 10.997 angle 359.746 
014C: set_parked_car_generator $1875 cars_to_generate_to 101 
014B: $1885 = init_car_generator #ANGEL -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.301 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1885 cars_to_generate_to 101 
014B: $1981 = init_car_generator #ANGEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -589.212 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1981 cars_to_generate_to 101 
014B: $1930 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -596.17 676.928 11.271 angle 180.0 
014C: set_parked_car_generator $1930 cars_to_generate_to 101 
014B: $1956 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -756.7 976.3 10.4 angle 0.0 
014C: set_parked_car_generator $1956 cars_to_generate_to 101 
014B: $1957 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -803.3 964.1 10.4 angle 270.0 
014C: set_parked_car_generator $1957 cars_to_generate_to 101 
014B: $1958 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -752.6 1003.0 10.4 angle 0.0 
014C: set_parked_car_generator $1958 cars_to_generate_to 101 
014B: $1959 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.5 996.5 10.4 angle 90.0 
014C: set_parked_car_generator $1959 cars_to_generate_to 101 
014B: $1960 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -772.7 1031.8 10.4 angle 270.0 
014C: set_parked_car_generator $1960 cars_to_generate_to 101 
014B: $1961 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.7 1077.9 10.4 angle 90.0 
014C: set_parked_car_generator $1961 cars_to_generate_to 101 
014B: $1962 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.7 563.4 10.5 angle 0.0 
014C: set_parked_car_generator $1962 cars_to_generate_to 101 
014B: $1963 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -851.0 581.3 10.5 angle 180.0 
014C: set_parked_car_generator $1963 cars_to_generate_to 101 
014B: $1964 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -869.5 533.0 10.5 angle 180.0 
014C: set_parked_car_generator $1964 cars_to_generate_to 101 
014B: $1965 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.6 499.7 10.5 angle 90.0 
014C: set_parked_car_generator $1965 cars_to_generate_to 101 
014B: $1966 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1324.5 1137.0 9.3 angle 180.0 
014C: set_parked_car_generator $1966 cars_to_generate_to 101 
014B: $1967 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1353.8 1158.0 9.3 angle 0.0 
014C: set_parked_car_generator $1967 cars_to_generate_to 101 
014B: $1968 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1444.8 1162.7 9.3 angle 160.0 
014C: set_parked_car_generator $1968 cars_to_generate_to 101 
014B: $1969 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1543.8 1227.0 9.3 angle 30.0 
014C: set_parked_car_generator $1969 cars_to_generate_to 101 
014B: $1970 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.9 1282.4 9.3 angle 98.0 
014C: set_parked_car_generator $1970 cars_to_generate_to 101 
014B: $1971 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1587.7 1313.8 9.3 angle 87.0 
014C: set_parked_car_generator $1971 cars_to_generate_to 101 
014B: $1972 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1568.1 1351.0 9.3 angle 261.9 
014C: set_parked_car_generator $1972 cars_to_generate_to 101 
014B: $1973 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.7 1406.9 9.3 angle 150.1 
014C: set_parked_car_generator $1973 cars_to_generate_to 101 
014B: $1974 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1445.3 1499.0 9.3 angle 20.6 
014C: set_parked_car_generator $1974 cars_to_generate_to 101 
014B: $1975 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1349.1 1503.7 9.3 angle 180.0 
014C: set_parked_car_generator $1975 cars_to_generate_to 101 
014B: $1976 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1318.7 1524.1 9.3 angle 180.0 
014C: set_parked_car_generator $1976 cars_to_generate_to 101 
014B: $1921 = init_car_generator #VCNMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -469.0 1123.5 64.7 angle 270.0 
014C: set_parked_car_generator $1921 cars_to_generate_to 101 
014B: $1849 = init_car_generator #INFERNUS -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 386.0 1227.0 19.4 angle 90.0 
014C: set_parked_car_generator $1849 cars_to_generate_to 101 
014B: $1848 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1377.7 -961.4 14.4 angle 177.9 
014C: set_parked_car_generator $1848 cars_to_generate_to 101 
014B: $1847 = init_car_generator #SENTXS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1142.5 -939.3 14.6 angle 89.6 
014C: set_parked_car_generator $1847 cars_to_generate_to 101 
014B: $1850 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1235.171 -1235.171 14.77 angle 337.839 
014C: set_parked_car_generator $1850 cars_to_generate_to 101 
014B: $1891 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1414.8 -1268.1 13.9 angle 40.0 
014C: set_parked_car_generator $1891 cars_to_generate_to 101 
014B: $1892 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1474.9 -961.7 13.9 angle 282.0 
014C: set_parked_car_generator $1892 cars_to_generate_to 101 
014B: $1893 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1808.5 -1090.8 13.9 angle 274.0 
014C: set_parked_car_generator $1893 cars_to_generate_to 101 
014B: $1894 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1533.3 -805.9 13.9 angle 178.0 
014C: set_parked_car_generator $1894 cars_to_generate_to 101 
014B: $1895 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1584.2 -656.4 14.0 angle 0.0 
014C: set_parked_car_generator $1895 cars_to_generate_to 101 
014B: $1896 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1606.5 -633.8 14.0 angle 180.0 
014C: set_parked_car_generator $1896 cars_to_generate_to 101 
014B: $1897 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1628.0 -667.0 14.0 angle 180.0 
014C: set_parked_car_generator $1897 cars_to_generate_to 101 
014B: $1898 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1637.5 -624.6 14.0 angle 0.0 
014C: set_parked_car_generator $1898 cars_to_generate_to 101 
014B: $1899 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1659.6 -646.4 14.0 angle 180.0 
014C: set_parked_car_generator $1899 cars_to_generate_to 101 
014B: $1900 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1706.0 -655.9 14.0 angle 90.0 
014C: set_parked_car_generator $1900 cars_to_generate_to 101 
014B: $1901 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1691.5 -614.8 14.0 angle 0.0 
014C: set_parked_car_generator $1901 cars_to_generate_to 101 
014B: $1902 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1573.3 -614.7 14.0 angle 0.0 
014C: set_parked_car_generator $1902 cars_to_generate_to 101 
014B: $1886 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 516.1 503.1 10.5 angle 0.0 
014C: set_parked_car_generator $1886 cars_to_generate_to 101 
014B: $1919 = init_car_generator #ENFORCER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 493.2045 503.683 10.4612 angle 179.9753 
014C: set_parked_car_generator $1919 cars_to_generate_to 101 
014B: $1887 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 355.7 -511.4 11.6 angle 320.0 
014C: set_parked_car_generator $1887 cars_to_generate_to 101 
014B: $1916 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 372.3 -525.7 11.6 angle 140.0 
014C: set_parked_car_generator $1916 cars_to_generate_to 101 
014B: $1888 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -855.4 -665.4 10.6 angle 0.0 
014C: set_parked_car_generator $1888 cars_to_generate_to 101 
014B: $1918 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -844.8 -675.6 10.6 angle 90.0 
014C: set_parked_car_generator $1918 cars_to_generate_to 101 
014B: $1854 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -665.2 777.6 11.0 angle 180.0 
014C: set_parked_car_generator $1854 cars_to_generate_to 101 
014B: $1836 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 472.5 701.2 10.5 angle 90.0 
014C: set_parked_car_generator $1836 cars_to_generate_to 101 
014B: $1840 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -111.9 -949.9 10.2 angle 280.0 
014C: set_parked_car_generator $1840 cars_to_generate_to 101 
014B: $1889 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -776.1 1135.1 11.5 angle 0.0 
014C: set_parked_car_generator $1889 cars_to_generate_to 101 
014B: $1917 = init_car_generator #FIRETRUK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -694.9 917.3 10.8 angle 270.0 
014C: set_parked_car_generator $1917 cars_to_generate_to 101 
014B: $1984 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 114.6977 252.3439 20.6832 angle 105.6803 
014C: set_parked_car_generator $1984 cars_to_generate_to 101 
014B: $83 = init_car_generator #INFERNUS 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0 
014C: set_parked_car_generator $83 cars_to_generate_to 101 
014B: $1939 = init_car_generator #ZEBRA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 
014C: set_parked_car_generator $1939 cars_to_generate_to 101 
014B: $84 = init_car_generator #POLMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -614.0 804.0 30.0 angle 0.0 
014C: set_parked_car_generator $84 cars_to_generate_to 101 
0213: $2035 = create_pickup #CHNSAW type 2 at 30.0 -1330.9 13.0 
0213: $1999 = create_pickup #BAT type 2 at 206.7 -1254.4 12.0 
032B: $2000 = create_weapon_pickup #COLT45 15 ammo 50000 at -228.4 -1318.2 9.1 
032B: $2001 = create_weapon_pickup #COLT45 15 ammo 50000 at 340.5 -249.5 12.5 
032B: $2002 = create_weapon_pickup #CHROMEGUN 15 ammo 50000 at 42.3 -959.2 21.8 
032B: $2003 = create_weapon_pickup #CHROMEGUN 15 ammo 50000 at 568.9 -449.3 11.1 
032B: $2004 = create_weapon_pickup #TEC9 15 ammo 50000 at 287.9 50.7 10.8 
032B: $2005 = create_weapon_pickup #TEARGAS 15 ammo 50000 at 362.2 -500.5 12.3 
0213: $2006 = create_pickup #CLEAVER type 15 at 402.6 102.5 11.4 
032B: $2007 = create_weapon_pickup #RUGER 15 ammo 50000 at 418.9 589.9 18.3 
0213: $2008 = create_pickup #KATANA type 15 at 476.9 1014.9 19.2 
0213: $2009 = create_pickup #NITESTICK type 15 at 402.4 -488.3 12.4 
0213: $2011 = create_pickup #BRASSKNUCKLE type 15 at 224.0 -1207.5 11.0 
0213: $2012 = create_pickup #KNIFECUR type 15 at 118.7 -1546.1 10.8 
0213: $2013 = create_pickup #MACHETE type 15 at 56.6 -459.3 11.4 
032B: $2014 = create_weapon_pickup #UZI 15 ammo 50000 at 5.4 -1277.0 10.4 
032B: $2036 = create_weapon_pickup #UZI 15 ammo 50000 at 157.0 -895.3 12.3 
032B: $2010 = create_weapon_pickup #BOMB 15 ammo 50000 at 556.6 207.4 14.5 
032B: $2015 = create_weapon_pickup #M4 15 ammo 50000 at -32.8 1019.2 13.0 
032B: $2016 = create_weapon_pickup #UZI 15 ammo 50000 at 17.3 1145.7 23.5 
0213: $2017 = create_pickup #GOLFCLUB type 2 at 95.0 279.2 21.8 
032B: $2018 = create_weapon_pickup #FLAME 15 ammo 50000 at -546.0 -418.9 9.8 
032B: $2019 = create_weapon_pickup #SNIPER 15 ammo 50000 at -476.4 -571.2 12.9 
0213: $2020 = create_pickup #KATANA type 15 at -554.11 -547.7 10.7 
032B: $2021 = create_weapon_pickup #MOLOTOV 15 ammo 50000 at -755.7 1347.5 11.8 
032B: $2022 = create_weapon_pickup #UZI 15 ammo 50000 at -545.8 694.6 11.0 
032B: $2023 = create_weapon_pickup #M4 15 ammo 50000 at -980.4 118.7 9.3 
032B: $2024 = create_weapon_pickup #M4 15 ammo 50000 at -1221.0 -641.6 11.7 
032B: $2025 = create_weapon_pickup #SNIPER 15 ammo 50000 at -742.1 -949.9 9.9 
032B: $2026 = create_weapon_pickup #ROCKETLA 15 ammo 50000 at -995.1 -1178.1 13.6 
032B: $2027 = create_weapon_pickup #INGRAMSL 15 ammo 50000 at -713.3 -1466.0 11.2 
032B: $2028 = create_weapon_pickup #FLAME 15 ammo 50000 at -1015.1 -1392.9 11.5 
032B: $2029 = create_weapon_pickup #SHOTGSPA 15 ammo 50000 at -1359.0 -742.2 14.9 
032B: $2030 = create_weapon_pickup #M60 15 ammo 50000 at -1744.9 -288.9 29.7 
032B: $2031 = create_weapon_pickup #GRENADE 15 ammo 50000 at -939.8 -464.9 10.9 
032B: $2032 = create_weapon_pickup #PYTHON 15 ammo 50000 at -1182.7 -61.1 11.4 
032B: $2033 = create_weapon_pickup #BUDDYSHOT 15 ammo 50000 at -1305.2 177.1 11.4 
032B: $2034 = create_weapon_pickup #LASER 15 ammo 50000 at -1114.3 -602.0 26.0 
0213: $2037 = create_pickup #HEALTH type 1 at -113.2 -975.7 10.4 
0213: $2038 = create_pickup #HEALTH type 15 at -225.1 -1158.1 9.1 
0213: $2039 = create_pickup #HEALTH type 15 at 456.2 -471.4 16.6 
0213: $2040 = create_pickup #HEALTH type 15 at 377.4 467.7 11.6 
0213: $2041 = create_pickup #HEALTH type 1 at 469.6 697.4 11.7 
0213: $2042 = create_pickup #HEALTH type 15 at 385.3 1210.9 19.4 
0213: $2043 = create_pickup #HEALTH type 1 at 384.3 756.6 11.7 
0213: $2044 = create_pickup #HEALTH type 15 at 10.7 1099.0 16.6 
0213: $2045 = create_pickup #HEALTH type 15 at 85.3 402.7 19.8 
0213: $2046 = create_pickup #HEALTH type 15 at -711.7 -501.7 11.3 
0213: $2047 = create_pickup #HEALTH type 15 at -404.0 -588.0 11.6 
0213: $2061 = create_pickup #HEALTH type 2 at -406.2503 -566.4947 19.5804 
0213: $2048 = create_pickup #HEALTH type 15 at -478.1 1438.5 16.1 
0213: $2049 = create_pickup #HEALTH type 15 at -675.0 1263.3 25.1 
0213: $2050 = create_pickup #HEALTH type 15 at -821.8 1144.8 26.1 
0213: $2051 = create_pickup #HEALTH type 15 at -1139.4 55.4 11.2 
0213: $2052 = create_pickup #HEALTH type 15 at -1290.9 91.9 26.9 
0213: $2053 = create_pickup #HEALTH type 1 at -885.4 -483.4 13.1 
0213: $2054 = create_pickup #HEALTH type 15 at -925.1 -638.3 16.0 
0213: $2055 = create_pickup #HEALTH type 15 at -692.4 -1283.8 11.1 
0213: $2056 = create_pickup #HEALTH type 15 at -655.1 -1506.3 8.1 
0213: $2057 = create_pickup #HEALTH type 15 at -1399.4 -865.9 20.9 
0213: $2058 = create_pickup #HEALTH type 1 at -822.6 1137.3 12.4 
0213: $2059 = create_pickup #HEALTH type 1 at -851.4 -78.8 11.5 
0213: $2060 = create_pickup #HEALTH type 1 at -834.2 740.6 11.3 
0213: $2062 = create_pickup #BODYARMOUR type 15 at 4.9 -1239.2 19.2 
0213: $2063 = create_pickup #BODYARMOUR type 15 at 205.7 -885.7 12.2 
0213: $2064 = create_pickup #BODYARMOUR type 15 at 148.8 -349.9 8.7 
0213: $2065 = create_pickup #BODYARMOUR type 15 at 520.2 -171.2 13.9 
0213: $2066 = create_pickup #BODYARMOUR type 15 at 430.8 162.1 11.8 
0213: $2067 = create_pickup #BODYARMOUR type 15 at 416.1 517.7 11.2 
0213: $2068 = create_pickup #BODYARMOUR type 15 at 350.2 884.8 25.5 
0213: $2069 = create_pickup #BODYARMOUR type 15 at 535.3 1214.1 18.9 
0213: $2070 = create_pickup #BODYARMOUR type 15 at 42.8 951.1 11.0 
0213: $2071 = create_pickup #BODYARMOUR type 15 at -70.8 510.6 11.6 
0213: $2072 = create_pickup #BODYARMOUR type 15 at -1695.6 -289.4 29.7 
0213: $2073 = create_pickup #BODYARMOUR type 15 at -567.6 1370.36 16.4 
0213: $2074 = create_pickup #BODYARMOUR type 15 at -921.9 722.9 11.0 
0213: $2076 = create_pickup #BODYARMOUR type 15 at -1058.9 -240.6 18.2 
0213: $2077 = create_pickup #BODYARMOUR type 15 at -625.5 622.2 11.7 
0213: $2078 = create_pickup #BODYARMOUR type 15 at -733.5 -1294.7 12.4 
0213: $2079 = create_pickup #BODYARMOUR type 15 at -1177.0 -915.3 14.9 
0213: $2075 = create_pickup #BODYARMOUR type 15 at -1171.0 -457.4 10.7 
0213: $2080 = create_pickup #ADRENALINE type 15 at -37.7 -938.3 10.5 
0213: $2081 = create_pickup #ADRENALINE type 15 at 471.1 -444.1 10.6 
0213: $2082 = create_pickup #ADRENALINE type 15 at 448.6 16.6 11.0 
0213: $2083 = create_pickup #ADRENALINE type 15 at 425.6 221.1 16.2 
0213: $2084 = create_pickup #ADRENALINE type 15 at 428.4 947.5 13.2 
0213: $2085 = create_pickup #ADRENALINE type 1 at 385.6 752.3 11.7 
0213: $2086 = create_pickup #ADRENALINE type 15 at -366.6 -500.3 11.3 
0213: $2087 = create_pickup #ADRENALINE type 15 at -342.2 -591.5 36.9 
0213: $2088 = create_pickup #ADRENALINE type 15 at -381.2 1065.2 13.0 
0213: $2089 = create_pickup #ADRENALINE type 15 at -730.1 1226.3 24.2 
0213: $2090 = create_pickup #ADRENALINE type 15 at -1095.1 99.4 12.3 
0213: $2091 = create_pickup #ADRENALINE type 15 at -967.1 -62.6 11.0 
0213: $2092 = create_pickup #ADRENALINE type 15 at -1022.1 -547.0 11.2 
0213: $2093 = create_pickup #ADRENALINE type 15 at -882.0 111.2 9.3 
0213: $2094 = create_pickup #ADRENALINE type 1 at -857.1 -83.6 11.5 
0213: $2095 = create_pickup #ADRENALINE type 1 at -839.0 740.6 11.3 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5 
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 127.4 -818.5 9.5
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325
02EC: put_hidden_package_at 86.428 -852.238 9.325
02EC: put_hidden_package_at 86.428 -852.238 9.325
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
02EC: put_hidden_package_at 86.428 -852.238 9.325 
055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
0004: $2097 = 0 // integer values 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 225.0 -1244.0 227.4 -1248.5 spawn_policeA_at 249.0 -1255.0 headed_towards 246.0 -1250.6 spawn_policeB_at 208.4 -1238.4 headed_towards 209.6 -1243.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 235.3 -1299.6 261.1 -1270.7 spawn_policeA_at 212.2 -1309.6 headed_towards 228.0 -1311.3 spawn_policeB_at 221.2 -1309.6 headed_towards 228.0 -1311.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 220.0 -1144.0 232.0 -1136.0 spawn_policeA_at 190.5 -1101.5 headed_towards 185.5 -1122.7 spawn_policeB_at 278.8 -1112.0 headed_towards 269.0 -1140.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -112.5 -1275.0 -120.5 -1267.0 spawn_policeA_at -37.7 -1244.15 headed_towards -36.7 -1270.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 324.0 -735.5 332.0 -727.5 spawn_policeA_at 361.6 -715.0 headed_towards 338.6 -705.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 385.6 -602.2 377.6 -594.2 spawn_policeA_at 374.6 -559.0 headed_towards 394.6 -571.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 146.6 -450.2 154.6 -440.2 spawn_policeA_at 183.9 -480.0 headed_towards 184.6 -447.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 250.6 -457.2 240.6 -449.2 spawn_policeA_at 346.8 -466.4 headed_towards 311.5 -461.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 171.0 -549.2 179.0 -557.2 spawn_policeA_at 161.8 -693.4 headed_towards 168.5 -650.5 spawn_policeB_at 169.5 -693.4 headed_towards 173.0 -660.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 305.6 -183.2 315.6 -191.2 spawn_policeA_at 269.2 -197.8 headed_towards 276.6 -180.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 316.5 -65.0 322.5 -58.0 spawn_policeA_at 296.5 6.9 headed_towards 315.7 -11.0 spawn_policeB_at 369.5 12.2 headed_towards 342.0 -9.7 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 364.0 236.2 372.0 244.2 spawn_policeA_at 336.1 271.4 headed_towards 337.8 249.5 spawn_policeB_at 401.5 213.4 headed_towards 401.0 234.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 364.5 169.0 372.5 177.0 spawn_policeA_at 406.7 151.15 headed_towards 398.7 170.0 spawn_policeB_at 326.5 182.4 headed_towards 346.0 164.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -87.0 -937.0 -99.0 -947.0 spawn_policeA_at -136.0 -912.15 headed_towards -115.0 -901.6 spawn_policeB_at -56.0 -875.0 headed_towards -95.5 -893.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 536.0 696.2 546.0 706.2 spawn_policeA_at 516.0 753.6 headed_towards 541.5 753.5 spawn_policeB_at 506.2 654.4 headed_towards 534.0 657.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 314.0 906.0 322.0 914.0 spawn_policeA_at 348.3 864.0 headed_towards 316.0 870.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 356.0 748.0 364.0 756.0 spawn_policeA_at 335.0 667.6 headed_towards 356.2 685.2 spawn_policeB_at 388.5 846.2 headed_towards 366.0 828.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -34.0 1041.0 -26.0 1049.0 spawn_policeA_at 23.3 1075.0 headed_towards 28.0 1030.8 spawn_policeB_at 35.5 993.4 headed_towards 39.0 1023.3 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 16.0 930.0 24.0 938.0 spawn_policeA_at 28.3 874.0 headed_towards 10.0 881.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -368.0 -480.0 -378.0 -490.0 spawn_policeA_at -253.5 -439.0 headed_towards -252.5 -470.5 spawn_policeB_at -451.2 -452.4 headed_towards -442.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -533.0 -480.0 -543.0 -490.0 spawn_policeA_at -647.0 -449.0 headed_towards -637.5 -481.5 spawn_policeB_at -451.2 -452.4 headed_towards -457.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -255.0 -435.0 -245.0 -443.0 spawn_policeA_at -210.8 -470.0 headed_towards -241.5 -472.0 spawn_policeB_at -298.2 -485.0 headed_towards -257.0 -477.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -645.0 -446.0 -637.0 -454.0 spawn_policeA_at -610.8 -482.0 headed_towards -635.5 -472.0 spawn_policeB_at -684.2 -492.0 headed_towards -651.0 -480.5 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -790.0 -1490.2 -798.0 -1498.2 spawn_policeA_at -815.8 -1450.5 headed_towards -822.0 -1469.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -809.0 -1436.7 -800.0 -1428.0 spawn_policeA_at -853.3 -1466.0 headed_towards -824.5 -1474.8 spawn_policeB_at -808.5 -1382.4 headed_towards -788.0 -1392.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -870.0 -1335.7 -862.0 -1327.0 spawn_policeA_at -902.3 -1343.0 headed_towards -882.5 -1348.8 spawn_policeB_at -880.5 -1297.4 headed_towards -860.0 -1307.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -924.0 -1248.0 -916.0 -1240.0 spawn_policeA_at -909.8 -1270.5 headed_towards -920.0 -1265.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1224.0 -788.0 -1216.0 -780.0 spawn_policeA_at -1260.8 -737.5 headed_towards -1258.0 -780.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -884.0 -1070.0 -876.0 -1078.0 spawn_policeA_at -925.0 -1044.5 headed_towards -901.0 -1074.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1130.0 -711.7 -1138.0 -719.7 spawn_policeA_at -1111.3 -683.0 headed_towards -1134.5 -686.4 spawn_policeB_at -1166.0 -691.4 headed_towards -1144.7 -690.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -986.0 -713.0 -978.0 -721.0 spawn_policeA_at -1011.8 -577.4 headed_towards -989.7 -575.4 spawn_policeB_at -945.5 -660.0 headed_towards -969.4 -661.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1012.0 -392.0 -1004.0 -384.0 spawn_policeA_at -1044.3 -337.8 headed_towards -1023.7 -336.4 spawn_policeB_at -975.0 -444.0 headed_towards -1000.4 -445.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1112.0 -372.0 -1104.0 -364.0 spawn_policeA_at -1078.3 -337.0 headed_towards -1101.5 -339.4 spawn_policeB_at -1138.0 -348.4 headed_towards -1117.3 -346.3 
004E: end_thread 

//-------------Mission 1---------------
// Originally: Intro

:INTRO
03A4: name_thread 'INTRO' 
0004: $ONMISSION = 1 // integer values 
0004: $13 = 0 // integer values 
0001: wait 0 ms 
016A: fade 0 0 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03AF: set_streaming 0 
03AD: set_rubbish 0 
054C: use_GXT_table 'INTRO' 
03EF: player $PLAYER_CHAR make_safe 
044D: load_splash 'INTRO1' 
0169: set_fade_color 2 2 2 
0001: wait 250 ms 
023C: load_special_actor 1 'SFRENDA' 
023C: load_special_actor 2 'SFRENDB' 
023C: load_special_actor 3 'CSSONNY' 
023C: load_special_actor 4 'SGOONA' 
023C: load_special_actor 5 'SGOONB' 
02F3: load_object #CUTOBJ01 'SVNTRAY' 
02F3: load_object #CUTOBJ02 'DRINK' 
02F3: load_object #CUTOBJ03 'MBTBEMP' 
02F3: load_object #CUTOBJ04 'SCHAIR' 
03AF: set_streaming 0 
03AD: set_rubbish 0 
04BB: select_interiour 1 // select render area 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 
03CB: set_camera 231.4 -1277.7 19.0 
04F9: set_extracolors 16 fade 0 
038B: load_requested_models 

:INTRO_295
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @INTRO_369 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_362 
0002: jump @INTRO_11542 

:INTRO_362
0002: jump @INTRO_295 

:INTRO_369
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
004D: jump_if_false @INTRO_443 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_436 
0002: jump @INTRO_11542 

:INTRO_436
0002: jump @INTRO_369 

:INTRO_443
02E4: load_cutscene_data 'INT_A' 
0244: set_cutscene_pos 231.411 -1277.707 19.069 
041D: set_camera_near_clip 0.1 
02E5: $127 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $127 'SFRENDA' 
02E5: $128 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $128 'SFRENDB' 
02E5: $138 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $138 'CSSONNY' 
02E5: $129 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $151 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $151 'SVNTRAY' 
02E5: $152 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $152 'DRINK01' 
02E5: $153 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $153 'DRINK02' 
02E5: $154 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $154 'DRINK03' 
02E5: $126 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $126 'MBTBEMP' 
02E5: $216 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $216 'SCHAIR' 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_725
00D6: if 
001A:   1246 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_792 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_785 
0002: jump @INTRO_11542 

:INTRO_785
0002: jump @INTRO_725 

:INTRO_792
00BC: text_highpriority 'INT1_A' 10000 ms 1  // Tommy Vercetti...Huh! shit.

:INTRO_807
00D6: if 
001A:   2708 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_874 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_867 
0002: jump @INTRO_11542 

:INTRO_867
0002: jump @INTRO_807 

:INTRO_874
00BC: text_highpriority 'INT1_B' 10000 ms 1  // Didn't think they'd ever let him out.

:INTRO_889
00D6: if 
001A:   4796 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_956 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_949 
0002: jump @INTRO_11542 

:INTRO_949
0002: jump @INTRO_889 

:INTRO_956
00BC: text_highpriority 'INT1_C' 10000 ms 1  // He kept his head down, helps people forget.

:INTRO_971
00D6: if 
001A:   7086 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1038 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1031 
0002: jump @INTRO_11542 

:INTRO_1031
0002: jump @INTRO_971 

:INTRO_1038
00BC: text_highpriority 'INT1_D' 10000 ms 1  // People will remember soon enough.

:INTRO_1053
00D6: if 
001A:   8404 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1120 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1113 
0002: jump @INTRO_11542 

:INTRO_1113
0002: jump @INTRO_1053 

:INTRO_1120
00BC: text_highpriority 'INT1_E' 10000 ms 1  // When they see him walking down the streets of their neighborhoods.

:INTRO_1135
00D6: if 
001A:   10756 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1202 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1195 
0002: jump @INTRO_11542 

:INTRO_1195
0002: jump @INTRO_1135 

:INTRO_1202
00BC: text_highpriority 'INT1_F' 10000 ms 1  // It will be bad for business.

:INTRO_1217
00D6: if 
001A:   12614 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1284 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1277 
0002: jump @INTRO_11542 

:INTRO_1277
0002: jump @INTRO_1217 

:INTRO_1284
00BC: text_highpriority 'INT1_G' 10000 ms 1  // Well, what are we gonna do, Sonny?

:INTRO_1299
00D6: if 
001A:   14813 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1366 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1359 
0002: jump @INTRO_11542 

:INTRO_1359
0002: jump @INTRO_1299 

:INTRO_1366
00BC: text_highpriority 'INT1_H' 10000 ms 1  // We treat him like an old friend and keep him busy out of town. OK?

:INTRO_1381
00D6: if 
001A:   18741 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1448 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1441 
0002: jump @INTRO_11542 

:INTRO_1441
0002: jump @INTRO_1381 

:INTRO_1448
00BC: text_highpriority 'INT1_I' 10000 ms 1  // We been talking about expanding down South, right?

:INTRO_1463
00D6: if 
001A:   21294 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1530 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1523 
0002: jump @INTRO_11542 

:INTRO_1523
0002: jump @INTRO_1463 

:INTRO_1530
00BC: text_highpriority 'INT1_J' 10000 ms 1  // Vice City is twenty-four carat gold these days.

:INTRO_1545
00D6: if 
001A:   24399 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1612 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1605 
0002: jump @INTRO_11542 

:INTRO_1605
0002: jump @INTRO_1545 

:INTRO_1612
00BC: text_highpriority 'INT1_K' 10000 ms 1  // The Colombians, the Mexicans, hell,

:INTRO_1627
00D6: if 
001A:   26496 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1694 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1687 
0002: jump @INTRO_11542 

:INTRO_1687
0002: jump @INTRO_1627 

:INTRO_1694
00BC: text_highpriority 'INT1_L' 10000 ms 1  // even those Cuban refugees are cutting themselves a piece of some nice action.

:INTRO_1709
00D6: if 
001A:   31264 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1776 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1769 
0002: jump @INTRO_11542 

:INTRO_1769
0002: jump @INTRO_1709 

:INTRO_1776
00BC: text_highpriority 'INT1_M' 10000 ms 1  // But it's all drugs, Sonny,

:INTRO_1791
00D6: if 
001A:   32904 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1860 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1853 
0002: jump @INTRO_11542 

:INTRO_1853
0002: jump @INTRO_1791 

:INTRO_1860
00BC: text_highpriority 'INT1_N' 10000 ms 1  // None of the families will touch that shit!

:INTRO_1875
00D6: if 
001A:   35200 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_1944 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_1937 
0002: jump @INTRO_11542 

:INTRO_1937
0002: jump @INTRO_1875 

:INTRO_1944
00BC: text_highpriority 'INT1_O' 10000 ms 1  // Times are changing.

:INTRO_1959
00D6: if 
001A:   36522 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2028 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2021 
0002: jump @INTRO_11542 

:INTRO_2021
0002: jump @INTRO_1959 

:INTRO_2028
00BC: text_highpriority 'INT1_P' 10000 ms 1  // The families can't keep their backs turned while our enemies reap the rewards.

:INTRO_2043
00D6: if 
001A:   41196 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2112 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2105 
0002: jump @INTRO_11542 

:INTRO_2105
0002: jump @INTRO_2043 

:INTRO_2112
00BC: text_highpriority 'INT1_Q' 10000 ms 1  // So, we send someone down to do the dirty work for us...

:INTRO_2127
00D6: if 
001A:   45232 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2196 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2189 
0002: jump @INTRO_11542 

:INTRO_2189
0002: jump @INTRO_2127 

:INTRO_2196
00BC: text_highpriority 'INT1_R' 10000 ms 1  // and cut ourselves a nice quiet slice. OK?

:INTRO_2211
00D6: if 
001A:   48992 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2280 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2273 
0002: jump @INTRO_11542 

:INTRO_2273
0002: jump @INTRO_2211 

:INTRO_2280
00BC: text_highpriority 'INT1_S' 10000 ms 1  // Who's our contact down there?

:INTRO_2295
00D6: if 
001A:   50206 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2364 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2357 
0002: jump @INTRO_11542 

:INTRO_2357
0002: jump @INTRO_2295 

:INTRO_2364
00BC: text_highpriority 'INT1_T' 10000 ms 1  // Ken Rosenberg, schmuck of a lawyer.

:INTRO_2379
00D6: if 
001A:   52509 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2448 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2441 
0002: jump @INTRO_11542 

:INTRO_2441
0002: jump @INTRO_2379 

:INTRO_2448
00BC: text_highpriority 'INT1_U' 10000 ms 1  // How's he gonna hold Vercetti's leash?

:INTRO_2463
00D6: if 
001A:   54340 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2532 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2525 
0002: jump @INTRO_11542 

:INTRO_2525
0002: jump @INTRO_2463 

:INTRO_2532
00BC: text_highpriority 'INT1_V' 10000 ms 1  // We don't need him to.

:INTRO_2547
00D6: if 
001A:   56291 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2616 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2609 
0002: jump @INTRO_11542 

:INTRO_2609
0002: jump @INTRO_2547 

:INTRO_2616
00BC: text_highpriority 'INT1_W' 10000 ms 1  // We just set him loose in Vice City,

:INTRO_2631
00D6: if 
001A:   57900 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2700 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2693 
0002: jump @INTRO_11542 

:INTRO_2693
0002: jump @INTRO_2631 

:INTRO_2700
00BC: text_highpriority 'INT1_X' 10000 ms 1  // we give him a little cash to get started. OK?

:INTRO_2715
00D6: if 
001A:   61168 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2784 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2777 
0002: jump @INTRO_11542 

:INTRO_2777
0002: jump @INTRO_2715 

:INTRO_2784
00BC: text_highpriority 'INT1_Y' 10000 ms 1  // Give it a few months.

:INTRO_2799
00D6: if 
001A:   62518 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2868 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2861 
0002: jump @INTRO_11542 

:INTRO_2861
0002: jump @INTRO_2799 

:INTRO_2868
00BC: text_highpriority 'INT1_Z' 10000 ms 1  // Then we go down,

:INTRO_2883
00D6: if 
001A:   64169 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_2952 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_2945 
0002: jump @INTRO_11542 

:INTRO_2945
0002: jump @INTRO_2883 

:INTRO_2952
00BC: text_highpriority 'INT1_A1' 10000 ms 1  // pay him a little visit, right?

:INTRO_2967
00D6: if 
001A:   65706 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_3036 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_3029 
0002: jump @INTRO_11542 

:INTRO_3029
0002: jump @INTRO_2967 

:INTRO_3036
00BC: text_highpriority 'INT1_A2' 10000 ms 1  // see how he's doing.

:INTRO_3051
00D6: if 
001A:   66784 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_3120 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_3113 
0002: jump @INTRO_11542 

:INTRO_3113
0002: jump @INTRO_3051 

:INTRO_3120
00BE: text_clear_all 

:INTRO_3122
00D6: if 
001A:   68240 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_3191 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_3184 
0002: jump @INTRO_11542 

:INTRO_3184
0002: jump @INTRO_3122 

:INTRO_3191
00BE: text_clear_all 
0169: set_fade_color 1 1 1 
016A: fade 0 2000 ms 

:INTRO_3208
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_3264 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_3257 
0002: jump @INTRO_11542 

:INTRO_3257
0002: jump @INTRO_3208 

:INTRO_3264
02EA: end_cutscene 
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
04BB: select_interiour 0 // select render area 
0001: wait 0 ms 
0522:  
044D: load_splash 'INTRO2' 
0169: set_fade_color 2 2 2 
0001: wait 250 ms 
01B6: set_weather 4 
00C0: set_current_time 12 0 
023C: load_special_actor 1 'CSKEN' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'SGOONA' 
023C: load_special_actor 4 'SGOONB' 
02F3: load_object #CUTOBJ01 'AIRPLAN' 
02F3: load_object #CUTOBJ02 'MERCED' 
02F3: load_object #CUTOBJ03 'BRFCASE' 
0247: request_model #AP_RADAR1_01 
0247: request_model #VEG_PALM04 
03CB: set_camera -1592.0 -545.0 15.0 
04E4: unknown_refresh_game_renderer_at -1654.0 -1388.0 
038B: load_requested_models 

:INTRO_3535
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @INTRO_3615 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_3608 
0002: jump @INTRO_11542 

:INTRO_3608
0002: jump @INTRO_3535 

:INTRO_3615
00D6: if or
8248:   not model #CUTOBJ03 available 
8248:   not model #AP_RADAR1_01 available 
8248:   not model #VEG_PALM04 available 
004D: jump_if_false @INTRO_3682 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_3675 
0002: jump @INTRO_11542 

:INTRO_3675
0002: jump @INTRO_3615 

:INTRO_3682
0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0 
0569:  'AIRPLAN' 
02E4: load_cutscene_data 'INT_M' 
0244: set_cutscene_pos -1601.536 -548.298 13.679 
02E5: $141 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $125 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $129 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $208 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $208 'AIRPLAN' 
02E5: $207 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $207 'MERCED' 
0418: set_object $207 draw_last 1 
02E5: $131 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $131 'BRFCASE' 
0525: unknown_cutscene_command $141 $207 'MERCBOD' 
0525: unknown_cutscene_command $125 $207 'MERCBOD' 
0525: unknown_cutscene_command $129 $207 'MERCBOD' 
0525: unknown_cutscene_command $130 $207 'MERCBOD' 
016A: fade 1 3000 ms 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_3971
00D6: if 
001A:   4860 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4038 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4031 
0002: jump @INTRO_11542 

:INTRO_4031
0002: jump @INTRO_3971 

:INTRO_4038
00BC: text_highpriority 'INT2_A' 10000 ms 1  // Hey, hey, guys! It's, uh, Ken Rosenberg here! Hey! Heh, heh, hey, great, hey!

:INTRO_4053
00D6: if 
001A:   6400 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4120 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4113 
0002: jump @INTRO_11542 

:INTRO_4113
0002: jump @INTRO_4053 

:INTRO_4120
041D: set_camera_near_clip 0.15 

:INTRO_4127
00D6: if 
001A:   9600 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4194 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4187 
0002: jump @INTRO_11542 

:INTRO_4187
0002: jump @INTRO_4127 

:INTRO_4194
00BC: text_highpriority 'INT2_B' 10000 ms 1  // Well, uh, I'm gonna drive you guys to the meet, okay?

:INTRO_4209
00D6: if 
001A:   12342 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4276 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4269 
0002: jump @INTRO_11542 

:INTRO_4269
0002: jump @INTRO_4209 

:INTRO_4276
00BC: text_highpriority 'INT2_C' 10000 ms 1  // Now, I've talked to the suppliers and they are very, huh-ha,

:INTRO_4291
00D6: if 
001A:   15840 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4358 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4351 
0002: jump @INTRO_11542 

:INTRO_4351
0002: jump @INTRO_4291 

:INTRO_4358
00BC: text_highpriority 'INT2_D' 10000 ms 1  // keen to start a business relationship, so, uh,

:INTRO_4373
00D6: if 
001A:   17556 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4440 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4433 
0002: jump @INTRO_11542 

:INTRO_4433
0002: jump @INTRO_4373 

:INTRO_4440
00BC: text_highpriority 'INT2_E' 10000 ms 1  // if all goes well, we should, uh,

:INTRO_4455
00D6: if 
001A:   20640 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4522 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4515 
0002: jump @INTRO_11542 

:INTRO_4515
0002: jump @INTRO_4455 

:INTRO_4522
00BC: text_highpriority 'INT2_F' 10000 ms 1  // be doing very nicely for ourselves, which is, y'know...

:INTRO_4537
00D6: if 
001A:   23018 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4604 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4597 
0002: jump @INTRO_11542 

:INTRO_4597
0002: jump @INTRO_4537 

:INTRO_4604
00BC: text_highpriority 'INT2_G' 10000 ms 1  // good..

:INTRO_4619
00D6: if 
001A:   25863 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4686 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4679 
0002: jump @INTRO_11542 

:INTRO_4679
0002: jump @INTRO_4619 

:INTRO_4686
00BC: text_highpriority 'INT2_H' 10000 ms 1  // Okay, so. They're brothers, okay.

:INTRO_4701
00D6: if 
001A:   26000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4768 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4761 
0002: jump @INTRO_11542 

:INTRO_4761
0002: jump @INTRO_4701 

:INTRO_4768
00D6: if 
001A:   27624 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4835 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4828 
0002: jump @INTRO_11542 

:INTRO_4828
0002: jump @INTRO_4768 

:INTRO_4835
00BC: text_highpriority 'INT2_I' 10000 ms 1  // One operates the uh, the business,

:INTRO_4850
00D6: if 
001A:   29348 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4917 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4910 
0002: jump @INTRO_11542 

:INTRO_4910
0002: jump @INTRO_4850 

:INTRO_4917
00BC: text_highpriority 'INT2_J' 10000 ms 1  // and the other one does the flying.

:INTRO_4932
00D6: if 
001A:   30300 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_4999 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_4992 
0002: jump @INTRO_11542 

:INTRO_4992
0002: jump @INTRO_4932 

:INTRO_4999
00BE: text_clear_all 
0169: set_fade_color 1 1 1 
016A: fade 0 2000 ms 

:INTRO_5016
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_5100 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0028:   $CUT_SCENE_TIME >= 33300 // integer values 
004D: jump_if_false @INTRO_5061 
00BE: text_clear_all 

:INTRO_5061
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_5093 
0002: jump @INTRO_11542 

:INTRO_5093
0002: jump @INTRO_5016 

:INTRO_5100
00BE: text_clear_all 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #AP_RADAR1_01 
0249: release_model #VEG_PALM04 
0001: wait 0 ms 
044D: load_splash 'INTRO3' 
0169: set_fade_color 2 2 2 
0001: wait 250 ms 
01B6: set_weather 0 
00C0: set_current_time 20 0 
023C: load_special_actor 1 'CSKEN' 
023C: load_special_actor 2 'CSDEAL' 
023C: load_special_actor 3 'SGOONA' 
023C: load_special_actor 4 'SGOONB' 
023C: load_special_actor 5 'CSASSA' 
023C: load_special_actor 6 'CSASSB' 
023C: load_special_actor 7 'CSASSC' 
023C: load_special_actor 8 'CSPLAY' 
02F3: load_object #CUTOBJ01 'CS_CHOP' 
02F3: load_object #CUTOBJ02 'BRFCASE' 
02F3: load_object #CUTOBJ03 'DELCASE' 
02F3: load_object #CUTOBJ04 'MERCED' 
0247: request_model #DOC_CRANEEGGS04 
0247: request_model #DOC_CRANE_CAB04 
0247: request_model #DOCKFUEL07 
04E4: unknown_refresh_game_renderer_at -692.0 -1559.0 
0055: put_player $PLAYER_CHAR at -683.145 -1581.747 11.53 
03CB: set_camera -692.0 -1559.0 12.0 
04F9: set_extracolors 14 fade 0 
038B: load_requested_models 

:INTRO_5397
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
004D: jump_if_false @INTRO_5475 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_5468 
0002: jump @INTRO_11542 

:INTRO_5468
0002: jump @INTRO_5397 

:INTRO_5475
00D6: if or
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
004D: jump_if_false @INTRO_5557 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_5550 
0002: jump @INTRO_11542 

:INTRO_5550
0002: jump @INTRO_5475 

:INTRO_5557
00D6: if or
8248:   not model #DOC_CRANEEGGS04 available 
8248:   not model #DOC_CRANE_CAB04 available 
8248:   not model #DOCKFUEL07 available 
004D: jump_if_false @INTRO_5623 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_5616 
0002: jump @INTRO_11542 

:INTRO_5616
0002: jump @INTRO_5557 

:INTRO_5623
0569:  'CS_CHOP' 
02E4: load_cutscene_data 'INT_D' 
0244: set_cutscene_pos -690.0 -1568.0 11.44 
02E5: $125 = create_cutscene_object #SPECIAL08 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $143 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $143 'CSDEAL' 
02E5: $129 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $145 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $145 'CSASSA' 
02E5: $146 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $146 'CSASSB' 
02E5: $147 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $147 'CSASSC' 
02E5: $148 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $148 'CS_CHOP' 
0418: set_object $148 draw_last 1 
02E5: $131 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $131 'BRFCASE' 
02E5: $132 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $132 'DELCASE' 
02E5: $207 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $207 'MERCED' 
0418: set_object $207 draw_last 1 
0525: unknown_cutscene_command $141 $207 'MERCBOD' 
016A: fade 1 2000 ms 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_5952
00D6: if 
001A:   6500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6019 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6012 
0002: jump @INTRO_11542 

:INTRO_6012
0002: jump @INTRO_5952 

:INTRO_6019
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_6031
00D6: if 
001A:   8743 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6110 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6091 
0002: jump @INTRO_11542 

:INTRO_6091
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_6031 

:INTRO_6110
00BC: text_highpriority 'INT3_A' 10000 ms 1  // Ok, that's them in the chopper.
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_6137
00D6: if 
001A:   10784 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6216 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6197 
0002: jump @INTRO_11542 

:INTRO_6197
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_6137 

:INTRO_6216
00BC: text_highpriority 'INT3_B' 10000 ms 1  // All right, here's the deal.
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_6243
00D6: if 
001A:   12040 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6322 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6303 
0002: jump @INTRO_11542 

:INTRO_6303
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_6243 

:INTRO_6322
00BC: text_highpriority 'INT3_C' 10000 ms 1  // They want a straight exchange on open ground.
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_6349
00D6: if 
001A:   14488 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6428 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6409 
0002: jump @INTRO_11542 

:INTRO_6409
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_6349 

:INTRO_6428
00BC: text_highpriority 'INT3_D' 10000 ms 1  // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_6455
00D6: if 
001A:   17072 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6534 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6515 
0002: jump @INTRO_11542 

:INTRO_6515
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_6455 

:INTRO_6534
03D5: remove_text 'INT3_D'  // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_6556
00D6: if 
001A:   20384 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6635 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6616 
0002: jump @INTRO_11542 

:INTRO_6616
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_6556 

:INTRO_6635
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_6647
00D6: if 
001A:   23200 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6726 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6707 
0002: jump @INTRO_11542 

:INTRO_6707
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_6647 

:INTRO_6726
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_6738
00D6: if 
001A:   35596 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6819 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6800 
0002: jump @INTRO_11542 

:INTRO_6800
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_6738 

:INTRO_6819
00BC: text_highpriority 'INT3_G' 10000 ms 1  // Got it?
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_6846
00D6: if 
001A:   36430 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_6927 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_6908 
0002: jump @INTRO_11542 

:INTRO_6908
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_6846 

:INTRO_6927
00BC: text_highpriority 'INT3_H' 10000 ms 1  // 100% pure grade-A Colombian, my friend.
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_6954
00D6: if 
001A:   39824 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7035 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7016 
0002: jump @INTRO_11542 

:INTRO_7016
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_6954 

:INTRO_7035
00BC: text_highpriority 'INT3_M' 10000 ms 1  // Let me see it.
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7062
00D6: if 
001A:   40896 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7143 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7124 
0002: jump @INTRO_11542 

:INTRO_7124
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_7062 

:INTRO_7143
00BC: text_highpriority 'INT3_I' 10000 ms 1  // The greens?
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7170
00D6: if 
001A:   42518 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7251 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7232 
0002: jump @INTRO_11542 

:INTRO_7232
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_7170 

:INTRO_7251
00BC: text_highpriority 'INT3_J' 10000 ms 1  // Tens and twenties...used.
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7278
00D6: if 
001A:   46872 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7359 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7340 
0002: jump @INTRO_11542 

:INTRO_7340
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_7278 

:INTRO_7359
00BC: text_highpriority 'INT3_K' 10000 ms 1  // I think we have a deal, my friend. HA HA!
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7386
00D6: if 
001A:   51100 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7455 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7448 
0002: jump @INTRO_11542 

:INTRO_7448
0002: jump @INTRO_7386 

:INTRO_7455
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_7500 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7500
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7512
00D6: if 
001A:   51233 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7593 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7574 
0002: jump @INTRO_11542 

:INTRO_7574
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_7512 

:INTRO_7593
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_7638 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7638
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7650
00D6: if 
001A:   51366 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7731 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7712 
0002: jump @INTRO_11542 

:INTRO_7712
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_7650 

:INTRO_7731
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_7776 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7776
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7788
00D6: if 
001A:   51500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_7869 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_7850 
0002: jump @INTRO_11542 

:INTRO_7850
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_7788 

:INTRO_7869
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_7946 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.522 -1577.432 12.826 to -696.492 -1577.354 12.815 

:INTRO_7946
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_7958
00D6: if 
001A:   51633 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_8039 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_8020 
0002: jump @INTRO_11542 

:INTRO_8020
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_7958 

:INTRO_8039
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_8084 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8084
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_8096
00D6: if 
001A:   51733 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_8177 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_8158 
0002: jump @INTRO_11542 

:INTRO_8158
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_8096 

:INTRO_8177
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_8222 
058A: create_gun_flash_from -696.442 -1577.358 12.765 to -696.402 -1577.286 12.749 

:INTRO_8222
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_8234
00D6: if 
001A:   51766 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_8315 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_8296 
0002: jump @INTRO_11542 

:INTRO_8296
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_8234 

:INTRO_8315
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_8360 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8360
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_8372
00D6: if 
001A:   51900 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_8453 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_8434 
0002: jump @INTRO_11542 

:INTRO_8434
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_8372 

:INTRO_8453
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_8498 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8498
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_8510
00D6: if 
001A:   51966 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_8591 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_8572 
0002: jump @INTRO_11542 

:INTRO_8572
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_8510 

:INTRO_8591
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_8636 
058A: create_gun_flash_from -696.448 -1577.274 12.666 to -696.405 -1577.206 12.643 

:INTRO_8636
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_8648
00D6: if 
001A:   52033 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_8729 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_8710 
0002: jump @INTRO_11542 

:INTRO_8710
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_8648 

:INTRO_8729
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_8806 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 

:INTRO_8806
0598: stir_ground_around_object $148 radius 10.0 flag 4 

:INTRO_8818
00D6: if 
001A:   52166 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_8899 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_8880 
0002: jump @INTRO_11542 

:INTRO_8880
0598: stir_ground_around_object $148 radius 10.0 flag 4 
0002: jump @INTRO_8818 

:INTRO_8899
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_8944 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8944
0598: stir_ground_around_object $148 radius 10.0 flag 6 

:INTRO_8956
00D6: if 
001A:   52200 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_9037 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9018 
0002: jump @INTRO_11542 

:INTRO_9018
0598: stir_ground_around_object $148 radius 10.0 flag 6 
0002: jump @INTRO_8956 

:INTRO_9037
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_9082 
058A: create_gun_flash_from -696.437 -1577.235 12.658 to -696.391 -1577.17 12.635 

:INTRO_9082
0598: stir_ground_around_object $148 radius 10.0 flag 6 

:INTRO_9094
00D6: if 
001A:   52256 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_9175 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9156 
0002: jump @INTRO_11542 

:INTRO_9156
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_9094 

:INTRO_9175
00BC: text_highpriority 'INT3_N' 2000 ms 1  // Oh Shit!
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_9202
00D6: if 
001A:   52300 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_9283 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9264 
0002: jump @INTRO_11542 

:INTRO_9264
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_9202 

:INTRO_9283
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_9328 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9328
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_9340
00D6: if 
001A:   52433 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_9421 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9402 
0002: jump @INTRO_11542 

:INTRO_9402
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_9340 

:INTRO_9421
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_9498 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.439 -1577.222 12.653 to -696.391 -1577.158 12.63 

:INTRO_9498
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_9510
00D6: if 
001A:   52566 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_9591 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9572 
0002: jump @INTRO_11542 

:INTRO_9572
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_9510 

:INTRO_9591
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_9636 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9636
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_9648
00D6: if 
001A:   52666 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_9729 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9710 
0002: jump @INTRO_11542 

:INTRO_9710
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_9648 

:INTRO_9729
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_9774 
058A: create_gun_flash_from -696.465 -1577.189 12.648 to -696.419 -1577.213 12.625 

:INTRO_9774
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_9786
00D6: if 
001A:   52700 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_9867 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9848 
0002: jump @INTRO_11542 

:INTRO_9848
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_9786 

:INTRO_9867
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_9912 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9912
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_9924
00D6: if 
001A:   52833 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_10005 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_9986 
0002: jump @INTRO_11542 

:INTRO_9986
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_9924 

:INTRO_10005
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_10050 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10050
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_10062
00D6: if 
001A:   52900 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_10143 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_10124 
0002: jump @INTRO_11542 

:INTRO_10124
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_10062 

:INTRO_10143
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_10188 
058A: create_gun_flash_from -696.576 -1577.111 12.686 to -696.538 -1577.04 12.667 

:INTRO_10188
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_10200
00D6: if 
001A:   52966 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_10281 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_10262 
0002: jump @INTRO_11542 

:INTRO_10262
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_10200 

:INTRO_10281
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_10326 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10326
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_10338
00D6: if 
001A:   53100 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_10419 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_10400 
0002: jump @INTRO_11542 

:INTRO_10400
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_10338 

:INTRO_10419
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_10464 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10464
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_10476
00D6: if 
001A:   53133 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_10557 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_10538 
0002: jump @INTRO_11542 

:INTRO_10538
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_10476 

:INTRO_10557
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_10602 
058A: create_gun_flash_from -696.692 -1577.05 12.703 to -696.665 -1576.973 12.686 

:INTRO_10602
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_10614
00D6: if 
001A:   53233 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_10695 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_10676 
0002: jump @INTRO_11542 

:INTRO_10676
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_10614 

:INTRO_10695
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_10740 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10740
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_10752
00D6: if 
001A:   53366 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_10833 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_10814 
0002: jump @INTRO_11542 

:INTRO_10814
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_10752 

:INTRO_10833
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_10942 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 
058A: create_gun_flash_from -696.781 -1576.899 12.688 to -696.676 -1576.918 12.67 

:INTRO_10942
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_10954
00D6: if 
001A:   53500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_11035 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_11016 
0002: jump @INTRO_11542 

:INTRO_11016
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_10954 

:INTRO_11035
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_11080 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_11080
0598: stir_ground_around_object $148 radius 10.0 flag 8 

:INTRO_11092
00D6: if 
001A:   57000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_11173 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_11154 
0002: jump @INTRO_11542 

:INTRO_11154
0598: stir_ground_around_object $148 radius 10.0 flag 8 
0002: jump @INTRO_11092 

:INTRO_11173
00D6: if 
001A:   58736 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_11242 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_11235 
0002: jump @INTRO_11542 

:INTRO_11235
0002: jump @INTRO_11173 

:INTRO_11242
00BC: text_highpriority 'INT3_L' 10000 ms 1  // Go on, get out of here! Drive!

:INTRO_11257
00D6: if 
001A:   60800 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_11326 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_11319 
0002: jump @INTRO_11542 

:INTRO_11319
0002: jump @INTRO_11257 

:INTRO_11326
00BE: text_clear_all 

:INTRO_11328
00D6: if 
001A:   63212 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @INTRO_11397 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_11390 
0002: jump @INTRO_11542 

:INTRO_11390
0002: jump @INTRO_11328 

:INTRO_11397
0169: set_fade_color 1 1 1 
016A: fade 0 2000 ms 

:INTRO_11412
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_11468 
0001: wait 0 ms 
0050: gosub @INTRO_14443 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_11461 
0002: jump @INTRO_11542 

:INTRO_11461
0002: jump @INTRO_11412 

:INTRO_11468
04FA: reset_sky_colors_with_fade 0 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #DOC_CRANEEGGS04 
0249: release_model #DOC_CRANE_CAB04 
0249: release_model #DOCKFUEL07 
0001: wait 0 ms 

:INTRO_11542
044D: load_splash 'INTRO4' 
0169: set_fade_color 2 2 2 
00D6: if 
0038:   $13 == 2 // integer values 
004D: jump_if_false @INTRO_11611 
016A: fade 0 1000 ms 
00BE: text_clear_all 

:INTRO_11587
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_11611 
0001: wait 0 ms 
0002: jump @INTRO_11587 

:INTRO_11611
01B7: release_weather 
00C0: set_current_time 21 0 
02EA: end_cutscene 
04FA: reset_sky_colors_with_fade 0 
04BB: select_interiour 0 // select render area 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
0296: unload_special_actor 9 
0296: unload_special_actor 10 
0296: unload_special_actor 11 
0296: unload_special_actor 12 
0296: unload_special_actor 13 
0296: unload_special_actor 14 
0296: unload_special_actor 15 
0296: unload_special_actor 16 
0296: unload_special_actor 17 
0296: unload_special_actor 18 
0296: unload_special_actor 19 
0296: unload_special_actor 20 
0296: unload_special_actor 21 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
0249: release_model #DOC_CRANEEGGS04 
0249: release_model #DOC_CRANE_CAB04 
0249: release_model #DOCKFUEL07 
0249: release_model #AP_RADAR1_01 
0249: release_model #VEG_PALM04 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
0001: wait 0 ms 
01B7: release_weather 
00C0: set_current_time 0 0 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03CF: load_wav 'INTRO1' as 1 
03CF: load_wav 'INTRO2' as 2 

:INTRO_11899
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO_11929 
0001: wait 0 ms 
0002: jump @INTRO_11899 

:INTRO_11929
0247: request_model #ADMIRAL 
0247: request_model #FAGGIO 
023C: load_special_actor 10 'IGKEN' 
038B: load_requested_models 

:INTRO_11953
00D6: if or
8248:   not model #ADMIRAL available 
8248:   not model #FAGGIO available 
823D:   not special_actor 10 loaded 
004D: jump_if_false @INTRO_11989 
0001: wait 0 ms 
0002: jump @INTRO_11953 

:INTRO_11989
0395: clear_area 0 at 114.2 -823.3 range 9.7 1.0 
04E4: unknown_refresh_game_renderer_at 86.428 -852.238 
03CB: set_camera 114.2 -823.3 9.7 
0395: clear_area 1 at 86.428 -852.238 range 9.325 50.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
01EB: set_traffic_density_multiplier_to 3.0 
0055: put_player $PLAYER_CHAR at 86.428 -852.238 9.325 
0395: clear_area 1 at 86.485 -851.933 range 10.0 10.0 
00A5: 0@ = create_car #ADMIRAL at 83.54 -851.669 10.0 
02AC: set_car 0@ immunities 1 1 1 1 1 
0175: set_car 0@ z_angle_to 330.0 
01EC: make_car 0@ very_heavy 1
01D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger 
0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat 
01ED: clear_actor 2@ threat_search 
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A9: set_car 0@ to_normal_driver 
0229: set_car 0@ color_to 84 84 
00A5: 1@ = create_car #FAGGIO at 127.4 -818.5 9.5 
0175: set_car 1@ z_angle_to 250.6 
041E: set_radio_station 9 -1 
0249: release_model #ADMIRAL 
0249: release_model #FAGGIO 

:INTRO_12275
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_12318 
0001: wait 0 ms 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @INTRO_12311 

:INTRO_12311
0002: jump @INTRO_12275 

:INTRO_12318
016A: fade 1 1000 ms 
0395: clear_area 1 at 116.583 -796.821 range 11.423 1.0 
015F: set_camera_position 116.583 -796.821 11.423 0.0 rotation 0.0 0.0 
0160: point_camera 116.573 -797.821 11.414 switchstyle 2 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @INTRO_12470 
04BA: set_car 0@ speed_instantly 20.0 
00A7: car 0@ drive_to 103.1 -832.3 9.317 
00AD: set_car 0@ max_speed_to 30.0 
00AE: set_vehicle 0@ traffic_behavior_to 2 
0006: 4@ = 1 // integer values 

:INTRO_12470
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 

:INTRO_12484
00D6: if or
8039:   not  3@ == 8 // integer values 
8039:   not  4@ == 4 // integer values 
004D: jump_if_false @INTRO_13565 
0001: wait 0 ms 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @INTRO_12536 
0002: jump @INTRO_12964 

:INTRO_12536
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @INTRO_12674 
00D6: if 
0029:   17@ >= 30000 // integer values 
004D: jump_if_false @INTRO_12674 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @INTRO_12674 
00D6: if 
81AF:   not car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 
004D: jump_if_false @INTRO_12674 
0006: 4@ = 3 // integer values 
00AB: put_car 0@ at 132.6 -818.278 9.446 
0175: set_car 0@ z_angle_to 206.0214 

:INTRO_12674
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @INTRO_12767 
00D6: if 
01AF:   car 0@ 0 103.1 -832.3 9.317 radius 4.0 4.0 4.0 
004D: jump_if_false @INTRO_12767 
00A7: car 0@ drive_to 113.371 -819.078 9.317 
0006: 4@ = 2 // integer values 

:INTRO_12767
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @INTRO_12860 
00D6: if 
01AF:   car 0@ 0 113.371 -819.078 9.317 radius 4.0 4.0 4.0 
004D: jump_if_false @INTRO_12860 
00A7: car 0@ drive_to 132.6 -818.278 9.446 
0006: 4@ = 3 // integer values 

:INTRO_12860
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @INTRO_12964 
00D6: if 
01AF:   car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 
004D: jump_if_false @INTRO_12964 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @INTRO_12964 
00AD: set_car 0@ max_speed_to 0.0 
00A9: set_car 0@ to_normal_driver 
0006: 4@ = 4 // integer values 

:INTRO_12964
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @INTRO_12980 

:INTRO_12980
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @INTRO_13038 
03D1: play_wav 1 
00BC: text_highpriority 'INTRO1' 10000 ms 1  // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0006: 3@ = 1 // integer values 

:INTRO_13038
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @INTRO_13164 
00D6: if 
0029:   17@ >= 2000 // integer values 
004D: jump_if_false @INTRO_13164 
0395: clear_area 0 at 104.88 -808.433 range 12.108 1.0 
015F: set_camera_position 104.88 -808.433 12.108 0.0 rotation 0.0 0.0 
0160: point_camera 105.771 -808.888 12.091 switchstyle 2 
0006: 17@ = 0 // integer values 
0006: 6@ = 1 // integer values 

:INTRO_13164
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @INTRO_13252 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO_13252 
03D5: remove_text 'INTRO1'  // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
00D6: if 
0029:   16@ >= 1000 // integer values 
004D: jump_if_false @INTRO_13252 
03D1: play_wav 2 
00BC: text_highpriority 'INTRO2' 10000 ms 1  // Go get some sleep.
0006: 3@ = 2 // integer values 

:INTRO_13252
00D6: if 
0039:   3@ == 2 // integer values 
004D: jump_if_false @INTRO_13289 
03CF: load_wav 'INTRO3' as 1 
0006: 3@ = 3 // integer values 

:INTRO_13289
00D6: if 
0039:   3@ == 3 // integer values 
004D: jump_if_false @INTRO_13339 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @INTRO_13339 
03D5: remove_text 'INTRO2'  // Go get some sleep.
0006: 3@ = 4 // integer values 

:INTRO_13339
00D6: if 
0039:   3@ == 4 // integer values 
004D: jump_if_false @INTRO_13398 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO_13398 
03CF: load_wav 'INTRO4' as 2 
0006: 16@ = 0 // integer values 
0006: 3@ = 5 // integer values 

:INTRO_13398
00D6: if 
0039:   3@ == 5 // integer values 
004D: jump_if_false @INTRO_13461 
00D6: if 
0029:   16@ >= 900 // integer values 
004D: jump_if_false @INTRO_13461 
03D1: play_wav 1 
00BC: text_highpriority 'INTRO3' 10000 ms 1  // What are you gonna do?
0006: 3@ = 6 // integer values 

:INTRO_13461
00D6: if 
0039:   3@ == 6 // integer values 
004D: jump_if_false @INTRO_13511 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO_13511 
03D5: remove_text 'INTRO3'  // What are you gonna do?
0006: 3@ = 7 // integer values 

:INTRO_13511
00D6: if 
0039:   3@ == 7 // integer values 
004D: jump_if_false @INTRO_13558 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @INTRO_13558 
0006: 16@ = 0 // integer values 
0006: 3@ = 8 // integer values 

:INTRO_13558
0002: jump @INTRO_12484 

:INTRO_13565
00D6: if 
001B:   300 > 16@ // integer values 
004D: jump_if_false @INTRO_13627 
0001: wait 0 ms 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @INTRO_13604 

:INTRO_13604
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @INTRO_13620 

:INTRO_13620
0002: jump @INTRO_13565 

:INTRO_13627
03D1: play_wav 2 
00BC: text_highpriority 'INTRO4' 10000 ms 1  // I'll drop by your office tomorrow and we can start sorting this mess out.
0001: wait 400 ms 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @INTRO_13667 

:INTRO_13667
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @INTRO_13683 

:INTRO_13683
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO_13741 
0001: wait 0 ms 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @INTRO_13718 

:INTRO_13718
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @INTRO_13734 

:INTRO_13734
0002: jump @INTRO_13683 

:INTRO_13741
03D5: remove_text 'INTRO4'  // I'll drop by your office tomorrow and we can start sorting this mess out.
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @INTRO_13791 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @INTRO_13791 
01D3: actor 2@ leave_car 0@ 

:INTRO_13791
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @INTRO_13866 

:INTRO_13807
00D6: if 
00DF:   actor 2@ driving 
004D: jump_if_false @INTRO_13866 
0001: wait 0 ms 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @INTRO_13843 

:INTRO_13843
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @INTRO_13859 

:INTRO_13859
0002: jump @INTRO_13807 

:INTRO_13866
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @INTRO_13904 
0211: actor 2@ walk_to 125.809 -815.263 
0319: set_actor 2@ running 1 

:INTRO_13904
0006: 16@ = 0 // integer values 

:INTRO_13911
00D6: if 
001B:   1500 > 16@ // integer values 
004D: jump_if_false @INTRO_13957 
0001: wait 0 ms 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @INTRO_13950 

:INTRO_13950
0002: jump @INTRO_13911 

:INTRO_13957
0395: clear_area 0 at 113.655 -815.814 range 11.029 1.0 
015F: set_camera_position 113.655 -815.814 11.029 0.0 rotation 0.0 0.0 
0160: point_camera 114.307 -816.57 11.083 switchstyle 2 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @INTRO_14078 
009F: set_actor 2@ idle 
011C: actor 2@ clear_objective 
00A1: put_actor 2@ at 125.809 -815.263 9.444 

:INTRO_14078
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @INTRO_14123 
0211: actor 2@ walk_to 116.269 -825.438 
0319: set_actor 2@ running 1 
0006: 5@ = 1 // integer values 

:INTRO_14123
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_14176 
00A1: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 
0173: set_actor $PLAYER_ACTOR z_angle_to 225.495 
0002: jump @INTRO_14196 

:INTRO_14176
0362: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 and_remove_from_car 

:INTRO_14196
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_14222 
0173: set_actor $PLAYER_ACTOR z_angle_to 225.495 

:INTRO_14222
0006: 17@ = 0 // integer values 

:INTRO_14229
00D6: if 
001B:   1350 > 17@ // integer values 
004D: jump_if_false @INTRO_14275 
0001: wait 0 ms 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @INTRO_14268 

:INTRO_14268
0002: jump @INTRO_14229 

:INTRO_14275
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03D5: remove_text 'INTRO4'  // I'll drop by your office tomorrow and we can start sorting this mess out.
041E: set_radio_station 1 -1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03AD: set_rubbish 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
01C3: remove_references_to_car 0@ 
01C3: remove_references_to_car 1@ 
009B: destroy_actor_instantly 2@ 
0004: $220 = 1 // integer values 
0004: $ONMISSION = 0 // integer values 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @INTRO_14391 
 
:INTRO_14391
0296: unload_special_actor 10 
0249: release_model #ADMIRAL 
0249: release_model #FAGGIO 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
044D: load_splash 'SPLASH1' 
0169: set_fade_color 0 0 0 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

:INTRO_14443
00D6: if 
0038:   $13 == 0 // integer values 
004D: jump_if_false @INTRO_14491 
00D6: if and
80E1:   not player 0 pressed_button 16 
80E1:   not player 0 pressed_button 12 
004D: jump_if_false @INTRO_14491 
0004: $13 = 1 // integer values 

:INTRO_14491
00D6: if 
0038:   $13 == 1 // integer values 
004D: jump_if_false @INTRO_14529 
00D6: if 
056A:   has_cutscene_been_interrupted 
004D: jump_if_false @INTRO_14529 
0004: $13 = 2 // integer values 

:INTRO_14529
0051: return 

//-------------Mission 2---------------
// Originally: An Old Friend

:HOTEL
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'HOTEL' 
0001: wait 0 ms 
054C: use_GXT_table 'HOTEL' 
04F9: set_extracolors 16 fade 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0336: set_player $PLAYER_CHAR visible 0 
03AF: set_streaming 0 
03AD: set_rubbish 0 
04BB: select_interiour 1 // select render area 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSSONNY' 
02F3: load_object #CUTOBJ01 'PLYPHON' 
02F3: load_object #CUTOBJ02 'COLPHON' 
02F3: load_object #CUTOBJ03 'MBTBFUL' 
02F3: load_object #CUTOBJ04 'SCHAIR' 
038B: load_requested_models 
03CB: set_camera 231.4 -1277.7 19.0 

:HOTEL_217
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
004D: jump_if_false @HOTEL_267 
0001: wait 0 ms 
0002: jump @HOTEL_217 

:HOTEL_267
02E4: load_cutscene_data 'INT_B' 
0244: set_cutscene_pos 231.411 -1277.707 19.069 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $138 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $138 'CSSONNY' 
02E5: $139 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $139 'PLYPHON' 
02E5: $140 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $140 'COLPHON' 
02E5: $126 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $126 'MBTBFUL' 
02E5: $216 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $216 'SCHAIR' 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HOTEL_447
00D6: if 
001A:   6133 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_482 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_447 

:HOTEL_482
00BC: text_highpriority 'INTB_B' 10000 ms 1  // Hello Sonny.

:HOTEL_497
00D6: if 
001A:   7184 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_532 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_497 

:HOTEL_532
00BC: text_highpriority 'INTB_A' 10000 ms 1  // Tommy! Tommy, it's been too long.

:HOTEL_547
00D6: if 
001A:   13174 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_582 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_547 

:HOTEL_582
00BC: text_highpriority 'INTB_C' 10000 ms 1  // I know, I know. You're just overwhelmed with emotion.

:HOTEL_597
00D6: if 
001A:   15932 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_632 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_597 

:HOTEL_632
00BC: text_highpriority 'INTB_D' 10000 ms 1  // Fifteen years - seems like only yesterday.

:HOTEL_647
00D6: if 
001A:   19096 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_682 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_647 

:HOTEL_682
00BC: text_highpriority 'INTB_E' 10000 ms 1  // I guess that's a perspective thing.

:HOTEL_697
00D6: if 
001A:   20800 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_732 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_697 

:HOTEL_732
00BC: text_highpriority 'INTB_F' 10000 ms 1  // Hey, doing time for the family is no piece of cake,

:HOTEL_747
00D6: if 
001A:   23076 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_782 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_747 

:HOTEL_782
00BC: text_highpriority 'INTB_G' 10000 ms 1  // but the family looks after its own, ok?

:HOTEL_797
00D6: if 
001A:   25352 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_832 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_797 

:HOTEL_832
00BC: text_highpriority 'INTB_H' 10000 ms 1  // So, how'd the deal go down - you sitting on some white gold?

:HOTEL_847
00D6: if 
001A:   29045 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_882 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_847 

:HOTEL_882
00BC: text_highpriority 'INTB_I' 10000 ms 1  // Look Sonny, we were set up. The deal was an ambush. Harry and Lee are dead.

:HOTEL_897
00D6: if 
001A:   32884 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_934 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_897 

:HOTEL_934
00BC: text_highpriority 'INTB_J' 10000 ms 1  // You better be kidding me Tommy. Tell me you still got the money.

:HOTEL_949
00D6: if 
001A:   36816 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_986 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_949 

:HOTEL_986
00BC: text_highpriority 'INTB_K' 10000 ms 1  // ...no Sonny...I don't have the money.

:HOTEL_1001
00D6: if 
001A:   39960 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1038 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1001 

:HOTEL_1038
00BC: text_highpriority 'INTB_L' 10000 ms 1  // That was my money, Tommy, MY MONEY!

:HOTEL_1053
00D6: if 
001A:   46333 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1090 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1053 

:HOTEL_1090
00BC: text_highpriority 'INTB_M' 10000 ms 1  // You better not be screwing me Tommy because you know I'm not a man to be screwed with!

:HOTEL_1105
00D6: if 
001A:   49904 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1142 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1105 

:HOTEL_1142
00BC: text_highpriority 'INTB_N' 10000 ms 1  // Wait Sonny.

:HOTEL_1157
00D6: if 
001A:   51480 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1194 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1157 

:HOTEL_1194
00BC: text_highpriority 'INTB_O' 10000 ms 1  // You have my personal assurance that I'm going to get your money back and the drugs.

:HOTEL_1209
00D6: if 
001A:   54960 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1246 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1209 

:HOTEL_1246
00BC: text_highpriority 'INTB_P' 10000 ms 1  // And I'm gonna mail you the dicks of those responsible.

:HOTEL_1261
00D6: if 
001A:   56800 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1298 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1261 

:HOTEL_1298
00BC: text_highpriority 'INTB_Q' 10000 ms 1  // Hey, I already know that. You're not a fool Tommy, but I warn you, neither am I.

:HOTEL_1313
00D6: if 
001A:   61668 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1350 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1313 

:HOTEL_1350
00BC: text_highpriority 'INTB_R' 10000 ms 1  // If it was anybody else you'd be DEAD already.

:HOTEL_1365
00D6: if 
001A:   64584 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1402 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1365 

:HOTEL_1402
00BC: text_highpriority 'INTB_S' 10000 ms 1  // But because it's you, because we got history, I'm gonna let you handle this.

:HOTEL_1417
00D6: if 
001A:   69612 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1454 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1417 

:HOTEL_1454
00BC: text_highpriority 'INTB_T' 10000 ms 1  // Look, Sonny, you got my word.

:HOTEL_1469
00D6: if 
001A:   72104 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1506 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1469 

:HOTEL_1506
00BC: text_highpriority 'INTB_U' 10000 ms 1  // I'll be in touch.

:HOTEL_1521
00D6: if 
001A:   75104 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1558 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1521 

:HOTEL_1558
00BE: text_clear_all 

:HOTEL_1560
00D6: if 
001A:   77104 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HOTEL_1597 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HOTEL_1560 

:HOTEL_1597
016A: fade 0 1500 ms 
00BE: text_clear_all 

:HOTEL_1606
00D6: if 
016B:   fading 
004D: jump_if_false @HOTEL_1630 
0001: wait 0 ms 
0002: jump @HOTEL_1606 

:HOTEL_1630
03AD: set_rubbish 1 
02EA: end_cutscene 
03CB: set_camera 237.8 -1279.9 10.0 
030C: progress_made += 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
0164: disable_marker $66 
0164: disable_marker $223 
02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458 
0459: end_thread_named 'LAW1' 
004F: create_thread @LAW1  
00C0: set_current_time 8 0 
01B6: set_weather 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 1000 ms 
016A: fade 1 1500 ms 
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 258.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
011C: actor $PLAYER_ACTOR clear_objective 
0004: $ONMISSION = 0 // integer values 
0004: $222 = 1 // integer values 
01B7: release_weather 
04FA: reset_sky_colors_with_fade 0 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 3---------------
// Originally: The Party

:LAWYER1
0050: gosub @LAWYER1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @LAWYER1_27 
0050: gosub @LAWYER1_12160 

:LAWYER1_27
0050: gosub @LAWYER1_12855 
004E: end_thread 

:LAWYER1_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'LAWYER1' 
0001: wait 0 ms 
054C: use_GXT_table 'LAWYER1' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
0006: 12@ = 0 // integer values 
0004: $58 = 0 // integer values 
0006: 2@ = 0 // integer values 
0004: $2100 = 0 // integer values 
0004: $2106 = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $40 = 0 // integer values 
0004: $2107 = 0 // integer values 
03E6: remove_text_box 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER1_222 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER1_222 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER1_222
03CF: load_wav 'MONO_1' as 1 
04BB: select_interiour 6 // select render area 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'INVITE' 
02F3: load_object #CUTOBJ05 'LAWDOOR' 
038B: load_requested_models 

:LAWYER1_329
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
004D: jump_if_false @LAWYER1_374 
0001: wait 0 ms 
0002: jump @LAWYER1_329 

:LAWYER1_374
00D6: if or
8248:   not model #CUTOBJ04 available 
8248:   not model #CUTOBJ05 available 
004D: jump_if_false @LAWYER1_406 
0001: wait 0 ms 
0002: jump @LAWYER1_374 

:LAWYER1_406
03CB: set_camera 140.6 -1367.4 13.1 
02E4: load_cutscene_data 'LAW_1A' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC:  'LCFAN' 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $205 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $205 'INVITE' 
02E5: $210 = create_cutscene_object #CUTOBJ05 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER1_688
00D6: if 
001A:   520 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_723 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_688 

:LAWYER1_723
00BC: text_highpriority 'LAW1_A' 10000 ms 1  // Go get some sleep, he says -

:LAWYER1_738
00D6: if 
001A:   2808 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_773 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_738 

:LAWYER1_773
00BC: text_highpriority 'LAW1_B' 10000 ms 1  // - I have been sitting in this chair all night with the lights off drinking coffee!

:LAWYER1_788
00D6: if 
001A:   8465 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_823 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_788 

:LAWYER1_823
00BC: text_highpriority 'LAW1_C' 10000 ms 1  // This is a disaster. We are so screwed, man!

:LAWYER1_838
00D6: if 
001A:   12636 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_873 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_838 

:LAWYER1_873
00BC: text_highpriority 'LAW1_D' 10000 ms 1  // These gorillas, listen to me, are gonna come down here and rip my head off. It's ridiculous!

:LAWYER1_888
00D6: if 
001A:   18310 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_923 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_888 

:LAWYER1_923
00BC: text_highpriority 'LAW1_E' 10000 ms 1  // I did NOT go to law school for this! Ok, now what the hell are we gonna do?

:LAWYER1_938
00D6: if 
001A:   23141 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_973 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_938 

:LAWYER1_973
00BC: text_highpriority 'LAW1_F' 10000 ms 1  // Shut up, sit down, relax. I'll tell you what we're gonna do.

:LAWYER1_988
00D6: if 
001A:   29472 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1023 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_988 

:LAWYER1_1023
00BC: text_highpriority 'LAW1_G' 10000 ms 1  // You're gonna find out who took our cocaine - and then, I'm gonna kill them.

:LAWYER1_1038
00D6: if 
001A:   34436 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1075 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1038 

:LAWYER1_1075
00BC: text_highpriority 'LAW1_H' 10000 ms 1  // That's a good idea. That's a GREAT idea. Let me think, let me think, let me think.

:LAWYER1_1090
00D6: if 
001A:   38414 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1127 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1090 

:LAWYER1_1127
00BC: text_highpriority 'LAW1_I' 10000 ms 1  // - OH! There's this retired Colonel, Colonel Juan Garcia Cortez.

:LAWYER1_1142
00D6: if 
001A:   43502 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1179 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1142 

:LAWYER1_1179
00BC: text_highpriority 'LAW1_J' 10000 ms 1  // He's the one that helped me set up this deal

:LAWYER1_1194
00D6: if 
001A:   45330 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1231 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1194 

:LAWYER1_1231
00BC: text_highpriority 'LAW1_K' 10000 ms 1  // well away from Vice City's established thugs. Ok?

:LAWYER1_1246
00D6: if 
001A:   48666 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1283 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1246 

:LAWYER1_1283
00BC: text_highpriority 'LAW1_L' 10000 ms 1  // Now, listen. He's holding his party out in the bay on his expensive yacht

:LAWYER1_1298
00D6: if 
001A:   52276 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1335 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1298 

:LAWYER1_1335
00BC: text_highpriority 'LAW1_M' 10000 ms 1  // and all of Vice City's big players are gonna be there. OK?

:LAWYER1_1350
00D6: if 
001A:   54976 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1387 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1350 

:LAWYER1_1387
00BC: text_highpriority 'LAW1_N' 10000 ms 1  // I have an invite, of course I have an invite,

:LAWYER1_1402
00D6: if 
001A:   57081 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1439 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1402 

:LAWYER1_1439
00BC: text_highpriority 'LAW1_O' 10000 ms 1  // but there's no way that I'm going out there, sticking my head out the door - no way! Not gonna happen.

:LAWYER1_1454
00D6: if 
001A:   60482 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1491 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1454 

:LAWYER1_1491
00BC: text_highpriority 'LAW1_P' 10000 ms 1  // I told you, shut up! I'll go myself...

:LAWYER1_1506
00D6: if 
001A:   63363 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1543 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1506 

:LAWYER1_1543
00BC: text_highpriority 'LAW1_Q' 10000 ms 1  // Ho - whoa, whoa! Hey, I like 1978 too, but, y'know, this isn't gonna be a beer and strippers do.

:LAWYER1_1558
00D6: if 
001A:   69392 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1595 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1558 

:LAWYER1_1595
00BC: text_highpriority 'LAW1_R' 10000 ms 1  // I mean, no offense, but I think that you might turn heads on the runway for the wrong reasons.

:LAWYER1_1610
00D6: if 
001A:   73341 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1647 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1610 

:LAWYER1_1647
00BC: text_highpriority 'LAW1_S' 10000 ms 1  // What's wrong with the way I'm dressed?

:LAWYER1_1662
00D6: if 
001A:   74197 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1699 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1662 

:LAWYER1_1699
00BC: text_highpriority 'LAW1_T' 10000 ms 1  // Ok, look, here. Stop by Rafael's, tell him I sent 'ya. He'll make you look respectable.

:LAWYER1_1714
00D6: if 
001A:   80061 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1751 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1714 

:LAWYER1_1751
00BC: text_highpriority 'LAW1_U' 10000 ms 1  // OK, go, c'mon...

:LAWYER1_1766
00D6: if 
001A:   82432 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1803 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1766 

:LAWYER1_1803
00BE: text_clear_all 

:LAWYER1_1805
00D6: if 
001A:   83692 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_1842 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_1805 

:LAWYER1_1842
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @LAWYER1_1914 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER1_1914 
03D1: play_wav 1 

:LAWYER1_1888
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @LAWYER1_1914 
0001: wait 0 ms 
0002: jump @LAWYER1_1888 

:LAWYER1_1914
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER1_1938 
0001: wait 0 ms 
0002: jump @LAWYER1_1914 

:LAWYER1_1938
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
04BB: select_interiour 0 // select render area 
03CB: set_camera 117.1 -825.6 9.8 
0247: request_model #HMYST 
0247: request_model #CHEETAH 
0247: request_model #INFERNUS 
0247: request_model #STRETCH 
0247: request_model #BANSHEE 
0001: wait 500 ms 
016A: fade 1 1500 ms 

:LAWYER1_2036
00D6: if or
8248:   not model #HMYST available 
8248:   not model #CHEETAH available 
8248:   not model #INFERNUS available 
8248:   not model #STRETCH available 
8248:   not model #BANSHEE available 
004D: jump_if_false @LAWYER1_2082 
0001: wait 0 ms 
0002: jump @LAWYER1_2036 

:LAWYER1_2082
01B5: force_weather 0 
0005: $99 = 95.4 // floating-point values 
0005: $100 = -1135.5 // floating-point values 
0005: $101 = 9.4 // floating-point values 
0005: $2113 = -237.0 // floating-point values 
0005: $2114 = -1360.1 // floating-point values 
0005: $2115 = 7.07 // floating-point values 
0005: $2110 = 101.8 // floating-point values 
0005: $2111 = -1479.1 // floating-point values 
0005: $2112 = 10.4 // floating-point values 
00BC: text_highpriority 'LAW1_1' 10000 ms 1  // ~g~Go get some new threads from Rafael's clothes shop.
02A8: $59 = create_marker 28 at $99 $100 $101 
0001: wait 3500 ms 
03E5: text_box 'HELP20'  // Follow the ~h~T-shirt~w~ blip on the radar to find Rafael's.
03E7: flash_hud 8 
0001: wait 2000 ms 
03E7: flash_hud -1 

:LAWYER1_2242
00D6: if 
80F6:   not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 3.0 
004D: jump_if_false @LAWYER1_2295 
0001: wait 0 ms 
0002: jump @LAWYER1_2242 

:LAWYER1_2295
0164: disable_marker $59 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0247: request_model #FREEWAY 
015F: set_camera_position 91.813 -1131.116 17.251 0.0 rotation 0.0 0.0 
0160: point_camera 92.39 -1131.74 16.724 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 
0001: wait 1300 ms 
016A: fade 0 1000 ms 

:LAWYER1_2394
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER1_2418 
0001: wait 0 ms 
0002: jump @LAWYER1_2394 

:LAWYER1_2418
00D6: if 
8248:   not model #FREEWAY available 
004D: jump_if_false @LAWYER1_2445 
0001: wait 0 ms 
0002: jump @LAWYER1_2418 

:LAWYER1_2445
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @LAWYER1_2468 
0110: clear_player $PLAYER_CHAR wanted_level 

:LAWYER1_2468
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER1_2520 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER1_2520 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER1_2520
03CF: load_wav 'LAW1_7' as 1 
03CF: load_wav 'LAW1_8' as 2 
0395: clear_area 0 at 94.9 -1135.0 range 9.4 1.0 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 
0171: set_player $PLAYER_CHAR z_angle_to 57.9 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0 
00A5: 14@ = create_car #FREEWAY at 78.3 -1130.1 -100.0 
0175: set_car 14@ z_angle_to 180.0 
0129: 13@ = create_actor 4 #HMYST in_car 14@ driverseat 
0243: set_actor 13@ ped_stats_to 16 
01ED: clear_actor 13@ threat_search 
00AD: set_car 14@ max_speed_to 0.0 
016A: fade 1 1500 ms 
015F: set_camera_position 94.027 -1134.133 10.002 0.0 rotation 0.0 0.0 
0160: point_camera 94.724 -1134.82 9.797 switchstyle 2 
0001: wait 1000 ms 
0460: set_camera_pointing_time 5.0 3000 
015F: set_camera_position 94.027 -1134.133 10.002 0.0 rotation 0.0 0.0 
0160: point_camera 94.656 -1134.754 10.469 switchstyle 1 
0006: 17@ = 0 // integer values 

:LAWYER1_2832
00D6: if 
8019:   not  17@ > 5000 // integer values 
004D: jump_if_false @LAWYER1_2886 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER1_2879 
0002: jump @LAWYER1_2886 

:LAWYER1_2879
0002: jump @LAWYER1_2832 

:LAWYER1_2886
00D6: if 
8119:   not car 14@ wrecked 
004D: jump_if_false @LAWYER1_2963 
0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0 
00A7: car 14@ drive_to 78.0 -1141.3 9.8 
00AD: set_car 14@ max_speed_to 6.0 
00AE: set_vehicle 14@ traffic_behavior_to 3 

:LAWYER1_2963
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @LAWYER1_2987 
022E: set_player $PLAYER_CHAR to_look_at_actor 13@ 

:LAWYER1_2987
0395: clear_area 0 at 78.3 -1130.1 range 9.8 10.0 
0395: clear_area 0 at 78.0 -1143.3 range 9.8 10.0 
015F: set_camera_position 76.009 -1140.519 9.861 0.0 rotation 0.0 0.0 
0160: point_camera 76.83 -1139.953 9.938 switchstyle 2 
0006: 17@ = 0 // integer values 

:LAWYER1_3093
00D6: if 
8019:   not  17@ > 500 // integer values 
004D: jump_if_false @LAWYER1_3123 
0001: wait 0 ms 
0002: jump @LAWYER1_3093 

:LAWYER1_3123
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER1_3157 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_12' 1200 ms 1  // Hmmmm...nice bike.

:LAWYER1_3157
0006: 17@ = 0 // integer values 

:LAWYER1_3164
00D6: if 
8019:   not  17@ > 3500 // integer values 
004D: jump_if_false @LAWYER1_3225 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER1_3218 
0004: $58 = 1 // integer values 
0002: jump @LAWYER1_3352 

:LAWYER1_3218
0002: jump @LAWYER1_3164 

:LAWYER1_3225
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @LAWYER1_3284 
00D6: if 
8119:   not car 14@ wrecked 
004D: jump_if_false @LAWYER1_3284 
00D6: if 
00DB:   actor 13@ in_car 14@ 
004D: jump_if_false @LAWYER1_3284 
01D3: actor 13@ leave_car 14@ 

:LAWYER1_3284
0006: 17@ = 0 // integer values 

:LAWYER1_3291
00D6: if 
8019:   not  17@ > 1000 // integer values 
004D: jump_if_false @LAWYER1_3352 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER1_3345 
0004: $58 = 1 // integer values 
0002: jump @LAWYER1_3352 

:LAWYER1_3345
0002: jump @LAWYER1_3291 

:LAWYER1_3352
00D6: if 
0038:   $58 == 1 // integer values 
004D: jump_if_false @LAWYER1_3514 
016A: fade 0 1000 ms 
0001: wait 1000 ms 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @LAWYER1_3507 
00D6: if 
8119:   not car 14@ wrecked 
004D: jump_if_false @LAWYER1_3507 
00D6: if 
00DB:   actor 13@ in_car 14@ 
004D: jump_if_false @LAWYER1_3507 
0362: put_actor 13@ at 77.1 -1140.6 9.4 and_remove_from_car 
0395: clear_area 0 at 77.1 -1140.6 range 9.4 1.0 
00AB: put_car 14@ at 78.0 -1138.6 -100.0 
0175: set_car 14@ z_angle_to 180.0 

:LAWYER1_3507
016A: fade 1 1000 ms 

:LAWYER1_3514
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
011C: actor $PLAYER_ACTOR clear_objective 
00D6: if 
8119:   not car 14@ wrecked 
004D: jump_if_false @LAWYER1_3565 
01C3: remove_references_to_car 14@ 
0249: release_model #FREEWAY 

:LAWYER1_3565
00BC: text_highpriority 'LAW1_2' 10000 ms 1  // ~g~Get to the Colonel's boat.
018A: $19 = create_checkpoint_at $2113 $2114 $2115 

:LAWYER1_3594
00D6: if and
80FA:   not player $PLAYER_CHAR stopped 1 $2113 $2114 $2115 radius 4.0 4.0 4.0 
80F6:   not player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 4.0 4.0 4.0 
004D: jump_if_false @LAWYER1_4304 
0001: wait 0 ms 
00D6: if and
0038:   $2106 == 0 // integer values 
8118:   not actor 13@ dead 
004D: jump_if_false @LAWYER1_3751 
00D6: if 
8119:   not car 14@ wrecked 
004D: jump_if_false @LAWYER1_3751 
00D6: if 
80DB:   not actor 13@ in_car 14@ 
004D: jump_if_false @LAWYER1_3751 
0211: actor 13@ walk_to 74.9 -1177.6 
0004: $2106 = 1 // integer values 

:LAWYER1_3751
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @LAWYER1_3921 
00D6: if and
8118:   not actor 13@ dead 
8119:   not car 14@ wrecked 
004D: jump_if_false @LAWYER1_3914 
00D6: if 
00FB:   player $PLAYER_CHAR 0 13@ radius 20.0 20.0 10.0 
004D: jump_if_false @LAWYER1_3914 
00D6: if 
00DC:   player $PLAYER_CHAR driving 14@ 
004D: jump_if_false @LAWYER1_3914 
0319: set_actor 13@ running 1 
011A: set_actor 13@ search_threat 1 
0006: 2@ = 1 // integer values 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER1_3914 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_13' 1000 ms 1  // No! My Bike!
0006: 17@ = 0 // integer values 
0006: 16@ = 0 // integer values 

:LAWYER1_3914
0002: jump @LAWYER1_4109 

:LAWYER1_3921
00D6: if and
8118:   not actor 13@ dead 
8119:   not car 14@ wrecked 
004D: jump_if_false @LAWYER1_4109 
00D6: if 
80DB:   not actor 13@ in_car 14@ 
004D: jump_if_false @LAWYER1_4072 
00D6: if 
0184:   actor 13@ health >= 99 
004D: jump_if_false @LAWYER1_4038 
00D6: if 
8019:   not  16@ > 3000 // integer values 
004D: jump_if_false @LAWYER1_4023 
0372: set_actor 13@ anim 16 wait_state_time 1000 ms 
020F: actor 13@ look_at_player $PLAYER_CHAR 
0002: jump @LAWYER1_4031 

:LAWYER1_4023
01D5: actor 13@ go_to_and_drive_car 14@ 

:LAWYER1_4031
0002: jump @LAWYER1_4065 

:LAWYER1_4038
00D6: if 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @LAWYER1_4065 
01D5: actor 13@ go_to_and_drive_car 14@ 

:LAWYER1_4065
0002: jump @LAWYER1_4109 

:LAWYER1_4072
00AD: set_car 14@ max_speed_to 15.0 
00A7: car 14@ drive_to 505.9 61.0 11.0 
00AE: set_vehicle 14@ traffic_behavior_to 2 

:LAWYER1_4109
00D6: if and
0038:   $2100 == 0 // integer values 
00F5:   player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 80.0 150.0 40.0 
004D: jump_if_false @LAWYER1_4297 
00A5: $2102 = create_car #CHEETAH at -236.6 -1374.6 -100.0 
0175: set_car $2102 z_angle_to 280.3 
00A5: $2103 = create_car #INFERNUS at -240.8 -1355.3 -100.0 
0175: set_car $2103 z_angle_to 99.8 
00A5: $2104 = create_car #STRETCH at -244.2 -1339.2 -100.0 
0175: set_car $2104 z_angle_to 103.8 
00A5: $2105 = create_car #BANSHEE at -233.3 -1386.0 -100.0 
0175: set_car $2105 z_angle_to 96.8 
0004: $2100 = 1 // integer values 

:LAWYER1_4297
0002: jump @LAWYER1_3594 

:LAWYER1_4304
0164: disable_marker $19 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -229.438 -1364.204 12.607 0.0 rotation 0.0 0.0 
0160: point_camera -230.424 -1364.068 12.511 switchstyle 2 
0001: wait 1000 ms 
016A: fade 0 1500 ms 
00BA: text_styled 'LAW_1' 20000 ms 2  // The Party

:LAWYER1_4398
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER1_4422 
0001: wait 0 ms 
0002: jump @LAWYER1_4398 

:LAWYER1_4422
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @LAWYER1_5013 
00DA: $2108 = player $PLAYER_CHAR car 
00AA: store_car $2108 position_to $2116 $2117 $2118 
0174: $2119 = car $2108 z_angle 
03F3: get_car $2108 color 3@ 4@ 
0441: $2109 = car $2108 model 
00D6: if 
00DC:   player $PLAYER_CHAR driving $2108 
004D: jump_if_false @LAWYER1_5006 
012A: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 and_remove_from_car 
00A6: destroy_car $2108 
0004: $2107 = 1 // integer values 

:LAWYER1_5006
0002: jump @LAWYER1_5033 

:LAWYER1_5013
0055: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 

:LAWYER1_5033
00A6: destroy_car $2102 
00A6: destroy_car $2103 
00A6: destroy_car $2104 
00A6: destroy_car $2105 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @LAWYER1_5074 
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 

:LAWYER1_5074
0249: release_model #FREEWAY 
0249: release_model #HMYST 
0249: release_model #CHEETAH 
0249: release_model #INFERNUS 
0249: release_model #STRETCH 
0249: release_model #BANSHEE 
01BD: $29 = current_time_in_ms 
0004: $30 = 0 // integer values 

:LAWYER1_5115
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001A:   5000 > $30 // integer values 
004D: jump_if_false @LAWYER1_5171 
0001: wait 0 ms 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // integer values and handles 
0060: $30 -= $29 // integer values 
0002: jump @LAWYER1_5115 

:LAWYER1_5171
03EF: player $PLAYER_CHAR make_safe 
03AD: set_rubbish 0 
03B7: process_cut_scene_only 0 
03AF: set_streaming 0 
0522:  
0545: clear_world 
023C: load_special_actor 1 'CSPLAY2' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSMERC2' 
023C: load_special_actor 4 'CSCANDY' 
023C: load_special_actor 5 'CSGONZ' 
023C: load_special_actor 6 'CSJEZZ' 
023C: load_special_actor 7 'CSBJ' 
023C: load_special_actor 8 'CSERVRA' 
023C: load_special_actor 9 'CSRICH' 
023C: load_special_actor 10 'CSDIREC' 
023C: load_special_actor 11 'CGONA' 
023C: load_special_actor 12 'DGOONA' 
023C: load_special_actor 13 'DGOONB' 
023C: load_special_actor 14 'CSAVERY' 
023C: load_special_actor 15 'CSDLOVE' 
023C: load_special_actor 16 'CSKENT' 
023C: load_special_actor 17 'CSALSB2' 
023C: load_special_actor 18 'CSCOLO' 
0247: request_model #WFYG1 
0247: request_model #WFYG2 
0247: request_model #YT_MAIN_BODY 
0247: request_model #YT_MAIN_BODY2 
0247: request_model #BIG_POLY_TINGS_B 
038B: load_requested_models 

:LAWYER1_5430
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
004D: jump_if_false @LAWYER1_5476 
0001: wait 0 ms 
0002: jump @LAWYER1_5430 

:LAWYER1_5476
00D6: if or
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
823D:   not special_actor 9 loaded 
823D:   not special_actor 10 loaded 
823D:   not special_actor 12 loaded 
004D: jump_if_false @LAWYER1_5518 
0001: wait 0 ms 
0002: jump @LAWYER1_5476 

:LAWYER1_5518
00D6: if or
823D:   not special_actor 13 loaded 
823D:   not special_actor 14 loaded 
823D:   not special_actor 15 loaded 
823D:   not special_actor 16 loaded 
823D:   not special_actor 17 loaded 
823D:   not special_actor 18 loaded 
004D: jump_if_false @LAWYER1_5564 
0001: wait 0 ms 
0002: jump @LAWYER1_5518 

:LAWYER1_5564
00D6: if or
8248:   not model #WFYG1 available 
8248:   not model #WFYG2 available 
8248:   not model #YT_MAIN_BODY available 
8248:   not model #YT_MAIN_BODY2 available 
8248:   not model #BIG_POLY_TINGS_B available 
004D: jump_if_false @LAWYER1_5606 
0001: wait 0 ms 
0002: jump @LAWYER1_5564 

:LAWYER1_5606
02E4: load_cutscene_data 'LAW_1B' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
0244: set_cutscene_pos $448 $449 $450 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $162 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $162 'CSMERC' 
02E5: $165 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $165 'CSCANDY' 
02E5: $166 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $166 'CSGONZ' 
02E5: $172 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $177 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $177 'CSBJ' 
02E5: 11@ = create_cutscene_object #SPECIAL08 
02E6: set_cutscene_anim 11@ 'CSERVRA' 
02E5: 6@ = create_cutscene_object #SPECIAL09 
02E6: set_cutscene_anim 6@ 'CSRICH' 
02E5: $163 = create_cutscene_object #SPECIAL10 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: 7@ = create_cutscene_object #SPECIAL11 
02E6: set_cutscene_anim 7@ 'CGONA' 
02E5: 8@ = create_cutscene_object #SPECIAL12 
02E6: set_cutscene_anim 8@ 'DGOONA' 
02E5: 9@ = create_cutscene_object #SPECIAL13 
02E6: set_cutscene_anim 9@ 'DGOONB' 
02E5: $149 = create_cutscene_object #SPECIAL14 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $219 = create_cutscene_object #SPECIAL15 
02E6: set_cutscene_anim $219 'CSDLOVE' 
02E5: $142 = create_cutscene_object #SPECIAL16 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: 10@ = create_cutscene_object #SPECIAL17 
02E6: set_cutscene_anim 10@ 'CSALSB' 
02E5: $150 = create_cutscene_object #SPECIAL18 
02E6: set_cutscene_anim $150 'CSCOLO' 
02E5: 0@ = create_cutscene_object #WFYG1 
02E6: set_cutscene_anim 0@ 'WFYG1' 
02E5: 1@ = create_cutscene_object #WFYG2 
02E6: set_cutscene_anim 1@ 'WFYG2' 
01BB: store_object $714 position_to $448 $449 $450 
029B: $2101 = init_object #BIG_POLY_TINGS_B at $448 $449 $450 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
00BE: text_clear_all 

:LAWYER1_6128
00D6: if 
001A:   11329 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6163 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6128 

:LAWYER1_6163
00BC: text_highpriority 'LAWP_1' 10000 ms 1  // Buenas noches.

:LAWYER1_6178
00D6: if 
001A:   13188 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6213 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6178 

:LAWYER1_6213
00BC: text_highpriority 'LAWP_2' 10000 ms 1  // I understand you are here on the behalf of Mr. Rosenberg,

:LAWYER1_6228
00D6: if 
001A:   16708 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6263 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6228 

:LAWYER1_6263
00BC: text_highpriority 'LAWP_3' 10000 ms 1  // I hope any recent problems have not affected his health, or uh,

:LAWYER1_6278
00D6: if 
001A:   20045 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6313 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6278 

:LAWYER1_6313
00BC: text_highpriority 'LAWP_4' 10000 ms 1  // mental well being, Mr...uh?

:LAWYER1_6328
00D6: if 
001A:   22161 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6363 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6328 

:LAWYER1_6363
00BC: text_highpriority 'LAWP_5' 10000 ms 1  // Vercetti. He's just got a touch of...agoraphobia.

:LAWYER1_6378
00D6: if 
001A:   26685 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6413 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6378 

:LAWYER1_6413
00BC: text_highpriority 'LAWP_6' 10000 ms 1  // Excellent, excellent. And you?

:LAWYER1_6428
00D6: if 
001A:   28985 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6463 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6428 

:LAWYER1_6463
00BC: text_highpriority 'LAWP_7' 10000 ms 1  // I just want my merchandise.

:LAWYER1_6478
00D6: if 
001A:   30685 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6513 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6478 

:LAWYER1_6513
00BC: text_highpriority 'LAWP_8' 10000 ms 1  // Ah. It's an unfortunate set of circumstances for all involved.

:LAWYER1_6528
00D6: if 
001A:   35229 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6565 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6528 

:LAWYER1_6565
00BC: text_highpriority 'LAWP_9' 10000 ms 1  // Of course I have initiated my own lines of inquiry,

:LAWYER1_6580
00D6: if 
001A:   38229 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6617 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6580 

:LAWYER1_6617
00BC: text_highpriority 'LAWP_10' 10000 ms 1  // but such a delicate matter will take time.

:LAWYER1_6632
00D6: if 
001A:   40853 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6669 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6632 

:LAWYER1_6669
00BC: text_highpriority 'LAWP_11' 10000 ms 1  // Perhaps we will talk later.

:LAWYER1_6684
00D6: if 
001A:   42509 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6721 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6684 

:LAWYER1_6721
00BC: text_highpriority 'LAWP_12' 10000 ms 1  // Meanwhile, let me introduce you to my daughter,

:LAWYER1_6736
00D6: if 
001A:   44583 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6773 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6736 

:LAWYER1_6773
00BC: text_highpriority 'LAWP_13' 10000 ms 1  // Mercedes!

:LAWYER1_6788
00D6: if 
001A:   47037 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6825 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6788 

:LAWYER1_6825
00BC: text_highpriority 'LAWP_14' 10000 ms 1  // Caramia, could you look after our guest while I attend to my necessary obligations?

:LAWYER1_6840
00D6: if 
001A:   52149 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6877 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6840 

:LAWYER1_6877
00BC: text_highpriority 'LAWP_15' 10000 ms 1  // Of course, daddy.

:LAWYER1_6892
00D6: if 
001A:   53893 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6929 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6892 

:LAWYER1_6929
00BC: text_highpriority 'LAWP_16' 10000 ms 1  // Please excuse me.

:LAWYER1_6944
00D6: if 
001A:   55613 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_6981 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6944 

:LAWYER1_6981
00BC: text_highpriority 'LAWP_17' 10000 ms 1  // Mercedes!?

:LAWYER1_6996
00D6: if 
001A:   56697 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7033 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_6996 

:LAWYER1_7033
00BC: text_highpriority 'LAWP_18' 10000 ms 1  // You try living with it.

:LAWYER1_7048
00D6: if 
001A:   59025 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7085 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7048 

:LAWYER1_7085
00BC: text_highpriority 'LAWP_19' 10000 ms 1  // Anyway, let me point out some of our more distinguished guests...

:LAWYER1_7100
00D6: if 
001A:   62885 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7137 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7100 

:LAWYER1_7137
00BC: text_highpriority 'LAWP_20' 10000 ms 1  // That's our congressman Alex Shrub with rising silicone star Candy Suxxx...

:LAWYER1_7152
00D6: if 
001A:   68309 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7189 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7152 

:LAWYER1_7189
00BC: text_highpriority 'LAWP_21' 10000 ms 1  // And have you met my lovely wife Laura? No?

:LAWYER1_7204
00D6: if 
001A:   70783 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7241 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7204 

:LAWYER1_7241
00BC: text_highpriority 'LAWP_22' 10000 ms 1  // Well, unfortunately she's in Alabama. This is Candy.

:LAWYER1_7256
00D6: if 
001A:   73163 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7293 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7256 

:LAWYER1_7293
00BC: text_highpriority 'LAWP_23' 10000 ms 1  // And over there we have the Vice City Mambas' star tight end, BJ -

:LAWYER1_7308
00D6: if 
001A:   77173 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7345 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7308 

:LAWYER1_7345
00BC: text_highpriority 'LAWP_24' 10000 ms 1  // always the charmer.

:LAWYER1_7360
00D6: if 
001A:   79309 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7397 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7360 

:LAWYER1_7397
00BC: text_highpriority 'LAWP_25' 10000 ms 1  // I blocked down on him and then I put him in a wheelchair!

:LAWYER1_7412
00D6: if 
001A:   82073 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7449 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7412 

:LAWYER1_7449
00BC: text_highpriority 'LAWP_26' 10000 ms 1  // Haha, that is good!

:LAWYER1_7464
00D6: if 
001A:   84485 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7501 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7464 

:LAWYER1_7501
00BC: text_highpriority 'LAWP_27' 10000 ms 1  // Well now, I'm looking at some prime real estate property.

:LAWYER1_7516
00D6: if 
001A:   86381 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7553 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7516 

:LAWYER1_7553
00BC: text_highpriority 'LAWP_28' 10000 ms 1  // And that poolside amphibian is Jezz Torrent,

:LAWYER1_7568
00D6: if 
001A:   89181 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7605 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7568 

:LAWYER1_7605
00BC: text_highpriority 'LAWP_29' 10000 ms 1  // lead singer with Love Fist.

:LAWYER1_7620
00D6: if 
001A:   90941 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7657 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7620 

:LAWYER1_7657
00BC: text_highpriority 'LAWP_30' 10000 ms 1  // Can I tell yous - do you know how they play ping-pong in Thailand?

:LAWYER1_7672
00D6: if 
001A:   95519 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7709 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7672 

:LAWYER1_7709
00BC: text_highpriority 'LAWP_31' 10000 ms 1  // Let me tell you's,

:LAWYER1_7724
00D6: if 
001A:   96827 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7761 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7724 

:LAWYER1_7761
00BC: text_highpriority 'LAWP_32' 10000 ms 1  // it does not involve a paddle, if you know what I mean!

:LAWYER1_7776
00D6: if 
001A:   99557 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7813 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7776 

:LAWYER1_7813
00BC: text_highpriority 'LAWP_33' 10000 ms 1  // Impotent.

:LAWYER1_7828
00D6: if 
001A:   100981 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7865 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7828 

:LAWYER1_7865
00BC: text_highpriority 'LAWP_34' 10000 ms 1  // And the chatty trio.

:LAWYER1_7880
00D6: if 
001A:   102213 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7917 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7880 

:LAWYER1_7917
00BC: text_highpriority 'LAWP_35' 10000 ms 1  // That sleeping sweat gland is Papa's right hand gimp, Gonzalez

:LAWYER1_7932
00D6: if 
001A:   106309 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_7969 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7932 

:LAWYER1_7969
00BC: text_highpriority 'LAWP_36' 10000 ms 1  // and the other two are Pastor Richards

:LAWYER1_7984
00D6: if 
001A:   108929 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8021 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_7984 

:LAWYER1_8021
00BC: text_highpriority 'LAWP_37' 10000 ms 1  // and pseudo intellectual film director, Steve Scott.

:LAWYER1_8036
00D6: if 
001A:   112581 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8073 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8036 

:LAWYER1_8073
00BC: text_highpriority 'LAWP_38' 10000 ms 1  // ...passion with the nympho invaders,

:LAWYER1_8088
00D6: if 
001A:   114053 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8125 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8088 

:LAWYER1_8125
00BC: text_highpriority 'LAWP_39' 10000 ms 1  // when the giant shark comes in and

:LAWYER1_8140
00D6: if 
001A:   115737 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8177 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8140 

:LAWYER1_8177
00BC: text_highpriority 'LAWP_40' 10000 ms 1  // just bites their dicks off!

:LAWYER1_8192
00D6: if 
001A:   117845 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8229 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8192 

:LAWYER1_8229
00BC: text_highpriority 'LAWP_41' 10000 ms 1  // Ha now, you never saw anything like that before, have you?

:LAWYER1_8244
00D6: if 
001A:   119447 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8281 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8244 

:LAWYER1_8281
00BC: text_highpriority 'LAWP_42' 10000 ms 1  // Colonel!

:LAWYER1_8296
00D6: if 
001A:   120817 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8333 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8296 

:LAWYER1_8333
00BC: text_highpriority 'LAWP_43' 10000 ms 1  // your parties as ever are a triumph, hahahaha!

:LAWYER1_8348
00D6: if 
001A:   125301 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8385 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8348 

:LAWYER1_8385
00BC: text_highpriority 'LAWP_44' 10000 ms 1  // I can only apologize for my late arrival.

:LAWYER1_8400
00D6: if 
001A:   128354 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8437 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8400 

:LAWYER1_8437
00BC: text_highpriority 'LAWP_45' 10000 ms 1  // Ah, de nada amigo. How do we find you?

:LAWYER1_8452
00D6: if 
001A:   130562 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8489 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8452 

:LAWYER1_8489
00BC: text_highpriority 'LAWP_46' 10000 ms 1  // Our business is very trying - barbarians at the gates.

:LAWYER1_8504
00D6: if 
001A:   134137 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8541 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8504 

:LAWYER1_8541
00BC: text_highpriority 'LAWP_47' 10000 ms 1  // A time for rewarding one's friends and liquidating one's enemies, amigo.

:LAWYER1_8556
00D6: if 
001A:   139457 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8593 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8556 

:LAWYER1_8593
00BC: text_highpriority 'LAWP_48' 10000 ms 1  // Who's the loudmouth?

:LAWYER1_8608
00D6: if 
001A:   140909 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8645 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8608 

:LAWYER1_8645
00BC: text_highpriority 'LAWP_49' 10000 ms 1  // Ricardo Diaz. He's Mr. Coke.

:LAWYER1_8660
00D6: if 
001A:   143688 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8697 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8660 

:LAWYER1_8697
00BC: text_highpriority 'LAWP_50' 10000 ms 1  // Mercedes!

:LAWYER1_8712
00D6: if 
001A:   144983 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8749 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8712 

:LAWYER1_8749
00BC: text_highpriority 'LAWP_51' 10000 ms 1  // Oh, I was just taking my friend back into town.

:LAWYER1_8764
00D6: if 
001A:   147884 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8801 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8764 

:LAWYER1_8801
00BC: text_highpriority 'LAWP_52' 10000 ms 1  // Another time, Ricardo!

:LAWYER1_8816
00D6: if 
001A:   150069 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8853 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8816 

:LAWYER1_8853
00BC: text_highpriority 'LAWP_53' 10000 ms 1  // Let's get out of here.

:LAWYER1_8868
00D6: if 
001A:   151669 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8905 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8868 

:LAWYER1_8905
00BC: text_highpriority 'LAWP_54' 10000 ms 1  // Actually, take me to the Pole Position club.

:LAWYER1_8920
00D6: if 
001A:   152669 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER1_8957 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER1_8920 

:LAWYER1_8957
00BE: text_clear_all 
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
016A: fade 0 1500 ms 
00BE: text_clear_all 

:LAWYER1_8983
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER1_9007 
0001: wait 0 ms 
0002: jump @LAWYER1_8983 

:LAWYER1_9007
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
0296: unload_special_actor 9 
0296: unload_special_actor 10 
0296: unload_special_actor 11 
0296: unload_special_actor 12 
0296: unload_special_actor 13 
0296: unload_special_actor 14 
0296: unload_special_actor 15 
0296: unload_special_actor 16 
0296: unload_special_actor 17 
0296: unload_special_actor 18 
0249: release_model #WFYG1 
0249: release_model #WFYG2 
0249: release_model #YT_MAIN_BODY 
0249: release_model #YT_MAIN_BODY2 
0108: destroy_object $2101 
0249: release_model #BIG_POLY_TINGS_B 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
023C: load_special_actor 3 'IGMERC2' 
03CF: load_wav 'LAW1_1' as 1 
03CF: load_wav 'LAW1_2' as 2 
0247: request_model #FREEWAY 
0247: request_model #CHEETAH 
0247: request_model #INFERNUS 
0247: request_model #STRETCH 
0247: request_model #BANSHEE 
04E4: unknown_refresh_game_renderer_at -246.5 -1360.5 
038B: load_requested_models 
03AF: set_streaming 1 
03B7: process_cut_scene_only 1 

:LAWYER1_9661
00D6: if or
8248:   not model #FREEWAY available 
8248:   not model #CHEETAH available 
8248:   not model #INFERNUS available 
8248:   not model #STRETCH available 
8248:   not model #BANSHEE available 
823D:   not special_actor 3 loaded 
004D: jump_if_false @LAWYER1_9712 
0001: wait 0 ms 
0002: jump @LAWYER1_9661 

:LAWYER1_9712
0395: clear_area 1 at -246.5 -1360.5 range 7.1 1.0 
0395: clear_area 1 at -249.1 -1362.1 range 7.1 1.0 
0395: clear_area 1 at -236.6 -1374.6 range 7.1 1.0 
0395: clear_area 1 at -240.8 -1355.3 range 7.1 1.0 
0395: clear_area 1 at -244.2 -1339.2 range 7.1 1.0 
0395: clear_area 1 at -233.3 -1386.0 range 7.1 1.0 
00A5: $2102 = create_car #CHEETAH at -236.6 -1374.6 -100.0 
0175: set_car $2102 z_angle_to 280.3 
00A5: $2103 = create_car #INFERNUS at -240.8 -1355.3 -100.0 
0175: set_car $2103 z_angle_to 99.8 
00A5: $2104 = create_car #STRETCH at -244.2 -1339.2 -100.0 
0175: set_car $2104 z_angle_to 103.8 
00A5: $2105 = create_car #BANSHEE at -233.3 -1386.0 -100.0 
0175: set_car $2105 z_angle_to 96.8 
00D6: if 
0038:   $2107 == 1 // integer values 
004D: jump_if_false @LAWYER1_10049 
0247: request_model $2109 
038B: load_requested_models 
00A5: $2108 = create_car $2109 at $2116 $2117 $2118 
0175: set_car $2108 z_angle_to $2119 
0229: set_car $2108 color_to 3@ 4@ 

:LAWYER1_10049
03CB: set_camera -245.8 -1360.7 7.1 
0055: put_player $PLAYER_CHAR at -245.8 -1360.7 7.1 
0171: set_player $PLAYER_CHAR z_angle_to 276.0 
009A: $2099 = create_actor_pedtype 5 model #SPECIAL03 at -244.5 -1362.1 7.1 
039E: set_actor $2099 locked_while_in_vehicle 1 
0526: set_actor $2099 stay_in_car_when_jacked 1 
0187: 5@ = create_marker_above_actor $2099 
0164: disable_marker 5@ 
0173: set_actor $2099 z_angle_to 276.0 
0245: set_actor $2099 walk_style_to 46 
0319: set_actor $2099 running 1 
01DF: tie_actor $2099 to_player $PLAYER_CHAR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00D6: if 
0118:   actor $2099 dead 
004D: jump_if_false @LAWYER1_10244 
00BC: text_highpriority 'LAW1_4' 5000 ms 1  // ~r~You killed the Colonel's daughter!
0002: jump @LAWYER1_12160 

:LAWYER1_10244
00BC: text_highpriority 'LAW1_3' 5000 ms 1  // ~g~Take the Colonel's daughter to the Pole Position club.
018A: $19 = create_checkpoint_at $2110 $2111 $2112 
0006: 17@ = 0 // integer values 
01C3: remove_references_to_car $2102 
01C3: remove_references_to_car $2103 
01C3: remove_references_to_car $2104 
01C3: remove_references_to_car $2105 
0249: release_model #CHEETAH 
0249: release_model #INFERNUS 
0249: release_model #STRETCH 
0249: release_model #BANSHEE 
00D6: if 
0038:   $2107 == 1 // integer values 
004D: jump_if_false @LAWYER1_10343 
0249: release_model $2109 

:LAWYER1_10343
00D6: if or
80FE:   not actor $2099 1 $2110 $2111 $2112 radius 2.5 2.5 3.0 
80F8:   not player $PLAYER_CHAR stopped 1 $2110 $2111 $2112 radius 2.5 2.5 3.0 
004D: jump_if_false @LAWYER1_11234 
0001: wait 0 ms 
00D6: if 
0118:   actor $2099 dead 
004D: jump_if_false @LAWYER1_10458 
00BC: text_highpriority 'LAW1_4' 5000 ms 1  // ~r~You killed the Colonel's daughter!
0002: jump @LAWYER1_12160 

:LAWYER1_10458
00D6: if 
8118:   not actor $2099 dead 
004D: jump_if_false @LAWYER1_11189 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $2099 radius 30.0 30.0 10.0 
004D: jump_if_false @LAWYER1_10555 
00D6: if 
0039:   12@ == 0 // integer values 
004D: jump_if_false @LAWYER1_10548 
0164: disable_marker 5@ 
0187: 5@ = create_marker_above_actor $2099 
0006: 12@ = 1 // integer values 

:LAWYER1_10548
0002: jump @LAWYER1_10617 

:LAWYER1_10555
00D6: if 
0039:   12@ == 1 // integer values 
004D: jump_if_false @LAWYER1_10617 
00D6: if 
8320:   not actor $2099 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @LAWYER1_10617 
01E0: clear_leader $2099 
01DF: tie_actor $2099 to_player $PLAYER_CHAR 
0164: disable_marker 5@ 
0006: 12@ = 0 // integer values 

:LAWYER1_10617
00D6: if 
00DF:   actor $2099 driving 
004D: jump_if_false @LAWYER1_11189 
00D6: if 
0038:   $38 == 0 // integer values 
004D: jump_if_false @LAWYER1_10738 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER1_10685 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_5' 5000 ms 1  // Will you be working for my father?

:LAWYER1_10685
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @LAWYER1_10738 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_6' 5000 ms 1  // Maybe.
0004: $38 = 1 // integer values 
0006: 17@ = 0 // integer values 

:LAWYER1_10738
00D6: if 
8118:   not actor $2099 dead 
004D: jump_if_false @LAWYER1_10989 
00D6: if 
847A:   not actor $2099 driving_a_motorbike 
004D: jump_if_false @LAWYER1_10989 
00D6: if and
0038:   $39 == 0 // integer values 
0038:   $38 == 1 // integer values 
0019:   17@ > 500 // integer values 
004D: jump_if_false @LAWYER1_10989 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @LAWYER1_10859 
03CF: load_wav 'LAW1_3' as 1 
03CF: load_wav 'LAW1_2' as 2 
0004: $33 = 1 // integer values 
0002: jump @LAWYER1_10885 

:LAWYER1_10859
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER1_10885 
0004: $34 = 1 // integer values 

:LAWYER1_10885
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @LAWYER1_10989 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_7' 5000 ms 1  // Do you mind me resting my hand in your lap?
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @LAWYER1_10989 
0001: wait 1000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_8' 5000 ms 1  // Maybe...
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $39 = 1 // integer values 
0006: 17@ = 0 // integer values 

:LAWYER1_10989
00D6: if 
8118:   not actor $2099 dead 
004D: jump_if_false @LAWYER1_11189 
00D6: if and
0038:   $40 == 0 // integer values 
0038:   $38 == 1 // integer values 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @LAWYER1_11189 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @LAWYER1_11082 
03CF: load_wav 'LAW1_4' as 1 
0004: $33 = 1 // integer values 
0002: jump @LAWYER1_11104 

:LAWYER1_11082
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER1_11104 
0004: $34 = 1 // integer values 

:LAWYER1_11104
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @LAWYER1_11189 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @LAWYER1_11189 
0001: wait 500 ms 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_9' 5000 ms 1  // It's so difficult having a rich and powerful father. Vamos.
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $40 = 1 // integer values 
0006: 17@ = 0 // integer values 

:LAWYER1_11189
00D6: if 
0118:   actor $2099 dead 
004D: jump_if_false @LAWYER1_11227 
00BC: text_highpriority 'LAW1_4' 5000 ms 1  // ~r~You killed the Colonel's daughter!
0002: jump @LAWYER1_12160 

:LAWYER1_11227
0002: jump @LAWYER1_10343 

:LAWYER1_11234
0164: disable_marker $19 
0004: $58 = 0 // integer values 
03CF: load_wav 'LAW1_5' as 1 
03CF: load_wav 'LAW1_6' as 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor $2099 dead 
004D: jump_if_false @LAWYER1_11305 
022E: set_player $PLAYER_CHAR to_look_at_actor $2099 

:LAWYER1_11305
043C: set_game_sounds_disable_on_fade 0 
016A: fade 0 1000 ms 
0001: wait 1000 ms 
0108: destroy_object $1007 
00D6: if 
8118:   not actor $2099 dead 
004D: jump_if_false @LAWYER1_11473 
00D6: if 
00DF:   actor $2099 driving 
004D: jump_if_false @LAWYER1_11419 
0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0 
0362: put_actor $2099 at 98.1 -1475.3 9.4 and_remove_from_car 
0173: set_actor $2099 z_angle_to 33.0 
0002: jump @LAWYER1_11473 

:LAWYER1_11419
0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0 
00A1: put_actor $2099 at 98.1 -1475.3 9.4 
0173: set_actor $2099 z_angle_to 33.0 

:LAWYER1_11473
0001: wait 0 ms 
016A: fade 1 1000 ms 
015F: set_camera_position 93.918 -1480.097 10.341 0.0 rotation 0.0 0.0 
0160: point_camera 94.234 -1479.158 10.476 switchstyle 2 
00D6: if 
8118:   not actor $2099 dead 
004D: jump_if_false @LAWYER1_11583 
01E0: clear_leader $2099 
0319: set_actor $2099 running 0 
011C: actor $2099 clear_objective 
0211: actor $2099 walk_to 97.0 -1471.4 

:LAWYER1_11583
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER1_11617 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_10' 5000 ms 1  // See you around, handsome!

:LAWYER1_11617
0006: 17@ = 0 // integer values 

:LAWYER1_11624
00D6: if 
80ED:   not actor $2099 0 97.0 -1471.4 radius 0.4 0.4 
004D: jump_if_false @LAWYER1_11790 
0001: wait 0 ms 
00D6: if 
0118:   actor $2099 dead 
004D: jump_if_false @LAWYER1_11711 
00BC: text_highpriority 'LAW1_4' 5000 ms 1  // ~r~You killed the Colonel's daughter!
0002: jump @LAWYER1_12160 
0002: jump @LAWYER1_11726 

:LAWYER1_11711
0211: actor $2099 walk_to 97.0 -1471.4 

:LAWYER1_11726
00D6: if 
0019:   17@ > 10000 // integer values 
004D: jump_if_false @LAWYER1_11752 
0002: jump @LAWYER1_12177 

:LAWYER1_11752
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER1_11783 
0004: $58 = 1 // integer values 
0002: jump @LAWYER1_12103 

:LAWYER1_11783
0002: jump @LAWYER1_11624 

:LAWYER1_11790
00D6: if 
8118:   not actor $2099 dead 
004D: jump_if_false @LAWYER1_11877 
011C: actor $2099 clear_objective 
0211: actor $2099 walk_to 93.5 -1464.9 
015F: set_camera_position 98.558 -1472.228 9.79 0.0 rotation 0.0 0.0 
0160: point_camera 97.862 -1471.546 10.0 switchstyle 2 

:LAWYER1_11877
0006: 17@ = 0 // integer values 

:LAWYER1_11884
00D6: if 
80ED:   not actor $2099 0 93.5 -1464.9 radius 1.5 1.5 
004D: jump_if_false @LAWYER1_12103 
0001: wait 0 ms 
00D6: if 
0118:   actor $2099 dead 
004D: jump_if_false @LAWYER1_11971 
00BC: text_highpriority 'LAW1_4' 5000 ms 1  // ~r~You killed the Colonel's daughter!
0002: jump @LAWYER1_12160 
0002: jump @LAWYER1_11986 

:LAWYER1_11971
0211: actor $2099 walk_to 93.5 -1464.9 

:LAWYER1_11986
00D6: if 
0019:   17@ > 10000 // integer values 
004D: jump_if_false @LAWYER1_12012 
0002: jump @LAWYER1_12177 

:LAWYER1_12012
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER1_12043 
0004: $58 = 1 // integer values 
0002: jump @LAWYER1_12103 

:LAWYER1_12043
00D6: if 
0019:   17@ > 500 // integer values 
004D: jump_if_false @LAWYER1_12096 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @LAWYER1_12096 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_11' 2000 ms 1  // I'm sure you will.

:LAWYER1_12096
0002: jump @LAWYER1_11884 

:LAWYER1_12103
00D6: if 
0038:   $58 == 1 // integer values 
004D: jump_if_false @LAWYER1_12140 
016A: fade 0 1000 ms 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:LAWYER1_12140
009B: destroy_actor_instantly $2099 
02EB: restore_camera_with_jumpcut 
043C: set_game_sounds_disable_on_fade 1 
00BE: text_clear_all 
0002: jump @LAWYER1_12177 

:LAWYER1_12160
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:LAWYER1_12177
0004: $PASSED_LAW1_THE_PARTY = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 10500 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10500 
0318: set_latest_mission_passed 'LAW_1'  // The Party
030C: progress_made += 1 
004F: create_thread @LAW2  
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 300 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 300 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 250 0 0 100 100 0 500 500 
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 250 0 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 250 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 300 0 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 0 50 500 500 
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 0 50 500 500 
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 100 0 100 500 500 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
0004: $1277 = 1 // integer values 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
0004: $1265 = 1 // integer values 
004F: create_thread @CLOTH1  
0051: return 

:LAWYER1_12855
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $19 
0164: disable_marker $59 
0164: disable_marker 5@ 
0108: destroy_object $1007 
029B: $1007 = init_object #STRIPCLBDRCLSD at 97.203 -1469.731 10.578 
01C7: remove_object_from_mission_cleanup_list $1007 
0249: release_model #FREEWAY 
0249: release_model #HMYST 
0249: release_model #CHEETAH 
0249: release_model #INFERNUS 
0249: release_model #STRETCH 
0249: release_model #BANSHEE 
0296: unload_special_actor 3 
040D: unload_wav 1 
040D: unload_wav 2 
01B7: release_weather 
00D8: mission_cleanup 
0051: return 

//-------------Mission 4---------------
// Originally: Back Alley Brawl

:LAWYER2
0050: gosub @LAWYER2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @LAWYER2_27 
0050: gosub @LAWYER2_13315 

:LAWYER2_27
0050: gosub @LAWYER2_13398 
004E: end_thread 

:LAWYER2_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'LAWYER2' 
0001: wait 0 ms 
054C: use_GXT_table 'LAWYER2' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
0006: 14@ = 0 // integer values 
0004: $2132 = 0 // integer values 
0004: $2133 = 0 // integer values 
0004: $2134 = 0 // integer values 
0004: $2135 = 0 // integer values 
0004: $2136 = 0 // integer values 
0004: $2137 = 0 // integer values 
0004: $2138 = 0 // integer values 
0004: $2120 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 5@ = 0 // integer values 
0004: $2121 = 0 // integer values 
0004: $56 = 0 // integer values 
0005: $2143 = 433.7 // floating-point values 
0005: $2144 = -575.9 // floating-point values 
0005: $2145 = 9.7 // floating-point values 
0006: 6@ = 0 // integer values 
0004: $2122 = 0 // integer values 
0004: $2140 = 0 // integer values 
0004: $2141 = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 12@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0004: $2123 = 0 // integer values 
0004: $2142 = 0 // integer values 
03E6: remove_text_box 
04BB: select_interiour 6 // select render area 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER2_387
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
004D: jump_if_false @LAWYER2_437 
0001: wait 0 ms 
0002: jump @LAWYER2_387 

:LAWYER2_437
03CB: set_camera 140.6 -1367.4 13.1 
02E4: load_cutscene_data 'LAW_2A' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC:  'LCFAN' 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $210 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_698
00D6: if 
001A:   987 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_733 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_698 

:LAWYER2_733
00BC: text_highpriority 'LAW2_A' 10000 ms 1  // Ah! Well, I hope you're having a good time. Because I'm going out of my mind with worry here. What did you find out?

:LAWYER2_748
00D6: if 
001A:   6800 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_783 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_748 

:LAWYER2_783
00BC: text_highpriority 'LAW2_B' 10000 ms 1  // That there are more criminals in this town than in prison. We need a lead from the streets...

:LAWYER2_798
00D6: if 
001A:   11088 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_833 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_798 

:LAWYER2_833
00BC: text_highpriority 'LAW2_C' 10000 ms 1  // Ok, let me think, let me think, let me think -

:LAWYER2_848
00D6: if 
001A:   12888 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_883 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_848 

:LAWYER2_883
00BC: text_highpriority 'LAW2_D' 10000 ms 1  // - AH! I've got it!

:LAWYER2_898
00D6: if 
001A:   14496 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_933 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_898 

:LAWYER2_933
00BC: text_highpriority 'LAW2_E' 10000 ms 1  // Ok, There's this limey, some music industry slimeball,

:LAWYER2_948
00D6: if 
001A:   17164 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_983 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_948 

:LAWYER2_983
00BC: text_highpriority 'LAW2_F' 10000 ms 1  // goes by the name of Kent Paul.

:LAWYER2_998
00D6: if 
001A:   18793 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_1033 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_998 

:LAWYER2_1033
00BC: text_highpriority 'LAW2_G' 10000 ms 1  // Anyway, he's got his nose so far up most of Vice City's ass

:LAWYER2_1048
00D6: if 
001A:   22223 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_1083 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_1048 

:LAWYER2_1083
00BC: text_highpriority 'LAW2_H' 10000 ms 1  // that if anybody knows the whereabouts of 20 k's of coke,

:LAWYER2_1098
00D6: if 
001A:   25376 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_1133 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_1098 

:LAWYER2_1133
00BC: text_highpriority 'LAW2_I' 10000 ms 1  // it's this guy, all right? He's always at The Malibu.

:LAWYER2_1148
00D6: if 
001A:   28768 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_1183 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_1148 

:LAWYER2_1183
00BC: text_highpriority 'LAW2_J' 10000 ms 1  // I'll go pay him a visit.

:LAWYER2_1198
00D6: if 
001A:   31266 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_1233 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_1198 

:LAWYER2_1233
00BC: text_highpriority 'LAW2_K' 10000 ms 1  // Take it easy now.

:LAWYER2_1248
00D6: if 
001A:   32433 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_1283 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_1248 

:LAWYER2_1283
00BE: text_clear_all 

:LAWYER2_1285
00D6: if 
001A:   33422 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_1322 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_1285 

:LAWYER2_1322
016A: fade 0 1500 ms 
00BE: text_clear_all 

:LAWYER2_1331
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER2_1355 
0001: wait 0 ms 
0002: jump @LAWYER2_1331 

:LAWYER2_1355
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
04BB: select_interiour 0 // select render area 
03CB: set_camera 117.1 -825.6 9.8 
0004: $993 = 1 // integer values 
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1012 = 1 // integer values 
0004: $1011 = 0 // integer values 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00BC: text_highpriority 'LAW2_6' 10000 ms 2  // ~g~Go to the Malibu Club and find Kent Paul.
018A: 15@ = create_checkpoint_at $513 $514 $515 

:LAWYER2_1506
00D6: if 
80F6:   not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 
004D: jump_if_false @LAWYER2_1644 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 
004D: jump_if_false @LAWYER2_1637 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @LAWYER2_1637 
00DA: $2124 = player $PLAYER_CHAR car 
0002: jump @LAWYER2_1644 

:LAWYER2_1637
0002: jump @LAWYER2_1506 

:LAWYER2_1644
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position 502.203 -95.118 10.771 0.0 rotation 0.0 0.0 
0160: point_camera 501.811 -94.212 10.93 switchstyle 2 
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @LAWYER2_1795 
00D6: if 
8119:   not car $2124 wrecked 
004D: jump_if_false @LAWYER2_1768 
00AB: put_car $2124 at 496.3 -82.8 9.0 
0175: set_car $2124 z_angle_to 116.6 

:LAWYER2_1768
012A: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 and_remove_from_car 
0002: jump @LAWYER2_1815 

:LAWYER2_1795
0055: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 

:LAWYER2_1815
0171: set_player $PLAYER_CHAR z_angle_to 58.0 
0211: actor $PLAYER_ACTOR walk_to 487.8 -74.3 
0001: wait 1000 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 

:LAWYER2_1860
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER2_1884 
0001: wait 0 ms 
0002: jump @LAWYER2_1860 

:LAWYER2_1884
011C: actor $PLAYER_ACTOR clear_objective 
0004: $993 = 0 // integer values 
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1011 = 1 // integer values 
0004: $1012 = 0 // integer values 
0004: $986 = 0 // integer values 
0247: request_model #INFERNUS 
0247: request_model #COLT45 
01BD: $29 = current_time_in_ms 
0004: $30 = 0 // integer values 

:LAWYER2_1971
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001A:   5000 > $30 // integer values 
004D: jump_if_false @LAWYER2_2027 
0001: wait 0 ms 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // integer values and handles 
0060: $30 -= $29 // integer values 
0002: jump @LAWYER2_1971 

:LAWYER2_2027
03EF: player $PLAYER_CHAR make_safe 
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
023C: load_special_actor 3 'BOUNCA' 
023C: load_special_actor 4 'FLOOZYB' 
04BB: select_interiour 17 // select render area 
04F9: set_extracolors 1 fade 0 
038B: load_requested_models 

:LAWYER2_2100
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @LAWYER2_2138 
0001: wait 0 ms 
0002: jump @LAWYER2_2100 

:LAWYER2_2138
03CB: set_camera 476.972 -65.499 8.943 
0395: clear_area 1 at 476.972 -65.499 range 8.943 15.0 
02E4: load_cutscene_data 'LAW_2B' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.3 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $142 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: 0@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 0@ 'BOUNCA' 
02E5: $175 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $175 'FLOOZYB' 
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
016A: fade 1 1500 ms 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_2365
00D6: if 
001A:   1018 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2400 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2365 

:LAWYER2_2400
00BC: text_highpriority 'LAW2B_A' 10000 ms 1  // Where'd you pop up from?

:LAWYER2_2415
00D6: if 
001A:   2526 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2450 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2415 

:LAWYER2_2450
00BC: text_highpriority 'LAW2B_B' 10000 ms 1  // I've been looking for a bird like you for ages, mate...

:LAWYER2_2465
00D6: if 
001A:   5339 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2500 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2465 

:LAWYER2_2500
00BC: text_highpriority 'LAW2B_D' 10000 ms 1  // I'm looking for some English guy...

:LAWYER2_2515
00D6: if 
001A:   9000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2550 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2515 

:LAWYER2_2550
00BC: text_highpriority 'LAW2B_C' 10000 ms 1  // Kent Paul, mate. Yeah, I'm the guvnor 'round here.

:LAWYER2_2565
00D6: if 
001A:   11311 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2600 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2565 

:LAWYER2_2600
00BC: text_highpriority 'LAW2B_E' 10000 ms 1  // I sort things out, you know what I mean?

:LAWYER2_2615
00D6: if 
001A:   12536 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2650 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2615 

:LAWYER2_2650
00BC: text_highpriority 'LAW2B_F' 10000 ms 1  // I'll treat you. Whatever you want, I'll get you, girl.

:LAWYER2_2665
00D6: if 
001A:   14601 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2700 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2665 

:LAWYER2_2700
00BC: text_highpriority 'LAW2B_G' 10000 ms 1  // Don't you worry about a thing, mate.

:LAWYER2_2715
00D6: if 
001A:   16228 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2750 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2715 

:LAWYER2_2750
00BC: text_highpriority 'LAW2B_H' 10000 ms 1  // Get lost, honey.

:LAWYER2_2765
00D6: if 
001A:   18290 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2800 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2765 

:LAWYER2_2800
00BC: text_highpriority 'LAW2B_I' 10000 ms 1  // Oi oi oi oi oi!

:LAWYER2_2815
00D6: if 
001A:   20060 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2850 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2815 

:LAWYER2_2850
00BC: text_highpriority 'LAW2B_J' 10000 ms 1  // You Kent Paul? I'm a friend of Rosenberg's...

:LAWYER2_2865
00D6: if 
001A:   23582 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2900 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2865 

:LAWYER2_2900
00BC: text_highpriority 'LAW2B_K' 10000 ms 1  // Rosenberg...Rosenberg...Oh, that bonkers ambulance chaser!

:LAWYER2_2915
00D6: if 
001A:   31000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_2950 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2915 

:LAWYER2_2950
00BC: text_highpriority 'LAW2B_L' 10000 ms 1  // That guy could defend an innocent man all the way to death row!

:LAWYER2_2965
00D6: if 
001A:   34762 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3002 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_2965 

:LAWYER2_3002
00BC: text_highpriority 'LAW2B_M' 10000 ms 1  // Give us another drink, bruv.

:LAWYER2_3017
00D6: if 
001A:   36141 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3054 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3017 

:LAWYER2_3054
00BC: text_highpriority 'LAW2B_N' 10000 ms 1  // Everybody's a comedian.

:LAWYER2_3069
00D6: if 
001A:   37719 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3106 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3069 

:LAWYER2_3106
00BC: text_highpriority 'LAW2B_O' 10000 ms 1  // Listen to me, I'm missing twenty keys and a lot of cash...

:LAWYER2_3121
00D6: if 
001A:   40549 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3158 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3121 

:LAWYER2_3158
00BC: text_highpriority 'LAW2B_P' 10000 ms 1  // Drugs, mate? It's a mug's game.

:LAWYER2_3173
00D6: if 
001A:   42314 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3210 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3173 

:LAWYER2_3210
00BC: text_highpriority 'LAW2B_Q' 10000 ms 1  // What do you know about it?

:LAWYER2_3225
00D6: if 
001A:   44319 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3262 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3225 

:LAWYER2_3262
00BC: text_highpriority 'LAW2B_R' 10000 ms 1  // Oi oi! What I was coming to was,

:LAWYER2_3277
00D6: if 
001A:   46344 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3314 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3277 

:LAWYER2_3314
00BC: text_highpriority 'LAW2B_S' 10000 ms 1  // there's some chef-cum-trumpetshifter who deals out kitchen of a hotel on Ocean Drive.

:LAWYER2_3329
00D6: if 
001A:   50737 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3366 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3329 

:LAWYER2_3366
00BC: text_highpriority 'LAW2B_T' 10000 ms 1  // He's been looking real pleased with himself lately. You could go and check him out...?!

:LAWYER2_3381
00D6: if 
001A:   54654 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3418 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3381 

:LAWYER2_3418
00BC: text_highpriority 'LAW2B_U' 10000 ms 1  // I will - and I'll be seeing you around.

:LAWYER2_3433
00D6: if 
001A:   60868 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3470 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3433 

:LAWYER2_3470
00BC: text_highpriority 'LAW2B_V' 10000 ms 1  // Yeah, that's right. Go on - walk away, you mug. I'll knock you spark out!

:LAWYER2_3485
00D6: if 
001A:   64355 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3522 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3485 

:LAWYER2_3522
00BC: text_highpriority 'LAW2B_W' 10000 ms 1  // Give me a drink - and where's that slut!

:LAWYER2_3537
00D6: if 
001A:   66768 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_3574 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_3537 

:LAWYER2_3574
00BE: text_clear_all 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:LAWYER2_3585
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER2_3609 
0001: wait 0 ms 
0002: jump @LAWYER2_3585 

:LAWYER2_3609
00BA: text_styled 'BEACH3' 5000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
04FA: reset_sky_colors_with_fade 0 
04BB: select_interiour 0 // select render area 
03CB: set_camera 493.1 -82.4 9.8 
0004: $993 = 0 // integer values 
023C: load_special_actor 3 'CHEF' 
023C: load_special_actor 4 'IGBUDDY' 
0247: request_model #CELLPHONE 
038B: load_requested_models 

:LAWYER2_3711
00D6: if or
8248:   not model #INFERNUS available 
8248:   not model #COLT45 available 
004D: jump_if_false @LAWYER2_3743 
0001: wait 0 ms 
0002: jump @LAWYER2_3711 

:LAWYER2_3743
0001: wait 500 ms 
016A: fade 1 1500 ms 
0164: disable_marker 15@ 
009A: $2125 = create_actor_pedtype 5 model #SPECIAL03 at $2143 $2144 $2145 
0173: set_actor $2125 z_angle_to 70.0 
0223: set_actor $2125 health_to 100 
052B: actor $2125 hold_cellphone 1 
01ED: clear_actor $2125 threat_search 
00BC: text_highpriority 'LAW2_7' 10000 ms 2  // ~g~Go and find the chef on Ocean Drive.
0187: $19 = create_marker_above_actor $2125 
0006: 17@ = 0 // integer values 

:LAWYER2_3837
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_5279 
0001: wait 0 ms 
00D6: if 
0038:   $2140 == 0 // integer values 
004D: jump_if_false @LAWYER2_4864 
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_4857 
00D6: if 
8184:   not actor $2125 health >= 99 
004D: jump_if_false @LAWYER2_3931 
052B: actor $2125 hold_cellphone 0 
01CA: actor $2125 kill_player $PLAYER_CHAR 
0004: $2140 = 1 // integer values 

:LAWYER2_3931
00D6: if 
00FB:   player $PLAYER_CHAR 0 $2125 radius 8.0 8.0 3.0 
004D: jump_if_false @LAWYER2_4279 
00D6: if 
0038:   $2141 == 0 // integer values 
004D: jump_if_false @LAWYER2_4279 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @LAWYER2_4017 
03E2: actor $PLAYER_ACTOR exit_car 

:LAWYER2_4017
015F: set_camera_position 434.913 -575.577 11.245 0.0 rotation 0.0 0.0 
0160: point_camera 433.925 -575.73 11.256 switchstyle 2 
0001: wait 2000 ms 
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_4279 
015F: set_camera_position 431.418 -566.374 16.361 0.0 rotation 0.0 0.0 
0160: point_camera 431.554 -567.186 15.795 switchstyle 2 
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_4188 
022C: set_actor $2125 to_look_at_actor $PLAYER_ACTOR 
022C: set_actor $PLAYER_ACTOR to_look_at_actor $2125 
020E: actor $2125 look_at_actor $PLAYER_ACTOR 
020E: actor $PLAYER_ACTOR look_at_actor $2125 

:LAWYER2_4188
0006: 17@ = 0 // integer values 

:LAWYER2_4195
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @LAWYER2_4261 
0001: wait 0 ms 
00D6: if 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @LAWYER2_4254 
012A: put_player $PLAYER_CHAR at 428.4 -573.7 9.7 and_remove_from_car 

:LAWYER2_4254
0002: jump @LAWYER2_4195 

:LAWYER2_4261
0211: actor $PLAYER_ACTOR walk_to $2143 $2144 
0004: $2141 = 1 // integer values 

:LAWYER2_4279
00D6: if 
0038:   $2141 == 1 // integer values 
004D: jump_if_false @LAWYER2_4857 
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_4857 
00D6: if and
0038:   $38 == 0 // integer values 
0019:   17@ > 0 // integer values 
004D: jump_if_false @LAWYER2_4578 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @LAWYER2_4394 
03CF: load_wav 'LAW2_1' as 1 
03CF: load_wav 'LAW2_2' as 2 
0004: $33 = 1 // integer values 
0002: jump @LAWYER2_4420 

:LAWYER2_4394
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER2_4420 
0004: $34 = 1 // integer values 

:LAWYER2_4420
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @LAWYER2_4578 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03D1: play_wav 1 
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_4472 
052B: actor $2125 hold_cellphone 0 

:LAWYER2_4472
00BC: text_highpriority 'LAW2_1' 2000 ms 2  // Hey, whatchoo lookin' at?
0372: set_actor $2125 anim 19 wait_state_time 10000 ms 
0293: $18 = get_controller_mode 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @LAWYER2_4578 
0372: set_actor $2125 anim 0 wait_state_time 100 ms 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'LAW2_2' 2000 ms 2  // You better start talking..
0004: $38 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 

:LAWYER2_4578
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_4635 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $2125 radius 0.7 0.7 2.0 
004D: jump_if_false @LAWYER2_4635 
011C: actor $PLAYER_ACTOR clear_objective 

:LAWYER2_4635
00D6: if and
0038:   $38 == 1 // integer values 
0038:   $39 == 0 // integer values 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @LAWYER2_4857 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @LAWYER2_4712 
03CF: load_wav 'LAW2_3' as 1 
0004: $33 = 1 // integer values 
0002: jump @LAWYER2_4734 

:LAWYER2_4712
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER2_4734 
0004: $34 = 1 // integer values 

:LAWYER2_4734
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @LAWYER2_4857 
03D1: play_wav 1 
00BC: text_highpriority 'LAW2_3' 2000 ms 2  // Hey, make me, you prick!
04E3: unknown_player $PLAYER_CHAR 2 60000 
0372: set_actor $2125 anim 19 wait_state_time 1500 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @LAWYER2_4857 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
0004: $38 = 1 // integer values 
0004: $39 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 
0004: $2140 = 1 // integer values 

:LAWYER2_4857
0002: jump @LAWYER2_5272 

:LAWYER2_4864
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @LAWYER2_5043 
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_5021 
022F: set_actor $2125 stop_looking 
01CA: actor $2125 kill_player $PLAYER_CHAR 
011C: actor $PLAYER_ACTOR clear_objective 
0372: set_actor $2125 anim 0 wait_state_time 0 ms 
0293: $18 = get_controller_mode 
00D6: if or
0038:   $18 == 0 // integer values 
0038:   $18 == 1 // integer values 
004D: jump_if_false @LAWYER2_4965 
03E5: text_box 'HELP17'  // Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to attack the chef.

:LAWYER2_4965
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @LAWYER2_4993 
03E5: text_box 'HELP18'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to attack the chef.

:LAWYER2_4993
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @LAWYER2_5021 
03E5: text_box 'HELP55'  // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to attack the chef.

:LAWYER2_5021
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 13@ = 1 // integer values 

:LAWYER2_5043
00D6: if 
8118:   not actor $2125 dead 
004D: jump_if_false @LAWYER2_5272 
00D6: if 
80FF:   not actor $2125 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 
004D: jump_if_false @LAWYER2_5154 
00D6: if 
0039:   12@ == 0 // integer values 
004D: jump_if_false @LAWYER2_5147 
0211: actor $2125 walk_to 433.7 -575.9 
0006: 12@ = 1 // integer values 

:LAWYER2_5147
0002: jump @LAWYER2_5202 

:LAWYER2_5154
00D6: if 
0039:   12@ == 1 // integer values 
004D: jump_if_false @LAWYER2_5202 
00D6: if 
0126:   actor $2125 walking 
004D: jump_if_false @LAWYER2_5202 
052B: actor $2125 hold_cellphone 1 
0006: 12@ = 0 // integer values 

:LAWYER2_5202
00D6: if 
00F5:   player $PLAYER_CHAR 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 
004D: jump_if_false @LAWYER2_5272 
052B: actor $2125 hold_cellphone 0 
01CA: actor $2125 kill_player $PLAYER_CHAR 
0006: 12@ = 0 // integer values 

:LAWYER2_5272
0002: jump @LAWYER2_3837 

:LAWYER2_5279
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
022F: set_actor $PLAYER_ACTOR stop_looking 
0164: disable_marker $19 
00D6: if 
056D:   actor $2125 defined 
004D: jump_if_false @LAWYER2_5370 
04A5: get_dead_actor_pickup_coords $2125 store_to $2143 $2144 $2145 
0009: $2145 += 0.5 // floating-point values 
0213: 10@ = create_pickup #CELLPHONE type 3 at $2143 $2144 $2145 
0002: jump @LAWYER2_5389 

:LAWYER2_5370
0213: 10@ = create_pickup #CELLPHONE type 3 at $2143 $2144 $2145 

:LAWYER2_5389
03DC: 11@ = create_marker_above_pickup 10@ 
00BC: text_highpriority 'LAW2_11' 5000 ms 2  // ~g~Pick up his cell phone.

:LAWYER2_5412
00D6: if 
8214:   not pickup 10@ picked_up 
004D: jump_if_false @LAWYER2_5439 
0001: wait 0 ms 
0002: jump @LAWYER2_5412 

:LAWYER2_5439
01B4: set_player $PLAYER_CHAR frozen_state 0 
03D5: remove_text 'LAW2_11'  // ~g~Pick up his cell phone.
03E5: text_box 'LAW2_12'  // Cell phone acquired! You can now receive phone calls.
0164: disable_marker 11@ 
0001: wait 1500 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:LAWYER2_5491
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER2_5515 
0001: wait 0 ms 
0002: jump @LAWYER2_5491 

:LAWYER2_5515
03E6: remove_text_box 
009B: destroy_actor_instantly $2125 
0164: disable_marker $19 
01BD: $29 = current_time_in_ms 
0004: $30 = 0 // integer values 

:LAWYER2_5539
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001A:   5000 > $30 // integer values 
004D: jump_if_false @LAWYER2_5595 
0001: wait 0 ms 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // integer values and handles 
0060: $30 -= $29 // integer values 
0002: jump @LAWYER2_5539 

:LAWYER2_5595
03EF: player $PLAYER_CHAR make_safe 
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'GUNCOLT' 
03CB: set_camera 440.163 -567.622 10.031 
038B: load_requested_models 

:LAWYER2_5664
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @LAWYER2_5703 
0001: wait 0 ms 
0002: jump @LAWYER2_5664 

:LAWYER2_5703
0395: clear_area 1 at $2143 $2144 range $2145 20.0 
02E4: load_cutscene_data 'LAW_2C' 
0244: set_cutscene_pos 440.163 -567.622 10.031 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: 1@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 1@ 'CHEF01' 
02E5: 2@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 2@ 'CHEF02' 
02E5: 3@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 3@ 'CHEF03' 
02E5: 9@ = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim 9@ 'GUNCOLT' 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @LAWYER2_5919 
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 
0002: jump @LAWYER2_5939 

:LAWYER2_5919
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 

:LAWYER2_5939
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_5961
00D6: if 
001A:   3050 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_5996 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_5961 

:LAWYER2_5996
00BC: text_highpriority 'LAW2C_A' 10000 ms 1  // Oh, way to go, tough guy. Beat him to a pulp. That should make him real chatty.

:LAWYER2_6011
00D6: if 
001A:   9000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6046 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6011 

:LAWYER2_6046
00BC: text_highpriority 'LAW2C_B' 10000 ms 1  // You want some, too?

:LAWYER2_6061
00D6: if 
001A:   10080 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6096 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6061 

:LAWYER2_6096
00BC: text_highpriority 'LAW2C_C' 10000 ms 1  // Hey, chill. I want what you want, brother.

:LAWYER2_6111
00D6: if 
001A:   13080 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6146 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6111 

:LAWYER2_6146
00BC: text_highpriority 'LAW2C_D' 10000 ms 1  // Oh, yeah? And what's that?

:LAWYER2_6161
00D6: if 
001A:   14250 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6196 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6161 

:LAWYER2_6196
00BC: text_highpriority 'LAW2C_E' 10000 ms 1  // Your green - and my dead brother's white lady. Unfortunately, you just silenced our lead.

:LAWYER2_6211
00D6: if 
001A:   21170 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6246 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6211 

:LAWYER2_6246
00BC: text_highpriority 'LAW2C_F' 10000 ms 1  // Accidents happen. Get lost.

:LAWYER2_6261
00D6: if 
001A:   23160 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6296 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6261 

:LAWYER2_6296
00BC: text_highpriority 'LAW2C_G' 10000 ms 1  // Hey, hey, whoa. No need to go all 'Lone Ranger' on my ass.

:LAWYER2_6311
00D6: if 
001A:   28030 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6346 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6311 

:LAWYER2_6346
00BC: text_highpriority 'LAW2C_H' 10000 ms 1  // The way I see it - we two hombres in a strange town. We need to watch each other's back.

:LAWYER2_6361
00D6: if 
001A:   34070 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6398 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6361 

:LAWYER2_6398
00BC: text_highpriority 'LAW2C_I' 10000 ms 1  // My back's just fine, brother...

:LAWYER2_6413
00D6: if 
001A:   36060 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6450 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6413 

:LAWYER2_6450
00BC: text_highpriority 'LAW2C_J' 10000 ms 1  // You sure about that? Here, take this.

:LAWYER2_6465
00D6: if 
001A:   39100 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6502 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6465 

:LAWYER2_6502
00BC: text_highpriority 'LAW2C_K' 10000 ms 1  // Follow me!

:LAWYER2_6517
00D6: if 
001A:   40100 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6554 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6517 

:LAWYER2_6554
00BE: text_clear_all 

:LAWYER2_6556
00D6: if 
001A:   40744 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER2_6593 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER2_6556 

:LAWYER2_6593
016A: fade 0 1500 ms 
00BE: text_clear_all 

:LAWYER2_6602
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER2_6626 
0001: wait 0 ms 
0002: jump @LAWYER2_6602 

:LAWYER2_6626
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0247: request_model #CLEAVER 
0247: request_model #KNIFECUR 

:LAWYER2_6662
00D6: if or
8248:   not model #CLEAVER available 
8248:   not model #KNIFECUR available 
004D: jump_if_false @LAWYER2_6694 
0001: wait 0 ms 
0002: jump @LAWYER2_6662 

:LAWYER2_6694
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @LAWYER2_6737 
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 
0002: jump @LAWYER2_6757 

:LAWYER2_6737
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 

:LAWYER2_6757
0171: set_player $PLAYER_CHAR z_angle_to 327.0 
0395: clear_area 0 at 265.7 -929.3 range 9.7 4.0 
009A: $LANCE_VANCE = create_actor_pedtype 5 model #SPECIAL04 at 433.1 -575.8 9.6 
0173: set_actor $LANCE_VANCE z_angle_to 143.0 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
01B2: give_actor $LANCE_VANCE weapon 17 ammo 9999 // Load the weapon model before using this 
0187: $57 = create_marker_above_actor $LANCE_VANCE 
0395: clear_area 0 at 431.3 -655.4 range 9.7 6.0 
00A5: $26 = create_car #INFERNUS at 431.3 -655.4 10.6 
0224: set_car $26 health_to 2000 
020A: set_car $26 door_status_to 1 
0175: set_car $26 z_angle_to 156.0 
0229: set_car $26 color_to 1 1 
0186: $2139 = create_marker_above_car $26 
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
0526: set_actor $LANCE_VANCE stay_in_car_when_jacked 1 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 50000 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
0395: clear_area 0 at 439.0 -567.7 range 9.6 1.0 
009A: $2126 = create_actor_pedtype 5 model #SPECIAL03 at 439.2 -567.9 9.6 
01ED: clear_actor $2126 threat_search 
0243: set_actor $2126 ped_stats_to 16 
01B2: give_actor $2126 weapon 8 ammo 0 // Load the weapon model before using this 
0173: set_actor $2126 z_angle_to 154.0 
0395: clear_area 0 at 437.4 -567.8 range 9.6 1.0 
009A: $2127 = create_actor_pedtype 5 model #SPECIAL03 at 438.2 -567.8 9.6 
01ED: clear_actor $2127 threat_search 
0243: set_actor $2127 ped_stats_to 16 
01B2: give_actor $2127 weapon 5 ammo 0 // Load the weapon model before using this 
0173: set_actor $2127 z_angle_to 154.0 
0395: clear_area 0 at 435.4 -566.2 range 9.6 1.0 
009A: $2128 = create_actor_pedtype 5 model #SPECIAL03 at 437.2 -567.4 9.6 
01ED: clear_actor $2128 threat_search 
0243: set_actor $2128 ped_stats_to 16 
01B2: give_actor $2128 weapon 8 ammo 0 // Load the weapon model before using this 
0173: set_actor $2128 z_angle_to 154.0 
0006: 17@ = 0 // integer values 
03CF: load_wav 'LAW2_4' as 1 
02A3: enable_widescreen 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor $2127 dead 
004D: jump_if_false @LAWYER2_7281 
04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $2127 

:LAWYER2_7281
0001: wait 500 ms 
016A: fade 1 1500 ms 
015F: set_camera_position 430.001 -576.716 11.667 0.0 rotation 0.0 0.0 
0160: point_camera 430.808 -576.17 11.442 switchstyle 2 
0001: wait 1000 ms 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_7380 
0239: actor $LANCE_VANCE run_to 421.0 -598.1 

:LAWYER2_7380
0001: wait 1000 ms 
015F: set_camera_position 430.575 -575.37 11.484 0.0 rotation 0.0 0.0 
0160: point_camera 430.389 -576.35 11.405 switchstyle 2 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER2_7455 
03D1: play_wav 1 

:LAWYER2_7455
00BC: text_highpriority 'LAW2_4' 2000 ms 2  // This way!
0001: wait 500 ms 
0293: $18 = get_controller_mode 
00D6: if or
0038:   $18 == 0 // integer values 
0038:   $18 == 1 // integer values 
004D: jump_if_false @LAWYER2_7515 
03E5: text_box 'GUN_2A'  // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:LAWYER2_7515
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @LAWYER2_7543 
03E5: text_box 'GUN_2C'  // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:LAWYER2_7543
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @LAWYER2_7571 
03E5: text_box 'GUN_2D'  // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:LAWYER2_7571
011C: actor $PLAYER_ACTOR clear_objective 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_7612 
0002: jump @LAWYER2_13315 

:LAWYER2_7612
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_7650 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_7650
0006: 17@ = 0 // integer values 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
041E: set_radio_station 3 -1 
03CF: load_wav 'LANAMU1' as 1 
03CF: load_wav 'LANAMU2' as 2 
0006: 16@ = 0 // integer values 

:LAWYER2_7708
00D6: if or
80DC:   not player $PLAYER_CHAR driving $26 
80DB:   not actor $LANCE_VANCE in_car $26 
004D: jump_if_false @LAWYER2_9112 
0001: wait 0 ms 
00D6: if 
0038:   $2123 == 0 // integer values 
004D: jump_if_false @LAWYER2_7828 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @LAWYER2_7828 
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @LAWYER2_7811 
03E5: text_box 'HELP2A2'  // Press the ~h~~k~~PED_SPRINT~~w~ button when running to ~h~sprint
0002: jump @LAWYER2_7821 

:LAWYER2_7811
03E5: text_box 'HELP2_A'  // Press the ~h~~k~~PED_SPRINT~ ~w~button when running to ~h~sprint

:LAWYER2_7821
0004: $2123 = 1 // integer values 

:LAWYER2_7828
00D6: if 
0038:   $2123 == 1 // integer values 
004D: jump_if_false @LAWYER2_7882 
00D6: if 
0019:   16@ > 9000 // integer values 
004D: jump_if_false @LAWYER2_7882 
03E5: text_box 'HELP3'  // You can only sprint for short periods before becoming tired.
0004: $2123 = 2 // integer values 

:LAWYER2_7882
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_8369 
00D6: if 
00FE:   actor $LANCE_VANCE 0 427.6 -584.7 10.6 radius 1.0 1.0 5.0 
004D: jump_if_false @LAWYER2_7968 
0239: actor $LANCE_VANCE run_to 421.0 -598.1 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_7968
00D6: if 
00FE:   actor $LANCE_VANCE 0 421.0 -598.1 10.6 radius 1.0 1.0 5.0 
004D: jump_if_false @LAWYER2_8038 
0239: actor $LANCE_VANCE run_to 413.3 -614.3 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_8038
00D6: if 
00FE:   actor $LANCE_VANCE 0 413.3 -614.3 10.6 radius 1.0 1.0 5.0 
004D: jump_if_false @LAWYER2_8108 
0239: actor $LANCE_VANCE run_to 405.6 -632.4 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_8108
00D6: if 
00FE:   actor $LANCE_VANCE 0 405.6 -632.4 10.6 radius 1.0 1.0 5.0 
004D: jump_if_false @LAWYER2_8178 
0239: actor $LANCE_VANCE run_to 429.1 -648.7 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_8178
00D6: if 
00FE:   actor $LANCE_VANCE 0 429.1 -648.7 10.6 radius 1.0 1.0 5.0 
004D: jump_if_false @LAWYER2_8273 
00D6: if 
0038:   $2121 == 0 // integer values 
004D: jump_if_false @LAWYER2_8273 
0239: actor $LANCE_VANCE run_to 429.5 -653.7 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 
0004: $2121 = 1 // integer values 

:LAWYER2_8273
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_8369 
00D6: if 
00FE:   actor $LANCE_VANCE 0 429.5 -653.7 10.6 radius 1.0 1.0 5.0 
004D: jump_if_false @LAWYER2_8369 
01ED: clear_actor $LANCE_VANCE threat_search 
00D6: if 
80DB:   not actor $LANCE_VANCE in_car $26 
004D: jump_if_false @LAWYER2_8369 
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_8369
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_8407 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_8407
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_8430 
0002: jump @LAWYER2_13315 

:LAWYER2_8430
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @LAWYER2_8789 
00D6: if 
0039:   8@ == 0 // integer values 
004D: jump_if_false @LAWYER2_8567 
00D6: if 
8118:   not actor $2126 dead 
004D: jump_if_false @LAWYER2_8498 
011A: set_actor $2126 search_threat 1 
01CA: actor $2126 kill_player $PLAYER_CHAR 

:LAWYER2_8498
00D6: if 
8118:   not actor $2127 dead 
004D: jump_if_false @LAWYER2_8529 
011A: set_actor $2127 search_threat 1 
01CA: actor $2127 kill_player $PLAYER_CHAR 

:LAWYER2_8529
00D6: if 
8118:   not actor $2128 dead 
004D: jump_if_false @LAWYER2_8560 
011A: set_actor $2128 search_threat 1 
01CA: actor $2128 kill_player $PLAYER_CHAR 

:LAWYER2_8560
0006: 8@ = 1 // integer values 

:LAWYER2_8567
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8118:   not actor $2126 dead 
004D: jump_if_false @LAWYER2_8648 
00D6: if 
8510:   not unknown_actor $2126 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_8648 
009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_8648
00D6: if 
8118:   not actor $2127 dead 
004D: jump_if_false @LAWYER2_8715 
00D6: if 
8510:   not unknown_actor $2127 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_8715 
009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_8715
00D6: if 
8118:   not actor $2128 dead 
004D: jump_if_false @LAWYER2_8782 
00D6: if 
8510:   not unknown_actor $2128 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_8782 
009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_8782
0006: 17@ = 0 // integer values 

:LAWYER2_8789
00D6: if and
0118:   actor $2126 dead 
0038:   $2133 == 0 // integer values 
004D: jump_if_false @LAWYER2_8826 
000A: 14@ += 1 // integer values 
0004: $2133 = 1 // integer values 

:LAWYER2_8826
00D6: if and
0118:   actor $2127 dead 
0038:   $2134 == 0 // integer values 
004D: jump_if_false @LAWYER2_8863 
000A: 14@ += 1 // integer values 
0004: $2134 = 1 // integer values 

:LAWYER2_8863
00D6: if and
0118:   actor $2128 dead 
0038:   $2135 == 0 // integer values 
004D: jump_if_false @LAWYER2_8900 
000A: 14@ += 1 // integer values 
0004: $2135 = 1 // integer values 

:LAWYER2_8900
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_9105 
00D6: if 
00DC:   player $PLAYER_CHAR driving $26 
004D: jump_if_false @LAWYER2_9105 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 5.0 5.0 10.0 
004D: jump_if_false @LAWYER2_9031 
00D6: if 
0038:   $56 == 0 // integer values 
004D: jump_if_false @LAWYER2_9024 
0164: disable_marker $57 
0187: $57 = create_marker_above_actor $LANCE_VANCE 
00BC: text_highpriority 'LAW2_13' 5000 ms 2  // ~g~You've left Lance behind! Go and get him!
0004: $56 = 1 // integer values 

:LAWYER2_9024
0002: jump @LAWYER2_9105 

:LAWYER2_9031
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_9105 
00D6: if 
80DB:   not actor $LANCE_VANCE in_car $26 
004D: jump_if_false @LAWYER2_9074 
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_9074
00D6: if 
00DC:   player $PLAYER_CHAR driving $26 
004D: jump_if_false @LAWYER2_9098 
0164: disable_marker $57 

:LAWYER2_9098
0004: $56 = 0 // integer values 

:LAWYER2_9105
0002: jump @LAWYER2_7708 

:LAWYER2_9112
0164: disable_marker $2139 
0164: disable_marker $57 
02A8: 4@ = create_marker 16 at $531 $532 $533 
0001: wait 1000 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER2_9177 
03D1: play_wav 1 
00BC: text_highpriority 'LAW2_16' 4000 ms 2  // One thing you gotta realize about this town. You gotta pack some heat.

:LAWYER2_9177
0001: wait 500 ms 

:LAWYER2_9182
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @LAWYER2_9208 
0001: wait 0 ms 
0002: jump @LAWYER2_9182 

:LAWYER2_9208
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER2_9242 
03D1: play_wav 2 
00BC: text_highpriority 'LAW2_17' 2000 ms 2  // C'mon, the local gun shop's a couple of blocks away.

:LAWYER2_9242
0004: $2122 = 1 // integer values 
0001: wait 2000 ms 
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_9299 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_9299
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_9322 
0002: jump @LAWYER2_13315 

:LAWYER2_9322
00BC: text_highpriority 'LAW2_15' 10000 ms 2  // ~g~Go to Ammu-Nation.
0006: 16@ = 0 // integer values 

:LAWYER2_9344
00D6: if 
80F8:   not player $PLAYER_CHAR stopped 1 -53.7 -1482.9 10.4 radius 3.0 4.0 3.0 
004D: jump_if_false @LAWYER2_10333 
0001: wait 0 ms 
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_9434 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_9434
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_9457 
0002: jump @LAWYER2_13315 

:LAWYER2_9457
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 
004D: jump_if_false @LAWYER2_9553 
00D6: if 
0038:   $56 == 0 // integer values 
004D: jump_if_false @LAWYER2_9546 
0164: disable_marker $57 
0187: $57 = create_marker_above_actor $LANCE_VANCE 
00BC: text_highpriority 'LAW2_13' 5000 ms 2  // ~g~You've left Lance behind! Go and get him!
0004: $56 = 1 // integer values 

:LAWYER2_9546
0002: jump @LAWYER2_9627 

:LAWYER2_9553
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_9627 
00D6: if 
80DB:   not actor $LANCE_VANCE in_car $26 
004D: jump_if_false @LAWYER2_9596 
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_9596
00D6: if 
00DC:   player $PLAYER_CHAR driving $26 
004D: jump_if_false @LAWYER2_9620 
0164: disable_marker $57 

:LAWYER2_9620
0004: $56 = 0 // integer values 

:LAWYER2_9627
00D6: if 
80DC:   not player $PLAYER_CHAR driving $26 
004D: jump_if_false @LAWYER2_9710 
00D6: if 
80DB:   not actor $LANCE_VANCE in_car $26 
004D: jump_if_false @LAWYER2_9703 
00D6: if 
0038:   $2122 == 0 // integer values 
004D: jump_if_false @LAWYER2_9703 
0164: disable_marker $2139 
0186: $2139 = create_marker_above_car $26 
0004: $2122 = 1 // integer values 

:LAWYER2_9703
0002: jump @LAWYER2_9740 

:LAWYER2_9710
00D6: if 
0038:   $2122 == 1 // integer values 
004D: jump_if_false @LAWYER2_9740 
0164: disable_marker $2139 
0004: $2122 = 0 // integer values 

:LAWYER2_9740
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @LAWYER2_9981 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8118:   not actor $2126 dead 
004D: jump_if_false @LAWYER2_9840 
00D6: if 
8510:   not unknown_actor $2126 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_9840 
009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_9840
00D6: if 
8118:   not actor $2127 dead 
004D: jump_if_false @LAWYER2_9907 
00D6: if 
8510:   not unknown_actor $2127 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_9907 
009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_9907
00D6: if 
8118:   not actor $2128 dead 
004D: jump_if_false @LAWYER2_9974 
00D6: if 
8510:   not unknown_actor $2128 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_9974 
009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_9974
0006: 17@ = 0 // integer values 

:LAWYER2_9981
00D6: if 
8118:   not actor $2126 dead 
004D: jump_if_false @LAWYER2_10040 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $2126 radius 120.0 120.0 
004D: jump_if_false @LAWYER2_10033 
01C2: remove_references_to_actor $2126 // Like turning an actor into a random pedestrian 

:LAWYER2_10033
0002: jump @LAWYER2_10045 

:LAWYER2_10040
01C2: remove_references_to_actor $2126 // Like turning an actor into a random pedestrian 

:LAWYER2_10045
00D6: if 
8118:   not actor $2127 dead 
004D: jump_if_false @LAWYER2_10104 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $2127 radius 120.0 120.0 
004D: jump_if_false @LAWYER2_10097 
01C2: remove_references_to_actor $2127 // Like turning an actor into a random pedestrian 

:LAWYER2_10097
0002: jump @LAWYER2_10109 

:LAWYER2_10104
01C2: remove_references_to_actor $2127 // Like turning an actor into a random pedestrian 

:LAWYER2_10109
00D6: if 
8118:   not actor $2128 dead 
004D: jump_if_false @LAWYER2_10168 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $2128 radius 120.0 120.0 
004D: jump_if_false @LAWYER2_10161 
01C2: remove_references_to_actor $2128 // Like turning an actor into a random pedestrian 

:LAWYER2_10161
0002: jump @LAWYER2_10173 

:LAWYER2_10168
01C2: remove_references_to_actor $2128 // Like turning an actor into a random pedestrian 

:LAWYER2_10173
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @LAWYER2_10326 
00D6: if 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @LAWYER2_10326 
03E5: text_box 'LAW3_15'  // Follow the ~h~Gun blip~w~ on the radar to find ~h~Ammu-Nation.
03E7: flash_hud 8 

:LAWYER2_10224
00D6: if 
8019:   not  16@ > 5000 // integer values 
004D: jump_if_false @LAWYER2_10315 
0001: wait 0 ms 
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_10285 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_10285
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_10308 
0002: jump @LAWYER2_13315 

:LAWYER2_10308
0002: jump @LAWYER2_10224 

:LAWYER2_10315
03E7: flash_hud -1 
0006: 7@ = 1 // integer values 

:LAWYER2_10326
0002: jump @LAWYER2_9344 

:LAWYER2_10333
03CF: load_wav 'LAW2_5' as 2 
0164: disable_marker 4@ 
00D6: if 
8118:   not actor $853 dead 
004D: jump_if_false @LAWYER2_10371 
022F: set_actor $853 stop_looking 

:LAWYER2_10371
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position -54.73 -1479.25 11.418 0.0 rotation 0.0 0.0 
0160: point_camera -55.647 -1479.631 11.299 switchstyle 2 
03E5: text_box 'LAW3_11'  // Stand in the ~q~pink marker~w~ to view the weapons on offer.
0006: 16@ = 0 // integer values 

:LAWYER2_10446
00D6: if 
8019:   not  16@ > 1000 // integer values 
004D: jump_if_false @LAWYER2_10476 
0001: wait 0 ms 
0002: jump @LAWYER2_10446 

:LAWYER2_10476
00D6: if 
8019:   not  16@ > 3000 // integer values 
004D: jump_if_false @LAWYER2_10530 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER2_10523 
0002: jump @LAWYER2_11199 

:LAWYER2_10523
0002: jump @LAWYER2_10476 

:LAWYER2_10530
015F: set_camera_position -63.091 -1483.06 12.398 0.0 rotation 0.0 0.0 
0160: point_camera -63.189 -1484.055 12.396 switchstyle 2 
03E5: text_box 'LAW3_12'  // You can select weapons by pressing ~h~left~w~ or ~h~right~w~ on the ~h~directional button.
0006: 16@ = 0 // integer values 
0001: wait 500 ms 

:LAWYER2_10603
00D6: if 
8019:   not  16@ > 3500 // integer values 
004D: jump_if_false @LAWYER2_10711 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER2_10704 

:LAWYER2_10643
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER2_10697 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 3500 // integer values 
004D: jump_if_false @LAWYER2_10690 
0002: jump @LAWYER2_11199 

:LAWYER2_10690
0002: jump @LAWYER2_10643 

:LAWYER2_10697
0002: jump @LAWYER2_11199 

:LAWYER2_10704
0002: jump @LAWYER2_10603 

:LAWYER2_10711
015F: set_camera_position -61.233 -1482.864 11.818 0.0 rotation 0.0 0.0 
0160: point_camera -61.601 -1483.793 11.811 switchstyle 2 
03E5: text_box 'LAW3_13'  // If you have enough cash you can buy weapons by pressing the ~h~~k~~PED_SPRINT~ ~w~button.
0006: 16@ = 0 // integer values 

:LAWYER2_10779
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @LAWYER2_10833 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER2_10826 
0002: jump @LAWYER2_11199 

:LAWYER2_10826
0002: jump @LAWYER2_10779 

:LAWYER2_10833
015F: set_camera_position -68.227 -1479.893 11.67 0.0 rotation 0.0 0.0 
0160: point_camera -67.359 -1480.372 11.544 switchstyle 2 
03E5: text_box 'LAW3_14'  // You can exit the shop by pressing the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button.
0006: 16@ = 0 // integer values 

:LAWYER2_10901
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @LAWYER2_10955 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER2_10948 
0002: jump @LAWYER2_11199 

:LAWYER2_10948
0002: jump @LAWYER2_10901 

:LAWYER2_10955
015F: set_camera_position -63.091 -1483.06 12.398 0.0 rotation 0.0 0.0 
0160: point_camera -63.189 -1484.055 12.396 switchstyle 2 
03E5: text_box 'HELP46'  // There are eight different types of weapon.
0006: 16@ = 0 // integer values 

:LAWYER2_11023
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @LAWYER2_11077 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER2_11070 
0002: jump @LAWYER2_11199 

:LAWYER2_11070
0002: jump @LAWYER2_11023 

:LAWYER2_11077
015F: set_camera_position -61.233 -1482.864 11.818 0.0 rotation 0.0 0.0 
0160: point_camera -61.601 -1483.793 11.811 switchstyle 2 
03E5: text_box 'HELP47'  // You can carry one of each type of weapon at a time - one type of pistol, one type of shotgun.
0006: 16@ = 0 // integer values 

:LAWYER2_11145
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @LAWYER2_11199 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER2_11192 
0002: jump @LAWYER2_11199 

:LAWYER2_11192
0002: jump @LAWYER2_11145 

:LAWYER2_11199
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
018A: 4@ = create_checkpoint_at 242.6 -1281.2 10.0 
00BC: text_highpriority 'LAW2_10' 15000 ms 2  // ~g~Drive back to the hotel.
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_11283 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_11283
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_11306 
0002: jump @LAWYER2_13315 

:LAWYER2_11306
00D6: if or
80B1:   not car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 
8448:   not actor $LANCE_VANCE in_car $26 
8448:   not actor $PLAYER_ACTOR in_car $26 
004D: jump_if_false @LAWYER2_12037 
0001: wait 0 ms 
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_11412 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_11412
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_11435 
0002: jump @LAWYER2_13315 

:LAWYER2_11435
00D6: if and
00B1:   car $26 0 272.9 -1220.6 16.0 212.5 -1280.0 8.0 
0448:   actor $LANCE_VANCE in_car $26 
0448:   actor $PLAYER_ACTOR in_car $26 
004D: jump_if_false @LAWYER2_11506 
0002: jump @LAWYER2_12037 

:LAWYER2_11506
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 
004D: jump_if_false @LAWYER2_11602 
00D6: if 
0038:   $56 == 0 // integer values 
004D: jump_if_false @LAWYER2_11595 
0164: disable_marker $57 
0187: $57 = create_marker_above_actor $LANCE_VANCE 
00BC: text_highpriority 'LAW2_13' 5000 ms 2  // ~g~You've left Lance behind! Go and get him!
0004: $56 = 1 // integer values 

:LAWYER2_11595
0002: jump @LAWYER2_11676 

:LAWYER2_11602
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_11676 
00D6: if 
80DB:   not actor $LANCE_VANCE in_car $26 
004D: jump_if_false @LAWYER2_11645 
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_11645
00D6: if 
00DC:   player $PLAYER_CHAR driving $26 
004D: jump_if_false @LAWYER2_11669 
0164: disable_marker $57 

:LAWYER2_11669
0004: $56 = 0 // integer values 

:LAWYER2_11676
00D6: if 
80DC:   not player $PLAYER_CHAR driving $26 
004D: jump_if_false @LAWYER2_11759 
00D6: if 
80DB:   not actor $LANCE_VANCE in_car $26 
004D: jump_if_false @LAWYER2_11752 
00D6: if 
0038:   $2122 == 0 // integer values 
004D: jump_if_false @LAWYER2_11752 
0164: disable_marker $2139 
0186: $2139 = create_marker_above_car $26 
0004: $2122 = 1 // integer values 

:LAWYER2_11752
0002: jump @LAWYER2_11789 

:LAWYER2_11759
00D6: if 
0038:   $2122 == 1 // integer values 
004D: jump_if_false @LAWYER2_11789 
0164: disable_marker $2139 
0004: $2122 = 0 // integer values 

:LAWYER2_11789
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @LAWYER2_12030 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8118:   not actor $2126 dead 
004D: jump_if_false @LAWYER2_11889 
00D6: if 
8510:   not unknown_actor $2126 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_11889 
009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_11889
00D6: if 
8118:   not actor $2127 dead 
004D: jump_if_false @LAWYER2_11956 
00D6: if 
8510:   not unknown_actor $2127 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_11956 
009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_11956
00D6: if 
8118:   not actor $2128 dead 
004D: jump_if_false @LAWYER2_12023 
00D6: if 
8510:   not unknown_actor $2128 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @LAWYER2_12023 
009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 

:LAWYER2_12023
0006: 17@ = 0 // integer values 

:LAWYER2_12030
0002: jump @LAWYER2_11306 

:LAWYER2_12037
016A: fade 0 500 ms 

:LAWYER2_12044
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER2_12068 
0001: wait 0 ms 
0002: jump @LAWYER2_12044 

:LAWYER2_12068
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_12103 
0174: $2146 = car $26 z_angle 

:LAWYER2_12103
00D6: if 
00B1:   car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 
004D: jump_if_false @LAWYER2_12381 
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_12374 
00AD: set_car $26 max_speed_to 0.0 
00AE: set_vehicle $26 traffic_behavior_to 3 
0395: clear_area 1 at 232.1 -1323.4 range 10.9 40.0 
00AB: put_car $26 at 236.7 -1308.2 -100.0 
0175: set_car $26 z_angle_to 347.3 
00AD: set_car $26 max_speed_to 20.0 
00A7: car $26 drive_to 242.35 -1279.9 10.9 
0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0 
0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0 
015F: set_camera_position 239.295 -1283.295 10.713 0.0 rotation 0.0 0.0 
0160: point_camera 239.799 -1282.436 10.622 switchstyle 2 
0004: $2142 = 1 // integer values 

:LAWYER2_12374
0002: jump @LAWYER2_12597 

:LAWYER2_12381
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_12597 
00AD: set_car $26 max_speed_to 0.0 
00AE: set_vehicle $26 traffic_behavior_to 3 
0395: clear_area 1 at 246.3 -1257.7 range 10.9 40.0 
00AB: put_car $26 at 246.3 -1257.7 -100.0 
0175: set_car $26 z_angle_to 171.8 
00AD: set_car $26 max_speed_to 20.0 
00A7: car $26 drive_to 242.2 -1279.9 10.9 
0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0 
0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0 
015F: set_camera_position 237.96 -1286.392 10.586 0.0 rotation 0.0 0.0 
0160: point_camera 238.473 -1285.534 10.609 switchstyle 2 

:LAWYER2_12597
016A: fade 1 1000 ms 
0001: wait 3000 ms 
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_12633 
01D3: actor $PLAYER_ACTOR leave_car $26 

:LAWYER2_12633
0001: wait 1300 ms 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_12659 
04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat 

:LAWYER2_12659
00D6: if 
0038:   $2142 == 0 // integer values 
004D: jump_if_false @LAWYER2_12735 
015F: set_camera_position 237.787 -1282.583 12.615 0.0 rotation 0.0 0.0 
0160: point_camera 238.638 -1282.366 12.135 switchstyle 2 
0002: jump @LAWYER2_12786 

:LAWYER2_12735
015F: set_camera_position 239.975 -1273.806 12.873 0.0 rotation 0.0 0.0 
0160: point_camera 240.511 -1274.468 12.35 switchstyle 2 

:LAWYER2_12786
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_12818 
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE 
022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR 

:LAWYER2_12818
0001: wait 1000 ms 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER2_12842 
03D1: play_wav 2 

:LAWYER2_12842
00BC: text_highpriority 'LAW2_5' 4000 ms 2  // I'm going to go see what I can dig up. I'll be watching you, Tommy.
0001: wait 4000 ms 
00D6: if 
8119:   not car $26 wrecked 
004D: jump_if_false @LAWYER2_13143 
0395: clear_area 0 at 200.2 -1460.3 range 10.9 40.0 
0395: clear_area 0 at 242.2 -1279.9 range 10.9 40.0 
03BA: clear_cars_from_cube 213.4 -1376.9 0.0 279.7 -1216.2 30.0 
00D6: if 
0038:   $2142 == 0 // integer values 
004D: jump_if_false @LAWYER2_13034 
015F: set_camera_position 245.135 -1276.517 11.71 0.0 rotation 0.0 0.0 
0160: point_camera 244.775 -1277.43 11.519 switchstyle 2 
0002: jump @LAWYER2_13085 

:LAWYER2_13034
015F: set_camera_position 242.804 -1271.559 10.617 0.0 rotation 0.0 0.0 
0160: point_camera 242.975 -1272.544 10.603 switchstyle 2 

:LAWYER2_13085
00A7: car $26 drive_to 200.2 -1460.3 10.9 
00AD: set_car $26 max_speed_to 40.0 
00AE: set_vehicle $26 traffic_behavior_to 3 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_13143 
022F: set_actor $LANCE_VANCE stop_looking 

:LAWYER2_13143
0006: 17@ = 0 // integer values 

:LAWYER2_13150
00D6: if 
81AF:   not car $26 0 200.2 -1460.3 10.9 radius 4.0 4.0 4.0 
004D: jump_if_false @LAWYER2_13296 
0001: wait 0 ms 
00D6: if 
0019:   17@ > 4000 // integer values 
004D: jump_if_false @LAWYER2_13228 
0002: jump @LAWYER2_13301 

:LAWYER2_13228
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @LAWYER2_13266 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @LAWYER2_13315 

:LAWYER2_13266
00D6: if 
0119:   car $26 wrecked 
004D: jump_if_false @LAWYER2_13289 
0002: jump @LAWYER2_13315 

:LAWYER2_13289
0002: jump @LAWYER2_13150 

:LAWYER2_13296
022F: set_actor $PLAYER_ACTOR stop_looking 

:LAWYER2_13301
02EB: restore_camera_with_jumpcut 
00A6: destroy_car $26 
0002: jump @LAWYER2_13332 

:LAWYER2_13315
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:LAWYER2_13332
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 12700 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 12700 
0318: set_latest_mission_passed 'LAW_2'  // Back Alley Brawl
030C: progress_made += 1 
004F: create_thread @LAW3  
0051: return 

:LAWYER2_13398
0004: $ONMISSION = 0 // integer values 
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1011 = 1 // integer values 
0004: $1012 = 0 // integer values 
0004: $993 = 0 // integer values 
0004: $986 = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #INFERNUS 
0249: release_model #CLEAVER 
0249: release_model #COLT45 
0249: release_model #CELLPHONE 
0249: release_model #KNIFECUR 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 15@ 
0164: disable_marker $19 
0164: disable_marker $57 
0164: disable_marker 4@ 
014C: set_parked_car_generator $1832 cars_to_generate_to 101 
0164: disable_marker 11@ 
0215: destroy_pickup 10@ 
0164: disable_marker $2139 
00D8: mission_cleanup 
0051: return 

//-------------Mission 5---------------
// Originally: Jury Fury

:LAWYER3
0050: gosub @LAWYER3_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @LAWYER3_27 
0050: gosub @LAWYER3_8049 

:LAWYER3_27
0050: gosub @LAWYER3_8139 
004E: end_thread 

:LAWYER3_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'LAWYER3' 
0001: wait 0 ms 
054C: use_GXT_table 'LAWYER3' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
0006: 9@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 10@ = 0 // integer values 
0004: $2151 = 0 // integer values 
0004: $2160 = 0 // integer values 
0004: $2150 = 0 // integer values 
0004: $2167 = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0004: $2162 = 0 // integer values 
0004: $2152 = 0 // integer values 
03E6: remove_text_box 
03CF: load_wav 'MONO15' as 1 
04BB: select_interiour 6 // select render area 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER3_271
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
004D: jump_if_false @LAWYER3_321 
0001: wait 0 ms 
0002: jump @LAWYER3_271 

:LAWYER3_321
03CB: set_camera 140.6 -1367.4 13.1 
02E4: load_cutscene_data 'LAW_3' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC:  'LCFAN' 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $210 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER3_582
00D6: if 
001A:   3008 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_617 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_582 

:LAWYER3_617
00BC: text_highpriority 'LAW3_A' 10000 ms 1  // Aaah! Oh, for god's sake, it's you! Oh, Jeez - I'm gonna need new pants!

:LAWYER3_632
00D6: if 
001A:   9424 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_667 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_632 

:LAWYER3_667
00BC: text_highpriority 'LAW3_B' 10000 ms 1  // Hey, those psychos from up north - they've been on the horn, and they're coming down here soon.

:LAWYER3_682
00D6: if 
001A:   13402 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_717 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_682 

:LAWYER3_717
00BC: text_highpriority 'LAW3_C' 10000 ms 1  // Now where is the goddamn money?!

:LAWYER3_732
00D6: if 
001A:   15408 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_767 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_732 

:LAWYER3_767
00BC: text_highpriority 'LAW3_D' 10000 ms 1  // Relax, relax. We're not at that part yet.

:LAWYER3_782
00D6: if 
001A:   18308 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_817 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_782 

:LAWYER3_817
00BC: text_highpriority 'LAW3_E' 10000 ms 1  // Ohhh... I thought that you were taking care of this, I really did!

:LAWYER3_832
00D6: if 
001A:   22306 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_867 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_832 

:LAWYER3_867
00BC: text_highpriority 'LAW3_F' 10000 ms 1  // And now those guidos say we gotta do them a favor.

:LAWYER3_882
00D6: if 
001A:   24656 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_917 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_882 

:LAWYER3_917
00BC: text_highpriority 'LAW3_G' 10000 ms 1  // You mean I gotta do 'em a favor.

:LAWYER3_932
00D6: if 
001A:   26240 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_967 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_932 

:LAWYER3_967
00BC: text_highpriority 'LAW3_H' 10000 ms 1  // Oh, of course that's what I mean. Do I look like I can intimidate a jury?

:LAWYER3_982
00D6: if 
001A:   30832 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1017 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_982 

:LAWYER3_1017
00BC: text_highpriority 'LAW3_I' 10000 ms 1  // I couldn't intimidate a child - and believe me, I've tried.

:LAWYER3_1032
00D6: if 
001A:   33842 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1069 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_1032 

:LAWYER3_1069
00BC: text_highpriority 'LAW3_J' 10000 ms 1  // Now, look. It's either that, or Forelli's cousin, Giorgio, gets five years for fraud.

:LAWYER3_1084
00D6: if 
001A:   38624 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1121 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_1084 

:LAWYER3_1121
00BC: text_highpriority 'LAW3_K' 10000 ms 1  // You gotta take these guys OUT!

:LAWYER3_1136
00D6: if 
001A:   40752 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1173 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_1136 

:LAWYER3_1173
00BC: text_highpriority 'LAW3_L' 10000 ms 1  // I understand. Help the jury change their minds. Don't worry about it.

:LAWYER3_1188
00D6: if 
001A:   43488 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1225 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_1188 

:LAWYER3_1225
00BC: text_highpriority 'LAW3_M' 10000 ms 1  // No no no no no - NO! I tried that. The jury case didn't go so well,

:LAWYER3_1240
00D6: if 
001A:   49133 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1277 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_1240 

:LAWYER3_1277
00BC: text_highpriority 'LAW3_N' 10000 ms 1  // so MAKE them change their minds.

:LAWYER3_1292
00D6: if 
001A:   51776 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1329 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_1292 

:LAWYER3_1329
00BE: text_clear_all 

:LAWYER3_1331
00D6: if 
001A:   52896 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER3_1368 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER3_1331 

:LAWYER3_1368
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @LAWYER3_1440 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER3_1440 
03D1: play_wav 1 

:LAWYER3_1414
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @LAWYER3_1440 
0001: wait 0 ms 
0002: jump @LAWYER3_1414 

:LAWYER3_1440
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER3_1464 
0001: wait 0 ms 
0002: jump @LAWYER3_1440 

:LAWYER3_1464
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0247: request_model #HMORI 
0247: request_model #BMYBU 
0247: request_model #ADMIRAL 
0247: request_model #BFYBE 
0247: request_model #SPAND 
0247: request_model #GLENDALE 
0247: request_model #HMYAP 
0247: request_model #HAMMER 
0247: request_model #SENTINEL 
0247: request_model #WMOGO 
023C: load_special_actor 4 'SPANDXA' 
0004: $2154 = 0 // integer values 
0004: $2155 = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0004: $2163 = 0 // integer values 
0004: $2164 = 0 // integer values 
0004: $2153 = 0 // integer values 

:LAWYER3_1611
00D6: if or
8248:   not model #HMORI available 
8248:   not model #ADMIRAL available 
8248:   not model #BFYBE available 
8248:   not model #SPAND available 
8248:   not model #GLENDALE available 
8248:   not model #BMYBU available 
004D: jump_if_false @LAWYER3_1660 
0001: wait 0 ms 
0002: jump @LAWYER3_1611 

:LAWYER3_1660
00D6: if or
8248:   not model #HMYAP available 
8248:   not model #SENTINEL available 
8248:   not model #WMOGO available 
004D: jump_if_false @LAWYER3_1695 
0001: wait 0 ms 
0002: jump @LAWYER3_1660 

:LAWYER3_1695
04BB: select_interiour 0 // select render area 
03CB: set_camera 117.1 -825.6 9.8 
03CF: load_wav 'LAW3_24' as 1 
0001: wait 0 ms 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C8: set_camera_directly_before_player 
016A: fade 1 1000 ms 
015F: set_camera_position 110.714 -816.945 14.589 0.0 rotation 0.0 0.0 
0160: point_camera 111.238 -817.658 14.123 switchstyle 2 
0395: clear_area 1 at 95.8 -843.2 range 10.0 20.0 
00A5: 0@ = create_car #GLENDALE at 95.8 -843.2 10.0 
0129: 15@ = create_actor 4 #WMOGO in_car 0@ driverseat 
0175: set_car 0@ z_angle_to 316.0 
0395: clear_area 1 at 113.7 -825.0 range 9.7 10.0 
009A: 1@ = create_actor_pedtype 4 model #HMYAP at 113.7 -825.0 9.7 
0173: set_actor 1@ z_angle_to 67.0 
01ED: clear_actor 1@ threat_search 
0372: set_actor 1@ anim 3 wait_state_time 3000 ms 

:LAWYER3_1945
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER3_1969 
0001: wait 0 ms 
0002: jump @LAWYER3_1945 

:LAWYER3_1969
0001: wait 1000 ms 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @LAWYER3_2005 
0211: actor 1@ walk_to 104.0 -819.8 

:LAWYER3_2005
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LAWYER3_2076 
00AD: set_car 0@ max_speed_to 40.0 
00AE: set_vehicle 0@ traffic_behavior_to 3 
04BA: set_car 0@ speed_instantly 20.0 
00A0: store_actor 1@ position_to $2171 $2172 $2173 
02C2: car 0@ drive_to_point $2171 $2172 $2173 

:LAWYER3_2076
0006: 16@ = 0 // integer values 

:LAWYER3_2083
00D6: if 
8019:   not  16@ > 3000 // integer values 
004D: jump_if_false @LAWYER3_2197 
0001: wait 0 ms 
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @LAWYER3_2190 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @LAWYER3_2190 
04A5: get_dead_actor_pickup_coords 1@ store_to $2174 $2175 $2176 
0009: $2176 += 0.5 // floating-point values 
0213: 3@ = create_pickup #HAMMER type 3 at $2174 $2175 $2176 
0006: 4@ = 1 // integer values 

:LAWYER3_2190
0002: jump @LAWYER3_2083 

:LAWYER3_2197
00D6: if 
8118:   not actor 15@ dead 
004D: jump_if_false @LAWYER3_2244 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LAWYER3_2244 
01D3: actor 15@ leave_car 0@ 
0243: set_actor 15@ ped_stats_to 39 

:LAWYER3_2244
015F: set_camera_position 110.834 -827.258 12.204 0.0 rotation 0.0 0.0 
0160: point_camera 111.632 -826.843 11.761 switchstyle 2 
00BC: text_highpriority 'LAW3_24' 3000 ms 2  // ~g~That hammer would be useful.
0006: 16@ = 0 // integer values 

:LAWYER3_2317
00D6: if 
8019:   not  16@ > 3000 // integer values 
004D: jump_if_false @LAWYER3_2413 
0001: wait 0 ms 
00D6: if 
8118:   not actor 15@ dead 
004D: jump_if_false @LAWYER3_2406 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LAWYER3_2406 
00D6: if 
80DB:   not actor 15@ in_car 0@ 
004D: jump_if_false @LAWYER3_2406 
0239: actor 15@ run_to 137.6 -786.9 

:LAWYER3_2406
0002: jump @LAWYER3_2317 

:LAWYER3_2413
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER3_2432 
03D1: play_wav 1 

:LAWYER3_2432
02A8: $2165 = create_marker 18 at $540 $541 $542 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:LAWYER3_2463
00D6: if 
823D:   not special_actor 4 loaded 
004D: jump_if_false @LAWYER3_2489 
0001: wait 0 ms 
0002: jump @LAWYER3_2463 

:LAWYER3_2489
0249: release_model #GLENDALE 
0249: release_model #WMOGO 
0249: release_model #HMYAP 
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
0395: clear_area 1 at 191.4 -1026.7 range 9.4 2.0 
009A: $2147 = create_actor_pedtype 4 model #HMORI at 191.4 -1026.7 9.4 
0243: set_actor $2147 ped_stats_to 39 
02A9: set_actor $2147 immune_to_nonplayer 1 
0187: $2157 = create_marker_above_actor $2147 
0223: set_actor $2147 health_to 300 
0173: set_actor $2147 z_angle_to 202.0 
01ED: clear_actor $2147 threat_search 
0319: set_actor $2147 running 1 
0395: clear_area 1 at 189.3 -1033.0 range 10.2 4.0 
00A5: $2159 = create_car #ADMIRAL at 189.3 -1033.0 9.4 
0175: set_car $2159 z_angle_to 261.0 
020A: set_car $2159 door_status_to 3 
01EC: make_car $2159 very_heavy 1 
053F: set_car $2159 tires_vulnerable 0 
009A: $2149 = create_actor_pedtype 4 model #BFYBE at 191.6 -1028.0 9.4 
0243: set_actor $2149 ped_stats_to 39 
01ED: clear_actor $2149 threat_search 
0395: clear_area 1 at 536.4 217.4 range 13.6 4.0 
00A5: $2166 = create_car #SENTINEL at 536.4 217.4 13.6 
0175: set_car $2166 z_angle_to 270.0 
020A: set_car $2166 door_status_to 3 
0186: $2158 = create_marker_above_car $2166 
00AD: set_car $2166 max_speed_to 0.0 
01EC: make_car $2166 very_heavy 1 
00BC: text_highpriority 'LAW3_7' 15000 ms 2  // ~g~Go and intimidate the two jurors, but DON'T kill them!
0001: wait 4000 ms 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_2853 
0519: lock_vehicle $2159 in_current_position 1 

:LAWYER3_2853
00D6: if 
8119:   not car $2166 wrecked 
004D: jump_if_false @LAWYER3_2876 
0519: lock_vehicle $2166 in_current_position 1 

:LAWYER3_2876
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_2899 
04D7: lock_actor $2147 in_current_position 1 

:LAWYER3_2899
00D6: if 
8118:   not actor $2149 dead 
004D: jump_if_false @LAWYER3_2922 
04D7: lock_actor $2149 in_current_position 1 

:LAWYER3_2922
03E5: text_box 'HELP23'  // You can follow the ~h~hammer blip~w~ on the radar if you want to buy melee weapons from the hardware store.
03E7: flash_hud 8 
0001: wait 2000 ms 
03E7: flash_hud -1 
0006: 17@ = 0 // integer values 
0209: $2160 = random_int_in_ranges 0 6 
0050: gosub @LAWYER3_8310 
0006: 16@ = 0 // integer values 

:LAWYER3_2975
00D6: if 
8038:   not  $2153 == 2 // integer values 
004D: jump_if_false @LAWYER3_8042 
0001: wait 0 ms 
00D6: if 
0038:   $2154 == 0 // integer values 
004D: jump_if_false @LAWYER3_3098 
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_3060 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_3098 

:LAWYER3_3060
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_3098 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_3098
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_4978 
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @LAWYER3_3239 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2159 radius 30.0 30.0 0 
004D: jump_if_false @LAWYER3_3239 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_3232 
0519: lock_vehicle $2159 in_current_position 0 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_3209 
04D7: lock_actor $2147 in_current_position 0 

:LAWYER3_3209
00D6: if 
8118:   not actor $2149 dead 
004D: jump_if_false @LAWYER3_3232 
04D7: lock_actor $2149 in_current_position 0 

:LAWYER3_3232
0006: 14@ = 1 // integer values 

:LAWYER3_3239
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_4978 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_4978 
00D6: if 
00DB:   actor $2147 in_car $2159 
004D: jump_if_false @LAWYER3_4978 
00D6: if 
8185:   not car $2159 health >= 700 
004D: jump_if_false @LAWYER3_3338 
01D3: actor $2147 leave_car $2159 
020A: set_car $2159 door_status_to 1 
0006: 9@ = 1 // integer values 
0004: $2151 = 1 // integer values 

:LAWYER3_3338
00D6: if and
0039:   9@ == 0 // integer values 
0038:   $2154 == 0 // integer values 
004D: jump_if_false @LAWYER3_4978 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @LAWYER3_3481 
00DA: $2156 = player $PLAYER_CHAR car 
00D6: if 
8119:   not car $2156 wrecked 
004D: jump_if_false @LAWYER3_3481 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 197.1 -1033.8 10.2 radius 8.0 6.0 4.0 
004D: jump_if_false @LAWYER3_3481 
00AB: put_car $2156 at 201.9 -1020.8 9.4 
0175: set_car $2156 z_angle_to 180.0 

:LAWYER3_3481
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_3504 
01EC: make_car $2159 very_heavy 0 

:LAWYER3_3504
020A: set_car $2159 door_status_to 7 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00AD: set_car $2159 max_speed_to 0.0 
015F: set_camera_position 183.803 -1029.408 11.956 0.0 rotation 0.0 0.0 
0160: point_camera 184.615 -1029.963 11.78 switchstyle 2 
0395: clear_area 1 at 189.3 -1033.0 range 10.2 10.0 
0395: clear_area 1 at 208.8 -1008.1 range 9.5 10.0 
00A5: $2161 = create_car #SPAND at 208.8 -1008.1 9.5 
0129: 11@ = create_actor 4 #SPECIAL04 in_car $2161 driverseat 
0243: set_actor 11@ ped_stats_to 14 
0175: set_car $2161 z_angle_to 165.0 
00AD: set_car $2161 max_speed_to 40.0 
04BA: set_car $2161 speed_instantly 19.0 
00AE: set_vehicle $2161 traffic_behavior_to 3 
00A7: car $2161 drive_to 203.5 -1037.7 10.1 
01EC: make_car $2161 very_heavy 1 
0395: clear_area 1 at 202.8 -1035.7 range 10.1 10.0 
00A7: car $2159 drive_to 202.8 -1035.7 10.1 
00AD: set_car $2159 max_speed_to 50.0 
00AE: set_vehicle $2159 traffic_behavior_to 3 
0006: 17@ = 0 // integer values 

:LAWYER3_3805
00D6: if 
8019:   not  17@ > 1200 // integer values 
004D: jump_if_false @LAWYER3_3918 
0001: wait 0 ms 
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_3873 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_3911 

:LAWYER3_3873
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_3911 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_3911
0002: jump @LAWYER3_3805 

:LAWYER3_3918
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_4015 
053F: set_car $2159 tires_vulnerable 1 
04FE: set_vehicle $2159 deflate_tire 0 
050B: open_trunk_of_car $2159 
00D6: if 
8119:   not car $2161 wrecked 
004D: jump_if_false @LAWYER3_3974 
050B: open_trunk_of_car $2161 

:LAWYER3_3974
00A9: set_car $2159 to_normal_driver 
00AD: set_car $2159 max_speed_to 0.0 
00D6: if 
8119:   not car $2161 wrecked 
004D: jump_if_false @LAWYER3_4015 
00AD: set_car $2161 max_speed_to 0.0 

:LAWYER3_4015
0006: 17@ = 0 // integer values 

:LAWYER3_4022
00D6: if 
8019:   not  17@ > 250 // integer values 
004D: jump_if_false @LAWYER3_4135 
0001: wait 0 ms 
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_4090 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_4128 

:LAWYER3_4090
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_4128 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_4128
0002: jump @LAWYER3_4022 

:LAWYER3_4135
00D6: if 
8119:   not car $2161 wrecked 
004D: jump_if_false @LAWYER3_4199 
0407: create_coordinate $2168 $2169 $2170 from_car $2161 offset 0.0 -3.0 0.0 
0213: 12@ = create_pickup #HAMMER type 3 at $2168 $2169 $2170 

:LAWYER3_4199
00D6: if 
8019:   not  17@ > 500 // integer values 
004D: jump_if_false @LAWYER3_4312 
0001: wait 0 ms 
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_4267 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_4305 

:LAWYER3_4267
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_4305 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_4305
0002: jump @LAWYER3_4199 

:LAWYER3_4312
00D6: if 
8119:   not car $2161 wrecked 
004D: jump_if_false @LAWYER3_4376 
0407: create_coordinate $2168 $2169 $2170 from_car $2161 offset 0.0 -3.0 0.0 
0213: 13@ = create_pickup #HAMMER type 3 at $2168 $2169 $2170 

:LAWYER3_4376
0006: 17@ = 0 // integer values 

:LAWYER3_4383
00D6: if 
8019:   not  17@ > 1500 // integer values 
004D: jump_if_false @LAWYER3_4496 
0001: wait 0 ms 
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_4451 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_4489 

:LAWYER3_4451
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_4489 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_4489
0002: jump @LAWYER3_4383 

:LAWYER3_4496
02A3: enable_widescreen 0 
015F: set_camera_position 206.657 -1030.398 13.139 0.0 rotation 0.0 0.0 
0160: point_camera 206.057 -1031.136 12.829 switchstyle 2 
00D6: if 
0038:   $2152 == 0 // integer values 
004D: jump_if_false @LAWYER3_4600 
03E5: text_box 'HELP40'  // You can smash cars up by using the hammer or a similar weapon.
0006: 16@ = 0 // integer values 
0004: $2152 = 1 // integer values 
0002: jump @LAWYER3_4615 

:LAWYER3_4600
00BC: text_highpriority 'LAW3_9' 4000 ms 2  // ~g~Smash up the Juror's car to get him out!

:LAWYER3_4615
0006: 17@ = 0 // integer values 

:LAWYER3_4622
00D6: if 
8019:   not  17@ > 4000 // integer values 
004D: jump_if_false @LAWYER3_4896 
0001: wait 0 ms 
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_4690 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_4728 

:LAWYER3_4690
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_4728 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_4728
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER3_4889 

:LAWYER3_4745
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER3_4882 
0001: wait 0 ms 
00D6: if 
0019:   17@ > 4000 // integer values 
004D: jump_if_false @LAWYER3_4792 
0002: jump @LAWYER3_4896 

:LAWYER3_4792
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_4837 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_4875 

:LAWYER3_4837
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_4875 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_4875
0002: jump @LAWYER3_4745 

:LAWYER3_4882
0002: jump @LAWYER3_4896 

:LAWYER3_4889
0002: jump @LAWYER3_4622 

:LAWYER3_4896
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_4920 
0223: set_actor $2147 health_to 300 

:LAWYER3_4920
00D6: if 
8119:   not car $2161 wrecked 
004D: jump_if_false @LAWYER3_4943 
01EC: make_car $2161 very_heavy 0 

:LAWYER3_4943
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'LAW3_9' 6000 ms 2  // ~g~Smash up the Juror's car to get him out!
0006: 9@ = 1 // integer values 

:LAWYER3_4978
00D6: if 
0119:   car $2159 wrecked 
004D: jump_if_false @LAWYER3_5008 
0050: gosub @LAWYER3_8492 
0002: jump @LAWYER3_6065 

:LAWYER3_5008
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_6065 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_5221 
00D6: if 
0038:   $2162 == 0 // integer values 
004D: jump_if_false @LAWYER3_5221 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2159 radius 20.0 20.0 0 
004D: jump_if_false @LAWYER3_5221 
00D6: if or
02DF:   player $PLAYER_CHAR aggressive 
8184:   not actor $2147 health >= 299 
0457:   player $PLAYER_CHAR aiming_at_actor $2147 
004D: jump_if_false @LAWYER3_5221 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_5214 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_5176 
01D5: actor $2147 go_to_and_drive_car $2159 
02A9: set_actor $2147 immune_to_nonplayer 1 
0223: set_actor $2147 health_to 300 

:LAWYER3_5176
00D6: if 
8118:   not actor $2149 dead 
004D: jump_if_false @LAWYER3_5214 
0239: actor $2149 run_to 227.2 -1040.8 
0006: 10@ = 1 // integer values 

:LAWYER3_5214
0004: $2162 = 1 // integer values 

:LAWYER3_5221
00D6: if 
81AF:   not car $2159 0 189.3 -1033.0 9.4 radius 2.0 2.0 2.0 
004D: jump_if_false @LAWYER3_5318 
00D6: if 
8185:   not car $2159 health >= 600 
004D: jump_if_false @LAWYER3_5318 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_5318 
0006: 9@ = 1 // integer values 
0004: $2151 = 1 // integer values 

:LAWYER3_5318
00D6: if 
0038:   $2154 == 0 // integer values 
004D: jump_if_false @LAWYER3_6065 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_5579 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_5579 
00D6: if 
00DB:   actor $2147 in_car $2159 
004D: jump_if_false @LAWYER3_5579 
00D6: if 
8185:   not car $2159 health >= 950 
004D: jump_if_false @LAWYER3_5579 
00D6: if 
0038:   $2167 == 0 // integer values 
004D: jump_if_false @LAWYER3_5579 
03CF: load_wav 'LAW3_11' as 2 

:LAWYER3_5436
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @LAWYER3_5568 
0001: wait 0 ms 
00D6: if 
0119:   car $2159 wrecked 
004D: jump_if_false @LAWYER3_5478 
0050: gosub @LAWYER3_8492 

:LAWYER3_5478
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_5523 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_5561 

:LAWYER3_5523
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_5561 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_5561
0002: jump @LAWYER3_5436 

:LAWYER3_5568
03D1: play_wav 2 
0004: $2167 = 1 // integer values 

:LAWYER3_5579
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_5822 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_5822 
00D6: if 
00DB:   actor $2147 in_car $2159 
004D: jump_if_false @LAWYER3_5822 
00D6: if 
8185:   not car $2159 health >= 850 
004D: jump_if_false @LAWYER3_5822 
00D6: if 
0038:   $2167 == 1 // integer values 
004D: jump_if_false @LAWYER3_5822 
03CF: load_wav 'LAW3_13' as 2 

:LAWYER3_5679
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @LAWYER3_5811 
0001: wait 0 ms 
00D6: if 
0119:   car $2159 wrecked 
004D: jump_if_false @LAWYER3_5721 
0050: gosub @LAWYER3_8492 

:LAWYER3_5721
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_5766 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_5804 

:LAWYER3_5766
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_5804 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_5804
0002: jump @LAWYER3_5679 

:LAWYER3_5811
03D1: play_wav 2 
0004: $2167 = 2 // integer values 

:LAWYER3_5822
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_6065 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_6065 
00D6: if 
00DB:   actor $2147 in_car $2159 
004D: jump_if_false @LAWYER3_6065 
00D6: if 
8185:   not car $2159 health >= 750 
004D: jump_if_false @LAWYER3_6065 
00D6: if 
0038:   $2167 == 2 // integer values 
004D: jump_if_false @LAWYER3_6065 
03CF: load_wav 'LAW3_12' as 2 

:LAWYER3_5922
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @LAWYER3_6054 
0001: wait 0 ms 
00D6: if 
0119:   car $2159 wrecked 
004D: jump_if_false @LAWYER3_5964 
0050: gosub @LAWYER3_8492 

:LAWYER3_5964
00D6: if 
0118:   actor $2147 dead 
004D: jump_if_false @LAWYER3_6009 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 
0002: jump @LAWYER3_6047 

:LAWYER3_6009
00D6: if 
050D:   unknown_actor $2147 dead 
004D: jump_if_false @LAWYER3_6047 
00BC: text_highpriority 'LAW3_8' 5000 ms 2  // ~r~You killed a Juror!
0002: jump @LAWYER3_8049 

:LAWYER3_6047
0002: jump @LAWYER3_5922 

:LAWYER3_6054
03D1: play_wav 2 
0004: $2167 = 3 // integer values 

:LAWYER3_6065
00D6: if 
8118:   not actor $2149 dead 
004D: jump_if_false @LAWYER3_6184 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @LAWYER3_6177 
00D6: if or
8184:   not actor $2149 health >= 99 
0039:   5@ == 1 // integer values 
004D: jump_if_false @LAWYER3_6177 
0239: actor $2149 run_to 227.2 -1040.8 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_6170 
02A9: set_actor $2147 immune_to_nonplayer 1 
0223: set_actor $2147 health_to 300 

:LAWYER3_6170
0006: 10@ = 1 // integer values 

:LAWYER3_6177
0002: jump @LAWYER3_6191 

:LAWYER3_6184
0006: 10@ = 1 // integer values 

:LAWYER3_6191
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_6869 
00D6: if 
8118:   not actor $2149 dead 
004D: jump_if_false @LAWYER3_6321 
00D6: if 
0039:   8@ == 0 // integer values 
004D: jump_if_false @LAWYER3_6321 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $2147 radius 50.0 50.0 
004D: jump_if_false @LAWYER3_6321 
020E: actor $2147 look_at_actor $2149 
020E: actor $2149 look_at_actor $2147 
03F9: make_actors $2147 $2149 converse_in 999999999 ms 
03F9: make_actors $2149 $2147 converse_in 999999999 ms 
0006: 8@ = 1 // integer values 

:LAWYER3_6321
00D6: if 
0039:   10@ == 1 // integer values 
004D: jump_if_false @LAWYER3_6411 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @LAWYER3_6411 
00D6: if 
0038:   $2150 == 0 // integer values 
004D: jump_if_false @LAWYER3_6411 
0467: set_actor $2147 clear_last_weapon_damage 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_6404 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_6404
0004: $2150 = 1 // integer values 

:LAWYER3_6411
00D6: if or
031D:   actor $2147 hit_by_weapon 46 
031D:   actor $2147 hit_by_weapon 40 
031D:   actor $2147 hit_by_weapon 39 
004D: jump_if_false @LAWYER3_6530 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @LAWYER3_6530 
0008: $2163 += 1 // integer values 
0467: set_actor $2147 clear_last_weapon_damage 
00D6: if 
0038:   $2151 == 0 // integer values 
004D: jump_if_false @LAWYER3_6515 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_6515 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_6515
0223: set_actor $2147 health_to 300 
0006: 5@ = 1 // integer values 

:LAWYER3_6530
00D6: if or
031D:   actor $2147 hit_by_weapon 46 
031D:   actor $2147 hit_by_weapon 40 
031D:   actor $2147 hit_by_weapon 39 
004D: jump_if_false @LAWYER3_6649 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @LAWYER3_6649 
0008: $2163 += 1 // integer values 
0467: set_actor $2147 clear_last_weapon_damage 
00D6: if 
0038:   $2151 == 0 // integer values 
004D: jump_if_false @LAWYER3_6634 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_6634 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_6634
0223: set_actor $2147 health_to 300 
0006: 6@ = 1 // integer values 

:LAWYER3_6649
00D6: if or
031D:   actor $2147 hit_by_weapon 46 
031D:   actor $2147 hit_by_weapon 40 
031D:   actor $2147 hit_by_weapon 39 
004D: jump_if_false @LAWYER3_6768 
00D6: if 
0039:   7@ == 0 // integer values 
004D: jump_if_false @LAWYER3_6768 
0008: $2163 += 1 // integer values 
0467: set_actor $2147 clear_last_weapon_damage 
00D6: if 
0038:   $2151 == 0 // integer values 
004D: jump_if_false @LAWYER3_6753 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_6753 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_6753
0223: set_actor $2147 health_to 300 
0006: 7@ = 1 // integer values 

:LAWYER3_6768
00D6: if 
0038:   $2163 == 3 // integer values 
004D: jump_if_false @LAWYER3_6793 
0050: gosub @LAWYER3_8492 

:LAWYER3_6793
00D6: if 
0039:   9@ == 1 // integer values 
004D: jump_if_false @LAWYER3_6869 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_6869 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_6869 
00D6: if 
80DB:   not actor $2147 in_car $2159 
004D: jump_if_false @LAWYER3_6869 
0050: gosub @LAWYER3_8492 

:LAWYER3_6869
00D6: if 
0038:   $2152 == 1 // integer values 
004D: jump_if_false @LAWYER3_6923 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @LAWYER3_6923 
03E5: text_box 'HELP53'  // Press ~h~~k~~PED_CYCLE_WEAPON_LEFT~~w~ button or ~h~~k~~PED_CYCLE_WEAPON_RIGHT~~w~ button to cycle through your available weapons.
0004: $2152 = 2 // integer values 

:LAWYER3_6923
00D6: if 
0119:   car $2166 wrecked 
004D: jump_if_false @LAWYER3_6946 
0002: jump @LAWYER3_7117 

:LAWYER3_6946
00D6: if 
8119:   not car $2166 wrecked 
004D: jump_if_false @LAWYER3_8035 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @LAWYER3_7098 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2166 radius 20.0 20.0 0 
004D: jump_if_false @LAWYER3_7098 
00BC: text_highpriority 'LAW3_20' 15000 ms 2  // ~g~Smash up the Juror's car!
00D6: if 
8119:   not car $2166 wrecked 
004D: jump_if_false @LAWYER3_7049 
0519: lock_vehicle $2166 in_current_position 0 

:LAWYER3_7049
00D6: if 
0038:   $2152 == 0 // integer values 
004D: jump_if_false @LAWYER3_7091 
03E5: text_box 'HELP40'  // You can smash cars up by using the hammer or a similar weapon.
0006: 16@ = 0 // integer values 
0004: $2152 = 1 // integer values 

:LAWYER3_7091
0006: 2@ = 1 // integer values 

:LAWYER3_7098
00D6: if 
8185:   not car $2166 health >= 600 
004D: jump_if_false @LAWYER3_8035 

:LAWYER3_7117
00D6: if 
0038:   $2155 == 0 // integer values 
004D: jump_if_false @LAWYER3_8035 
016A: fade 0 500 ms 
03CF: load_wav 'LAW3_20' as 2 

:LAWYER3_7154
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER3_7178 
0001: wait 0 ms 
0002: jump @LAWYER3_7154 

:LAWYER3_7178
03CB: set_camera 551.8 194.5 13.6 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car $2166 wrecked 
004D: jump_if_false @LAWYER3_7229 
020A: set_car $2166 door_status_to 1 

:LAWYER3_7229
0395: clear_area 1 at 542.0 207.8 range 13.8 1.0 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @LAWYER3_7296 
0055: put_player $PLAYER_CHAR at 542.0 207.8 13.8 
0002: jump @LAWYER3_7316 

:LAWYER3_7296
012A: put_player $PLAYER_CHAR at 542.0 207.8 13.8 and_remove_from_car 

:LAWYER3_7316
00D6: if 
8119:   not car $2166 wrecked 
004D: jump_if_false @LAWYER3_7390 
00D6: if 
01AD:   car $2166 sphere 0 near_point 551.8 194.5 radius 4.0 4.0 
004D: jump_if_false @LAWYER3_7390 
00AB: put_car $2166 at 541.7 196.0 13.8 

:LAWYER3_7390
0171: set_player $PLAYER_CHAR z_angle_to 225.0 
0395: clear_area 1 at 551.8 194.5 range 13.8 1.0 
009A: $2148 = create_actor_pedtype 4 model #BMYBU at 551.8 194.5 13.6 
0173: set_actor $2148 z_angle_to 35.0 
0164: disable_marker $2158 
015F: set_camera_position 553.126 190.922 15.789 0.0 rotation 0.0 0.0 
0160: point_camera 552.636 191.782 15.65 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to 551.8 194.5 

:LAWYER3_7529
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @LAWYER3_7555 
0001: wait 0 ms 
0002: jump @LAWYER3_7529 

:LAWYER3_7555
016A: fade 1 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'LAW3_21' 3000 ms 2  // I can't believe this is happening!
0001: wait 1500 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER3_7605 
03D1: play_wav 1 

:LAWYER3_7605
03CF: load_wav 'LAW3_23' as 2 
00D6: if 
0038:   $2160 == 0 // integer values 
004D: jump_if_false @LAWYER3_7650 
00BC: text_highpriority 'LAW3_1' 3000 ms 1  // Giorgio sends his regards.

:LAWYER3_7650
00D6: if 
0038:   $2160 == 1 // integer values 
004D: jump_if_false @LAWYER3_7683 
00BC: text_highpriority 'LAW3_2' 3000 ms 1  // Remember, guilty is a dirty word.

:LAWYER3_7683
00D6: if 
0038:   $2160 == 2 // integer values 
004D: jump_if_false @LAWYER3_7716 
00BC: text_highpriority 'LAW3_3' 3000 ms 1  // Innocent until I say otherwise.

:LAWYER3_7716
00D6: if 
0038:   $2160 == 3 // integer values 
004D: jump_if_false @LAWYER3_7749 
00BC: text_highpriority 'LAW3_4' 3000 ms 1  // You know he's not guilty.

:LAWYER3_7749
00D6: if 
0038:   $2160 == 4 // integer values 
004D: jump_if_false @LAWYER3_7782 
00BC: text_highpriority 'LAW3_5' 3000 ms 1  // You remember Giorgio? You remember he's innocent.

:LAWYER3_7782
00D6: if 
0038:   $2160 == 5 // integer values 
004D: jump_if_false @LAWYER3_7815 
00BC: text_highpriority 'LAW3_6' 3000 ms 1  // Not guilty, understand? Good.

:LAWYER3_7815
0001: wait 1500 ms 

:LAWYER3_7820
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @LAWYER3_7846 
0001: wait 0 ms 
0002: jump @LAWYER3_7820 

:LAWYER3_7846
00D6: if 
8118:   not actor $2148 dead 
004D: jump_if_false @LAWYER3_7877 
0239: actor $2148 run_to 535.7 177.3 

:LAWYER3_7877
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER3_7896 
03D1: play_wav 2 

:LAWYER3_7896
015F: set_camera_position 548.683 203.05 13.808 0.0 rotation 0.0 0.0 
0160: point_camera 548.314 202.122 13.859 switchstyle 2 
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
011C: actor $PLAYER_ACTOR clear_objective 
009B: destroy_actor_instantly $2148 
01C3: remove_references_to_car $2166 
0209: $2160 = random_int_in_ranges 0 6 
00D6: if 
8119:   not car $2166 wrecked 
004D: jump_if_false @LAWYER3_8014 
01EC: make_car $2166 very_heavy 0 

:LAWYER3_8014
0050: gosub @LAWYER3_8310 
0008: $2153 += 1 // integer values 
0004: $2155 = 1 // integer values 

:LAWYER3_8035
0002: jump @LAWYER3_2975 

:LAWYER3_8042
0002: jump @LAWYER3_8066 

:LAWYER3_8049
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:LAWYER3_8066
0004: $PASSED_LAW3_JURY_FURY = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 15400 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 15400 
0318: set_latest_mission_passed 'LAW_3'  // Jury Fury
030C: progress_made += 1 
0004: $867 = 1 // integer values 
004F: create_thread @LAW4  
0051: return 

:LAWYER3_8139
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
0164: disable_marker $2157 
0164: disable_marker $2158 
0164: disable_marker $2165 
0249: release_model #HMORI 
0249: release_model #ADMIRAL 
0249: release_model #BFYBE 
0249: release_model #SPAND 
0249: release_model #GLENDALE 
0249: release_model #BMYBU 
0249: release_model #HAMMER 
0249: release_model #HMYAP 
0249: release_model #SENTINEL 
0249: release_model #WMOGO 
01C3: remove_references_to_car 0@ 
01C3: remove_references_to_car $2159 
01C3: remove_references_to_car $2166 
0215: destroy_pickup 12@ 
0215: destroy_pickup 13@ 
0215: destroy_pickup 3@ 
0296: unload_special_actor 4 
040D: unload_wav 1 
040D: unload_wav 2 
00D8: mission_cleanup 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_8285 
01EC: make_car $2159 very_heavy 0 
053F: set_car $2159 tires_vulnerable 1 

:LAWYER3_8285
00D6: if 
8119:   not car $2166 wrecked 
004D: jump_if_false @LAWYER3_8308 
01EC: make_car $2166 very_heavy 0 

:LAWYER3_8308
0051: return 

:LAWYER3_8310
00D6: if 
0038:   $2160 == 0 // integer values 
004D: jump_if_false @LAWYER3_8340 
03CF: load_wav 'LAW3_1' as 1 

:LAWYER3_8340
00D6: if 
0038:   $2160 == 1 // integer values 
004D: jump_if_false @LAWYER3_8370 
03CF: load_wav 'LAW3_2' as 1 

:LAWYER3_8370
00D6: if 
0038:   $2160 == 2 // integer values 
004D: jump_if_false @LAWYER3_8400 
03CF: load_wav 'LAW3_3' as 1 

:LAWYER3_8400
00D6: if 
0038:   $2160 == 3 // integer values 
004D: jump_if_false @LAWYER3_8430 
03CF: load_wav 'LAW3_4' as 1 

:LAWYER3_8430
00D6: if 
0038:   $2160 == 4 // integer values 
004D: jump_if_false @LAWYER3_8460 
03CF: load_wav 'LAW3_5' as 1 

:LAWYER3_8460
00D6: if 
0038:   $2160 == 5 // integer values 
004D: jump_if_false @LAWYER3_8490 
03CF: load_wav 'LAW3_6' as 1 

:LAWYER3_8490
0051: return 

:LAWYER3_8492
00D6: if 
0038:   $2154 == 0 // integer values 
004D: jump_if_false @LAWYER3_9225 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_9225 
016A: fade 0 500 ms 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
022E: set_player $PLAYER_CHAR to_look_at_actor $2147 
0164: disable_marker $2157 
011C: actor $2147 clear_objective 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER3_8588 
03D1: play_wav 1 

:LAWYER3_8588
03CF: load_wav 'LAW3_22' as 2 
00D6: if 
0038:   $2160 == 0 // integer values 
004D: jump_if_false @LAWYER3_8633 
00BC: text_highpriority 'LAW3_1' 3000 ms 1  // Giorgio sends his regards.

:LAWYER3_8633
00D6: if 
0038:   $2160 == 1 // integer values 
004D: jump_if_false @LAWYER3_8666 
00BC: text_highpriority 'LAW3_2' 3000 ms 1  // Remember, guilty is a dirty word.

:LAWYER3_8666
00D6: if 
0038:   $2160 == 2 // integer values 
004D: jump_if_false @LAWYER3_8699 
00BC: text_highpriority 'LAW3_3' 3000 ms 1  // Innocent until I say otherwise.

:LAWYER3_8699
00D6: if 
0038:   $2160 == 3 // integer values 
004D: jump_if_false @LAWYER3_8732 
00BC: text_highpriority 'LAW3_4' 3000 ms 1  // You know he's not guilty.

:LAWYER3_8732
00D6: if 
0038:   $2160 == 4 // integer values 
004D: jump_if_false @LAWYER3_8765 
00BC: text_highpriority 'LAW3_5' 3000 ms 1  // You remember Giorgio? You remember he's innocent.

:LAWYER3_8765
00D6: if 
0038:   $2160 == 5 // integer values 
004D: jump_if_false @LAWYER3_8798 
00BC: text_highpriority 'LAW3_6' 3000 ms 1  // Not guilty, understand? Good.

:LAWYER3_8798
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER3_8822 
0001: wait 0 ms 
0002: jump @LAWYER3_8798 

:LAWYER3_8822
03CB: set_camera 204.5 -1007.6 9.4 
0006: 17@ = 0 // integer values 
015F: set_camera_position 203.625 -1010.455 10.988 0.0 rotation 0.0 0.0 
0160: point_camera 203.922 -1009.509 10.862 switchstyle 2 
0230: set_player $PLAYER_CHAR stop_looking 
0395: clear_area 1 at 202.7 -1016.4 range 9.6 1.0 
0055: put_player $PLAYER_CHAR at 202.7 -1016.4 9.6 
009B: destroy_actor_instantly $2147 
0395: clear_area 1 at 204.5 -1007.6 range 9.4 5.0 
009A: $2147 = create_actor_pedtype 4 model #HMORI at 204.5 -1007.6 9.4 
016A: fade 1 500 ms 
00D6: if 
8118:   not actor $2147 dead 
004D: jump_if_false @LAWYER3_9051 
011A: set_actor $2147 search_threat 1 
0319: set_actor $2147 running 1 
0239: actor $2147 run_to 215.6 -958.6 

:LAWYER3_9051
0006: 17@ = 0 // integer values 

:LAWYER3_9058
00D6: if 
8019:   not  17@ > 5000 // integer values 
004D: jump_if_false @LAWYER3_9122 
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @LAWYER3_9115 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER3_9115 
03D1: play_wav 2 

:LAWYER3_9115
0002: jump @LAWYER3_9058 

:LAWYER3_9122
0209: $2160 = random_int_in_ranges 0 6 
0050: gosub @LAWYER3_8310 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
0008: $2153 += 1 // integer values 
009B: destroy_actor_instantly $2147 
01C3: remove_references_to_car $2159 
01C3: remove_references_to_car $2161 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car $2159 wrecked 
004D: jump_if_false @LAWYER3_9218 
020A: set_car $2159 door_status_to 1 

:LAWYER3_9218
0004: $2154 = 1 // integer values 

:LAWYER3_9225
0051: return 

//-------------Mission 6---------------
// Originally: Riot

:LAWYER4
0050: gosub @LAWYER4_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @LAWYER4_27 
0050: gosub @LAWYER4_9012 

:LAWYER4_27
0050: gosub @LAWYER4_9186 
004E: end_thread 

:LAWYER4_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'LAWYER4' 
0001: wait 0 ms 
054C: use_GXT_table 'LAWYER4' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
0005: $99 = 95.4 // floating-point values 
0005: $100 = -1135.5 // floating-point values 
0005: $101 = 9.4 // floating-point values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $40 = 0 // integer values 
0004: $41 = 0 // integer values 
0004: $42 = 0 // integer values 
0004: $2198 = 0 // integer values 
0004: $2222 = 0 // integer values 
0004: $2205 = 0 // integer values 
0004: $2206 = 0 // integer values 
0004: $2211 = 0 // integer values 
0004: $2212 = 0 // integer values 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 9@ = 0 // integer values 
0006: 10@ = 0 // integer values 
0006: 11@ = 0 // integer values 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 15@ = 0 // integer values 
0004: $2217 = 0 // integer values 
0004: $2218 = 0 // integer values 
0004: $2219 = 0 // integer values 
0004: $2220 = 0 // integer values 
0004: $2221 = 0 // integer values 
0004: $58 = 0 // integer values 
0004: $2225 = 0 // integer values 
0004: $2226 = 0 // integer values 
0004: $2227 = 0 // integer values 
0004: $2228 = 0 // integer values 
0004: $2229 = 0 // integer values 
0004: $2230 = 0 // integer values 
0004: $2231 = 0 // integer values 
0004: $2232 = 0 // integer values 
0004: $2233 = 0 // integer values 
0004: $2234 = 0 // integer values 
0004: $2235 = 0 // integer values 
0004: $2236 = 0 // integer values 
0004: $2237 = 0 // integer values 
0004: $2238 = 0 // integer values 
0004: $2239 = 0 // integer values 
0004: $2240 = 0 // integer values 
0004: $2241 = 0 // integer values 
0004: $2242 = 0 // integer values 
0004: $2243 = 0 // integer values 
0004: $2244 = 0 // integer values 
0004: $2245 = 0 // integer values 
0004: $2204 = 0 // integer values 
0004: $2199 = 127 // integer values 
0004: $2246 = 0 // integer values 
0004: $2247 = 0 // integer values 
03E6: remove_text_box 
0004: $2213 = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER4_602 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER4_602 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER4_602
04BB: select_interiour 6 // select render area 
03CF: load_wav 'MONO_8' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSAVERY' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER4_708
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
004D: jump_if_false @LAWYER4_757 
0001: wait 0 ms 
0002: jump @LAWYER4_708 

:LAWYER4_757
00D6: if 
8248:   not model #CUTOBJ04 available 
004D: jump_if_false @LAWYER4_784 
0001: wait 0 ms 
0002: jump @LAWYER4_757 

:LAWYER4_784
03CB: set_camera 140.6 -1367.4 13.1 
02E4: load_cutscene_data 'LAW_4' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $149 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC:  'LCFAN' 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $210 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER4_1065
00D6: if 
001A:   45 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1099 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1065 

:LAWYER4_1099
00BC: text_highpriority 'LAW4_A' 10000 ms 1  // Avery, it goes without saying... Tommy! Tommy! Any progress? No, no, no - tell me later, tell me later.

:LAWYER4_1114
00D6: if 
001A:   4210 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1149 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1114 

:LAWYER4_1149
00BC: text_highpriority 'LAW4_B' 10000 ms 1  // Tommy, this is Avery Carrington - I believe you met at the party?

:LAWYER4_1164
00D6: if 
001A:   7190 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1199 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1164 

:LAWYER4_1199
00BC: text_highpriority 'LAW4_C' 10000 ms 1  // Not in person.

:LAWYER4_1214
00D6: if 
001A:   8052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1249 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1214 

:LAWYER4_1249
00BC: text_highpriority 'LAW4_D' 10000 ms 1  // Howdy.

:LAWYER4_1264
00D6: if 
001A:   9403 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1299 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1264 

:LAWYER4_1299
00BC: text_highpriority 'LAW4_E' 10000 ms 1  // Avery here has a proposition.

:LAWYER4_1314
00D6: if 
001A:   13088 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1349 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1314 

:LAWYER4_1349
00BC: text_highpriority 'LAW4_F' 10000 ms 1  // Haven't we got other things on our mind?

:LAWYER4_1364
00D6: if 
001A:   15052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1399 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1364 

:LAWYER4_1399
00BC: text_highpriority 'LAW4_G' 10000 ms 1  // I'm trying to keep the wolves from the door, so could you please cut me some slack?

:LAWYER4_1414
00D6: if 
001A:   19432 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1449 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1414 

:LAWYER4_1449
00BC: text_highpriority 'LAW4_H' 10000 ms 1  // I'm stretched like a wire and even if I'm dead by the end of the week, I'd like to think that I didn't die poor.

:LAWYER4_1464
00D6: if 
001A:   23825 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1499 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1464 

:LAWYER4_1499
00BC: text_highpriority 'LAW4_I' 10000 ms 1  // Now just calm down, both of you.

:LAWYER4_1514
00D6: if 
001A:   26892 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1549 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1514 

:LAWYER4_1549
00BC: text_highpriority 'LAW4_J' 10000 ms 1  // Son, you help me and any greaseballs giving you a hard time, I'll see to it they take a long dirt nap.

:LAWYER4_1564
00D6: if 
001A:   32978 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1601 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1564 

:LAWYER4_1601
00BC: text_highpriority 'LAW4_K' 10000 ms 1  // Ok. What could I do for ya'?

:LAWYER4_1616
00D6: if 
001A:   34995 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1653 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1616 

:LAWYER4_1653
00BC: text_highpriority 'LAW4_L' 10000 ms 1  // This delivery company's got its depot on some prime land. They won't sell.

:LAWYER4_1668
00D6: if 
001A:   40136 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1705 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1668 

:LAWYER4_1705
00BC: text_highpriority 'LAW4_M' 10000 ms 1  // They're hanging on like a big old prairie rat, so we gotta go in there and smoke that vermin out.

:LAWYER4_1720
00D6: if 
001A:   46049 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1757 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1720 

:LAWYER4_1757
00BC: text_highpriority 'LAW4_N' 10000 ms 1  // Head on down there and stir up a hornet's nest

:LAWYER4_1772
00D6: if 
001A:   48481 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1809 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1772 

:LAWYER4_1809
00BC: text_highpriority 'LAW4_O' 10000 ms 1  // - the security will have their hands full and then you can sneak in and put 'em out of business.

:LAWYER4_1824
00D6: if 
001A:   52177 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1861 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1824 

:LAWYER4_1861
00BC: text_highpriority 'LAW4_P' 10000 ms 1  // And you could drop by Rafael's for a change of clothes. You might be there a while, but yeah, go for it.

:LAWYER4_1876
00D6: if 
001A:   56220 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1913 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1876 

:LAWYER4_1913
00BC: text_highpriority 'LAW4_Q' 10000 ms 1  // Should be a riot.

:LAWYER4_1928
00D6: if 
001A:   57286 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_1965 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1928 

:LAWYER4_1965
00BC: text_highpriority 'LAW4_R' 10000 ms 1  // If the balls drop like they should, stop by my office sometime...

:LAWYER4_1980
00D6: if 
001A:   60052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_2017 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_1980 

:LAWYER4_2017
016A: fade 0 1500 ms 

:LAWYER4_2024
00D6: if 
001A:   61052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @LAWYER4_2061 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @LAWYER4_2024 

:LAWYER4_2061
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @LAWYER4_2126 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER4_2126 
03D1: play_wav 1 

:LAWYER4_2100
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @LAWYER4_2126 
0001: wait 0 ms 
0002: jump @LAWYER4_2100 

:LAWYER4_2126
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER4_2150 
0001: wait 0 ms 
0002: jump @LAWYER4_2126 

:LAWYER4_2150
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
04BB: select_interiour 0 // select render area 
03CB: set_camera 117.1 -825.6 9.8 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0215: destroy_pickup $1285 
04E3: unknown_player $PLAYER_CHAR 1 60000 
00BC: text_highpriority 'LAW1_1' 10000 ms 1  // ~g~Go get some new threads from Rafael's clothes shop.
02A8: $59 = create_marker 28 at $99 $100 $101 
018A: $19 = create_checkpoint_at 299.0 -314.6 11.4 
0247: request_model #SPAND 
023C: load_special_actor 4 'SPANDXA' 
023C: load_special_actor 5 'SPANDXB' 
0247: request_model #NITESTICK 
0247: request_model #GDA 
0247: request_model #BARREL4 
0247: request_model #COLT45 
04ED: load_animation 'RIOT' 

:LAWYER4_2348
00D6: if or
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
84EE:   not animation 'RIOT' loaded 
004D: jump_if_false @LAWYER4_2388 
0001: wait 0 ms 
0002: jump @LAWYER4_2348 

:LAWYER4_2388
00D6: if or
8248:   not model #SPAND available 
8248:   not model #NITESTICK available 
8248:   not model #GDA available 
8248:   not model #BARREL4 available 
8248:   not model #COLT45 available 
004D: jump_if_false @LAWYER4_2433 
0001: wait 0 ms 
0002: jump @LAWYER4_2388 

:LAWYER4_2433
00D6: if 
80F5:   not player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 70.0 70.0 30.0 
004D: jump_if_false @LAWYER4_2559 
0001: wait 0 ms 
00D6: if 
0038:   $2213 == 0 // integer values 
004D: jump_if_false @LAWYER4_2552 
00D6: if 
00F6:   player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 
004D: jump_if_false @LAWYER4_2552 
0050: gosub @LAWYER4_11147 

:LAWYER4_2552
0002: jump @LAWYER4_2433 

:LAWYER4_2559
0552: set_riot_noise $2199 
009A: $2177 = create_actor_pedtype 4 model #SPECIAL04 at 304.7 -316.8 10.9 
01ED: clear_actor $2177 threat_search 
0243: set_actor $2177 ped_stats_to 16 
02A9: set_actor $2177 immune_to_nonplayer 1 
0372: set_actor $2177 anim 29 wait_state_time 99999999 ms 
009A: $2178 = create_actor_pedtype 4 model #SPECIAL05 at 302.8 -318.8 10.9 
01ED: clear_actor $2178 threat_search 
0243: set_actor $2178 ped_stats_to 16 
02A9: set_actor $2178 immune_to_nonplayer 1 
0372: set_actor $2178 anim 29 wait_state_time 99999999 ms 
009A: $2179 = create_actor_pedtype 4 model #SPECIAL04 at 301.6 -316.7 10.9 
01ED: clear_actor $2179 threat_search 
0243: set_actor $2179 ped_stats_to 16 
02A9: set_actor $2179 immune_to_nonplayer 1 
0372: set_actor $2179 anim 29 wait_state_time 99999999 ms 
009A: $2180 = create_actor_pedtype 4 model #SPECIAL05 at 299.8 -318.2 10.9 
01ED: clear_actor $2180 threat_search 
0243: set_actor $2180 ped_stats_to 16 
02A9: set_actor $2180 immune_to_nonplayer 1 
0372: set_actor $2180 anim 29 wait_state_time 99999999 ms 
009A: $2181 = create_actor_pedtype 4 model #SPECIAL04 at 300.9 -321.6 10.9 
01ED: clear_actor $2181 threat_search 
0243: set_actor $2181 ped_stats_to 16 
02A9: set_actor $2181 immune_to_nonplayer 1 
0372: set_actor $2181 anim 29 wait_state_time 99999999 ms 
009A: $2182 = create_actor_pedtype 4 model #SPECIAL05 at 299.0 -322.1 10.9 
01ED: clear_actor $2182 threat_search 
0243: set_actor $2182 ped_stats_to 16 
02A9: set_actor $2182 immune_to_nonplayer 1 
0372: set_actor $2182 anim 29 wait_state_time 99999999 ms 
009A: $2183 = create_actor_pedtype 4 model #SPECIAL04 at 295.0 -320.7 10.9 
01ED: clear_actor $2183 threat_search 
0243: set_actor $2183 ped_stats_to 16 
02A9: set_actor $2183 immune_to_nonplayer 1 
0372: set_actor $2183 anim 29 wait_state_time 99999999 ms 
009A: $2184 = create_actor_pedtype 4 model #SPECIAL05 at 293.5 -317.8 10.9 
01ED: clear_actor $2184 threat_search 
0243: set_actor $2184 ped_stats_to 16 
02A9: set_actor $2184 immune_to_nonplayer 1 
0372: set_actor $2184 anim 29 wait_state_time 99999999 ms 
009A: $2185 = create_actor_pedtype 4 model #SPECIAL04 at 296.2 -325.3 10.9 
01ED: clear_actor $2185 threat_search 
0243: set_actor $2185 ped_stats_to 16 
02A9: set_actor $2185 immune_to_nonplayer 1 
0372: set_actor $2185 anim 29 wait_state_time 99999999 ms 
009A: $2186 = create_actor_pedtype 4 model #SPECIAL05 at 299.3 -329.3 10.9 
01ED: clear_actor $2186 threat_search 
0243: set_actor $2186 ped_stats_to 16 
02A9: set_actor $2186 immune_to_nonplayer 1 
0372: set_actor $2186 anim 29 wait_state_time 99999999 ms 
009A: $2187 = create_actor_pedtype 4 model #SPECIAL04 at 303.8 -329.7 10.9 
01ED: clear_actor $2187 threat_search 
0243: set_actor $2187 ped_stats_to 16 
02A9: set_actor $2187 immune_to_nonplayer 1 
0372: set_actor $2187 anim 29 wait_state_time 99999999 ms 
009A: $2188 = create_actor_pedtype 4 model #SPECIAL05 at 308.5 -328.4 10.9 
01ED: clear_actor $2188 threat_search 
0243: set_actor $2188 ped_stats_to 16 
02A9: set_actor $2188 immune_to_nonplayer 1 
0372: set_actor $2188 anim 29 wait_state_time 99999999 ms 
009A: $2189 = create_actor_pedtype 4 model #SPECIAL04 at 310.2 -324.2 10.9 
01ED: clear_actor $2189 threat_search 
0243: set_actor $2189 ped_stats_to 16 
02A9: set_actor $2189 immune_to_nonplayer 1 
0372: set_actor $2189 anim 29 wait_state_time 99999999 ms 
009A: $2190 = create_actor_pedtype 4 model #SPECIAL05 at 305.6 -322.2 10.9 
01ED: clear_actor $2190 threat_search 
0243: set_actor $2190 ped_stats_to 16 
02A9: set_actor $2190 immune_to_nonplayer 1 
0372: set_actor $2190 anim 29 wait_state_time 99999999 ms 
009A: $2191 = create_actor_pedtype 4 model #SPECIAL04 at 300.0 -317.5 10.9 
01ED: clear_actor $2191 threat_search 
0243: set_actor $2191 ped_stats_to 16 
02A9: set_actor $2191 immune_to_nonplayer 1 
0372: set_actor $2191 anim 29 wait_state_time 99999999 ms 
009A: $2192 = create_actor_pedtype 4 model #SPECIAL05 at 294.9 -317.6 10.9 
01ED: clear_actor $2192 threat_search 
0243: set_actor $2192 ped_stats_to 16 
02A9: set_actor $2192 immune_to_nonplayer 1 
0372: set_actor $2192 anim 29 wait_state_time 99999999 ms 
009A: $2193 = create_actor_pedtype 4 model #SPECIAL04 at 291.0 -320.0 10.9 
01ED: clear_actor $2193 threat_search 
0243: set_actor $2193 ped_stats_to 16 
02A9: set_actor $2193 immune_to_nonplayer 1 
0372: set_actor $2193 anim 29 wait_state_time 99999999 ms 
009A: $2194 = create_actor_pedtype 4 model #SPECIAL05 at 293.0 -324.8 10.9 
01ED: clear_actor $2194 threat_search 
0243: set_actor $2194 ped_stats_to 16 
02A9: set_actor $2194 immune_to_nonplayer 1 
0372: set_actor $2194 anim 29 wait_state_time 99999999 ms 
009A: $2195 = create_actor_pedtype 4 model #SPECIAL04 at 291.6 -317.2 10.9 
01ED: clear_actor $2195 threat_search 
0243: set_actor $2195 ped_stats_to 16 
02A9: set_actor $2195 immune_to_nonplayer 1 
0372: set_actor $2195 anim 29 wait_state_time 99999999 ms 
009A: $2196 = create_actor_pedtype 4 model #SPECIAL05 at 301.1 -324.0 10.9 
01ED: clear_actor $2196 threat_search 
0243: set_actor $2196 ped_stats_to 16 
02A9: set_actor $2196 immune_to_nonplayer 1 
0372: set_actor $2196 anim 29 wait_state_time 99999999 ms 
009A: $2197 = create_actor_pedtype 4 model #SPECIAL04 at 297.6 -327.649 10.9 
01ED: clear_actor $2197 threat_search 
0243: set_actor $2197 ped_stats_to 16 
02A9: set_actor $2197 immune_to_nonplayer 1 
0372: set_actor $2197 anim 29 wait_state_time 99999999 ms 
009A: $2208 = create_actor_pedtype 5 model #GDA at 301.2 -311.5 10.9 
01ED: clear_actor $2208 threat_search 
0243: set_actor $2208 ped_stats_to 16 
0173: set_actor $2208 z_angle_to 180.0 
02A9: set_actor $2208 immune_to_nonplayer 1 
01B2: give_actor $2208 weapon 4 ammo 0 // Load the weapon model before using this 
009A: $2209 = create_actor_pedtype 5 model #GDA at 303.2 -311.5 10.9 
01ED: clear_actor $2209 threat_search 
0243: set_actor $2209 ped_stats_to 16 
0173: set_actor $2209 z_angle_to 180.0 
02A9: set_actor $2209 immune_to_nonplayer 1 
01B2: give_actor $2209 weapon 4 ammo 0 // Load the weapon model before using this 
009A: $2210 = create_actor_pedtype 5 model #GDA at 304.0 -298.7 10.9 
01ED: clear_actor $2210 threat_search 
0243: set_actor $2210 ped_stats_to 16 
0173: set_actor $2210 z_angle_to 180.0 
02A9: set_actor $2210 immune_to_nonplayer 1 
0223: set_actor $2210 health_to 70 
01B2: give_actor $2210 weapon 17 ammo 300 // Load the weapon model before using this 
0350: set_actor $2210 maintain_position_when_attacked 1 
00A5: $2201 = create_car #SPAND at 286.7 -302.1 11.9 
0175: set_car $2201 z_angle_to 270.0 
00A5: $2202 = create_car #SPAND at 312.2 -304.7 11.9 
0175: set_car $2202 z_angle_to 90.0 
00A5: $2203 = create_car #SPAND at 312.2 -300.7 11.9 
0175: set_car $2203 z_angle_to 90.0 
0107: $2207 = create_object #BARREL4 at 309.3 -298.6 10.9 
0107: $2200 = create_object #BARREL4 at 284.3 -312.4 10.9 
035D: make_object $2200 targetable 
035D: make_object $2207 targetable 
0006: 17@ = 0 // integer values 

:LAWYER4_4080
00D6: if or
8119:   not car $2201 wrecked 
8119:   not car $2202 wrecked 
8119:   not car $2203 wrecked 
004D: jump_if_false @LAWYER4_8863 
0001: wait 0 ms 
00D6: if 
8118:   not actor $2177 dead 
004D: jump_if_false @LAWYER4_4192 
00D6: if and
8184:   not actor $2177 health >= 99 
0039:   0@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_4185 
0008: $2212 += 1 // integer values 
053D:  $2177 
01CA: actor $2177 kill_player $PLAYER_CHAR 
0006: 0@ = 1 // integer values 

:LAWYER4_4185
0002: jump @LAWYER4_4231 

:LAWYER4_4192
00D6: if 
0038:   $2225 == 0 // integer values 
004D: jump_if_false @LAWYER4_4231 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2225 = 1 // integer values 

:LAWYER4_4231
00D6: if 
8118:   not actor $2178 dead 
004D: jump_if_false @LAWYER4_4313 
00D6: if and
8184:   not actor $2178 health >= 99 
0039:   1@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_4306 
0008: $2212 += 1 // integer values 
053D:  $2178 
01CA: actor $2178 kill_player $PLAYER_CHAR 
0006: 1@ = 1 // integer values 

:LAWYER4_4306
0002: jump @LAWYER4_4352 

:LAWYER4_4313
00D6: if 
0038:   $2226 == 0 // integer values 
004D: jump_if_false @LAWYER4_4352 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2226 = 1 // integer values 

:LAWYER4_4352
00D6: if 
8118:   not actor $2179 dead 
004D: jump_if_false @LAWYER4_4434 
00D6: if and
8184:   not actor $2179 health >= 99 
0039:   2@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_4427 
0008: $2212 += 1 // integer values 
053D:  $2179 
01CA: actor $2179 kill_player $PLAYER_CHAR 
0006: 2@ = 1 // integer values 

:LAWYER4_4427
0002: jump @LAWYER4_4473 

:LAWYER4_4434
00D6: if 
0038:   $2227 == 0 // integer values 
004D: jump_if_false @LAWYER4_4473 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2227 = 1 // integer values 

:LAWYER4_4473
00D6: if 
8118:   not actor $2180 dead 
004D: jump_if_false @LAWYER4_4555 
00D6: if and
8184:   not actor $2180 health >= 99 
0039:   3@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_4548 
0008: $2212 += 1 // integer values 
053D:  $2180 
01CA: actor $2180 kill_player $PLAYER_CHAR 
0006: 3@ = 1 // integer values 

:LAWYER4_4548
0002: jump @LAWYER4_4594 

:LAWYER4_4555
00D6: if 
0038:   $2228 == 0 // integer values 
004D: jump_if_false @LAWYER4_4594 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2228 = 1 // integer values 

:LAWYER4_4594
00D6: if 
8118:   not actor $2181 dead 
004D: jump_if_false @LAWYER4_4676 
00D6: if and
8184:   not actor $2181 health >= 99 
0039:   4@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_4669 
0008: $2212 += 1 // integer values 
053D:  $2181 
01CA: actor $2181 kill_player $PLAYER_CHAR 
0006: 4@ = 1 // integer values 

:LAWYER4_4669
0002: jump @LAWYER4_4715 

:LAWYER4_4676
00D6: if 
0038:   $2229 == 0 // integer values 
004D: jump_if_false @LAWYER4_4715 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2229 = 1 // integer values 

:LAWYER4_4715
00D6: if 
8118:   not actor $2182 dead 
004D: jump_if_false @LAWYER4_4797 
00D6: if and
8184:   not actor $2182 health >= 99 
0039:   5@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_4790 
0008: $2212 += 1 // integer values 
053D:  $2182 
01CA: actor $2182 kill_player $PLAYER_CHAR 
0006: 5@ = 1 // integer values 

:LAWYER4_4790
0002: jump @LAWYER4_4836 

:LAWYER4_4797
00D6: if 
0038:   $2230 == 0 // integer values 
004D: jump_if_false @LAWYER4_4836 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2230 = 1 // integer values 

:LAWYER4_4836
00D6: if 
8118:   not actor $2183 dead 
004D: jump_if_false @LAWYER4_4918 
00D6: if and
8184:   not actor $2183 health >= 99 
0039:   6@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_4911 
0008: $2212 += 1 // integer values 
053D:  $2183 
01CA: actor $2183 kill_player $PLAYER_CHAR 
0006: 6@ = 1 // integer values 

:LAWYER4_4911
0002: jump @LAWYER4_4957 

:LAWYER4_4918
00D6: if 
0038:   $2231 == 0 // integer values 
004D: jump_if_false @LAWYER4_4957 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2231 = 1 // integer values 

:LAWYER4_4957
00D6: if 
8118:   not actor $2184 dead 
004D: jump_if_false @LAWYER4_5039 
00D6: if and
8184:   not actor $2184 health >= 99 
0039:   7@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5032 
0008: $2212 += 1 // integer values 
053D:  $2184 
01CA: actor $2184 kill_player $PLAYER_CHAR 
0006: 7@ = 1 // integer values 

:LAWYER4_5032
0002: jump @LAWYER4_5078 

:LAWYER4_5039
00D6: if 
0038:   $2232 == 0 // integer values 
004D: jump_if_false @LAWYER4_5078 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2232 = 1 // integer values 

:LAWYER4_5078
00D6: if 
8118:   not actor $2185 dead 
004D: jump_if_false @LAWYER4_5160 
00D6: if and
8184:   not actor $2185 health >= 99 
0039:   8@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5153 
0008: $2212 += 1 // integer values 
053D:  $2185 
01CA: actor $2185 kill_player $PLAYER_CHAR 
0006: 8@ = 1 // integer values 

:LAWYER4_5153
0002: jump @LAWYER4_5199 

:LAWYER4_5160
00D6: if 
0038:   $2233 == 0 // integer values 
004D: jump_if_false @LAWYER4_5199 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2233 = 1 // integer values 

:LAWYER4_5199
00D6: if 
8118:   not actor $2186 dead 
004D: jump_if_false @LAWYER4_5281 
00D6: if and
8184:   not actor $2186 health >= 99 
0039:   9@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5274 
0008: $2212 += 1 // integer values 
053D:  $2186 
01CA: actor $2186 kill_player $PLAYER_CHAR 
0006: 9@ = 1 // integer values 

:LAWYER4_5274
0002: jump @LAWYER4_5320 

:LAWYER4_5281
00D6: if 
0038:   $2234 == 0 // integer values 
004D: jump_if_false @LAWYER4_5320 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2234 = 1 // integer values 

:LAWYER4_5320
00D6: if 
8118:   not actor $2187 dead 
004D: jump_if_false @LAWYER4_5402 
00D6: if and
8184:   not actor $2187 health >= 99 
0039:   10@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5395 
0008: $2212 += 1 // integer values 
053D:  $2187 
01CA: actor $2187 kill_player $PLAYER_CHAR 
0006: 10@ = 1 // integer values 

:LAWYER4_5395
0002: jump @LAWYER4_5441 

:LAWYER4_5402
00D6: if 
0038:   $2235 == 0 // integer values 
004D: jump_if_false @LAWYER4_5441 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2235 = 1 // integer values 

:LAWYER4_5441
00D6: if 
8118:   not actor $2188 dead 
004D: jump_if_false @LAWYER4_5523 
00D6: if and
8184:   not actor $2188 health >= 99 
0039:   11@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5516 
0008: $2212 += 1 // integer values 
053D:  $2188 
01CA: actor $2188 kill_player $PLAYER_CHAR 
0006: 11@ = 1 // integer values 

:LAWYER4_5516
0002: jump @LAWYER4_5562 

:LAWYER4_5523
00D6: if 
0038:   $2236 == 0 // integer values 
004D: jump_if_false @LAWYER4_5562 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2236 = 1 // integer values 

:LAWYER4_5562
00D6: if 
8118:   not actor $2189 dead 
004D: jump_if_false @LAWYER4_5644 
00D6: if and
8184:   not actor $2189 health >= 99 
0039:   12@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5637 
0008: $2212 += 1 // integer values 
053D:  $2189 
01CA: actor $2189 kill_player $PLAYER_CHAR 
0006: 12@ = 1 // integer values 

:LAWYER4_5637
0002: jump @LAWYER4_5683 

:LAWYER4_5644
00D6: if 
0038:   $2237 == 0 // integer values 
004D: jump_if_false @LAWYER4_5683 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2237 = 1 // integer values 

:LAWYER4_5683
00D6: if 
8118:   not actor $2190 dead 
004D: jump_if_false @LAWYER4_5765 
00D6: if and
8184:   not actor $2190 health >= 99 
0039:   13@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5758 
0008: $2212 += 1 // integer values 
053D:  $2190 
01CA: actor $2190 kill_player $PLAYER_CHAR 
0006: 13@ = 1 // integer values 

:LAWYER4_5758
0002: jump @LAWYER4_5804 

:LAWYER4_5765
00D6: if 
0038:   $2238 == 0 // integer values 
004D: jump_if_false @LAWYER4_5804 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2238 = 1 // integer values 

:LAWYER4_5804
00D6: if 
8118:   not actor $2191 dead 
004D: jump_if_false @LAWYER4_5886 
00D6: if and
8184:   not actor $2191 health >= 99 
0039:   14@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_5879 
0008: $2212 += 1 // integer values 
053D:  $2191 
01CA: actor $2191 kill_player $PLAYER_CHAR 
0006: 14@ = 1 // integer values 

:LAWYER4_5879
0002: jump @LAWYER4_5925 

:LAWYER4_5886
00D6: if 
0038:   $2239 == 0 // integer values 
004D: jump_if_false @LAWYER4_5925 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2239 = 1 // integer values 

:LAWYER4_5925
00D6: if 
8118:   not actor $2192 dead 
004D: jump_if_false @LAWYER4_6007 
00D6: if and
8184:   not actor $2192 health >= 99 
0039:   15@ == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6000 
0008: $2212 += 1 // integer values 
053D:  $2192 
01CA: actor $2192 kill_player $PLAYER_CHAR 
0006: 15@ = 1 // integer values 

:LAWYER4_6000
0002: jump @LAWYER4_6046 

:LAWYER4_6007
00D6: if 
0038:   $2240 == 0 // integer values 
004D: jump_if_false @LAWYER4_6046 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2240 = 1 // integer values 

:LAWYER4_6046
00D6: if 
8118:   not actor $2193 dead 
004D: jump_if_false @LAWYER4_6128 
00D6: if and
8184:   not actor $2193 health >= 99 
0038:   $2217 == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6121 
0008: $2212 += 1 // integer values 
053D:  $2193 
01CA: actor $2193 kill_player $PLAYER_CHAR 
0004: $2217 = 1 // integer values 

:LAWYER4_6121
0002: jump @LAWYER4_6167 

:LAWYER4_6128
00D6: if 
0038:   $2241 == 0 // integer values 
004D: jump_if_false @LAWYER4_6167 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2241 = 1 // integer values 

:LAWYER4_6167
00D6: if 
8118:   not actor $2194 dead 
004D: jump_if_false @LAWYER4_6249 
00D6: if and
8184:   not actor $2194 health >= 99 
0038:   $2218 == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6242 
0008: $2212 += 1 // integer values 
053D:  $2194 
01CA: actor $2194 kill_player $PLAYER_CHAR 
0004: $2218 = 1 // integer values 

:LAWYER4_6242
0002: jump @LAWYER4_6288 

:LAWYER4_6249
00D6: if 
0038:   $2242 == 0 // integer values 
004D: jump_if_false @LAWYER4_6288 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2242 = 1 // integer values 

:LAWYER4_6288
00D6: if 
8118:   not actor $2195 dead 
004D: jump_if_false @LAWYER4_6370 
00D6: if and
8184:   not actor $2195 health >= 99 
0038:   $2219 == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6363 
0008: $2212 += 1 // integer values 
053D:  $2195 
01CA: actor $2195 kill_player $PLAYER_CHAR 
0004: $2219 = 1 // integer values 

:LAWYER4_6363
0002: jump @LAWYER4_6409 

:LAWYER4_6370
00D6: if 
0038:   $2243 == 0 // integer values 
004D: jump_if_false @LAWYER4_6409 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2243 = 1 // integer values 

:LAWYER4_6409
00D6: if 
8118:   not actor $2196 dead 
004D: jump_if_false @LAWYER4_6491 
00D6: if and
8184:   not actor $2196 health >= 99 
0038:   $2220 == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6484 
0008: $2212 += 1 // integer values 
053D:  $2196 
01CA: actor $2196 kill_player $PLAYER_CHAR 
0004: $2220 = 1 // integer values 

:LAWYER4_6484
0002: jump @LAWYER4_6530 

:LAWYER4_6491
00D6: if 
0038:   $2244 == 0 // integer values 
004D: jump_if_false @LAWYER4_6530 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2244 = 1 // integer values 

:LAWYER4_6530
00D6: if 
8118:   not actor $2197 dead 
004D: jump_if_false @LAWYER4_6612 
00D6: if and
8184:   not actor $2197 health >= 99 
0038:   $2221 == 0 // integer values 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6605 
0008: $2212 += 1 // integer values 
053D:  $2197 
01CA: actor $2197 kill_player $PLAYER_CHAR 
0004: $2221 = 1 // integer values 

:LAWYER4_6605
0002: jump @LAWYER4_6651 

:LAWYER4_6612
00D6: if 
0038:   $2245 == 0 // integer values 
004D: jump_if_false @LAWYER4_6651 
0008: $2198 += 1 // integer values 
0050: gosub @LAWYER4_11734 
0004: $2245 = 1 // integer values 

:LAWYER4_6651
00D6: if 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6719 
00D6: if 
0018:   $2212 > 3 // integer values 
004D: jump_if_false @LAWYER4_6694 
0050: gosub @LAWYER4_9987 

:LAWYER4_6694
00D6: if 
0018:   $2198 > 2 // integer values 
004D: jump_if_false @LAWYER4_6719 
0050: gosub @LAWYER4_9987 

:LAWYER4_6719
00D6: if 
0018:   $2198 > 14 // integer values 
004D: jump_if_false @LAWYER4_6766 
00D6: if 
0038:   $2204 == 0 // integer values 
004D: jump_if_false @LAWYER4_6766 
0552: set_riot_noise 0 
0004: $2204 = 1 // integer values 

:LAWYER4_6766
00D6: if 
0038:   $2205 == 0 // integer values 
004D: jump_if_false @LAWYER4_6851 
00D6: if 
0038:   $2213 == 0 // integer values 
004D: jump_if_false @LAWYER4_6851 
00D6: if 
00F6:   player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 
004D: jump_if_false @LAWYER4_6851 
0050: gosub @LAWYER4_11147 

:LAWYER4_6851
00D6: if 
0118:   actor $2208 dead 
004D: jump_if_false @LAWYER4_6953 
00D6: if 
0038:   $2246 == 0 // integer values 
004D: jump_if_false @LAWYER4_6953 
00D6: if 
056D:   actor $2208 defined 
004D: jump_if_false @LAWYER4_6946 
04A5: get_dead_actor_pickup_coords $2208 store_to $2248 $2249 $2250 
0009: $2250 += 0.5 // floating-point values 
032B: $2223 = create_weapon_pickup #COLT45 3 ammo 50000 at $2248 $2249 $2250 

:LAWYER4_6946
0004: $2246 = 1 // integer values 

:LAWYER4_6953
00D6: if 
0118:   actor $2209 dead 
004D: jump_if_false @LAWYER4_7055 
00D6: if 
0038:   $2247 == 0 // integer values 
004D: jump_if_false @LAWYER4_7055 
00D6: if 
056D:   actor $2209 defined 
004D: jump_if_false @LAWYER4_7048 
04A5: get_dead_actor_pickup_coords $2209 store_to $2248 $2249 $2250 
0009: $2250 += 0.5 // floating-point values 
032B: $2224 = create_weapon_pickup #COLT45 3 ammo 50000 at $2248 $2249 $2250 

:LAWYER4_7048
0004: $2247 = 1 // integer values 

:LAWYER4_7055
00D6: if 
0038:   $2205 == 1 // integer values 
004D: jump_if_false @LAWYER4_7645 
00D6: if 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @LAWYER4_7638 
00D6: if 
0038:   $2206 == 0 // integer values 
004D: jump_if_false @LAWYER4_7638 
00D6: if or
8118:   not actor $2208 dead 
8118:   not actor $2209 dead 
004D: jump_if_false @LAWYER4_7270 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
03CF: load_wav 'LAW4_10' as 1 
015F: set_camera_position 303.649 -309.1 13.43 0.0 rotation 0.0 0.0 
0160: point_camera 303.292 -309.982 13.122 switchstyle 2 
0001: wait 500 ms 

:LAWYER4_7210
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @LAWYER4_7236 
0001: wait 0 ms 
0002: jump @LAWYER4_7210 

:LAWYER4_7236
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @LAWYER4_7270 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_5' 2000 ms 1  // Sticks out, boys! Let's crack some commie skulls!

:LAWYER4_7270
0164: disable_marker $19 
0164: disable_marker $59 
00D6: if 
8119:   not car $2201 wrecked 
004D: jump_if_false @LAWYER4_7304 
0186: $2214 = create_marker_above_car $2201 

:LAWYER4_7304
00D6: if 
8119:   not car $2202 wrecked 
004D: jump_if_false @LAWYER4_7328 
0186: $2215 = create_marker_above_car $2202 

:LAWYER4_7328
00D6: if 
8119:   not car $2203 wrecked 
004D: jump_if_false @LAWYER4_7352 
0186: $2216 = create_marker_above_car $2203 

:LAWYER4_7352
018C: play_sound 3 at 298.0 -313.6 11.0 
018D: $12 = create_sound 2 at 298.0 -313.6 11.0 

:LAWYER4_7393
00D6: if 
834E:   not move_object $1778 to 304.0 -313.6 11.0 speed 0.1 0.1 0.0 collision_check 0 
004D: jump_if_false @LAWYER4_7452 
0001: wait 0 ms 
0002: jump @LAWYER4_7393 

:LAWYER4_7452
018E: stop_sound $12 
018C: play_sound 3 at 304.0 -313.6 11.0 
00D6: if 
8118:   not actor $2208 dead 
004D: jump_if_false @LAWYER4_7513 
0243: set_actor $2208 ped_stats_to 30 
011A: set_actor $2208 search_threat 16 
011A: set_actor $2208 search_threat 1 

:LAWYER4_7513
00D6: if 
8118:   not actor $2209 dead 
004D: jump_if_false @LAWYER4_7550 
0243: set_actor $2209 ped_stats_to 30 
011A: set_actor $2209 search_threat 16 
011A: set_actor $2209 search_threat 1 

:LAWYER4_7550
00D6: if 
8118:   not actor $2210 dead 
004D: jump_if_false @LAWYER4_7580 
011A: set_actor $2210 search_threat 1 
02E2: set_actor $2210 weapon_accuracy_to 10 

:LAWYER4_7580
00D6: if or
8118:   not actor $2208 dead 
8118:   not actor $2209 dead 
004D: jump_if_false @LAWYER4_7616 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:LAWYER4_7616
00BC: text_highpriority 'LAW4_14' 8000 ms 1  // ~g~Destroy the vans in the compound!
0004: $2206 = 1 // integer values 

:LAWYER4_7638
0002: jump @LAWYER4_8144 

:LAWYER4_7645
00D6: if 
00F6:   player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 
004D: jump_if_false @LAWYER4_8144 
00D6: if and
0038:   $38 == 0 // integer values 
0019:   17@ > 6000 // integer values 
004D: jump_if_false @LAWYER4_7915 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @LAWYER4_7775 
03CF: load_wav 'LAW4_1A' as 1 
03CF: load_wav 'LAW4_1B' as 2 
0004: $33 = 1 // integer values 
0002: jump @LAWYER4_7801 

:LAWYER4_7775
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER4_7801 
0004: $34 = 1 // integer values 

:LAWYER4_7801
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @LAWYER4_7915 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_1' 3000 ms 1  // Please disperse. The management will discuss any grievances in the appropriate manner!
00D6: if and
03D2:   wav 1 ended 
0019:   17@ > 19000 // integer values 
004D: jump_if_false @LAWYER4_7915 
03D1: play_wav 2 
00BC: text_highpriority 'LAW4_2' 3000 ms 1  // Please disperse. Go back to your homes!
0004: $38 = 1 // integer values 
0004: $39 = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 

:LAWYER4_7915
00D6: if and
0038:   $38 == 1 // integer values 
0038:   $39 == 0 // integer values 
0019:   17@ > 10000 // integer values 
004D: jump_if_false @LAWYER4_8144 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @LAWYER4_8004 
03CF: load_wav 'LAW4_1C' as 1 
03CF: load_wav 'LAW4_1D' as 2 
0004: $33 = 1 // integer values 
0002: jump @LAWYER4_8030 

:LAWYER4_8004
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @LAWYER4_8030 
0004: $34 = 1 // integer values 

:LAWYER4_8030
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @LAWYER4_8144 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_3' 2000 ms 1  // Please disperse! This is inappropriate!
00D6: if and
03D2:   wav 1 ended 
0019:   17@ > 23000 // integer values 
004D: jump_if_false @LAWYER4_8144 
03D1: play_wav 2 
00BC: text_highpriority 'LAW4_4' 2000 ms 1  // Please disperse. You will all end up on the streets.
0004: $39 = 1 // integer values 
0004: $38 = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 

:LAWYER4_8144
00D6: if 
0038:   $2222 == 0 // integer values 
004D: jump_if_false @LAWYER4_8754 
00D6: if 
0057:   player $PLAYER_CHAR 0 315.9 -313.0 9.0 282.4 -297.7 15.0 
004D: jump_if_false @LAWYER4_8754 
00D6: if 
8118:   not actor $2210 dead 
004D: jump_if_false @LAWYER4_8284 
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position 301.571 -303.655 15.242 0.0 rotation 0.0 0.0 
0160: point_camera 302.286 -303.089 14.833 switchstyle 2 

:LAWYER4_8284
03E5: text_box 'HELP38'  // If you take out someone who's holding a weapon, they will drop it.
0001: wait 500 ms 
0006: 16@ = 0 // integer values 

:LAWYER4_8306
00D6: if 
8019:   not  16@ > 2500 // integer values 
004D: jump_if_false @LAWYER4_8414 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER4_8407 

:LAWYER4_8346
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER4_8400 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 2500 // integer values 
004D: jump_if_false @LAWYER4_8393 
0002: jump @LAWYER4_8539 

:LAWYER4_8393
0002: jump @LAWYER4_8346 

:LAWYER4_8400
0002: jump @LAWYER4_8539 

:LAWYER4_8407
0002: jump @LAWYER4_8306 

:LAWYER4_8414
0006: 16@ = 0 // integer values 
03E5: text_box 'HELP39'  // You can target and shoot explosive barrels but keep your distance.

:LAWYER4_8431
00D6: if 
8019:   not  16@ > 3500 // integer values 
004D: jump_if_false @LAWYER4_8539 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER4_8532 

:LAWYER4_8471
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER4_8525 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 3500 // integer values 
004D: jump_if_false @LAWYER4_8518 
0002: jump @LAWYER4_8539 

:LAWYER4_8518
0002: jump @LAWYER4_8471 

:LAWYER4_8525
0002: jump @LAWYER4_8539 

:LAWYER4_8532
0002: jump @LAWYER4_8431 

:LAWYER4_8539
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $2210 dead 
004D: jump_if_false @LAWYER4_8573 
0350: set_actor $2210 maintain_position_when_attacked 0 

:LAWYER4_8573
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @LAWYER4_8613 
03E5: text_box 'HELP58'  // While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.
0002: jump @LAWYER4_8623 

:LAWYER4_8613
03E5: text_box 'HELP59'  // While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.

:LAWYER4_8623
00D6: if 
0038:   $2206 == 0 // integer values 
004D: jump_if_false @LAWYER4_8747 
00D6: if 
8118:   not actor $2208 dead 
004D: jump_if_false @LAWYER4_8679 
0243: set_actor $2208 ped_stats_to 30 
011A: set_actor $2208 search_threat 1 
01CA: actor $2208 kill_player $PLAYER_CHAR 

:LAWYER4_8679
00D6: if 
8118:   not actor $2209 dead 
004D: jump_if_false @LAWYER4_8717 
0243: set_actor $2209 ped_stats_to 30 
011A: set_actor $2209 search_threat 1 
01CA: actor $2209 kill_player $PLAYER_CHAR 

:LAWYER4_8717
00D6: if 
8118:   not actor $2210 dead 
004D: jump_if_false @LAWYER4_8747 
011A: set_actor $2210 search_threat 1 
02E2: set_actor $2210 weapon_accuracy_to 10 

:LAWYER4_8747
0004: $2222 = 1 // integer values 

:LAWYER4_8754
00D6: if 
0038:   $2211 == 0 // integer values 
004D: jump_if_false @LAWYER4_8849 
00D6: if 
00F5:   player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 
004D: jump_if_false @LAWYER4_8849 
00BC: text_highpriority 'LAW4_13' 8000 ms 1  // ~g~Start fighting with at least 4 workers to get a riot started.
0006: 17@ = 0 // integer values 
0004: $2211 = 1 // integer values 

:LAWYER4_8849
0050: gosub @LAWYER4_11669 
0002: jump @LAWYER4_4080 

:LAWYER4_8863
00D6: if 
0038:   $2206 == 0 // integer values 
004D: jump_if_false @LAWYER4_9005 
018C: play_sound 3 at 298.0 -313.6 11.0 
018D: $12 = create_sound 2 at 298.0 -313.6 11.0 

:LAWYER4_8922
00D6: if 
834E:   not move_object $1778 to 304.0 -313.6 11.0 speed 0.15 0.15 0.0 collision_check 0 
004D: jump_if_false @LAWYER4_8981 
0001: wait 0 ms 
0002: jump @LAWYER4_8922 

:LAWYER4_8981
018E: stop_sound $12 
018C: play_sound 3 at 304.0 -313.6 11.0 

:LAWYER4_9005
0002: jump @LAWYER4_9049 

:LAWYER4_9012
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
01BC: put_object $1778 at 298.0 -313.6 11.0 
0051: return 

:LAWYER4_9049
0004: $PASSED_LAW4_RIOT = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 19000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 19000 
0318: set_latest_mission_passed 'LAW_4'  // Riot
030C: progress_made += 1 
0164: disable_marker $223 
0164: disable_marker $243 
0004: $904 = 1 // integer values 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
0004: $1266 = 1 // integer values 
004F: create_thread @CLOTH2  
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 
004F: create_thread @SER1  
0051: return 

:LAWYER4_9186
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $19 
0164: disable_marker $59 
0164: disable_marker $2214 
0164: disable_marker $2215 
0164: disable_marker $2216 
0249: release_model #SPAND 
0249: release_model #NITESTICK 
0249: release_model #GDA 
0249: release_model #BARREL4 
0249: release_model #COLT45 
00D6: if 
0038:   $1265 == 1 // integer values 
004D: jump_if_false @LAWYER4_9286 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:LAWYER4_9286
0215: destroy_pickup $2223 
0215: destroy_pickup $2224 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
040D: unload_wav 1 
040D: unload_wav 2 
0552: set_riot_noise 0 
00D6: if 
8118:   not actor $2177 dead 
004D: jump_if_false @LAWYER4_9344 
053D:  $2177 
02A9: set_actor $2177 immune_to_nonplayer 0 

:LAWYER4_9344
00D6: if 
8118:   not actor $2178 dead 
004D: jump_if_false @LAWYER4_9372 
053D:  $2178 
02A9: set_actor $2178 immune_to_nonplayer 0 

:LAWYER4_9372
00D6: if 
8118:   not actor $2179 dead 
004D: jump_if_false @LAWYER4_9400 
053D:  $2179 
02A9: set_actor $2179 immune_to_nonplayer 0 

:LAWYER4_9400
00D6: if 
8118:   not actor $2180 dead 
004D: jump_if_false @LAWYER4_9428 
053D:  $2180 
02A9: set_actor $2180 immune_to_nonplayer 0 

:LAWYER4_9428
00D6: if 
8118:   not actor $2181 dead 
004D: jump_if_false @LAWYER4_9456 
053D:  $2181 
02A9: set_actor $2181 immune_to_nonplayer 0 

:LAWYER4_9456
00D6: if 
8118:   not actor $2182 dead 
004D: jump_if_false @LAWYER4_9484 
053D:  $2182 
02A9: set_actor $2182 immune_to_nonplayer 0 

:LAWYER4_9484
00D6: if 
8118:   not actor $2183 dead 
004D: jump_if_false @LAWYER4_9512 
053D:  $2183 
02A9: set_actor $2183 immune_to_nonplayer 0 

:LAWYER4_9512
00D6: if 
8118:   not actor $2184 dead 
004D: jump_if_false @LAWYER4_9540 
053D:  $2184 
02A9: set_actor $2184 immune_to_nonplayer 0 

:LAWYER4_9540
00D6: if 
8118:   not actor $2185 dead 
004D: jump_if_false @LAWYER4_9568 
053D:  $2185 
02A9: set_actor $2185 immune_to_nonplayer 0 

:LAWYER4_9568
00D6: if 
8118:   not actor $2186 dead 
004D: jump_if_false @LAWYER4_9596 
053D:  $2186 
02A9: set_actor $2186 immune_to_nonplayer 0 

:LAWYER4_9596
00D6: if 
8118:   not actor $2187 dead 
004D: jump_if_false @LAWYER4_9624 
053D:  $2187 
02A9: set_actor $2187 immune_to_nonplayer 0 

:LAWYER4_9624
00D6: if 
8118:   not actor $2188 dead 
004D: jump_if_false @LAWYER4_9652 
053D:  $2188 
02A9: set_actor $2188 immune_to_nonplayer 0 

:LAWYER4_9652
00D6: if 
8118:   not actor $2189 dead 
004D: jump_if_false @LAWYER4_9680 
053D:  $2189 
02A9: set_actor $2189 immune_to_nonplayer 0 

:LAWYER4_9680
00D6: if 
8118:   not actor $2190 dead 
004D: jump_if_false @LAWYER4_9708 
053D:  $2190 
02A9: set_actor $2190 immune_to_nonplayer 0 

:LAWYER4_9708
00D6: if 
8118:   not actor $2191 dead 
004D: jump_if_false @LAWYER4_9736 
053D:  $2191 
02A9: set_actor $2191 immune_to_nonplayer 0 

:LAWYER4_9736
00D6: if 
8118:   not actor $2192 dead 
004D: jump_if_false @LAWYER4_9764 
053D:  $2192 
02A9: set_actor $2192 immune_to_nonplayer 0 

:LAWYER4_9764
00D6: if 
8118:   not actor $2193 dead 
004D: jump_if_false @LAWYER4_9792 
053D:  $2193 
02A9: set_actor $2193 immune_to_nonplayer 0 

:LAWYER4_9792
00D6: if 
8118:   not actor $2194 dead 
004D: jump_if_false @LAWYER4_9820 
053D:  $2194 
02A9: set_actor $2194 immune_to_nonplayer 0 

:LAWYER4_9820
00D6: if 
8118:   not actor $2195 dead 
004D: jump_if_false @LAWYER4_9848 
053D:  $2195 
02A9: set_actor $2195 immune_to_nonplayer 0 

:LAWYER4_9848
00D6: if 
8118:   not actor $2196 dead 
004D: jump_if_false @LAWYER4_9876 
053D:  $2196 
02A9: set_actor $2196 immune_to_nonplayer 0 

:LAWYER4_9876
00D6: if 
8118:   not actor $2197 dead 
004D: jump_if_false @LAWYER4_9904 
053D:  $2197 
02A9: set_actor $2197 immune_to_nonplayer 0 

:LAWYER4_9904
00D6: if 
8118:   not actor $2208 dead 
004D: jump_if_false @LAWYER4_9927 
02A9: set_actor $2208 immune_to_nonplayer 0 

:LAWYER4_9927
00D6: if 
8118:   not actor $2209 dead 
004D: jump_if_false @LAWYER4_9950 
02A9: set_actor $2209 immune_to_nonplayer 0 

:LAWYER4_9950
00D6: if 
8118:   not actor $2210 dead 
004D: jump_if_false @LAWYER4_9973 
02A9: set_actor $2210 immune_to_nonplayer 0 

:LAWYER4_9973
04EF: release_animation 'RIOT' 
00D8: mission_cleanup 
0051: return 

:LAWYER4_9987
0001: wait 0 ms 
00D6: if 
8118:   not actor $2177 dead 
004D: jump_if_false @LAWYER4_10033 
053D:  $2177 
0243: set_actor $2177 ped_stats_to 30 
011A: set_actor $2177 search_threat 16 
011A: set_actor $2177 search_threat 1 

:LAWYER4_10033
00D6: if 
8118:   not actor $2178 dead 
004D: jump_if_false @LAWYER4_10075 
053D:  $2178 
0243: set_actor $2178 ped_stats_to 30 
011A: set_actor $2178 search_threat 16 
011A: set_actor $2178 search_threat 1 

:LAWYER4_10075
00D6: if 
8118:   not actor $2179 dead 
004D: jump_if_false @LAWYER4_10117 
053D:  $2179 
0243: set_actor $2179 ped_stats_to 30 
011A: set_actor $2179 search_threat 16 
011A: set_actor $2179 search_threat 1 

:LAWYER4_10117
00D6: if 
8118:   not actor $2180 dead 
004D: jump_if_false @LAWYER4_10159 
053D:  $2180 
0243: set_actor $2180 ped_stats_to 30 
011A: set_actor $2180 search_threat 16 
011A: set_actor $2180 search_threat 1 

:LAWYER4_10159
00D6: if 
8118:   not actor $2181 dead 
004D: jump_if_false @LAWYER4_10201 
053D:  $2181 
0243: set_actor $2181 ped_stats_to 30 
011A: set_actor $2181 search_threat 16 
011A: set_actor $2181 search_threat 1 

:LAWYER4_10201
00D6: if 
8118:   not actor $2182 dead 
004D: jump_if_false @LAWYER4_10243 
053D:  $2182 
0243: set_actor $2182 ped_stats_to 30 
011A: set_actor $2182 search_threat 16 
011A: set_actor $2182 search_threat 1 

:LAWYER4_10243
00D6: if 
8118:   not actor $2183 dead 
004D: jump_if_false @LAWYER4_10285 
053D:  $2183 
0243: set_actor $2183 ped_stats_to 30 
011A: set_actor $2183 search_threat 16 
011A: set_actor $2183 search_threat 1 

:LAWYER4_10285
00D6: if 
8118:   not actor $2184 dead 
004D: jump_if_false @LAWYER4_10327 
053D:  $2184 
0243: set_actor $2184 ped_stats_to 30 
011A: set_actor $2184 search_threat 16 
011A: set_actor $2184 search_threat 1 

:LAWYER4_10327
00D6: if 
8118:   not actor $2185 dead 
004D: jump_if_false @LAWYER4_10369 
053D:  $2185 
0243: set_actor $2185 ped_stats_to 30 
011A: set_actor $2185 search_threat 16 
011A: set_actor $2185 search_threat 1 

:LAWYER4_10369
00D6: if 
8118:   not actor $2186 dead 
004D: jump_if_false @LAWYER4_10411 
053D:  $2186 
0243: set_actor $2186 ped_stats_to 30 
011A: set_actor $2186 search_threat 16 
011A: set_actor $2186 search_threat 1 

:LAWYER4_10411
00D6: if 
8118:   not actor $2187 dead 
004D: jump_if_false @LAWYER4_10453 
053D:  $2187 
0243: set_actor $2187 ped_stats_to 30 
011A: set_actor $2187 search_threat 16 
011A: set_actor $2187 search_threat 1 

:LAWYER4_10453
00D6: if 
8118:   not actor $2188 dead 
004D: jump_if_false @LAWYER4_10495 
053D:  $2188 
0243: set_actor $2188 ped_stats_to 30 
011A: set_actor $2188 search_threat 16 
011A: set_actor $2188 search_threat 1 

:LAWYER4_10495
00D6: if 
8118:   not actor $2189 dead 
004D: jump_if_false @LAWYER4_10537 
053D:  $2189 
0243: set_actor $2189 ped_stats_to 30 
011A: set_actor $2189 search_threat 16 
011A: set_actor $2189 search_threat 1 

:LAWYER4_10537
00D6: if 
8118:   not actor $2190 dead 
004D: jump_if_false @LAWYER4_10579 
053D:  $2190 
0243: set_actor $2190 ped_stats_to 30 
011A: set_actor $2190 search_threat 16 
011A: set_actor $2190 search_threat 1 

:LAWYER4_10579
00D6: if 
8118:   not actor $2191 dead 
004D: jump_if_false @LAWYER4_10621 
053D:  $2191 
0243: set_actor $2191 ped_stats_to 30 
011A: set_actor $2191 search_threat 16 
011A: set_actor $2191 search_threat 1 

:LAWYER4_10621
00D6: if 
8118:   not actor $2192 dead 
004D: jump_if_false @LAWYER4_10663 
053D:  $2192 
0243: set_actor $2192 ped_stats_to 30 
011A: set_actor $2192 search_threat 16 
011A: set_actor $2192 search_threat 1 

:LAWYER4_10663
00D6: if 
8118:   not actor $2193 dead 
004D: jump_if_false @LAWYER4_10705 
053D:  $2193 
0243: set_actor $2193 ped_stats_to 30 
011A: set_actor $2193 search_threat 16 
011A: set_actor $2193 search_threat 1 

:LAWYER4_10705
00D6: if 
8118:   not actor $2194 dead 
004D: jump_if_false @LAWYER4_10747 
053D:  $2194 
0243: set_actor $2194 ped_stats_to 30 
011A: set_actor $2194 search_threat 16 
011A: set_actor $2194 search_threat 1 

:LAWYER4_10747
00D6: if 
8118:   not actor $2195 dead 
004D: jump_if_false @LAWYER4_10789 
053D:  $2195 
0243: set_actor $2195 ped_stats_to 30 
011A: set_actor $2195 search_threat 16 
011A: set_actor $2195 search_threat 1 

:LAWYER4_10789
00D6: if 
8118:   not actor $2196 dead 
004D: jump_if_false @LAWYER4_10831 
053D:  $2196 
0243: set_actor $2196 ped_stats_to 30 
011A: set_actor $2196 search_threat 16 
011A: set_actor $2196 search_threat 1 

:LAWYER4_10831
00D6: if 
8118:   not actor $2197 dead 
004D: jump_if_false @LAWYER4_10873 
053D:  $2197 
0243: set_actor $2197 ped_stats_to 30 
011A: set_actor $2197 search_threat 16 
011A: set_actor $2197 search_threat 1 

:LAWYER4_10873
00D6: if 
0038:   $2213 == 0 // integer values 
004D: jump_if_false @LAWYER4_11131 
00D6: if 
8118:   not actor $2177 dead 
004D: jump_if_false @LAWYER4_10915 
01CA: actor $2177 kill_player $PLAYER_CHAR 

:LAWYER4_10915
00D6: if 
8118:   not actor $2179 dead 
004D: jump_if_false @LAWYER4_10939 
01CA: actor $2179 kill_player $PLAYER_CHAR 

:LAWYER4_10939
00D6: if 
8118:   not actor $2181 dead 
004D: jump_if_false @LAWYER4_10963 
01CA: actor $2181 kill_player $PLAYER_CHAR 

:LAWYER4_10963
00D6: if 
8118:   not actor $2183 dead 
004D: jump_if_false @LAWYER4_10987 
01CA: actor $2183 kill_player $PLAYER_CHAR 

:LAWYER4_10987
00D6: if 
8118:   not actor $2185 dead 
004D: jump_if_false @LAWYER4_11011 
01CA: actor $2185 kill_player $PLAYER_CHAR 

:LAWYER4_11011
00D6: if 
8118:   not actor $2187 dead 
004D: jump_if_false @LAWYER4_11035 
01CA: actor $2187 kill_player $PLAYER_CHAR 

:LAWYER4_11035
00D6: if 
8118:   not actor $2189 dead 
004D: jump_if_false @LAWYER4_11059 
01CA: actor $2189 kill_player $PLAYER_CHAR 

:LAWYER4_11059
00D6: if 
8118:   not actor $2191 dead 
004D: jump_if_false @LAWYER4_11083 
01CA: actor $2191 kill_player $PLAYER_CHAR 

:LAWYER4_11083
00D6: if 
8118:   not actor $2193 dead 
004D: jump_if_false @LAWYER4_11107 
01CA: actor $2193 kill_player $PLAYER_CHAR 

:LAWYER4_11107
00D6: if 
8118:   not actor $2195 dead 
004D: jump_if_false @LAWYER4_11131 
01CA: actor $2195 kill_player $PLAYER_CHAR 

:LAWYER4_11131
0004: $2205 = 1 // integer values 
0006: 17@ = 0 // integer values 
0051: return 

:LAWYER4_11147
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position 91.813 -1131.116 17.251 0.0 rotation 0.0 0.0 
0160: point_camera 92.39 -1131.74 16.724 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 
0001: wait 1300 ms 
016A: fade 0 1000 ms 

:LAWYER4_11236
00D6: if 
016B:   fading 
004D: jump_if_false @LAWYER4_11260 
0001: wait 0 ms 
0002: jump @LAWYER4_11236 

:LAWYER4_11260
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @LAWYER4_11283 
0110: clear_player $PLAYER_CHAR wanted_level 

:LAWYER4_11283
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER4_11335 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LAWYER4_11335 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER4_11335
0395: clear_area 0 at 94.9 -1135.0 range 9.4 1.0 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 
0171: set_player $PLAYER_CHAR z_angle_to 57.9 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
016A: fade 1 1500 ms 
015F: set_camera_position 94.027 -1134.133 10.002 0.0 rotation 0.0 0.0 
0160: point_camera 94.724 -1134.82 9.797 switchstyle 2 
0001: wait 1000 ms 
0460: set_camera_pointing_time 5.0 3000 
015F: set_camera_position 94.027 -1134.133 10.002 0.0 rotation 0.0 0.0 
0160: point_camera 94.656 -1134.754 10.469 switchstyle 1 
0006: 17@ = 0 // integer values 

:LAWYER4_11532
00D6: if 
8019:   not  17@ > 5000 // integer values 
004D: jump_if_false @LAWYER4_11593 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @LAWYER4_11586 
0004: $58 = 1 // integer values 
0002: jump @LAWYER4_11593 

:LAWYER4_11586
0002: jump @LAWYER4_11532 

:LAWYER4_11593
00D6: if 
0038:   $58 == 1 // integer values 
004D: jump_if_false @LAWYER4_11630 
016A: fade 0 1000 ms 
0001: wait 1000 ms 
016A: fade 1 1000 ms 

:LAWYER4_11630
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
011C: actor $PLAYER_ACTOR clear_objective 
0164: disable_marker $59 
0004: $2213 = 1 // integer values 
0051: return 

:LAWYER4_11669
00D6: if 
0119:   car $2201 wrecked 
004D: jump_if_false @LAWYER4_11690 
0164: disable_marker $2214 

:LAWYER4_11690
00D6: if 
0119:   car $2202 wrecked 
004D: jump_if_false @LAWYER4_11711 
0164: disable_marker $2215 

:LAWYER4_11711
00D6: if 
0119:   car $2203 wrecked 
004D: jump_if_false @LAWYER4_11732 
0164: disable_marker $2216 

:LAWYER4_11732
0051: return 

:LAWYER4_11734
00D6: if 
0038:   $2204 == 0 // integer values 
004D: jump_if_false @LAWYER4_11764 
000C: $2199 -= 6 // integer values 
0552: set_riot_noise $2199 

:LAWYER4_11764
0051: return 

//-------------Mission 7---------------
// Originally: Treacherous Swine

:GENERL1
03A4: name_thread 'GENERL1' 
0050: gosub @GENERL1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GENERL1_37 
0050: gosub @GENERL1_8868 

:GENERL1_37
0050: gosub @GENERL1_8997 
004E: end_thread 

:GENERL1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'GENERA1' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
0004: $2264 = 0 // integer values 
0004: $2265 = 0 // integer values 
0004: $2267 = 0 // integer values 
0004: $2268 = 0 // integer values 
0004: $2269 = 0 // integer values 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONA' 
023C: load_special_actor 4 'CSERVRB' 
02F3: load_object #CUTOBJ01 'LOBTRAY' 
02F3: load_object #CUTOBJ02 'LOBSTER' 
02F3: load_object #CUTOBJ03 'COKNIFE' 
02F3: load_object #CUTOBJ04 'COLTRAY' 
0247: request_model #BIG_POLY_TINGS 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
03CB: set_camera $448 $449 $450 
038B: load_requested_models 

:GENERL1_765
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @GENERL1_803 
0001: wait 0 ms 
0002: jump @GENERL1_765 

:GENERL1_803
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
8248:   not model #BIG_POLY_TINGS available 
004D: jump_if_false @GENERL1_849 
0001: wait 0 ms 
0002: jump @GENERL1_803 

:GENERL1_849
01BB: store_object $714 position_to $448 $449 $450 
029B: $716 = init_object #BIG_POLY_TINGS at $448 $449 $450 
02E4: load_cutscene_data 'COL_1' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
0244: set_cutscene_pos $448 $449 $450 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $150 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $150 'CSCOLO' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'CGONA' 
02E5: $156 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $156 'CSERVRB' 
02E5: $198 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $198 'LOBTRAY' 
02E5: $199 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $199 'LOBSTER' 
02E5: $200 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $200 'COKNIFE' 
02E5: $201 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $201 'COLTRAY' 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:GENERL1_1137
00D6: if 
001A:   1250 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1172 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1137 

:GENERL1_1172
00BC: text_highpriority 'GEN1_A' 10000 ms 1  // Mr. Vercetti!

:GENERL1_1187
00D6: if 
001A:   3050 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1222 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1187 

:GENERL1_1222
00BC: text_highpriority 'GEN1_B' 10000 ms 1  // Colonel.

:GENERL1_1237
00D6: if 
001A:   4110 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1272 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1237 

:GENERL1_1272
00BC: text_highpriority 'GEN1_C' 10000 ms 1  // Thank you for coming. Please sit. Lobster?

:GENERL1_1287
00D6: if 
001A:   8180 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1322 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1287 

:GENERL1_1322
00BC: text_highpriority 'GEN1_D' 10000 ms 1  // No - thanks.

:GENERL1_1337
00D6: if 
001A:   10130 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1372 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1337 

:GENERL1_1372
00BC: text_highpriority 'GEN1_E' 10000 ms 1  // I'm ashamed to admit that one of the causes of our mutual problem appears to have been the loose tongue of a man I used to trust.

:GENERL1_1387
00D6: if 
001A:   17220 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1422 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1387 

:GENERL1_1422
00BC: text_highpriority 'GEN1_F' 10000 ms 1  // I've been carrying Gonzalez for years, but now his incompetence reaches new heights!

:GENERL1_1437
00D6: if 
001A:   23040 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1472 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1437 

:GENERL1_1472
00BC: text_highpriority 'GEN1_G' 10000 ms 1  // It is only right that you kill Gonzalez...

:GENERL1_1487
00D6: if 
001A:   25170 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1522 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1487 

:GENERL1_1522
00BC: text_highpriority 'GEN1_H' 10000 ms 1  // Did he do it? It's the money that's important to me.

:GENERL1_1537
00D6: if 
001A:   28100 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1572 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1537 

:GENERL1_1572
00BC: text_highpriority 'GEN1_I' 10000 ms 1  // For this kindness I'll reward you, and then we will find your money together.

:GENERL1_1587
00D6: if 
001A:   34160 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1624 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1587 

:GENERL1_1624
00BC: text_highpriority 'GEN1_J' 10000 ms 1  // He will be at his Penthouse, half drunk probably. Use this...

:GENERL1_1639
00D6: if 
001A:   37160 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1676 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1639 

:GENERL1_1676
00BE: text_clear_all 

:GENERL1_1678
00D6: if 
001A:   42112 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL1_1715 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL1_1678 

:GENERL1_1715
016A: fade 0 1500 ms 
00BE: text_clear_all 

:GENERL1_1724
00D6: if 
016B:   fading 
004D: jump_if_false @GENERL1_1748 
0001: wait 0 ms 
0002: jump @GENERL1_1724 

:GENERL1_1748
03AD: set_rubbish 1 
02EA: end_cutscene 
0108: destroy_object $716 
0249: release_model #BIG_POLY_TINGS 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
0373: set_camera_directly_behind_player 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 1 60000 
01B6: set_weather 4 
0247: request_model #CHNSAW 
0247: request_model #CLA 

:GENERL1_2389
00D6: if or
8248:   not model #CHNSAW available 
8248:   not model #CLA available 
004D: jump_if_false @GENERL1_2420 
0001: wait 0 ms 
0002: jump @GENERL1_2389 

:GENERL1_2420
023C: load_special_actor 1 'IGGONZ' 

:GENERL1_2432
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GENERL1_2458 
0001: wait 0 ms 
0002: jump @GENERL1_2432 

:GENERL1_2458
038B: load_requested_models 
022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 
018A: $2261 = create_checkpoint_at 476.8 30.4 11.0 
0376: $2258 = create_random_actor -242.8 -1342.5 7.1 
0173: set_actor $2258 z_angle_to 204.5 
0376: $2259 = create_random_actor -240.8 -1344.1 7.1 
0173: set_actor $2259 z_angle_to 89.6 
0376: $2260 = create_random_actor -242.3 -1344.7 7.1 
0173: set_actor $2260 z_angle_to 349.2 
03F9: make_actors $2258 $2259 converse_in 86400000 ms 
03F9: make_actors $2260 $2259 converse_in 86400000 ms 
0108: destroy_object $1816 
029B: $2254 = init_object #SPAD_DR_OPEN3 at 464.663 30.336 23.881 
01C7: remove_object_from_mission_cleanup_list $2254 
0108: destroy_object $1815 
029B: $2255 = init_object #SPAD_DR_OPEN2 at 461.961 31.436 31.24 
01C7: remove_object_from_mission_cleanup_list $2255 
0108: destroy_object $1814 
029B: $2256 = init_object #SPAD_DR_OPEN1 at 454.321 31.436 35.198 
01C7: remove_object_from_mission_cleanup_list $2256 
029B: $2257 = init_object #SEXYPOOLCOVER at 470.68 30.336 30.19 
01C7: remove_object_from_mission_cleanup_list $2257 
016A: fade 1 1500 ms 
0006: 17@ = 0 // integer values 
00BC: text_highpriority 'GEN1_05' 5000 ms 1  // ~g~Go and kill Gonzalez!

:GENERL1_2789
00D6: if 
8057:   not player $PLAYER_CHAR 0 476.5 27.3 11.28 474.8 33.0 14.3 
004D: jump_if_false @GENERL1_3045 
0001: wait 0 ms 
00D6: if 
0038:   $2269 == 0 // integer values 
004D: jump_if_false @GENERL1_2905 
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @GENERL1_2905 
01C2: remove_references_to_actor $2258 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2259 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2260 // Like turning an actor into a random pedestrian 
0004: $2269 = 1 // integer values 

:GENERL1_2905
00D6: if 
8118:   not actor $2258 dead 
004D: jump_if_false @GENERL1_2942 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @GENERL1_2942 
01C2: remove_references_to_actor $2258 // Like turning an actor into a random pedestrian 

:GENERL1_2942
00D6: if 
8118:   not actor $2259 dead 
004D: jump_if_false @GENERL1_2979 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @GENERL1_2979 
01C2: remove_references_to_actor $2259 // Like turning an actor into a random pedestrian 

:GENERL1_2979
00D6: if 
8118:   not actor $2260 dead 
004D: jump_if_false @GENERL1_3016 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @GENERL1_3016 
01C2: remove_references_to_actor $2260 // Like turning an actor into a random pedestrian 

:GENERL1_3016
03A1: clear_area_with_center_at_3D_coord 475.5 30.3 11.0 radius 3.0 
0002: jump @GENERL1_2789 

:GENERL1_3045
00BE: text_clear_all 
0164: disable_marker $2261 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 11 
009A: $2251 = create_actor_pedtype 4 model #SPECIAL01 at 466.0 38.2 32.0 
01ED: clear_actor $2251 threat_search 
0223: set_actor $2251 health_to 150 
02A9: set_actor $2251 immune_to_nonplayer 1 
0245: set_actor $2251 walk_style_to 50 
009A: $2252 = create_actor_pedtype 4 model #CLA at 466.1 40.1 32.0 
01ED: clear_actor $2252 threat_search 
0173: set_actor $2252 z_angle_to 180.0 
03F9: make_actors $2251 $2252 converse_in 9999999 ms 
009A: $2253 = create_actor_pedtype 4 model #CLA at 464.3 43.7 32.0 
01ED: clear_actor $2253 threat_search 
0239: actor $PLAYER_ACTOR run_to 475.7 30.3 
0006: 16@ = 0 // integer values 

:GENERL1_3233
0001: wait 0 ms 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @GENERL1_3263 
0002: jump @GENERL1_3314 

:GENERL1_3263
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GENERL1_3307 
00D6: if 
0126:   actor $PLAYER_ACTOR walking 
004D: jump_if_false @GENERL1_3307 
0192: set_actor $PLAYER_ACTOR objective_to_stand_still 
0002: jump @GENERL1_3314 

:GENERL1_3307
0002: jump @GENERL1_3233 

:GENERL1_3314
011C: actor $PLAYER_ACTOR clear_objective 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:GENERL1_3334
00D6: if 
016B:   fading 
004D: jump_if_false @GENERL1_3358 
0001: wait 0 ms 
0002: jump @GENERL1_3334 

:GENERL1_3358
0055: put_player $PLAYER_CHAR at 454.4 31.3 33.86 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
015F: set_camera_position 468.1 41.0 33.5 0.0 rotation 0.0 0.0 
0160: point_camera 461.0 32.8 33.0 switchstyle 2 
016A: fade 1 500 ms 
0006: 16@ = 0 // integer values 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GENERL1_3484 
0211: actor $PLAYER_ACTOR walk_to 460.7 27.5 

:GENERL1_3484
00D6: if and
80E3:   not player $PLAYER_CHAR 0 460.7 27.5 radius 0.5 0.5 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @GENERL1_3660 
0001: wait 0 ms 
00D6: if 
00E3:   player $PLAYER_CHAR 0 460.7 27.5 radius 4.0 4.0 
004D: jump_if_false @GENERL1_3653 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GENERL1_3628 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @GENERL1_3621 
0004: $61 = 0 // integer values 
0002: jump @GENERL1_4463 

:GENERL1_3621
0002: jump @GENERL1_3653 

:GENERL1_3628
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @GENERL1_3653 
0004: $61 = 1 // integer values 

:GENERL1_3653
0002: jump @GENERL1_3484 

:GENERL1_3660
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_3689 
011C: actor $PLAYER_ACTOR clear_objective 
0210: player $PLAYER_CHAR look_at_actor $2251 

:GENERL1_3689
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'COL1_5' as 1 

:GENERL1_3711
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GENERL1_3737 
0001: wait 0 ms 
0002: jump @GENERL1_3711 

:GENERL1_3737
00BC: text_highpriority 'GEN1_10' 4000 ms 1  // I'm going to shut that big mouth of yours!
03D1: play_wav 1 

:GENERL1_3756
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GENERL1_3863 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GENERL1_3831 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @GENERL1_3824 
0004: $61 = 0 // integer values 
0002: jump @GENERL1_4463 

:GENERL1_3824
0002: jump @GENERL1_3856 

:GENERL1_3831
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @GENERL1_3856 
0004: $61 = 1 // integer values 

:GENERL1_3856
0002: jump @GENERL1_3756 

:GENERL1_3863
040D: unload_wav 1 
03D5: remove_text 'GEN1_10'  // I'm going to shut that big mouth of yours!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_3928 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 
020F: actor $2251 look_at_player $PLAYER_CHAR 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 

:GENERL1_3928
00D6: if 
8118:   not actor $2252 dead 
004D: jump_if_false @GENERL1_3949 
011C: actor $2252 clear_objective 

:GENERL1_3949
015F: set_camera_position 462.4 23.3 36.2 0.0 rotation 0.0 0.0 
0160: point_camera 459.2 33.1 34.0 switchstyle 2 
03CF: load_wav 'COL1_1' as 1 

:GENERL1_4012
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GENERL1_4038 
0001: wait 0 ms 
0002: jump @GENERL1_4012 

:GENERL1_4038
00BC: text_highpriority 'GEN1_06' 4000 ms 1  // Eh! He's got a blade!
03D1: play_wav 1 

:GENERL1_4057
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GENERL1_4164 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GENERL1_4132 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @GENERL1_4125 
0004: $61 = 0 // integer values 
0002: jump @GENERL1_4463 

:GENERL1_4125
0002: jump @GENERL1_4157 

:GENERL1_4132
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @GENERL1_4157 
0004: $61 = 1 // integer values 

:GENERL1_4157
0002: jump @GENERL1_4057 

:GENERL1_4164
040D: unload_wav 1 
03D5: remove_text 'GEN1_06'  // Eh! He's got a blade!
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_4218 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 
0239: actor $2251 run_to 466.1 42.7 

:GENERL1_4218
00D6: if 
8118:   not actor $2252 dead 
004D: jump_if_false @GENERL1_4242 
01CA: actor $2252 kill_player $PLAYER_CHAR 

:GENERL1_4242
00D6: if 
8118:   not actor $2253 dead 
004D: jump_if_false @GENERL1_4266 
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_4266
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'COL1_6' as 1 

:GENERL1_4288
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GENERL1_4314 
0001: wait 0 ms 
0002: jump @GENERL1_4288 

:GENERL1_4314
00BC: text_highpriority 'GEN1_11' 4000 ms 1  // Stop running you fat slimeball!
03D1: play_wav 1 

:GENERL1_4333
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GENERL1_4440 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GENERL1_4408 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @GENERL1_4401 
0004: $61 = 0 // integer values 
0002: jump @GENERL1_4463 

:GENERL1_4401
0002: jump @GENERL1_4433 

:GENERL1_4408
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @GENERL1_4433 
0004: $61 = 1 // integer values 

:GENERL1_4433
0002: jump @GENERL1_4333 

:GENERL1_4440
040D: unload_wav 1 
03D5: remove_text 'GEN1_11'  // Stop running you fat slimeball!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 

:GENERL1_4463
0108: destroy_object $1814 
0108: destroy_object $2256 
029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1814 
0055: put_player $PLAYER_CHAR at 460.7 27.5 33.8 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
011C: actor $PLAYER_ACTOR clear_objective 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $2252 dead 
004D: jump_if_false @GENERL1_4568 
01CA: actor $2252 kill_player $PLAYER_CHAR 

:GENERL1_4568
00D6: if 
8118:   not actor $2253 dead 
004D: jump_if_false @GENERL1_4592 
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_4592
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_4625 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 
0187: $2262 = create_marker_above_actor $2251 

:GENERL1_4625
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0006: 16@ = 0 // integer values 
0006: 17@ = 250 // integer values 

:GENERL1_4653
0001: wait 0 ms 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5401 
00D6: if 
0038:   $2264 == 0 // integer values 
004D: jump_if_false @GENERL1_4789 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_4789 
00D6: if 
00EC:   actor $2251 0 466.1 42.7 radius 1.0 1.0 
004D: jump_if_false @GENERL1_4774 
0239: actor $2251 run_to 472.3 42.8 
0004: $2264 = 1 // integer values 
0002: jump @GENERL1_4789 

:GENERL1_4774
0239: actor $2251 run_to 466.1 42.7 

:GENERL1_4789
00D6: if 
0038:   $2264 == 1 // integer values 
004D: jump_if_false @GENERL1_4905 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_4905 
00D6: if 
00EC:   actor $2251 0 472.3 42.8 radius 1.0 1.0 
004D: jump_if_false @GENERL1_4890 
0239: actor $2251 run_to 472.5 35.9 
0004: $2264 = 2 // integer values 
0002: jump @GENERL1_4905 

:GENERL1_4890
0239: actor $2251 run_to 472.3 42.8 

:GENERL1_4905
00D6: if 
0038:   $2264 == 2 // integer values 
004D: jump_if_false @GENERL1_5187 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5187 
00D6: if 
00EC:   actor $2251 0 472.5 35.9 radius 1.0 1.0 
004D: jump_if_false @GENERL1_5172 
00D6: if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
004D: jump_if_false @GENERL1_5127 
03CF: load_wav 'COL1_2' as 1 

:GENERL1_5037
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GENERL1_5063 
0001: wait 0 ms 
0002: jump @GENERL1_5037 

:GENERL1_5063
00BC: text_highpriority 'GEN1_07' 4000 ms 1  // Go away from me, you cheap bastard!
03D1: play_wav 1 

:GENERL1_5082
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5113 
0001: wait 0 ms 
0002: jump @GENERL1_5082 

:GENERL1_5113
040D: unload_wav 1 
03D5: remove_text 'GEN1_07'  // Go away from me, you cheap bastard!

:GENERL1_5127
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5158 
0239: actor $2251 run_to 464.0 35.6 

:GENERL1_5158
0004: $2264 = 3 // integer values 
0002: jump @GENERL1_5187 

:GENERL1_5172
0239: actor $2251 run_to 472.5 35.9 

:GENERL1_5187
00D6: if 
0038:   $2264 == 3 // integer values 
004D: jump_if_false @GENERL1_5303 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5303 
00D6: if 
00EC:   actor $2251 0 464.0 35.6 radius 1.0 1.0 
004D: jump_if_false @GENERL1_5288 
0239: actor $2251 run_to 463.0 31.6 
0004: $2264 = 4 // integer values 
0002: jump @GENERL1_5303 

:GENERL1_5288
0239: actor $2251 run_to 464.0 35.6 

:GENERL1_5303
00D6: if 
0038:   $2264 == 4 // integer values 
004D: jump_if_false @GENERL1_5394 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5394 
00D6: if 
00EC:   actor $2251 0 463.0 31.6 radius 1.0 1.0 
004D: jump_if_false @GENERL1_5394 
011C: actor $2251 clear_objective 
0350: set_actor $2251 maintain_position_when_attacked 1 
0002: jump @GENERL1_5484 

:GENERL1_5394
0002: jump @GENERL1_5470 

:GENERL1_5401
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'GEN1_19' 5000 ms 1  // ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
00D6: if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
004D: jump_if_false @GENERL1_5463 

:GENERL1_5463
0002: jump @GENERL1_8046 

:GENERL1_5470
0050: gosub @GENERL1_9214 
0002: jump @GENERL1_4653 

:GENERL1_5484
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
015F: set_camera_position 470.2 37.1 34.2 0.0 rotation 0.0 0.0 
0160: point_camera 460.1 31.0 32.0 switchstyle 2 
0006: 16@ = 0 // integer values 

:GENERL1_5560
0001: wait 0 ms 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5652 
00D6: if 
00EC:   actor $2251 0 457.8 31.4 radius 1.0 1.0 
004D: jump_if_false @GENERL1_5637 
011C: actor $2251 clear_objective 
0002: jump @GENERL1_5685 
0002: jump @GENERL1_5652 

:GENERL1_5637
0239: actor $2251 run_to 457.8 31.4 

:GENERL1_5652
00D6: if 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @GENERL1_5678 
0002: jump @GENERL1_5685 

:GENERL1_5678
0002: jump @GENERL1_5560 

:GENERL1_5685
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:GENERL1_5700
00D6: if 
016B:   fading 
004D: jump_if_false @GENERL1_5724 
0001: wait 0 ms 
0002: jump @GENERL1_5700 

:GENERL1_5724
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5770 
00A1: put_actor $2251 at 474.7 29.9 11.07 
0173: set_actor $2251 z_angle_to 92.5 

:GENERL1_5770
016A: fade 1 500 ms 
015F: set_camera_position 484.2 37.0 12.8 0.0 rotation 0.0 0.0 
0160: point_camera 479.7 27.5 11.5 switchstyle 2 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5866 
0350: set_actor $2251 maintain_position_when_attacked 0 
0239: actor $2251 run_to 482.8 30.9 

:GENERL1_5866
03CF: load_wav 'COL1_3' as 1 

:GENERL1_5878
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GENERL1_5904 
0001: wait 0 ms 
0002: jump @GENERL1_5878 

:GENERL1_5904
00BC: text_highpriority 'GEN1_08' 4000 ms 1  // Oh sweet Jesus, I've wasted my life and my looks!
03D1: play_wav 1 

:GENERL1_5923
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_5954 
0001: wait 0 ms 
0002: jump @GENERL1_5923 

:GENERL1_5954
040D: unload_wav 1 
03D5: remove_text 'GEN1_08'  // Oh sweet Jesus, I've wasted my life and my looks!
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_6004 
01BE: set_actor $2251 to_look_at_spot 474.7 29.9 11.07 

:GENERL1_6004
0001: wait 1000 ms 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_6040 
0239: actor $2251 run_to 402.1 -462.2 

:GENERL1_6040
00D6: if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
004D: jump_if_false @GENERL1_6118 
00A1: put_actor $PLAYER_ACTOR at 474.7 29.9 11.07 
0173: set_actor $PLAYER_ACTOR z_angle_to 92.5 

:GENERL1_6118
0350: set_actor $PLAYER_ACTOR maintain_position_when_attacked 0 
0239: actor $PLAYER_ACTOR run_to 482.8 30.9 
03CF: load_wav 'COL1_7' as 1 

:GENERL1_6152
00D6: if and
83D0:   not wav 1 loaded 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_6183 
0001: wait 0 ms 
0002: jump @GENERL1_6152 

:GENERL1_6183
00BC: text_highpriority 'GEN1_12' 4000 ms 1  // Stand still and I'll make it quick!
03D1: play_wav 1 

:GENERL1_6202
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_6233 
0001: wait 0 ms 
0002: jump @GENERL1_6202 

:GENERL1_6233
040D: unload_wav 1 
03D5: remove_text 'GEN1_12'  // Stand still and I'll make it quick!
0001: wait 1500 ms 
0108: destroy_object $2254 
0108: destroy_object $1816 
029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 
01C7: remove_object_from_mission_cleanup_list $1816 
011C: actor $PLAYER_ACTOR clear_objective 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
00BC: text_highpriority 'GEN1_05' 5000 ms 1  // ~g~Go and kill Gonzalez!
0006: 16@ = 0 // integer values 
0006: 17@ = 250 // integer values 

:GENERL1_6344
0001: wait 0 ms 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_7495 
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @GENERL1_6625 
00D6: if 
8510:   not unknown_actor $2251 on_path 402.1 -462.2 10.1 radius 1.0 
004D: jump_if_false @GENERL1_6453 
009E: set_actor $2251 path 402.1 -462.2 10.1 unknown 1.0 1 
0002: jump @GENERL1_6468 

:GENERL1_6453
0239: actor $2251 run_to 402.1 -462.2 

:GENERL1_6468
00D6: if 
8118:   not actor $2252 dead 
004D: jump_if_false @GENERL1_6618 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $2252 radius 5.0 5.0 5.0 
004D: jump_if_false @GENERL1_6610 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8510:   not unknown_actor $2252 on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @GENERL1_6592 
009E: set_actor $2252 path $95 $96 $97 unknown 1.0 1 
0002: jump @GENERL1_6603 

:GENERL1_6592
0239: actor $2252 run_to $95 $96 

:GENERL1_6603
0002: jump @GENERL1_6618 

:GENERL1_6610
01CA: actor $2252 kill_player $PLAYER_CHAR 

:GENERL1_6618
0006: 16@ = 0 // integer values 

:GENERL1_6625
00D6: if 
0019:   17@ > 500 // integer values 
004D: jump_if_false @GENERL1_6801 
00D6: if 
8118:   not actor $2253 dead 
004D: jump_if_false @GENERL1_6794 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $2253 radius 5.0 5.0 5.0 
004D: jump_if_false @GENERL1_6786 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8510:   not unknown_actor $2253 on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @GENERL1_6768 
009E: set_actor $2253 path $95 $96 $97 unknown 1.0 1 
0002: jump @GENERL1_6779 

:GENERL1_6768
0239: actor $2253 run_to $95 $96 

:GENERL1_6779
0002: jump @GENERL1_6794 

:GENERL1_6786
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_6794
0006: 17@ = 0 // integer values 

:GENERL1_6801
00D6: if 
0038:   $2265 == 0 // integer values 
004D: jump_if_false @GENERL1_6966 
00D6: if 
8057:   not player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
004D: jump_if_false @GENERL1_6966 
00D6: if 
8118:   not actor $2252 dead 
004D: jump_if_false @GENERL1_6913 
00A1: put_actor $2252 at 477.0 28.7 11.0 
0173: set_actor $2252 z_angle_to 272.4 

:GENERL1_6913
00D6: if 
8118:   not actor $2253 dead 
004D: jump_if_false @GENERL1_6959 
00A1: put_actor $2253 at 477.0 32.7 11.0 
0173: set_actor $2253 z_angle_to 272.4 

:GENERL1_6959
0004: $2265 = 1 // integer values 

:GENERL1_6966
00D6: if 
00E9:   player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 
004D: jump_if_false @GENERL1_7047 
00D6: if 
0038:   $2264 == 4 // integer values 
004D: jump_if_false @GENERL1_7022 
0004: $2264 = 5 // integer values 

:GENERL1_7022
00D6: if 
0038:   $2264 == 6 // integer values 
004D: jump_if_false @GENERL1_7047 
0004: $2264 = 7 // integer values 

:GENERL1_7047
00D6: if 
0038:   $2264 == 5 // integer values 
004D: jump_if_false @GENERL1_7174 
03CF: load_wav 'COL1_4' as 1 

:GENERL1_7077
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GENERL1_7103 
0001: wait 0 ms 
0002: jump @GENERL1_7077 

:GENERL1_7103
00BC: text_highpriority 'GEN1_09' 4000 ms 1  // I pay you double, Tommy, DOUBLE!
03D1: play_wav 1 

:GENERL1_7122
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_7153 
0001: wait 0 ms 
0002: jump @GENERL1_7122 

:GENERL1_7153
040D: unload_wav 1 
03D5: remove_text 'GEN1_09'  // I pay you double, Tommy, DOUBLE!
0004: $2264 = 6 // integer values 

:GENERL1_7174
00D6: if 
0118:   actor $2251 dead 
004D: jump_if_false @GENERL1_7259 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'GEN1_19' 5000 ms 1  // ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
00D6: if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
004D: jump_if_false @GENERL1_7252 

:GENERL1_7252
0002: jump @GENERL1_8046 

:GENERL1_7259
00D6: if 
0038:   $2264 == 7 // integer values 
004D: jump_if_false @GENERL1_7417 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 
004D: jump_if_false @GENERL1_7410 
03CF: load_wav 'COL1_8' as 1 

:GENERL1_7320
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GENERL1_7346 
0001: wait 0 ms 
0002: jump @GENERL1_7320 

:GENERL1_7346
00BC: text_highpriority 'GEN1_13' 4000 ms 1  // Quit your squealing, no one cares, fatso!
03D1: play_wav 1 

:GENERL1_7365
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_7396 
0001: wait 0 ms 
0002: jump @GENERL1_7365 

:GENERL1_7396
040D: unload_wav 1 
03D5: remove_text 'GEN1_13'  // Quit your squealing, no one cares, fatso!

:GENERL1_7410
0004: $2264 = 8 // integer values 

:GENERL1_7417
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_7488 
00D6: if 
00FE:   actor $2251 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 
004D: jump_if_false @GENERL1_7488 
0002: jump @GENERL1_7571 

:GENERL1_7488
0002: jump @GENERL1_7564 

:GENERL1_7495
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'GEN1_19' 5000 ms 1  // ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
00D6: if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
004D: jump_if_false @GENERL1_7557 

:GENERL1_7557
0002: jump @GENERL1_8046 

:GENERL1_7564
0002: jump @GENERL1_6344 

:GENERL1_7571
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
0004: $1000 = 1 // integer values 
03CB: set_camera 393.5 -476.4 12.3 
0395: clear_area 1 at 405.5 -473.2 range 9.0 30.0 
015F: set_camera_position 403.96 -463.42 15.2 0.0 rotation 0.0 0.0 
0160: point_camera 396.33 -472.82 11.8 switchstyle 2 
00D6: if 
00F5:   player $PLAYER_CHAR 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 
004D: jump_if_false @GENERL1_7756 
0055: put_player $PLAYER_CHAR at 401.6179 -464.7001 9.6664 

:GENERL1_7756
00D6: if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
004D: jump_if_false @GENERL1_7834 
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 274.5 

:GENERL1_7834
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_7885 
011C: actor $2251 clear_objective 
00A1: put_actor $2251 at 405.5 -473.2 9.0 
0173: set_actor $2251 z_angle_to 49.0 

:GENERL1_7885
0001: wait 1000 ms 
00D6: if 
8118:   not actor $2251 dead 
004D: jump_if_false @GENERL1_7985 
00D6: if 
8510:   not unknown_actor $2251 on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @GENERL1_7970 
009E: set_actor $2251 path 393.5 -476.4 12.3 unknown 1.0 1 
0002: jump @GENERL1_7985 

:GENERL1_7970
0239: actor $2251 run_to 393.5 -476.4 

:GENERL1_7985
0001: wait 3000 ms 
0004: $1000 = 0 // integer values 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
009B: destroy_actor_instantly $2251 
02A3: enable_widescreen 0 
00BC: text_highpriority 'GEN1_18' 5000 ms 1  // ~r~Gonzalez has made it safely to the Police Station!
0002: jump @GENERL1_8868 

:GENERL1_8046
0164: disable_marker $2262 
00D6: if 
8038:   not  $2264 == 1 // integer values 
004D: jump_if_false @GENERL1_8076 
0004: $2264 = 0 // integer values 

:GENERL1_8076
00D6: if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
004D: jump_if_false @GENERL1_8156 
0108: destroy_object $1814 
029B: $2256 = init_object #SPAD_DR_OPEN1 at 454.321 31.436 35.198 
01C7: remove_object_from_mission_cleanup_list $2256 

:GENERL1_8156
00BB: text_lowpriority 'GEN1_23' 10000 ms 1  // ~g~Go back through the doors to return to the ground floor.

:GENERL1_8171
00D6: if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
004D: jump_if_false @GENERL1_8546 
0001: wait 0 ms 
03A1: clear_area_with_center_at_3D_coord 461.7 31.5 29.9 radius 3.0 
03A1: clear_area_with_center_at_3D_coord 454.1 31.3 33.8 radius 3.0 
00D6: if or
0057:   player $PLAYER_CHAR 0 463.22 32.4 30.2 462.04 30.47 32.5 
0057:   player $PLAYER_CHAR 0 455.9 30.33 33.83 454.15 32.56 36.57 
004D: jump_if_false @GENERL1_8539 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:GENERL1_8367
00D6: if 
016B:   fading 
004D: jump_if_false @GENERL1_8391 
0001: wait 0 ms 
0002: jump @GENERL1_8367 

:GENERL1_8391
0108: destroy_object $2256 
0108: destroy_object $2255 
0108: destroy_object $2254 
0108: destroy_object $1814 
0108: destroy_object $1815 
0108: destroy_object $1816 
029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1814 
029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1815 
029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 
01C7: remove_object_from_mission_cleanup_list $1816 
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 274.5 
016A: fade 1 500 ms 

:GENERL1_8539
0002: jump @GENERL1_8171 

:GENERL1_8546
03D5: remove_text 'GEN1_23'  // ~g~Go back through the doors to return to the ground floor.
00BB: text_lowpriority 'GEN1_20' 10000 ms 1  // ~g~Get into a vehicle.

:GENERL1_8571
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @GENERL1_8605 
0001: wait 0 ms 
0050: gosub @GENERL1_9214 
0002: jump @GENERL1_8571 

:GENERL1_8605
03D5: remove_text 'GEN1_20'  // ~g~Get into a vehicle.
00BB: text_lowpriority 'GEN1_21' 5000 ms 1  // ~g~Get to the~h~ Pay 'N' Spray~g~ in~h~ Vice Point~g~.
0335: set_free_paynspray_to 1 
018A: $2263 = create_checkpoint_at 327.2 429.9 10.3 

:GENERL1_8654
0001: wait 0 ms 
00D6: if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
004D: jump_if_false @GENERL1_8713 
0164: disable_marker $2263 
0001: wait 4000 ms 
03D5: remove_text 'GEN1_22'  // Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
0002: jump @GENERL1_8885 
0002: jump @GENERL1_8738 

:GENERL1_8713
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @GENERL1_8738 
0002: jump @GENERL1_8885 

:GENERL1_8738
00D6: if 
0038:   $2264 == 0 // integer values 
004D: jump_if_false @GENERL1_8826 
00D6: if and
00F5:   player $PLAYER_CHAR 1 327.2 429.9 10.3 radius 2.5 2.5 2.5 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @GENERL1_8826 
03E5: text_box 'GEN1_22'  // Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
0004: $2264 = 1 // integer values 

:GENERL1_8826
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @GENERL1_8854 
0164: disable_marker $2263 
0002: jump @GENERL1_8046 

:GENERL1_8854
0050: gosub @GENERL1_9214 
0002: jump @GENERL1_8654 

:GENERL1_8868
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:GENERL1_8885
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED! $~1~
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
0004: $1270 = 1 // integer values 
004F: create_thread @CLOTH6  
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 20000 
0318: set_latest_mission_passed 'COL_1'  // Treacherous Swine
030C: progress_made += 1 
0004: $905 = 1 // integer values 
004F: create_thread @GEN2  
0004: $PASSED_COL1_TREACHEROUS_SWINE = 1 // integer values 
0051: return 

:GENERL1_8997
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
034F: destroy_actor_with_fade $2251 // The actor fades away like a ghost 
0296: unload_special_actor 1 
0249: release_model #CLA 
0249: release_model #CHNSAW 
0335: set_free_paynspray_to 0 
01B7: release_weather 
0004: $1000 = 0 // integer values 
0108: destroy_object $2256 
0108: destroy_object $2255 
0108: destroy_object $2254 
0108: destroy_object $1814 
0108: destroy_object $1815 
0108: destroy_object $1816 
029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1814 
029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1815 
029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 
01C7: remove_object_from_mission_cleanup_list $1816 
0108: destroy_object $2257 
0164: disable_marker $2261 
0164: disable_marker $2262 
0164: disable_marker $2263 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
00D8: mission_cleanup 
0051: return 

:GENERL1_9214
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @GENERL1_9390 
00D6: if 
8118:   not actor $2252 dead 
004D: jump_if_false @GENERL1_9383 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $2252 radius 7.0 7.0 7.0 
004D: jump_if_false @GENERL1_9375 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8510:   not unknown_actor $2252 on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @GENERL1_9357 
009E: set_actor $2252 path $95 $96 $97 unknown 1.0 1 
0002: jump @GENERL1_9368 

:GENERL1_9357
0239: actor $2252 run_to $95 $96 

:GENERL1_9368
0002: jump @GENERL1_9383 

:GENERL1_9375
01CA: actor $2252 kill_player $PLAYER_CHAR 

:GENERL1_9383
0006: 16@ = 0 // integer values 

:GENERL1_9390
00D6: if 
0019:   17@ > 500 // integer values 
004D: jump_if_false @GENERL1_9566 
00D6: if 
8118:   not actor $2253 dead 
004D: jump_if_false @GENERL1_9559 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $2253 radius 7.0 7.0 7.0 
004D: jump_if_false @GENERL1_9551 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8510:   not unknown_actor $2253 on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @GENERL1_9533 
009E: set_actor $2253 path $95 $96 $97 unknown 1.0 1 
0002: jump @GENERL1_9544 

:GENERL1_9533
0239: actor $2253 run_to $95 $96 

:GENERL1_9544
0002: jump @GENERL1_9559 

:GENERL1_9551
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_9559
0006: 17@ = 0 // integer values 

:GENERL1_9566
0051: return 

//-------------Mission 8---------------
// Originally: Mall Shootout

:COL2
0050: gosub @COL2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COL2_27 
0050: gosub @COL2_9895 

:COL2_27
0050: gosub @COL2_9985 
004E: end_thread 

:COL2_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'COL2' 
0001: wait 0 ms 
054C: use_GXT_table 'GENERA2' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
0004: $2278 = 0 // integer values 
0004: $2279 = 0 // integer values 
0004: $2280 = -1 // integer values 
0004: $2273 = 0 // integer values 
0004: $2281 = 0 // integer values 
0004: $2274 = 0 // integer values 
0005: $98 = 0.0 // floating-point values 
0004: $2275 = 0 // integer values 
0004: $2276 = 0 // integer values 
0004: $2277 = 0 // integer values 
0004: $2607 = 1 // integer values 
0004: $2560 = 0 // integer values 
0004: $2561 = 0 // integer values 
0004: $2562 = 0 // integer values 
0004: $2563 = 0 // integer values 
0004: $2564 = 0 // integer values 
0004: $2567 = 0 // integer values 
0004: $2568 = 0 // integer values 
0004: $2569 = 0 // integer values 
0004: $2282 = 2 // integer values 
0004: $2284 = 0 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONB' 
023C: load_special_actor 4 'CSERVRB' 
0247: request_model #YT_MAIN_BODY 
0247: request_model #YT_MAIN_BODY2 
0247: request_model #YT_DOORS14 
0247: request_model #YT_TMP_BOAT 
0247: request_model #LODMAIN_BODY 
0247: request_model #BIG_POLY_TINGS 
0247: request_model #YT_GANGPLNK_TMP 
01BB: store_object $714 position_to $448 $449 $450 
029B: $716 = init_object #BIG_POLY_TINGS at $448 $449 $450 
038B: load_requested_models 

:COL2_349
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @COL2_387 
0001: wait 0 ms 
0002: jump @COL2_349 

:COL2_387
00D6: if or
8248:   not model #YT_MAIN_BODY available 
8248:   not model #YT_MAIN_BODY2 available 
8248:   not model #YT_DOORS14 available 
8248:   not model #YT_TMP_BOAT available 
8248:   not model #LODMAIN_BODY available 
8248:   not model #BIG_POLY_TINGS available 
004D: jump_if_false @COL2_433 
0001: wait 0 ms 
0002: jump @COL2_387 

:COL2_433
00D6: if 
8248:   not model #YT_GANGPLNK_TMP available 
004D: jump_if_false @COL2_459 
0001: wait 0 ms 
0002: jump @COL2_433 

:COL2_459
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_2' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
02E5: $2270 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $2270 'CGONB' 
02E5: $2271 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $2271 'CSERVRB' 
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 
03CB: set_camera -244.2799 -1360.67 7.0786 
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
0373: set_camera_directly_behind_player 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
041D: set_camera_near_clip 0.3 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COL2_733
00D6: if 
001A:   5347 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_768 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_733 

:COL2_768
00BC: text_highpriority 'COL2_A' 10000 ms 1  // Tommy! Come, join me.

:COL2_783
00D6: if 
001A:   9864 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_818 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_783 

:COL2_818
00BC: text_highpriority 'COL2_B' 10000 ms 1  // This looks delicious, huh? Tapir snout?

:COL2_833
00D6: if 
001A:   13052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_868 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_833 

:COL2_868
00BC: text_highpriority 'COL2_C' 10000 ms 1  // Uhhh... no, no. No, thanks.

:COL2_883
00D6: if 
001A:   14891 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_918 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_883 

:COL2_918
00BC: text_highpriority 'COL2_D' 10000 ms 1  // Tommy, you are like a pampas breeze that has freed me from the stench of corruption,

:COL2_933
00D6: if 
001A:   20085 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_968 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_933 

:COL2_968
00BC: text_highpriority 'COL2_E' 10000 ms 1  // although, I must appear to mourn his passing and carry on with business as usual.

:COL2_983
00D6: if 
001A:   24630 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_1018 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_983 

:COL2_1018
00BC: text_highpriority 'COL2_F' 10000 ms 1  // This isn't getting me any closer to my money...

:COL2_1033
00D6: if 
001A:   26918 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_1068 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_1033 

:COL2_1068
00BC: text_highpriority 'COL2_G' 10000 ms 1  // Tommy, my friend, you are not in Liberty now. Here we do things differently.

:COL2_1083
00D6: if 
001A:   33020 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_1120 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_1083 

:COL2_1120
00BC: text_highpriority 'COL2_H' 10000 ms 1  // I will continue with my enquiries but in the meantime I have a valuable deal to close.

:COL2_1135
00D6: if 
001A:   38898 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_1172 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_1135 

:COL2_1172
00BC: text_highpriority 'COL2_I' 10000 ms 1  // A favor for a friend, Cortez?

:COL2_1187
00D6: if 
001A:   40828 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_1224 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_1187 

:COL2_1224
00BC: text_highpriority 'COL2_J' 10000 ms 1  // You're a good friend, Tommy. I knew you would not let me down.

:COL2_1239
00D6: if 
001A:   44168 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_1276 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_1239 

:COL2_1276
00BC: text_highpriority 'COL2_K' 10000 ms 1  // I need you to meet a courier who has obtained some valuable technology for me...

:COL2_1291
00D6: if 
001A:   48182 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL2_1328 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL2_1291 

:COL2_1328
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:COL2_1345
00D6: if 
016B:   fading 
004D: jump_if_false @COL2_1369 
0001: wait 0 ms 
0002: jump @COL2_1345 

:COL2_1369
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @COL2_1393 
0001: wait 0 ms 
0002: jump @COL2_1369 

:COL2_1393
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0108: destroy_object $716 
0249: release_model #YT_MAIN_BODY 
0249: release_model #YT_MAIN_BODY2 
0249: release_model #YT_DOORS14 
0249: release_model #YT_TMP_BOAT 
0249: release_model #LODMAIN_BODY 
0249: release_model #BIG_POLY_TINGS 
0249: release_model #YT_GANGPLNK_TMP 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #PCJ600 
0247: request_model #COLT45 
0247: request_model #UZI 
023C: load_special_actor 1 'FSFA' 
023C: load_special_actor 2 'COURIER' 
03CF: load_wav 'COL2_1' as 1 
03CF: load_wav 'COL2_2' as 2 
038B: load_requested_models 

:COL2_1525
00D6: if or
8248:   not model #PCJ600 available 
8248:   not model #COLT45 available 
8248:   not model #UZI available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @COL2_1570 
0001: wait 0 ms 
0002: jump @COL2_1525 

:COL2_1570
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
00BC: text_highpriority 'COL2_B1' 15000 ms 1  // ~g~Meet the courier at the mall.
01BD: $2283 = current_time_in_ms 
0008: $2283 += 20000 // integer values 
009A: 0@ = create_actor_pedtype 4 model #SPECIAL02 at 6.1112 -937.0656 15.076 
02A9: set_actor 0@ immune_to_nonplayer 1 
0411: set_actor 0@ use_pednode_seek 0 
0173: set_actor 0@ z_angle_to 262.8159 
01ED: clear_actor 0@ threat_search 
02A9: set_actor 0@ immune_to_nonplayer 1 
0350: set_actor 0@ maintain_position_when_attacked 1 
0243: set_actor 0@ ped_stats_to 16 
0489: set_actor 0@ muted 1 
0481:  6.0 
0187: $2272 = create_marker_above_actor 0@ 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COL2_1943 
009A: 1@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 
009A: 2@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 
009A: 3@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 
009A: 4@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 
009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 
009A: 7@ = create_actor_pedtype 4 model #SPECIAL01 at -15.6727 -929.0634 15.066 
009A: 8@ = create_actor_pedtype 4 model #SPECIAL01 at -10.2667 -937.9695 9.4077 
009A: 9@ = create_actor_pedtype 4 model #SPECIAL01 at -9.9934 -939.7717 9.4492 
009A: 11@ = create_actor_pedtype 4 model #SPECIAL01 at -15.225 -949.0593 15.072 

:COL2_1943
0004: $61 = 0 // integer values 

:COL2_1950
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
0018:   $2273 > 0 // integer values 
004D: jump_if_false @COL2_2009 
00D6: if 
0038:   $2277 == 0 // integer values 
004D: jump_if_false @COL2_2009 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $2277 = 1 // integer values 

:COL2_2009
00D6: if 
001A:   12 > $2278 // integer values 
004D: jump_if_false @COL2_2131 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @COL2_2065 
00BC: text_highpriority 'COL2_F1' 5000 ms 1  // ~r~You killed the contact!
0002: jump @COL2_9895 

:COL2_2065
00D6: if 
001A:   1 > $2278 // integer values 
004D: jump_if_false @COL2_2126 
00D6: if 
8184:   not actor 0@ health >= 95 
004D: jump_if_false @COL2_2119 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_2119
0002: jump @COL2_2131 

:COL2_2126
048F: actor 0@ remove_weapons 

:COL2_2131
00D6: if 
0038:   $2284 == 0 // integer values 
004D: jump_if_false @COL2_2228 
00D6: if 
001C:   $4811 > $2283 // integer values 
004D: jump_if_false @COL2_2228 
03E6: remove_text_box 
03E5: text_box 'AMMUHLP'  // If you need any weapons visit ~h~Ammu-Nation~w~. Follow the ~h~Gun blip~w~ on the radar.
0164: disable_marker $433 
02A8: $433 = create_marker 16 at $531 $532 $533 
03E7: flash_hud 8 
0084: $2283 = $4811 // integer values and handles 
0008: $2283 += 3000 // integer values 
0004: $2284 = 1 // integer values 

:COL2_2228
00D6: if 
0038:   $2284 == 1 // integer values 
004D: jump_if_false @COL2_2276 
00D6: if 
001C:   $4811 > $2283 // integer values 
004D: jump_if_false @COL2_2276 
03E7: flash_hud -1 
0004: $2284 = 2 // integer values 

:COL2_2276
00D6: if 
0038:   $2281 == 0 // integer values 
004D: jump_if_false @COL2_2371 
00D6: if 
00E3:   player $PLAYER_CHAR 0 3.353 -938.9778 radius 100.0 100.0 
004D: jump_if_false @COL2_2371 
03E6: remove_text_box 
03E5: text_box 'BLIPHLP'  // The blip on the radar is a triangle pointing up, this shows that the target is higher than the player.
03E7: flash_hud 8 
0084: $2274 = $4811 // integer values and handles 
0008: $2274 += 3000 // integer values 
0004: $2281 = 1 // integer values 

:COL2_2371
00D6: if 
0038:   $2281 == 1 // integer values 
004D: jump_if_false @COL2_2419 
00D6: if 
001C:   $4811 > $2274 // integer values 
004D: jump_if_false @COL2_2419 
03E7: flash_hud -1 
0004: $2281 = 2 // integer values 

:COL2_2419
00D6: if and
0018:   $2278 > 1 // integer values 
001A:   12 > $2278 // integer values 
004D: jump_if_false @COL2_2771 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @COL2_2746 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @COL2_2739 
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
00D6: if 
001A:   5 > $2278 // integer values 
004D: jump_if_false @COL2_2555 
009A: 1@ = create_actor_pedtype 4 model #SPECIAL01 at 4.2931 -947.4683 20.733 
009A: 2@ = create_actor_pedtype 4 model #SPECIAL01 at 2.4581 -947.4636 20.733 

:COL2_2555
00D6: if 
001A:   9 > $2278 // integer values 
004D: jump_if_false @COL2_2621 
009A: 3@ = create_actor_pedtype 4 model #SPECIAL01 at 2.7139 -936.8358 9.3967 
009A: 4@ = create_actor_pedtype 4 model #SPECIAL01 at 4.6123 -937.3372 9.3965 

:COL2_2621
00D6: if 
001A:   11 > $2278 // integer values 
004D: jump_if_false @COL2_2709 
0411: set_actor 0@ use_pednode_seek 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
00A1: put_actor 0@ at -8.3703 -934.7144 9.4119 
0411: set_actor 0@ use_pednode_seek 0 
0502: unknown_actor 0@ sprint_to 1.7873 -928.6034 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2280 = 4 // integer values 

:COL2_2709
0004: $2278 = 12 // integer values 
0084: $2279 = $4811 // integer values and handles 
000C: $2279 -= 500 // integer values 
0004: $61 = 2 // integer values 

:COL2_2739
0002: jump @COL2_2771 

:COL2_2746
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @COL2_2771 
0004: $61 = 1 // integer values 

:COL2_2771
00D6: if 
0038:   $2278 == 13 // integer values 
004D: jump_if_false @COL2_2998 
00D6: if 
8057:   not player $PLAYER_CHAR 0 -39.0665 -968.8087 9.4111 47.3099 -909.2296 33.5801 
004D: jump_if_false @COL2_2896 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 4@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
0004: $2278 = 14 // integer values 
0002: jump @COL2_2998 

:COL2_2896
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COL2_2998 
00D6: if 
0038:   $2280 == 7 // integer values 
004D: jump_if_false @COL2_2998 
00D6: if 
02CB:   actor 0@ bounding_sphere_visible 
004D: jump_if_false @COL2_2998 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 4@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
0004: $2278 = 14 // integer values 

:COL2_2998
00D6: if 
0038:   $2278 == 12 // integer values 
004D: jump_if_false @COL2_3801 
00D6: if or
03D2:   wav 1 ended 
0038:   $61 == 2 // integer values 
004D: jump_if_false @COL2_3801 
00D6: if or
03D0:   wav 2 loaded 
0038:   $61 == 2 // integer values 
004D: jump_if_false @COL2_3801 
00D6: if 
001C:   $4811 > $2279 // integer values 
004D: jump_if_false @COL2_3801 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -2.3434 -939.0732 15.4658 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8038:   not  $61 == 2 // integer values 
004D: jump_if_false @COL2_3147 
03D1: play_wav 2 

:COL2_3147
0004: $2607 = 0 // integer values 
009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 
0291: set_actor 6@ attack_when_provoked 1 
0243: set_actor 6@ ped_stats_to 16 
011A: set_actor 6@ search_threat 1 
01B2: give_actor 6@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 6@ kill_player $PLAYER_CHAR 
009A: 7@ = create_actor_pedtype 4 model #SPECIAL01 at -15.6727 -929.0634 15.066 
0291: set_actor 7@ attack_when_provoked 1 
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
01B2: give_actor 7@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 7@ kill_player $PLAYER_CHAR 
009A: 8@ = create_actor_pedtype 4 model #SPECIAL01 at -10.2667 -937.9695 9.4077 
0291: set_actor 8@ attack_when_provoked 1 
0243: set_actor 8@ ped_stats_to 16 
011A: set_actor 8@ search_threat 1 
01B2: give_actor 8@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 8@ kill_player $PLAYER_CHAR 
009A: 9@ = create_actor_pedtype 4 model #SPECIAL01 at -9.9934 -939.7717 9.4492 
0291: set_actor 9@ attack_when_provoked 1 
0243: set_actor 9@ ped_stats_to 16 
011A: set_actor 9@ search_threat 1 
01B2: give_actor 9@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 9@ kill_player $PLAYER_CHAR 
009A: 11@ = create_actor_pedtype 4 model #SPECIAL01 at -15.225 -949.0593 15.072 
0291: set_actor 11@ attack_when_provoked 1 
0243: set_actor 11@ ped_stats_to 16 
011A: set_actor 11@ search_threat 1 
01B2: give_actor 11@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 11@ kill_player $PLAYER_CHAR 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @COL2_3524 
0291: set_actor 1@ attack_when_provoked 1 
0243: set_actor 1@ ped_stats_to 16 
011A: set_actor 1@ search_threat 1 
01B2: give_actor 1@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 1@ kill_player $PLAYER_CHAR 

:COL2_3524
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @COL2_3579 
0291: set_actor 2@ attack_when_provoked 1 
0243: set_actor 2@ ped_stats_to 16 
011A: set_actor 2@ search_threat 1 
01B2: give_actor 2@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 2@ kill_player $PLAYER_CHAR 

:COL2_3579
00D6: if 
8118:   not actor 3@ dead 
004D: jump_if_false @COL2_3634 
0291: set_actor 3@ attack_when_provoked 1 
0243: set_actor 3@ ped_stats_to 16 
011A: set_actor 3@ search_threat 1 
01B2: give_actor 3@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 3@ kill_player $PLAYER_CHAR 

:COL2_3634
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @COL2_3689 
0291: set_actor 4@ attack_when_provoked 1 
0243: set_actor 4@ ped_stats_to 16 
011A: set_actor 4@ search_threat 1 
01B2: give_actor 4@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 4@ kill_player $PLAYER_CHAR 

:COL2_3689
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COL2_3794 
0187: $2272 = create_marker_above_actor 0@ 
00BC: text_highpriority 'COL2_B2' 10000 ms 1  // ~g~The courier is fleeing with the guidance chips! Don't let him get away!
00A5: 5@ = create_car #PCJ600 at 41.7295 -897.1017 9.3919 
0175: set_car 5@ z_angle_to 359.1412 
00A5: 12@ = create_car #PCJ600 at 36.1736 -895.8868 9.3919 
0175: set_car 12@ z_angle_to 266.8658 

:COL2_3794
0004: $2278 = 13 // integer values 

:COL2_3801
00D6: if 
0018:   $2278 > 12 // integer values 
004D: jump_if_false @COL2_3862 
00D6: if 
80E3:   not player $PLAYER_CHAR 0 36.1736 -895.8868 radius 120.0 120.0 
004D: jump_if_false @COL2_3862 
01C3: remove_references_to_car 12@ 

:COL2_3862
00D6: if 
0038:   $2278 == 11 // integer values 
004D: jump_if_false @COL2_4044 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @COL2_4044 
00D6: if 
001C:   $4811 > $2279 // integer values 
004D: jump_if_false @COL2_4044 
015F: set_camera_position -16.767 -942.2947 10.064 0.0 rotation 0.0 0.0 
0160: point_camera -15.8789 -941.8711 10.2422 switchstyle 2 
0395: clear_area 0 at -5.4288 -939.4909 range 13.0343 10.0 
022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 2000 // integer values 
0004: $2278 = 12 // integer values 

:COL2_4044
00D6: if 
0038:   $2278 == 10 // integer values 
004D: jump_if_false @COL2_4172 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @COL2_4172 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_4172 
00D6: if 
001C:   $4811 > $2279 // integer values 
004D: jump_if_false @COL2_4172 
03CF: load_wav 'COL2_8' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'COL2_9' 5000 ms 1  // You American idiot! They followed you here!
0004: $2280 = 0 // integer values 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 2000 // integer values 
0004: $2278 = 11 // integer values 

:COL2_4172
00D6: if 
0038:   $2278 == 9 // integer values 
004D: jump_if_false @COL2_4439 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_4439 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @COL2_4439 
015F: set_camera_position 2.7282 -949.3295 23.6051 0.0 rotation 0.0 0.0 
0160: point_camera 2.7581 -948.4955 23.054 switchstyle 2 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @COL2_4328 
00A1: put_actor 1@ at 4.2931 -947.4683 -100.0 
011C: actor 1@ clear_objective 
020F: actor 1@ look_at_player $PLAYER_CHAR 
04C6: actor 1@ do_kung_fu_stance_towards_actor $PLAYER_ACTOR 

:COL2_4328
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @COL2_4385 
00A1: put_actor 2@ at 2.4581 -947.4636 -100.0 
011C: actor 2@ clear_objective 
020F: actor 2@ look_at_player $PLAYER_CHAR 
04C6: actor 2@ do_kung_fu_stance_towards_actor $PLAYER_ACTOR 

:COL2_4385
00BC: text_highpriority 'COL2_6A' 5000 ms 1  // Freeze, imperialist American pig! Zat iz propertay of ze government Francais. 'And eet over!
03D1: play_wav 2 
03CF: load_wav 'COL2_9' as 1 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 1000 // integer values 
0004: $2278 = 10 // integer values 

:COL2_4439
00D6: if 
0038:   $2278 == 8 // integer values 
004D: jump_if_false @COL2_4570 
009A: 3@ = create_actor_pedtype 4 model #SPECIAL01 at 2.5231 -924.9479 9.3967 
009A: 4@ = create_actor_pedtype 4 model #SPECIAL01 at 5.3188 -924.7693 9.3965 
0411: set_actor 3@ use_pednode_seek 0 
0211: actor 3@ walk_to 2.7139 -936.8358 
0411: set_actor 3@ use_pednode_seek 0 
0411: set_actor 4@ use_pednode_seek 0 
0211: actor 4@ walk_to 4.6123 -937.3372 
0411: set_actor 4@ use_pednode_seek 0 
0004: $2278 = 9 // integer values 

:COL2_4570
00D6: if 
0038:   $2278 == 7 // integer values 
004D: jump_if_false @COL2_4680 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @COL2_4680 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_4680 
00BC: text_highpriority 'COL2_5' 2000 ms 1  // Oh...d'accord.
03D1: play_wav 1 
03CF: load_wav 'COL2_6A' as 2 
01D2: actor 0@ follow_player $PLAYER_CHAR 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 700 // integer values 
0004: $2278 = 8 // integer values 

:COL2_4680
00D6: if 
0038:   $2278 == 6 // integer values 
004D: jump_if_false @COL2_4782 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_4782 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @COL2_4782 
00BC: text_highpriority 'COL2_4' 3000 ms 1  // Look, Cortez sent me. Just give me the damn chips.
03D1: play_wav 2 
03CF: load_wav 'COL2_5' as 1 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 4000 // integer values 
0004: $2278 = 7 // integer values 

:COL2_4782
00D6: if 
0038:   $2278 == 5 // integer values 
004D: jump_if_false @COL2_4868 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @COL2_4868 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_4868 
00BC: text_highpriority 'COL2_3' 2000 ms 1  // Ah, comment?
03D1: play_wav 1 
03CF: load_wav 'COL2_4' as 2 
0004: $2278 = 6 // integer values 

:COL2_4868
00D6: if 
0038:   $2278 == 4 // integer values 
004D: jump_if_false @COL2_5135 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @COL2_5135 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_5135 
015F: set_camera_position 3.8965 -930.553 16.1132 0.0 rotation 0.0 0.0 
0160: point_camera 3.8828 -931.5497 16.1934 switchstyle 2 
020F: actor 0@ look_at_player $PLAYER_CHAR 
00BC: text_highpriority 'COL2_2' 5000 ms 1  // What?
03D1: play_wav 2 
03CF: load_wav 'COL2_3' as 1 
009A: 1@ = create_actor_pedtype 4 model #SPECIAL01 at 4.6792 -951.7053 20.733 
009A: 2@ = create_actor_pedtype 4 model #SPECIAL01 at 2.1545 -954.6406 20.733 
0411: set_actor 1@ use_pednode_seek 0 
0211: actor 1@ walk_to 4.2931 -947.4683 
0411: set_actor 1@ use_pednode_seek 0 
0411: set_actor 2@ use_pednode_seek 0 
0211: actor 2@ walk_to 2.4581 -947.4636 
0411: set_actor 2@ use_pednode_seek 0 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 1000 // integer values 
0004: $2278 = 5 // integer values 

:COL2_5135
00D6: if 
0038:   $2278 == 3 // integer values 
004D: jump_if_false @COL2_5299 
00D6: if 
001C:   $4811 > $2279 // integer values 
004D: jump_if_false @COL2_5299 
0172: $2285 = actor 0@ z_angle 
000D: $2285 -= 12.0 // floating-point values 
00D6: if 
0022:   115.6022 > $2285 // floating-point values 
004D: jump_if_false @COL2_5278 
0005: $2285 = 115.6022 // floating-point values 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_5278 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 1500 // integer values 
0004: $2278 = 4 // integer values 
00BC: text_highpriority 'COL2_1' 5000 ms 1  // Ze rain, she is tres wet zis time of the year...
03D1: play_wav 1 

:COL2_5278
0173: set_actor 0@ z_angle_to $2285 
022F: set_actor 0@ stop_looking 
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR 

:COL2_5299
00D6: if 
0038:   $2278 == 2 // integer values 
004D: jump_if_false @COL2_5369 
00D6: if 
001C:   $4811 > $2279 // integer values 
004D: jump_if_false @COL2_5369 
0372: set_actor 0@ anim 3 wait_state_time 900 ms 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 1000 // integer values 
0004: $2278 = 3 // integer values 

:COL2_5369
00D6: if 
0038:   $2278 == 1 // integer values 
004D: jump_if_false @COL2_5410 
0084: $2279 = $4811 // integer values and handles 
0008: $2279 += 500 // integer values 
0004: $2278 = 2 // integer values 

:COL2_5410
00D6: if 
0038:   $2278 == 0 // integer values 
004D: jump_if_false @COL2_5713 
00D6: if 
00FC:   player $PLAYER_CHAR 0 0@ on_foot radius 3.0 3.0 2.0 
004D: jump_if_false @COL2_5713 
0164: disable_marker $2272 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
011C: actor 0@ clear_objective 
0395: clear_area 1 at 4.1929 -938.9565 range 15.076 5.0 
0055: put_player $PLAYER_CHAR at 3.0914 -938.557 15.076 
0210: player $PLAYER_CHAR look_at_actor 0@ 
015F: set_camera_position 8.1222 -935.515 17.0304 0.0 rotation 0.0 0.0 
0160: point_camera 7.3126 -936.0714 16.8437 switchstyle 2 
00A1: put_actor 0@ at 6.1112 -937.0656 15.076 
0173: set_actor 0@ z_angle_to 262.8159 
022B: create_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 
0395: clear_area 0 at 3.6782 -939.0247 range 16.0038 6.0 
0164: disable_marker $433 
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 
0004: $2278 = 1 // integer values 

:COL2_5713
00D6: if 
0018:   $2278 > 10 // integer values 
004D: jump_if_false @COL2_9888 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COL2_9265 
00A0: store_actor 0@ position_to $2286 $2287 $2288 
00D6: if 
0038:   $2280 == 0 // integer values 
004D: jump_if_false @COL2_5822 
0411: set_actor 0@ use_pednode_seek 0 
0502: unknown_actor 0@ sprint_to 1.8336 -938.0876 
0411: set_actor 0@ use_pednode_seek 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
0004: $2280 = 1 // integer values 

:COL2_5822
00D6: if 
0038:   $2280 == 1 // integer values 
004D: jump_if_false @COL2_5907 
00D6: if 
00ED:   actor 0@ 0 1.8336 -938.0876 radius 1.0 1.0 
004D: jump_if_false @COL2_5907 
0502: unknown_actor 0@ sprint_to -11.6307 -938.0319 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2280 = 2 // integer values 

:COL2_5907
00D6: if 
0038:   $2280 == 2 // integer values 
004D: jump_if_false @COL2_5992 
00D6: if 
00ED:   actor 0@ 0 -11.6307 -938.0319 radius 1.0 1.0 
004D: jump_if_false @COL2_5992 
0502: unknown_actor 0@ sprint_to -11.4825 -935.4515 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2280 = 3 // integer values 

:COL2_5992
00D6: if 
0038:   $2280 == 3 // integer values 
004D: jump_if_false @COL2_6077 
00D6: if 
00ED:   actor 0@ 0 -11.4825 -935.4515 radius 1.0 1.0 
004D: jump_if_false @COL2_6077 
0502: unknown_actor 0@ sprint_to 1.7873 -928.6034 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2280 = 4 // integer values 

:COL2_6077
00D6: if 
0038:   $2280 == 4 // integer values 
004D: jump_if_false @COL2_6162 
00D6: if 
00ED:   actor 0@ 0 1.7873 -928.6034 radius 1.0 1.0 
004D: jump_if_false @COL2_6162 
0502: unknown_actor 0@ sprint_to 5.9929 -904.009 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2280 = 5 // integer values 

:COL2_6162
00D6: if 
0038:   $2280 == 5 // integer values 
004D: jump_if_false @COL2_6247 
00D6: if 
00ED:   actor 0@ 0 5.9929 -904.009 radius 1.0 1.0 
004D: jump_if_false @COL2_6247 
0502: unknown_actor 0@ sprint_to 40.2117 -897.6254 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2280 = 6 // integer values 

:COL2_6247
00D6: if 
0038:   $2280 == 6 // integer values 
004D: jump_if_false @COL2_6348 
00D6: if 
00ED:   actor 0@ 0 40.2117 -897.6254 radius 1.0 1.0 
004D: jump_if_false @COL2_6348 
00D6: if 
8119:   not car 5@ wrecked 
004D: jump_if_false @COL2_6348 
0319: set_actor 0@ running 1 
0411: set_actor 0@ use_pednode_seek 1 
01D5: actor 0@ go_to_and_drive_car 5@ 
0004: $2280 = 7 // integer values 

:COL2_6348
00D6: if 
0018:   $2278 > 13 // integer values 
004D: jump_if_false @COL2_6593 
00D6: if 
0038:   $2280 == 7 // integer values 
004D: jump_if_false @COL2_6593 
00D6: if 
8119:   not car 5@ wrecked 
004D: jump_if_false @COL2_6511 
00D6: if 
00DB:   actor 0@ in_car 5@ 
004D: jump_if_false @COL2_6504 
00A7: car 5@ drive_to 267.4104 1287.846 16.1968 
00AD: set_car 5@ max_speed_to 25.0 
00AE: set_vehicle 5@ traffic_behavior_to 2 
00D6: if 
0038:   $2561 == 0 // integer values 
004D: jump_if_false @COL2_6497 
0004: $2561 = 1 // integer values 
0084: $2586 = $4811 // integer values and handles 
0008: $2586 += 6000 // integer values 

:COL2_6497
0004: $2280 = 8 // integer values 

:COL2_6504
0002: jump @COL2_6593 

:COL2_6511
00D6: if 
82D8:   not actor 0@ current_weapon == 23 
004D: jump_if_false @COL2_6544 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
011C: actor 0@ clear_objective 

:COL2_6544
00D6: if 
0038:   $2563 == 0 // integer values 
004D: jump_if_false @COL2_6585 
0004: $2563 = 1 // integer values 
0084: $2588 = $4811 // integer values and handles 
0008: $2588 += 6000 // integer values 

:COL2_6585
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_6593
00D6: if 
0018:   $2280 > 7 // integer values 
004D: jump_if_false @COL2_6834 
00D6: if 
8119:   not car 5@ wrecked 
004D: jump_if_false @COL2_6834 
00D6: if 
00DB:   actor 0@ in_car 5@ 
004D: jump_if_false @COL2_6834 
0054: store_player $PLAYER_CHAR position_to $95 $96 $447 
00A0: store_actor 0@ position_to $445 $446 $447 
0086: $4862 = $95 // floating-point values only 
0061: $4862 -= $445 // floating-point values 
0086: $4863 = $96 // floating-point values only 
0061: $4863 -= $446 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
0005: $6985 = 800.0 // floating-point values 
0071: $6985 /= $4864 // floating-point values 
00D6: if 
0020:   $6985 > 38.0 // floating-point values 
004D: jump_if_false @COL2_6795 
0005: $6985 = 38.0 // floating-point values 

:COL2_6795
00D6: if 
0022:   10.0 > $6985 // floating-point values 
004D: jump_if_false @COL2_6826 
0005: $6985 = 10.0 // floating-point values 

:COL2_6826
00AD: set_car 5@ max_speed_to $6985 

:COL2_6834
00D6: if 
0038:   $2280 == 8 // integer values 
004D: jump_if_false @COL2_7242 
00D6: if 
80DF:   not actor 0@ driving 
004D: jump_if_false @COL2_7003 
00D6: if 
8119:   not car 5@ wrecked 
004D: jump_if_false @COL2_6947 
00D6: if 
0038:   $2562 == 0 // integer values 
004D: jump_if_false @COL2_6925 
0004: $2562 = 1 // integer values 
0084: $2587 = $4811 // integer values and handles 
0008: $2587 += 6000 // integer values 

:COL2_6925
01D5: actor 0@ go_to_and_drive_car 5@ 
0004: $2280 = 9 // integer values 
0002: jump @COL2_6996 

:COL2_6947
01D0: actor 0@ avoid_player $PLAYER_CHAR 
00D6: if 
0038:   $2564 == 0 // integer values 
004D: jump_if_false @COL2_6996 
0004: $2564 = 1 // integer values 
0084: $2589 = $4811 // integer values and handles 
0008: $2589 += 6000 // integer values 

:COL2_6996
0002: jump @COL2_7242 

:COL2_7003
00D6: if 
8119:   not car 5@ wrecked 
004D: jump_if_false @COL2_7242 
00D6: if 
0038:   $2275 == 0 // integer values 
004D: jump_if_false @COL2_7108 
00D6: if 
01AD:   car 5@ sphere 0 near_point 267.4104 1287.846 radius 15.0 15.0 
004D: jump_if_false @COL2_7108 
0477: set_car 5@ action 6 time 200 
0084: $2276 = $4811 // integer values and handles 
0008: $2276 += 199 // integer values 
0004: $2275 = 1 // integer values 

:COL2_7108
00D6: if 
0038:   $2275 == 1 // integer values 
004D: jump_if_false @COL2_7162 
00D6: if 
001C:   $4811 > $2276 // integer values 
004D: jump_if_false @COL2_7162 
0477: set_car 5@ action 3 time 5000 
0004: $2275 = 2 // integer values 

:COL2_7162
00D6: if 
0038:   $2275 == 2 // integer values 
004D: jump_if_false @COL2_7242 
00D6: if 
01C1:   car 5@ stopped 
004D: jump_if_false @COL2_7242 
0477: set_car 5@ action 1 time 5000 
0502: unknown_actor 0@ sprint_to 266.123 1297.013 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2280 = 10 // integer values 
0004: $2275 = 3 // integer values 

:COL2_7242
00D6: if 
0038:   $2280 == 9 // integer values 
004D: jump_if_false @COL2_7428 
00D6: if 
8119:   not car 5@ wrecked 
004D: jump_if_false @COL2_7346 
00D6: if 
00DB:   actor 0@ in_car 5@ 
004D: jump_if_false @COL2_7339 
00AD: set_car 5@ max_speed_to 25.0 
00AE: set_vehicle 5@ traffic_behavior_to 2 
00A7: car 5@ drive_to 267.4104 1287.846 16.1968 
0004: $2280 = 8 // integer values 

:COL2_7339
0002: jump @COL2_7428 

:COL2_7346
00D6: if 
82D8:   not actor 0@ current_weapon == 23 
004D: jump_if_false @COL2_7379 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
011C: actor 0@ clear_objective 

:COL2_7379
00D6: if 
0038:   $2563 == 0 // integer values 
004D: jump_if_false @COL2_7420 
0004: $2563 = 1 // integer values 
0084: $2588 = $4811 // integer values and handles 
0008: $2588 += 6000 // integer values 

:COL2_7420
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_7428
00D6: if 
0038:   $2280 == 10 // integer values 
004D: jump_if_false @COL2_7614 
00D6: if 
001A:   4 > $2275 // integer values 
004D: jump_if_false @COL2_7531 
00D6: if 
00ED:   actor 0@ 0 266.123 1297.013 radius 1.0 1.0 
004D: jump_if_false @COL2_7531 
0502: unknown_actor 0@ sprint_to 264.7184 1307.362 
0411: set_actor 0@ use_pednode_seek 0 
0004: $2275 = 4 // integer values 

:COL2_7531
00D6: if 
0038:   $2275 == 4 // integer values 
004D: jump_if_false @COL2_7614 
00D6: if 
00ED:   actor 0@ 0 264.7184 1307.362 radius 1.0 1.0 
004D: jump_if_false @COL2_7614 
009B: destroy_actor_instantly 0@ 
00BC: text_highpriority 'COL2_F4' 5000 ms 1  // ~r~The courier has escaped! You failed to get the guidance chips.
0002: jump @COL2_9895 

:COL2_7614
00D6: if 
0038:   $2560 == 2 // integer values 
004D: jump_if_false @COL2_7668 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_7668 
0004: $2560 = 3 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_7668
00D6: if 
0038:   $2560 == 1 // integer values 
004D: jump_if_false @COL2_7712 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_7712 
03D1: play_wav 1 
0004: $2560 = 2 // integer values 

:COL2_7712
00D6: if 
0038:   $2560 == 0 // integer values 
004D: jump_if_false @COL2_7774 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_7774 
03CF: load_wav 'COL2_7' as 1 
0004: $2560 = 1 // integer values 
0004: $2607 = 1 // integer values 

:COL2_7774
00D6: if 
0018:   $2561 > 0 // integer values 
004D: jump_if_false @COL2_7979 
00D6: if 
0038:   $2561 == 3 // integer values 
004D: jump_if_false @COL2_7846 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_7846 
0004: $2561 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_7846
00D6: if 
0038:   $2561 == 2 // integer values 
004D: jump_if_false @COL2_7917 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_7917 
00A0: store_actor 0@ position_to $445 $446 $447 
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
0004: $2561 = 3 // integer values 

:COL2_7917
00D6: if 
0038:   $2561 == 1 // integer values 
004D: jump_if_false @COL2_7979 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_7979 
03CF: load_wav 'COL2_10' as 1 
0004: $2561 = 2 // integer values 
0004: $2607 = 1 // integer values 

:COL2_7979
00D6: if 
0018:   $2562 > 0 // integer values 
004D: jump_if_false @COL2_8184 
00D6: if 
0038:   $2562 == 3 // integer values 
004D: jump_if_false @COL2_8051 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_8051 
0004: $2562 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_8051
00D6: if 
0038:   $2562 == 2 // integer values 
004D: jump_if_false @COL2_8122 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_8122 
00A0: store_actor 0@ position_to $445 $446 $447 
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
0004: $2562 = 3 // integer values 

:COL2_8122
00D6: if 
0038:   $2562 == 1 // integer values 
004D: jump_if_false @COL2_8184 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_8184 
03CF: load_wav 'COL2_11' as 1 
0004: $2562 = 2 // integer values 
0004: $2607 = 1 // integer values 

:COL2_8184
00D6: if 
0018:   $2563 > 0 // integer values 
004D: jump_if_false @COL2_8389 
00D6: if 
0038:   $2563 == 3 // integer values 
004D: jump_if_false @COL2_8256 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_8256 
0004: $2563 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_8256
00D6: if 
0038:   $2563 == 2 // integer values 
004D: jump_if_false @COL2_8327 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_8327 
00A0: store_actor 0@ position_to $445 $446 $447 
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
0004: $2563 = 3 // integer values 

:COL2_8327
00D6: if 
0038:   $2563 == 1 // integer values 
004D: jump_if_false @COL2_8389 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_8389 
03CF: load_wav 'COL2_12' as 1 
0004: $2563 = 2 // integer values 
0004: $2607 = 1 // integer values 

:COL2_8389
00D6: if 
0018:   $2564 > 0 // integer values 
004D: jump_if_false @COL2_8594 
00D6: if 
0038:   $2564 == 3 // integer values 
004D: jump_if_false @COL2_8461 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_8461 
0004: $2564 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_8461
00D6: if 
0038:   $2564 == 2 // integer values 
004D: jump_if_false @COL2_8532 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_8532 
00A0: store_actor 0@ position_to $445 $446 $447 
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
0004: $2564 = 3 // integer values 

:COL2_8532
00D6: if 
0038:   $2564 == 1 // integer values 
004D: jump_if_false @COL2_8594 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_8594 
03CF: load_wav 'COL2_13' as 1 
0004: $2564 = 2 // integer values 
0004: $2607 = 1 // integer values 

:COL2_8594
00D6: if 
00E9:   player $PLAYER_CHAR 0 0@ radius 15.0 15.0 
004D: jump_if_false @COL2_8657 
00D6: if 
0038:   $2282 == 0 // integer values 
004D: jump_if_false @COL2_8650 
0004: $2282 = 1 // integer values 

:COL2_8650
0002: jump @COL2_8664 

:COL2_8657
0004: $2282 = 0 // integer values 

:COL2_8664
00D6: if 
0018:   $2278 > 12 // integer values 
004D: jump_if_false @COL2_9258 
00D6: if 
0038:   $2567 == 2 // integer values 
004D: jump_if_false @COL2_8736 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_8736 
0004: $2567 = 3 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_8736
00D6: if 
0038:   $2567 == 1 // integer values 
004D: jump_if_false @COL2_8780 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_8780 
03D1: play_wav 1 
0004: $2567 = 2 // integer values 

:COL2_8780
00D6: if 
0038:   $2282 == 1 // integer values 
004D: jump_if_false @COL2_8874 
00D6: if 
0038:   $2567 == 0 // integer values 
004D: jump_if_false @COL2_8874 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_8874 
03CF: load_wav 'COL2_14' as 1 
0004: $2567 = 1 // integer values 
0004: $2607 = 1 // integer values 
0004: $2282 = 2 // integer values 
0002: jump @COL2_1950 

:COL2_8874
00D6: if 
0038:   $2568 == 2 // integer values 
004D: jump_if_false @COL2_8928 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_8928 
0004: $2568 = 3 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_8928
00D6: if 
0038:   $2568 == 1 // integer values 
004D: jump_if_false @COL2_8972 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_8972 
03D1: play_wav 1 
0004: $2568 = 2 // integer values 

:COL2_8972
00D6: if 
0038:   $2282 == 1 // integer values 
004D: jump_if_false @COL2_9066 
00D6: if 
0038:   $2568 == 0 // integer values 
004D: jump_if_false @COL2_9066 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_9066 
03CF: load_wav 'COL2_15' as 1 
0004: $2568 = 1 // integer values 
0004: $2607 = 1 // integer values 
0004: $2282 = 2 // integer values 
0002: jump @COL2_1950 

:COL2_9066
00D6: if 
0038:   $2569 == 2 // integer values 
004D: jump_if_false @COL2_9120 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL2_9120 
0004: $2569 = 3 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL2_1950 

:COL2_9120
00D6: if 
0038:   $2569 == 1 // integer values 
004D: jump_if_false @COL2_9164 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL2_9164 
03D1: play_wav 1 
0004: $2569 = 2 // integer values 

:COL2_9164
00D6: if 
0038:   $2282 == 1 // integer values 
004D: jump_if_false @COL2_9258 
00D6: if 
0038:   $2569 == 0 // integer values 
004D: jump_if_false @COL2_9258 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL2_9258 
03CF: load_wav 'COL2_16' as 1 
0004: $2569 = 1 // integer values 
0004: $2607 = 1 // integer values 
0004: $2282 = 2 // integer values 
0002: jump @COL2_1950 

:COL2_9258
0002: jump @COL2_9888 

:COL2_9265
00D6: if 
0038:   $2273 == 0 // integer values 
004D: jump_if_false @COL2_9449 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
84AD:   not actor 0@ in_water 
004D: jump_if_false @COL2_9427 
00BC: text_highpriority 'COL2_F2' 5000 ms 1  // ~g~The courier is dead. Grab the guidance chips.
0164: disable_marker $2272 
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @COL2_9382 
04A5: get_dead_actor_pickup_coords 0@ store_to $445 $446 $447 
0213: 10@ = create_pickup #BRIEFCASE type 3 at $445 $446 $447 
0002: jump @COL2_9400 

:COL2_9382
0213: 10@ = create_pickup #BRIEFCASE type 3 at $2286 $2287 $2288 

:COL2_9400
0164: disable_marker $2272 
03DC: $2272 = create_marker_above_pickup 10@ 
0004: $2273 = 1 // integer values 
0002: jump @COL2_9449 

:COL2_9427
00BC: text_highpriority 'COL2_F3' 5000 ms 1  // ~r~The guidance chips are at the bottom of the sea.
0002: jump @COL2_9895 

:COL2_9449
00D6: if 
0038:   $2273 == 1 // integer values 
004D: jump_if_false @COL2_9549 
00D6: if 
0214:   pickup 10@ picked_up 
004D: jump_if_false @COL2_9549 
0004: $2273 = 2 // integer values 
0164: disable_marker $2272 
018A: $2272 = create_checkpoint_at -245.002 -1360.817 7.0786 
00BC: text_highpriority 'COL2_B3' 5000 ms 1  // ~g~Take the guidance chips back to the Colonel.
018C: play_sound 1 at 0.0 0.0 0.0 

:COL2_9549
00D6: if 
0038:   $2273 == 2 // integer values 
004D: jump_if_false @COL2_9888 
00D6: if 
00F6:   player $PLAYER_CHAR 1 -245.002 -1360.817 7.0786 radius 2.0 2.0 3.0 
004D: jump_if_false @COL2_9888 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0001: wait 0 ms 
0001: wait 0 ms 
015F: set_camera_position -245.1924 -1364.166 8.6417 0.0 rotation 0.0 0.0 
0160: point_camera -246.0084 -1363.589 8.6193 switchstyle 2 
0055: put_player $PLAYER_CHAR at -245.002 -1360.817 7.0786 
02A3: enable_widescreen 1 
0239: actor $PLAYER_ACTOR run_to -258.4183 -1360.653 
0001: wait 1000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 1000 ms 

:COL2_9751
00D6: if 
016B:   fading 
004D: jump_if_false @COL2_9775 
0001: wait 0 ms 
0002: jump @COL2_9751 

:COL2_9775
011C: actor $PLAYER_ACTOR clear_objective 
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 1000 ms 

:COL2_9857
00D6: if 
016B:   fading 
004D: jump_if_false @COL2_9881 
0001: wait 0 ms 
0002: jump @COL2_9857 

:COL2_9881
0002: jump @COL2_9912 

:COL2_9888
0002: jump @COL2_1950 

:COL2_9895
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:COL2_9912
0004: $PASSED_COL2_MALL_SHOOTOUT = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 21500 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 21500 
0318: set_latest_mission_passed 'COL_2'  // Mall Shootout
0394: play_music 1 
030C: progress_made += 1 
0004: $902 = 1 // integer values 
004F: create_thread @GEN3  
0051: return 

:COL2_9985
0004: $ONMISSION = 0 // integer values 
00D6: if 
0038:   $2273 == 1 // integer values 
004D: jump_if_false @COL2_10015 
0215: destroy_pickup 10@ 

:COL2_10015
034F: destroy_actor_with_fade 0@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 1@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 2@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 3@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 4@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 6@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 7@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 8@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 9@ // The actor fades away like a ghost 
034F: destroy_actor_with_fade 11@ // The actor fades away like a ghost 
0164: disable_marker $433 
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 
0164: disable_marker $2272 
022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 
0249: release_model #PCJ600 
0249: release_model #COLT45 
0249: release_model #UZI 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 9---------------
// Originally: Guardian Angels

:GENERL3
03A4: name_thread 'GENERL3' 
0050: gosub @GENERL3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @GENERL3_37 
0050: gosub @GENERL3_26174 

:GENERL3_37
0050: gosub @GENERL3_26269 
004E: end_thread 

:GENERL3_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'GENERA3' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
0004: $2360 = 0 // integer values 
0005: $2361 = 156.0404 // floating-point values 
0005: $2362 = -1193.324 // floating-point values 
0005: $2363 = 17.8427 // floating-point values 
0005: $2368 = 462.29 // floating-point values 
0005: $2369 = -486.0 // floating-point values 
0005: $2370 = 10.48 // floating-point values 
0005: $2364 = 463.4609 // floating-point values 
0005: $2365 = -461.3178 // floating-point values 
0005: $2366 = 9.486246 // floating-point values 
0005: $2367 = 178.791 // floating-point values 
0005: $2309 = 457.6495 // floating-point values 
0005: $2310 = -512.88 // floating-point values 
0005: $2311 = 9.899857 // floating-point values 
0005: $2312 = 454.1362 // floating-point values 
0005: $2313 = -503.9373 // floating-point values 
0005: $2314 = 16.9188 // floating-point values 
0005: $2316 = 462.877 // floating-point values 
0005: $2317 = -514.963 // floating-point values 
0005: $2318 = 16.951 // floating-point values 
0005: $2319 = 12.838 // floating-point values 
0005: $2303 = 446.7785 // floating-point values 
0005: $2304 = -525.1792 // floating-point values 
0005: $2305 = 9.5282 // floating-point values 
0005: $2306 = 315.6846 // floating-point values 
0004: $2371 = 0 // integer values 
0004: $2373 = 0 // integer values 
0005: $2374 = 497.03 // floating-point values 
0005: $2375 = -518.829 // floating-point values 
0005: $2376 = 10.6891 // floating-point values 
0005: $2377 = 163.719 // floating-point values 
0005: $2378 = 455.754 // floating-point values 
0005: $2379 = -528.0207 // floating-point values 
0004: $2381 = 0 // integer values 
0005: $2382 = 423.574 // floating-point values 
0005: $2383 = -513.052 // floating-point values 
0005: $2384 = 9.774 // floating-point values 
0005: $2385 = 248.0281 // floating-point values 
0005: $2386 = 451.082 // floating-point values 
0005: $2387 = -523.164 // floating-point values 
0005: $2388 = 10.4 // floating-point values 
0004: $2390 = 0 // integer values 
0005: $2391 = 486.535 // floating-point values 
0005: $2392 = -537.118 // floating-point values 
0005: $2393 = 11.191 // floating-point values 
0005: $2394 = 250.382 // floating-point values 
0004: $2396 = 0 // integer values 
0005: $2397 = 465.478 // floating-point values 
0005: $2398 = -416.186 // floating-point values 
0005: $2399 = 11.2568 // floating-point values 
0005: $2400 = 172.784 // floating-point values 
0005: $2401 = 459.131 // floating-point values 
0005: $2402 = -485.317 // floating-point values 
0005: $2403 = 11.136 // floating-point values 
0004: $2405 = 0 // integer values 
0005: $2406 = 425.64 // floating-point values 
0005: $2407 = -513.68 // floating-point values 
0005: $2408 = 9.785 // floating-point values 
0005: $2409 = 245.37 // floating-point values 
0005: $2410 = 451.121 // floating-point values 
0005: $2411 = -519.82 // floating-point values 
0005: $2412 = 10.486 // floating-point values 
0004: $2334 = 0 // integer values 
0004: $2335 = 0 // integer values 
0004: $2336 = 0 // integer values 
0004: $2337 = 0 // integer values 
0004: $2338 = 0 // integer values 
0004: $2339 = 0 // integer values 
0004: $2340 = 0 // integer values 
0004: $2341 = 0 // integer values 
0004: $2342 = 0 // integer values 
0004: $2343 = 0 // integer values 
0004: $2416 = 0 // integer values 
0004: $2417 = 0 // integer values 
0004: $2418 = 0 // integer values 
0004: $2419 = 0 // integer values 
0004: $2420 = 0 // integer values 
0004: $2300 = 0 // integer values 
0004: $2426 = 0 // integer values 
0004: $2427 = 0 // integer values 
0004: $2428 = 0 // integer values 
0004: $2429 = 0 // integer values 
0004: $2290 = 0 // integer values 
0004: $2430 = 0 // integer values 
0004: $2301 = 0 // integer values 
0004: $2434 = 0 // integer values 
0004: $2431 = 0 // integer values 
0004: $2456 = 0 // integer values 
0004: $2457 = 0 // integer values 
0004: $2458 = 0 // integer values 
0004: $2416 = 0 // integer values 
0004: $2360 = 0 // integer values 
0004: $2461 = 0 // integer values 
0004: $2463 = 0 // integer values 
0004: $2464 = 0 // integer values 
0004: $2465 = 0 // integer values 
0004: $2466 = 0 // integer values 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
03CF: load_wav 'MONO_9' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
0244: set_cutscene_pos $448 $449 $450 
03CB: set_camera $448 $449 $450 
038B: load_requested_models 

:GENERL3_1507
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @GENERL3_1537 
0001: wait 0 ms 
0002: jump @GENERL3_1507 

:GENERL3_1537
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_3A' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $150 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $150 'CSCOLO' 
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:GENERL3_1725
00D6: if 
001A:   2880 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_1760 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_1725 

:GENERL3_1760
00BC: text_highpriority 'GEN3_A' 10000 ms 1  // Thomas, I appreciate your coming.

:GENERL3_1775
00D6: if 
001A:   4968 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_1810 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_1775 

:GENERL3_1810
00BC: text_highpriority 'GEN3_B' 10000 ms 1  // Forgive me for getting straight to business.

:GENERL3_1825
00D6: if 
001A:   8932 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_1860 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_1825 

:GENERL3_1860
00BC: text_highpriority 'GEN3_C' 10000 ms 1  // Diaz has asked me to oversee a minor business transaction.

:GENERL3_1875
00D6: if 
001A:   11868 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_1910 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_1875 

:GENERL3_1910
00BC: text_highpriority 'GEN3_D' 10000 ms 1  // Let's hope it goes better than last time, huh?

:GENERL3_1925
00D6: if 
001A:   13573 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_1960 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_1925 

:GENERL3_1960
00BC: text_highpriority 'GEN3_E' 10000 ms 1  // Which is why I thought of you, my friend.

:GENERL3_1975
00D6: if 
001A:   16601 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_2010 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_1975 

:GENERL3_2010
00BC: text_highpriority 'GEN3_F' 10000 ms 1  // I've dropped some protection at the multistory carpark.

:GENERL3_2025
00D6: if 
001A:   19737 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_2060 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_2025 

:GENERL3_2060
00BC: text_highpriority 'GEN3_G' 10000 ms 1  // Pick it up - then go and watch over Diaz's men at the drop off.

:GENERL3_2075
00D6: if 
001A:   23717 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_2110 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_2075 

:GENERL3_2110
00BC: text_highpriority 'GEN3_H' 10000 ms 1  // Gracias, amigo.

:GENERL3_2125
00D6: if 
001A:   24768 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @GENERL3_2160 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @GENERL3_2125 

:GENERL3_2160
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @GENERL3_2213 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_2213 
03D1: play_wav 1 
0004: $2466 = 1 // integer values 

:GENERL3_2213
00D6: if 
016B:   fading 
004D: jump_if_false @GENERL3_2237 
0001: wait 0 ms 
0002: jump @GENERL3_2213 

:GENERL3_2237
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
0373: set_camera_directly_behind_player 
04BB: select_interiour 0 // select render area 
0247: request_model #ADMIRAL 
0247: request_model #CLA 
0247: request_model #CLB 
0247: request_model #INFERNUS 
0247: request_model #UZI 
0247: request_model #RUGER 
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGDIAZ' 

:GENERL3_2845
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @GENERL3_2875 
0001: wait 0 ms 
0002: jump @GENERL3_2845 

:GENERL3_2875
00D6: if or
8248:   not model #ADMIRAL available 
8248:   not model #CLA available 
8248:   not model #CLB available 
8248:   not model #INFERNUS available 
8248:   not model #UZI available 
004D: jump_if_false @GENERL3_2920 
0001: wait 0 ms 
0002: jump @GENERL3_2875 

:GENERL3_2920
00D6: if 
8248:   not model #RUGER available 
004D: jump_if_false @GENERL3_2947 
0001: wait 0 ms 
0002: jump @GENERL3_2920 

:GENERL3_2947
00D6: if 
0038:   $2466 == 1 // integer values 
004D: jump_if_false @GENERL3_2991 

:GENERL3_2965
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GENERL3_2991 
0001: wait 0 ms 
0002: jump @GENERL3_2965 

:GENERL3_2991
03CF: load_wav 'COL3_1' as 1 
03CF: load_wav 'COL3_2' as 2 

:GENERL3_3015
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GENERL3_3045 
0001: wait 0 ms 
0002: jump @GENERL3_3015 

:GENERL3_3045
01B6: set_weather 4 
016A: fade 1 1500 ms 
032B: $2289 = create_weapon_pickup #RUGER 3 ammo 50000 at $2361 $2362 $2363 
03DC: $2358 = create_marker_above_pickup $2289 
00BC: text_highpriority 'GEN3_20' 10000 ms 2  // ~g~The Colonel has arranged some firepower for you at the multistory carpark.
0481:  3.0 

:GENERL3_3108
0001: wait 0 ms 
00D6: if 
00E3:   player $PLAYER_CHAR 0 457.6495 -512.88 radius 100.0 100.0 
004D: jump_if_false @GENERL3_3157 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:GENERL3_3157
00D6: if 
0038:   $2300 == 0 // integer values 
004D: jump_if_false @GENERL3_3485 
00D6: if 
0038:   $2360 == 0 // integer values 
004D: jump_if_false @GENERL3_3485 
00D6: if 
0214:   pickup $2289 picked_up 
004D: jump_if_false @GENERL3_3485 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0249: release_model #RUGER 
0001: wait 100 ms 
00A5: $2446 = create_car #INFERNUS at 132.7045 -1211.924 15.2615 
0175: set_car $2446 z_angle_to 358.8415 
0229: set_car $2446 color_to 1 1 
0129: $2291 = create_actor 21 #SPECIAL01 in_car $2446 driverseat 
01ED: clear_actor $2291 threat_search 
0568: set_actor $2291 untargetable 1 
00A9: set_car $2446 to_normal_driver 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0223: set_actor $2291 health_to 600 
02C2: car $2446 drive_to_point 132.4825 -1199.147 16.7405 
00AD: set_car $2446 max_speed_to 15.0 
0395: clear_area 1 at 132.7045 -1211.924 range 15.2615 30.0 
015F: set_camera_position 146.4568 -1198.275 17.66698 0.0 rotation 0.0 0.0 
0159: camera_on_ped $2291 mode 15 switchstyle 2 
0395: clear_area 1 at 154.763 -1193.619 range 16.7333 8.0 
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 
0171: set_player $PLAYER_CHAR z_angle_to 122.5278 
0004: $2300 = 1 // integer values 
0004: $2360 = 1 // integer values 
0006: 16@ = 0 // integer values 

:GENERL3_3485
00D6: if 
0038:   $2300 == 1 // integer values 
004D: jump_if_false @GENERL3_3738 
00D6: if 
0038:   $2360 == 1 // integer values 
004D: jump_if_false @GENERL3_3738 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_3738 
00D6: if 
8119:   not car $2446 wrecked 
004D: jump_if_false @GENERL3_3738 
00D6: if 
01AF:   car $2446 0 132.4825 -1199.147 16.7405 radius 3.0 3.0 3.0 
004D: jump_if_false @GENERL3_3682 
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 
0171: set_player $PLAYER_CHAR z_angle_to 122.5278 
02C2: car $2446 drive_to_point 151.2979 -1196.164 16.7405 
00AD: set_car $2446 max_speed_to 15.0 
0004: $2300 = 2 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @GENERL3_3738 

:GENERL3_3682
00D6: if 
0019:   16@ > 25000 // integer values 
004D: jump_if_false @GENERL3_3738 
00AB: put_car $2446 at 133.0962 -1199.203 16.7405 
0175: set_car $2446 z_angle_to 272.7057 
0006: 16@ = 0 // integer values 

:GENERL3_3738
00D6: if 
0038:   $2300 == 2 // integer values 
004D: jump_if_false @GENERL3_4047 
00D6: if 
0038:   $2360 == 1 // integer values 
004D: jump_if_false @GENERL3_4047 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4047 
00D6: if 
8119:   not car $2446 wrecked 
004D: jump_if_false @GENERL3_4047 
00D6: if 
01AF:   car $2446 0 151.2979 -1196.164 16.7405 radius 3.0 3.0 3.0 
004D: jump_if_false @GENERL3_3991 
00A9: set_car $2446 to_normal_driver 
0001: wait 750 ms 
015F: set_camera_position 155.74 -1190.988 17.96301 0.0 rotation 0.0 0.0 
0160: point_camera 155.1032 -1191.757 17.90615 switchstyle 2 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_3970 
00D6: if 
8119:   not car $2446 wrecked 
004D: jump_if_false @GENERL3_3970 
01D3: actor $2291 leave_car $2446 
0210: player $PLAYER_CHAR look_at_actor $2291 
0006: 16@ = 0 // integer values 

:GENERL3_3970
0004: $2300 = 3 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @GENERL3_4047 

:GENERL3_3991
00D6: if 
0019:   16@ > 25000 // integer values 
004D: jump_if_false @GENERL3_4047 
00AB: put_car $2446 at 151.3173 -1196.147 16.7405 
0175: set_car $2446 z_angle_to 268.9265 
0006: 16@ = 0 // integer values 

:GENERL3_4047
00D6: if 
0038:   $2300 == 3 // integer values 
004D: jump_if_false @GENERL3_4201 
00D6: if 
0038:   $2360 == 1 // integer values 
004D: jump_if_false @GENERL3_4201 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4201 
00D6: if 
80DF:   not actor $2291 driving 
004D: jump_if_false @GENERL3_4201 
04C2:  $2291 $PLAYER_ACTOR 
0006: 16@ = 0 // integer values 
00BC: text_highpriority 'GEN3_1' 5000 ms 1  // Hogging all the action, I see...
03D1: play_wav 1 

:GENERL3_4149
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4180 
0001: wait 0 ms 
0002: jump @GENERL3_4149 

:GENERL3_4180
040D: unload_wav 1 
03D5: remove_text 'GEN3_1'  // Hogging all the action, I see...
0004: $2300 = 4 // integer values 

:GENERL3_4201
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4907 
00D6: if 
0038:   $2300 == 4 // integer values 
004D: jump_if_false @GENERL3_4907 
00D6: if 
0038:   $2360 == 1 // integer values 
004D: jump_if_false @GENERL3_4907 
00D6: if or
0126:   actor $2291 walking 
0019:   16@ > 20000 // integer values 
004D: jump_if_false @GENERL3_4907 
00BC: text_highpriority 'GEN3_2' 5000 ms 1  // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03D1: play_wav 2 

:GENERL3_4296
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4351 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GENERL3_4344 
0002: jump @GENERL3_4697 

:GENERL3_4344
0002: jump @GENERL3_4296 

:GENERL3_4351
040D: unload_wav 2 
03D5: remove_text 'GEN3_2'  // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03CF: load_wav 'COL3_2A' as 1 
03CF: load_wav 'COL3_2B' as 2 

:GENERL3_4389
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GENERL3_4419 
0001: wait 0 ms 
0002: jump @GENERL3_4389 

:GENERL3_4419
015F: set_camera_position 156.1723 -1199.14 18.43115 0.0 rotation 0.0 0.0 
0160: point_camera 155.5315 -1198.387 18.27806 switchstyle 2 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4496 
0372: set_actor $2291 anim 19 wait_state_time 10000 ms 

:GENERL3_4496
00BC: text_highpriority 'GEN3_3' 5000 ms 1  // I might just do that. The name's Lance, by the way.
03D1: play_wav 1 

:GENERL3_4515
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4570 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GENERL3_4563 
0002: jump @GENERL3_4697 

:GENERL3_4563
0002: jump @GENERL3_4515 

:GENERL3_4570
040D: unload_wav 1 
03D5: remove_text 'GEN3_3'  // I might just do that. The name's Lance, by the way.
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4609 
0372: set_actor $2291 anim 0 wait_state_time 100 ms 

:GENERL3_4609
00BC: text_highpriority 'GEN3_4' 5000 ms 1  // Tommy Vercetti. Let's go...
03D1: play_wav 2 

:GENERL3_4628
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4683 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @GENERL3_4676 
0002: jump @GENERL3_4697 

:GENERL3_4676
0002: jump @GENERL3_4628 

:GENERL3_4683
040D: unload_wav 2 
03D5: remove_text 'GEN3_4'  // Tommy Vercetti. Let's go...

:GENERL3_4697
040D: unload_wav 1 
040D: unload_wav 2 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4739 
0372: set_actor $2291 anim 0 wait_state_time 100 ms 

:GENERL3_4739
03EB: clear_small_messages_only 
03CF: load_wav 'COL3_3' as 1 
03CF: load_wav 'COL3_4' as 2 

:GENERL3_4765
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GENERL3_4795 
0001: wait 0 ms 
0002: jump @GENERL3_4765 

:GENERL3_4795
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_4843 
01DF: tie_actor $2291 to_player $PLAYER_CHAR 
04F5: unknown_actor $2291 kiss_player $PLAYER_CHAR on 1 
0004: $2430 = 1 // integer values 
0319: set_actor $2291 running 1 

:GENERL3_4843
0006: 16@ = 0 // integer values 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
018A: $2359 = create_checkpoint_at $2309 $2310 11.062 
00BC: text_highpriority 'GEN3_44' 10000 ms 2  // ~g~Go with Lance to the drop off and watch over Diaz.
041E: set_radio_station 3 -1 
0004: $2360 = 2 // integer values 

:GENERL3_4907
00D6: if 
0038:   $2360 == 2 // integer values 
004D: jump_if_false @GENERL3_4986 
00D6: if 
0038:   $2464 == 0 // integer values 
004D: jump_if_false @GENERL3_4986 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @GENERL3_4986 
03E5: text_box 'GEN3_57'  // The Kruger is an assault rifle, which allows you to manually aim in 1st person.
0006: 16@ = 0 // integer values 
0004: $2464 = 1 // integer values 

:GENERL3_4986
00D6: if 
0038:   $2360 == 2 // integer values 
004D: jump_if_false @GENERL3_5119 
00D6: if 
0038:   $2464 == 1 // integer values 
004D: jump_if_false @GENERL3_5119 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @GENERL3_5119 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @GENERL3_5095 
03E5: text_box 'GEN3_59'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
0006: 16@ = 0 // integer values 
0004: $2464 = 2 // integer values 
0002: jump @GENERL3_5119 

:GENERL3_5095
03E5: text_box 'GEN3_58'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
0006: 16@ = 0 // integer values 
0004: $2464 = 2 // integer values 

:GENERL3_5119
00D6: if 
0038:   $2360 == 2 // integer values 
004D: jump_if_false @GENERL3_5301 
00D6: if 
0038:   $2464 == 2 // integer values 
004D: jump_if_false @GENERL3_5301 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @GENERL3_5301 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @GENERL3_5228 
03E5: text_box 'GEN3_62'  // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006: 16@ = 0 // integer values 
0004: $2464 = 3 // integer values 
0002: jump @GENERL3_5301 

:GENERL3_5228
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @GENERL3_5277 
03E5: text_box 'GEN3_61'  // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006: 16@ = 0 // integer values 
0004: $2464 = 3 // integer values 
0002: jump @GENERL3_5301 

:GENERL3_5277
03E5: text_box 'GEN3_60'  // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006: 16@ = 0 // integer values 
0004: $2464 = 3 // integer values 

:GENERL3_5301
00D6: if 
0038:   $2360 == 2 // integer values 
004D: jump_if_false @GENERL3_6158 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_6158 
00D6: if 
00F8:   player $PLAYER_CHAR stopped 1 $2309 $2310 $2311 radius 3.0 3.0 1.5 
004D: jump_if_false @GENERL3_6158 
00D6: if 
0101:   actor $2291 stopped_near_point $2309 $2310 $2311 radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @GENERL3_6158 
0249: release_model #INFERNUS 
01C3: remove_references_to_car $2446 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0164: disable_marker $2359 
0004: $2430 = 2 // integer values 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @GENERL3_5793 
03E2: actor $PLAYER_ACTOR exit_car 

:GENERL3_5793
00D6: if 
00DF:   actor $2291 driving 
004D: jump_if_false @GENERL3_5814 
03E2: actor $2291 exit_car 

:GENERL3_5814
0395: clear_area 1 at $2364 $2365 range 50.0 50.0 
00A5: $2296 = create_car #ADMIRAL at $2364 $2365 $2366 
0229: set_car $2296 color_to 8 8 
0175: set_car $2296 z_angle_to $2367 
00A9: set_car $2296 to_normal_driver 
020A: set_car $2296 door_status_to 3 
02AC: set_car $2296 immunities 1 1 1 1 1 
053F: set_car $2296 tires_vulnerable 0 
0129: $2295 = create_actor 10 #SPECIAL02 in_car $2296 driverseat 
00A9: set_car $2296 to_normal_driver 
01ED: clear_actor $2295 threat_search 
0223: set_actor $2295 health_to 500 
0568: set_actor $2295 untargetable 1 
01C8: $2293 = create_actor_pedtype 10 model #CLB in_car $2296 passenger_seat 0 
01B2: give_actor $2293 weapon 23 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2293 threat_search 
0223: set_actor $2293 health_to 10 
011A: set_actor $2293 search_threat 256 
0243: set_actor $2293 ped_stats_to 16 
02E2: set_actor $2293 weapon_accuracy_to 10 
0568: set_actor $2293 untargetable 1 
01C8: $2294 = create_actor_pedtype 10 model #CLA in_car $2296 passenger_seat 1 
01B2: give_actor $2294 weapon 23 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2294 threat_search 
0223: set_actor $2294 health_to 10 
011A: set_actor $2294 search_threat 256 
0243: set_actor $2294 ped_stats_to 16 
02E2: set_actor $2294 weapon_accuracy_to 10 
0568: set_actor $2294 untargetable 1 
00AD: set_car $2296 max_speed_to 14.0 
02C2: car $2296 drive_to_point $2368 $2369 $2370 
015F: set_camera_position 453.4417 -534.7897 19.79188 0.0 rotation 0.0 0.0 
0160: point_camera 453.7277 -533.8484 19.61285 switchstyle 2 
0004: $2360 = 3 // integer values 
0006: 16@ = 0 // integer values 

:GENERL3_6158
00D6: if 
0038:   $2360 == 3 // integer values 
004D: jump_if_false @GENERL3_6761 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_6761 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_6761 
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_6761 
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_6761 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_6761 
00D6: if 
01AD:   car $2296 sphere 0 near_point $2368 $2369 radius 1.3 1.0 
004D: jump_if_false @GENERL3_6711 
015F: set_camera_position 462.3437 -491.1512 11.73179 0.0 rotation 0.0 0.0 
0160: point_camera 462.3286 -490.1543 11.65438 switchstyle 2 
00A9: set_car $2296 to_normal_driver 
00D6: if 
80DF:   not actor $2291 driving 
004D: jump_if_false @GENERL3_6704 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @GENERL3_6704 
0395: clear_area 1 at 461.4244 -493.8346 range 100.0 100.0 
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 
00A1: put_actor $2291 at 462.4995 -495.6623 -100.0 
0395: clear_area 1 at 461.4244 -493.8346 range 100.0 100.0 
0210: player $PLAYER_CHAR look_at_actor $2295 
020E: actor $2291 look_at_actor $2295 
01E0: clear_leader $2291 
0319: set_actor $2291 running 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
00D6: if 
00DF:   actor $2295 driving 
004D: jump_if_false @GENERL3_6522 
03E2: actor $2295 exit_car 

:GENERL3_6522
0211: actor $2295 walk_to 461.4244 -493.8346 
0001: wait 350 ms 
0004: $2371 = 1 // integer values 
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_6591 
00D6: if 
00DF:   actor $2293 driving 
004D: jump_if_false @GENERL3_6591 
03E2: actor $2293 exit_car 
0001: wait 250 ms 

:GENERL3_6591
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_6628 
00D6: if 
00DF:   actor $2294 driving 
004D: jump_if_false @GENERL3_6628 
03E2: actor $2294 exit_car 

:GENERL3_6628
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_6659 
0211: actor $2293 walk_to 460.9342 -492.7018 

:GENERL3_6659
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_6690 
0211: actor $2294 walk_to 462.7259 -492.7736 

:GENERL3_6690
0004: $2360 = 4 // integer values 
0006: 16@ = 0 // integer values 

:GENERL3_6704
0002: jump @GENERL3_6761 

:GENERL3_6711
00D6: if 
0019:   16@ > 20000 // integer values 
004D: jump_if_false @GENERL3_6761 
00AB: put_car $2296 at $2368 $2369 -100.0 
0175: set_car $2296 z_angle_to $2367 
0006: 16@ = 0 // integer values 

:GENERL3_6761
00D6: if 
0038:   $2371 == 1 // integer values 
004D: jump_if_false @GENERL3_6875 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_6875 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_6875 
00D6: if 
82CB:   not actor $2295 bounding_sphere_visible 
004D: jump_if_false @GENERL3_6875 
015F: set_camera_position 458.0866 -494.786 11.68491 0.0 rotation 0.0 0.0 
0159: camera_on_ped $2295 mode 15 switchstyle 2 
0004: $2371 = 2 // integer values 

:GENERL3_6875
00D6: if 
0038:   $2360 == 4 // integer values 
004D: jump_if_false @GENERL3_7542 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_7542 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_7542 
00D6: if 
00E7:   player $PLAYER_CHAR stopped 0 461.4445 -495.2143 radius 2.0 2.0 
004D: jump_if_false @GENERL3_7486 
00D6: if 
00F0:   actor $2291 stopped 0 461.4445 -495.2143 radius 2.0 2.0 
004D: jump_if_false @GENERL3_7423 
00D6: if 
00F0:   actor $2295 stopped 0 461.4445 -495.2143 radius 2.0 2.0 
004D: jump_if_false @GENERL3_7360 
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_7353 
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_7353 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_7353 
0319: set_actor $2291 running 0 
011C: actor $2295 clear_objective 
011C: actor $PLAYER_ACTOR clear_objective 
020F: actor $2295 look_at_player $PLAYER_CHAR 
0519: lock_vehicle $2296 in_current_position 1 
0372: set_actor $2295 anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_5' 5000 ms 1  // You must be Cortez's new gun.
03D1: play_wav 1 

:GENERL3_7148
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_7179 
0001: wait 0 ms 
0002: jump @GENERL3_7148 

:GENERL3_7179
040D: unload_wav 1 
03D5: remove_text 'GEN3_5'  // You must be Cortez's new gun.
0372: set_actor $2295 anim 0 wait_state_time 100 ms 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_6' 5000 ms 1  // Until more gainful opportunities arise.
03D1: play_wav 2 

:GENERL3_7231
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_7262 
0001: wait 0 ms 
0002: jump @GENERL3_7231 

:GENERL3_7262
040D: unload_wav 2 
03D5: remove_text 'GEN3_6'  // Until more gainful opportunities arise.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
03CF: load_wav 'COL3_5' as 1 
03CF: load_wav 'COL3_6' as 2 

:GENERL3_7309
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GENERL3_7339 
0001: wait 0 ms 
0002: jump @GENERL3_7309 

:GENERL3_7339
0006: 16@ = 0 // integer values 
0004: $2360 = 5 // integer values 

:GENERL3_7353
0002: jump @GENERL3_7416 

:GENERL3_7360
00D6: if 
0019:   16@ > 20000 // integer values 
004D: jump_if_false @GENERL3_7416 
00A1: put_actor $2295 at 461.4244 -493.8346 -100.0 
0173: set_actor $2295 z_angle_to 169.954 
0006: 16@ = 0 // integer values 

:GENERL3_7416
0002: jump @GENERL3_7479 

:GENERL3_7423
00D6: if 
0019:   16@ > 20000 // integer values 
004D: jump_if_false @GENERL3_7479 
00A1: put_actor $2291 at 462.4995 -495.6623 -100.0 
0173: set_actor $2291 z_angle_to 350.0 
0006: 16@ = 0 // integer values 

:GENERL3_7479
0002: jump @GENERL3_7542 

:GENERL3_7486
00D6: if 
0019:   16@ > 20000 // integer values 
004D: jump_if_false @GENERL3_7542 
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 350.0 
0006: 16@ = 0 // integer values 

:GENERL3_7542
00D6: if 
0038:   $2360 == 5 // integer values 
004D: jump_if_false @GENERL3_7931 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_7931 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_7931 
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @GENERL3_7931 
0350: set_actor $2295 maintain_position_when_attacked 1 
0210: player $PLAYER_CHAR look_at_actor $2291 
020F: actor $2291 look_at_player $PLAYER_CHAR 
015F: set_camera_position 463.0205 -492.5053 11.51502 0.0 rotation 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_7698 
0337: set_actor $2294 visibility 0 

:GENERL3_7698
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_7' 5000 ms 1  // They'll be here any minute - we both better get a good vantage point...
03D1: play_wav 1 

:GENERL3_7727
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_7758 
0001: wait 0 ms 
0002: jump @GENERL3_7727 

:GENERL3_7758
040D: unload_wav 1 
03D5: remove_text 'GEN3_7'  // They'll be here any minute - we both better get a good vantage point...
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GENERL3_7797 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 

:GENERL3_7797
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_7823 
0372: set_actor $2291 anim 19 wait_state_time 10000 ms 

:GENERL3_7823
00BC: text_highpriority 'GEN3_8' 5000 ms 1  // OK! I'll take the balcony, you get the roof across the yard.
03D1: play_wav 2 

:GENERL3_7842
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_7873 
0001: wait 0 ms 
0002: jump @GENERL3_7842 

:GENERL3_7873
040D: unload_wav 2 
03D5: remove_text 'GEN3_8'  // OK! I'll take the balcony, you get the roof across the yard.
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_7912 
0372: set_actor $2291 anim 0 wait_state_time 100 ms 

:GENERL3_7912
01E0: clear_leader $2291 
0006: 16@ = 0 // integer values 
0004: $2360 = 6 // integer values 

:GENERL3_7931
00D6: if 
0038:   $2360 == 6 // integer values 
004D: jump_if_false @GENERL3_8140 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_8140 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_8140 
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_8140 
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_8140 
01B2: give_actor $2295 weapon 23 ammo 3000 // Load the weapon model before using this 
0337: set_actor $2294 visibility 1 
02A3: enable_widescreen 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR frozen_state 1 
018A: $2315 = create_checkpoint_at $2312 $2313 $2314 
009E: set_actor $2291 path $2316 $2317 $2318 unknown 1.0 1 
0350: set_actor $2295 maintain_position_when_attacked 1 
0350: set_actor $2293 maintain_position_when_attacked 1 
0350: set_actor $2294 maintain_position_when_attacked 1 
0514: unknown_actor $2295 3 0 
0514: unknown_actor $2293 3 0 
0514: unknown_actor $2294 3 0 
0006: 16@ = 0 // integer values 
0004: $2360 = 7 // integer values 

:GENERL3_8140
00D6: if 
0038:   $2360 == 7 // integer values 
004D: jump_if_false @GENERL3_8237 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_8237 
00D6: if 
80FF:   not actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 
004D: jump_if_false @GENERL3_8237 
009E: set_actor $2291 path $2316 $2317 $2318 unknown 1.0 1 

:GENERL3_8237
00D6: if 
0018:   $2360 > 6 // integer values 
004D: jump_if_false @GENERL3_8391 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_8293 
0226: $2299 = actor $2295 health 
0014: $2299 /= 5 // integer values 
0002: jump @GENERL3_8300 

:GENERL3_8293
0004: $2299 = 0 // integer values 

:GENERL3_8300
00D6: if 
002A:   0 >= $2299 // integer values 
004D: jump_if_false @GENERL3_8323 
0151: remove_status_text $2299 

:GENERL3_8323
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_8361 
0226: $2460 = actor $2291 health 
0014: $2460 /= 6 // integer values 
0002: jump @GENERL3_8368 

:GENERL3_8361
0004: $2460 = 0 // integer values 

:GENERL3_8368
00D6: if 
002A:   0 >= $2460 // integer values 
004D: jump_if_false @GENERL3_8391 
0151: remove_status_text $2460 

:GENERL3_8391
00D6: if and
0018:   $2360 > 7 // integer values 
001A:   13 > $2360 // integer values 
004D: jump_if_false @GENERL3_11131 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_10707 
00D6: if 
0118:   actor $2293 dead 
004D: jump_if_false @GENERL3_8498 
00D6: if 
0038:   $2428 == 0 // integer values 
004D: jump_if_false @GENERL3_8498 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8498 
0004: $2426 = 1 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8498
00D6: if 
0038:   $2456 == 0 // integer values 
004D: jump_if_false @GENERL3_8571 
00D6: if 
031D:   actor $2291 hit_by_weapon 22 
004D: jump_if_false @GENERL3_8571 
0467: set_actor $2291 clear_last_weapon_damage 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8571 
0004: $2426 = 3 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8571
00D6: if 
02E0:   actor $2291 firing_weapon 
004D: jump_if_false @GENERL3_8637 
00D6: if 
0038:   $2429 == 0 // integer values 
004D: jump_if_false @GENERL3_8637 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8637 
0004: $2426 = 4 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8637
00D6: if 
02E0:   actor $2291 firing_weapon 
004D: jump_if_false @GENERL3_8703 
00D6: if 
0038:   $2429 == 1 // integer values 
004D: jump_if_false @GENERL3_8703 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8703 
0004: $2426 = 5 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8703
00D6: if 
02E0:   actor $2291 firing_weapon 
004D: jump_if_false @GENERL3_8769 
00D6: if 
0038:   $2429 == 2 // integer values 
004D: jump_if_false @GENERL3_8769 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8769 
0004: $2426 = 9 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8769
00D6: if 
0038:   $2456 == 1 // integer values 
004D: jump_if_false @GENERL3_8842 
00D6: if 
031D:   actor $2291 hit_by_weapon 22 
004D: jump_if_false @GENERL3_8842 
0467: set_actor $2291 clear_last_weapon_damage 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8842 
0004: $2426 = 6 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8842
00D6: if 
0038:   $2456 == 2 // integer values 
004D: jump_if_false @GENERL3_8915 
00D6: if 
031D:   actor $2291 hit_by_weapon 22 
004D: jump_if_false @GENERL3_8915 
0467: set_actor $2291 clear_last_weapon_damage 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8915 
0004: $2426 = 7 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8915
00D6: if 
0038:   $2456 == 3 // integer values 
004D: jump_if_false @GENERL3_8988 
00D6: if 
031D:   actor $2291 hit_by_weapon 22 
004D: jump_if_false @GENERL3_8988 
0467: set_actor $2291 clear_last_weapon_damage 
00D6: if 
0038:   $2426 == 0 // integer values 
004D: jump_if_false @GENERL3_8988 
0004: $2426 = 8 // integer values 
0004: $2427 = 0 // integer values 

:GENERL3_8988
00D6: if 
0038:   $2426 == 1 // integer values 
004D: jump_if_false @GENERL3_9202 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_9050 
03CF: load_wav 'COL3_10' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_9202 

:GENERL3_9050
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_9090 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_9090 
0004: $2427 = 2 // integer values 

:GENERL3_9090
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_9134 
00BC: text_highpriority 'GEN3_16' 5000 ms 1  // Diaz's men are getting cut down!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_9134
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_9202 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_9202 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_16'  // Diaz's men are getting cut down!
0004: $2428 = 1 // integer values 

:GENERL3_9202
00D6: if 
0038:   $2426 == 3 // integer values 
004D: jump_if_false @GENERL3_9416 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_9264 
03CF: load_wav 'COL3_8' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_9416 

:GENERL3_9264
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_9304 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_9304 
0004: $2427 = 2 // integer values 

:GENERL3_9304
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_9348 
00BC: text_highpriority 'GEN3_14' 5000 ms 1  // Tommy! I need some help here!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_9348
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_9416 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_9416 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_14'  // Tommy! I need some help here!
0004: $2456 = 1 // integer values 

:GENERL3_9416
00D6: if 
0038:   $2426 == 4 // integer values 
004D: jump_if_false @GENERL3_9630 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_9478 
03CF: load_wav 'COL3_18' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_9630 

:GENERL3_9478
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_9518 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_9518 
0004: $2427 = 2 // integer values 

:GENERL3_9518
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_9562 
00BC: text_highpriority 'GEN3_46' 5000 ms 1  // Sheeit!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_9562
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_9630 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_9630 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_46'  // Sheeit!
0004: $2429 = 1 // integer values 

:GENERL3_9630
00D6: if 
0038:   $2426 == 5 // integer values 
004D: jump_if_false @GENERL3_9844 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_9692 
03CF: load_wav 'COL3_9' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_9844 

:GENERL3_9692
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_9732 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_9732 
0004: $2427 = 2 // integer values 

:GENERL3_9732
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_9776 
00BC: text_highpriority 'GEN3_15' 5000 ms 1  // Don't worry, I got you covered!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_9776
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_9844 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_9844 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_15'  // Don't worry, I got you covered!
0004: $2429 = 2 // integer values 

:GENERL3_9844
00D6: if 
0038:   $2426 == 6 // integer values 
004D: jump_if_false @GENERL3_10058 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_9906 
03CF: load_wav 'COL3_20' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_10058 

:GENERL3_9906
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_9946 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_9946 
0004: $2427 = 2 // integer values 

:GENERL3_9946
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_9990 
00BC: text_highpriority 'GEN3_48' 5000 ms 1  // Damn!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_9990
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_10058 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_10058 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
0004: $2456 = 2 // integer values 

:GENERL3_10058
00D6: if 
0038:   $2426 == 7 // integer values 
004D: jump_if_false @GENERL3_10272 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_10120 
03CF: load_wav 'COL3_17' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_10272 

:GENERL3_10120
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_10160 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_10160 
0004: $2427 = 2 // integer values 

:GENERL3_10160
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_10204 
00BC: text_highpriority 'GEN3_47' 5000 ms 1  // Tommy!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_10204
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_10272 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_10272 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_47'  // Tommy!
0004: $2456 = 3 // integer values 

:GENERL3_10272
00D6: if 
0038:   $2426 == 8 // integer values 
004D: jump_if_false @GENERL3_10486 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_10334 
03CF: load_wav 'COL3_19' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_10486 

:GENERL3_10334
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_10374 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_10374 
0004: $2427 = 2 // integer values 

:GENERL3_10374
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_10418 
00BC: text_highpriority 'GEN3_48' 5000 ms 1  // Damn!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_10418
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_10486 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_10486 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
0004: $2456 = 4 // integer values 

:GENERL3_10486
00D6: if 
0038:   $2426 == 9 // integer values 
004D: jump_if_false @GENERL3_10700 
00D6: if 
0038:   $2427 == 0 // integer values 
004D: jump_if_false @GENERL3_10548 
03CF: load_wav 'COL3_23' as 1 
0004: $2427 = 1 // integer values 
0002: jump @GENERL3_10700 

:GENERL3_10548
00D6: if 
0038:   $2427 == 1 // integer values 
004D: jump_if_false @GENERL3_10588 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_10588 
0004: $2427 = 2 // integer values 

:GENERL3_10588
00D6: if 
0038:   $2427 == 2 // integer values 
004D: jump_if_false @GENERL3_10632 
00BC: text_highpriority 'GEN3_52' 5000 ms 1  // These Haitians think they can take RICARDO DIAZ!?!
03D1: play_wav 1 
0004: $2427 = 3 // integer values 

:GENERL3_10632
00D6: if 
0038:   $2427 == 3 // integer values 
004D: jump_if_false @GENERL3_10700 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_10700 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_52'  // These Haitians think they can take RICARDO DIAZ!?!
0004: $2429 = 3 // integer values 

:GENERL3_10700
0002: jump @GENERL3_11131 

:GENERL3_10707
00D6: if 
0038:   $2426 == 1 // integer values 
004D: jump_if_false @GENERL3_10760 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_16'  // Diaz's men are getting cut down!
0004: $2428 = 1 // integer values 

:GENERL3_10760
00D6: if 
0038:   $2426 == 3 // integer values 
004D: jump_if_false @GENERL3_10813 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_14'  // Tommy! I need some help here!
0004: $2456 = 1 // integer values 

:GENERL3_10813
00D6: if 
0038:   $2426 == 4 // integer values 
004D: jump_if_false @GENERL3_10866 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_46'  // Sheeit!
0004: $2429 = 1 // integer values 

:GENERL3_10866
00D6: if 
0038:   $2426 == 5 // integer values 
004D: jump_if_false @GENERL3_10919 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_15'  // Don't worry, I got you covered!
0004: $2429 = 2 // integer values 

:GENERL3_10919
00D6: if 
0038:   $2426 == 6 // integer values 
004D: jump_if_false @GENERL3_10972 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
0004: $2456 = 2 // integer values 

:GENERL3_10972
00D6: if 
0038:   $2426 == 7 // integer values 
004D: jump_if_false @GENERL3_11025 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_47'  // Tommy!
0004: $2456 = 3 // integer values 

:GENERL3_11025
00D6: if 
0038:   $2426 == 8 // integer values 
004D: jump_if_false @GENERL3_11078 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
0004: $2456 = 4 // integer values 

:GENERL3_11078
00D6: if 
0038:   $2426 == 9 // integer values 
004D: jump_if_false @GENERL3_11131 
0004: $2427 = 0 // integer values 
0004: $2426 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'GEN3_52'  // These Haitians think they can take RICARDO DIAZ!?!
0004: $2429 = 3 // integer values 

:GENERL3_11131
00D6: if 
0038:   $2360 == 7 // integer values 
004D: jump_if_false @GENERL3_11853 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_11853 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_11853 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $2312 $2313 $2314 radius 1.0 1.0 2.0 
004D: jump_if_false @GENERL3_11853 
00D6: if 
00FF:   actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 
004D: jump_if_false @GENERL3_11811 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
0173: set_actor $2291 z_angle_to $2319 
0164: disable_marker $2315 
02A9: set_actor $2295 immune_to_nonplayer 1 
0247: request_model #CUBAN 
0247: request_model #CBA 
0247: request_model #HNA 
0247: request_model #HNB 
0247: request_model #BURRITO 
0247: request_model #VOODOO 
0247: request_model #TEC9 

:GENERL3_11335
00D6: if or
8248:   not model #CUBAN available 
8248:   not model #CBA available 
8248:   not model #VOODOO available 
004D: jump_if_false @GENERL3_11371 
0001: wait 0 ms 
0002: jump @GENERL3_11335 

:GENERL3_11371
00D6: if or
8248:   not model #TEC9 available 
8248:   not model #HNA available 
8248:   not model #HNB available 
8248:   not model #BURRITO available 
004D: jump_if_false @GENERL3_11411 
0001: wait 0 ms 
0002: jump @GENERL3_11371 

:GENERL3_11411
0395: clear_area 1 at $2303 $2304 range 500.0 500.0 
00A5: $2302 = create_car #CUBAN at $2303 $2304 $2305 
053F: set_car $2302 tires_vulnerable 0 
02AA: set_car $2302 immune_to_nonplayer 1 
04E0: car $2302 abandon_path_radius 3 
0175: set_car $2302 z_angle_to $2306 
0224: set_car $2302 health_to 3500 
0129: $2307 = create_actor 7 #CBA in_car $2302 driverseat 
01B2: give_actor $2307 weapon 22 ammo 3000 // Load the weapon model before using this 
00A9: set_car $2302 to_normal_driver 
01ED: clear_actor $2307 threat_search 
011A: set_actor $2307 search_threat 256 
0223: set_actor $2307 health_to 10 
0568: set_actor $2307 untargetable 1 
01C8: $2308 = create_actor_pedtype 7 model #CBA in_car $2302 passenger_seat 0 
01B2: give_actor $2308 weapon 22 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2308 threat_search 
011A: set_actor $2308 search_threat 256 
0223: set_actor $2308 health_to 10 
01DE: tie_actor $2308 to_actor $2307 
0568: set_actor $2308 untargetable 1 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_11622 
020E: actor $2295 look_at_actor $2307 

:GENERL3_11622
015F: set_camera_position 461.6999 -476.1379 18.4551 0.0 rotation 0.0 0.0 
0160: point_camera 461.5766 -477.0688 18.11078 switchstyle 2 
00AB: put_car $2302 at 448.662 -525.4344 9.576 
0175: set_car $2302 z_angle_to 329.7276 
02C2: car $2302 drive_to_point 465.2766 -496.3094 10.82948 
00AD: set_car $2302 max_speed_to 8.0 
020E: actor $PLAYER_ACTOR look_at_actor $2307 
00BC: text_highpriority 'GEN3_37' 10000 ms 2  // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
04F7: status_text $2299 1 line 1 'GEN3_22'  // Diaz's Health:
04F7: status_text $2460 1 line 2 'GEN3_49'  // lance's health:
0006: 16@ = 0 // integer values 
0004: $2360 = 8 // integer values 
0002: jump @GENERL3_11853 

:GENERL3_11811
00D6: if 
0019:   16@ > 35000 // integer values 
004D: jump_if_false @GENERL3_11853 
00A1: put_actor $2291 at $2316 $2317 $2318 
0006: 16@ = 0 // integer values 

:GENERL3_11853
00D6: if 
0038:   $2360 == 8 // integer values 
004D: jump_if_false @GENERL3_12140 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_12140 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_12140 
00D6: if 
8118:   not actor $2307 dead 
004D: jump_if_false @GENERL3_12140 
00D6: if 
8118:   not actor $2308 dead 
004D: jump_if_false @GENERL3_12140 
00D6: if 
8119:   not car $2302 wrecked 
004D: jump_if_false @GENERL3_12140 
00D6: if 
01AD:   car $2302 sphere 0 near_point 465.2766 -496.3094 radius 1.5 1.5 
004D: jump_if_false @GENERL3_12084 
00AD: set_car $2302 max_speed_to 0.0 
0210: player $PLAYER_CHAR look_at_actor $2307 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03D5: remove_text 'GEN3_37'  // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
011A: set_actor $2295 search_threat 256 
0243: set_actor $2295 ped_stats_to 16 
01D3: actor $2307 leave_car $2302 
01D3: actor $2308 leave_car $2302 
0004: $2360 = 9 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @GENERL3_12140 

:GENERL3_12084
00D6: if 
0019:   16@ > 20000 // integer values 
004D: jump_if_false @GENERL3_12140 
00AB: put_car $2302 at 465.2766 -496.3094 -100.0 
0175: set_car $2302 z_angle_to 349.697 
0006: 16@ = 0 // integer values 

:GENERL3_12140
00D6: if 
0038:   $2360 == 9 // integer values 
004D: jump_if_false @GENERL3_12314 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_12314 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_12314 
00D6: if 
8118:   not actor $2307 dead 
004D: jump_if_false @GENERL3_12314 
00D6: if 
8118:   not actor $2308 dead 
004D: jump_if_false @GENERL3_12314 
00D6: if 
80DF:   not actor $2307 driving 
004D: jump_if_false @GENERL3_12314 
00D6: if 
80DF:   not actor $2308 driving 
004D: jump_if_false @GENERL3_12314 
00D6: if 
8119:   not car $2302 wrecked 
004D: jump_if_false @GENERL3_12314 
020A: set_car $2302 door_status_to 3 
0211: actor $2307 walk_to 461.4597 -494.8022 
0211: actor $2308 walk_to 462.4995 -495.6623 
0004: $2360 = 10 // integer values 

:GENERL3_12314
00D6: if 
0038:   $2360 == 10 // integer values 
004D: jump_if_false @GENERL3_12697 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_12697 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_12697 
00D6: if 
8118:   not actor $2307 dead 
004D: jump_if_false @GENERL3_12697 
00D6: if 
8118:   not actor $2308 dead 
004D: jump_if_false @GENERL3_12697 
00D6: if or
00F0:   actor $2307 stopped 0 461.4445 -495.2143 radius 2.5 2.5 
0019:   16@ > 35000 // integer values 
004D: jump_if_false @GENERL3_12697 
00D6: if or
00F0:   actor $2308 stopped 0 461.4445 -495.2143 radius 3.0 3.0 
0019:   16@ > 35000 // integer values 
004D: jump_if_false @GENERL3_12697 
00A0: store_actor $2307 position_to $2435 $2436 $2437 
00A0: store_actor $2295 position_to $2438 $2439 $2440 
0011: $2436 *= -1.0 // floating-point values 
0011: $2439 *= -1.0 // floating-point values 
0086: $2441 = $2435 // floating-point values only 
0059: $2441 += $2438 // floating-point values 
0086: $2442 = $2439 // floating-point values only 
0059: $2442 += $2436 // floating-point values 
0015: $2441 /= 2.0 // floating-point values 
0015: $2442 /= 2.0 // floating-point values 
0011: $2442 *= -1.0 // floating-point values 
0107: $2433 = create_object #BRIEFCASE at $2441 $2442 10.0625 
02A9: set_actor $2295 immune_to_nonplayer 0 
0446: set_actor $2295 dismemberment_possible 0 
0446: set_actor $2291 dismemberment_possible 0 
03F9: make_actors $2307 $2295 converse_in 20000 ms 
01E0: clear_leader $2308 
0350: set_actor $2308 maintain_position_when_attacked 1 
0350: set_actor $2307 maintain_position_when_attacked 1 
0006: 16@ = 0 // integer values 
04E3: unknown_player $PLAYER_CHAR 2 120000 
0004: $2360 = 11 // integer values 

:GENERL3_12697
00D6: if 
0038:   $2360 == 11 // integer values 
004D: jump_if_false @GENERL3_12884 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @GENERL3_12884 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_12884 
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_12884 
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_12884 
00D6: if 
8118:   not actor $2308 dead 
004D: jump_if_false @GENERL3_12884 
0350: set_actor $2291 maintain_position_when_attacked 1 
011A: set_actor $2291 search_threat 256 
01B2: give_actor $2291 weapon 23 ammo 300000 // Load the weapon model before using this 
0243: set_actor $2291 ped_stats_to 16 
0350: set_actor $2293 maintain_position_when_attacked 0 
0350: set_actor $2294 maintain_position_when_attacked 0 
0350: set_actor $2308 maintain_position_when_attacked 0 
03E5: text_box 'HELP45'  // Press the ~h~~k~~PED_DUCK~~w~ button to duck. This will increase the accuracy of guns you are holding.
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0004: $2360 = 12 // integer values 

:GENERL3_12884
00D6: if 
0018:   $2360 > 5 // integer values 
004D: jump_if_false @GENERL3_13137 
00D6: if 
001A:   13 > $2360 // integer values 
004D: jump_if_false @GENERL3_13137 
00D6: if 
0038:   $2416 == 0 // integer values 
004D: jump_if_false @GENERL3_13137 
00D6: if or
051A:   actor $2295 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2293 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2294 damaged_by_actor $PLAYER_ACTOR 
0118:   actor $2293 dead 
0118:   actor $2294 dead 
004D: jump_if_false @GENERL3_13137 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_13006 
011A: set_actor $2295 search_threat 1 

:GENERL3_13006
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_13029 
011A: set_actor $2293 search_threat 1 

:GENERL3_13029
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_13052 
011A: set_actor $2294 search_threat 1 

:GENERL3_13052
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_13073 
054E: clear_actor $2295 damage 

:GENERL3_13073
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_13094 
054E: clear_actor $2293 damage 

:GENERL3_13094
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_13115 
054E: clear_actor $2294 damage 

:GENERL3_13115
00BC: text_highpriority 'GEN3_33' 7000 ms 1  // ~r~Check your fire!! You're supposed to be watching over Diaz and his men, not shooting them!
0002: jump @GENERL3_26174 

:GENERL3_13137
00D6: if 
0018:   $2360 > 7 // integer values 
004D: jump_if_false @GENERL3_13328 
00D6: if 
001A:   13 > $2360 // integer values 
004D: jump_if_false @GENERL3_13328 
00D6: if 
0038:   $2416 == 0 // integer values 
004D: jump_if_false @GENERL3_13328 
00D6: if or
051A:   actor $2307 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2308 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GENERL3_13328 
00D6: if 
8118:   not actor $2307 dead 
004D: jump_if_false @GENERL3_13241 
011A: set_actor $2307 search_threat 1 

:GENERL3_13241
00D6: if 
8118:   not actor $2308 dead 
004D: jump_if_false @GENERL3_13264 
011A: set_actor $2308 search_threat 1 

:GENERL3_13264
00BC: text_highpriority 'GEN3_34' 7000 ms 1  // ~r~There ain't gonna be a deal if you shoot the Cubans!
00D6: if 
8118:   not actor $2307 dead 
004D: jump_if_false @GENERL3_13300 
054E: clear_actor $2295 damage 

:GENERL3_13300
00D6: if 
8118:   not actor $2308 dead 
004D: jump_if_false @GENERL3_13321 
054E: clear_actor $2293 damage 

:GENERL3_13321
0002: jump @GENERL3_26174 

:GENERL3_13328
00D6: if 
0038:   $2457 == 1 // integer values 
004D: jump_if_false @GENERL3_13434 
00D6: if 
0038:   $2360 == 12 // integer values 
004D: jump_if_false @GENERL3_13434 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_13434 
00D6: if 
0038:   $2461 == 0 // integer values 
004D: jump_if_false @GENERL3_13434 
0350: set_actor $2295 maintain_position_when_attacked 0 
0239: actor $2295 run_to 463.2771 -495.5872 
0004: $2461 = 1 // integer values 
0004: $2457 = 2 // integer values 

:GENERL3_13434
00D6: if 
0038:   $2457 == 2 // integer values 
004D: jump_if_false @GENERL3_13548 
00D6: if 
0038:   $2360 == 12 // integer values 
004D: jump_if_false @GENERL3_13548 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_13548 
00D6: if 
00ED:   actor $2295 0 463.2771 -495.5872 radius 1.0 1.0 
004D: jump_if_false @GENERL3_13548 
0350: set_actor $2295 maintain_position_when_attacked 1 
0173: set_actor $2295 z_angle_to 69.0 
0004: $2457 = 3 // integer values 

:GENERL3_13548
00D6: if 
0038:   $2360 == 12 // integer values 
004D: jump_if_false @GENERL3_13642 
00D6: if 
0038:   $2457 == 3 // integer values 
004D: jump_if_false @GENERL3_13642 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_13642 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_13642 
00D6: if 
02E0:   actor $2291 firing_weapon 
004D: jump_if_false @GENERL3_13642 
04EB: actor $2295 crouch 1 5000 ms 

:GENERL3_13642
00D6: if 
0038:   $2360 == 12 // integer values 
004D: jump_if_false @GENERL3_13798 
00D6: if 
82AD:   not player $PLAYER_CHAR in_area 453.5544 -461.5191 441.1417 -531.2878 radius 33.5 sphere 0 
004D: jump_if_false @GENERL3_13798 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_13798 
00D6: if 
82CB:   not actor $2295 bounding_sphere_visible 
004D: jump_if_false @GENERL3_13798 
00D6: if 
8038:   not  $2420 == 1 // integer values 
004D: jump_if_false @GENERL3_13798 
00D6: if 
8038:   not  $2419 == 1 // integer values 
004D: jump_if_false @GENERL3_13798 
0321: kill_actor $2295 
00BC: text_highpriority 'GEN3_56' 5000 ms 1  // ~r~Diaz was ambushed and died! Next time keep him in your sights!
0002: jump @GENERL3_26174 

:GENERL3_13798
00D6: if 
0038:   $2360 == 12 // integer values 
004D: jump_if_false @GENERL3_19656 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @GENERL3_14711 
00D6: if 
0038:   $2373 == 0 // integer values 
004D: jump_if_false @GENERL3_14118 
0395: clear_area 0 at $2374 $2375 range $2376 5.0 
00A5: $2372 = create_car #VOODOO at $2374 $2375 $2376 
053F: set_car $2372 tires_vulnerable 0 
02AA: set_car $2372 immune_to_nonplayer 1 
0175: set_car $2372 z_angle_to $2377 
0129: $2320 = create_actor 8 #HNA in_car $2372 driverseat 
054A: set_actor $2320 can_be_shot_in_a_car 0 
01B2: give_actor $2320 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2320 threat_search 
011A: set_actor $2320 search_threat 1024 
011A: set_actor $2320 search_threat 128 
0243: set_actor $2320 ped_stats_to 16 
0162: tie_marker $2344 to_actor $2320 4 2 
0168: set_blip $2344 size 2 
0223: set_actor $2320 health_to 150 
01C8: $2321 = create_actor_pedtype 8 model #HNB in_car $2372 passenger_seat 0 
054A: set_actor $2321 can_be_shot_in_a_car 0 
01B2: give_actor $2321 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2321 threat_search 
011A: set_actor $2321 search_threat 1024 
011A: set_actor $2321 search_threat 128 
0243: set_actor $2321 ped_stats_to 16 
0162: tie_marker $2345 to_actor $2321 4 2 
0168: set_blip $2345 size 2 
0223: set_actor $2321 health_to 150 
020A: set_car $2372 door_status_to 3 
0224: set_car $2372 health_to 5000 
00A9: set_car $2372 to_normal_driver 
0004: $2416 = 1 // integer values 
0004: $2373 = 1 // integer values 

:GENERL3_14118
00D6: if 
0038:   $2373 == 1 // integer values 
004D: jump_if_false @GENERL3_14196 
00D6: if 
8119:   not car $2372 wrecked 
004D: jump_if_false @GENERL3_14196 
02C2: car $2372 drive_to_point 462.3186 -503.6335 10.77767 
00AD: set_car $2372 max_speed_to 24.0 
00AE: set_vehicle $2372 traffic_behavior_to 3 
0004: $2373 = 2 // integer values 

:GENERL3_14196
00D6: if 
0038:   $2373 == 2 // integer values 
004D: jump_if_false @GENERL3_14271 
00D6: if 
8119:   not car $2372 wrecked 
004D: jump_if_false @GENERL3_14271 
00D6: if 
01AD:   car $2372 sphere 0 near_point $2378 $2379 radius 4.0 4.0 
004D: jump_if_false @GENERL3_14271 
0004: $2373 = 3 // integer values 

:GENERL3_14271
00D6: if 
0038:   $2373 == 3 // integer values 
004D: jump_if_false @GENERL3_14312 
00D6: if 
8119:   not car $2372 wrecked 
004D: jump_if_false @GENERL3_14312 
0004: $2373 = 4 // integer values 

:GENERL3_14312
00D6: if 
0038:   $2373 == 4 // integer values 
004D: jump_if_false @GENERL3_14541 
00D6: if 
8119:   not car $2372 wrecked 
004D: jump_if_false @GENERL3_14541 
00D6: if 
8118:   not actor $2320 dead 
004D: jump_if_false @GENERL3_14541 
00D6: if 
8118:   not actor $2321 dead 
004D: jump_if_false @GENERL3_14541 
00D6: if 
01AD:   car $2372 sphere 0 near_point 462.3186 -503.6335 radius 3.0 3.0 
004D: jump_if_false @GENERL3_14541 
00D6: if 
0038:   $2457 == 0 // integer values 
004D: jump_if_false @GENERL3_14456 
00BC: text_highpriority 'GEN3_19' 7000 ms 2  // ~g~Haitians! They're busting the deal! Protect Diaz!
0004: $2457 = 1 // integer values 

:GENERL3_14456
00A9: set_car $2372 to_normal_driver 
0224: set_car $2372 health_to 1000 
02AA: set_car $2372 immune_to_nonplayer 1 
03E2: actor $2320 exit_car 
03E2: actor $2321 exit_car 
00D6: if 
8118:   not actor $2308 dead 
004D: jump_if_false @GENERL3_14510 
020E: actor $2308 look_at_actor $2320 

:GENERL3_14510
00D6: if 
8118:   not actor $2307 dead 
004D: jump_if_false @GENERL3_14534 
020E: actor $2307 look_at_actor $2321 

:GENERL3_14534
0004: $2373 = 5 // integer values 

:GENERL3_14541
00D6: if 
8118:   not actor $2320 dead 
004D: jump_if_false @GENERL3_14711 
00D6: if 
80DF:   not actor $2320 driving 
004D: jump_if_false @GENERL3_14711 
00D6: if 
0038:   $2373 == 5 // integer values 
004D: jump_if_false @GENERL3_14711 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @GENERL3_14662 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $2320 radius 5.0 5.0 
004D: jump_if_false @GENERL3_14655 
01BD: $2447 = current_time_in_ms 
04EB: actor $2320 crouch 1 300000 ms 

:GENERL3_14655
0002: jump @GENERL3_14711 

:GENERL3_14662
01BD: $2448 = current_time_in_ms 
0084: $2449 = $2448 // integer values and handles 
0060: $2449 -= $2447 // integer values 
00D6: if 
0018:   $2449 > 1000 // integer values 
004D: jump_if_false @GENERL3_14711 
04EB: actor $2320 crouch 0 100 ms 

:GENERL3_14711
00D6: if 
0019:   17@ > 14000 // integer values 
004D: jump_if_false @GENERL3_15420 
00D6: if 
0038:   $2381 == 0 // integer values 
004D: jump_if_false @GENERL3_15062 
00D6: if 
0038:   $2416 == 1 // integer values 
004D: jump_if_false @GENERL3_15062 
00D6: if or
0018:   $2373 > 3 // integer values 
0119:   car $2372 wrecked 
004D: jump_if_false @GENERL3_15062 
0395: clear_area 0 at $2382 $2383 range $2384 3.0 
00A5: $2380 = create_car #VOODOO at $2382 $2383 $2384 
053F: set_car $2380 tires_vulnerable 0 
02AA: set_car $2380 immune_to_nonplayer 1 
0175: set_car $2380 z_angle_to $2385 
0129: $2322 = create_actor 8 #HNB in_car $2380 driverseat 
054A: set_actor $2322 can_be_shot_in_a_car 0 
01B2: give_actor $2322 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2322 threat_search 
011A: set_actor $2322 search_threat 1024 
011A: set_actor $2322 search_threat 128 
011A: set_actor $2322 search_threat 8192 
0243: set_actor $2322 ped_stats_to 16 
0162: tie_marker $2346 to_actor $2322 4 2 
0168: set_blip $2346 size 2 
0223: set_actor $2322 health_to 130 
01C8: $2323 = create_actor_pedtype 8 model #HNA in_car $2380 passenger_seat 0 
054A: set_actor $2323 can_be_shot_in_a_car 0 
01B2: give_actor $2323 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2323 threat_search 
011A: set_actor $2323 search_threat 1024 
011A: set_actor $2323 search_threat 128 
0243: set_actor $2323 ped_stats_to 16 
0162: tie_marker $2347 to_actor $2323 4 2 
0168: set_blip $2347 size 2 
0223: set_actor $2323 health_to 130 
00A9: set_car $2380 to_normal_driver 
0224: set_car $2380 health_to 5000 
0004: $2417 = 1 // integer values 
020A: set_car $2380 door_status_to 3 
0004: $2381 = 1 // integer values 

:GENERL3_15062
00D6: if 
0038:   $2381 == 1 // integer values 
004D: jump_if_false @GENERL3_15134 
00D6: if 
8119:   not car $2380 wrecked 
004D: jump_if_false @GENERL3_15134 
00A7: car $2380 drive_to $2386 $2387 $2388 
00AD: set_car $2380 max_speed_to 30.0 
00AE: set_vehicle $2380 traffic_behavior_to 3 
0004: $2381 = 2 // integer values 

:GENERL3_15134
00D6: if 
0038:   $2381 == 2 // integer values 
004D: jump_if_false @GENERL3_15175 
00D6: if 
8119:   not car $2380 wrecked 
004D: jump_if_false @GENERL3_15175 
0004: $2381 = 3 // integer values 

:GENERL3_15175
00D6: if 
0038:   $2381 == 3 // integer values 
004D: jump_if_false @GENERL3_15246 
00D6: if 
8119:   not car $2380 wrecked 
004D: jump_if_false @GENERL3_15246 
02C2: car $2380 drive_to_point 458.637 -512.0005 10.6906 
00AD: set_car $2380 max_speed_to 30.0 
0004: $2381 = 4 // integer values 

:GENERL3_15246
00D6: if 
0038:   $2381 == 4 // integer values 
004D: jump_if_false @GENERL3_15420 
00D6: if 
8119:   not car $2380 wrecked 
004D: jump_if_false @GENERL3_15420 
00D6: if 
01AD:   car $2380 sphere 0 near_point 459.637 -512.0005 radius 3.0 3.0 
004D: jump_if_false @GENERL3_15420 
00A9: set_car $2380 to_normal_driver 
0224: set_car $2380 health_to 1000 
00D6: if 
0038:   $2457 == 0 // integer values 
004D: jump_if_false @GENERL3_15371 
00BC: text_highpriority 'GEN3_19' 7000 ms 2  // ~g~Haitians! They're busting the deal! Protect Diaz!
0004: $2457 = 1 // integer values 

:GENERL3_15371
00D6: if 
8118:   not actor $2322 dead 
004D: jump_if_false @GENERL3_15392 
03E2: actor $2322 exit_car 

:GENERL3_15392
00D6: if 
8118:   not actor $2323 dead 
004D: jump_if_false @GENERL3_15420 
03E2: actor $2323 exit_car 
0004: $2381 = 5 // integer values 

:GENERL3_15420
00D6: if 
0019:   17@ > 24000 // integer values 
004D: jump_if_false @GENERL3_16874 
00D6: if 
0038:   $2390 == 0 // integer values 
004D: jump_if_false @GENERL3_15901 
00D6: if 
0038:   $2417 == 1 // integer values 
004D: jump_if_false @GENERL3_15901 
00D6: if or
0018:   $2381 > 3 // integer values 
0119:   car $2380 wrecked 
004D: jump_if_false @GENERL3_15901 
0395: clear_area 0 at $2391 $2392 range $2393 3.0 
00A5: $2389 = create_car #BURRITO at $2391 $2392 $2393 
053F: set_car $2389 tires_vulnerable 0 
02AA: set_car $2389 immune_to_nonplayer 1 
0175: set_car $2389 z_angle_to $2394 
0129: $2324 = create_actor 8 #HNA in_car $2389 driverseat 
054A: set_actor $2324 can_be_shot_in_a_car 0 
01B2: give_actor $2324 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2324 threat_search 
011A: set_actor $2324 search_threat 1024 
011A: set_actor $2324 search_threat 128 
0243: set_actor $2324 ped_stats_to 16 
0223: set_actor $2324 health_to 150 
0162: tie_marker $2348 to_actor $2324 4 2 
0168: set_blip $2348 size 2 
01C8: $2325 = create_actor_pedtype 8 model #HNB in_car $2389 passenger_seat 0 
054A: set_actor $2325 can_be_shot_in_a_car 0 
01B2: give_actor $2325 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2325 threat_search 
011A: set_actor $2325 search_threat 1024 
011A: set_actor $2325 search_threat 128 
0243: set_actor $2325 ped_stats_to 16 
0162: tie_marker $2349 to_actor $2325 4 2 
0168: set_blip $2349 size 2 
01C8: $2326 = create_actor_pedtype 8 model #HNB in_car $2389 passenger_seat 1 
01B2: give_actor $2326 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2326 threat_search 
011A: set_actor $2326 search_threat 1024 
011A: set_actor $2326 search_threat 128 
0243: set_actor $2326 ped_stats_to 16 
0162: tie_marker $2350 to_actor $2326 4 2 
0168: set_blip $2350 size 2 
01C8: $2327 = create_actor_pedtype 8 model #HNA in_car $2389 passenger_seat 2 
01B2: give_actor $2327 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2327 threat_search 
011A: set_actor $2327 search_threat 1024 
011A: set_actor $2327 search_threat 128 
0243: set_actor $2327 ped_stats_to 16 
0162: tie_marker $2351 to_actor $2327 4 2 
0168: set_blip $2351 size 2 
00A9: set_car $2389 to_normal_driver 
0224: set_car $2389 health_to 1000 
020A: set_car $2389 door_status_to 3 
0004: $2418 = 1 // integer values 
0004: $2390 = 1 // integer values 

:GENERL3_15901
00D6: if 
0038:   $2390 == 1 // integer values 
004D: jump_if_false @GENERL3_15957 
00D6: if 
8119:   not car $2389 wrecked 
004D: jump_if_false @GENERL3_15957 
0477: set_car $2389 action 2 time 4000 
01BD: $2415 = current_time_in_ms 
0004: $2390 = 2 // integer values 

:GENERL3_15957
00D6: if 
0038:   $2390 == 2 // integer values 
004D: jump_if_false @GENERL3_16127 
00D6: if 
8119:   not car $2389 wrecked 
004D: jump_if_false @GENERL3_16127 
01BD: $2413 = current_time_in_ms 
0084: $2414 = $2413 // integer values and handles 
0060: $2414 -= $2415 // integer values 
00D6: if or
0018:   $2414 > 3999 // integer values 
0495:   vehicle $2389 burning 
004D: jump_if_false @GENERL3_16127 
00D6: if 
8118:   not actor $2324 dead 
004D: jump_if_false @GENERL3_16057 
03E2: actor $2324 exit_car 

:GENERL3_16057
00D6: if 
8118:   not actor $2325 dead 
004D: jump_if_false @GENERL3_16078 
03E2: actor $2325 exit_car 

:GENERL3_16078
00D6: if 
8118:   not actor $2326 dead 
004D: jump_if_false @GENERL3_16099 
03E2: actor $2326 exit_car 

:GENERL3_16099
00D6: if 
8118:   not actor $2327 dead 
004D: jump_if_false @GENERL3_16120 
03E2: actor $2327 exit_car 

:GENERL3_16120
0004: $2390 = 3 // integer values 

:GENERL3_16127
00D6: if 
0038:   $2390 == 3 // integer values 
004D: jump_if_false @GENERL3_16874 
00D6: if 
0038:   $2334 == 0 // integer values 
004D: jump_if_false @GENERL3_16247 
00D6: if 
8118:   not actor $2324 dead 
004D: jump_if_false @GENERL3_16247 
00D6: if 
80DF:   not actor $2324 driving 
004D: jump_if_false @GENERL3_16247 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_16247 
0319: set_actor $2324 running 1 
0239: actor $2324 run_to 472.159 -528.149 
0411: set_actor $2324 use_pednode_seek 0 
0004: $2334 = 1 // integer values 

:GENERL3_16247
00D6: if 
0038:   $2334 == 1 // integer values 
004D: jump_if_false @GENERL3_16364 
00D6: if 
8118:   not actor $2324 dead 
004D: jump_if_false @GENERL3_16364 
00D6: if 
00ED:   actor $2324 0 472.159 -528.149 radius 1.0 1.0 
004D: jump_if_false @GENERL3_16364 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_16364 
0239: actor $2324 run_to 473.9421 -522.4988 
0411: set_actor $2324 use_pednode_seek 0 
0004: $2334 = 2 // integer values 

:GENERL3_16364
00D6: if 
0038:   $2334 == 2 // integer values 
004D: jump_if_false @GENERL3_16481 
00D6: if 
8118:   not actor $2324 dead 
004D: jump_if_false @GENERL3_16481 
00D6: if 
00ED:   actor $2324 0 473.9421 -522.4988 radius 1.0 1.0 
004D: jump_if_false @GENERL3_16481 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_16481 
0239: actor $2324 run_to 461.8707 -519.9243 
0411: set_actor $2324 use_pednode_seek 0 
0004: $2334 = 3 // integer values 

:GENERL3_16481
00D6: if 
0038:   $2334 == 3 // integer values 
004D: jump_if_false @GENERL3_16584 
00D6: if 
8118:   not actor $2324 dead 
004D: jump_if_false @GENERL3_16584 
00D6: if 
00ED:   actor $2324 0 461.8707 -519.9243 radius 1.0 1.0 
004D: jump_if_false @GENERL3_16584 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_16584 
01C9: actor $2324 kill_actor $2291 
0004: $2334 = 4 // integer values 

:GENERL3_16584
00D6: if 
0038:   $2335 == 0 // integer values 
004D: jump_if_false @GENERL3_16712 
00D6: if 
8119:   not car $2389 wrecked 
004D: jump_if_false @GENERL3_16712 
00D6: if 
8118:   not actor $2325 dead 
004D: jump_if_false @GENERL3_16712 
00D6: if 
80DF:   not actor $2325 driving 
004D: jump_if_false @GENERL3_16712 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_16712 
00D6: if 
00F2:   actor $2325 near_actor $2295 radius 100.0 100.0 0 
004D: jump_if_false @GENERL3_16712 
01C9: actor $2325 kill_actor $2295 
0004: $2335 = 1 // integer values 

:GENERL3_16712
00D6: if 
0038:   $2336 == 0 // integer values 
004D: jump_if_false @GENERL3_16793 
00D6: if 
8118:   not actor $2326 dead 
004D: jump_if_false @GENERL3_16793 
00D6: if 
80DF:   not actor $2326 driving 
004D: jump_if_false @GENERL3_16793 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_16793 
01C9: actor $2326 kill_actor $2295 
0004: $2336 = 1 // integer values 

:GENERL3_16793
00D6: if 
0038:   $2337 == 0 // integer values 
004D: jump_if_false @GENERL3_16874 
00D6: if 
8118:   not actor $2327 dead 
004D: jump_if_false @GENERL3_16874 
00D6: if 
80DF:   not actor $2327 driving 
004D: jump_if_false @GENERL3_16874 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_16874 
01C9: actor $2327 kill_actor $2295 
0004: $2337 = 1 // integer values 

:GENERL3_16874
00D6: if 
0019:   17@ > 41000 // integer values 
004D: jump_if_false @GENERL3_18292 
00D6: if 
0038:   $2396 == 0 // integer values 
004D: jump_if_false @GENERL3_17348 
00D6: if 
0038:   $2417 == 1 // integer values 
004D: jump_if_false @GENERL3_17348 
0395: clear_area 0 at $2397 $2398 range $2399 3.0 
00A5: $2395 = create_car #BURRITO at $2397 $2398 $2399 
053F: set_car $2395 tires_vulnerable 0 
02AA: set_car $2395 immune_to_nonplayer 1 
0175: set_car $2395 z_angle_to $2400 
0129: $2328 = create_actor 8 #HNB in_car $2395 driverseat 
054A: set_actor $2328 can_be_shot_in_a_car 0 
01B2: give_actor $2328 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2328 threat_search 
011A: set_actor $2328 search_threat 1024 
011A: set_actor $2328 search_threat 128 
0243: set_actor $2328 ped_stats_to 16 
0162: tie_marker $2352 to_actor $2328 4 2 
0168: set_blip $2352 size 2 
01C8: $2329 = create_actor_pedtype 8 model #HNA in_car $2395 passenger_seat 0 
054A: set_actor $2329 can_be_shot_in_a_car 0 
01B2: give_actor $2329 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2329 threat_search 
011A: set_actor $2329 search_threat 1024 
011A: set_actor $2329 search_threat 128 
011A: set_actor $2329 search_threat 1 
0243: set_actor $2329 ped_stats_to 16 
0162: tie_marker $2353 to_actor $2329 4 2 
0223: set_actor $2329 health_to 130 
0168: set_blip $2353 size 2 
01C8: $2330 = create_actor_pedtype 8 model #HNB in_car $2395 passenger_seat 1 
01B2: give_actor $2330 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2330 threat_search 
011A: set_actor $2330 search_threat 1 
011A: set_actor $2330 search_threat 1024 
011A: set_actor $2330 search_threat 128 
0243: set_actor $2330 ped_stats_to 16 
0162: tie_marker $2354 to_actor $2330 4 2 
0223: set_actor $2330 health_to 130 
0168: set_blip $2354 size 2 
01C8: $2331 = create_actor_pedtype 8 model #HNA in_car $2395 passenger_seat 2 
01B2: give_actor $2331 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2331 threat_search 
011A: set_actor $2331 search_threat 1024 
011A: set_actor $2331 search_threat 128 
011A: set_actor $2331 search_threat 1 
0243: set_actor $2331 ped_stats_to 16 
0162: tie_marker $2355 to_actor $2331 4 2 
0168: set_blip $2355 size 2 
00A9: set_car $2395 to_normal_driver 
020A: set_car $2395 door_status_to 3 
0004: $2396 = 1 // integer values 

:GENERL3_17348
00D6: if 
0038:   $2396 == 1 // integer values 
004D: jump_if_false @GENERL3_17427 
00D6: if 
8119:   not car $2395 wrecked 
004D: jump_if_false @GENERL3_17427 
00A7: car $2395 drive_to $2401 $2402 $2403 
00AD: set_car $2395 max_speed_to 22.0 
00AE: set_vehicle $2395 traffic_behavior_to 3 
0004: $2419 = 1 // integer values 
0004: $2396 = 2 // integer values 

:GENERL3_17427
00D6: if 
8119:   not car $2395 wrecked 
004D: jump_if_false @GENERL3_17596 
00D6: if or
01AD:   car $2395 sphere 0 near_point $2401 $2402 radius 10.0 10.0 
0495:   vehicle $2395 burning 
004D: jump_if_false @GENERL3_17596 
00D6: if 
0038:   $2396 == 2 // integer values 
004D: jump_if_false @GENERL3_17596 
00A9: set_car $2395 to_normal_driver 
00D6: if 
8118:   not actor $2328 dead 
004D: jump_if_false @GENERL3_17526 
03E2: actor $2328 exit_car 

:GENERL3_17526
00D6: if 
8118:   not actor $2329 dead 
004D: jump_if_false @GENERL3_17547 
03E2: actor $2329 exit_car 

:GENERL3_17547
00D6: if 
8118:   not actor $2330 dead 
004D: jump_if_false @GENERL3_17568 
03E2: actor $2330 exit_car 

:GENERL3_17568
00D6: if 
8118:   not actor $2331 dead 
004D: jump_if_false @GENERL3_17589 
03E2: actor $2331 exit_car 

:GENERL3_17589
0004: $2396 = 3 // integer values 

:GENERL3_17596
00D6: if 
0038:   $2396 == 3 // integer values 
004D: jump_if_false @GENERL3_18292 
00D6: if 
0038:   $2338 == 0 // integer values 
004D: jump_if_false @GENERL3_17726 
00D6: if 
8118:   not actor $2328 dead 
004D: jump_if_false @GENERL3_17726 
00D6: if 
80DF:   not actor $2328 driving 
004D: jump_if_false @GENERL3_17726 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_17726 
00D6: if 
00F2:   actor $2328 near_actor $2295 radius 50.0 100.0 0 
004D: jump_if_false @GENERL3_17726 
01C9: actor $2328 kill_actor $2295 
0004: $2338 = 1 // integer values 

:GENERL3_17726
00D6: if 
0038:   $2339 == 0 // integer values 
004D: jump_if_false @GENERL3_17838 
00D6: if 
8118:   not actor $2329 dead 
004D: jump_if_false @GENERL3_17838 
00D6: if 
80DF:   not actor $2329 driving 
004D: jump_if_false @GENERL3_17838 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_17838 
00D6: if 
00F2:   actor $2329 near_actor $2295 radius 100.0 100.0 0 
004D: jump_if_false @GENERL3_17838 
01C9: actor $2329 kill_actor $2295 
0004: $2339 = 1 // integer values 

:GENERL3_17838
00D6: if 
0038:   $2340 == 0 // integer values 
004D: jump_if_false @GENERL3_17903 
00D6: if 
8118:   not actor $2330 dead 
004D: jump_if_false @GENERL3_17903 
00D6: if 
80DF:   not actor $2330 driving 
004D: jump_if_false @GENERL3_17903 
01CA: actor $2330 kill_player $PLAYER_CHAR 
0004: $2340 = 1 // integer values 

:GENERL3_17903
00D6: if 
0038:   $2341 == 0 // integer values 
004D: jump_if_false @GENERL3_17984 
00D6: if 
8118:   not actor $2331 dead 
004D: jump_if_false @GENERL3_17984 
00D6: if 
80DF:   not actor $2331 driving 
004D: jump_if_false @GENERL3_17984 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_17984 
01C9: actor $2331 kill_actor $2295 
0004: $2341 = 1 // integer values 

:GENERL3_17984
00D6: if 
8118:   not actor $2328 dead 
004D: jump_if_false @GENERL3_18138 
00D6: if 
0038:   $2338 == 1 // integer values 
004D: jump_if_false @GENERL3_18138 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @GENERL3_18089 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $2328 radius 5.0 5.0 
004D: jump_if_false @GENERL3_18082 
01BD: $2450 = current_time_in_ms 
04EB: actor $2328 crouch 1 300000 ms 

:GENERL3_18082
0002: jump @GENERL3_18138 

:GENERL3_18089
01BD: $2451 = current_time_in_ms 
0084: $2452 = $2451 // integer values and handles 
0060: $2452 -= $2450 // integer values 
00D6: if 
0018:   $2452 > 500 // integer values 
004D: jump_if_false @GENERL3_18138 
04EB: actor $2328 crouch 0 100 ms 

:GENERL3_18138
00D6: if 
8118:   not actor $2329 dead 
004D: jump_if_false @GENERL3_18292 
00D6: if 
0038:   $2339 == 1 // integer values 
004D: jump_if_false @GENERL3_18292 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @GENERL3_18243 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $2329 radius 5.0 5.0 
004D: jump_if_false @GENERL3_18236 
01BD: $2453 = current_time_in_ms 
04EB: actor $2329 crouch 1 300000 ms 

:GENERL3_18236
0002: jump @GENERL3_18292 

:GENERL3_18243
01BD: $2454 = current_time_in_ms 
0084: $2455 = $2454 // integer values and handles 
0060: $2455 -= $2453 // integer values 
00D6: if 
0018:   $2455 > 1000 // integer values 
004D: jump_if_false @GENERL3_18292 
04EB: actor $2329 crouch 0 100 ms 

:GENERL3_18292
00D6: if 
0019:   17@ > 56000 // integer values 
004D: jump_if_false @GENERL3_19593 
00D6: if 
0038:   $2405 == 0 // integer values 
004D: jump_if_false @GENERL3_18653 
00D6: if 
0038:   $2418 == 1 // integer values 
004D: jump_if_false @GENERL3_18653 
00D6: if 
0038:   $2417 == 1 // integer values 
004D: jump_if_false @GENERL3_18653 
00D6: if or
0018:   $2381 > 3 // integer values 
0119:   car $2380 wrecked 
004D: jump_if_false @GENERL3_18653 
0395: clear_area 0 at $2406 $2407 range $2408 3.0 
00A5: $2404 = create_car #VOODOO at $2406 $2407 $2408 
053F: set_car $2404 tires_vulnerable 0 
02AA: set_car $2404 immune_to_nonplayer 1 
0175: set_car $2404 z_angle_to $2409 
0129: $2332 = create_actor 8 #HNB in_car $2404 driverseat 
054A: set_actor $2332 can_be_shot_in_a_car 0 
01B2: give_actor $2332 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2332 threat_search 
011A: set_actor $2332 search_threat 1024 
011A: set_actor $2332 search_threat 128 
011A: set_actor $2332 search_threat 1 
0243: set_actor $2332 ped_stats_to 16 
0162: tie_marker $2356 to_actor $2332 4 2 
0168: set_blip $2356 size 2 
01C8: $2333 = create_actor_pedtype 8 model #HNA in_car $2404 passenger_seat 0 
0223: set_actor $2333 health_to 130 
054A: set_actor $2333 can_be_shot_in_a_car 0 
01B2: give_actor $2333 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2333 threat_search 
011A: set_actor $2333 search_threat 1024 
011A: set_actor $2333 search_threat 128 
011A: set_actor $2333 search_threat 1 
0243: set_actor $2333 ped_stats_to 16 
0162: tie_marker $2357 to_actor $2333 4 2 
0168: set_blip $2357 size 2 
00A9: set_car $2404 to_normal_driver 
020A: set_car $2404 door_status_to 3 
0004: $2420 = 1 // integer values 
0004: $2405 = 1 // integer values 

:GENERL3_18653
00D6: if 
0038:   $2405 == 1 // integer values 
004D: jump_if_false @GENERL3_18725 
00D6: if 
8119:   not car $2404 wrecked 
004D: jump_if_false @GENERL3_18725 
00A7: car $2404 drive_to $2410 $2411 $2412 
00AD: set_car $2404 max_speed_to 30.0 
00AE: set_vehicle $2404 traffic_behavior_to 3 
0004: $2405 = 2 // integer values 

:GENERL3_18725
00D6: if 
0038:   $2405 == 2 // integer values 
004D: jump_if_false @GENERL3_18884 
00D6: if 
8119:   not car $2404 wrecked 
004D: jump_if_false @GENERL3_18884 
00D6: if or
01AD:   car $2404 sphere 0 near_point $2410 $2411 radius 3.5 3.5 
0495:   vehicle $2404 burning 
004D: jump_if_false @GENERL3_18884 
00A9: set_car $2404 to_normal_driver 
00D6: if 
8118:   not actor $2332 dead 
004D: jump_if_false @GENERL3_18840 
00D6: if 
00DF:   actor $2332 driving 
004D: jump_if_false @GENERL3_18840 
03E2: actor $2332 exit_car 

:GENERL3_18840
00D6: if 
8118:   not actor $2333 dead 
004D: jump_if_false @GENERL3_18877 
00D6: if 
00DF:   actor $2333 driving 
004D: jump_if_false @GENERL3_18877 
03E2: actor $2333 exit_car 

:GENERL3_18877
0004: $2405 = 3 // integer values 

:GENERL3_18884
00D6: if 
0038:   $2405 == 3 // integer values 
004D: jump_if_false @GENERL3_19593 
00D6: if 
0038:   $2342 == 0 // integer values 
004D: jump_if_false @GENERL3_19030 
00D6: if 
8119:   not car $2404 wrecked 
004D: jump_if_false @GENERL3_19030 
00D6: if 
8118:   not actor $2332 dead 
004D: jump_if_false @GENERL3_19030 
00D6: if 
80DF:   not actor $2332 driving 
004D: jump_if_false @GENERL3_19030 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_19030 
00D6: if 
00F2:   actor $2332 near_actor $2295 radius 50.0 50.0 0 
004D: jump_if_false @GENERL3_19030 
01C9: actor $2332 kill_actor $2295 
0004: $2342 = 1 // integer values 

:GENERL3_19030
00D6: if 
0038:   $2343 == 0 // integer values 
004D: jump_if_false @GENERL3_19132 
00D6: if 
8118:   not actor $2333 dead 
004D: jump_if_false @GENERL3_19132 
00D6: if 
80DF:   not actor $2333 driving 
004D: jump_if_false @GENERL3_19132 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_19132 
0319: set_actor $2333 running 1 
0239: actor $2333 run_to 456.27 -524.856 
0411: set_actor $2333 use_pednode_seek 0 
0004: $2343 = 1 // integer values 

:GENERL3_19132
00D6: if 
0038:   $2343 == 1 // integer values 
004D: jump_if_false @GENERL3_19256 
00D6: if 
8118:   not actor $2333 dead 
004D: jump_if_false @GENERL3_19256 
00D6: if 
00ED:   actor $2333 0 456.27 -524.856 radius 1.0 1.0 
004D: jump_if_false @GENERL3_19256 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_19256 
0319: set_actor $2333 running 1 
0239: actor $2333 run_to 472.159 -528.149 
0411: set_actor $2333 use_pednode_seek 0 
0004: $2343 = 2 // integer values 

:GENERL3_19256
00D6: if 
0038:   $2343 == 2 // integer values 
004D: jump_if_false @GENERL3_19373 
00D6: if 
8118:   not actor $2333 dead 
004D: jump_if_false @GENERL3_19373 
00D6: if 
00ED:   actor $2333 0 472.159 -528.149 radius 1.0 1.0 
004D: jump_if_false @GENERL3_19373 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_19373 
0239: actor $2333 run_to 473.9421 -522.4988 
0411: set_actor $2333 use_pednode_seek 0 
0004: $2343 = 3 // integer values 

:GENERL3_19373
00D6: if 
0038:   $2343 == 3 // integer values 
004D: jump_if_false @GENERL3_19490 
00D6: if 
8118:   not actor $2333 dead 
004D: jump_if_false @GENERL3_19490 
00D6: if 
00ED:   actor $2333 0 473.9421 -522.4988 radius 1.0 1.0 
004D: jump_if_false @GENERL3_19490 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_19490 
0239: actor $2333 run_to 461.8707 -519.9243 
0411: set_actor $2333 use_pednode_seek 0 
0004: $2343 = 4 // integer values 

:GENERL3_19490
00D6: if 
0038:   $2343 == 4 // integer values 
004D: jump_if_false @GENERL3_19593 
00D6: if 
8118:   not actor $2333 dead 
004D: jump_if_false @GENERL3_19593 
00D6: if 
00ED:   actor $2333 0 461.8707 -519.9243 radius 1.0 1.0 
004D: jump_if_false @GENERL3_19593 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_19593 
01C9: actor $2333 kill_actor $2291 
0004: $2343 = 5 // integer values 

:GENERL3_19593
00D6: if 
0119:   car $2372 wrecked 
004D: jump_if_false @GENERL3_19614 
01C3: remove_references_to_car $2372 

:GENERL3_19614
00D6: if 
0119:   car $2380 wrecked 
004D: jump_if_false @GENERL3_19635 
01C3: remove_references_to_car $2380 

:GENERL3_19635
00D6: if 
0119:   car $2389 wrecked 
004D: jump_if_false @GENERL3_19656 
01C3: remove_references_to_car $2389 

:GENERL3_19656
00D6: if 
0038:   $2360 == 12 // integer values 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0038:   $2420 == 1 // integer values 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2320 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2321 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2322 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2323 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2324 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2325 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2326 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2327 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2328 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2329 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2330 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2331 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2332 dead 
004D: jump_if_false @GENERL3_19932 
00D6: if 
0118:   actor $2333 dead 
004D: jump_if_false @GENERL3_19932 
00BE: text_clear_all 
0004: $2360 = 13 // integer values 
0006: 16@ = 0 // integer values 

:GENERL3_19932
00D6: if 
0038:   $2360 == 13 // integer values 
004D: jump_if_false @GENERL3_20991 
00D6: if 
0019:   16@ > 100 // integer values 
004D: jump_if_false @GENERL3_20991 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0247: request_model #SANCHEZ 

:GENERL3_19984
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @GENERL3_20011 
0001: wait 0 ms 
0002: jump @GENERL3_19984 

:GENERL3_20011
03CF: load_wav 'SNIPER' as 1 
03CF: load_wav 'COL3_24' as 2 

:GENERL3_20035
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GENERL3_20065 
0001: wait 0 ms 
0002: jump @GENERL3_20035 

:GENERL3_20065
00A5: $2421 = create_car #SANCHEZ at 467.9877 -432.7724 9.5777 
0229: set_car $2421 color_to 6 6 
0175: set_car $2421 z_angle_to 176.3589 
0129: $2423 = create_actor 8 #HNB in_car $2421 driverseat 
01ED: clear_actor $2423 threat_search 
02A9: set_actor $2423 immune_to_nonplayer 1 
02AA: set_car $2421 immune_to_nonplayer 1 
00A9: set_car $2421 to_normal_driver 
00AD: set_car $2421 max_speed_to 20.0 
02C2: car $2421 drive_to_point 461.5507 -495.9435 10.06 
04E0: car $2421 abandon_path_radius 5 
00AE: set_vehicle $2421 traffic_behavior_to 2 
00A5: $2424 = create_car #SANCHEZ at 465.387 -430.1095 9.53 
0229: set_car $2424 color_to 6 6 
0175: set_car $2424 z_angle_to 176.3589 
0129: $2425 = create_actor 8 #HNB in_car $2424 driverseat 
01ED: clear_actor $2425 threat_search 
02A9: set_actor $2425 immune_to_nonplayer 1 
02AA: set_car $2424 immune_to_nonplayer 1 
00A9: set_car $2424 to_normal_driver 
00AD: set_car $2424 max_speed_to 30.0 
02C2: car $2424 drive_to_point 449.048 -548.812 9.71657 
04E0: car $2424 abandon_path_radius 5 
0395: clear_area 0 at 459.17 -384.687 range 300.0 300.0 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_20349 
0519: lock_vehicle $2296 in_current_position 0 

:GENERL3_20349
00A6: destroy_car $2302 
00A6: destroy_car $2372 
00A6: destroy_car $2380 
00A6: destroy_car $2389 
00A6: destroy_car $2395 
00A6: destroy_car $2404 
00A6: destroy_car $2296 
0108: destroy_object $2433 
009B: destroy_actor_instantly $2307 
009B: destroy_actor_instantly $2308 
0249: release_model #CBA 
0249: release_model #BURRITO 
0249: release_model #HNA 
00A5: $2296 = create_car #ADMIRAL at 462.8591 -482.4778 10.09055 
0175: set_car $2296 z_angle_to 177.3171 
0229: set_car $2296 color_to 8 8 
020A: set_car $2296 door_status_to 3 
02AA: set_car $2296 immune_to_nonplayer 1 
053F: set_car $2296 tires_vulnerable 0 
00A5: $2302 = create_car #CUBAN at 466.8876 -495.2599 10.79347 
0175: set_car $2302 z_angle_to 339.8893 
053F: set_car $2302 tires_vulnerable 0 
00A5: $2372 = create_car #VOODOO at 464.6875 -501.6888 10.79347 
0175: set_car $2372 z_angle_to 327.731 
053F: set_car $2372 tires_vulnerable 0 
0107: $2433 = create_object #BRIEFCASE at 461.5507 -495.9435 10.06 
0249: release_model #CUBAN 
0249: release_model #VOODOO 
0249: release_model #TEC9 
00D6: if 
0057:   player $PLAYER_CHAR 0 452.2447 -472.5703 -5.0 462.9531 -541.2667 12.743 
004D: jump_if_false @GENERL3_20647 
0004: $2434 = 1 // integer values 

:GENERL3_20647
00D6: if 
0038:   $2434 == 1 // integer values 
004D: jump_if_false @GENERL3_20702 
0055: put_player $PLAYER_CHAR at 453.3544 -508.6663 9.9747 
0171: set_player $PLAYER_CHAR z_angle_to 174.428 
0002: jump @GENERL3_20732 

:GENERL3_20702
0055: put_player $PLAYER_CHAR at 454.112 -503.8624 16.9188 
0171: set_player $PLAYER_CHAR z_angle_to 162.0138 

:GENERL3_20732
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_20801 
04EB: actor $2295 crouch 0 100 ms 
02A9: set_actor $2295 immune_to_nonplayer 1 
00A1: put_actor $2295 at 463.8191 -496.5726 10.0225 
0173: set_actor $2295 z_angle_to 154.3421 
02E2: set_actor $2295 weapon_accuracy_to 70 

:GENERL3_20801
00D6: if 
8118:   not actor $2293 dead 
004D: jump_if_false @GENERL3_20875 
00A1: put_actor $2293 at 464.8956 -493.4782 10.0225 
0173: set_actor $2293 z_angle_to 167.202 
0350: set_actor $2293 maintain_position_when_attacked 1 
02E2: set_actor $2293 weapon_accuracy_to 70 
02A9: set_actor $2293 immune_to_nonplayer 1 
0002: jump @GENERL3_20884 

:GENERL3_20875
009B: destroy_actor_instantly $2293 
0249: release_model #CLA 

:GENERL3_20884
00D6: if 
8118:   not actor $2294 dead 
004D: jump_if_false @GENERL3_20958 
00A1: put_actor $2294 at 463.9327 -505.5049 9.9656 
0173: set_actor $2294 z_angle_to 90.4333 
0350: set_actor $2294 maintain_position_when_attacked 1 
02E2: set_actor $2294 weapon_accuracy_to 60 
02A9: set_actor $2294 immune_to_nonplayer 1 
0002: jump @GENERL3_20967 

:GENERL3_20958
009B: destroy_actor_instantly $2294 
0249: release_model #CLB 

:GENERL3_20967
0151: remove_status_text $2299 
0151: remove_status_text $2460 
0004: $2360 = 14 // integer values 
0006: 16@ = 0 // integer values 

:GENERL3_20991
00D6: if 
0038:   $2360 == 14 // integer values 
004D: jump_if_false @GENERL3_21134 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_21134 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_21134 
00D6: if 
00DB:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_21134 
00D6: if 
8118:   not actor $2425 dead 
004D: jump_if_false @GENERL3_21134 
00D6: if 
8119:   not car $2424 wrecked 
004D: jump_if_false @GENERL3_21134 
00D6: if 
00DB:   actor $2425 in_car $2424 
004D: jump_if_false @GENERL3_21134 
0158: camera_on_vehicle $2424 mode 14 switchstyle 2 
0006: 16@ = 0 // integer values 
0004: $2360 = 15 // integer values 

:GENERL3_21134
00D6: if 
0038:   $2360 == 15 // integer values 
004D: jump_if_false @GENERL3_21457 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_21457 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_21457 
00D6: if 
00DB:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_21457 
00D6: if 
8118:   not actor $2425 dead 
004D: jump_if_false @GENERL3_21457 
00D6: if 
8119:   not car $2424 wrecked 
004D: jump_if_false @GENERL3_21457 
00D6: if 
00DB:   actor $2425 in_car $2424 
004D: jump_if_false @GENERL3_21457 
00D6: if 
01AD:   car $2421 sphere 0 near_point 460.9107 -477.6669 radius 5.0 5.0 
004D: jump_if_false @GENERL3_21354 
015F: set_camera_position 454.5264 -507.1066 13.64925 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $2421 mode 15 switchstyle 2 
0004: $2360 = 16 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @GENERL3_21457 

:GENERL3_21354
00D6: if 
0019:   16@ > 15000 // integer values 
004D: jump_if_false @GENERL3_21457 
00AB: put_car $2421 at 460.9107 -477.6669 -100.0 
0175: set_car $2421 z_angle_to 169.954 
00D6: if 
8448:   not actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_21430 
036A: put_actor $2423 in_car $2421 

:GENERL3_21430
02C2: car $2421 drive_to_point 461.5507 -495.9435 10.06 
0006: 16@ = 0 // integer values 

:GENERL3_21457
00D6: if 
0038:   $2360 == 16 // integer values 
004D: jump_if_false @GENERL3_21877 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_21877 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_21877 
00D6: if 
00DB:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_21877 
00D6: if 
01AD:   car $2421 sphere 0 near_point 461.5507 -495.9435 radius 1.5 1.5 
004D: jump_if_false @GENERL3_21794 
0108: destroy_object $2433 
00BC: text_highpriority 'GEN3_35' 7000 ms 2  // ~g~He's stolen Diaz's money!
0187: $2422 = create_marker_above_actor $2423 
00AE: set_vehicle $2421 traffic_behavior_to 2 
00AD: set_car $2421 max_speed_to 16.0 
02C2: car $2421 drive_to_point 449.048 -548.812 9.71657 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_21669 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_21669 
01C9: actor $2295 kill_actor $2423 

:GENERL3_21669
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_21709 
00D6: if 
8118:   not actor $2425 dead 
004D: jump_if_false @GENERL3_21709 
01C9: actor $2291 kill_actor $2425 

:GENERL3_21709
00BC: text_highpriority 'GEN3_53' 5000 ms 1  // MY MONEY!
03D1: play_wav 2 

:GENERL3_21728
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_21759 
0001: wait 0 ms 
0002: jump @GENERL3_21728 

:GENERL3_21759
040D: unload_wav 2 
03D5: remove_text 'GEN3_53'  // MY MONEY!
0004: $2360 = 17 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @GENERL3_21877 

:GENERL3_21794
00D6: if 
0019:   16@ > 15000 // integer values 
004D: jump_if_false @GENERL3_21877 
00AB: put_car $2421 at 461.5507 -495.9435 -100.0 
0175: set_car $2421 z_angle_to 169.954 
00D6: if 
8448:   not actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_21870 
036A: put_actor $2423 in_car $2421 

:GENERL3_21870
0006: 16@ = 0 // integer values 

:GENERL3_21877
00D6: if 
0038:   $2360 == 17 // integer values 
004D: jump_if_false @GENERL3_22454 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_22454 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_22454 
00D6: if 
00DB:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_22454 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_22454 
00D6: if 
01AD:   car $2421 sphere 0 near_point 449.048 -548.812 radius 7.5 7.5 
004D: jump_if_false @GENERL3_22371 
00D6: if 
8119:   not car $2424 wrecked 
004D: jump_if_false @GENERL3_22023 
00AF: set_car $2424 driver_behaviour_to 10 

:GENERL3_22023
03D1: play_wav 1 
00D6: if 
8118:   not actor $2425 dead 
004D: jump_if_false @GENERL3_22048 
0321: kill_actor $2425 

:GENERL3_22048
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_22079 
0001: wait 0 ms 
0002: jump @GENERL3_22048 

:GENERL3_22079
040D: unload_wav 1 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_22114 
036A: put_actor $2295 in_car $2296 
054A: set_actor $2295 can_be_shot_in_a_car 0 

:GENERL3_22114
0001: wait 0 ms 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_22179 
00AB: put_car $2296 at 460.7918 -488.6781 10.0225 
0175: set_car $2296 z_angle_to 177.0297 
02AC: set_car $2296 immunities 1 1 1 1 1 

:GENERL3_22179
009B: destroy_actor_instantly $2293 
0249: release_model #CLA 
009B: destroy_actor_instantly $2294 
0249: release_model #CLB 
00D6: if 
8119:   not car $2424 wrecked 
004D: jump_if_false @GENERL3_22243 
00AB: put_car $2424 at 453.323 -541.0601 9.7917 
0175: set_car $2424 z_angle_to 161.5261 

:GENERL3_22243
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01EB: set_traffic_density_multiplier_to 1.0 
032B: $2462 = create_weapon_pickup #UZI 3 ammo 50000 at 455.9854 -531.2479 10.7576 
00D6: if 
8119:   not car $2424 wrecked 
004D: jump_if_false @GENERL3_22320 
0161: $2459 = create_marker_above_car $2424 color 0 visibility 1 

:GENERL3_22320
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_22343 
0519: lock_vehicle $2296 in_current_position 1 

:GENERL3_22343
0006: 16@ = 0 // integer values 
0004: $2301 = 1 // integer values 
0004: $2360 = 18 // integer values 
0002: jump @GENERL3_22454 

:GENERL3_22371
00D6: if 
0019:   16@ > 25000 // integer values 
004D: jump_if_false @GENERL3_22454 
00AB: put_car $2421 at 449.048 -548.812 -100.0 
0175: set_car $2421 z_angle_to 169.954 
00D6: if 
8448:   not actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_22447 
036A: put_actor $2423 in_car $2421 

:GENERL3_22447
0006: 16@ = 0 // integer values 

:GENERL3_22454
00D6: if 
0038:   $2360 == 18 // integer values 
004D: jump_if_false @GENERL3_22689 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_22685 
00D6: if 
0038:   $2463 == 0 // integer values 
004D: jump_if_false @GENERL3_22525 
03CF: load_wav 'COL3_25' as 1 
0004: $2463 = 1 // integer values 

:GENERL3_22525
00D6: if 
0038:   $2463 == 1 // integer values 
004D: jump_if_false @GENERL3_22565 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GENERL3_22565 
0004: $2463 = 2 // integer values 

:GENERL3_22565
00D6: if 
0038:   $2463 == 2 // integer values 
004D: jump_if_false @GENERL3_22609 
00BC: text_highpriority 'GEN3_54' 5000 ms 1  // Don't just stand there, you pricks, chase that Haitian dickhead down!
03D1: play_wav 1 
0004: $2463 = 3 // integer values 

:GENERL3_22609
00D6: if 
0038:   $2463 == 3 // integer values 
004D: jump_if_false @GENERL3_22678 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GENERL3_22678 
040D: unload_wav 1 
03D5: remove_text 'GEN3_54'  // Don't just stand there, you pricks, chase that Haitian dickhead down!
00BC: text_highpriority 'GEN3_36' 7000 ms 2  // ~g~Grab the bike, chase him down and get Diaz's money back!
0004: $2463 = 4 // integer values 

:GENERL3_22678
0002: jump @GENERL3_22689 

:GENERL3_22685
040D: unload_wav 1 

:GENERL3_22689
00D6: if 
8119:   not car $2424 wrecked 
004D: jump_if_false @GENERL3_22942 
00D6: if 
0442:   player $PLAYER_CHAR in_car $2424 
004D: jump_if_false @GENERL3_22942 
00D6: if 
0038:   $2465 == 0 // integer values 
004D: jump_if_false @GENERL3_22785 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @GENERL3_22785 
03E5: text_box 'GEN3_63'  // As well as performing drive-by's,~h~ motorbikes ~w~allow you to ~h~shoot forwards~w~.
0006: 16@ = 0 // integer values 
0004: $2465 = 1 // integer values 

:GENERL3_22785
00D6: if 
0038:   $2465 == 1 // integer values 
004D: jump_if_false @GENERL3_22881 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @GENERL3_22857 
03E5: text_box 'GEN3_66'  // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
0006: 16@ = 0 // integer values 
0004: $2465 = 2 // integer values 
0002: jump @GENERL3_22881 

:GENERL3_22857
03E5: text_box 'GEN3_64'  // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
0006: 16@ = 0 // integer values 
0004: $2465 = 2 // integer values 

:GENERL3_22881
00D6: if 
0038:   $2465 == 2 // integer values 
004D: jump_if_false @GENERL3_22942 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @GENERL3_22942 
03E5: text_box 'GEN3_67'  // You must have a sub machine gun to shoot forwards on a motorbike.
0006: 16@ = 0 // integer values 
0004: $2465 = 3 // integer values 

:GENERL3_22942
00D6: if 
0038:   $2458 == 0 // integer values 
004D: jump_if_false @GENERL3_23067 
00D6: if 
0018:   $2360 > 17 // integer values 
004D: jump_if_false @GENERL3_23067 
00D6: if 
8038:   not  $2360 == 50 // integer values 
004D: jump_if_false @GENERL3_23067 
00D6: if 
8119:   not car $2424 wrecked 
004D: jump_if_false @GENERL3_23067 
00D6: if or
0443:   player $PLAYER_CHAR in_a_car 
81FC:   not player $PLAYER_CHAR near_car $2424 radius 65.0 65.0 0 
0018:   $2431 > 0 // integer values 
004D: jump_if_false @GENERL3_23067 
0164: disable_marker $2459 
0004: $2458 = 1 // integer values 

:GENERL3_23067
00D6: if 
0018:   $2360 > 17 // integer values 
004D: jump_if_false @GENERL3_23228 
00D6: if 
001A:   20 > $2360 // integer values 
004D: jump_if_false @GENERL3_23228 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_23228 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_23228 
00D6: if 
02CB:   actor $2423 bounding_sphere_visible 
004D: jump_if_false @GENERL3_23228 
00D6: if 
0448:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_23228 
00D6: if 
00EB:   player $PLAYER_CHAR 0 $2423 radius 50.0 50.0 
004D: jump_if_false @GENERL3_23218 
00AD: set_car $2421 max_speed_to 30.0 
0002: jump @GENERL3_23228 

:GENERL3_23218
00AD: set_car $2421 max_speed_to 22.0 

:GENERL3_23228
00D6: if 
0038:   $2360 == 18 // integer values 
004D: jump_if_false @GENERL3_23356 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_23356 
0050: gosub @GENERL3_27583 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_23356 
00D6: if 
00DB:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_23356 
00D6: if 
01AD:   car $2421 sphere 0 near_point 258.262 -957.993 radius 10.0 10.0 
004D: jump_if_false @GENERL3_23356 
0004: $2301 = 1 // integer values 
0004: $2360 = 19 // integer values 

:GENERL3_23356
00D6: if 
0038:   $2360 == 19 // integer values 
004D: jump_if_false @GENERL3_23484 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_23484 
0050: gosub @GENERL3_27583 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_23484 
00D6: if 
00DB:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_23484 
00D6: if 
01AD:   car $2421 sphere 0 near_point 191.64 -1305.0 radius 10.0 10.0 
004D: jump_if_false @GENERL3_23484 
0004: $2301 = 1 // integer values 
0004: $2360 = 20 // integer values 

:GENERL3_23484
00D6: if 
0038:   $2360 == 20 // integer values 
004D: jump_if_false @GENERL3_23525 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_23525 
0050: gosub @GENERL3_27583 

:GENERL3_23525
00D6: if 
0018:   $2360 > 17 // integer values 
004D: jump_if_false @GENERL3_23714 
00D6: if 
8038:   not  $2360 == 50 // integer values 
004D: jump_if_false @GENERL3_23714 
00D6: if 
0038:   $2431 == 0 // integer values 
004D: jump_if_false @GENERL3_23714 
00D6: if 
0118:   actor $2423 dead 
004D: jump_if_false @GENERL3_23714 
00D6: if 
056D:   actor $2423 defined 
004D: jump_if_false @GENERL3_23685 
0164: disable_marker $2422 
04A5: get_dead_actor_pickup_coords $2423 store_to $2443 $2444 $2445 
0213: $2297 = create_pickup #BRIEFCASE type 3 at $2443 $2444 $2445 
03DC: $2298 = create_marker_above_pickup $2297 
00BC: text_highpriority 'GEN3_29' 7000 ms 2  // ~g~Collect the briefcase and take it back to Diaz.
0004: $2431 = 1 // integer values 
0002: jump @GENERL3_23714 

:GENERL3_23685
00BC: text_highpriority 'GEN3_50' 5000 ms 1  // ~r~You lost Diaz's money! Next time try not to reduce the money to ashes!
0004: $2431 = 1 // integer values 
0002: jump @GENERL3_26174 

:GENERL3_23714
00D6: if 
0038:   $2431 == 1 // integer values 
004D: jump_if_false @GENERL3_23795 
00D6: if 
0214:   pickup $2297 picked_up 
004D: jump_if_false @GENERL3_23795 
0164: disable_marker $2298 
00BC: text_highpriority 'GEN3_28' 7000 ms 2  // ~g~Take the briefcase back to Diaz.
018A: $2432 = create_checkpoint_at 461.1141 -483.7427 10.0225 
0004: $2431 = 2 // integer values 

:GENERL3_23795
00D6: if 
0038:   $2431 == 2 // integer values 
004D: jump_if_false @GENERL3_24693 
00D6: if 
00E7:   player $PLAYER_CHAR stopped 1 462.8465 -488.8573 radius 1.0 1.0 
004D: jump_if_false @GENERL3_24693 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_24693 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_24693 
0395: clear_area 1 at 461.1141 -483.7427 range 50.0 50.0 
0164: disable_marker $2432 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0519: lock_vehicle $2296 in_current_position 0 
015F: set_camera_position 458.3597 -492.0299 11.40805 0.0 rotation 0.0 0.0 
0160: point_camera 459.0232 -491.3191 11.1746 switchstyle 2 
022D: set_actor $2295 to_look_at_player $PLAYER_CHAR 
022E: set_player $PLAYER_CHAR to_look_at_actor $2295 
0395: clear_area 0 at 459.03 -492.26 range 50.0 50.0 
0055: put_player $PLAYER_CHAR at 462.3976 -488.8137 10.0225 
0171: set_player $PLAYER_CHAR z_angle_to 94.7362 
022E: set_player $PLAYER_CHAR to_look_at_actor $2295 
020F: actor $2295 look_at_player $PLAYER_CHAR 
0210: player $PLAYER_CHAR look_at_actor $2295 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
01B9: set_actor $2295 armed_weapon_to 0 
01C3: remove_references_to_car $2302 
01C3: remove_references_to_car $2372 
00A6: destroy_car $2421 
00A6: destroy_car $2424 
0395: clear_area 0 at 462.5829 -507.5089 range 10.62216 1.0 
00A5: $2421 = create_car #SANCHEZ at 462.5829 -507.5089 10.62216 
0175: set_car $2421 z_angle_to 345.749 
0229: set_car $2421 color_to 6 6 
01C3: remove_references_to_car $2302 
01C3: remove_references_to_car $2372 
0395: clear_area 1 at 460.8782 -495.8145 range 10.018 2.0 
0395: clear_area 1 at 460.3542 -498.9017 range 9.9931 2.0 
0395: clear_area 1 at 459.4139 -503.3691 range 9.9561 2.0 
0395: clear_area 1 at 458.4541 -507.1656 range 9.9158 2.0 
0395: clear_area 1 at 457.2427 -513.5924 range 9.8549 2.0 
03CF: load_wav 'COL3_12' as 1 
03CF: load_wav 'COL3_13' as 2 

:GENERL3_24329
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GENERL3_24359 
0001: wait 0 ms 
0002: jump @GENERL3_24329 

:GENERL3_24359
00BC: text_highpriority 'GEN3_9' 5000 ms 1  // I live! Dickheads! And it's all down to you! What is your name?
03D1: play_wav 1 

:GENERL3_24378
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_24409 
0001: wait 0 ms 
0002: jump @GENERL3_24378 

:GENERL3_24409
040D: unload_wav 1 
03D5: remove_text 'GEN3_9'  // I live! Dickheads! And it's all down to you! What is your name?
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_24448 
0158: camera_on_vehicle $2296 mode 14 switchstyle 2 

:GENERL3_24448
015F: set_camera_position 464.5828 -484.9439 11.91287 0.0 rotation 0.0 0.0 
0160: point_camera 463.8417 -485.5769 11.68894 switchstyle 2 
00BC: text_highpriority 'GEN3_10' 5000 ms 1  // Tommy.
03D1: play_wav 2 

:GENERL3_24518
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GENERL3_24549 
0001: wait 0 ms 
0002: jump @GENERL3_24518 

:GENERL3_24549
040D: unload_wav 2 
03D5: remove_text 'GEN3_10'  // Tommy.
03CF: load_wav 'COL3_14' as 1 
03CF: load_wav 'COL3_15' as 2 

:GENERL3_24587
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GENERL3_24617 
0001: wait 0 ms 
0002: jump @GENERL3_24587 

:GENERL3_24617
00BC: text_highpriority 'GEN3_11' 5000 ms 1  // I see you soon, amigo, I think!
03D1: play_wav 1 

:GENERL3_24636
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_24667 
0001: wait 0 ms 
0002: jump @GENERL3_24636 

:GENERL3_24667
040D: unload_wav 1 
03D5: remove_text 'GEN3_11'  // I see you soon, amigo, I think!
0004: $2431 = 3 // integer values 
009B: destroy_actor_instantly $2291 

:GENERL3_24693
00D6: if 
0038:   $2431 == 3 // integer values 
004D: jump_if_false @GENERL3_24813 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_24813 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_24813 
00D6: if 
0448:   actor $2295 in_car $2296 
004D: jump_if_false @GENERL3_24813 
00AD: set_car $2296 max_speed_to 20.0 
00A7: car $2296 drive_to 454.0 -629.2 9.65577 
00AE: set_vehicle $2296 traffic_behavior_to 2 
0006: 16@ = 0 // integer values 
0004: $2431 = 4 // integer values 

:GENERL3_24813
00D6: if 
0038:   $2431 == 4 // integer values 
004D: jump_if_false @GENERL3_25022 
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_25022 
00D6: if or
81FC:   not player $PLAYER_CHAR near_car $2296 radius 30.0 30.0 0 
0019:   16@ > 15000 // integer values 
004D: jump_if_false @GENERL3_25022 
0230: set_player $PLAYER_CHAR stop_looking 
0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms 
00BC: text_highpriority 'GEN3_12' 5000 ms 1  // Shit. Where's that guy Lance?
03D1: play_wav 2 

:GENERL3_24920
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GENERL3_24951 
0001: wait 0 ms 
0002: jump @GENERL3_24920 

:GENERL3_24951
040D: unload_wav 2 
03D5: remove_text 'GEN3_12'  // Shit. Where's that guy Lance?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $2295 dead 
004D: jump_if_false @GENERL3_24995 
022F: set_actor $2295 stop_looking 

:GENERL3_24995
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0002: jump @GENERL3_26195 
0004: $2431 = 5 // integer values 

:GENERL3_25022
00D6: if 
0038:   $2430 == 1 // integer values 
004D: jump_if_false @GENERL3_25135 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_25135 
00D6: if 
8320:   not actor $2291 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @GENERL3_25135 
00D6: if 
0038:   $2290 == 0 // integer values 
004D: jump_if_false @GENERL3_25135 
00BC: text_highpriority 'GEN3_23' 10000 ms 1  // ~g~You've left Lance behind! Go and get him!
0164: disable_marker $2359 
0187: $2292 = create_marker_above_actor $2291 
0004: $2360 = 50 // integer values 
0004: $2290 = 1 // integer values 

:GENERL3_25135
00D6: if 
0038:   $2360 == 50 // integer values 
004D: jump_if_false @GENERL3_25266 
00D6: if 
8118:   not actor $2291 dead 
004D: jump_if_false @GENERL3_25266 
00D6: if 
0320:   actor $2291 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @GENERL3_25266 
00D6: if 
0038:   $2290 == 1 // integer values 
004D: jump_if_false @GENERL3_25266 
018A: $2359 = create_checkpoint_at $2309 $2310 11.062 
0164: disable_marker $2292 
03D5: remove_text 'GEN3_23'  // ~g~You've left Lance behind! Go and get him!
00BC: text_highpriority 'GEN3_44' 5000 ms 2  // ~g~Go with Lance to the drop off and watch over Diaz.
0004: $2290 = 0 // integer values 
0004: $2360 = 2 // integer values 

:GENERL3_25266
00D6: if 
0018:   $2360 > 11 // integer values 
004D: jump_if_false @GENERL3_25368 
00D6: if 
0118:   actor $2307 dead 
004D: jump_if_false @GENERL3_25305 
01C2: remove_references_to_actor $2307 // Like turning an actor into a random pedestrian 

:GENERL3_25305
00D6: if 
0118:   actor $2308 dead 
004D: jump_if_false @GENERL3_25326 
01C2: remove_references_to_actor $2308 // Like turning an actor into a random pedestrian 

:GENERL3_25326
00D6: if 
0118:   actor $2293 dead 
004D: jump_if_false @GENERL3_25347 
01C2: remove_references_to_actor $2293 // Like turning an actor into a random pedestrian 

:GENERL3_25347
00D6: if 
0118:   actor $2294 dead 
004D: jump_if_false @GENERL3_25368 
01C2: remove_references_to_actor $2294 // Like turning an actor into a random pedestrian 

:GENERL3_25368
00D6: if 
0018:   $2373 > 1 // integer values 
004D: jump_if_false @GENERL3_25438 
00D6: if 
0118:   actor $2320 dead 
004D: jump_if_false @GENERL3_25412 
0164: disable_marker $2344 
01C2: remove_references_to_actor $2320 // Like turning an actor into a random pedestrian 

:GENERL3_25412
00D6: if 
0118:   actor $2321 dead 
004D: jump_if_false @GENERL3_25438 
0164: disable_marker $2345 
01C2: remove_references_to_actor $2321 // Like turning an actor into a random pedestrian 

:GENERL3_25438
00D6: if 
0018:   $2381 > 1 // integer values 
004D: jump_if_false @GENERL3_25508 
00D6: if 
0118:   actor $2322 dead 
004D: jump_if_false @GENERL3_25482 
0164: disable_marker $2346 
01C2: remove_references_to_actor $2322 // Like turning an actor into a random pedestrian 

:GENERL3_25482
00D6: if 
0118:   actor $2323 dead 
004D: jump_if_false @GENERL3_25508 
0164: disable_marker $2347 
01C2: remove_references_to_actor $2323 // Like turning an actor into a random pedestrian 

:GENERL3_25508
00D6: if 
0018:   $2390 > 1 // integer values 
004D: jump_if_false @GENERL3_25630 
00D6: if 
0118:   actor $2324 dead 
004D: jump_if_false @GENERL3_25552 
0164: disable_marker $2348 
01C2: remove_references_to_actor $2324 // Like turning an actor into a random pedestrian 

:GENERL3_25552
00D6: if 
0118:   actor $2325 dead 
004D: jump_if_false @GENERL3_25578 
0164: disable_marker $2349 
01C2: remove_references_to_actor $2325 // Like turning an actor into a random pedestrian 

:GENERL3_25578
00D6: if 
0118:   actor $2326 dead 
004D: jump_if_false @GENERL3_25604 
0164: disable_marker $2350 
01C2: remove_references_to_actor $2326 // Like turning an actor into a random pedestrian 

:GENERL3_25604
00D6: if 
0118:   actor $2327 dead 
004D: jump_if_false @GENERL3_25630 
0164: disable_marker $2351 
01C2: remove_references_to_actor $2327 // Like turning an actor into a random pedestrian 

:GENERL3_25630
00D6: if 
0018:   $2396 > 1 // integer values 
004D: jump_if_false @GENERL3_25752 
00D6: if 
0118:   actor $2328 dead 
004D: jump_if_false @GENERL3_25674 
0164: disable_marker $2352 
01C2: remove_references_to_actor $2328 // Like turning an actor into a random pedestrian 

:GENERL3_25674
00D6: if 
0118:   actor $2329 dead 
004D: jump_if_false @GENERL3_25700 
0164: disable_marker $2353 
01C2: remove_references_to_actor $2329 // Like turning an actor into a random pedestrian 

:GENERL3_25700
00D6: if 
0118:   actor $2330 dead 
004D: jump_if_false @GENERL3_25726 
0164: disable_marker $2354 
01C2: remove_references_to_actor $2330 // Like turning an actor into a random pedestrian 

:GENERL3_25726
00D6: if 
0118:   actor $2331 dead 
004D: jump_if_false @GENERL3_25752 
0164: disable_marker $2355 
01C2: remove_references_to_actor $2331 // Like turning an actor into a random pedestrian 

:GENERL3_25752
00D6: if 
0018:   $2405 > 1 // integer values 
004D: jump_if_false @GENERL3_25822 
00D6: if 
0118:   actor $2332 dead 
004D: jump_if_false @GENERL3_25796 
0164: disable_marker $2356 
01C2: remove_references_to_actor $2332 // Like turning an actor into a random pedestrian 

:GENERL3_25796
00D6: if 
0118:   actor $2333 dead 
004D: jump_if_false @GENERL3_25822 
0164: disable_marker $2357 
01C2: remove_references_to_actor $2333 // Like turning an actor into a random pedestrian 

:GENERL3_25822
00D6: if 
0018:   $2360 > 1 // integer values 
004D: jump_if_false @GENERL3_25914 
00D6: if 
001A:   21 > $2360 // integer values 
004D: jump_if_false @GENERL3_25914 
00D6: if 
001A:   3 > $2431 // integer values 
004D: jump_if_false @GENERL3_25914 
00D6: if 
0118:   actor $2291 dead 
004D: jump_if_false @GENERL3_25914 
00BC: text_highpriority 'GEN3_25' 5000 ms 1  // ~r~Lance died!
0002: jump @GENERL3_26174 

:GENERL3_25914
00D6: if 
0038:   $2360 == 50 // integer values 
004D: jump_if_false @GENERL3_25970 
00D6: if 
0118:   actor $2291 dead 
004D: jump_if_false @GENERL3_25970 
00BC: text_highpriority 'GEN3_25' 5000 ms 1  // ~r~Lance died!
0002: jump @GENERL3_26174 

:GENERL3_25970
00D6: if 
0018:   $2360 > 3 // integer values 
004D: jump_if_false @GENERL3_26044 
00D6: if 
001A:   50 > $2360 // integer values 
004D: jump_if_false @GENERL3_26044 
00D6: if 
0118:   actor $2295 dead 
004D: jump_if_false @GENERL3_26044 
00BC: text_highpriority 'GEN3_38' 5000 ms 1  // ~r~Diaz died! You failed to protect him!
0002: jump @GENERL3_26174 

:GENERL3_26044
00D6: if 
0038:   $2431 == 0 // integer values 
004D: jump_if_false @GENERL3_26167 
00D6: if 
0018:   $2360 > 17 // integer values 
004D: jump_if_false @GENERL3_26167 
00D6: if 
8038:   not  $2360 == 50 // integer values 
004D: jump_if_false @GENERL3_26167 
00D6: if 
8118:   not actor $2423 dead 
004D: jump_if_false @GENERL3_26167 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $2423 radius 300.0 300.0 
004D: jump_if_false @GENERL3_26167 
00BC: text_highpriority 'GEN3_30' 5000 ms 1  // ~r~He got away with the money! Diaz will have your balls for this!
0002: jump @GENERL3_26174 

:GENERL3_26167
0002: jump @GENERL3_3108 

:GENERL3_26174
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
01F0: set_max_wanted_level_to 6 
0051: return 

:GENERL3_26195
0004: $PASSED_COL3_GUARDIAN_ANGELS = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 22000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 22000 
030C: progress_made += 1 
01F0: set_max_wanted_level_to 6 
0394: play_music 1 
0318: set_latest_mission_passed 'COL_3'  // Guardian Angels
0004: $903 = 1 // integer values 
0164: disable_marker $228 
0051: return 

:GENERL3_26269
0004: $ONMISSION = 0 // integer values 
0164: disable_marker $2358 
0164: disable_marker $2359 
0164: disable_marker $2315 
0164: disable_marker $2432 
0215: destroy_pickup $2289 
0215: destroy_pickup $2462 
034F: destroy_actor_with_fade $2295 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2291 // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0108: destroy_object $2433 
00D6: if 
8119:   not car $2302 wrecked 
004D: jump_if_false @GENERL3_26352 
020A: set_car $2302 door_status_to 1 

:GENERL3_26352
00D6: if 
8119:   not car $2372 wrecked 
004D: jump_if_false @GENERL3_26375 
020A: set_car $2372 door_status_to 1 

:GENERL3_26375
00D6: if 
8119:   not car $2296 wrecked 
004D: jump_if_false @GENERL3_26405 
020A: set_car $2296 door_status_to 1 
0519: lock_vehicle $2296 in_current_position 0 

:GENERL3_26405
0249: release_model #ADMIRAL 
0249: release_model #CLA 
0249: release_model #CLB 
0249: release_model #CUBAN 
0249: release_model #HNA 
0249: release_model #HNB 
0249: release_model #CBA 
0249: release_model #BURRITO 
0249: release_model #VOODOO 
0249: release_model #TEC9 
0249: release_model #SANCHEZ 
0249: release_model #UZI 
0249: release_model #RUGER 
0249: release_model #INFERNUS 
0164: disable_marker $2344 
0164: disable_marker $2345 
0164: disable_marker $2346 
0164: disable_marker $2347 
0164: disable_marker $2348 
0164: disable_marker $2349 
0164: disable_marker $2350 
0164: disable_marker $2351 
0164: disable_marker $2352 
0164: disable_marker $2353 
0164: disable_marker $2354 
0164: disable_marker $2355 
0164: disable_marker $2356 
0164: disable_marker $2357 
0164: disable_marker $2422 
0164: disable_marker $2298 
0215: destroy_pickup $2297 
0164: disable_marker $2459 
01B7: release_weather 
0151: remove_status_text $2299 
0151: remove_status_text $2460 
0164: disable_marker $2292 
0164: disable_marker $2459 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:GENERL3_27583
00D6: if 
001A:   2 > $2301 // integer values 
004D: jump_if_false @GENERL3_27687 
00D6: if 
8119:   not car $2421 wrecked 
004D: jump_if_false @GENERL3_27680 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $2421 
004D: jump_if_false @GENERL3_27666 
00D6: if 
02BF:   car $2421 sunk 
004D: jump_if_false @GENERL3_27659 
0004: $2301 = 2 // integer values 

:GENERL3_27659
0002: jump @GENERL3_27673 

:GENERL3_27666
0004: $2301 = 2 // integer values 

:GENERL3_27673
0002: jump @GENERL3_27687 

:GENERL3_27680
0004: $2301 = 2 // integer values 

:GENERL3_27687
00D6: if 
0038:   $2301 == 0 // integer values 
004D: jump_if_false @GENERL3_27743 
00D6: if 
80DF:   not actor $2423 driving 
004D: jump_if_false @GENERL3_27743 
01D5: actor $2423 go_to_and_drive_car $2421 
0319: set_actor $2423 running 1 
0004: $2301 = 1 // integer values 

:GENERL3_27743
00D6: if 
0038:   $2301 == 1 // integer values 
004D: jump_if_false @GENERL3_27899 
00D6: if 
0448:   actor $2423 in_car $2421 
004D: jump_if_false @GENERL3_27899 
00AD: set_car $2421 max_speed_to 30.0 
00AE: set_vehicle $2421 traffic_behavior_to 2 
00D6: if 
0038:   $2360 == 18 // integer values 
004D: jump_if_false @GENERL3_27842 
02C2: car $2421 drive_to_point 256.0 -969.15 9.622 
0002: jump @GENERL3_27892 

:GENERL3_27842
00D6: if 
0038:   $2360 == 19 // integer values 
004D: jump_if_false @GENERL3_27887 
02C2: car $2421 drive_to_point 191.64 -1305.0 9.101 
0002: jump @GENERL3_27892 

:GENERL3_27887
00A8: set_car $2421 to_psycho_driver 

:GENERL3_27892
0004: $2301 = 0 // integer values 

:GENERL3_27899
00D6: if 
0038:   $2301 == 2 // integer values 
004D: jump_if_false @GENERL3_27986 
00D6: if or
044B:   actor $2423 on_foot 
0119:   car $2421 wrecked 
004D: jump_if_false @GENERL3_27965 
011C: actor $2423 clear_objective 
01D0: actor $2423 avoid_player $PLAYER_CHAR 
0004: $2301 = 3 // integer values 
0002: jump @GENERL3_27986 

:GENERL3_27965
00D6: if 
0449:   actor $2423 in_a_car 
004D: jump_if_false @GENERL3_27986 
03E2: actor $2423 exit_car 

:GENERL3_27986
0051: return 

//-------------Mission 10---------------
// Originally: Sir, Yes Sir!

:COL_4
0050: gosub @COL_4_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COL_4_27 
0050: gosub @COL_4_28407 

:COL_4_27
0050: gosub @COL_4_28487 
004E: end_thread 

:COL_4_36
0004: $ONMISSION = 1 // integer values 
0004: $1603 = 1 // integer values 
03A4: name_thread 'COL_4' 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'GENERA4' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
0007: 9@ = 7.5 // floating-point values 
0007: 14@ = 7.5 // floating-point values 
0005: $2656 = 7.5 // floating-point values 
0004: $2471 = -1 // integer values 
0004: $2506 = -1 // integer values 
0004: $2507 = -1 // integer values 
0004: $2495 = -1 // integer values 
0004: $2496 = -1 // integer values 
0004: $2497 = -1 // integer values 
0004: $2498 = -1 // integer values 
0004: $2494 = -1 // integer values 
0004: $2499 = -1 // integer values 
0004: $2500 = -1 // integer values 
0004: $2501 = -1 // integer values 
0004: $2502 = -1 // integer values 
0004: $2505 = -1 // integer values 
0004: $2521 = 0 // integer values 
0004: $2522 = 0 // integer values 
0004: $2525 = 0 // integer values 
0004: $2526 = 0 // integer values 
0004: $2527 = 0 // integer values 
0004: $2530 = 0 // integer values 
0004: $2517 = 0 // integer values 
0004: $2518 = 0 // integer values 
0004: $2531 = 0 // integer values 
0004: $2543 = 0 // integer values 
0004: $2544 = 0 // integer values 
0004: $2519 = 0 // integer values 
0004: $2520 = 0 // integer values 
0005: $2647 = 0.0 // floating-point values 
0004: $2533 = 0 // integer values 
0004: $2534 = 0 // integer values 
0004: $2536 = 0 // integer values 
0004: $2537 = 0 // integer values 
0004: $2548 = 0 // integer values 
0004: $2549 = 0 // integer values 
0004: $2550 = 0 // integer values 
0004: $2551 = 0 // integer values 
0004: $2552 = 0 // integer values 
0004: $2553 = 0 // integer values 
0004: $2554 = 0 // integer values 
0004: $2555 = 0 // integer values 
0004: $2539 = 0 // integer values 
0004: $2540 = 0 // integer values 
0004: $2541 = 0 // integer values 
0004: $2542 = 0 // integer values 
0004: $2558 = 0 // integer values 
0004: $2559 = 0 // integer values 
0004: $2612 = 0 // integer values 
0004: $2523 = 0 // integer values 
0004: $2524 = 0 // integer values 
0004: $2613 = 0 // integer values 
0004: $2556 = 0 // integer values 
0004: $2557 = 0 // integer values 
0005: $2652 = 0.0 // floating-point values 
0005: $2653 = 0.0 // floating-point values 
0005: $2648 = 0.0 // floating-point values 
0005: $2649 = 0.0 // floating-point values 
0005: $2650 = 0.0 // floating-point values 
0005: $2651 = 0.0 // floating-point values 
0005: $2645 = 0.0 // floating-point values 
0005: $2646 = 0.0 // floating-point values 
0007: 10@ = -100.0 // floating-point values 
0005: $2659 = 0.0 // floating-point values 
0005: $2660 = 0.0 // floating-point values 
0005: $2663 = 0.0 // floating-point values 
0005: $2665 = 0.0 // floating-point values 
0005: $2664 = 0.0 // floating-point values 
0005: $2666 = 0.0 // floating-point values 
0004: $2616 = 0 // integer values 
0004: $2617 = 0 // integer values 
0004: $2618 = 0 // integer values 
0004: $2619 = 0 // integer values 
0004: $2620 = 0 // integer values 
0004: $2607 = 0 // integer values 
0004: $2560 = 0 // integer values 
0004: $2561 = 0 // integer values 
0004: $2562 = 0 // integer values 
0004: $2563 = 0 // integer values 
0004: $2564 = 0 // integer values 
0004: $2567 = 0 // integer values 
0004: $2568 = 0 // integer values 
0004: $2569 = 0 // integer values 
0004: $2570 = 0 // integer values 
0004: $2571 = 0 // integer values 
0004: $2573 = 0 // integer values 
0004: $2574 = 0 // integer values 
0004: $2575 = 0 // integer values 
0004: $2576 = 0 // integer values 
0004: $2577 = 0 // integer values 
0004: $2579 = 0 // integer values 
0004: $2580 = 0 // integer values 
0004: $2581 = 0 // integer values 
0004: $2582 = 0 // integer values 
0004: $2583 = 0 // integer values 
0004: $2584 = 0 // integer values 
0004: $2589 = 0 // integer values 
0004: $2603 = 0 // integer values 
0004: $2605 = 0 // integer values 
0004: $2608 = 0 // integer values 
0004: $2609 = 0 // integer values 
0004: $2614 = 0 // integer values 
0004: $2610 = 0 // integer values 
0004: $2615 = 0 // integer values 
0004: $2545 = 0 // integer values 
0004: $2546 = 0 // integer values 
0004: $2532 = 0 // integer values 
0004: $2528 = 0 // integer values 
0004: $2565 = 0 // integer values 
0004: $2535 = 0 // integer values 
0004: $2621 = 0 // integer values 
0004: $2622 = 0 // integer values 
0004: $2623 = 0 // integer values 
0004: $2624 = 0 // integer values 
0004: $2625 = 0 // integer values 
0004: $2626 = 0 // integer values 
0004: $2627 = 0 // integer values 
0004: $2628 = 0 // integer values 
0004: $2538 = 0 // integer values 
0004: $2629 = 0 // integer values 
0004: $2630 = 0 // integer values 
0004: $2611 = 0 // integer values 
0004: $2547 = 0 // integer values 
0004: $2529 = 0 // integer values 
0004: $2631 = 0 // integer values 
0004: $2632 = 0 // integer values 
0004: $2633 = 0 // integer values 
0004: $2634 = 0 // integer values 
0004: $2635 = 0 // integer values 
0004: $2572 = 0 // integer values 
0004: $2578 = 0 // integer values 
0004: $2636 = 0 // integer values 
0004: $2637 = 0 // integer values 
0004: $2638 = 0 // integer values 
0004: $2642 = 0 // integer values 
0004: $2643 = 0 // integer values 
0004: $2644 = 0 // integer values 
0004: $2595 = 0 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
0247: request_model #YT_MAIN_BODY 
0247: request_model #YT_MAIN_BODY2 
0247: request_model #YT_DOORS14 
0247: request_model #YT_TMP_BOAT 
0247: request_model #LODMAIN_BODY 
0247: request_model #BIG_POLY_TINGS 
0247: request_model #YT_GANGPLNK_TMP 
038B: load_requested_models 

:COL_4_1175
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @COL_4_1205 
0001: wait 0 ms 
0002: jump @COL_4_1175 

:COL_4_1205
00D6: if or
8248:   not model #YT_MAIN_BODY available 
8248:   not model #YT_MAIN_BODY2 available 
8248:   not model #YT_DOORS14 available 
8248:   not model #YT_TMP_BOAT available 
8248:   not model #LODMAIN_BODY available 
8248:   not model #BIG_POLY_TINGS available 
004D: jump_if_false @COL_4_1251 
0001: wait 0 ms 
0002: jump @COL_4_1205 

:COL_4_1251
00D6: if 
8248:   not model #YT_GANGPLNK_TMP available 
004D: jump_if_false @COL_4_1277 
0001: wait 0 ms 
0002: jump @COL_4_1251 

:COL_4_1277
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_4A' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
0373: set_camera_directly_behind_player 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
0004: $2781 = 210 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_01' 10000 ms 1  // Diaz was pleased, and would like to meet you again.
0004: $2781 = 2773 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_02' 10000 ms 1  // Is that a good thing?
0004: $2781 = 3669 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_03' 10000 ms 1  // Of course! Although I'm starting to think that Diaz was responsible for our unfortunate loss...
0004: $2781 = 8935 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_04' 10000 ms 1  // What makes you say that?
0004: $2781 = 10386 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_05' 10000 ms 1  // One does not wave accusations at a man like Diaz - I'm merely thinking out loud...
0004: $2781 = 14243 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_06' 10000 ms 1  // No matter. I have a proposal that you could profit from...
0004: $2781 = 16762 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_07' 10000 ms 1  // I don't have time to run more errands, Cortez.
0004: $2781 = 19154 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_08' 10000 ms 1  // I would have thought a man with such dangerous debts would be hungry for opportunities. Please, Tommy, at least hear me out.
0004: $2781 = 25653 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL4_09' 10000 ms 1  // Go on...
0004: $2781 = 26526 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL410' 10000 ms 1  // I have a buyer for a piece of military hardware that is being taken through town. Pick it up for me...
0004: $2781 = 32640 // integer values 
0050: gosub @COL_4_31318 
00BC: text_highpriority 'COL411' 10000 ms 1  // and once you get it, I want you to call me immediately, then...
0004: $2781 = 34964 // integer values 
0050: gosub @COL_4_31318 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:COL_4_1851
00D6: if 
016B:   fading 
004D: jump_if_false @COL_4_1875 
0001: wait 0 ms 
0002: jump @COL_4_1851 

:COL_4_1875
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @COL_4_1899 
0001: wait 0 ms 
0002: jump @COL_4_1875 

:COL_4_1899
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #YT_MAIN_BODY 
0249: release_model #YT_MAIN_BODY2 
0249: release_model #YT_DOORS14 
0249: release_model #YT_TMP_BOAT 
0249: release_model #LODMAIN_BODY 
0249: release_model #BIG_POLY_TINGS 
0249: release_model #YT_GANGPLNK_TMP 
04E3: unknown_player $PLAYER_CHAR 1 60000 
0247: request_model #RHINO 
0247: request_model #BARRACKS 
0247: request_model #ARMY 
0247: request_model #PATRIOT 
0247: request_model #RUGER 
038B: load_requested_models 

:COL_4_1981
00D6: if or
8248:   not model #RHINO available 
8248:   not model #BARRACKS available 
8248:   not model #ARMY available 
8248:   not model #PATRIOT available 
8248:   not model #RUGER available 
004D: jump_if_false @COL_4_2027 
0001: wait 0 ms 
0002: jump @COL_4_1981 

:COL_4_2027
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
035E: set_player $PLAYER_CHAR armour_to 200 
0225: $7451 = player $PLAYER_CHAR health 
00D6: if 
001A:   100 > $7451 // integer values 
004D: jump_if_false @COL_4_2083 
0222: set_player $PLAYER_CHAR health_to 100 

:COL_4_2083
00D6: if 
016B:   fading 
004D: jump_if_false @COL_4_2107 
0001: wait 0 ms 
0002: jump @COL_4_2083 

:COL_4_2107
00BC: text_highpriority 'COL4_B1' 20000 ms 1  // ~g~Go and acquire the piece of military hardware that is being taken through town.
01E8: create_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 
01E8: create_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 
01E8: create_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 
01E8: create_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 
01E8: create_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 
01E8: create_forbidden_for_cars_cube -837.282 -1041.814 5.0 -770.282 -591.814 25.0 
01E8: create_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 
0481:  6.0 
00A5: $2467 = create_car #PATRIOT at -751.1733 113.8836 9.8756 
0175: set_car $2467 z_angle_to 167.7853 
00AD: set_car $2467 max_speed_to 9@ 
00AE: set_vehicle $2467 traffic_behavior_to 4 
0466: unknown_car $2467 flag 0 
0229: set_car $2467 color_to 43 72 
02AA: set_car $2467 immune_to_nonplayer 1 
0129: $2473 = create_actor 4 #ARMY in_car $2467 driverseat 
0084: $2472 = $2473 // integer values and handles 
0050: gosub @COL_4_30995 
01C8: $2474 = create_actor_pedtype 4 model #ARMY in_car $2467 passenger_seat 0 
0084: $2472 = $2474 // integer values and handles 
0050: gosub @COL_4_30995 
02C2: car $2467 drive_to_point -843.4301 -1503.7 11.9556 
0506: vehicle_model 163 set_next_variation -1 1 
00A5: $2468 = create_car #BARRACKS at -749.1604 123.1814 9.8749 
0175: set_car $2468 z_angle_to 167.7853 
00AD: set_car $2468 max_speed_to 1.0 
00AE: set_vehicle $2468 traffic_behavior_to 4 
0466: unknown_car $2468 flag 0 
02AA: set_car $2468 immune_to_nonplayer 1 
0129: $2477 = create_actor 4 #ARMY in_car $2468 driverseat 
0084: $2472 = $2477 // integer values and handles 
0050: gosub @COL_4_30995 
01C8: $2478 = create_actor_pedtype 4 model #ARMY in_car $2468 passenger_seat 0 
0084: $2472 = $2478 // integer values and handles 
0050: gosub @COL_4_30995 
009A: $2485 = create_actor_pedtype 4 model #ARMY at -686.0 665.0 10.1 
0084: $2472 = $2485 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2485 into_turret_on_car $2468 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 
009A: $2486 = create_actor_pedtype 4 model #ARMY at -686.0 664.0 10.1 
0084: $2472 = $2486 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2486 into_turret_on_car $2468 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 27 
009A: $2487 = create_actor_pedtype 4 model #ARMY at -686.0 663.0 10.1 
0084: $2472 = $2487 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2487 into_turret_on_car $2468 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 27 
009A: $2488 = create_actor_pedtype 4 model #ARMY at -686.0 662.0 10.1 
0084: $2472 = $2488 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2488 into_turret_on_car $2468 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 27 
02C2: car $2468 drive_to_point -848.7084 -1482.733 10.992 
00A5: $2470 = create_car #RHINO at -747.1234 132.5895 9.8742 
0175: set_car $2470 z_angle_to 167.7853 
00AD: set_car $2470 max_speed_to 1.0 
00AE: set_vehicle $2470 traffic_behavior_to 4 
0466: unknown_car $2470 flag 0 
0186: $2516 = create_marker_above_car $2470 
0493: set_tank $2470 contact_explosion 0 
0129: $2503 = create_actor 4 #ARMY in_car $2470 driverseat 
0084: $2472 = $2503 // integer values and handles 
0050: gosub @COL_4_30995 
01C8: $2504 = create_actor_pedtype 4 model #ARMY in_car $2470 passenger_seat 0 
0084: $2472 = $2504 // integer values and handles 
0050: gosub @COL_4_30995 
009A: $2493 = create_actor_pedtype 4 model #ARMY at -686.0 662.0 10.1 
0084: $2472 = $2493 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2493 into_turret_on_car $2470 at_car_offset 0.0455 -1.0043 1.9962 position 0 angle 360.0 with_weapon 27 
02C2: car $2470 drive_to_point -838.3314 -1492.5 11.0623 
0506: vehicle_model 163 set_next_variation -1 1 
00A5: $2469 = create_car #BARRACKS at -744.8403 143.1341 9.8734 
0175: set_car $2469 z_angle_to 167.7853 
00AE: set_vehicle $2469 traffic_behavior_to 4 
00AD: set_car $2469 max_speed_to 1.0 
0466: unknown_car $2469 flag 0 
02AA: set_car $2469 immune_to_nonplayer 1 
0129: $2481 = create_actor 4 #ARMY in_car $2469 driverseat 
0084: $2472 = $2481 // integer values and handles 
0050: gosub @COL_4_30995 
01C8: $2482 = create_actor_pedtype 4 model #ARMY in_car $2469 passenger_seat 0 
0084: $2472 = $2482 // integer values and handles 
0050: gosub @COL_4_30995 
009A: $2489 = create_actor_pedtype 4 model #ARMY at -686.0 665.0 10.1 
0084: $2472 = $2489 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2489 into_turret_on_car $2469 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 
009A: $2490 = create_actor_pedtype 4 model #ARMY at -686.0 664.0 10.1 
0084: $2472 = $2490 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2490 into_turret_on_car $2469 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 27 
009A: $2491 = create_actor_pedtype 4 model #ARMY at -686.0 663.0 10.1 
0084: $2472 = $2491 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2491 into_turret_on_car $2469 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 27 
009A: $2492 = create_actor_pedtype 4 model #ARMY at -686.0 662.0 10.1 
0084: $2472 = $2492 // integer values and handles 
0050: gosub @COL_4_30995 
0464: put_actor $2492 into_turret_on_car $2469 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 27 
02C2: car $2469 drive_to_point -856.1463 -1480.377 10.9387 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 2.0 0.0 
009A: $2483 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 
0084: $2472 = $2483 // integer values and handles 
0050: gosub @COL_4_30995 
02A9: set_actor $2483 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -1.0 0.0 
009A: $2484 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 
0084: $2472 = $2484 // integer values and handles 
0050: gosub @COL_4_30995 
02A9: set_actor $2484 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -4.0 0.0 
009A: $2475 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 
0084: $2472 = $2475 // integer values and handles 
0050: gosub @COL_4_30995 
02A9: set_actor $2475 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 2.0 0.0 
009A: $2476 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 
0084: $2472 = $2476 // integer values and handles 
0050: gosub @COL_4_30995 
02A9: set_actor $2476 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -1.0 0.0 
009A: $2479 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 
0084: $2472 = $2479 // integer values and handles 
0050: gosub @COL_4_30995 
02A9: set_actor $2479 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -4.0 0.0 
009A: $2480 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 
0084: $2472 = $2480 // integer values and handles 
0050: gosub @COL_4_30995 
02A9: set_actor $2480 immune_to_nonplayer 1 

:COL_4_4011
0001: wait 0 ms 
0008: $2565 += 1 // integer values 
00D6: if 
0018:   $2565 > 3 // integer values 
004D: jump_if_false @COL_4_4047 
0004: $2565 = 0 // integer values 

:COL_4_4047
01BD: $4811 = current_time_in_ms 
00D6: if 
0038:   $2565 == 0 // integer values 
004D: jump_if_false @COL_4_5462 
00D6: if 
8119:   not car $2467 wrecked 
004D: jump_if_false @COL_4_5430 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $2467 
004D: jump_if_false @COL_4_5336 
00D6: if 
8118:   not actor $2473 dead 
004D: jump_if_false @COL_4_5279 
00D6: if 
00DB:   actor $2473 in_car $2467 
004D: jump_if_false @COL_4_5222 
00AA: store_car $2467 position_to 0@ 1@ 2@ 
0088: $4862 = 0@ // floating-point values only 
000D: $4862 -= -837.0244 // floating-point values 
0088: $4863 = 1@ // floating-point values only 
000D: $4863 -= -1509.279 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $2663 = square_root $4864 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_4840 
00D6: if 
8118:   not actor $2474 dead 
004D: jump_if_false @COL_4_4419 
00D6: if 
0038:   $2630 == 0 // integer values 
004D: jump_if_false @COL_4_4412 
00D6: if 
0038:   $2533 == 5 // integer values 
004D: jump_if_false @COL_4_4412 
00D6: if 
00DB:   actor $2474 in_car $2467 
004D: jump_if_false @COL_4_4365 
0004: $2533 = 0 // integer values 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_4358 
0004: $2527 = 0 // integer values 

:COL_4_4358
0002: jump @COL_4_4412 

:COL_4_4365
00D6: if 
00DF:   actor $2474 driving 
004D: jump_if_false @COL_4_4404 
03C0: $2499 = actor $2474 car 
01D3: actor $2474 leave_car $2499 
0002: jump @COL_4_4412 

:COL_4_4404
01D4: actor $2474 go_to_car $2467 and_enter_it_as_a_passenger 

:COL_4_4412
0002: jump @COL_4_4462 

:COL_4_4419
00D6: if 
8038:   not  $2630 == 3 // integer values 
004D: jump_if_false @COL_4_4462 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_4462 
0004: $2525 = 1 // integer values 

:COL_4_4462
00D6: if 
0118:   actor $2473 dead 
004D: jump_if_false @COL_4_4521 
00D6: if 
8038:   not  $2629 == 3 // integer values 
004D: jump_if_false @COL_4_4521 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_4521 
0004: $2525 = 1 // integer values 

:COL_4_4521
00D6: if 
031E:   vehicle $2467 hit_by_weapon 39 
004D: jump_if_false @COL_4_4577 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 
004D: jump_if_false @COL_4_4577 
0004: $2636 = 1 // integer values 

:COL_4_4577
00D6: if 
031E:   vehicle $2467 hit_by_weapon 47 
004D: jump_if_false @COL_4_4629 
0227: $2639 = car $2467 health 
00D6: if 
001A:   800 > $2639 // integer values 
004D: jump_if_false @COL_4_4629 
0004: $2525 = 1 // integer values 

:COL_4_4629
0468: set_vehicle $2467 clear_last_weapon_damage 
00D6: if 
81AD:   not car $2467 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
004D: jump_if_false @COL_4_4746 
0086: $2667 = $2665 // floating-point values only 
0061: $2667 -= $2663 // floating-point values 
00D6: if 
0020:   $2667 > 20.0 // floating-point values 
004D: jump_if_false @COL_4_4736 
00AD: set_car $2467 max_speed_to 0.0 
0477: set_car $2467 action 1 time 200 
0002: jump @COL_4_4746 

:COL_4_4736
00AD: set_car $2467 max_speed_to 7.5 

:COL_4_4746
00D6: if 
8038:   not  $2630 == 3 // integer values 
004D: jump_if_false @COL_4_4795 
0084: $2506 = $2467 // integer values and handles 
0084: $2507 = $2474 // integer values and handles 
0087: 10@ = 2@ // floating-point values only 
0050: gosub @COL_4_28778 

:COL_4_4795
00D6: if 
0038:   $2527 == 1 // integer values 
004D: jump_if_false @COL_4_4833 
00AD: set_car $2467 max_speed_to 0.0 
0477: set_car $2467 action 1 time 500 

:COL_4_4833
0002: jump @COL_4_5215 

:COL_4_4840
00D6: if 
0038:   $2595 == 1 // integer values 
004D: jump_if_false @COL_4_5058 
00D6: if or
0038:   $2612 == 2 // integer values 
0038:   $2612 == 3 // integer values 
004D: jump_if_false @COL_4_4890 
0004: $2612 = 0 // integer values 

:COL_4_4890
00D6: if 
0038:   $2612 == 0 // integer values 
004D: jump_if_false @COL_4_4939 
00AD: set_car $2467 max_speed_to 100.0 
00AE: set_vehicle $2467 traffic_behavior_to 2 
00AF: set_car $2467 driver_behaviour_to 2 
0004: $2612 = 1 // integer values 

:COL_4_4939
00D6: if 
0038:   $2612 == 1 // integer values 
004D: jump_if_false @COL_4_5051 
00D6: if 
0038:   $2613 == 10 // integer values 
004D: jump_if_false @COL_4_5044 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 
004D: jump_if_false @COL_4_5030 
00D6: if 
8118:   not actor $2474 dead 
004D: jump_if_false @COL_4_5030 
01CA: actor $2474 kill_player $PLAYER_CHAR 

:COL_4_5030
0004: $2613 = 0 // integer values 
0002: jump @COL_4_5051 

:COL_4_5044
0008: $2613 += 1 // integer values 

:COL_4_5051
0002: jump @COL_4_5215 

:COL_4_5058
00D6: if or
0038:   $2612 == 0 // integer values 
0038:   $2612 == 1 // integer values 
004D: jump_if_false @COL_4_5090 
0004: $2612 = 2 // integer values 

:COL_4_5090
00D6: if 
0038:   $2612 == 2 // integer values 
004D: jump_if_false @COL_4_5146 
00AD: set_car $2467 max_speed_to 100.0 
00AE: set_vehicle $2467 traffic_behavior_to 2 
00A7: car $2467 drive_to 3@ 4@ 5@ 
0004: $2612 = 3 // integer values 

:COL_4_5146
00D6: if 
0038:   $2612 == 3 // integer values 
004D: jump_if_false @COL_4_5215 
00D6: if 
01AD:   car $2467 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
004D: jump_if_false @COL_4_5215 
00AF: set_car $2467 driver_behaviour_to 11 
0477: set_car $2467 action 1 time 500 

:COL_4_5215
0002: jump @COL_4_5272 

:COL_4_5222
00D6: if 
8038:   not  $2629 == 3 // integer values 
004D: jump_if_false @COL_4_5272 
0004: $2521 = 1 // integer values 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_5272 
0004: $2525 = 1 // integer values 

:COL_4_5272
0002: jump @COL_4_5329 

:COL_4_5279
00D6: if 
8038:   not  $2629 == 3 // integer values 
004D: jump_if_false @COL_4_5329 
0004: $2521 = 1 // integer values 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_5329 
0004: $2525 = 1 // integer values 

:COL_4_5329
0002: jump @COL_4_5423 

:COL_4_5336
02AA: set_car $2467 immune_to_nonplayer 0 
00D6: if 
8118:   not actor $2473 dead 
004D: jump_if_false @COL_4_5367 
01CA: actor $2473 kill_player $PLAYER_CHAR 

:COL_4_5367
00D6: if 
8118:   not actor $2474 dead 
004D: jump_if_false @COL_4_5391 
01CA: actor $2474 kill_player $PLAYER_CHAR 

:COL_4_5391
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_5416 
0004: $2525 = 1 // integer values 

:COL_4_5416
0004: $2521 = 1 // integer values 

:COL_4_5423
0002: jump @COL_4_5462 

:COL_4_5430
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_5455 
0004: $2525 = 1 // integer values 

:COL_4_5455
0004: $2521 = 1 // integer values 

:COL_4_5462
00D6: if 
0038:   $2565 == 1 // integer values 
004D: jump_if_false @COL_4_7208 
00D6: if 
8119:   not car $2468 wrecked 
004D: jump_if_false @COL_4_6988 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $2468 
004D: jump_if_false @COL_4_6894 
00D6: if 
8118:   not actor $2477 dead 
004D: jump_if_false @COL_4_6855 
00D6: if 
00DB:   actor $2477 in_car $2468 
004D: jump_if_false @COL_4_6816 
00AA: store_car $2468 position_to 6@ 7@ 8@ 
0088: $4862 = 6@ // floating-point values only 
000D: $4862 -= -837.0244 // floating-point values 
0088: $4863 = 7@ // floating-point values only 
000D: $4863 -= -1509.279 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $2665 = square_root $4864 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_6434 
00D6: if 
8118:   not actor $2478 dead 
004D: jump_if_false @COL_4_5811 
00D6: if 
0038:   $2534 == 5 // integer values 
004D: jump_if_false @COL_4_5804 
00D6: if 
00DB:   actor $2478 in_car $2468 
004D: jump_if_false @COL_4_5757 
0004: $2534 = 0 // integer values 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_5750 
0004: $2527 = 0 // integer values 

:COL_4_5750
0002: jump @COL_4_5804 

:COL_4_5757
00D6: if 
00DF:   actor $2478 driving 
004D: jump_if_false @COL_4_5796 
03C0: $2500 = actor $2478 car 
01D3: actor $2478 leave_car $2500 
0002: jump @COL_4_5804 

:COL_4_5796
01D4: actor $2478 go_to_car $2468 and_enter_it_as_a_passenger 

:COL_4_5804
0002: jump @COL_4_5836 

:COL_4_5811
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_5836 
0004: $2525 = 1 // integer values 

:COL_4_5836
00D6: if 
0118:   actor $2477 dead 
004D: jump_if_false @COL_4_5877 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_5877 
0004: $2525 = 1 // integer values 

:COL_4_5877
00D6: if 
031E:   vehicle $2468 hit_by_weapon 39 
004D: jump_if_false @COL_4_5933 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 
004D: jump_if_false @COL_4_5933 
0004: $2637 = 1 // integer values 

:COL_4_5933
00D6: if 
031E:   vehicle $2468 hit_by_weapon 47 
004D: jump_if_false @COL_4_5985 
0227: $2640 = car $2468 health 
00D6: if 
001A:   800 > $2640 // integer values 
004D: jump_if_false @COL_4_5985 
0004: $2525 = 1 // integer values 

:COL_4_5985
0468: set_vehicle $2468 clear_last_weapon_damage 
00D6: if 
8038:   not  $2521 == 1 // integer values 
004D: jump_if_false @COL_4_6295 
0088: $4862 = 6@ // floating-point values only 
0067: $4862 -= 0@ // floating-point values 
0088: $4863 = 7@ // floating-point values only 
0067: $4863 -= 1@ // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
0089: 9@ = $4864 // floating-point values only 
000F: 9@ -= 3.0 // floating-point values 
00D6: if 
0021:   9@ > 100.0 // floating-point values 
004D: jump_if_false @COL_4_6129 
0007: 9@ = 100.0 // floating-point values 

:COL_4_6129
00D6: if 
0023:   0.0 > 9@ // floating-point values 
004D: jump_if_false @COL_4_6160 
0007: 9@ = 0.0 // floating-point values 

:COL_4_6160
00D6: if 
81AD:   not car $2468 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
004D: jump_if_false @COL_4_6281 
00D6: if 
0024:   $2663 > $2665 // floating-point values only 
004D: jump_if_false @COL_4_6227 
0007: 9@ = 0.0 // floating-point values 

:COL_4_6227
0086: $2668 = $2664 // floating-point values only 
0061: $2668 -= $2665 // floating-point values 
00D6: if 
0020:   $2668 > 20.0 // floating-point values 
004D: jump_if_false @COL_4_6274 
0007: 9@ = 0.0 // floating-point values 

:COL_4_6274
0002: jump @COL_4_6288 

:COL_4_6281
04E0: car $2468 abandon_path_radius 40 

:COL_4_6288
0002: jump @COL_4_6305 

:COL_4_6295
0007: 9@ = 12.0 // floating-point values 

:COL_4_6305
0084: $2506 = $2468 // integer values and handles 
0084: $2507 = $2478 // integer values and handles 
0087: 10@ = 8@ // floating-point values only 
0050: gosub @COL_4_28778 
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_6407 
00D6: if 
0043:   9@ == 0.0 // floating-point values 
004D: jump_if_false @COL_4_6392 
0477: set_car $2468 action 1 time 200 
0002: jump @COL_4_6400 

:COL_4_6392
00AD: set_car $2468 max_speed_to 9@ 

:COL_4_6400
0002: jump @COL_4_6427 

:COL_4_6407
0007: 9@ = 0.0 // floating-point values 
0477: set_car $2468 action 1 time 500 

:COL_4_6427
0002: jump @COL_4_6809 

:COL_4_6434
00D6: if 
0038:   $2595 == 1 // integer values 
004D: jump_if_false @COL_4_6652 
00D6: if or
0038:   $2523 == 2 // integer values 
0038:   $2523 == 3 // integer values 
004D: jump_if_false @COL_4_6484 
0004: $2523 = 0 // integer values 

:COL_4_6484
00D6: if 
0038:   $2523 == 0 // integer values 
004D: jump_if_false @COL_4_6533 
00AD: set_car $2468 max_speed_to 100.0 
00AE: set_vehicle $2468 traffic_behavior_to 2 
00AF: set_car $2468 driver_behaviour_to 2 
0004: $2523 = 1 // integer values 

:COL_4_6533
00D6: if 
0038:   $2523 == 1 // integer values 
004D: jump_if_false @COL_4_6645 
00D6: if 
0038:   $2556 == 10 // integer values 
004D: jump_if_false @COL_4_6638 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 
004D: jump_if_false @COL_4_6624 
00D6: if 
8118:   not actor $2478 dead 
004D: jump_if_false @COL_4_6624 
01CA: actor $2478 kill_player $PLAYER_CHAR 

:COL_4_6624
0004: $2556 = 0 // integer values 
0002: jump @COL_4_6645 

:COL_4_6638
0008: $2556 += 1 // integer values 

:COL_4_6645
0002: jump @COL_4_6809 

:COL_4_6652
00D6: if or
0038:   $2523 == 0 // integer values 
0038:   $2523 == 1 // integer values 
004D: jump_if_false @COL_4_6684 
0004: $2523 = 2 // integer values 

:COL_4_6684
00D6: if 
0038:   $2523 == 2 // integer values 
004D: jump_if_false @COL_4_6740 
00AD: set_car $2468 max_speed_to 100.0 
00AE: set_vehicle $2468 traffic_behavior_to 2 
00A7: car $2468 drive_to 3@ 4@ 5@ 
0004: $2523 = 3 // integer values 

:COL_4_6740
00D6: if 
0038:   $2523 == 3 // integer values 
004D: jump_if_false @COL_4_6809 
00D6: if 
01AD:   car $2468 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
004D: jump_if_false @COL_4_6809 
00AF: set_car $2468 driver_behaviour_to 11 
0477: set_car $2468 action 1 time 500 

:COL_4_6809
0002: jump @COL_4_6848 

:COL_4_6816
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_6841 
0004: $2525 = 1 // integer values 

:COL_4_6841
0004: $2522 = 1 // integer values 

:COL_4_6848
0002: jump @COL_4_6887 

:COL_4_6855
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_6880 
0004: $2525 = 1 // integer values 

:COL_4_6880
0004: $2522 = 1 // integer values 

:COL_4_6887
0002: jump @COL_4_6981 

:COL_4_6894
02AA: set_car $2468 immune_to_nonplayer 0 
00D6: if 
8118:   not actor $2477 dead 
004D: jump_if_false @COL_4_6925 
01CA: actor $2477 kill_player $PLAYER_CHAR 

:COL_4_6925
00D6: if 
8118:   not actor $2478 dead 
004D: jump_if_false @COL_4_6949 
01CA: actor $2478 kill_player $PLAYER_CHAR 

:COL_4_6949
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_6974 
0004: $2525 = 1 // integer values 

:COL_4_6974
0004: $2522 = 1 // integer values 

:COL_4_6981
0002: jump @COL_4_7020 

:COL_4_6988
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_7013 
0004: $2525 = 1 // integer values 

:COL_4_7013
0004: $2522 = 1 // integer values 

:COL_4_7020
0084: $2513 = $2485 // integer values and handles 
0084: $2514 = $2468 // integer values and handles 
0084: $2515 = $2477 // integer values and handles 
0084: $2566 = $2548 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2548 = $2566 // integer values and handles 
0084: $2513 = $2486 // integer values and handles 
0084: $2514 = $2468 // integer values and handles 
0084: $2515 = $2477 // integer values and handles 
0084: $2566 = $2549 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2549 = $2566 // integer values and handles 
0084: $2513 = $2487 // integer values and handles 
0084: $2514 = $2468 // integer values and handles 
0084: $2515 = $2477 // integer values and handles 
0084: $2566 = $2550 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2550 = $2566 // integer values and handles 
0084: $2513 = $2488 // integer values and handles 
0084: $2514 = $2468 // integer values and handles 
0084: $2515 = $2477 // integer values and handles 
0084: $2566 = $2551 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2551 = $2566 // integer values and handles 

:COL_4_7208
00D6: if 
0038:   $2565 == 2 // integer values 
004D: jump_if_false @COL_4_16056 
00D6: if 
8119:   not car $2470 wrecked 
004D: jump_if_false @COL_4_16016 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $2470 
004D: jump_if_false @COL_4_15097 
00D6: if and
03B1:   garage $689 door_closed 
0018:   $2608 > 0 // integer values 
004D: jump_if_false @COL_4_7306 
00BC: text_highpriority 'COL4_B2' 5000 ms 1  // ~r~The tank arrived at its destination safely!
0002: jump @COL_4_28407 

:COL_4_7306
00D6: if 
0038:   $2608 == 1 // integer values 
004D: jump_if_false @COL_4_7580 
00D6: if 
01AD:   car $2470 sphere 0 near_point -836.007 -1500.523 radius 13.5 13.5 
004D: jump_if_false @COL_4_7580 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
004D: jump_if_false @COL_4_7580 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 
004D: jump_if_false @COL_4_7495 
00D6: if 
0038:   $2611 == 0 // integer values 
004D: jump_if_false @COL_4_7488 
0004: $2611 = 1 // integer values 

:COL_4_7488
0002: jump @COL_4_7580 

:COL_4_7495
00D6: if or
001A:   3 > $2621 // integer values 
001A:   3 > $2629 // integer values 
001A:   3 > $2623 // integer values 
001A:   3 > $2624 // integer values 
001A:   3 > $2630 // integer values 
001A:   3 > $2626 // integer values 
004D: jump_if_false @COL_4_7573 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_7573 
0004: $2525 = 1 // integer values 

:COL_4_7573
0004: $2608 = 2 // integer values 

:COL_4_7580
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2470 radius 60.0 60.0 0 
004D: jump_if_false @COL_4_7688 
0004: $2610 = 1 // integer values 
00D6: if 
0038:   $2615 == 0 // integer values 
004D: jump_if_false @COL_4_7674 
00BC: text_highpriority 'COL4_B6' 5000 ms 1  // ~g~Find a way to steal the tank!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $2615 = 1 // integer values 

:COL_4_7674
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0002: jump @COL_4_7695 

:COL_4_7688
0004: $2610 = 0 // integer values 

:COL_4_7695
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2470 radius 250.0 250.0 0 
004D: jump_if_false @COL_4_7740 
0004: $2595 = 1 // integer values 
0002: jump @COL_4_7747 

:COL_4_7740
0004: $2595 = 0 // integer values 

:COL_4_7747
00AA: store_car $2470 position_to 3@ 4@ 5@ 
0088: $4862 = 3@ // floating-point values only 
000D: $4862 -= -837.0244 // floating-point values 
0088: $4863 = 4@ // floating-point values only 
000D: $4863 -= -1509.279 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $2664 = square_root $4864 
00D6: if 
0118:   actor $2503 dead 
004D: jump_if_false @COL_4_7944 
00D6: if 
8038:   not  $2627 == 3 // integer values 
004D: jump_if_false @COL_4_7944 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_7944 
00D6: if 
056D:   actor $2503 defined 
004D: jump_if_false @COL_4_7937 
04A5: get_dead_actor_pickup_coords $2503 store_to $445 $446 $447 
0213: $2510 = create_pickup #BODYARMOUR type 3 at $445 $446 $447 

:COL_4_7937
0004: $2525 = 1 // integer values 

:COL_4_7944
00D6: if 
0118:   actor $2504 dead 
004D: jump_if_false @COL_4_8051 
00D6: if 
8038:   not  $2628 == 3 // integer values 
004D: jump_if_false @COL_4_8051 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_8051 
00D6: if 
056D:   actor $2504 defined 
004D: jump_if_false @COL_4_8044 
04A5: get_dead_actor_pickup_coords $2504 store_to $445 $446 $447 
0213: $2511 = create_pickup #BODYARMOUR type 3 at $445 $446 $447 

:COL_4_8044
0004: $2525 = 1 // integer values 

:COL_4_8051
00D6: if 
0038:   $2529 == 0 // integer values 
004D: jump_if_false @COL_4_8204 
00D6: if 
8038:   not  $2544 == 2 // integer values 
004D: jump_if_false @COL_4_8204 
00D6: if 
844A:   not player $PLAYER_CHAR on_foot 
004D: jump_if_false @COL_4_8204 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -2.5017 0.3918 -0.1973 
00D6: if 
00E4:   player $PLAYER_CHAR 0 $445 $446 radius 1.0 1.0 
004D: jump_if_false @COL_4_8204 
00BC: text_highpriority 'COL4_B4' 5000 ms 1  // ~g~The tank is locked. Find a way to lure out the occupants.
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $2529 = 1 // integer values 

:COL_4_8204
00D6: if 
0038:   $2572 == 0 // integer values 
004D: jump_if_false @COL_4_8411 
00D6: if 
0495:   vehicle $2470 burning 
004D: jump_if_false @COL_4_8411 
00D6: if 
8118:   not actor $2503 dead 
004D: jump_if_false @COL_4_8281 
00D6: if 
00DB:   actor $2503 in_car $2470 
004D: jump_if_false @COL_4_8281 
01CE: actor $2503 avoid_player $PLAYER_CHAR 

:COL_4_8281
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_8324 
00D6: if 
00DB:   actor $2504 in_car $2470 
004D: jump_if_false @COL_4_8324 
01CE: actor $2504 avoid_player $PLAYER_CHAR 

:COL_4_8324
00D6: if 
0038:   $2568 == 0 // integer values 
004D: jump_if_false @COL_4_8365 
0004: $2568 = 1 // integer values 
0084: $2591 = $4811 // integer values and handles 
0008: $2591 += 6000 // integer values 

:COL_4_8365
020A: set_car $2470 door_status_to 1 
0004: $2544 = 2 // integer values 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_8404 
0004: $2525 = 1 // integer values 

:COL_4_8404
0004: $2572 = 1 // integer values 

:COL_4_8411
00D6: if 
8038:   not  $2538 == 3 // integer values 
004D: jump_if_false @COL_4_9004 
00D6: if 
8118:   not actor $2493 dead 
004D: jump_if_false @COL_4_8519 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_8504 
00D6: if 
0038:   $2538 == 0 // integer values 
004D: jump_if_false @COL_4_8497 
0174: $4886 = car $2470 z_angle 
0173: set_actor $2493 z_angle_to $4886 

:COL_4_8497
0002: jump @COL_4_8512 

:COL_4_8504
01CA: actor $2493 kill_player $PLAYER_CHAR 

:COL_4_8512
0002: jump @COL_4_9004 

:COL_4_8519
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_8999 
00D6: if 
0038:   $2558 == 0 // integer values 
004D: jump_if_false @COL_4_8585 
0004: $2527 = 1 // integer values 
0004: $2558 = 1 // integer values 
0084: $2559 = $4811 // integer values and handles 
0008: $2559 += 2000 // integer values 

:COL_4_8585
00D6: if 
0038:   $2558 == 1 // integer values 
004D: jump_if_false @COL_4_8711 
00D6: if 
001C:   $4811 > $2559 // integer values 
004D: jump_if_false @COL_4_8711 
00D6: if 
0038:   $2574 == 0 // integer values 
004D: jump_if_false @COL_4_8663 
0004: $2574 = 1 // integer values 
0084: $2597 = $4811 // integer values and handles 
0008: $2597 += 6000 // integer values 

:COL_4_8663
00D6: if 
0038:   $2584 == 0 // integer values 
004D: jump_if_false @COL_4_8704 
0004: $2584 = 1 // integer values 
0084: $2606 = $4811 // integer values and handles 
0008: $2606 += 8000 // integer values 

:COL_4_8704
0004: $2558 = 2 // integer values 

:COL_4_8711
00D6: if 
0038:   $2558 == 2 // integer values 
004D: jump_if_false @COL_4_8930 
00D6: if 
8118:   not actor $2503 dead 
004D: jump_if_false @COL_4_8930 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 0.0 0.0 
0239: actor $2503 run_to $445 $446 
020A: set_car $2470 door_status_to 1 
0004: $2544 = 2 // integer values 
00D6: if 
00ED:   actor $2503 0 $445 $446 radius 1.0 1.0 
004D: jump_if_false @COL_4_8930 
011C: actor $2503 clear_objective 
00AA: store_car $2470 position_to $445 $446 $447 
00D6: if 
0038:   $2569 == 0 // integer values 
004D: jump_if_false @COL_4_8893 
0004: $2569 = 1 // integer values 
0084: $2592 = $4811 // integer values and handles 
0008: $2592 += 6000 // integer values 

:COL_4_8893
01BE: set_actor $2503 to_look_at_spot $445 $446 $447 
0004: $2558 = 3 // integer values 
0084: $2559 = $4811 // integer values and handles 
0008: $2559 += 2000 // integer values 

:COL_4_8930
00D6: if 
0038:   $2558 == 3 // integer values 
004D: jump_if_false @COL_4_8992 
00D6: if 
001C:   $4811 > $2559 // integer values 
004D: jump_if_false @COL_4_8992 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_8992 
0004: $2525 = 1 // integer values 

:COL_4_8992
0002: jump @COL_4_9004 

:COL_4_8999
0465: remove_actor $2493 from_turret_mode 

:COL_4_9004
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_10841 
00D6: if 
0038:   $2621 == 0 // integer values 
004D: jump_if_false @COL_4_9178 
00D6: if 
8118:   not actor $2483 dead 
004D: jump_if_false @COL_4_9135 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 2.0 0.0 
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_9128 
0411: set_actor $2483 use_pednode_seek 0 
0239: actor $2483 run_to $445 $446 
0411: set_actor $2483 use_pednode_seek 0 

:COL_4_9128
0002: jump @COL_4_9178 

:COL_4_9135
00D6: if 
8038:   not  $2621 == 3 // integer values 
004D: jump_if_false @COL_4_9178 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_9178 
0004: $2525 = 1 // integer values 

:COL_4_9178
00D6: if 
0038:   $2622 == 0 // integer values 
004D: jump_if_false @COL_4_9316 
00D6: if 
8118:   not actor $2484 dead 
004D: jump_if_false @COL_4_9273 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -1.0 0.0 
0411: set_actor $2484 use_pednode_seek 0 
0239: actor $2484 run_to $445 $446 
0411: set_actor $2484 use_pednode_seek 0 
0002: jump @COL_4_9316 

:COL_4_9273
00D6: if 
8038:   not  $2622 == 3 // integer values 
004D: jump_if_false @COL_4_9316 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_9316 
0004: $2525 = 1 // integer values 

:COL_4_9316
00D6: if 
0038:   $2623 == 0 // integer values 
004D: jump_if_false @COL_4_9683 
00D6: if 
8118:   not actor $2475 dead 
004D: jump_if_false @COL_4_9640 
00D6: if or
0038:   $2636 == 1 // integer values 
0038:   $2637 == 1 // integer values 
0038:   $2638 == 1 // integer values 
004D: jump_if_false @COL_4_9556 
00D6: if 
0038:   $2578 == 0 // integer values 
004D: jump_if_false @COL_4_9448 
00D6: if 
0038:   $2582 == 0 // integer values 
004D: jump_if_false @COL_4_9441 
0004: $2582 = 1 // integer values 
0084: $2604 = $4811 // integer values and handles 
0008: $2604 += 6000 // integer values 

:COL_4_9441
0004: $2578 = 1 // integer values 

:COL_4_9448
0350: set_actor $2475 maintain_position_when_attacked 1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COL_4_9494 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2475 destroy_car $4790 
0002: jump @COL_4_9502 

:COL_4_9494
01CA: actor $2475 kill_player $PLAYER_CHAR 

:COL_4_9502
00D6: if 
001C:   $4811 > $2642 // integer values 
004D: jump_if_false @COL_4_9549 
0004: $2636 = 0 // integer values 
0004: $2637 = 0 // integer values 
0004: $2638 = 0 // integer values 
0004: $2578 = 0 // integer values 

:COL_4_9549
0002: jump @COL_4_9633 

:COL_4_9556
0350: set_actor $2475 maintain_position_when_attacked 0 
0084: $2642 = $4811 // integer values and handles 
0008: $2642 += 6000 // integer values 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -4.0 0.0 
0411: set_actor $2475 use_pednode_seek 0 
0239: actor $2475 run_to $445 $446 
0411: set_actor $2475 use_pednode_seek 0 

:COL_4_9633
0002: jump @COL_4_9683 

:COL_4_9640
00D6: if 
8038:   not  $2623 == 3 // integer values 
004D: jump_if_false @COL_4_9683 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_9683 
0004: $2525 = 1 // integer values 

:COL_4_9683
00D6: if 
01AD:   car $2470 sphere 0 near_point -860.463 -204.449 radius 8.0 75.0 
004D: jump_if_false @COL_4_9735 
0004: $2528 = 1 // integer values 
0002: jump @COL_4_9742 

:COL_4_9735
0004: $2528 = 0 // integer values 

:COL_4_9742
00D6: if 
0038:   $2624 == 0 // integer values 
004D: jump_if_false @COL_4_9952 
00D6: if 
8118:   not actor $2476 dead 
004D: jump_if_false @COL_4_9909 
00D6: if 
0038:   $2528 == 1 // integer values 
004D: jump_if_false @COL_4_9830 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -4.0 0.0 
0002: jump @COL_4_9859 

:COL_4_9830
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 2.0 0.0 

:COL_4_9859
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_9902 
0411: set_actor $2476 use_pednode_seek 0 
0239: actor $2476 run_to $445 $446 
0411: set_actor $2476 use_pednode_seek 0 

:COL_4_9902
0002: jump @COL_4_9952 

:COL_4_9909
00D6: if 
8038:   not  $2624 == 3 // integer values 
004D: jump_if_false @COL_4_9952 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_9952 
0004: $2525 = 1 // integer values 

:COL_4_9952
00D6: if 
0038:   $2625 == 0 // integer values 
004D: jump_if_false @COL_4_10428 
00D6: if 
8118:   not actor $2479 dead 
004D: jump_if_false @COL_4_10385 
00D6: if or
0038:   $2636 == 1 // integer values 
0038:   $2637 == 1 // integer values 
0038:   $2638 == 1 // integer values 
004D: jump_if_false @COL_4_10224 
00D6: if 
0118:   actor $2475 dead 
004D: jump_if_false @COL_4_10100 
00D6: if 
0038:   $2578 == 0 // integer values 
004D: jump_if_false @COL_4_10100 
00D6: if 
0038:   $2582 == 0 // integer values 
004D: jump_if_false @COL_4_10093 
0004: $2582 = 1 // integer values 
0084: $2604 = $4811 // integer values and handles 
0008: $2604 += 6000 // integer values 

:COL_4_10093
0004: $2578 = 1 // integer values 

:COL_4_10100
0350: set_actor $2479 maintain_position_when_attacked 1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COL_4_10146 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2479 destroy_car $4790 
0002: jump @COL_4_10154 

:COL_4_10146
01CA: actor $2479 kill_player $PLAYER_CHAR 

:COL_4_10154
00D6: if 
0118:   actor $2475 dead 
004D: jump_if_false @COL_4_10217 
00D6: if 
001C:   $4811 > $2642 // integer values 
004D: jump_if_false @COL_4_10217 
0004: $2636 = 0 // integer values 
0004: $2637 = 0 // integer values 
0004: $2638 = 0 // integer values 
0004: $2578 = 0 // integer values 

:COL_4_10217
0002: jump @COL_4_10378 

:COL_4_10224
00D6: if 
0118:   actor $2475 dead 
004D: jump_if_false @COL_4_10263 
0084: $2642 = $4811 // integer values and handles 
0008: $2642 += 6000 // integer values 
0002: jump @COL_4_10270 

:COL_4_10263
0350: set_actor $2475 maintain_position_when_attacked 0 

:COL_4_10270
00D6: if 
0038:   $2528 == 1 // integer values 
004D: jump_if_false @COL_4_10324 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -1.0 0.0 
0002: jump @COL_4_10353 

:COL_4_10324
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -1.0 0.0 

:COL_4_10353
0411: set_actor $2479 use_pednode_seek 0 
0239: actor $2479 run_to $445 $446 
0411: set_actor $2479 use_pednode_seek 0 

:COL_4_10378
0002: jump @COL_4_10428 

:COL_4_10385
00D6: if 
8038:   not  $2625 == 3 // integer values 
004D: jump_if_false @COL_4_10428 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_10428 
0004: $2525 = 1 // integer values 

:COL_4_10428
00D6: if 
0038:   $2626 == 0 // integer values 
004D: jump_if_false @COL_4_10620 
00D6: if 
8118:   not actor $2480 dead 
004D: jump_if_false @COL_4_10577 
00D6: if 
0038:   $2528 == 1 // integer values 
004D: jump_if_false @COL_4_10516 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 2.0 0.0 
0002: jump @COL_4_10545 

:COL_4_10516
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -4.0 0.0 

:COL_4_10545
0411: set_actor $2480 use_pednode_seek 0 
0239: actor $2480 run_to $445 $446 
0411: set_actor $2480 use_pednode_seek 0 
0002: jump @COL_4_10620 

:COL_4_10577
00D6: if 
8038:   not  $2626 == 3 // integer values 
004D: jump_if_false @COL_4_10620 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_10620 
0004: $2525 = 1 // integer values 

:COL_4_10620
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_10791 
00D6: if 
0038:   $2628 == 0 // integer values 
004D: jump_if_false @COL_4_10784 
00D6: if 
0038:   $2536 == 5 // integer values 
004D: jump_if_false @COL_4_10784 
00D6: if 
00DB:   actor $2504 in_car $2470 
004D: jump_if_false @COL_4_10737 
0004: $2536 = 0 // integer values 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_10730 
0004: $2527 = 0 // integer values 

:COL_4_10730
0002: jump @COL_4_10784 

:COL_4_10737
00D6: if 
00DF:   actor $2504 driving 
004D: jump_if_false @COL_4_10776 
03C0: $2501 = actor $2504 car 
01D3: actor $2504 leave_car $2501 
0002: jump @COL_4_10784 

:COL_4_10776
01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger 

:COL_4_10784
0002: jump @COL_4_10834 

:COL_4_10791
00D6: if 
8038:   not  $2628 == 3 // integer values 
004D: jump_if_false @COL_4_10834 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_10834 
0004: $2525 = 1 // integer values 

:COL_4_10834
0002: jump @COL_4_11328 

:COL_4_10841
00D6: if 
0038:   $2544 == 0 // integer values 
004D: jump_if_false @COL_4_10884 
0084: $2543 = $4811 // integer values and handles 
0008: $2543 += 100000 // integer values 
0004: $2544 = 1 // integer values 

:COL_4_10884
00D6: if 
0038:   $2544 == 1 // integer values 
004D: jump_if_false @COL_4_11184 
00D6: if 
0119:   car $2467 wrecked 
004D: jump_if_false @COL_4_11062 
00D6: if 
0119:   car $2468 wrecked 
004D: jump_if_false @COL_4_11062 
00D6: if 
0119:   car $2469 wrecked 
004D: jump_if_false @COL_4_11062 
00D6: if 
0118:   actor $2483 dead 
004D: jump_if_false @COL_4_11062 
00D6: if 
0118:   actor $2484 dead 
004D: jump_if_false @COL_4_11062 
00D6: if 
0118:   actor $2475 dead 
004D: jump_if_false @COL_4_11062 
00D6: if 
0118:   actor $2476 dead 
004D: jump_if_false @COL_4_11062 
00D6: if 
0118:   actor $2479 dead 
004D: jump_if_false @COL_4_11062 
00D6: if 
0118:   actor $2480 dead 
004D: jump_if_false @COL_4_11062 
0084: $2543 = $4811 // integer values and handles 
000C: $2543 -= 500 // integer values 

:COL_4_11062
00D6: if 
001C:   $4811 > $2543 // integer values 
004D: jump_if_false @COL_4_11184 
00D6: if 
8118:   not actor $2503 dead 
004D: jump_if_false @COL_4_11105 
01CE: actor $2503 avoid_player $PLAYER_CHAR 

:COL_4_11105
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_11129 
01CE: actor $2504 avoid_player $PLAYER_CHAR 

:COL_4_11129
00D6: if 
0038:   $2568 == 0 // integer values 
004D: jump_if_false @COL_4_11170 
0004: $2568 = 1 // integer values 
0084: $2591 = $4811 // integer values and handles 
0008: $2591 += 6000 // integer values 

:COL_4_11170
020A: set_car $2470 door_status_to 1 
0004: $2544 = 2 // integer values 

:COL_4_11184
00D6: if 
8118:   not actor $2483 dead 
004D: jump_if_false @COL_4_11208 
01CA: actor $2483 kill_player $PLAYER_CHAR 

:COL_4_11208
00D6: if 
8118:   not actor $2484 dead 
004D: jump_if_false @COL_4_11232 
01CA: actor $2484 kill_player $PLAYER_CHAR 

:COL_4_11232
00D6: if 
8118:   not actor $2475 dead 
004D: jump_if_false @COL_4_11256 
01CA: actor $2475 kill_player $PLAYER_CHAR 

:COL_4_11256
00D6: if 
8118:   not actor $2476 dead 
004D: jump_if_false @COL_4_11280 
01CA: actor $2476 kill_player $PLAYER_CHAR 

:COL_4_11280
00D6: if 
8118:   not actor $2479 dead 
004D: jump_if_false @COL_4_11304 
01CA: actor $2479 kill_player $PLAYER_CHAR 

:COL_4_11304
00D6: if 
8118:   not actor $2480 dead 
004D: jump_if_false @COL_4_11328 
01CA: actor $2480 kill_player $PLAYER_CHAR 

:COL_4_11328
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_14357 
00D6: if 
8118:   not actor $2503 dead 
004D: jump_if_false @COL_4_11482 
00D6: if 
050D:   unknown_actor $2503 dead 
004D: jump_if_false @COL_4_11482 
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_11482 
01CE: actor $2504 avoid_player $PLAYER_CHAR 
020A: set_car $2470 door_status_to 1 
0004: $2544 = 2 // integer values 
00D6: if 
0038:   $2567 == 0 // integer values 
004D: jump_if_false @COL_4_11457 
0004: $2567 = 1 // integer values 
0084: $2590 = $4811 // integer values and handles 
0008: $2590 += 6000 // integer values 

:COL_4_11457
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_11482 
0004: $2525 = 1 // integer values 

:COL_4_11482
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_12470 
00D6: if 
050D:   unknown_actor $2504 dead 
004D: jump_if_false @COL_4_11618 
00D6: if 
8118:   not actor $2503 dead 
004D: jump_if_false @COL_4_11618 
01CE: actor $2503 avoid_player $PLAYER_CHAR 
020A: set_car $2470 door_status_to 1 
0004: $2544 = 2 // integer values 
00D6: if 
0038:   $2567 == 0 // integer values 
004D: jump_if_false @COL_4_11593 
0004: $2567 = 1 // integer values 
0084: $2590 = $4811 // integer values and handles 
0008: $2590 += 6000 // integer values 

:COL_4_11593
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_11618 
0004: $2525 = 1 // integer values 

:COL_4_11618
00D6: if 
0038:   $2616 == 0 // integer values 
004D: jump_if_false @COL_4_11776 
00D6: if 
01AD:   car $2470 sphere 0 near_point -834.422 -634.884 radius 5.0 5.0 
004D: jump_if_false @COL_4_11776 
0004: $2527 = 1 // integer values 
00D6: if 
0038:   $2536 == 0 // integer values 
004D: jump_if_false @COL_4_11776 
020A: set_car $2470 door_status_to 1 
0004: $2544 = 2 // integer values 
00D6: if 
0038:   $2570 == 0 // integer values 
004D: jump_if_false @COL_4_11754 
0004: $2570 = 1 // integer values 
0084: $2593 = $4811 // integer values and handles 
0008: $2593 += 6000 // integer values 

:COL_4_11754
0239: actor $2504 run_to -844.5248 -639.313 
0004: $2616 = 1 // integer values 

:COL_4_11776
00D6: if 
0038:   $2616 == 1 // integer values 
004D: jump_if_false @COL_4_11854 
00D6: if 
00ED:   actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 
004D: jump_if_false @COL_4_11854 
0239: actor $2504 run_to -850.9821 -633.8697 
0004: $2616 = 2 // integer values 

:COL_4_11854
00D6: if 
0038:   $2616 == 2 // integer values 
004D: jump_if_false @COL_4_11933 
00D6: if 
00ED:   actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 
004D: jump_if_false @COL_4_11933 
0084: $2617 = $4811 // integer values and handles 
0008: $2617 += 2000 // integer values 
0004: $2616 = 3 // integer values 

:COL_4_11933
00D6: if 
0038:   $2616 == 3 // integer values 
004D: jump_if_false @COL_4_11992 
00D6: if 
001C:   $4811 > $2617 // integer values 
004D: jump_if_false @COL_4_11992 
0239: actor $2504 run_to -850.9821 -633.8697 
0004: $2616 = 4 // integer values 

:COL_4_11992
00D6: if 
0038:   $2616 == 4 // integer values 
004D: jump_if_false @COL_4_12070 
00D6: if 
00ED:   actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 
004D: jump_if_false @COL_4_12070 
0239: actor $2504 run_to -844.5248 -639.313 
0004: $2616 = 5 // integer values 

:COL_4_12070
00D6: if 
0038:   $2616 == 5 // integer values 
004D: jump_if_false @COL_4_12141 
00D6: if 
00ED:   actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 
004D: jump_if_false @COL_4_12141 
01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger 
0004: $2616 = 6 // integer values 

:COL_4_12141
00D6: if 
0038:   $2616 == 6 // integer values 
004D: jump_if_false @COL_4_12463 
00D6: if 
00DB:   actor $2504 in_car $2470 
004D: jump_if_false @COL_4_12463 
00D6: if 
0038:   $2608 == 0 // integer values 
004D: jump_if_false @COL_4_12411 
00D6: if 
0038:   $2571 == 0 // integer values 
004D: jump_if_false @COL_4_12237 
0004: $2571 = 1 // integer values 
0084: $2594 = $4811 // integer values and handles 
0008: $2594 += 6000 // integer values 

:COL_4_12237
021B: set_garage $689 to_accept_car $2470 
0360: open_garage $689 
009A: $2508 = create_actor_pedtype 4 model #ARMY at -830.7947 -1500.054 11.067 
0173: set_actor $2508 z_angle_to 2.1778 
01B2: give_actor $2508 weapon 27 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2508 threat_search 
0243: set_actor $2508 ped_stats_to 16 
02A9: set_actor $2508 immune_to_nonplayer 1 
0350: set_actor $2508 maintain_position_when_attacked 1 
0411: set_actor $2508 use_pednode_seek 0 
009A: $2509 = create_actor_pedtype 4 model #ARMY at -824.3466 -1488.274 10.9186 
0173: set_actor $2509 z_angle_to 117.421 
01B2: give_actor $2509 weapon 27 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2509 threat_search 
0243: set_actor $2509 ped_stats_to 16 
02A9: set_actor $2509 immune_to_nonplayer 1 
0350: set_actor $2509 maintain_position_when_attacked 1 
0411: set_actor $2509 use_pednode_seek 0 
0004: $2608 = 1 // integer values 

:COL_4_12411
00D6: if 
0038:   $2526 == 0 // integer values 
004D: jump_if_false @COL_4_12443 
0004: $2527 = 0 // integer values 
0004: $2616 = 7 // integer values 

:COL_4_12443
02C2: car $2470 drive_to_point -838.3314 -1492.5 11.0623 

:COL_4_12463
0002: jump @COL_4_12513 

:COL_4_12470
00D6: if 
8038:   not  $2628 == 3 // integer values 
004D: jump_if_false @COL_4_12513 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_12513 
0004: $2525 = 1 // integer values 

:COL_4_12513
00D6: if 
01AD:   car $2470 sphere 0 near_point -838.3314 -1492.5 radius 3.0 3.0 
004D: jump_if_false @COL_4_12664 
00D6: if 
0038:   $2609 == 0 // integer values 
004D: jump_if_false @COL_4_12650 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
004D: jump_if_false @COL_4_12636 
0004: $2532 = 1 // integer values 
0002: jump @COL_4_12643 

:COL_4_12636
0004: $2532 = 0 // integer values 

:COL_4_12643
0002: jump @COL_4_12657 

:COL_4_12650
0004: $2532 = 0 // integer values 

:COL_4_12657
0002: jump @COL_4_12671 

:COL_4_12664
0004: $2532 = 0 // integer values 

:COL_4_12671
00D6: if 
0038:   $2621 == 0 // integer values 
004D: jump_if_false @COL_4_14350 
00D6: if 
0038:   $2624 == 0 // integer values 
004D: jump_if_false @COL_4_14350 
00D6: if 
0038:   $2526 == 0 // integer values 
004D: jump_if_false @COL_4_13119 
00D6: if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
0038:   $2532 == 1 // integer values 
004D: jump_if_false @COL_4_13103 
00D6: if 
001C:   $4811 > $2643 // integer values 
004D: jump_if_false @COL_4_13096 
00A0: store_actor $2483 position_to $445 $446 $447 
0054: store_player $PLAYER_CHAR position_to $95 $96 $447 
0086: $4862 = $445 // floating-point values only 
0061: $4862 -= $95 // floating-point values 
0086: $4863 = $446 // floating-point values only 
0061: $4863 -= $96 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $2654 = square_root $4864 
00A0: store_actor $2476 position_to $445 $446 $447 
0086: $4862 = $445 // floating-point values only 
0061: $4862 -= $95 // floating-point values 
0086: $4863 = $446 // floating-point values only 
0061: $4863 -= $96 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $2655 = square_root $4864 
00D6: if 
0024:   $2655 > $2654 // floating-point values only 
004D: jump_if_false @COL_4_13017 
022D: set_actor $2483 to_look_at_player $PLAYER_CHAR 
0005: $2654 = -100.0 // floating-point values 
0002: jump @COL_4_13035 

:COL_4_13017
022D: set_actor $2476 to_look_at_player $PLAYER_CHAR 
0005: $2655 = -100.0 // floating-point values 

:COL_4_13035
00D6: if 
0038:   $2575 == 0 // integer values 
004D: jump_if_false @COL_4_13076 
0004: $2575 = 1 // integer values 
0084: $2598 = $4811 // integer values and handles 
0008: $2598 += 6000 // integer values 

:COL_4_13076
01BD: $6896 = current_time_in_ms 
0008: $6896 += 5000 // integer values 
0004: $2526 = 1 // integer values 

:COL_4_13096
0002: jump @COL_4_13119 

:COL_4_13103
0084: $2643 = $4811 // integer values and handles 
0008: $2643 += 2000 // integer values 

:COL_4_13119
00D6: if 
0038:   $2526 == 1 // integer values 
004D: jump_if_false @COL_4_13360 
00D6: if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
0038:   $2532 == 1 // integer values 
004D: jump_if_false @COL_4_13282 
00D6: if 
001C:   $4811 > $6896 // integer values 
004D: jump_if_false @COL_4_13275 
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_13224 
0004: $2527 = 1 // integer values 

:COL_4_13224
0004: $2526 = 2 // integer values 
00D6: if 
0042:   $2654 == -100.0 // floating-point values 
004D: jump_if_false @COL_4_13267 
01D2: actor $2483 follow_player $PLAYER_CHAR 
0002: jump @COL_4_13275 

:COL_4_13267
01D2: actor $2476 follow_player $PLAYER_CHAR 

:COL_4_13275
0002: jump @COL_4_13360 

:COL_4_13282
00D6: if and
0038:   $2533 == 0 // integer values 
0038:   $2534 == 0 // integer values 
0038:   $2536 == 0 // integer values 
0038:   $2537 == 0 // integer values 
004D: jump_if_false @COL_4_13353 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_13353 
0004: $2527 = 0 // integer values 

:COL_4_13353
0004: $2526 = 0 // integer values 

:COL_4_13360
00D6: if 
0038:   $2526 == 2 // integer values 
004D: jump_if_false @COL_4_13718 
00D6: if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
0038:   $2532 == 1 // integer values 
004D: jump_if_false @COL_4_13640 
00D6: if 
0042:   $2654 == -100.0 // floating-point values 
004D: jump_if_false @COL_4_13541 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $2483 radius 4.0 4.0 
004D: jump_if_false @COL_4_13534 
00D6: if 
0038:   $2580 == 0 // integer values 
004D: jump_if_false @COL_4_13514 
0004: $2580 = 1 // integer values 
0084: $2602 = $4811 // integer values and handles 
0008: $2602 += 6000 // integer values 

:COL_4_13514
01BD: $6896 = current_time_in_ms 
0008: $6896 += 6000 // integer values 
0004: $2526 = 3 // integer values 

:COL_4_13534
0002: jump @COL_4_13633 

:COL_4_13541
00D6: if 
00E9:   player $PLAYER_CHAR 0 $2476 radius 4.0 4.0 
004D: jump_if_false @COL_4_13633 
00D6: if 
0038:   $2580 == 0 // integer values 
004D: jump_if_false @COL_4_13613 
0004: $2580 = 1 // integer values 
0084: $2602 = $4811 // integer values and handles 
0008: $2602 += 6000 // integer values 

:COL_4_13613
01BD: $6896 = current_time_in_ms 
0008: $6896 += 6000 // integer values 
0004: $2526 = 3 // integer values 

:COL_4_13633
0002: jump @COL_4_13718 

:COL_4_13640
00D6: if and
0038:   $2533 == 0 // integer values 
0038:   $2534 == 0 // integer values 
0038:   $2536 == 0 // integer values 
0038:   $2537 == 0 // integer values 
004D: jump_if_false @COL_4_13711 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_13711 
0004: $2527 = 0 // integer values 

:COL_4_13711
0004: $2526 = 0 // integer values 

:COL_4_13718
00D6: if 
0038:   $2526 == 3 // integer values 
004D: jump_if_false @COL_4_14168 
00D6: if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
0038:   $2532 == 1 // integer values 
004D: jump_if_false @COL_4_14090 
00D6: if 
001C:   $4811 > $6896 // integer values 
004D: jump_if_false @COL_4_14083 
00D6: if 
0038:   $2579 == 0 // integer values 
004D: jump_if_false @COL_4_13839 
0004: $2579 = 1 // integer values 
0084: $2601 = $4811 // integer values and handles 
0008: $2601 += 6000 // integer values 

:COL_4_13839
00D6: if 
0042:   $2654 == -100.0 // floating-point values 
004D: jump_if_false @COL_4_13914 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COL_4_13899 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2483 destroy_car $4790 
0002: jump @COL_4_13907 

:COL_4_13899
01CA: actor $2483 kill_player $PLAYER_CHAR 

:COL_4_13907
0002: jump @COL_4_13961 

:COL_4_13914
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COL_4_13953 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2476 destroy_car $4790 
0002: jump @COL_4_13961 

:COL_4_13953
01CA: actor $2476 kill_player $PLAYER_CHAR 

:COL_4_13961
00D6: if 
01FF:   player $PLAYER_CHAR near_car $2470 radius 2.0 2.0 1.0 unknown 0 
004D: jump_if_false @COL_4_14076 
00D6: if 
0038:   $2573 == 0 // integer values 
004D: jump_if_false @COL_4_14038 
0004: $2573 = 1 // integer values 
0084: $2596 = $4811 // integer values and handles 
0008: $2596 += 6000 // integer values 

:COL_4_14038
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_14062 
01CA: actor $2504 kill_player $PLAYER_CHAR 

:COL_4_14062
020A: set_car $2470 door_status_to 1 
0004: $2544 = 2 // integer values 

:COL_4_14076
0004: $2526 = 4 // integer values 

:COL_4_14083
0002: jump @COL_4_14168 

:COL_4_14090
00D6: if and
0038:   $2533 == 0 // integer values 
0038:   $2534 == 0 // integer values 
0038:   $2536 == 0 // integer values 
0038:   $2537 == 0 // integer values 
004D: jump_if_false @COL_4_14161 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_14161 
0004: $2527 = 0 // integer values 

:COL_4_14161
0004: $2526 = 0 // integer values 

:COL_4_14168
00D6: if 
0038:   $2526 == 4 // integer values 
004D: jump_if_false @COL_4_14350 
00D6: if and
81FF:   not player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
0038:   $2532 == 0 // integer values 
004D: jump_if_false @COL_4_14350 
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_14272 
00D6: if 
80DB:   not actor $2504 in_car $2470 
004D: jump_if_false @COL_4_14272 
01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger 

:COL_4_14272
00D6: if and
0038:   $2533 == 0 // integer values 
0038:   $2534 == 0 // integer values 
0038:   $2536 == 0 // integer values 
0038:   $2537 == 0 // integer values 
004D: jump_if_false @COL_4_14343 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_14343 
0004: $2527 = 0 // integer values 

:COL_4_14343
0004: $2526 = 0 // integer values 

:COL_4_14350
0002: jump @COL_4_14389 

:COL_4_14357
00D6: if 
8038:   not  $2526 == -1 // integer values 
004D: jump_if_false @COL_4_14389 
00AE: set_vehicle $2470 traffic_behavior_to 3 
0004: $2526 = -1 // integer values 

:COL_4_14389
00D6: if 
81AD:   not car $2470 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
004D: jump_if_false @COL_4_14441 
0004: $2535 = 1 // integer values 
0002: jump @COL_4_14448 

:COL_4_14441
0004: $2535 = 0 // integer values 

:COL_4_14448
00D6: if 
8038:   not  $2522 == 1 // integer values 
004D: jump_if_false @COL_4_14609 
0088: $4862 = 3@ // floating-point values only 
0067: $4862 -= 6@ // floating-point values 
0088: $4863 = 4@ // floating-point values only 
0067: $4863 -= 7@ // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
00D6: if 
0024:   $2665 > $2664 // floating-point values only 
004D: jump_if_false @COL_4_14602 
00D6: if 
0038:   $2535 == 1 // integer values 
004D: jump_if_false @COL_4_14592 
0005: $4864 = 5.0 // floating-point values 
0002: jump @COL_4_14602 

:COL_4_14592
0005: $4864 = 10.0 // floating-point values 

:COL_4_14602
0002: jump @COL_4_14780 

:COL_4_14609
00D6: if 
8038:   not  $2521 == 1 // integer values 
004D: jump_if_false @COL_4_14770 
0088: $4862 = 3@ // floating-point values only 
0067: $4862 -= 0@ // floating-point values 
0088: $4863 = 4@ // floating-point values only 
0067: $4863 -= 1@ // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
00D6: if 
0024:   $2663 > $2664 // floating-point values only 
004D: jump_if_false @COL_4_14763 
00D6: if 
0038:   $2535 == 1 // integer values 
004D: jump_if_false @COL_4_14753 
0005: $4864 = 5.0 // floating-point values 
0002: jump @COL_4_14763 

:COL_4_14753
0005: $4864 = 10.0 // floating-point values 

:COL_4_14763
0002: jump @COL_4_14780 

:COL_4_14770
0005: $4864 = 12.0 // floating-point values 

:COL_4_14780
0086: $2656 = $4864 // floating-point values only 
000D: $2656 -= 5.0 // floating-point values 
00D6: if 
0020:   $2656 > 100.0 // floating-point values 
004D: jump_if_false @COL_4_14829 
0005: $2656 = 100.0 // floating-point values 

:COL_4_14829
00D6: if 
0022:   0.0 > $2656 // floating-point values 
004D: jump_if_false @COL_4_14860 
0005: $2656 = 0.0 // floating-point values 

:COL_4_14860
00D6: if 
0038:   $2535 == 1 // integer values 
004D: jump_if_false @COL_4_14925 
0086: $2669 = $2666 // floating-point values only 
0061: $2669 -= $2664 // floating-point values 
00D6: if 
0020:   $2669 > 20.0 // floating-point values 
004D: jump_if_false @COL_4_14925 
0005: $2656 = 0.0 // floating-point values 

:COL_4_14925
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_14996 
00D6: if 
0042:   $2656 == 0.0 // floating-point values 
004D: jump_if_false @COL_4_14981 
0477: set_car $2470 action 1 time 500 
0002: jump @COL_4_14989 

:COL_4_14981
00AD: set_car $2470 max_speed_to $2656 

:COL_4_14989
0002: jump @COL_4_15016 

:COL_4_14996
0005: $2656 = 0.0 // floating-point values 
0477: set_car $2470 action 1 time 500 

:COL_4_15016
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_15090 
00D6: if 
8038:   not  $2628 == 3 // integer values 
004D: jump_if_false @COL_4_15090 
0084: $2506 = $2470 // integer values and handles 
0084: $2507 = $2504 // integer values and handles 
0087: 10@ = 5@ // floating-point values only 
0050: gosub @COL_4_28778 

:COL_4_15090
0002: jump @COL_4_16009 

:COL_4_15097
00D6: if 
8118:   not actor $2493 dead 
004D: jump_if_false @COL_4_15156 
00A0: store_actor $2493 position_to $445 $446 $447 
0465: remove_actor $2493 from_turret_mode 
0009: $447 += 0.5 // floating-point values 
00A1: put_actor $2493 at $445 $446 $447 

:COL_4_15156
00D6: if 
0038:   $2519 == 0 // integer values 
004D: jump_if_false @COL_4_16009 
00D6: if 
0038:   $2563 == 0 // integer values 
004D: jump_if_false @COL_4_15215 
0004: $2563 = 1 // integer values 
0084: $2588 = $4811 // integer values and handles 
0008: $2588 += 6000 // integer values 

:COL_4_15215
0084: $2619 = $4811 // integer values and handles 
0008: $2619 += 6000 // integer values 
00BC: text_highpriority 'COL4_B3' 5000 ms 1  // ~g~Drop the tank off in the Colonels lockup before it self destructs.
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0164: disable_marker $2516 
018A: $2516 = create_checkpoint_at -1053.572 -478.045 11.2887 
01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 
01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 
01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 
01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 
01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814 25.0 
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 
0084: $2505 = $2470 // integer values and handles 
021B: set_garage $688 to_accept_car $2505 
0493: set_tank $2470 contact_explosion 1 
0004: $2470 = -1 // integer values 
0004: $2517 = 1 // integer values 
0004: $2525 = 1 // integer values 
0004: $2519 = 1 // integer values 
00D6: if 
8118:   not actor $2483 dead 
004D: jump_if_false @COL_4_15598 
011A: set_actor $2483 search_threat 1 
01CA: actor $2483 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2483 // Like turning an actor into a random pedestrian 

:COL_4_15598
00D6: if 
8118:   not actor $2484 dead 
004D: jump_if_false @COL_4_15634 
011A: set_actor $2484 search_threat 1 
01CA: actor $2484 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2484 // Like turning an actor into a random pedestrian 

:COL_4_15634
00D6: if 
8118:   not actor $2475 dead 
004D: jump_if_false @COL_4_15670 
011A: set_actor $2475 search_threat 1 
01CA: actor $2475 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2475 // Like turning an actor into a random pedestrian 

:COL_4_15670
00D6: if 
8118:   not actor $2476 dead 
004D: jump_if_false @COL_4_15706 
011A: set_actor $2476 search_threat 1 
01CA: actor $2476 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2476 // Like turning an actor into a random pedestrian 

:COL_4_15706
00D6: if 
8118:   not actor $2479 dead 
004D: jump_if_false @COL_4_15742 
011A: set_actor $2479 search_threat 1 
01CA: actor $2479 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2479 // Like turning an actor into a random pedestrian 

:COL_4_15742
00D6: if 
8118:   not actor $2480 dead 
004D: jump_if_false @COL_4_15778 
011A: set_actor $2480 search_threat 1 
01CA: actor $2480 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2480 // Like turning an actor into a random pedestrian 

:COL_4_15778
00D6: if 
8118:   not actor $2503 dead 
004D: jump_if_false @COL_4_15814 
011A: set_actor $2503 search_threat 1 
01CA: actor $2503 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2503 // Like turning an actor into a random pedestrian 

:COL_4_15814
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_15850 
011A: set_actor $2504 search_threat 1 
01CA: actor $2504 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2504 // Like turning an actor into a random pedestrian 

:COL_4_15850
00D6: if 
8118:   not actor $2473 dead 
004D: jump_if_false @COL_4_15886 
011A: set_actor $2473 search_threat 1 
01CA: actor $2473 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2473 // Like turning an actor into a random pedestrian 

:COL_4_15886
00D6: if 
8118:   not actor $2474 dead 
004D: jump_if_false @COL_4_15922 
011A: set_actor $2474 search_threat 1 
01CA: actor $2474 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2474 // Like turning an actor into a random pedestrian 

:COL_4_15922
00D6: if 
8118:   not actor $2478 dead 
004D: jump_if_false @COL_4_15958 
011A: set_actor $2478 search_threat 1 
01CA: actor $2478 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2478 // Like turning an actor into a random pedestrian 

:COL_4_15958
00D6: if 
8118:   not actor $2482 dead 
004D: jump_if_false @COL_4_15994 
011A: set_actor $2482 search_threat 1 
01CA: actor $2482 kill_player $PLAYER_CHAR 
01C2: remove_references_to_actor $2482 // Like turning an actor into a random pedestrian 

:COL_4_15994
01C3: remove_references_to_car $2467 
01C3: remove_references_to_car $2468 
01C3: remove_references_to_car $2469 

:COL_4_16009
0002: jump @COL_4_16056 

:COL_4_16016
00D6: if 
0038:   $2519 == 0 // integer values 
004D: jump_if_false @COL_4_16056 
00BC: text_highpriority 'COL4_B5' 5000 ms 1  // ~r~The tank has been destroyed!
0002: jump @COL_4_28407 

:COL_4_16056
00D6: if 
0038:   $2519 == 1 // integer values 
004D: jump_if_false @COL_4_16794 
00D6: if 
021C:   car_inside_garage $688 
004D: jump_if_false @COL_4_16097 
0002: jump @COL_4_28424 

:COL_4_16097
00D6: if 
0119:   car $2505 wrecked 
004D: jump_if_false @COL_4_16135 
00BC: text_highpriority 'COL4_B5' 5000 ms 1  // ~r~The tank has been destroyed!
0002: jump @COL_4_28407 

:COL_4_16135
00D6: if 
81AD:   not car $2505 sphere 0 near_point -1058.095 -478.054 radius 30.0 30.0 
004D: jump_if_false @COL_4_16187 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0002: jump @COL_4_16194 

:COL_4_16187
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:COL_4_16194
00D6: if 
00DC:   player $PLAYER_CHAR driving $2505 
004D: jump_if_false @COL_4_16478 
00D6: if 
0038:   $2614 == 0 // integer values 
004D: jump_if_false @COL_4_16317 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 1 near_point_in_car -1058.095 -478.054 10.0896 radius 4.0 4.0 3.0 
004D: jump_if_false @COL_4_16317 
00BC: text_highpriority 'COL4_B7' 5000 ms 1  // ~g~Drive the tank into the garage.
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $2614 = 1 // integer values 

:COL_4_16317
00D6: if 
0038:   $2614 == 1 // integer values 
004D: jump_if_false @COL_4_16421 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1043.661 -476.886 12.038 radius 7.0 8.0 2.0 
004D: jump_if_false @COL_4_16421 
00BC: text_highpriority 'COL4_B8' 5000 ms 1  // ~g~Get out of the tank and walk out of the garage.
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $2614 = 2 // integer values 

:COL_4_16421
00D6: if 
0038:   $2517 == 0 // integer values 
004D: jump_if_false @COL_4_16471 
0164: disable_marker $2516 
018A: $2516 = create_checkpoint_at -1053.572 -478.045 11.2887 
0004: $2517 = 1 // integer values 

:COL_4_16471
0002: jump @COL_4_16534 

:COL_4_16478
00D6: if 
0038:   $2517 == 1 // integer values 
004D: jump_if_false @COL_4_16534 
00D6: if 
8038:   not  $2614 == 2 // integer values 
004D: jump_if_false @COL_4_16534 
0164: disable_marker $2516 
0186: $2516 = create_marker_above_car $2505 
0004: $2517 = 0 // integer values 

:COL_4_16534
00D6: if 
001C:   $4811 > $2619 // integer values 
004D: jump_if_false @COL_4_16634 
00D6: if 
0038:   $2620 == 0 // integer values 
004D: jump_if_false @COL_4_16634 
00D6: if 
0038:   $2560 == 0 // integer values 
004D: jump_if_false @COL_4_16612 
0004: $2560 = 1 // integer values 
0084: $2585 = $4811 // integer values and handles 
0008: $2585 += 6000 // integer values 

:COL_4_16612
03C4: set_status_text_to $2520 1 'DETON'  // DETONATION:
0004: $2620 = 1 // integer values 

:COL_4_16634
00D6: if 
0018:   $2620 > 0 // integer values 
004D: jump_if_false @COL_4_16794 
00D6: if 
0020:   $2647 > 100.0 // floating-point values 
004D: jump_if_false @COL_4_16692 
0004: $2520 = 100 // integer values 
020B: explode_car $2505 
0002: jump @COL_4_16710 

:COL_4_16692
0078: $2647 += frame_delta_time * 0.017 // floating-point values 
008C: $2520 = float_to_integer $2647 

:COL_4_16710
00D6: if 
0018:   $2520 > 95 // integer values 
004D: jump_if_false @COL_4_16794 
00D6: if 
0038:   $2620 == 1 // integer values 
004D: jump_if_false @COL_4_16794 
00D6: if 
0038:   $2561 == 0 // integer values 
004D: jump_if_false @COL_4_16787 
0004: $2561 = 1 // integer values 
0084: $2586 = $4811 // integer values and handles 
0008: $2586 += 6000 // integer values 

:COL_4_16787
0004: $2620 = 2 // integer values 

:COL_4_16794
00D6: if 
0018:   $2608 > 0 // integer values 
004D: jump_if_false @COL_4_18145 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
004D: jump_if_false @COL_4_17489 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 
004D: jump_if_false @COL_4_17403 
00D6: if 
8118:   not actor $2508 dead 
004D: jump_if_false @COL_4_17146 
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @COL_4_16983 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -838.6741 -1498.07 
0411: set_actor $2508 use_pednode_seek 0 
0004: $2545 = 1 // integer values 

:COL_4_16983
00D6: if 
0038:   $2545 == 1 // integer values 
004D: jump_if_false @COL_4_17068 
00D6: if 
00ED:   actor $2508 0 -838.6741 -1498.07 radius 1.0 1.0 
004D: jump_if_false @COL_4_17068 
0239: actor $2508 run_to -845.7342 -1501.918 
0411: set_actor $2508 use_pednode_seek 0 
0004: $2545 = 2 // integer values 

:COL_4_17068
00D6: if 
0038:   $2545 == 2 // integer values 
004D: jump_if_false @COL_4_17139 
00D6: if 
00ED:   actor $2508 0 -845.7342 -1501.918 radius 1.0 1.0 
004D: jump_if_false @COL_4_17139 
01CA: actor $2508 kill_player $PLAYER_CHAR 
0004: $2545 = 3 // integer values 

:COL_4_17139
0002: jump @COL_4_17396 

:COL_4_17146
01C2: remove_references_to_actor $2508 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $2509 dead 
004D: jump_if_false @COL_4_17384 
00D6: if 
0038:   $2546 == 0 // integer values 
004D: jump_if_false @COL_4_17221 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -838.6741 -1498.07 
0411: set_actor $2509 use_pednode_seek 0 
0004: $2546 = 1 // integer values 

:COL_4_17221
00D6: if 
0038:   $2546 == 1 // integer values 
004D: jump_if_false @COL_4_17306 
00D6: if 
00ED:   actor $2509 0 -838.6741 -1498.07 radius 1.0 1.0 
004D: jump_if_false @COL_4_17306 
0239: actor $2509 run_to -845.7342 -1501.918 
0411: set_actor $2509 use_pednode_seek 0 
0004: $2546 = 2 // integer values 

:COL_4_17306
00D6: if 
0038:   $2546 == 2 // integer values 
004D: jump_if_false @COL_4_17377 
00D6: if 
00ED:   actor $2509 0 -845.7342 -1501.918 radius 1.0 1.0 
004D: jump_if_false @COL_4_17377 
01CA: actor $2509 kill_player $PLAYER_CHAR 
0004: $2546 = 3 // integer values 

:COL_4_17377
0002: jump @COL_4_17396 

:COL_4_17384
01C2: remove_references_to_actor $2509 // Like turning an actor into a random pedestrian 
0004: $2609 = 1 // integer values 

:COL_4_17396
0002: jump @COL_4_17482 

:COL_4_17403
00D6: if 
8118:   not actor $2508 dead 
004D: jump_if_false @COL_4_17434 
01CA: actor $2508 kill_player $PLAYER_CHAR 
0002: jump @COL_4_17439 

:COL_4_17434
01C2: remove_references_to_actor $2508 // Like turning an actor into a random pedestrian 

:COL_4_17439
00D6: if 
8118:   not actor $2509 dead 
004D: jump_if_false @COL_4_17470 
01CA: actor $2509 kill_player $PLAYER_CHAR 
0002: jump @COL_4_17475 

:COL_4_17470
01C2: remove_references_to_actor $2509 // Like turning an actor into a random pedestrian 

:COL_4_17475
0004: $2609 = 0 // integer values 

:COL_4_17482
0002: jump @COL_4_18145 

:COL_4_17489
00D6: if 
8118:   not actor $2508 dead 
004D: jump_if_false @COL_4_17812 
00D6: if 
0038:   $2545 == 0 // integer values 
004D: jump_if_false @COL_4_17576 
00D6: if 
00ED:   actor $2508 0 -830.7947 -1500.054 radius 1.0 1.0 
004D: jump_if_false @COL_4_17576 
011C: actor $2508 clear_objective 
0173: set_actor $2508 z_angle_to 2.1778 

:COL_4_17576
00D6: if 
0038:   $2545 == 1 // integer values 
004D: jump_if_false @COL_4_17630 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -830.7947 -1500.054 
0411: set_actor $2508 use_pednode_seek 0 
0004: $2545 = 0 // integer values 

:COL_4_17630
00D6: if 
0038:   $2545 == 3 // integer values 
004D: jump_if_false @COL_4_17684 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -839.5587 -1496.724 
0411: set_actor $2508 use_pednode_seek 0 
0004: $2545 = 2 // integer values 

:COL_4_17684
00D6: if 
0038:   $2545 == 2 // integer values 
004D: jump_if_false @COL_4_17805 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -839.5587 -1496.724 
0411: set_actor $2508 use_pednode_seek 0 
00D6: if 
00ED:   actor $2508 0 -839.5587 -1496.724 radius 1.0 1.0 
004D: jump_if_false @COL_4_17805 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -830.7947 -1500.054 
0411: set_actor $2508 use_pednode_seek 0 
0004: $2545 = 0 // integer values 

:COL_4_17805
0002: jump @COL_4_17817 

:COL_4_17812
01C2: remove_references_to_actor $2508 // Like turning an actor into a random pedestrian 

:COL_4_17817
00D6: if 
8118:   not actor $2509 dead 
004D: jump_if_false @COL_4_18140 
00D6: if 
0038:   $2546 == 0 // integer values 
004D: jump_if_false @COL_4_17904 
00D6: if 
00ED:   actor $2509 0 -824.3466 -1488.274 radius 1.0 1.0 
004D: jump_if_false @COL_4_17904 
011C: actor $2509 clear_objective 
0173: set_actor $2509 z_angle_to 117.421 

:COL_4_17904
00D6: if 
0038:   $2546 == 1 // integer values 
004D: jump_if_false @COL_4_17958 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -824.3466 -1488.274 
0411: set_actor $2509 use_pednode_seek 0 
0004: $2546 = 0 // integer values 

:COL_4_17958
00D6: if 
0038:   $2546 == 3 // integer values 
004D: jump_if_false @COL_4_18012 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -839.5587 -1496.724 
0411: set_actor $2509 use_pednode_seek 0 
0004: $2546 = 2 // integer values 

:COL_4_18012
00D6: if 
0038:   $2546 == 2 // integer values 
004D: jump_if_false @COL_4_18133 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -839.5587 -1496.724 
0411: set_actor $2509 use_pednode_seek 0 
00D6: if 
00ED:   actor $2509 0 -839.5587 -1496.724 radius 1.0 1.0 
004D: jump_if_false @COL_4_18133 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -824.3466 -1488.274 
0411: set_actor $2509 use_pednode_seek 0 
0004: $2546 = 0 // integer values 

:COL_4_18133
0002: jump @COL_4_18145 

:COL_4_18140
01C2: remove_references_to_actor $2509 // Like turning an actor into a random pedestrian 

:COL_4_18145
00D6: if 
0038:   $2611 == 1 // integer values 
004D: jump_if_false @COL_4_19375 
00D6: if 
0038:   $2562 == 0 // integer values 
004D: jump_if_false @COL_4_18204 
0004: $2562 = 1 // integer values 
0084: $2587 = $4811 // integer values and handles 
0008: $2587 += 6000 // integer values 

:COL_4_18204
00D6: if 
8118:   not actor $2483 dead 
004D: jump_if_false @COL_4_18258 
0084: $2512 = $2483 // integer values and handles 
0084: $2644 = $2621 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2621 = $2644 // integer values and handles 
0002: jump @COL_4_18283 

:COL_4_18258
00D6: if 
8038:   not  $2621 == 3 // integer values 
004D: jump_if_false @COL_4_18283 
0004: $2525 = 1 // integer values 

:COL_4_18283
00D6: if 
8118:   not actor $2484 dead 
004D: jump_if_false @COL_4_18337 
0084: $2512 = $2484 // integer values and handles 
0084: $2644 = $2622 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2622 = $2644 // integer values and handles 
0002: jump @COL_4_18362 

:COL_4_18337
00D6: if 
8038:   not  $2622 == 3 // integer values 
004D: jump_if_false @COL_4_18362 
0004: $2525 = 1 // integer values 

:COL_4_18362
00D6: if 
8118:   not actor $2475 dead 
004D: jump_if_false @COL_4_18416 
0084: $2512 = $2475 // integer values and handles 
0084: $2644 = $2623 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2623 = $2644 // integer values and handles 
0002: jump @COL_4_18441 

:COL_4_18416
00D6: if 
8038:   not  $2623 == 3 // integer values 
004D: jump_if_false @COL_4_18441 
0004: $2525 = 1 // integer values 

:COL_4_18441
00D6: if 
8118:   not actor $2476 dead 
004D: jump_if_false @COL_4_18495 
0084: $2512 = $2476 // integer values and handles 
0084: $2644 = $2624 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2624 = $2644 // integer values and handles 
0002: jump @COL_4_18520 

:COL_4_18495
00D6: if 
8038:   not  $2624 == 3 // integer values 
004D: jump_if_false @COL_4_18520 
0004: $2525 = 1 // integer values 

:COL_4_18520
00D6: if 
8118:   not actor $2479 dead 
004D: jump_if_false @COL_4_18574 
0084: $2512 = $2479 // integer values and handles 
0084: $2644 = $2625 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2625 = $2644 // integer values and handles 
0002: jump @COL_4_18599 

:COL_4_18574
00D6: if 
8038:   not  $2625 == 3 // integer values 
004D: jump_if_false @COL_4_18599 
0004: $2525 = 1 // integer values 

:COL_4_18599
00D6: if 
8118:   not actor $2480 dead 
004D: jump_if_false @COL_4_18653 
0084: $2512 = $2480 // integer values and handles 
0084: $2644 = $2626 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2626 = $2644 // integer values and handles 
0002: jump @COL_4_18678 

:COL_4_18653
00D6: if 
8038:   not  $2626 == 3 // integer values 
004D: jump_if_false @COL_4_18678 
0004: $2525 = 1 // integer values 

:COL_4_18678
00D6: if 
8118:   not actor $2473 dead 
004D: jump_if_false @COL_4_18732 
0084: $2512 = $2473 // integer values and handles 
0084: $2644 = $2629 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2629 = $2644 // integer values and handles 
0002: jump @COL_4_18757 

:COL_4_18732
00D6: if 
8038:   not  $2629 == 3 // integer values 
004D: jump_if_false @COL_4_18757 
0004: $2525 = 1 // integer values 

:COL_4_18757
00D6: if 
8118:   not actor $2474 dead 
004D: jump_if_false @COL_4_18811 
0084: $2512 = $2474 // integer values and handles 
0084: $2644 = $2630 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2630 = $2644 // integer values and handles 
0002: jump @COL_4_18836 

:COL_4_18811
00D6: if 
8038:   not  $2630 == 3 // integer values 
004D: jump_if_false @COL_4_18836 
0004: $2525 = 1 // integer values 

:COL_4_18836
00D6: if 
8118:   not actor $2503 dead 
004D: jump_if_false @COL_4_18890 
0084: $2512 = $2503 // integer values and handles 
0084: $2644 = $2627 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2627 = $2644 // integer values and handles 
0002: jump @COL_4_18915 

:COL_4_18890
00D6: if 
8038:   not  $2627 == 3 // integer values 
004D: jump_if_false @COL_4_18915 
0004: $2525 = 1 // integer values 

:COL_4_18915
00D6: if 
8118:   not actor $2504 dead 
004D: jump_if_false @COL_4_18969 
0084: $2512 = $2504 // integer values and handles 
0084: $2644 = $2628 // integer values and handles 
0050: gosub @COL_4_31026 
0084: $2628 = $2644 // integer values and handles 
0002: jump @COL_4_18994 

:COL_4_18969
00D6: if 
8038:   not  $2628 == 3 // integer values 
004D: jump_if_false @COL_4_18994 
0004: $2525 = 1 // integer values 

:COL_4_18994
00D6: if 
8118:   not actor $2493 dead 
004D: jump_if_false @COL_4_19350 
00D6: if 
0038:   $2538 == 0 // integer values 
004D: jump_if_false @COL_4_19114 
0465: remove_actor $2493 from_turret_mode 
00A0: store_actor $2493 position_to $445 $446 $447 
0009: $447 += 1.0 // floating-point values 
00A1: put_actor $2493 at $445 $446 $447 
0291: set_actor $2493 attack_when_provoked 1 
011A: set_actor $2493 search_threat 1 
0239: actor $2493 run_to -829.7494 -1491.996 
0411: set_actor $2493 use_pednode_seek 0 
0004: $2538 = 1 // integer values 

:COL_4_19114
00D6: if 
0038:   $2538 == 1 // integer values 
004D: jump_if_false @COL_4_19237 
00D6: if 
04FF:  $2493 
004D: jump_if_false @COL_4_19170 
0239: actor $2493 run_to -829.7494 -1491.996 
0411: set_actor $2493 use_pednode_seek 0 

:COL_4_19170
00D6: if 
00ED:   actor $2493 0 -829.7494 -1491.996 radius 1.0 1.0 
004D: jump_if_false @COL_4_19237 
0239: actor $2493 run_to -826.0425 -1493.517 
0411: set_actor $2493 use_pednode_seek 0 
0004: $2538 = 2 // integer values 

:COL_4_19237
00D6: if 
0038:   $2538 == 2 // integer values 
004D: jump_if_false @COL_4_19343 
00D6: if 
04FF:  $2493 
004D: jump_if_false @COL_4_19293 
0239: actor $2493 run_to -826.0425 -1493.517 
0411: set_actor $2493 use_pednode_seek 0 

:COL_4_19293
00D6: if 
00ED:   actor $2493 0 -826.0425 -1493.517 radius 1.0 1.0 
004D: jump_if_false @COL_4_19343 
009B: destroy_actor_instantly $2493 
0004: $2538 = 3 // integer values 

:COL_4_19343
0002: jump @COL_4_19375 

:COL_4_19350
00D6: if 
8038:   not  $2538 == 3 // integer values 
004D: jump_if_false @COL_4_19375 
0004: $2525 = 1 // integer values 

:COL_4_19375
00D6: if 
0038:   $2565 == 3 // integer values 
004D: jump_if_false @COL_4_21011 
00D6: if 
8119:   not car $2469 wrecked 
004D: jump_if_false @COL_4_20798 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $2469 
004D: jump_if_false @COL_4_20711 
00D6: if 
8118:   not actor $2481 dead 
004D: jump_if_false @COL_4_20679 
00D6: if 
00DB:   actor $2481 in_car $2469 
004D: jump_if_false @COL_4_20647 
00AA: store_car $2469 position_to 11@ 12@ 13@ 
0088: $4862 = 11@ // floating-point values only 
000D: $4862 -= -837.0244 // floating-point values 
0088: $4863 = 12@ // floating-point values only 
000D: $4863 -= -1509.279 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $2666 = square_root $4864 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_20265 
00D6: if 
8118:   not actor $2482 dead 
004D: jump_if_false @COL_4_19724 
00D6: if 
0038:   $2537 == 5 // integer values 
004D: jump_if_false @COL_4_19717 
00D6: if 
00DB:   actor $2482 in_car $2469 
004D: jump_if_false @COL_4_19670 
0004: $2537 = 0 // integer values 
00D6: if or
0038:   $2616 == 0 // integer values 
0038:   $2616 == 7 // integer values 
004D: jump_if_false @COL_4_19663 
0004: $2527 = 0 // integer values 

:COL_4_19663
0002: jump @COL_4_19717 

:COL_4_19670
00D6: if 
00DF:   actor $2482 driving 
004D: jump_if_false @COL_4_19709 
03C0: $2502 = actor $2482 car 
01D3: actor $2482 leave_car $2502 
0002: jump @COL_4_19717 

:COL_4_19709
01D4: actor $2482 go_to_car $2469 and_enter_it_as_a_passenger 

:COL_4_19717
0002: jump @COL_4_19749 

:COL_4_19724
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_19749 
0004: $2525 = 1 // integer values 

:COL_4_19749
00D6: if 
0118:   actor $2481 dead 
004D: jump_if_false @COL_4_19790 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_19790 
0004: $2525 = 1 // integer values 

:COL_4_19790
00D6: if 
031E:   vehicle $2469 hit_by_weapon 39 
004D: jump_if_false @COL_4_19846 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 
004D: jump_if_false @COL_4_19846 
0004: $2638 = 1 // integer values 

:COL_4_19846
00D6: if 
031E:   vehicle $2469 hit_by_weapon 47 
004D: jump_if_false @COL_4_19898 
0227: $2641 = car $2469 health 
00D6: if 
001A:   800 > $2641 // integer values 
004D: jump_if_false @COL_4_19898 
0004: $2525 = 1 // integer values 

:COL_4_19898
0468: set_vehicle $2469 clear_last_weapon_damage 
0088: $4862 = 11@ // floating-point values only 
0067: $4862 -= 3@ // floating-point values 
0088: $4863 = 12@ // floating-point values only 
0067: $4863 -= 4@ // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
0089: 14@ = $4864 // floating-point values only 
000F: 14@ -= 4.0 // floating-point values 
00D6: if 
0021:   14@ > 100.0 // floating-point values 
004D: jump_if_false @COL_4_20024 
0007: 14@ = 100.0 // floating-point values 

:COL_4_20024
00D6: if 
0023:   0.0 > 14@ // floating-point values 
004D: jump_if_false @COL_4_20055 
0007: 14@ = 0.0 // floating-point values 

:COL_4_20055
00D6: if 
81AD:   not car $2469 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
004D: jump_if_false @COL_4_20129 
00D6: if 
0024:   $2664 > $2666 // floating-point values only 
004D: jump_if_false @COL_4_20122 
0007: 14@ = 0.0 // floating-point values 

:COL_4_20122
0002: jump @COL_4_20136 

:COL_4_20129
04E0: car $2469 abandon_path_radius 40 

:COL_4_20136
0084: $2506 = $2469 // integer values and handles 
0084: $2507 = $2482 // integer values and handles 
0087: 10@ = 13@ // floating-point values only 
0050: gosub @COL_4_28778 
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_20238 
00D6: if 
0043:   14@ == 0.0 // floating-point values 
004D: jump_if_false @COL_4_20223 
0477: set_car $2469 action 1 time 500 
0002: jump @COL_4_20231 

:COL_4_20223
00AD: set_car $2469 max_speed_to 14@ 

:COL_4_20231
0002: jump @COL_4_20258 

:COL_4_20238
0007: 14@ = 0.0 // floating-point values 
0477: set_car $2469 action 1 time 500 

:COL_4_20258
0002: jump @COL_4_20640 

:COL_4_20265
00D6: if 
0038:   $2595 == 1 // integer values 
004D: jump_if_false @COL_4_20483 
00D6: if or
0038:   $2524 == 2 // integer values 
0038:   $2524 == 3 // integer values 
004D: jump_if_false @COL_4_20315 
0004: $2524 = 0 // integer values 

:COL_4_20315
00D6: if 
0038:   $2524 == 0 // integer values 
004D: jump_if_false @COL_4_20364 
00AD: set_car $2469 max_speed_to 100.0 
00AE: set_vehicle $2469 traffic_behavior_to 2 
00AF: set_car $2469 driver_behaviour_to 2 
0004: $2524 = 1 // integer values 

:COL_4_20364
00D6: if 
0038:   $2524 == 1 // integer values 
004D: jump_if_false @COL_4_20476 
00D6: if 
0038:   $2557 == 10 // integer values 
004D: jump_if_false @COL_4_20469 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 
004D: jump_if_false @COL_4_20455 
00D6: if 
8118:   not actor $2482 dead 
004D: jump_if_false @COL_4_20455 
01CA: actor $2482 kill_player $PLAYER_CHAR 

:COL_4_20455
0004: $2557 = 0 // integer values 
0002: jump @COL_4_20476 

:COL_4_20469
0008: $2557 += 1 // integer values 

:COL_4_20476
0002: jump @COL_4_20640 

:COL_4_20483
00D6: if or
0038:   $2524 == 0 // integer values 
0038:   $2524 == 1 // integer values 
004D: jump_if_false @COL_4_20515 
0004: $2524 = 2 // integer values 

:COL_4_20515
00D6: if 
0038:   $2524 == 2 // integer values 
004D: jump_if_false @COL_4_20571 
00AD: set_car $2469 max_speed_to 100.0 
00AE: set_vehicle $2469 traffic_behavior_to 2 
00A7: car $2469 drive_to 3@ 4@ 5@ 
0004: $2524 = 3 // integer values 

:COL_4_20571
00D6: if 
0038:   $2524 == 3 // integer values 
004D: jump_if_false @COL_4_20640 
00D6: if 
01AD:   car $2469 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
004D: jump_if_false @COL_4_20640 
00AF: set_car $2469 driver_behaviour_to 11 
0477: set_car $2469 action 1 time 500 

:COL_4_20640
0002: jump @COL_4_20672 

:COL_4_20647
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_20672 
0004: $2525 = 1 // integer values 

:COL_4_20672
0002: jump @COL_4_20704 

:COL_4_20679
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_20704 
0004: $2525 = 1 // integer values 

:COL_4_20704
0002: jump @COL_4_20791 

:COL_4_20711
02AA: set_car $2469 immune_to_nonplayer 0 
00D6: if 
8118:   not actor $2481 dead 
004D: jump_if_false @COL_4_20742 
01CA: actor $2481 kill_player $PLAYER_CHAR 

:COL_4_20742
00D6: if 
8118:   not actor $2482 dead 
004D: jump_if_false @COL_4_20766 
01CA: actor $2482 kill_player $PLAYER_CHAR 

:COL_4_20766
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_20791 
0004: $2525 = 1 // integer values 

:COL_4_20791
0002: jump @COL_4_20823 

:COL_4_20798
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_20823 
0004: $2525 = 1 // integer values 

:COL_4_20823
0084: $2513 = $2489 // integer values and handles 
0084: $2514 = $2469 // integer values and handles 
0084: $2515 = $2481 // integer values and handles 
0084: $2566 = $2552 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2552 = $2566 // integer values and handles 
0084: $2513 = $2490 // integer values and handles 
0084: $2514 = $2469 // integer values and handles 
0084: $2515 = $2481 // integer values and handles 
0084: $2566 = $2553 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2553 = $2566 // integer values and handles 
0084: $2513 = $2491 // integer values and handles 
0084: $2514 = $2469 // integer values and handles 
0084: $2515 = $2481 // integer values and handles 
0084: $2566 = $2554 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2554 = $2566 // integer values and handles 
0084: $2513 = $2492 // integer values and handles 
0084: $2514 = $2469 // integer values and handles 
0084: $2515 = $2481 // integer values and handles 
0084: $2566 = $2555 // integer values and handles 
0050: gosub @COL_4_31355 
0084: $2555 = $2566 // integer values and handles 

:COL_4_21011
00D6: if 
803A:   not  $2527 == $2618 // integer values and handles 
004D: jump_if_false @COL_4_21145 
0084: $2618 = $2527 // integer values and handles 
00D6: if 
0038:   $2527 == 1 // integer values 
004D: jump_if_false @COL_4_21104 
00D6: if 
0038:   $2576 == 0 // integer values 
004D: jump_if_false @COL_4_21097 
0004: $2576 = 1 // integer values 
0084: $2599 = $4811 // integer values and handles 
0008: $2599 += 6000 // integer values 

:COL_4_21097
0002: jump @COL_4_21145 

:COL_4_21104
00D6: if 
0038:   $2577 == 0 // integer values 
004D: jump_if_false @COL_4_21145 
0004: $2577 = 1 // integer values 
0084: $2600 = $4811 // integer values and handles 
0008: $2600 += 6000 // integer values 

:COL_4_21145
00D6: if 
0018:   $2560 > 0 // integer values 
004D: jump_if_false @COL_4_21407 
00D6: if 
0038:   $2560 == 3 // integer values 
004D: jump_if_false @COL_4_21227 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_21227 
03D5: remove_text 'COL4_24'  // Security protocol Delta India Echo triggered! Vehicle self destruct initiated!
0004: $2560 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_21227
00D6: if 
0038:   $2560 == 2 // integer values 
004D: jump_if_false @COL_4_21305 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_21305 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_21298 
00BC: text_highpriority 'COL4_24' 10000 ms 1  // Security protocol Delta India Echo triggered! Vehicle self destruct initiated!

:COL_4_21298
0004: $2560 = 3 // integer values 

:COL_4_21305
00D6: if 
0038:   $2560 == 1 // integer values 
004D: jump_if_false @COL_4_21400 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_21374 
03CF: load_wav 'COL4_24' as 1 
0004: $2560 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_21400 

:COL_4_21374
00D6: if 
001C:   $4811 > $2585 // integer values 
004D: jump_if_false @COL_4_21400 
0004: $2560 = 0 // integer values 

:COL_4_21400
0002: jump @COL_4_21478 

:COL_4_21407
00D6: if 
0018:   $2560 > 0 // integer values 
004D: jump_if_false @COL_4_21478 
00D6: if 
0018:   $2560 > 1 // integer values 
004D: jump_if_false @COL_4_21471 
0004: $2560 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_21478 

:COL_4_21471
0004: $2560 = 0 // integer values 

:COL_4_21478
00D6: if 
0018:   $2561 > 0 // integer values 
004D: jump_if_false @COL_4_21740 
00D6: if 
0038:   $2561 == 3 // integer values 
004D: jump_if_false @COL_4_21560 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_21560 
03D5: remove_text 'COL4_26'  // Prepare to die Communist scum!
0004: $2561 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_21560
00D6: if 
0038:   $2561 == 2 // integer values 
004D: jump_if_false @COL_4_21638 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_21638 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_21631 
00BC: text_highpriority 'COL4_26' 10000 ms 1  // Prepare to die Communist scum!

:COL_4_21631
0004: $2561 = 3 // integer values 

:COL_4_21638
00D6: if 
0038:   $2561 == 1 // integer values 
004D: jump_if_false @COL_4_21733 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_21707 
03CF: load_wav 'COL4_26' as 1 
0004: $2561 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_21733 

:COL_4_21707
00D6: if 
001C:   $4811 > $2586 // integer values 
004D: jump_if_false @COL_4_21733 
0004: $2561 = 0 // integer values 

:COL_4_21733
0002: jump @COL_4_21811 

:COL_4_21740
00D6: if 
0018:   $2561 > 0 // integer values 
004D: jump_if_false @COL_4_21811 
00D6: if 
0018:   $2561 > 1 // integer values 
004D: jump_if_false @COL_4_21804 
0004: $2561 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_21811 

:COL_4_21804
0004: $2561 = 0 // integer values 

:COL_4_21811
00D6: if and
0018:   $2562 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_22080 
00D6: if 
0038:   $2562 == 3 // integer values 
004D: jump_if_false @COL_4_21900 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_21900 
03D5: remove_text 'COL4_23'  // Objective completed! Platoon dismissed! - Lets go eat some doughnuts.
0004: $2562 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_21900
00D6: if 
0038:   $2562 == 2 // integer values 
004D: jump_if_false @COL_4_21978 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_21978 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_21971 
00BC: text_highpriority 'COL4_23' 10000 ms 1  // Objective completed! Platoon dismissed! - Lets go eat some doughnuts.

:COL_4_21971
0004: $2562 = 3 // integer values 

:COL_4_21978
00D6: if 
0038:   $2562 == 1 // integer values 
004D: jump_if_false @COL_4_22073 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_22047 
03CF: load_wav 'COL4_23' as 1 
0004: $2562 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_22073 

:COL_4_22047
00D6: if 
001C:   $4811 > $2587 // integer values 
004D: jump_if_false @COL_4_22073 
0004: $2562 = 0 // integer values 

:COL_4_22073
0002: jump @COL_4_22151 

:COL_4_22080
00D6: if 
0018:   $2562 > 0 // integer values 
004D: jump_if_false @COL_4_22151 
00D6: if 
0018:   $2562 > 1 // integer values 
004D: jump_if_false @COL_4_22144 
0004: $2562 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_22151 

:COL_4_22144
0004: $2562 = 0 // integer values 

:COL_4_22151
00D6: if and
0018:   $2563 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_22420 
00D6: if 
0038:   $2563 == 3 // integer values 
004D: jump_if_false @COL_4_22240 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_22240 
03D5: remove_text 'COL4_12'  // Civilian in the TANK! STOP HIM!
0004: $2563 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_22240
00D6: if 
0038:   $2563 == 2 // integer values 
004D: jump_if_false @COL_4_22318 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_22318 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_22311 
00BC: text_highpriority 'COL4_12' 10000 ms 1  // Civilian in the TANK! STOP HIM!

:COL_4_22311
0004: $2563 = 3 // integer values 

:COL_4_22318
00D6: if 
0038:   $2563 == 1 // integer values 
004D: jump_if_false @COL_4_22413 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_22387 
03CF: load_wav 'COL4_12' as 1 
0004: $2563 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_22413 

:COL_4_22387
00D6: if 
001C:   $4811 > $2588 // integer values 
004D: jump_if_false @COL_4_22413 
0004: $2563 = 0 // integer values 

:COL_4_22413
0002: jump @COL_4_22491 

:COL_4_22420
00D6: if 
0018:   $2563 > 0 // integer values 
004D: jump_if_false @COL_4_22491 
00D6: if 
0018:   $2563 > 1 // integer values 
004D: jump_if_false @COL_4_22484 
0004: $2563 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_22491 

:COL_4_22484
0004: $2563 = 0 // integer values 

:COL_4_22491
00D6: if and
0018:   $2567 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_22760 
00D6: if 
0038:   $2567 == 3 // integer values 
004D: jump_if_false @COL_4_22580 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_22580 
03D5: remove_text 'COL4_21'  // SNIPER!
0004: $2567 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_22580
00D6: if 
0038:   $2567 == 2 // integer values 
004D: jump_if_false @COL_4_22658 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_22658 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_22651 
00BC: text_highpriority 'COL4_21' 10000 ms 1  // SNIPER!

:COL_4_22651
0004: $2567 = 3 // integer values 

:COL_4_22658
00D6: if 
0038:   $2567 == 1 // integer values 
004D: jump_if_false @COL_4_22753 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_22727 
03CF: load_wav 'COL4_21' as 1 
0004: $2567 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_22753 

:COL_4_22727
00D6: if 
001C:   $4811 > $2590 // integer values 
004D: jump_if_false @COL_4_22753 
0004: $2567 = 0 // integer values 

:COL_4_22753
0002: jump @COL_4_22831 

:COL_4_22760
00D6: if 
0018:   $2567 > 0 // integer values 
004D: jump_if_false @COL_4_22831 
00D6: if 
0018:   $2567 > 1 // integer values 
004D: jump_if_false @COL_4_22824 
0004: $2567 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_22831 

:COL_4_22824
0004: $2567 = 0 // integer values 

:COL_4_22831
00D6: if and
0018:   $2568 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_23100 
00D6: if 
0038:   $2568 == 3 // integer values 
004D: jump_if_false @COL_4_22920 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_22920 
03D5: remove_text 'COL4_22'  // I'm getting out of here.
0004: $2568 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_22920
00D6: if 
0038:   $2568 == 2 // integer values 
004D: jump_if_false @COL_4_22998 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_22998 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_22991 
00BC: text_highpriority 'COL4_22' 10000 ms 1  // I'm getting out of here.

:COL_4_22991
0004: $2568 = 3 // integer values 

:COL_4_22998
00D6: if 
0038:   $2568 == 1 // integer values 
004D: jump_if_false @COL_4_23093 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_23067 
03CF: load_wav 'COL4_22' as 1 
0004: $2568 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_23093 

:COL_4_23067
00D6: if 
001C:   $4811 > $2591 // integer values 
004D: jump_if_false @COL_4_23093 
0004: $2568 = 0 // integer values 

:COL_4_23093
0002: jump @COL_4_23171 

:COL_4_23100
00D6: if 
0018:   $2568 > 0 // integer values 
004D: jump_if_false @COL_4_23171 
00D6: if 
0018:   $2568 > 1 // integer values 
004D: jump_if_false @COL_4_23164 
0004: $2568 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_23171 

:COL_4_23164
0004: $2568 = 0 // integer values 

:COL_4_23171
00D6: if and
0018:   $2525 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_23481 
00D6: if 
0038:   $2564 == 3 // integer values 
004D: jump_if_false @COL_4_23260 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_23260 
03D5: remove_text 'COL4_9'  // DEFENSIVE POSITIONS!
0004: $2564 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_23260
00D6: if 
0038:   $2564 == 2 // integer values 
004D: jump_if_false @COL_4_23338 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_23338 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_23331 
00BC: text_highpriority 'COL4_9' 10000 ms 1  // DEFENSIVE POSITIONS!

:COL_4_23331
0004: $2564 = 3 // integer values 

:COL_4_23338
00D6: if 
0038:   $2564 == 1 // integer values 
004D: jump_if_false @COL_4_23433 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_23407 
03CF: load_wav 'COL4_9' as 1 
0004: $2564 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_23433 

:COL_4_23407
00D6: if 
001C:   $4811 > $2589 // integer values 
004D: jump_if_false @COL_4_23433 
0004: $2564 = 0 // integer values 

:COL_4_23433
00D6: if 
0038:   $2564 == 0 // integer values 
004D: jump_if_false @COL_4_23474 
0084: $2589 = $4811 // integer values and handles 
0008: $2589 += 6000 // integer values 
0004: $2564 = 1 // integer values 

:COL_4_23474
0002: jump @COL_4_23570 

:COL_4_23481
00D6: if 
0018:   $2564 > 0 // integer values 
004D: jump_if_false @COL_4_23570 
00D6: if 
0018:   $2564 > 1 // integer values 
004D: jump_if_false @COL_4_23563 
00D6: if 
8038:   not  $2564 == 4 // integer values 
004D: jump_if_false @COL_4_23542 
0004: $2564 = 0 // integer values 

:COL_4_23542
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_23570 

:COL_4_23563
0004: $2564 = 0 // integer values 

:COL_4_23570
00D6: if and
0018:   $2569 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_23839 
00D6: if 
0038:   $2569 == 3 // integer values 
004D: jump_if_false @COL_4_23659 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_23659 
03D5: remove_text 'COL4_6'  // WE'RE TAKING ENEMY FIRE!
0004: $2569 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_23659
00D6: if 
0038:   $2569 == 2 // integer values 
004D: jump_if_false @COL_4_23737 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_23737 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_23730 
00BC: text_highpriority 'COL4_6' 10000 ms 1  // WE'RE TAKING ENEMY FIRE!

:COL_4_23730
0004: $2569 = 3 // integer values 

:COL_4_23737
00D6: if 
0038:   $2569 == 1 // integer values 
004D: jump_if_false @COL_4_23832 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_23806 
03CF: load_wav 'COL4_6' as 1 
0004: $2569 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_23832 

:COL_4_23806
00D6: if 
001C:   $4811 > $2592 // integer values 
004D: jump_if_false @COL_4_23832 
0004: $2569 = 0 // integer values 

:COL_4_23832
0002: jump @COL_4_23910 

:COL_4_23839
00D6: if 
0018:   $2569 > 0 // integer values 
004D: jump_if_false @COL_4_23910 
00D6: if 
0018:   $2569 > 1 // integer values 
004D: jump_if_false @COL_4_23903 
0004: $2569 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_23910 

:COL_4_23903
0004: $2569 = 0 // integer values 

:COL_4_23910
00D6: if and
0018:   $2570 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_24179 
00D6: if 
0038:   $2570 == 3 // integer values 
004D: jump_if_false @COL_4_23999 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_23999 
03D5: remove_text 'COL4_19'  // Go get some doughnuts, soldier! - Sir, Yes Sir!
0004: $2570 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_23999
00D6: if 
0038:   $2570 == 2 // integer values 
004D: jump_if_false @COL_4_24077 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_24077 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_24070 
00BC: text_highpriority 'COL4_19' 10000 ms 1  // Go get some doughnuts, soldier! - Sir, Yes Sir!

:COL_4_24070
0004: $2570 = 3 // integer values 

:COL_4_24077
00D6: if 
0038:   $2570 == 1 // integer values 
004D: jump_if_false @COL_4_24172 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_24146 
03CF: load_wav 'COL4_19' as 1 
0004: $2570 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_24172 

:COL_4_24146
00D6: if 
001C:   $4811 > $2593 // integer values 
004D: jump_if_false @COL_4_24172 
0004: $2570 = 0 // integer values 

:COL_4_24172
0002: jump @COL_4_24250 

:COL_4_24179
00D6: if 
0018:   $2570 > 0 // integer values 
004D: jump_if_false @COL_4_24250 
00D6: if 
0018:   $2570 > 1 // integer values 
004D: jump_if_false @COL_4_24243 
0004: $2570 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_24250 

:COL_4_24243
0004: $2570 = 0 // integer values 

:COL_4_24250
00D6: if and
0018:   $2571 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_24519 
00D6: if 
0038:   $2571 == 3 // integer values 
004D: jump_if_false @COL_4_24339 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_24339 
03D5: remove_text 'COL4_20'  // Target acquired, Sir
0004: $2571 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_24339
00D6: if 
0038:   $2571 == 2 // integer values 
004D: jump_if_false @COL_4_24417 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_24417 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_24410 
00BC: text_highpriority 'COL4_20' 10000 ms 1  // Target acquired, Sir

:COL_4_24410
0004: $2571 = 3 // integer values 

:COL_4_24417
00D6: if 
0038:   $2571 == 1 // integer values 
004D: jump_if_false @COL_4_24512 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_24486 
03CF: load_wav 'COL4_20' as 1 
0004: $2571 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_24512 

:COL_4_24486
00D6: if 
001C:   $4811 > $2594 // integer values 
004D: jump_if_false @COL_4_24512 
0004: $2571 = 0 // integer values 

:COL_4_24512
0002: jump @COL_4_24590 

:COL_4_24519
00D6: if 
0018:   $2571 > 0 // integer values 
004D: jump_if_false @COL_4_24590 
00D6: if 
0018:   $2571 > 1 // integer values 
004D: jump_if_false @COL_4_24583 
0004: $2571 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_24590 

:COL_4_24583
0004: $2571 = 0 // integer values 

:COL_4_24590
00D6: if and
0018:   $2573 > 0 // integer values 
0038:   $2610 == 1 // integer values 
004D: jump_if_false @COL_4_24859 
00D6: if 
0038:   $2573 == 3 // integer values 
004D: jump_if_false @COL_4_24679 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_24679 
03D5: remove_text 'COL4_18'  // Someone's on the tank Sir!
0004: $2573 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_24679
00D6: if 
0038:   $2573 == 2 // integer values 
004D: jump_if_false @COL_4_24757 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_24757 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_24750 
00BC: text_highpriority 'COL4_18' 10000 ms 1  // Someone's on the tank Sir!

:COL_4_24750
0004: $2573 = 3 // integer values 

:COL_4_24757
00D6: if 
0038:   $2573 == 1 // integer values 
004D: jump_if_false @COL_4_24852 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_24826 
03CF: load_wav 'COL4_18' as 1 
0004: $2573 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_24852 

:COL_4_24826
00D6: if 
001C:   $4811 > $2596 // integer values 
004D: jump_if_false @COL_4_24852 
0004: $2573 = 0 // integer values 

:COL_4_24852
0002: jump @COL_4_24930 

:COL_4_24859
00D6: if 
0018:   $2573 > 0 // integer values 
004D: jump_if_false @COL_4_24930 
00D6: if 
0018:   $2573 > 1 // integer values 
004D: jump_if_false @COL_4_24923 
0004: $2573 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_24930 

:COL_4_24923
0004: $2573 = 0 // integer values 

:COL_4_24930
00D6: if and
0018:   $2574 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_25206 
00D6: if 
0038:   $2574 == 3 // integer values 
004D: jump_if_false @COL_4_25026 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_25026 
03D5: remove_text 'COL4_1'  // What's up with the Gunner? - Don't know Sir!
0004: $2574 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_25026
00D6: if 
0038:   $2574 == 2 // integer values 
004D: jump_if_false @COL_4_25104 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_25104 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_25097 
00BC: text_highpriority 'COL4_1' 10000 ms 1  // What's up with the Gunner? - Don't know Sir!

:COL_4_25097
0004: $2574 = 3 // integer values 

:COL_4_25104
00D6: if 
0038:   $2574 == 1 // integer values 
004D: jump_if_false @COL_4_25199 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_25173 
03CF: load_wav 'COL4_1' as 1 
0004: $2574 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_25199 

:COL_4_25173
00D6: if 
001C:   $4811 > $2597 // integer values 
004D: jump_if_false @COL_4_25199 
0004: $2574 = 0 // integer values 

:COL_4_25199
0002: jump @COL_4_25277 

:COL_4_25206
00D6: if 
0018:   $2574 > 0 // integer values 
004D: jump_if_false @COL_4_25277 
00D6: if 
0018:   $2574 > 1 // integer values 
004D: jump_if_false @COL_4_25270 
0004: $2574 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_25277 

:COL_4_25270
0004: $2574 = 0 // integer values 

:COL_4_25277
00D6: if and
0018:   $2584 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_25553 
00D6: if 
0038:   $2584 == 3 // integer values 
004D: jump_if_false @COL_4_25373 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_25373 
03D5: remove_text 'COL4_4'  // Get topside soldier. - Sir, Yes Sir!
0004: $2584 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_25373
00D6: if 
0038:   $2584 == 2 // integer values 
004D: jump_if_false @COL_4_25451 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_25451 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_25444 
00BC: text_highpriority 'COL4_4' 10000 ms 1  // Get topside soldier. - Sir, Yes Sir!

:COL_4_25444
0004: $2584 = 3 // integer values 

:COL_4_25451
00D6: if 
0038:   $2584 == 1 // integer values 
004D: jump_if_false @COL_4_25546 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_25520 
03CF: load_wav 'COL4_4' as 1 
0004: $2584 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_25546 

:COL_4_25520
00D6: if 
001C:   $4811 > $2606 // integer values 
004D: jump_if_false @COL_4_25546 
0004: $2584 = 0 // integer values 

:COL_4_25546
0002: jump @COL_4_25624 

:COL_4_25553
00D6: if 
0018:   $2584 > 0 // integer values 
004D: jump_if_false @COL_4_25624 
00D6: if 
0018:   $2584 > 1 // integer values 
004D: jump_if_false @COL_4_25617 
0004: $2584 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_25624 

:COL_4_25617
0004: $2584 = 0 // integer values 

:COL_4_25624
00D6: if and
0018:   $2576 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_25900 
00D6: if 
0038:   $2576 == 3 // integer values 
004D: jump_if_false @COL_4_25720 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_25720 
03D5: remove_text 'COL4_3'  // CONVOY HALT!
0004: $2576 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_25720
00D6: if 
0038:   $2576 == 2 // integer values 
004D: jump_if_false @COL_4_25798 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_25798 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_25791 
00BC: text_highpriority 'COL4_3' 10000 ms 1  // CONVOY HALT!

:COL_4_25791
0004: $2576 = 3 // integer values 

:COL_4_25798
00D6: if 
0038:   $2576 == 1 // integer values 
004D: jump_if_false @COL_4_25893 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_25867 
03CF: load_wav 'COL4_3' as 1 
0004: $2576 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_25893 

:COL_4_25867
00D6: if 
001C:   $4811 > $2599 // integer values 
004D: jump_if_false @COL_4_25893 
0004: $2576 = 0 // integer values 

:COL_4_25893
0002: jump @COL_4_25971 

:COL_4_25900
00D6: if 
0018:   $2576 > 0 // integer values 
004D: jump_if_false @COL_4_25971 
00D6: if 
0018:   $2576 > 1 // integer values 
004D: jump_if_false @COL_4_25964 
0004: $2576 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_25971 

:COL_4_25964
0004: $2576 = 0 // integer values 

:COL_4_25971
00D6: if and
0018:   $2577 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_26247 
00D6: if 
0038:   $2577 == 3 // integer values 
004D: jump_if_false @COL_4_26067 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_26067 
03D5: remove_text 'COL4_17'  // Ok, PLATOON MOVE IT OUT!
0004: $2577 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_26067
00D6: if 
0038:   $2577 == 2 // integer values 
004D: jump_if_false @COL_4_26145 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_26145 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_26138 
00BC: text_highpriority 'COL4_17' 10000 ms 1  // Ok, PLATOON MOVE IT OUT!

:COL_4_26138
0004: $2577 = 3 // integer values 

:COL_4_26145
00D6: if 
0038:   $2577 == 1 // integer values 
004D: jump_if_false @COL_4_26240 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_26214 
03CF: load_wav 'COL4_17' as 1 
0004: $2577 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_26240 

:COL_4_26214
00D6: if 
001C:   $4811 > $2600 // integer values 
004D: jump_if_false @COL_4_26240 
0004: $2577 = 0 // integer values 

:COL_4_26240
0002: jump @COL_4_26318 

:COL_4_26247
00D6: if 
0018:   $2577 > 0 // integer values 
004D: jump_if_false @COL_4_26318 
00D6: if 
0018:   $2577 > 1 // integer values 
004D: jump_if_false @COL_4_26311 
0004: $2577 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_26318 

:COL_4_26311
0004: $2577 = 0 // integer values 

:COL_4_26318
00D6: if and
0018:   $2575 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_26594 
00D6: if 
0038:   $2575 == 3 // integer values 
004D: jump_if_false @COL_4_26414 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_26414 
03D5: remove_text 'COL4_7'  // Civilian, move away from the tank!
0004: $2575 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_26414
00D6: if 
0038:   $2575 == 2 // integer values 
004D: jump_if_false @COL_4_26492 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_26492 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_26485 
00BC: text_highpriority 'COL4_7' 10000 ms 1  // Civilian, move away from the tank!

:COL_4_26485
0004: $2575 = 3 // integer values 

:COL_4_26492
00D6: if 
0038:   $2575 == 1 // integer values 
004D: jump_if_false @COL_4_26587 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_26561 
03CF: load_wav 'COL4_7' as 1 
0004: $2575 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_26587 

:COL_4_26561
00D6: if 
001C:   $4811 > $2598 // integer values 
004D: jump_if_false @COL_4_26587 
0004: $2575 = 0 // integer values 

:COL_4_26587
0002: jump @COL_4_26665 

:COL_4_26594
00D6: if 
0018:   $2575 > 0 // integer values 
004D: jump_if_false @COL_4_26665 
00D6: if 
0018:   $2575 > 1 // integer values 
004D: jump_if_false @COL_4_26658 
0004: $2575 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_26665 

:COL_4_26658
0004: $2575 = 0 // integer values 

:COL_4_26665
00D6: if and
0018:   $2579 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_26941 
00D6: if 
0038:   $2579 == 3 // integer values 
004D: jump_if_false @COL_4_26761 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_26761 
03D5: remove_text 'COL4_14'  // Drop him soldier.
0004: $2579 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_26761
00D6: if 
0038:   $2579 == 2 // integer values 
004D: jump_if_false @COL_4_26839 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_26839 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_26832 
00BC: text_highpriority 'COL4_14' 10000 ms 1  // Drop him soldier.

:COL_4_26832
0004: $2579 = 3 // integer values 

:COL_4_26839
00D6: if 
0038:   $2579 == 1 // integer values 
004D: jump_if_false @COL_4_26934 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_26908 
03CF: load_wav 'COL4_14' as 1 
0004: $2579 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_26934 

:COL_4_26908
00D6: if 
001C:   $4811 > $2601 // integer values 
004D: jump_if_false @COL_4_26934 
0004: $2579 = 0 // integer values 

:COL_4_26934
0002: jump @COL_4_27012 

:COL_4_26941
00D6: if 
0018:   $2579 > 0 // integer values 
004D: jump_if_false @COL_4_27012 
00D6: if 
0018:   $2579 > 1 // integer values 
004D: jump_if_false @COL_4_27005 
0004: $2579 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_27012 

:COL_4_27005
0004: $2579 = 0 // integer values 

:COL_4_27012
00D6: if and
0018:   $2580 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_27288 
00D6: if 
0038:   $2580 == 3 // integer values 
004D: jump_if_false @COL_4_27108 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_27108 
03D5: remove_text 'COL4_8'  // I SAID, move away, IMMEDIATELY!
0004: $2580 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_27108
00D6: if 
0038:   $2580 == 2 // integer values 
004D: jump_if_false @COL_4_27186 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_27186 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_27179 
00BC: text_highpriority 'COL4_8' 10000 ms 1  // I SAID, move away, IMMEDIATELY!

:COL_4_27179
0004: $2580 = 3 // integer values 

:COL_4_27186
00D6: if 
0038:   $2580 == 1 // integer values 
004D: jump_if_false @COL_4_27281 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_27255 
03CF: load_wav 'COL4_8' as 1 
0004: $2580 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_27281 

:COL_4_27255
00D6: if 
001C:   $4811 > $2602 // integer values 
004D: jump_if_false @COL_4_27281 
0004: $2580 = 0 // integer values 

:COL_4_27281
0002: jump @COL_4_27359 

:COL_4_27288
00D6: if 
0018:   $2580 > 0 // integer values 
004D: jump_if_false @COL_4_27359 
00D6: if 
0018:   $2580 > 1 // integer values 
004D: jump_if_false @COL_4_27352 
0004: $2580 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_27359 

:COL_4_27352
0004: $2580 = 0 // integer values 

:COL_4_27359
00D6: if and
0018:   $2581 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_27635 
00D6: if 
0038:   $2581 == 3 // integer values 
004D: jump_if_false @COL_4_27455 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_27455 
03D5: remove_text 'COL4_11'  // Get that civilian out of our way soldier! - Sir, Yes Sir!
0004: $2581 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_27455
00D6: if 
0038:   $2581 == 2 // integer values 
004D: jump_if_false @COL_4_27533 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_27533 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_27526 
00BC: text_highpriority 'COL4_11' 10000 ms 1  // Get that civilian out of our way soldier! - Sir, Yes Sir!

:COL_4_27526
0004: $2581 = 3 // integer values 

:COL_4_27533
00D6: if 
0038:   $2581 == 1 // integer values 
004D: jump_if_false @COL_4_27628 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_27602 
03CF: load_wav 'COL4_11' as 1 
0004: $2581 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_27628 

:COL_4_27602
00D6: if 
001C:   $4811 > $2603 // integer values 
004D: jump_if_false @COL_4_27628 
0004: $2581 = 0 // integer values 

:COL_4_27628
0002: jump @COL_4_27706 

:COL_4_27635
00D6: if 
0018:   $2581 > 0 // integer values 
004D: jump_if_false @COL_4_27706 
00D6: if 
0018:   $2581 > 1 // integer values 
004D: jump_if_false @COL_4_27699 
0004: $2581 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_27706 

:COL_4_27699
0004: $2581 = 0 // integer values 

:COL_4_27706
00D6: if and
0018:   $2582 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_27982 
00D6: if 
0038:   $2582 == 3 // integer values 
004D: jump_if_false @COL_4_27802 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_27802 
03D5: remove_text 'COL4_13'  // This is a military convoy, do not obstruct our route.
0004: $2582 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_27802
00D6: if 
0038:   $2582 == 2 // integer values 
004D: jump_if_false @COL_4_27880 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_27880 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_27873 
00BC: text_highpriority 'COL4_13' 10000 ms 1  // This is a military convoy, do not obstruct our route.

:COL_4_27873
0004: $2582 = 3 // integer values 

:COL_4_27880
00D6: if 
0038:   $2582 == 1 // integer values 
004D: jump_if_false @COL_4_27975 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_27949 
03CF: load_wav 'COL4_13' as 1 
0004: $2582 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_27975 

:COL_4_27949
00D6: if 
001C:   $4811 > $2604 // integer values 
004D: jump_if_false @COL_4_27975 
0004: $2582 = 0 // integer values 

:COL_4_27975
0002: jump @COL_4_28053 

:COL_4_27982
00D6: if 
0018:   $2582 > 0 // integer values 
004D: jump_if_false @COL_4_28053 
00D6: if 
0018:   $2582 > 1 // integer values 
004D: jump_if_false @COL_4_28046 
0004: $2582 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_28053 

:COL_4_28046
0004: $2582 = 0 // integer values 

:COL_4_28053
00D6: if and
0018:   $2583 > 0 // integer values 
0038:   $2610 == 1 // integer values 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_28329 
00D6: if 
0038:   $2583 == 3 // integer values 
004D: jump_if_false @COL_4_28149 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_4_28149 
03D5: remove_text 'COL4_15'  // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!
0004: $2583 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 

:COL_4_28149
00D6: if 
0038:   $2583 == 2 // integer values 
004D: jump_if_false @COL_4_28227 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_4_28227 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @COL_4_28220 
00BC: text_highpriority 'COL4_15' 10000 ms 1  // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!

:COL_4_28220
0004: $2583 = 3 // integer values 

:COL_4_28227
00D6: if 
0038:   $2583 == 1 // integer values 
004D: jump_if_false @COL_4_28322 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_4_28296 
03CF: load_wav 'COL4_15' as 1 
0004: $2583 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_4_28322 

:COL_4_28296
00D6: if 
001C:   $4811 > $2605 // integer values 
004D: jump_if_false @COL_4_28322 
0004: $2583 = 0 // integer values 

:COL_4_28322
0002: jump @COL_4_28400 

:COL_4_28329
00D6: if 
0018:   $2583 > 0 // integer values 
004D: jump_if_false @COL_4_28400 
00D6: if 
0018:   $2583 > 1 // integer values 
004D: jump_if_false @COL_4_28393 
0004: $2583 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_4_4011 
0002: jump @COL_4_28400 

:COL_4_28393
0004: $2583 = 0 // integer values 

:COL_4_28400
0002: jump @COL_4_4011 

:COL_4_28407
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:COL_4_28424
0004: $PASSED_COL4_SIR_YES_SIR = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 23500 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 23500 
0318: set_latest_mission_passed 'COL_4'  // Sir, Yes Sir!
030C: progress_made += 1 
0394: play_music 1 
0164: disable_marker $228 
0051: return 

:COL_4_28487
0004: $ONMISSION = 0 // integer values 
0164: disable_marker $2516 
01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 
01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 
01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 
01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 
01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814 25.0 
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #RHINO 
0249: release_model #BARRACKS 
0249: release_model #ARMY 
0249: release_model #PATRIOT 
0249: release_model #RUGER 
0151: remove_status_text $2520 
0215: destroy_pickup $2510 
0215: destroy_pickup $2511 
0004: $1603 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:COL_4_28778
00D6: if 
003A:   $2507 == $2474 // integer values and handles 
004D: jump_if_false @COL_4_28845 
0084: $2530 = $2533 // integer values and handles 
0084: $2531 = $2539 // integer values and handles 
0086: $2661 = $2652 // floating-point values only 
0086: $2662 = $2653 // floating-point values only 
0084: $2471 = $2495 // integer values and handles 
0084: $2631 = $2632 // integer values and handles 

:COL_4_28845
00D6: if 
003A:   $2507 == $2478 // integer values and handles 
004D: jump_if_false @COL_4_28912 
0084: $2530 = $2534 // integer values and handles 
0084: $2531 = $2540 // integer values and handles 
0086: $2661 = $2648 // floating-point values only 
0086: $2662 = $2649 // floating-point values only 
0084: $2471 = $2496 // integer values and handles 
0084: $2631 = $2633 // integer values and handles 

:COL_4_28912
00D6: if 
003A:   $2507 == $2504 // integer values and handles 
004D: jump_if_false @COL_4_28979 
0084: $2530 = $2536 // integer values and handles 
0084: $2531 = $2541 // integer values and handles 
0086: $2661 = $2650 // floating-point values only 
0086: $2662 = $2651 // floating-point values only 
0084: $2471 = $2497 // integer values and handles 
0084: $2631 = $2634 // integer values and handles 

:COL_4_28979
00D6: if 
003A:   $2507 == $2482 // integer values and handles 
004D: jump_if_false @COL_4_29046 
0084: $2530 = $2537 // integer values and handles 
0084: $2531 = $2542 // integer values and handles 
0086: $2661 = $2645 // floating-point values only 
0086: $2662 = $2646 // floating-point values only 
0084: $2471 = $2498 // integer values and handles 
0084: $2631 = $2635 // integer values and handles 

:COL_4_29046
00D6: if 
01C1:   car $2506 stopped 
004D: jump_if_false @COL_4_30693 
0407: create_coordinate $2659 $2660 $447 from_car $2506 offset 0.0 7.0 0.0 
00D6: if 
8118:   not actor $2507 dead 
004D: jump_if_false @COL_4_30686 
00D6: if 
00F6:   player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 
004D: jump_if_false @COL_4_29607 
00D6: if 
0038:   $2530 == 5 // integer values 
004D: jump_if_false @COL_4_29174 
0004: $2530 = 0 // integer values 

:COL_4_29174
00D6: if 
0038:   $2530 == 0 // integer values 
004D: jump_if_false @COL_4_29385 
00D6: if 
044B:   actor $2507 on_foot 
004D: jump_if_false @COL_4_29276 
011C: actor $2507 clear_objective 
01D2: actor $2507 follow_player $PLAYER_CHAR 
00D6: if 
0038:   $2581 == 0 // integer values 
004D: jump_if_false @COL_4_29262 
0004: $2581 = 1 // integer values 
0084: $2603 = $4811 // integer values and handles 
0008: $2603 += 6000 // integer values 

:COL_4_29262
0004: $2530 = 1 // integer values 
0002: jump @COL_4_29360 

:COL_4_29276
00D6: if 
803A:   not  $2507 == $2504 // integer values and handles 
004D: jump_if_false @COL_4_29360 
00D6: if 
00DF:   actor $2507 driving 
004D: jump_if_false @COL_4_29360 
03C0: $2494 = actor $2507 car 
020A: set_car $2494 door_status_to 1 
00D6: if 
003A:   $2494 == $2470 // integer values and handles 
004D: jump_if_false @COL_4_29352 
0004: $2544 = 2 // integer values 

:COL_4_29352
01D3: actor $2507 leave_car $2494 

:COL_4_29360
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_29385 
0004: $2527 = 1 // integer values 

:COL_4_29385
00D6: if 
0038:   $2530 == 1 // integer values 
004D: jump_if_false @COL_4_29514 
00D6: if 
80DF:   not actor $2507 driving 
004D: jump_if_false @COL_4_29514 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $2507 radius 2.5 2.5 
004D: jump_if_false @COL_4_29514 
00D6: if 
0038:   $2582 == 0 // integer values 
004D: jump_if_false @COL_4_29491 
0004: $2582 = 1 // integer values 
0084: $2604 = $4811 // integer values and handles 
0008: $2604 += 6000 // integer values 

:COL_4_29491
0084: $2531 = $4811 // integer values and handles 
0008: $2531 += 7000 // integer values 
0004: $2530 = 2 // integer values 

:COL_4_29514
00D6: if 
0038:   $2530 == 2 // integer values 
004D: jump_if_false @COL_4_29607 
00D6: if 
001C:   $4811 > $2531 // integer values 
004D: jump_if_false @COL_4_29607 
00D6: if 
0038:   $2579 == 0 // integer values 
004D: jump_if_false @COL_4_29592 
0004: $2579 = 1 // integer values 
0084: $2601 = $4811 // integer values and handles 
0008: $2601 += 6000 // integer values 

:COL_4_29592
01CA: actor $2507 kill_player $PLAYER_CHAR 
0004: $2530 = 3 // integer values 

:COL_4_29607
00D6: if 
0038:   $2530 == 0 // integer values 
004D: jump_if_false @COL_4_29648 
00D6: if 
80DF:   not actor $2507 driving 
004D: jump_if_false @COL_4_29648 
0004: $2530 = 5 // integer values 

:COL_4_29648
00D6: if 
80F6:   not player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 
004D: jump_if_false @COL_4_30321 
00D6: if or
0038:   $2530 == 1 // integer values 
0038:   $2530 == 2 // integer values 
0038:   $2530 == 3 // integer values 
004D: jump_if_false @COL_4_29866 
0086: $2657 = $2659 // floating-point values only 
0009: $2657 += 4.0 // floating-point values 
0086: $2658 = $2660 // floating-point values only 
0009: $2658 += 4.0 // floating-point values 
0086: $445 = $2657 // floating-point values only 
000D: $445 -= 8.0 // floating-point values 
0086: $446 = $2658 // floating-point values only 
000D: $446 -= 8.0 // floating-point values 
053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 
00D6: if 
0038:   $2471 == -1 // integer values 
004D: jump_if_false @COL_4_29852 
0004: $2530 = 5 // integer values 
0004: $2518 = 0 // integer values 
0002: jump @COL_4_29866 

:COL_4_29852
0004: $2530 = 0 // integer values 
0004: $2518 = 1 // integer values 

:COL_4_29866
00D6: if 
0038:   $2530 == 8 // integer values 
004D: jump_if_false @COL_4_29996 
00D6: if 
80DF:   not actor $2507 driving 
004D: jump_if_false @COL_4_29996 
00D6: if 
8119:   not car $2471 wrecked 
004D: jump_if_false @COL_4_29931 
01D5: actor $2507 go_to_and_drive_car $2471 
0002: jump @COL_4_29943 

:COL_4_29931
011C: actor $2507 clear_objective 
0004: $2530 = 5 // integer values 

:COL_4_29943
01C3: remove_references_to_car $2471 
00D6: if 
0038:   $2583 == 0 // integer values 
004D: jump_if_false @COL_4_29989 
0004: $2583 = 1 // integer values 
0084: $2605 = $4811 // integer values and handles 
0008: $2605 += 4000 // integer values 

:COL_4_29989
0004: $2530 = 4 // integer values 

:COL_4_29996
00D6: if 
0038:   $2530 == 0 // integer values 
004D: jump_if_false @COL_4_30314 
00D6: if 
8038:   not  $2518 == 1 // integer values 
004D: jump_if_false @COL_4_30123 
0086: $2657 = $2659 // floating-point values only 
0009: $2657 += 4.0 // floating-point values 
0086: $2658 = $2660 // floating-point values only 
0009: $2658 += 4.0 // floating-point values 
0086: $445 = $2657 // floating-point values only 
000D: $445 -= 8.0 // floating-point values 
0086: $446 = $2658 // floating-point values only 
000D: $446 -= 8.0 // floating-point values 
053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 

:COL_4_30123
00D6: if 
8038:   not  $2471 == -1 // integer values 
004D: jump_if_false @COL_4_30314 
00D6: if 
0119:   car $2471 wrecked 
004D: jump_if_false @COL_4_30190 
00AE: set_vehicle $2506 traffic_behavior_to 3 
01C3: remove_references_to_car $2471 
0004: $2530 = 5 // integer values 
0004: $2471 = -1 // integer values 
0002: jump @COL_4_30314 

:COL_4_30190
00D6: if 
80DF:   not actor $2507 driving 
004D: jump_if_false @COL_4_30233 
01D5: actor $2507 go_to_and_drive_car $2471 
01C3: remove_references_to_car $2471 
0004: $2530 = 4 // integer values 
0002: jump @COL_4_30289 

:COL_4_30233
03C0: $2494 = actor $2507 car 
020A: set_car $2494 door_status_to 1 
00D6: if 
003A:   $2494 == $2470 // integer values and handles 
004D: jump_if_false @COL_4_30274 
0004: $2544 = 2 // integer values 

:COL_4_30274
01D3: actor $2507 leave_car $2494 
0004: $2530 = 8 // integer values 

:COL_4_30289
00D6: if 
0038:   $2527 == 0 // integer values 
004D: jump_if_false @COL_4_30314 
0004: $2527 = 1 // integer values 

:COL_4_30314
0004: $2518 = 0 // integer values 

:COL_4_30321
00D6: if 
0038:   $2530 == 4 // integer values 
004D: jump_if_false @COL_4_30571 
00D6: if 
00DF:   actor $2507 driving 
004D: jump_if_false @COL_4_30490 
01C3: remove_references_to_car $2471 
0004: $2471 = -1 // integer values 
03C0: $2471 = actor $2507 car 
00AA: store_car $2471 position_to $445 $446 $447 
000D: $445 -= 10.0 // floating-point values 
000D: $446 -= 25.0 // floating-point values 
02C0: set $2661 $2662 $447 to_ped_path_coords_closest_to $445 $446 $447 
00AD: set_car $2471 max_speed_to 20.0 
00AE: set_vehicle $2471 traffic_behavior_to 2 
02C2: car $2471 drive_to_point $2661 $2662 $447 
0084: $2531 = $4811 // integer values and handles 
0008: $2531 += 10000 // integer values 
0004: $2530 = 6 // integer values 
0002: jump @COL_4_30571 

:COL_4_30490
00D6: if 
0119:   car $2471 wrecked 
004D: jump_if_false @COL_4_30525 
011C: actor $2507 clear_objective 
0004: $2530 = 5 // integer values 
0002: jump @COL_4_30571 

:COL_4_30525
00D6: if 
81AD:   not car $2471 sphere 0 near_point $2659 $2660 radius 4.0 4.0 
004D: jump_if_false @COL_4_30571 
011C: actor $2507 clear_objective 
0004: $2530 = 5 // integer values 

:COL_4_30571
00D6: if 
0038:   $2530 == 6 // integer values 
004D: jump_if_false @COL_4_30686 
00D6: if 
00EE:   actor $2507 0 $2661 $2662 radius 3.0 3.0 
004D: jump_if_false @COL_4_30637 
0004: $2530 = 5 // integer values 
0002: jump @COL_4_30686 

:COL_4_30637
00D6: if 
001C:   $4811 > $2531 // integer values 
004D: jump_if_false @COL_4_30663 
0004: $2530 = 5 // integer values 

:COL_4_30663
00D6: if 
80DF:   not actor $2507 driving 
004D: jump_if_false @COL_4_30686 
0004: $2530 = 5 // integer values 

:COL_4_30686
0002: jump @COL_4_30725 

:COL_4_30693
00D6: if and
8038:   not  $2530 == 0 // integer values 
8038:   not  $2530 == 5 // integer values 
004D: jump_if_false @COL_4_30725 
0004: $2530 = 5 // integer values 

:COL_4_30725
00D6: if 
003A:   $2507 == $2474 // integer values and handles 
004D: jump_if_false @COL_4_30792 
0084: $2533 = $2530 // integer values and handles 
0084: $2539 = $2531 // integer values and handles 
0086: $2652 = $2661 // floating-point values only 
0086: $2653 = $2662 // floating-point values only 
0084: $2495 = $2471 // integer values and handles 
0084: $2632 = $2631 // integer values and handles 

:COL_4_30792
00D6: if 
003A:   $2507 == $2478 // integer values and handles 
004D: jump_if_false @COL_4_30859 
0084: $2534 = $2530 // integer values and handles 
0084: $2540 = $2531 // integer values and handles 
0086: $2648 = $2661 // floating-point values only 
0086: $2649 = $2662 // floating-point values only 
0084: $2496 = $2471 // integer values and handles 
0084: $2633 = $2631 // integer values and handles 

:COL_4_30859
00D6: if 
003A:   $2507 == $2504 // integer values and handles 
004D: jump_if_false @COL_4_30926 
0084: $2536 = $2530 // integer values and handles 
0084: $2541 = $2531 // integer values and handles 
0086: $2650 = $2661 // floating-point values only 
0086: $2651 = $2662 // floating-point values only 
0084: $2497 = $2471 // integer values and handles 
0084: $2634 = $2631 // integer values and handles 

:COL_4_30926
00D6: if 
003A:   $2507 == $2482 // integer values and handles 
004D: jump_if_false @COL_4_30993 
0084: $2537 = $2530 // integer values and handles 
0084: $2542 = $2531 // integer values and handles 
0086: $2645 = $2661 // floating-point values only 
0086: $2646 = $2662 // floating-point values only 
0084: $2498 = $2471 // integer values and handles 
0084: $2635 = $2631 // integer values and handles 

:COL_4_30993
0051: return 

:COL_4_30995
01B2: give_actor $2472 weapon 27 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2472 threat_search 
0243: set_actor $2472 ped_stats_to 16 
0319: set_actor $2472 running 1 
0051: return 

:COL_4_31026
00D6: if 
0038:   $2644 == 0 // integer values 
004D: jump_if_false @COL_4_31087 
0291: set_actor $2512 attack_when_provoked 1 
011A: set_actor $2512 search_threat 1 
0239: actor $2512 run_to -829.7494 -1491.996 
0411: set_actor $2512 use_pednode_seek 0 
0004: $2644 = 1 // integer values 

:COL_4_31087
00D6: if 
0038:   $2644 == 1 // integer values 
004D: jump_if_false @COL_4_31210 
00D6: if 
04FF:  $2512 
004D: jump_if_false @COL_4_31143 
0239: actor $2512 run_to -829.7494 -1491.996 
0411: set_actor $2512 use_pednode_seek 0 

:COL_4_31143
00D6: if 
00ED:   actor $2512 0 -829.7494 -1491.996 radius 1.0 1.0 
004D: jump_if_false @COL_4_31210 
0239: actor $2512 run_to -826.0425 -1493.517 
0411: set_actor $2512 use_pednode_seek 0 
0004: $2644 = 2 // integer values 

:COL_4_31210
00D6: if 
0038:   $2644 == 2 // integer values 
004D: jump_if_false @COL_4_31316 
00D6: if 
04FF:  $2512 
004D: jump_if_false @COL_4_31266 
0239: actor $2512 run_to -826.0425 -1493.517 
0411: set_actor $2512 use_pednode_seek 0 

:COL_4_31266
00D6: if 
00ED:   actor $2512 0 -826.0425 -1493.517 radius 1.0 1.0 
004D: jump_if_false @COL_4_31316 
009B: destroy_actor_instantly $2512 
0004: $2644 = 3 // integer values 

:COL_4_31316
0051: return 

:COL_4_31318
00D6: if 
001C:   $2781 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL_4_31353 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL_4_31318 

:COL_4_31353
0051: return 

:COL_4_31355
00D6: if 
8119:   not car $2514 wrecked 
004D: jump_if_false @COL_4_31895 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $2514 
004D: jump_if_false @COL_4_31852 
00D6: if 
8118:   not actor $2515 dead 
004D: jump_if_false @COL_4_31692 
00D6: if 
00DB:   actor $2515 in_car $2514 
004D: jump_if_false @COL_4_31557 
00D6: if 
8038:   not  $2525 == 0 // integer values 
004D: jump_if_false @COL_4_31486 
00D6: if 
8118:   not actor $2513 dead 
004D: jump_if_false @COL_4_31474 
01CA: actor $2513 kill_player $PLAYER_CHAR 
0002: jump @COL_4_31479 

:COL_4_31474
0465: remove_actor $2513 from_turret_mode 

:COL_4_31479
0002: jump @COL_4_31550 

:COL_4_31486
00D6: if 
0118:   actor $2513 dead 
004D: jump_if_false @COL_4_31534 
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_31527 
0004: $2525 = 1 // integer values 

:COL_4_31527
0002: jump @COL_4_31550 

:COL_4_31534
020F: actor $2513 look_at_player $PLAYER_CHAR 
04C6: actor $2513 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 

:COL_4_31550
0002: jump @COL_4_31685 

:COL_4_31557
00D6: if 
0038:   $2566 == 0 // integer values 
004D: jump_if_false @COL_4_31685 
00D6: if 
8118:   not actor $2513 dead 
004D: jump_if_false @COL_4_31685 
0465: remove_actor $2513 from_turret_mode 
0407: create_coordinate $445 $446 $447 from_car $2514 offset 0.0 -11.0 0.0 
0239: actor $2513 run_to $445 $446 
00D6: if 
00ED:   actor $2513 0 $445 $446 radius 2.0 2.0 
004D: jump_if_false @COL_4_31685 
01CA: actor $2513 kill_player $PLAYER_CHAR 
0004: $2566 = 1 // integer values 

:COL_4_31685
0002: jump @COL_4_31845 

:COL_4_31692
00D6: if 
0038:   $2525 == 0 // integer values 
004D: jump_if_false @COL_4_31717 
0004: $2525 = 1 // integer values 

:COL_4_31717
00D6: if 
0038:   $2566 == 0 // integer values 
004D: jump_if_false @COL_4_31845 
00D6: if 
8118:   not actor $2513 dead 
004D: jump_if_false @COL_4_31845 
0465: remove_actor $2513 from_turret_mode 
0407: create_coordinate $445 $446 $447 from_car $2514 offset 0.0 -11.0 0.0 
0239: actor $2513 run_to $445 $446 
00D6: if 
00ED:   actor $2513 0 $445 $446 radius 2.0 2.0 
004D: jump_if_false @COL_4_31845 
01CA: actor $2513 kill_player $PLAYER_CHAR 
0004: $2566 = 1 // integer values 

:COL_4_31845
0002: jump @COL_4_31888 

:COL_4_31852
02AA: set_car $2514 immune_to_nonplayer 0 
0465: remove_actor $2513 from_turret_mode 
00D6: if 
8118:   not actor $2513 dead 
004D: jump_if_false @COL_4_31888 
01CA: actor $2513 kill_player $PLAYER_CHAR 

:COL_4_31888
0002: jump @COL_4_31924 

:COL_4_31895
0465: remove_actor $2513 from_turret_mode 
00D6: if 
8118:   not actor $2513 dead 
004D: jump_if_false @COL_4_31924 
01CA: actor $2513 kill_player $PLAYER_CHAR 

:COL_4_31924
0051: return 

//-------------Mission 11---------------
// Originally: All Hands On Deck!

:COL_5
0050: gosub @COL_5_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COL_5_27 
0050: gosub @COL_5_30415 

:COL_5_27
0050: gosub @COL_5_30906 
004E: end_thread 

:COL_5_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'COL_5' 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'GENERA5' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
0005: $2810 = 0.0 // floating-point values 
0004: $2749 = 0 // integer values 
0004: $2750 = 0 // integer values 
0004: $2741 = 0 // integer values 
0004: $2742 = 0 // integer values 
0004: $2746 = 0 // integer values 
0004: $2747 = 0 // integer values 
0004: $2748 = 0 // integer values 
0004: $2751 = 0 // integer values 
0004: $2753 = 0 // integer values 
0004: $2754 = 0 // integer values 
0004: $2755 = 0 // integer values 
0004: $2756 = 0 // integer values 
0004: $2757 = 0 // integer values 
0004: $2759 = 0 // integer values 
0004: $2760 = 0 // integer values 
0004: $2761 = 0 // integer values 
0004: $2762 = 0 // integer values 
0004: $2763 = -2 // integer values 
0004: $2607 = 0 // integer values 
0004: $2560 = 0 // integer values 
0004: $2561 = 0 // integer values 
0004: $2562 = 0 // integer values 
0004: $2563 = 0 // integer values 
0004: $2568 = 0 // integer values 
0004: $2570 = 0 // integer values 
0004: $2571 = 0 // integer values 
0004: $2573 = 0 // integer values 
0004: $2574 = 0 // integer values 
0004: $2575 = 0 // integer values 
0004: $2576 = 0 // integer values 
0004: $2577 = 0 // integer values 
0004: $2579 = 0 // integer values 
0004: $2585 = 0 // integer values 
0004: $2586 = 0 // integer values 
0004: $2587 = 0 // integer values 
0004: $2588 = 0 // integer values 
0004: $2591 = 0 // integer values 
0004: $2593 = 0 // integer values 
0004: $2594 = 0 // integer values 
0004: $2596 = 0 // integer values 
0004: $2597 = 0 // integer values 
0004: $2598 = 0 // integer values 
0004: $2599 = 0 // integer values 
0004: $2600 = 0 // integer values 
0004: $2601 = 0 // integer values 
0004: $2768 = 0 // integer values 
0004: $2769 = 0 // integer values 
0004: $2770 = 0 // integer values 
0004: $2771 = 0 // integer values 
0004: $2772 = 0 // integer values 
0004: $2766 = 0 // integer values 
0004: $2784 = -1 // integer values 
0004: $2785 = -1 // integer values 
0004: $2799 = -1 // integer values 
0004: $2786 = -1 // integer values 
0004: $2767 = -1 // integer values 
0004: $2775 = 0 // integer values 
0004: $2776 = 0 // integer values 
0004: $2779 = 0 // integer values 
0004: $2780 = 0 // integer values 
0004: $2788 = 0 // integer values 
0004: $2789 = 0 // integer values 
0004: $2790 = 0 // integer values 
0004: $2791 = 0 // integer values 
0004: $2792 = 0 // integer values 
0004: $2793 = 0 // integer values 
0004: $2794 = 0 // integer values 
0004: $2795 = 0 // integer values 
0004: $2796 = 0 // integer values 
0004: $2797 = 0 // integer values 
0004: $2798 = 0 // integer values 
0004: $2787 = 0 // integer values 
0004: $2800 = 0 // integer values 
0004: $2801 = 0 // integer values 
0004: $2773 = 0 // integer values 
0004: $2774 = 0 // integer values 
0005: $2805 = 10.0 // floating-point values 
0004: $2739 = 0 // integer values 
0004: $2778 = 0 // integer values 
0004: $2783 = 0 // integer values 
0004: $2740 = 0 // integer values 
0004: $2764 = -1 // integer values 
01BB: store_object $714 position_to $448 $449 $450 
0086: $2812 = $448 // floating-point values only 
0086: $2813 = $449 // floating-point values only 
0086: $2814 = $450 // floating-point values only 
0482:  6.0 
00C0: set_current_time 6 0 
01B6: set_weather 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONA' 
023C: load_special_actor 4 'CGONB' 
0247: request_model #YT_MAIN_BODY 
0247: request_model #YT_MAIN_BODY2 
0247: request_model #YT_DOORS14 
0247: request_model #YT_TMP_BOAT 
0247: request_model #LODMAIN_BODY 
0247: request_model #BIG_POLY_TINGS 
0247: request_model #YT_GANGPLNK_TMP 
038B: load_requested_models 

:COL_5_811
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @COL_5_849 
0001: wait 0 ms 
0002: jump @COL_5_811 

:COL_5_849
00D6: if or
8248:   not model #YT_MAIN_BODY available 
8248:   not model #YT_MAIN_BODY2 available 
8248:   not model #YT_DOORS14 available 
8248:   not model #YT_TMP_BOAT available 
8248:   not model #LODMAIN_BODY available 
8248:   not model #BIG_POLY_TINGS available 
004D: jump_if_false @COL_5_895 
0001: wait 0 ms 
0002: jump @COL_5_849 

:COL_5_895
00D6: if 
8248:   not model #YT_GANGPLNK_TMP available 
004D: jump_if_false @COL_5_921 
0001: wait 0 ms 
0002: jump @COL_5_895 

:COL_5_921
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_5A' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
02E5: $2270 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $2270 'CGONA' 
02E5: $2271 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $2271 'CGONB' 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
0004: $2781 = 791 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_1' 10000 ms 1  // Circumstances force a hasty departure, amigo.
0004: $2781 = 3435 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_2' 10000 ms 1  // What's the problem?
0004: $2781 = 4140 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_3' 10000 ms 1  // Ehh, the French want their missile technology back and after that last incident,
0004: $2781 = 7919 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_4' 10000 ms 1  // I feel it is time to find safer harbors.
0004: $2781 = 9945 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_5' 10000 ms 1  // Wouldn't it be safer to fly?
0004: $2781 = 11371 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_6' 10000 ms 1  // I'd be dead before I reached check-in. Besides, I need to get my merchandise out of the country.
0004: $2781 = 16000 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_7' 10000 ms 1  // Need another gun?
0004: $2781 = 17365 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5A_8' 10000 ms 1  // You, my friend, are worth ten guns...
0004: $2781 = 21837 // integer values 
0050: gosub @COL_5_30052 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:COL_5_1375
00D6: if 
016B:   fading 
004D: jump_if_false @COL_5_1399 
0001: wait 0 ms 
0002: jump @COL_5_1375 

:COL_5_1399
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @COL_5_1423 
0001: wait 0 ms 
0002: jump @COL_5_1399 

:COL_5_1423
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #YT_MAIN_BODY 
0249: release_model #YT_MAIN_BODY2 
0249: release_model #YT_DOORS14 
0249: release_model #YT_TMP_BOAT 
0249: release_model #LODMAIN_BODY 
0249: release_model #BIG_POLY_TINGS 
0249: release_model #YT_GANGPLNK_TMP 
04E3: unknown_player $PLAYER_CHAR 3 60000 
0247: request_model #HUNTER 
0247: request_model #DINGHY 
0247: request_model #SPEEDER 
0247: request_model #RIO 
0247: request_model #WASHING 
0247: request_model #MAVERICK 
0247: request_model #MARQUIS 
0247: request_model #TROPIC 
0247: request_model #RUGER 
0247: request_model #KATANA 
0247: request_model #HMOST 
0247: request_model #UZI 
0247: request_model #COLT45 
023C: load_special_actor 1 'IGCOLON' 
023C: load_special_actor 2 'CGONA' 
038B: load_requested_models 

:COL_5_1577
00D6: if or
8248:   not model #HUNTER available 
8248:   not model #DINGHY available 
8248:   not model #SPEEDER available 
8248:   not model #RIO available 
8248:   not model #WASHING available 
004D: jump_if_false @COL_5_1624 
0001: wait 0 ms 
0002: jump @COL_5_1577 

:COL_5_1624
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #MARQUIS available 
8248:   not model #TROPIC available 
8248:   not model #KATANA available 
8248:   not model #RUGER available 
004D: jump_if_false @COL_5_1671 
0001: wait 0 ms 
0002: jump @COL_5_1624 

:COL_5_1671
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #HMOST available 
8248:   not model #UZI available 
8248:   not model #COLT45 available 
004D: jump_if_false @COL_5_1715 
0001: wait 0 ms 
0002: jump @COL_5_1671 

:COL_5_1715
01B1: give_player $PLAYER_CHAR weapon 10 ammo 1 // Load the weapon model before using this 
035E: set_player $PLAYER_CHAR armour_to 200 
0225: $7451 = player $PLAYER_CHAR health 
00D6: if 
001A:   100 > $7451 // integer values 
004D: jump_if_false @COL_5_1765 
0222: set_player $PLAYER_CHAR health_to 100 

:COL_5_1765
0108: destroy_object $1784 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0108: destroy_object $716 
0108: destroy_object $720 
0108: destroy_object $721 
0400: create_coordinate $448 $449 $450 from_object $714 offset -0.277 -16.662 3.152 
0055: put_player $PLAYER_CHAR at $448 $449 $450 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
009A: $2684 = create_actor_pedtype 4 model #SPECIAL01 at $448 $449 $450 
0084: $2735 = $2684 // integer values and handles 
0050: gosub @COL_5_30341 
0446: set_actor $2684 dismemberment_possible 0 
02AB: set_actor $2684 immunities BP 0 FP 0 EP 1 CP 1 MP 0 
02E2: set_actor $2684 weapon_accuracy_to 40 
0223: set_actor $2684 health_to 500 
04F4: put_actor $2684 into_turret_on_object $714 at_object_offset -2.5 -1.996 4.179 position 0 shooting_angle 360.0 with_weapon 27 
009A: $2685 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 
0084: $2735 = $2685 // integer values and handles 
0050: gosub @COL_5_30341 
04F4: put_actor $2685 into_turret_on_object $714 at_object_offset 4.288 -11.674 4.179 position 0 shooting_angle 360.0 with_weapon 27 
009A: $2686 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 
0084: $2735 = $2686 // integer values and handles 
0050: gosub @COL_5_30341 
04F4: put_actor $2686 into_turret_on_object $714 at_object_offset -4.215 -8.161 4.179 position 0 shooting_angle 360.0 with_weapon 27 
009A: $2687 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 
0084: $2735 = $2687 // integer values and handles 
0050: gosub @COL_5_30341 
04F4: put_actor $2687 into_turret_on_object $714 at_object_offset 4.267 -4.745 4.179 position 0 shooting_angle 360.0 with_weapon 27 
009A: $2730 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 
0084: $2735 = $2730 // integer values and handles 
0050: gosub @COL_5_30341 
04F4: put_actor $2730 into_turret_on_object $714 at_object_offset -4.225 -12.46 4.179 position 0 shooting_angle 360.0 with_weapon 27 
049E: set_scripted_file $722 speed_to 0.0 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COL_5_2807 
00A5: $2691 = create_car #HUNTER at 36.0195 -447.5407 15.017 
00A5: $2689 = create_car #HUNTER at 36.0195 -447.5407 15.017 
009A: $2690 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2670 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2671 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2672 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2673 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2678 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2679 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2680 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2681 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2703 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2704 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2705 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2706 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2708 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2709 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2710 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2725 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2726 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
009A: $2727 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 
00A5: $2682 = create_car #WASHING at -238.2693 -1361.33 7.0786 
00A5: $2677 = create_car #WASHING at -238.2693 -1361.33 7.0786 

:COL_5_2807
00A5: $2674 = create_car #MARQUIS at -327.2818 -1207.3 6.0 
0175: set_car $2674 z_angle_to 90.0 
02AA: set_car $2674 immune_to_nonplayer 1 
00A5: $2675 = create_car #SPEEDER at -332.1327 -1221.623 6.0 
0175: set_car $2675 z_angle_to 90.0 
02AA: set_car $2675 immune_to_nonplayer 1 
00A5: $2676 = create_car #RIO at -332.6164 -1233.008 6.0 
0175: set_car $2676 z_angle_to 90.0 
02AA: set_car $2676 immune_to_nonplayer 1 
01BD: $4811 = current_time_in_ms 
0084: $2752 = $4811 // integer values and handles 
0008: $2752 += 12000 // integer values 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position -410.4125 -1320.864 12.1604 0.0 rotation 0.0 0.0 
0160: point_camera -409.6047 -1320.275 12.1915 switchstyle 2 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 6100 // integer values 

:COL_5_3041
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COL_5_3188 
00D6: if 
84A8:   not player $PLAYER_CHAR driving_boat 
004D: jump_if_false @COL_5_3188 
00D6: if 
8118:   not actor $2684 dead 
004D: jump_if_false @COL_5_3124 
0321: kill_actor $2684 

:COL_5_3124
00BC: text_highpriority 'COL5_B3' 5000 ms 1  // ~r~The Colonel is dead!
0169: set_fade_color 225 225 225 
016A: fade 0 1000 ms 

:COL_5_3157
00D6: if 
016B:   fading 
004D: jump_if_false @COL_5_3181 
0001: wait 0 ms 
0002: jump @COL_5_3157 

:COL_5_3181
0002: jump @COL_5_30415 

:COL_5_3188
00D6: if 
0038:   $2787 == 0 // integer values 
004D: jump_if_false @COL_5_3250 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 
00D6: if 
001A:   1 > $2744 // integer values 
004D: jump_if_false @COL_5_3250 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 50000 // Load the weapon model before using this 

:COL_5_3250
00D6: if 
0038:   $2740 == 0 // integer values 
004D: jump_if_false @COL_5_3318 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $2743 ammo $2744 model $2745 
00D6: if 
001A:   1 > $2744 // integer values 
004D: jump_if_false @COL_5_3318 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 50000 // Load the weapon model before using this 
0004: $2740 = 1 // integer values 

:COL_5_3318
00D6: if 
0038:   $2766 == 2 // integer values 
004D: jump_if_false @COL_5_3500 
00D6: if 
0038:   $2773 == 0 // integer values 
004D: jump_if_false @COL_5_3426 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 
00D6: if 
001A:   1 > $2744 // integer values 
004D: jump_if_false @COL_5_3426 
00BC: text_highpriority 'COL5_B6' 5000 ms 1  // ~g~You have run out of ammo, get more from the stairs on the top deck.
0084: $2801 = $4811 // integer values and handles 
0008: $2801 += 4000 // integer values 
0004: $2773 = 1 // integer values 

:COL_5_3426
00D6: if 
0038:   $2774 == 0 // integer values 
004D: jump_if_false @COL_5_3500 
00D6: if 
8183:   not player $PLAYER_CHAR health > 40 
004D: jump_if_false @COL_5_3500 
00BC: text_highpriority 'COL5_B7' 5000 ms 1  // ~g~You are running low on health, get more from the stairs on the top deck.
0084: $2801 = $4811 // integer values and handles 
0008: $2801 += 4000 // integer values 
0004: $2774 = 1 // integer values 

:COL_5_3500
00D6: if 
0038:   $2798 == 0 // integer values 
004D: jump_if_false @COL_5_3595 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_3595 
015F: set_camera_position -381.3522 -1363.918 18.9859 0.0 rotation 0.0 0.0 
0160: point_camera -381.1456 -1362.953 18.8254 switchstyle 2 
0004: $2798 = 1 // integer values 

:COL_5_3595
00D6: if 
0038:   $2798 == 1 // integer values 
004D: jump_if_false @COL_5_3728 
00D6: if 
0018:   $2751 > 0 // integer values 
004D: jump_if_false @COL_5_3728 
03CB: set_camera -264.5628 -1231.901 10.8113 
015F: set_camera_position -264.5628 -1231.901 10.8113 0.0 rotation 0.0 0.0 
00D6: if 
8119:   not car $2677 wrecked 
004D: jump_if_false @COL_5_3705 
0158: camera_on_vehicle $2677 mode 15 switchstyle 2 

:COL_5_3705
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 5500 // integer values 
0004: $2798 = 2 // integer values 

:COL_5_3728
00D6: if 
0038:   $2798 == 2 // integer values 
004D: jump_if_false @COL_5_3839 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_3839 
015F: set_camera_position -233.0363 -1221.283 9.3205 0.0 rotation 0.0 0.0 
0160: point_camera -233.9623 -1220.907 9.3547 switchstyle 2 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0004: $2798 = 3 // integer values 

:COL_5_3839
00D6: if 
0038:   $2798 == 3 // integer values 
004D: jump_if_false @COL_5_3950 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_3950 
015F: set_camera_position -267.5756 -1219.911 10.2994 0.0 rotation 0.0 0.0 
0160: point_camera -268.5739 -1219.966 10.2809 switchstyle 2 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0004: $2798 = 4 // integer values 

:COL_5_3950
00D6: if 
0038:   $2798 == 4 // integer values 
004D: jump_if_false @COL_5_4061 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_4061 
015F: set_camera_position -351.4564 -1232.334 10.4296 0.0 rotation 0.0 0.0 
0160: point_camera -350.6927 -1231.689 10.4065 switchstyle 2 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0004: $2798 = 5 // integer values 

:COL_5_4061
00D6: if 
0038:   $2798 == 5 // integer values 
004D: jump_if_false @COL_5_4259 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_4259 
0176: $2811 = object $714 z_angle 
0171: set_player $PLAYER_CHAR z_angle_to $2811 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
0038:   $2800 == 1 // integer values 
004D: jump_if_false @COL_5_4196 
00BC: text_highpriority 'COL5_B2' 5000 ms 1  // ~g~Get up front and clear the route for the Colonel's yacht.
0084: $2801 = $4811 // integer values and handles 
0008: $2801 += 4000 // integer values 
0008: $2800 += 1 // integer values 

:COL_5_4196
00D6: if 
0038:   $2800 == 0 // integer values 
004D: jump_if_false @COL_5_4252 
00BC: text_highpriority 'COL5_B1' 5000 ms 1  // ~g~Defend the Colonel and his yacht at all costs.
0084: $2801 = $4811 // integer values and handles 
0008: $2801 += 4000 // integer values 
0008: $2800 += 1 // integer values 

:COL_5_4252
0004: $2798 = 6 // integer values 

:COL_5_4259
00D6: if 
0038:   $2798 == 10 // integer values 
004D: jump_if_false @COL_5_4387 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_4387 
015F: set_camera_position 223.1382 976.4195 11.1547 0.0 rotation 0.0 0.0 
0160: point_camera 222.8153 975.4747 11.2115 switchstyle 2 
03CB: set_camera 222.8153 975.4747 11.2115 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0004: $2798 = 5 // integer values 

:COL_5_4387
00D6: if 
0038:   $2798 == 15 // integer values 
004D: jump_if_false @COL_5_4498 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_4498 
015F: set_camera_position 203.4923 871.4227 23.2555 0.0 rotation 0.0 0.0 
0160: point_camera 203.3397 872.3857 23.0336 switchstyle 2 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0004: $2798 = 16 // integer values 

:COL_5_4498
00D6: if 
0038:   $2742 == 2 // integer values 
004D: jump_if_false @COL_5_4655 
00D6: if 
816B:   not fading 
004D: jump_if_false @COL_5_4655 
015F: set_camera_position 75.9 748.5027 10.4895 0.0 rotation 0.0 0.0 
00D6: if 
8119:   not car $2689 wrecked 
004D: jump_if_false @COL_5_4586 
0158: camera_on_vehicle $2689 mode 15 switchstyle 2 

:COL_5_4586
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0395: clear_area 1 at 189.6395 888.1066 range 12.6813 60.0 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0004: $2798 = 5 // integer values 
0004: $2742 = 3 // integer values 

:COL_5_4655
00D6: if 
0038:   $2798 == 16 // integer values 
004D: jump_if_false @COL_5_4775 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_4775 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:COL_5_4707
00D6: if 
016B:   fading 
004D: jump_if_false @COL_5_4731 
0001: wait 0 ms 
0002: jump @COL_5_4707 

:COL_5_4731
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
049F: set_scripted_file $722 distance_along_path_to 3250.0 
049E: set_scripted_file $722 speed_to 0.0 
02EB: restore_camera_with_jumpcut 
0001: wait 0 ms 
0001: wait 0 ms 
0002: jump @COL_5_26449 

:COL_5_4775
01BB: store_object $714 position_to $448 $449 $450 
0176: $2811 = object $714 z_angle 
00D6: if 
0038:   $2741 == 0 // integer values 
004D: jump_if_false @COL_5_4878 
00D6: if 
0022:   5.0 > $2810 // floating-point values 
004D: jump_if_false @COL_5_4853 
0078: $2810 += frame_delta_time * 0.01 // floating-point values 
0002: jump @COL_5_4870 

:COL_5_4853
0005: $2810 = 5.0 // floating-point values 
0004: $2741 = 1 // integer values 

:COL_5_4870
049E: set_scripted_file $722 speed_to $2810 

:COL_5_4878
00D6: if 
0038:   $2768 == 0 // integer values 
004D: jump_if_false @COL_5_5028 
00D6: if 
04E5:   object $714 near_point -277.999 614.19 radius 25.0 25.0 sphere 0 
004D: jump_if_false @COL_5_4973 
00D6: if 
0038:   $2787 == 0 // integer values 
004D: jump_if_false @COL_5_4959 
0004: $2787 = 1 // integer values 

:COL_5_4959
0004: $2768 = 3 // integer values 
0002: jump @COL_5_5028 

:COL_5_4973
00D6: if and
0038:   $2769 == 1 // integer values 
0038:   $2770 == 1 // integer values 
0038:   $2771 == 1 // integer values 
004D: jump_if_false @COL_5_5028 
0084: $2772 = $4811 // integer values and handles 
0008: $2772 += 8000 // integer values 
0004: $2768 = 1 // integer values 

:COL_5_5028
00D6: if 
0038:   $2787 == 1 // integer values 
004D: jump_if_false @COL_5_5972 
01C3: remove_references_to_car $2677 
01C3: remove_references_to_car $2682 
01C3: remove_references_to_car $2674 
01C3: remove_references_to_car $2675 
01C3: remove_references_to_car $2676 
01C2: remove_references_to_actor $2670 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2671 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2672 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2673 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2678 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2679 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2680 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2681 // Like turning an actor into a random pedestrian 
00A5: $2694 = create_car #DINGHY at 246.161 934.99 6.0 
0175: set_car $2694 z_angle_to 165.0 
0129: $2711 = create_actor 9 #HMOST in_car $2694 driverseat 
009A: $2712 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 
0084: $2734 = $2712 // integer values and handles 
0050: gosub @COL_5_30226 
0464: put_actor $2712 into_turret_on_car $2694 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
00A5: $2695 = create_car #DINGHY at 252.074 929.9 6.0 
0175: set_car $2695 z_angle_to 165.0 
0129: $2713 = create_actor 9 #HMOST in_car $2695 driverseat 
009A: $2714 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 
0084: $2734 = $2714 // integer values and handles 
0050: gosub @COL_5_30226 
0464: put_actor $2714 into_turret_on_car $2695 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
00A5: $2696 = create_car #RIO at 229.653 929.049 6.0 
0175: set_car $2696 z_angle_to 124.5 
0129: $2721 = create_actor 9 #HMOST in_car $2696 driverseat 
009A: $2715 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 
0084: $2734 = $2715 // integer values and handles 
0050: gosub @COL_5_30226 
0464: put_actor $2715 into_turret_on_car $2696 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 
00A5: $2697 = create_car #TROPIC at 217.382 940.656 6.0 
0175: set_car $2697 z_angle_to -136.5 
00A5: $2698 = create_car #DINGHY at 210.127 932.185 6.0 
0175: set_car $2698 z_angle_to 166.5 
0129: $2716 = create_actor 9 #HMOST in_car $2698 driverseat 
009A: $2717 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 
0084: $2734 = $2717 // integer values and handles 
0050: gosub @COL_5_30226 
0464: put_actor $2717 into_turret_on_car $2698 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
00A5: $2699 = create_car #MARQUIS at 201.639 942.166 6.0 
0175: set_car $2699 z_angle_to 72.0 
009A: $2718 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 
0084: $2734 = $2718 // integer values and handles 
0050: gosub @COL_5_30226 
0464: put_actor $2718 into_turret_on_car $2699 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 
009A: $2719 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 
0084: $2734 = $2719 // integer values and handles 
0050: gosub @COL_5_30226 
0464: put_actor $2719 into_turret_on_car $2699 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 
009A: $2720 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 
0084: $2734 = $2720 // integer values and handles 
0050: gosub @COL_5_30226 
0464: put_actor $2720 into_turret_on_car $2699 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 
00A5: $2700 = create_car #TROPIC at 187.631 953.41 6.0 
0175: set_car $2700 z_angle_to -126.0 
00A5: $2701 = create_car #MARQUIS at 168.216 955.625 6.0 
0175: set_car $2701 z_angle_to -106.5 
00A5: $2702 = create_car #TROPIC at 195.398 767.808 6.0 
0175: set_car $2702 z_angle_to -7.5 
0129: $2722 = create_actor 9 #HMOST in_car $2702 driverseat 
0004: $2787 = 2 // integer values 

:COL_5_5972
00D6: if 
0038:   $2768 == 1 // integer values 
004D: jump_if_false @COL_5_6031 
00D6: if 
001C:   $4811 > $2772 // integer values 
004D: jump_if_false @COL_5_6031 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
0004: $2768 = 2 // integer values 

:COL_5_6031
00D6: if 
0038:   $2768 == 3 // integer values 
004D: jump_if_false @COL_5_6305 
00D6: if 
0038:   $2787 == 0 // integer values 
004D: jump_if_false @COL_5_6074 
0004: $2787 = 1 // integer values 

:COL_5_6074
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0400: create_coordinate $448 $449 $450 from_object $714 offset -0.277 -16.662 3.152 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COL_5_6147 
0055: put_player $PLAYER_CHAR at $448 $449 $450 
0002: jump @COL_5_6161 

:COL_5_6147
012A: put_player $PLAYER_CHAR at $448 $449 $450 and_remove_from_car 

:COL_5_6161
0171: set_player $PLAYER_CHAR z_angle_to $2811 
0373: set_camera_directly_behind_player 
03CB: set_camera $448 $449 $450 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position 160.3909 797.2673 7.6438 0.0 rotation 0.0 0.0 
0160: point_camera 159.4485 797.5592 7.8072 switchstyle 2 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 8500 // integer values 
0004: $2798 = 10 // integer values 
0001: wait 500 ms 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
0004: $2768 = 4 // integer values 

:COL_5_6305
00D6: if 
0038:   $2768 == 2 // integer values 
004D: jump_if_false @COL_5_6360 
00D6: if 
816B:   not fading 
004D: jump_if_false @COL_5_6360 
049F: set_scripted_file $722 distance_along_path_to 2700.0 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 
0004: $2768 = 3 // integer values 

:COL_5_6360
00D6: if 
0038:   $2766 == 0 // integer values 
004D: jump_if_false @COL_5_6423 
00D6: if 
04E5:   object $714 near_point 194.999 891.496 radius 25.0 25.0 sphere 0 
004D: jump_if_false @COL_5_6423 
0004: $2766 = 1 // integer values 

:COL_5_6423
00D6: if 
0038:   $2766 == 1 // integer values 
004D: jump_if_false @COL_5_6649 
00D6: if 
0038:   $2788 == 0 // integer values 
004D: jump_if_false @COL_5_6507 
00D6: if 
0038:   $2562 == 0 // integer values 
004D: jump_if_false @COL_5_6500 
0004: $2562 = 1 // integer values 
0084: $2587 = $4811 // integer values and handles 
0008: $2587 += 5000 // integer values 

:COL_5_6500
0004: $2788 = 1 // integer values 

:COL_5_6507
00D6: if 
8042:   not  $2810 == 0.0 // floating-point values 
004D: jump_if_false @COL_5_6591 
00D6: if 
0022:   0.0 > $2810 // floating-point values 
004D: jump_if_false @COL_5_6566 
0005: $2810 = 0.0 // floating-point values 
0002: jump @COL_5_6576 

:COL_5_6566
007E: $2810 -= frame_delta_time * 0.01 // floating-point values 

:COL_5_6576
049E: set_scripted_file $722 speed_to $2810 
0002: jump @COL_5_6649 

:COL_5_6591
0004: $2766 = 2 // integer values 
0213: $2728 = create_pickup #HEALTH type 2 at 189.4928 885.3084 13.7132 
032B: $2729 = create_weapon_pickup #RUGER 2 ammo 50000 at 190.5261 885.2347 13.7132 

:COL_5_6649
00D6: if 
0038:   $2766 == 2 // integer values 
004D: jump_if_false @COL_5_6835 
00D6: if 
0038:   $2767 == -1 // integer values 
004D: jump_if_false @COL_5_6692 
0004: $2767 = 1 // integer values 

:COL_5_6692
00D6: if 
0038:   $2763 == -2 // integer values 
004D: jump_if_false @COL_5_6735 
0084: $2782 = $4811 // integer values and handles 
0008: $2782 += 45000 // integer values 
0004: $2763 = -1 // integer values 

:COL_5_6735
00D6: if 
0038:   $2784 == -1 // integer values 
004D: jump_if_false @COL_5_6760 
0004: $2784 = 0 // integer values 

:COL_5_6760
00D6: if 
0038:   $2785 == -1 // integer values 
004D: jump_if_false @COL_5_6785 
0004: $2785 = 0 // integer values 

:COL_5_6785
00D6: if 
0038:   $2799 == -1 // integer values 
004D: jump_if_false @COL_5_6810 
0004: $2799 = 0 // integer values 

:COL_5_6810
00D6: if 
0038:   $2786 == -1 // integer values 
004D: jump_if_false @COL_5_6835 
0004: $2786 = 0 // integer values 

:COL_5_6835
00D6: if 
0038:   $2792 == 0 // integer values 
004D: jump_if_false @COL_5_6948 
00D6: if 
0018:   $2742 > 0 // integer values 
004D: jump_if_false @COL_5_6948 
00D6: if 
0119:   car $2689 wrecked 
004D: jump_if_false @COL_5_6948 
00D6: if 
8119:   not car $2699 wrecked 
004D: jump_if_false @COL_5_6925 
00BC: text_highpriority 'COL5_B2' 200 ms 1  // ~g~Get up front and clear the route for the Colonel's yacht.
0002: jump @COL_5_6948 

:COL_5_6925
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 6000 // integer values 
0004: $2792 = 1 // integer values 

:COL_5_6948
00D6: if 
0038:   $2792 == 1 // integer values 
004D: jump_if_false @COL_5_7181 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_7181 
01C2: remove_references_to_actor $2703 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2704 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2705 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2706 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2708 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2709 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2710 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2725 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2726 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2727 // Like turning an actor into a random pedestrian 
00A6: destroy_car $2699 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position 218.3319 1001.141 10.0492 0.0 rotation 0.0 0.0 
0160: point_camera 218.0191 1000.191 10.0691 switchstyle 2 
049E: set_scripted_file $722 speed_to 5.0 
0395: clear_area 1 at $448 $449 range $450 100.0 
0215: destroy_pickup $2728 
0215: destroy_pickup $2729 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0004: $2798 = 15 // integer values 
0004: $2792 = 2 // integer values 

:COL_5_7181
00D6: if 
0038:   $2792 == 2 // integer values 
004D: jump_if_false @COL_5_7281 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @COL_5_7281 
00D6: if 
0022:   5.0 > $2810 // floating-point values 
004D: jump_if_false @COL_5_7256 
0078: $2810 += frame_delta_time * 0.01 // floating-point values 
0002: jump @COL_5_7273 

:COL_5_7256
0005: $2810 = 5.0 // floating-point values 
0004: $2792 = 2 // integer values 

:COL_5_7273
049E: set_scripted_file $722 speed_to $2810 

:COL_5_7281
00D6: if 
8118:   not actor $2684 dead 
004D: jump_if_false @COL_5_7557 
00D6: if 
0038:   $2795 == 0 // integer values 
004D: jump_if_false @COL_5_7381 
00D6: if 
8183:   not player $PLAYER_CHAR health > 50 
004D: jump_if_false @COL_5_7381 
00D6: if 
0038:   $2577 == 0 // integer values 
004D: jump_if_false @COL_5_7374 
0004: $2577 = 1 // integer values 
0084: $2600 = $4811 // integer values and handles 
0008: $2600 += 5000 // integer values 

:COL_5_7374
0004: $2795 = 1 // integer values 

:COL_5_7381
00D6: if 
0038:   $2793 == 0 // integer values 
004D: jump_if_false @COL_5_7466 
00D6: if 
8184:   not actor $2684 health >= 180 
004D: jump_if_false @COL_5_7466 
00D6: if 
0038:   $2568 == 0 // integer values 
004D: jump_if_false @COL_5_7459 
0004: $2568 = 1 // integer values 
0084: $2591 = $4811 // integer values and handles 
0008: $2591 += 5000 // integer values 

:COL_5_7459
0004: $2793 = 1 // integer values 

:COL_5_7466
00D6: if 
0038:   $2794 == 0 // integer values 
004D: jump_if_false @COL_5_7550 
00D6: if 
8184:   not actor $2684 health >= 100 
004D: jump_if_false @COL_5_7550 
00D6: if 
0038:   $2570 == 0 // integer values 
004D: jump_if_false @COL_5_7543 
0004: $2570 = 1 // integer values 
0084: $2593 = $4811 // integer values and handles 
0008: $2593 += 5000 // integer values 

:COL_5_7543
0004: $2794 = 1 // integer values 

:COL_5_7550
0002: jump @COL_5_7621 

:COL_5_7557
00BC: text_highpriority 'COL5_B3' 5000 ms 1  // ~r~The Colonel is dead!
0169: set_fade_color 225 225 225 
016A: fade 0 1000 ms 

:COL_5_7590
00D6: if 
016B:   fading 
004D: jump_if_false @COL_5_7614 
0001: wait 0 ms 
0002: jump @COL_5_7590 

:COL_5_7614
0002: jump @COL_5_30415 

:COL_5_7621
00D6: if 
0118:   actor $2685 dead 
004D: jump_if_false @COL_5_7642 
034F: destroy_actor_with_fade $2685 // The actor fades away like a ghost 

:COL_5_7642
00D6: if 
0118:   actor $2686 dead 
004D: jump_if_false @COL_5_7663 
034F: destroy_actor_with_fade $2686 // The actor fades away like a ghost 

:COL_5_7663
00D6: if 
0118:   actor $2687 dead 
004D: jump_if_false @COL_5_7684 
034F: destroy_actor_with_fade $2687 // The actor fades away like a ghost 

:COL_5_7684
00D6: if 
0118:   actor $2730 dead 
004D: jump_if_false @COL_5_7705 
034F: destroy_actor_with_fade $2730 // The actor fades away like a ghost 

:COL_5_7705
0084: $2731 = $2694 // integer values and handles 
0084: $2732 = $2711 // integer values and handles 
0084: $2733 = $2712 // integer values and handles 
0084: $2777 = $2784 // integer values and handles 
0050: gosub @COL_5_27629 
0084: $2694 = $2731 // integer values and handles 
0084: $2784 = $2777 // integer values and handles 
0084: $2731 = $2695 // integer values and handles 
0084: $2732 = $2713 // integer values and handles 
0084: $2733 = $2714 // integer values and handles 
0084: $2777 = $2785 // integer values and handles 
0050: gosub @COL_5_27629 
0084: $2695 = $2731 // integer values and handles 
0084: $2785 = $2777 // integer values and handles 
0084: $2731 = $2698 // integer values and handles 
0084: $2732 = $2716 // integer values and handles 
0084: $2733 = $2717 // integer values and handles 
0084: $2777 = $2786 // integer values and handles 
0050: gosub @COL_5_27629 
0084: $2698 = $2731 // integer values and handles 
0084: $2786 = $2777 // integer values and handles 
00D6: if 
8119:   not car $2696 wrecked 
004D: jump_if_false @COL_5_8661 
00D6: if 
8118:   not actor $2721 dead 
004D: jump_if_false @COL_5_8637 
00D6: if 
0038:   $2799 == 0 // integer values 
004D: jump_if_false @COL_5_7957 
02DB: set_boat $2696 speed_to 10.0 
02D3: boat $2696 drive_to 171.0578 942.3843 6.0 
0004: $2799 = 1 // integer values 

:COL_5_7957
00D6: if 
0038:   $2799 == 1 // integer values 
004D: jump_if_false @COL_5_8040 
00D6: if 
01AD:   car $2696 sphere 0 near_point 171.0578 942.3843 radius 8.0 8.0 
004D: jump_if_false @COL_5_8040 
02D3: boat $2696 drive_to 148.7975 947.8748 6.0 
0004: $2799 = 2 // integer values 

:COL_5_8040
00D6: if 
0038:   $2799 == 2 // integer values 
004D: jump_if_false @COL_5_8123 
00D6: if 
01AD:   car $2696 sphere 0 near_point 148.7975 947.8748 radius 8.0 8.0 
004D: jump_if_false @COL_5_8123 
02D3: boat $2696 drive_to 129.6003 936.7351 6.0 
0004: $2799 = 3 // integer values 

:COL_5_8123
00D6: if 
0038:   $2799 == 3 // integer values 
004D: jump_if_false @COL_5_8206 
00D6: if 
01AD:   car $2696 sphere 0 near_point 129.6003 936.7351 radius 8.0 8.0 
004D: jump_if_false @COL_5_8206 
02D3: boat $2696 drive_to 122.3512 920.2498 6.0 
0004: $2799 = 4 // integer values 

:COL_5_8206
00D6: if 
0038:   $2799 == 4 // integer values 
004D: jump_if_false @COL_5_8289 
00D6: if 
01AD:   car $2696 sphere 0 near_point 122.3512 920.2498 radius 8.0 8.0 
004D: jump_if_false @COL_5_8289 
02D3: boat $2696 drive_to 124.624 909.1359 6.0 
0004: $2799 = 5 // integer values 

:COL_5_8289
00D6: if 
0038:   $2799 == 5 // integer values 
004D: jump_if_false @COL_5_8372 
00D6: if 
01AD:   car $2696 sphere 0 near_point 124.624 909.1359 radius 8.0 8.0 
004D: jump_if_false @COL_5_8372 
02D3: boat $2696 drive_to 138.0438 900.7563 6.0 
0004: $2799 = 6 // integer values 

:COL_5_8372
00D6: if 
0038:   $2799 == 6 // integer values 
004D: jump_if_false @COL_5_8455 
00D6: if 
01AD:   car $2696 sphere 0 near_point 138.0438 900.7563 radius 8.0 8.0 
004D: jump_if_false @COL_5_8455 
02D3: boat $2696 drive_to 161.4032 891.2236 6.0 
0004: $2799 = 7 // integer values 

:COL_5_8455
00D6: if 
0038:   $2799 == 7 // integer values 
004D: jump_if_false @COL_5_8538 
00D6: if 
01AD:   car $2696 sphere 0 near_point 161.4032 891.2236 radius 8.0 8.0 
004D: jump_if_false @COL_5_8538 
02D3: boat $2696 drive_to 176.3047 887.8659 6.0 
0004: $2799 = 8 // integer values 

:COL_5_8538
00D6: if 
0038:   $2799 == 8 // integer values 
004D: jump_if_false @COL_5_8630 
00D6: if 
01AD:   car $2696 sphere 0 near_point 176.3047 887.8659 radius 8.0 8.0 
004D: jump_if_false @COL_5_8630 
02DB: set_boat $2696 speed_to 0.0 
02D4: car $2696 turn_off_engine 
0323: enable_boat $2696 anchor 1 
00AF: set_car $2696 driver_behaviour_to 11 
0004: $2799 = 9 // integer values 

:COL_5_8630
0002: jump @COL_5_8654 

:COL_5_8637
01C2: remove_references_to_actor $2721 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $2696 
0004: $2698 = -1 // integer values 

:COL_5_8654
0002: jump @COL_5_8685 

:COL_5_8661
01C2: remove_references_to_actor $2721 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $2696 
0004: $2698 = -1 // integer values 
0004: $2799 = -1 // integer values 

:COL_5_8685
00D6: if 
8119:   not car $2702 wrecked 
004D: jump_if_false @COL_5_8931 
00D6: if 
8118:   not actor $2722 dead 
004D: jump_if_false @COL_5_8871 
00D6: if 
0038:   $2767 == 1 // integer values 
004D: jump_if_false @COL_5_8772 
02D3: boat $2702 drive_to 200.4224 885.9669 6.0 
02DB: set_boat $2702 speed_to 8.0 
0004: $2767 = 2 // integer values 

:COL_5_8772
00D6: if 
0038:   $2767 == 2 // integer values 
004D: jump_if_false @COL_5_8864 
00D6: if 
01AD:   car $2702 sphere 0 near_point 200.4224 885.9669 radius 8.0 8.0 
004D: jump_if_false @COL_5_8864 
02DB: set_boat $2702 speed_to 0.0 
00AF: set_car $2702 driver_behaviour_to 11 
02D4: car $2702 turn_off_engine 
0323: enable_boat $2702 anchor 1 
0004: $2767 = 3 // integer values 

:COL_5_8864
0002: jump @COL_5_8924 

:COL_5_8871
00AF: set_car $2702 driver_behaviour_to 11 
02DB: set_boat $2702 speed_to 0.0 
02D4: car $2702 turn_off_engine 
0323: enable_boat $2702 anchor 1 
03A2: set_vehicle $2702 action 4 
01C3: remove_references_to_car $2702 
01C2: remove_references_to_actor $2722 // Like turning an actor into a random pedestrian 
0004: $2702 = -1 // integer values 

:COL_5_8924
0002: jump @COL_5_8955 

:COL_5_8931
01C3: remove_references_to_car $2702 
01C2: remove_references_to_actor $2722 // Like turning an actor into a random pedestrian 
0004: $2702 = -1 // integer values 
0004: $2767 = -1 // integer values 

:COL_5_8955
00D6: if 
0038:   $2767 == 3 // integer values 
004D: jump_if_false @COL_5_9072 
00D6: if 
0038:   $2775 == 0 // integer values 
004D: jump_if_false @COL_5_9072 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
00D6: if 
0020:   $447 > 11.2 // floating-point values 
004D: jump_if_false @COL_5_9072 
009A: $2703 = create_actor_pedtype 9 model #HMOST at 195.7159 886.0515 8.0 
0084: $2693 = $2703 // integer values and handles 
0050: gosub @COL_5_30134 
0004: $2775 = 1 // integer values 

:COL_5_9072
00D6: if 
8118:   not actor $2703 dead 
004D: jump_if_false @COL_5_9879 
00D6: if 
0038:   $2775 == 1 // integer values 
004D: jump_if_false @COL_5_9211 
00D6: if 
04FF:  $2703 
004D: jump_if_false @COL_5_9144 
0239: actor $2703 run_to 196.3903 888.9396 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_9144
00D6: if 
00ED:   actor $2703 0 196.3903 888.9396 radius 1.0 1.0 
004D: jump_if_false @COL_5_9211 
0239: actor $2703 run_to 194.5447 914.6995 
0411: set_actor $2703 use_pednode_seek 0 
0004: $2775 = 2 // integer values 

:COL_5_9211
00D6: if 
0038:   $2775 == 2 // integer values 
004D: jump_if_false @COL_5_9334 
00D6: if 
04FF:  $2703 
004D: jump_if_false @COL_5_9267 
0239: actor $2703 run_to 194.5447 914.6995 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_9267
00D6: if 
00ED:   actor $2703 0 194.5447 914.6995 radius 1.0 1.0 
004D: jump_if_false @COL_5_9334 
0239: actor $2703 run_to 192.41 901.3952 
0411: set_actor $2703 use_pednode_seek 0 
0004: $2775 = 3 // integer values 

:COL_5_9334
00D6: if 
0038:   $2775 == 3 // integer values 
004D: jump_if_false @COL_5_9457 
00D6: if 
04FF:  $2703 
004D: jump_if_false @COL_5_9390 
0239: actor $2703 run_to 192.41 901.3952 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_9390
00D6: if 
00ED:   actor $2703 0 192.41 901.3952 radius 1.0 1.0 
004D: jump_if_false @COL_5_9457 
0239: actor $2703 run_to 196.3216 899.4728 
0411: set_actor $2703 use_pednode_seek 0 
0004: $2775 = 4 // integer values 

:COL_5_9457
00D6: if 
0038:   $2775 == 4 // integer values 
004D: jump_if_false @COL_5_9580 
00D6: if 
04FF:  $2703 
004D: jump_if_false @COL_5_9513 
0239: actor $2703 run_to 196.3216 899.4728 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_9513
00D6: if 
00ED:   actor $2703 0 196.3216 899.4728 radius 1.0 1.0 
004D: jump_if_false @COL_5_9580 
0239: actor $2703 run_to 192.9792 875.6545 
0411: set_actor $2703 use_pednode_seek 0 
0004: $2775 = 5 // integer values 

:COL_5_9580
00D6: if 
0038:   $2775 == 5 // integer values 
004D: jump_if_false @COL_5_9696 
00D6: if 
04FF:  $2703 
004D: jump_if_false @COL_5_9629 
0239: actor $2703 run_to 192.9792 875.6545 

:COL_5_9629
00D6: if 
00ED:   actor $2703 0 192.9792 875.6545 radius 1.0 1.0 
004D: jump_if_false @COL_5_9696 
0239: actor $2703 run_to 191.2296 869.7584 
0411: set_actor $2703 use_pednode_seek 0 
0004: $2775 = 6 // integer values 

:COL_5_9696
00D6: if 
0038:   $2775 == 6 // integer values 
004D: jump_if_false @COL_5_9846 
00D6: if 
04FF:  $2703 
004D: jump_if_false @COL_5_9752 
0239: actor $2703 run_to 191.2296 869.7584 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_9752
00D6: if 
00ED:   actor $2703 0 191.2296 869.7584 radius 2.0 2.0 
004D: jump_if_false @COL_5_9846 
01CA: actor $2703 kill_player $PLAYER_CHAR 
00D6: if 
0038:   $2575 == 0 // integer values 
004D: jump_if_false @COL_5_9839 
0004: $2575 = 1 // integer values 
0084: $2598 = $4811 // integer values and handles 
0008: $2598 += 5000 // integer values 

:COL_5_9839
0004: $2775 = 7 // integer values 

:COL_5_9846
00D6: if 
0038:   $2775 == 7 // integer values 
004D: jump_if_false @COL_5_9872 
01CA: actor $2703 kill_player $PLAYER_CHAR 

:COL_5_9872
0002: jump @COL_5_9891 

:COL_5_9879
034F: destroy_actor_with_fade $2703 // The actor fades away like a ghost 
0004: $2775 = 0 // integer values 

:COL_5_9891
00D6: if 
0018:   $2775 > 1 // integer values 
004D: jump_if_false @COL_5_10008 
00D6: if 
0038:   $2776 == 0 // integer values 
004D: jump_if_false @COL_5_10008 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
00D6: if 
0020:   $447 > 11.2 // floating-point values 
004D: jump_if_false @COL_5_10008 
009A: $2704 = create_actor_pedtype 9 model #HMOST at 195.7159 886.0515 8.0 
0084: $2693 = $2704 // integer values and handles 
0050: gosub @COL_5_30134 
0004: $2776 = 1 // integer values 

:COL_5_10008
00D6: if 
8118:   not actor $2704 dead 
004D: jump_if_false @COL_5_10781 
00D6: if 
0038:   $2776 == 1 // integer values 
004D: jump_if_false @COL_5_10147 
00D6: if 
04FF:  $2704 
004D: jump_if_false @COL_5_10080 
0239: actor $2704 run_to 196.3903 888.9396 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_10080
00D6: if 
00ED:   actor $2704 0 196.3903 888.9396 radius 1.0 1.0 
004D: jump_if_false @COL_5_10147 
0239: actor $2704 run_to 194.5447 914.6995 
0411: set_actor $2704 use_pednode_seek 0 
0004: $2776 = 2 // integer values 

:COL_5_10147
00D6: if 
0038:   $2776 == 2 // integer values 
004D: jump_if_false @COL_5_10270 
00D6: if 
04FF:  $2704 
004D: jump_if_false @COL_5_10203 
0239: actor $2704 run_to 194.5447 914.6995 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_10203
00D6: if 
00ED:   actor $2704 0 194.5447 914.6995 radius 1.0 1.0 
004D: jump_if_false @COL_5_10270 
0239: actor $2704 run_to 192.41 901.3952 
0411: set_actor $2704 use_pednode_seek 0 
0004: $2776 = 3 // integer values 

:COL_5_10270
00D6: if 
0038:   $2776 == 3 // integer values 
004D: jump_if_false @COL_5_10393 
00D6: if 
04FF:  $2704 
004D: jump_if_false @COL_5_10326 
0239: actor $2704 run_to 192.41 901.3952 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_10326
00D6: if 
00ED:   actor $2704 0 192.41 901.3952 radius 1.0 1.0 
004D: jump_if_false @COL_5_10393 
0239: actor $2704 run_to 187.9892 900.3357 
0411: set_actor $2704 use_pednode_seek 0 
0004: $2776 = 4 // integer values 

:COL_5_10393
00D6: if 
0038:   $2776 == 4 // integer values 
004D: jump_if_false @COL_5_10516 
00D6: if 
04FF:  $2704 
004D: jump_if_false @COL_5_10449 
0239: actor $2704 run_to 187.9892 900.3357 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_10449
00D6: if 
00ED:   actor $2704 0 187.9892 900.3357 radius 1.0 1.0 
004D: jump_if_false @COL_5_10516 
0239: actor $2704 run_to 184.6517 876.7971 
0411: set_actor $2704 use_pednode_seek 0 
0004: $2776 = 5 // integer values 

:COL_5_10516
00D6: if 
0038:   $2776 == 5 // integer values 
004D: jump_if_false @COL_5_10639 
00D6: if 
04FF:  $2704 
004D: jump_if_false @COL_5_10572 
0239: actor $2704 run_to 184.6517 876.7971 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_10572
00D6: if 
00ED:   actor $2704 0 184.6517 876.7971 radius 1.0 1.0 
004D: jump_if_false @COL_5_10639 
0239: actor $2704 run_to 184.4611 870.8157 
0411: set_actor $2704 use_pednode_seek 0 
0004: $2776 = 6 // integer values 

:COL_5_10639
00D6: if 
0038:   $2776 == 6 // integer values 
004D: jump_if_false @COL_5_10748 
00D6: if 
04FF:  $2704 
004D: jump_if_false @COL_5_10695 
0239: actor $2704 run_to 184.4611 870.8157 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_10695
00D6: if 
00ED:   actor $2704 0 184.4611 870.8157 radius 2.0 2.0 
004D: jump_if_false @COL_5_10748 
01CA: actor $2704 kill_player $PLAYER_CHAR 
0004: $2776 = 7 // integer values 

:COL_5_10748
00D6: if 
0038:   $2776 == 7 // integer values 
004D: jump_if_false @COL_5_10774 
01CA: actor $2704 kill_player $PLAYER_CHAR 

:COL_5_10774
0002: jump @COL_5_10793 

:COL_5_10781
034F: destroy_actor_with_fade $2704 // The actor fades away like a ghost 
0004: $2776 = 0 // integer values 

:COL_5_10793
00D6: if 
0038:   $2799 == 9 // integer values 
004D: jump_if_false @COL_5_10910 
00D6: if 
0038:   $2779 == 0 // integer values 
004D: jump_if_false @COL_5_10910 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
00D6: if 
0020:   $447 > 11.2 // floating-point values 
004D: jump_if_false @COL_5_10910 
009A: $2705 = create_actor_pedtype 9 model #HMOST at 184.5751 887.7821 8.0 
0084: $2693 = $2705 // integer values and handles 
0050: gosub @COL_5_30134 
0004: $2779 = 1 // integer values 

:COL_5_10910
00D6: if 
8118:   not actor $2705 dead 
004D: jump_if_false @COL_5_11724 
00D6: if 
0038:   $2779 == 1 // integer values 
004D: jump_if_false @COL_5_11049 
00D6: if 
04FF:  $2705 
004D: jump_if_false @COL_5_10982 
0239: actor $2705 run_to 184.8738 891.4559 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_10982
00D6: if 
00ED:   actor $2705 0 184.8738 891.4559 radius 1.0 1.0 
004D: jump_if_false @COL_5_11049 
0239: actor $2705 run_to 194.5447 914.6995 
0411: set_actor $2705 use_pednode_seek 0 
0004: $2779 = 2 // integer values 

:COL_5_11049
00D6: if 
0038:   $2779 == 2 // integer values 
004D: jump_if_false @COL_5_11172 
00D6: if 
04FF:  $2705 
004D: jump_if_false @COL_5_11105 
0239: actor $2705 run_to 194.5447 914.6995 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_11105
00D6: if 
00ED:   actor $2705 0 194.5447 914.6995 radius 1.0 1.0 
004D: jump_if_false @COL_5_11172 
0239: actor $2705 run_to 192.41 901.3952 
0411: set_actor $2705 use_pednode_seek 0 
0004: $2779 = 3 // integer values 

:COL_5_11172
00D6: if 
0038:   $2779 == 3 // integer values 
004D: jump_if_false @COL_5_11295 
00D6: if 
04FF:  $2705 
004D: jump_if_false @COL_5_11228 
0239: actor $2705 run_to 192.41 901.3952 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_11228
00D6: if 
00ED:   actor $2705 0 192.41 901.3952 radius 1.0 1.0 
004D: jump_if_false @COL_5_11295 
0239: actor $2705 run_to 196.3216 899.4728 
0411: set_actor $2705 use_pednode_seek 0 
0004: $2779 = 4 // integer values 

:COL_5_11295
00D6: if 
0038:   $2779 == 4 // integer values 
004D: jump_if_false @COL_5_11418 
00D6: if 
04FF:  $2705 
004D: jump_if_false @COL_5_11351 
0239: actor $2705 run_to 196.3216 899.4728 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_11351
00D6: if 
00ED:   actor $2705 0 196.3216 899.4728 radius 1.0 1.0 
004D: jump_if_false @COL_5_11418 
0239: actor $2705 run_to 192.9792 875.6545 
0411: set_actor $2705 use_pednode_seek 0 
0004: $2779 = 5 // integer values 

:COL_5_11418
00D6: if 
0038:   $2779 == 5 // integer values 
004D: jump_if_false @COL_5_11541 
00D6: if 
04FF:  $2705 
004D: jump_if_false @COL_5_11474 
0239: actor $2705 run_to 192.9792 875.6545 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_11474
00D6: if 
00ED:   actor $2705 0 192.9792 875.6545 radius 1.0 1.0 
004D: jump_if_false @COL_5_11541 
0239: actor $2705 run_to 191.2296 869.7584 
0411: set_actor $2705 use_pednode_seek 0 
0004: $2779 = 6 // integer values 

:COL_5_11541
00D6: if 
0038:   $2779 == 6 // integer values 
004D: jump_if_false @COL_5_11691 
00D6: if 
04FF:  $2705 
004D: jump_if_false @COL_5_11597 
0239: actor $2705 run_to 191.2296 869.7584 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_11597
00D6: if 
00ED:   actor $2705 0 191.2296 869.7584 radius 2.0 2.0 
004D: jump_if_false @COL_5_11691 
01CA: actor $2705 kill_player $PLAYER_CHAR 
00D6: if 
0038:   $2575 == 0 // integer values 
004D: jump_if_false @COL_5_11684 
0004: $2575 = 1 // integer values 
0084: $2598 = $4811 // integer values and handles 
0008: $2598 += 5000 // integer values 

:COL_5_11684
0004: $2779 = 7 // integer values 

:COL_5_11691
00D6: if 
0038:   $2779 == 7 // integer values 
004D: jump_if_false @COL_5_11717 
01CA: actor $2705 kill_player $PLAYER_CHAR 

:COL_5_11717
0002: jump @COL_5_11736 

:COL_5_11724
034F: destroy_actor_with_fade $2705 // The actor fades away like a ghost 
0004: $2779 = 0 // integer values 

:COL_5_11736
00D6: if 
0018:   $2779 > 0 // integer values 
004D: jump_if_false @COL_5_11853 
00D6: if 
0038:   $2780 == 0 // integer values 
004D: jump_if_false @COL_5_11853 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
00D6: if 
0020:   $447 > 11.2 // floating-point values 
004D: jump_if_false @COL_5_11853 
009A: $2706 = create_actor_pedtype 9 model #HMOST at 184.5751 887.7821 8.0 
0084: $2693 = $2706 // integer values and handles 
0050: gosub @COL_5_30134 
0004: $2780 = 1 // integer values 

:COL_5_11853
00D6: if 
8118:   not actor $2706 dead 
004D: jump_if_false @COL_5_12626 
00D6: if 
0038:   $2780 == 1 // integer values 
004D: jump_if_false @COL_5_11992 
00D6: if 
04FF:  $2706 
004D: jump_if_false @COL_5_11925 
0239: actor $2706 run_to 184.8738 891.4559 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_11925
00D6: if 
00ED:   actor $2706 0 184.8738 891.4559 radius 1.0 1.0 
004D: jump_if_false @COL_5_11992 
0239: actor $2706 run_to 194.5447 914.6995 
0411: set_actor $2706 use_pednode_seek 0 
0004: $2780 = 2 // integer values 

:COL_5_11992
00D6: if 
0038:   $2780 == 2 // integer values 
004D: jump_if_false @COL_5_12115 
00D6: if 
04FF:  $2706 
004D: jump_if_false @COL_5_12048 
0239: actor $2706 run_to 194.5447 914.6995 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_12048
00D6: if 
00ED:   actor $2706 0 194.5447 914.6995 radius 1.0 1.0 
004D: jump_if_false @COL_5_12115 
0239: actor $2706 run_to 192.41 901.3952 
0411: set_actor $2706 use_pednode_seek 0 
0004: $2780 = 3 // integer values 

:COL_5_12115
00D6: if 
0038:   $2780 == 3 // integer values 
004D: jump_if_false @COL_5_12238 
00D6: if 
04FF:  $2706 
004D: jump_if_false @COL_5_12171 
0239: actor $2706 run_to 192.41 901.3952 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_12171
00D6: if 
00ED:   actor $2706 0 192.41 901.3952 radius 1.0 1.0 
004D: jump_if_false @COL_5_12238 
0239: actor $2706 run_to 187.9892 900.3357 
0411: set_actor $2706 use_pednode_seek 0 
0004: $2780 = 4 // integer values 

:COL_5_12238
00D6: if 
0038:   $2780 == 4 // integer values 
004D: jump_if_false @COL_5_12361 
00D6: if 
04FF:  $2706 
004D: jump_if_false @COL_5_12294 
0239: actor $2706 run_to 187.9892 900.3357 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_12294
00D6: if 
00ED:   actor $2706 0 187.9892 900.3357 radius 1.0 1.0 
004D: jump_if_false @COL_5_12361 
0239: actor $2706 run_to 184.6517 876.7971 
0411: set_actor $2706 use_pednode_seek 0 
0004: $2780 = 5 // integer values 

:COL_5_12361
00D6: if 
0038:   $2780 == 5 // integer values 
004D: jump_if_false @COL_5_12484 
00D6: if 
04FF:  $2706 
004D: jump_if_false @COL_5_12417 
0239: actor $2706 run_to 184.6517 876.7971 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_12417
00D6: if 
00ED:   actor $2706 0 184.6517 876.7971 radius 1.0 1.0 
004D: jump_if_false @COL_5_12484 
0239: actor $2706 run_to 184.4611 870.8157 
0411: set_actor $2706 use_pednode_seek 0 
0004: $2780 = 6 // integer values 

:COL_5_12484
00D6: if 
0038:   $2780 == 6 // integer values 
004D: jump_if_false @COL_5_12593 
00D6: if 
04FF:  $2706 
004D: jump_if_false @COL_5_12540 
0239: actor $2706 run_to 184.4611 870.8157 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_12540
00D6: if 
00ED:   actor $2706 0 184.4611 870.8157 radius 2.0 2.0 
004D: jump_if_false @COL_5_12593 
01CA: actor $2706 kill_player $PLAYER_CHAR 
0004: $2780 = 7 // integer values 

:COL_5_12593
00D6: if 
0038:   $2780 == 7 // integer values 
004D: jump_if_false @COL_5_12619 
01CA: actor $2706 kill_player $PLAYER_CHAR 

:COL_5_12619
0002: jump @COL_5_12638 

:COL_5_12626
034F: destroy_actor_with_fade $2706 // The actor fades away like a ghost 
0004: $2780 = 0 // integer values 

:COL_5_12638
00D6: if 
0038:   $2763 == -1 // integer values 
004D: jump_if_false @COL_5_12682 
00D6: if 
001C:   $4811 > $2782 // integer values 
004D: jump_if_false @COL_5_12682 
0004: $2763 = 0 // integer values 

:COL_5_12682
00D6: if 
0038:   $2763 == 0 // integer values 
004D: jump_if_false @COL_5_12868 
00A5: $2691 = create_car #MAVERICK at 314.2827 993.9822 13.2063 
0129: $2707 = create_actor 9 #HMOST in_car $2691 driverseat 
020A: set_car $2691 door_status_to 2 
01C8: $2708 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 0 
0084: $2736 = $2708 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 
0084: $2736 = $2709 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 
0084: $2736 = $2710 // integer values and handles 
0050: gosub @COL_5_30286 
04BA: set_car $2691 speed_instantly 0.1 
04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 30 
0004: $2763 = 1 // integer values 

:COL_5_12868
00D6: if 
0018:   $2763 > 0 // integer values 
004D: jump_if_false @COL_5_14277 
00D6: if 
8119:   not car $2691 wrecked 
004D: jump_if_false @COL_5_14209 
00D6: if 
8118:   not actor $2707 dead 
004D: jump_if_false @COL_5_14064 
00D6: if 
0038:   $2763 == 1 // integer values 
004D: jump_if_false @COL_5_12991 
00D6: if 
01AF:   car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_12991 
0004: $2763 = 2 // integer values 

:COL_5_12991
00D6: if 
0038:   $2763 == 2 // integer values 
004D: jump_if_false @COL_5_13183 
04A2: heli $2691 fly_to 188.1993 877.1445 30.0 speed 20 
00D6: if 
0038:   $2800 == 2 // integer values 
004D: jump_if_false @COL_5_13128 
00BC: text_highpriority 'COL5_B5' 5000 ms 1  // ~g~Shoot down the helicopters, do not endanger the yacht.
0084: $2801 = $4811 // integer values and handles 
0008: $2801 += 4000 // integer values 
00D6: if 
0038:   $2563 == 0 // integer values 
004D: jump_if_false @COL_5_13121 
0004: $2563 = 1 // integer values 
0084: $2588 = $4811 // integer values and handles 
0008: $2588 += 5000 // integer values 

:COL_5_13121
0008: $2800 += 1 // integer values 

:COL_5_13128
00D6: if 
01AF:   car $2691 0 188.1993 877.1445 30.0 radius 10.0 10.0 5.0 
004D: jump_if_false @COL_5_13183 
0004: $2763 = 3 // integer values 

:COL_5_13183
00D6: if 
0038:   $2763 == 3 // integer values 
004D: jump_if_false @COL_5_13283 
04A2: heli $2691 fly_to 188.1993 877.1445 16.0 speed 10 
00D6: if 
01AD:   car $2691 sphere 0 near_point 188.1993 877.1445 radius 5.0 5.0 
004D: jump_if_false @COL_5_13283 
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 100 // integer values 
0004: $2763 = 4 // integer values 

:COL_5_13283
00D6: if 
0038:   $2763 == 4 // integer values 
004D: jump_if_false @COL_5_13366 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_13366 
00D6: if 
8118:   not actor $2708 dead 
004D: jump_if_false @COL_5_13344 
01CA: actor $2708 kill_player $PLAYER_CHAR 

:COL_5_13344
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 100 // integer values 
0004: $2763 = 5 // integer values 

:COL_5_13366
00D6: if 
0038:   $2763 == 5 // integer values 
004D: jump_if_false @COL_5_13449 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_13449 
00D6: if 
8118:   not actor $2709 dead 
004D: jump_if_false @COL_5_13427 
01CA: actor $2709 kill_player $PLAYER_CHAR 

:COL_5_13427
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 80 // integer values 
0004: $2763 = 6 // integer values 

:COL_5_13449
00D6: if 
0038:   $2763 == 6 // integer values 
004D: jump_if_false @COL_5_13629 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_13629 
00D6: if 
8118:   not actor $2710 dead 
004D: jump_if_false @COL_5_13510 
01CA: actor $2710 kill_player $PLAYER_CHAR 

:COL_5_13510
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 1500 // integer values 
00D6: if 
0038:   $2574 == 0 // integer values 
004D: jump_if_false @COL_5_13574 
0004: $2574 = 1 // integer values 
0084: $2597 = $4811 // integer values and handles 
0008: $2597 += 5000 // integer values 
0002: jump @COL_5_13622 

:COL_5_13574
0004: $2574 = 0 // integer values 
00D6: if 
0038:   $2575 == 0 // integer values 
004D: jump_if_false @COL_5_13622 
0004: $2575 = 1 // integer values 
0084: $2598 = $4811 // integer values and handles 
0008: $2598 += 5000 // integer values 

:COL_5_13622
0004: $2763 = 7 // integer values 

:COL_5_13629
00D6: if 
0038:   $2763 == 7 // integer values 
004D: jump_if_false @COL_5_13743 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_13743 
04A2: heli $2691 fly_to 189.1993 879.1445 30.0 speed 20 
00D6: if 
01AF:   car $2691 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_13743 
0004: $2763 = 8 // integer values 

:COL_5_13743
00D6: if 
0038:   $2763 == 8 // integer values 
004D: jump_if_false @COL_5_13838 
04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 
00D6: if 
01AF:   car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_13838 
0004: $2763 = 9 // integer values 

:COL_5_13838
00D6: if 
0038:   $2763 == 9 // integer values 
004D: jump_if_false @COL_5_14057 
04A2: heli $2691 fly_to 314.2827 993.9822 15.0 speed 20 
00D6: if 
01AF:   car $2691 0 314.2827 993.9822 15.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_14057 
01C2: remove_references_to_actor $2708 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2709 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2710 // Like turning an actor into a random pedestrian 
01C8: $2708 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 0 
0084: $2736 = $2708 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 
0084: $2736 = $2709 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 
0084: $2736 = $2710 // integer values and handles 
0050: gosub @COL_5_30286 
04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 
0004: $2763 = 1 // integer values 

:COL_5_14057
0002: jump @COL_5_14202 

:COL_5_14064
00D6: if 
8118:   not actor $2708 dead 
004D: jump_if_false @COL_5_14101 
00D6: if 
00DF:   actor $2708 driving 
004D: jump_if_false @COL_5_14101 
03E2: actor $2708 exit_car 

:COL_5_14101
00D6: if 
8118:   not actor $2709 dead 
004D: jump_if_false @COL_5_14138 
00D6: if 
00DF:   actor $2709 driving 
004D: jump_if_false @COL_5_14138 
03E2: actor $2709 exit_car 

:COL_5_14138
00D6: if 
8118:   not actor $2710 dead 
004D: jump_if_false @COL_5_14175 
00D6: if 
00DF:   actor $2710 driving 
004D: jump_if_false @COL_5_14175 
03E2: actor $2710 exit_car 

:COL_5_14175
0564: set_vehicle $2691 helicopter_simulate_crash_landing 
0508: vehicle $2691 close_all_doors 
01C3: remove_references_to_car $2691 
034F: destroy_actor_with_fade $2707 // The actor fades away like a ghost 
0004: $2691 = -1 // integer values 

:COL_5_14202
0002: jump @COL_5_14214 

:COL_5_14209
01C3: remove_references_to_car $2691 

:COL_5_14214
00D6: if 
0118:   actor $2708 dead 
004D: jump_if_false @COL_5_14235 
034F: destroy_actor_with_fade $2708 // The actor fades away like a ghost 

:COL_5_14235
00D6: if 
0118:   actor $2709 dead 
004D: jump_if_false @COL_5_14256 
034F: destroy_actor_with_fade $2709 // The actor fades away like a ghost 

:COL_5_14256
00D6: if 
0118:   actor $2710 dead 
004D: jump_if_false @COL_5_14277 
034F: destroy_actor_with_fade $2710 // The actor fades away like a ghost 

:COL_5_14277
00D6: if and
0119:   car $2691 wrecked 
0018:   $2763 > 0 // integer values 
004D: jump_if_false @COL_5_14325 
00D6: if 
0038:   $2764 == -1 // integer values 
004D: jump_if_false @COL_5_14325 
0004: $2764 = 0 // integer values 

:COL_5_14325
00D6: if 
0018:   $2763 > 4 // integer values 
004D: jump_if_false @COL_5_14368 
00D6: if 
0038:   $2764 == -1 // integer values 
004D: jump_if_false @COL_5_14368 
0004: $2764 = 0 // integer values 

:COL_5_14368
00D6: if 
0038:   $2764 == 0 // integer values 
004D: jump_if_false @COL_5_14554 
00A5: $2723 = create_car #MAVERICK at 302.9623 909.7476 11.6869 
0129: $2724 = create_actor 9 #HMOST in_car $2723 driverseat 
020A: set_car $2723 door_status_to 2 
01C8: $2725 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 0 
0084: $2736 = $2725 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 
0084: $2736 = $2726 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 
0084: $2736 = $2727 // integer values and handles 
0050: gosub @COL_5_30286 
04BA: set_car $2723 speed_instantly 0.1 
04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 30 
0004: $2764 = 1 // integer values 

:COL_5_14554
00D6: if 
0018:   $2764 > 0 // integer values 
004D: jump_if_false @COL_5_15907 
00D6: if 
8119:   not car $2723 wrecked 
004D: jump_if_false @COL_5_15839 
00D6: if 
8118:   not actor $2724 dead 
004D: jump_if_false @COL_5_15694 
00D6: if 
0038:   $2764 == 1 // integer values 
004D: jump_if_false @COL_5_14677 
00D6: if 
01AF:   car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_14677 
0004: $2764 = 2 // integer values 

:COL_5_14677
00D6: if 
0038:   $2764 == 2 // integer values 
004D: jump_if_false @COL_5_14813 
04A2: heli $2723 fly_to 188.1993 879.1445 25.0 speed 20 
00D6: if 
01AF:   car $2723 0 188.1993 879.1445 25.0 radius 10.0 10.0 5.0 
004D: jump_if_false @COL_5_14813 
00D6: if 
0038:   $2563 == 0 // integer values 
004D: jump_if_false @COL_5_14806 
0004: $2563 = 1 // integer values 
0084: $2588 = $4811 // integer values and handles 
0008: $2588 += 5000 // integer values 

:COL_5_14806
0004: $2764 = 3 // integer values 

:COL_5_14813
00D6: if 
0038:   $2764 == 3 // integer values 
004D: jump_if_false @COL_5_14913 
04A2: heli $2723 fly_to 188.1993 879.1445 16.0 speed 10 
00D6: if 
01AD:   car $2723 sphere 0 near_point 188.1993 879.1445 radius 5.0 5.0 
004D: jump_if_false @COL_5_14913 
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 100 // integer values 
0004: $2764 = 4 // integer values 

:COL_5_14913
00D6: if 
0038:   $2764 == 4 // integer values 
004D: jump_if_false @COL_5_14996 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_14996 
00D6: if 
8118:   not actor $2725 dead 
004D: jump_if_false @COL_5_14974 
01CA: actor $2725 kill_player $PLAYER_CHAR 

:COL_5_14974
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 100 // integer values 
0004: $2764 = 5 // integer values 

:COL_5_14996
00D6: if 
0038:   $2764 == 5 // integer values 
004D: jump_if_false @COL_5_15079 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_15079 
00D6: if 
8118:   not actor $2726 dead 
004D: jump_if_false @COL_5_15057 
01CA: actor $2726 kill_player $PLAYER_CHAR 

:COL_5_15057
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 80 // integer values 
0004: $2764 = 6 // integer values 

:COL_5_15079
00D6: if 
0038:   $2764 == 6 // integer values 
004D: jump_if_false @COL_5_15259 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_15259 
00D6: if 
8118:   not actor $2727 dead 
004D: jump_if_false @COL_5_15140 
01CA: actor $2727 kill_player $PLAYER_CHAR 

:COL_5_15140
0084: $2738 = $4811 // integer values and handles 
0008: $2738 += 1500 // integer values 
00D6: if 
0038:   $2576 == 0 // integer values 
004D: jump_if_false @COL_5_15204 
0004: $2576 = 1 // integer values 
0084: $2599 = $4811 // integer values and handles 
0008: $2599 += 5000 // integer values 
0002: jump @COL_5_15252 

:COL_5_15204
0004: $2576 = 0 // integer values 
00D6: if 
0038:   $2579 == 0 // integer values 
004D: jump_if_false @COL_5_15252 
0004: $2579 = 1 // integer values 
0084: $2601 = $4811 // integer values and handles 
0008: $2601 += 5000 // integer values 

:COL_5_15252
0004: $2764 = 7 // integer values 

:COL_5_15259
00D6: if 
0038:   $2764 == 7 // integer values 
004D: jump_if_false @COL_5_15373 
00D6: if 
001C:   $4811 > $2738 // integer values 
004D: jump_if_false @COL_5_15373 
04A2: heli $2723 fly_to 189.1993 879.1445 30.0 speed 20 
00D6: if 
01AF:   car $2723 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_15373 
0004: $2764 = 8 // integer values 

:COL_5_15373
00D6: if 
0038:   $2764 == 8 // integer values 
004D: jump_if_false @COL_5_15468 
04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 20 
00D6: if 
01AF:   car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_15468 
0004: $2764 = 9 // integer values 

:COL_5_15468
00D6: if 
0038:   $2764 == 9 // integer values 
004D: jump_if_false @COL_5_15687 
04A2: heli $2723 fly_to 302.9623 909.7476 13.0 speed 20 
00D6: if 
01AF:   car $2723 0 302.9623 909.7476 13.0 radius 5.0 5.0 4.0 
004D: jump_if_false @COL_5_15687 
01C2: remove_references_to_actor $2725 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2726 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2727 // Like turning an actor into a random pedestrian 
01C8: $2725 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 0 
0084: $2736 = $2725 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 
0084: $2736 = $2726 // integer values and handles 
0050: gosub @COL_5_30286 
01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 
0084: $2736 = $2727 // integer values and handles 
0050: gosub @COL_5_30286 
04A2: heli $2723 fly_to 302.9623 909.7476 40.0 speed 20 
0004: $2764 = 1 // integer values 

:COL_5_15687
0002: jump @COL_5_15832 

:COL_5_15694
00D6: if 
8118:   not actor $2725 dead 
004D: jump_if_false @COL_5_15731 
00D6: if 
00DF:   actor $2725 driving 
004D: jump_if_false @COL_5_15731 
03E2: actor $2725 exit_car 

:COL_5_15731
00D6: if 
8118:   not actor $2726 dead 
004D: jump_if_false @COL_5_15768 
00D6: if 
00DF:   actor $2726 driving 
004D: jump_if_false @COL_5_15768 
03E2: actor $2726 exit_car 

:COL_5_15768
00D6: if 
8118:   not actor $2727 dead 
004D: jump_if_false @COL_5_15805 
00D6: if 
00DF:   actor $2727 driving 
004D: jump_if_false @COL_5_15805 
03E2: actor $2727 exit_car 

:COL_5_15805
0564: set_vehicle $2723 helicopter_simulate_crash_landing 
0508: vehicle $2723 close_all_doors 
01C3: remove_references_to_car $2723 
034F: destroy_actor_with_fade $2724 // The actor fades away like a ghost 
0004: $2723 = -1 // integer values 

:COL_5_15832
0002: jump @COL_5_15844 

:COL_5_15839
01C3: remove_references_to_car $2723 

:COL_5_15844
00D6: if 
0118:   actor $2725 dead 
004D: jump_if_false @COL_5_15865 
034F: destroy_actor_with_fade $2725 // The actor fades away like a ghost 

:COL_5_15865
00D6: if 
0118:   actor $2726 dead 
004D: jump_if_false @COL_5_15886 
034F: destroy_actor_with_fade $2726 // The actor fades away like a ghost 

:COL_5_15886
00D6: if 
0118:   actor $2727 dead 
004D: jump_if_false @COL_5_15907 
034F: destroy_actor_with_fade $2727 // The actor fades away like a ghost 

:COL_5_15907
00D6: if 
8119:   not car $2689 wrecked 
004D: jump_if_false @COL_5_16090 
00D6: if 
8118:   not actor $2690 dead 
004D: jump_if_false @COL_5_16056 
0084: $2688 = $2689 // integer values and handles 
0050: gosub @COL_5_28415 
00D6: if 
01AD:   car $2689 sphere 0 near_point $448 $449 radius 40.0 40.0 
004D: jump_if_false @COL_5_16049 
00D6: if 
0038:   $2796 == 0 // integer values 
004D: jump_if_false @COL_5_16044 
00BC: text_highpriority 'COL5_B4' 5000 ms 1  // ~g~Shoot the attacking helicopter out of the sky.
0084: $2801 = $4811 // integer values and handles 
0008: $2801 += 4000 // integer values 
0004: $2796 = 1 // integer values 

:COL_5_16044
0541: fire_guns_on_vehicle $2689 

:COL_5_16049
0002: jump @COL_5_16083 

:COL_5_16056
0564: set_vehicle $2689 helicopter_simulate_crash_landing 
0508: vehicle $2689 close_all_doors 
01C3: remove_references_to_car $2689 
01C2: remove_references_to_actor $2690 // Like turning an actor into a random pedestrian 
0004: $2689 = -1 // integer values 

:COL_5_16083
0002: jump @COL_5_16368 

:COL_5_16090
01C3: remove_references_to_car $2689 
01C2: remove_references_to_actor $2690 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $2742 == 0 // integer values 
004D: jump_if_false @COL_5_16368 
00D6: if and
0119:   car $2691 wrecked 
0018:   $2763 > 0 // integer values 
004D: jump_if_false @COL_5_16257 
00D6: if and
0119:   car $2723 wrecked 
0018:   $2764 > 0 // integer values 
004D: jump_if_false @COL_5_16234 
00D6: if 
001C:   $4811 > $2739 // integer values 
004D: jump_if_false @COL_5_16227 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
0004: $2742 = 1 // integer values 

:COL_5_16227
0002: jump @COL_5_16250 

:COL_5_16234
0084: $2739 = $4811 // integer values and handles 
0008: $2739 += 8000 // integer values 

:COL_5_16250
0002: jump @COL_5_16273 

:COL_5_16257
0084: $2739 = $4811 // integer values and handles 
0008: $2739 += 8000 // integer values 

:COL_5_16273
00D6: if 
0038:   $2742 == 1 // integer values 
004D: jump_if_false @COL_5_16368 
00A5: $2689 = create_car #HUNTER at 21.2864 720.1946 13.0 
0175: set_car $2689 z_angle_to 312.7112 
0129: $2690 = create_actor 9 #HMOST in_car $2689 driverseat 
0224: set_car $2689 health_to 2500 
020A: set_car $2689 door_status_to 2 
04BA: set_car $2689 speed_instantly 30.0 
0004: $2742 = 2 // integer values 

:COL_5_16368
00D6: if 
8038:   not  $2751 == 4 // integer values 
004D: jump_if_false @COL_5_16889 
00D6: if 
8119:   not car $2677 wrecked 
004D: jump_if_false @COL_5_16603 
00D6: if 
0038:   $2751 == 1 // integer values 
004D: jump_if_false @COL_5_16491 
00D6: if 
01AD:   car $2677 sphere 0 near_point -247.1728 -1215.75 radius 26.0 26.0 
004D: jump_if_false @COL_5_16491 
0477: set_car $2677 action 6 time 200 
0084: $2752 = $4811 // integer values and handles 
0008: $2752 += 199 // integer values 
0004: $2751 = 2 // integer values 

:COL_5_16491
00D6: if 
0038:   $2751 == 2 // integer values 
004D: jump_if_false @COL_5_16545 
00D6: if 
001C:   $4811 > $2752 // integer values 
004D: jump_if_false @COL_5_16545 
0477: set_car $2677 action 3 time 5000 
0004: $2751 = 3 // integer values 

:COL_5_16545
00D6: if 
0038:   $2751 == 3 // integer values 
004D: jump_if_false @COL_5_16596 
00D6: if 
01C1:   car $2677 stopped 
004D: jump_if_false @COL_5_16596 
0477: set_car $2677 action 1 time 5000 
0004: $2751 = 4 // integer values 

:COL_5_16596
0002: jump @COL_5_16882 

:COL_5_16603
00D6: if 
0038:   $2751 == 0 // integer values 
004D: jump_if_false @COL_5_16882 
00D6: if 
001C:   $4811 > $2752 // integer values 
004D: jump_if_false @COL_5_16882 
0395: clear_area 1 at -238.2693 -1361.33 range 7.0786 500.0 
00A5: $2677 = create_car #WASHING at -238.2693 -1361.33 7.0786 
0229: set_car $2677 color_to 0 0 
0175: set_car $2677 z_angle_to 10.7405 
0129: $2670 = create_actor 9 #HMOST in_car $2677 driverseat 
0084: $2693 = $2670 // integer values and handles 
0050: gosub @COL_5_30089 
01C8: $2671 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 0 
0084: $2693 = $2671 // integer values and handles 
0050: gosub @COL_5_30089 
01C8: $2672 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 1 
0084: $2693 = $2672 // integer values and handles 
0050: gosub @COL_5_30089 
01C8: $2673 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 2 
0084: $2693 = $2673 // integer values and handles 
0050: gosub @COL_5_30089 
00AD: set_car $2677 max_speed_to 100.0 
04BA: set_car $2677 speed_instantly 30.0 
00AE: set_vehicle $2677 traffic_behavior_to 2 
02C2: car $2677 drive_to_point -247.1728 -1215.75 7.0856 
04E0: car $2677 abandon_path_radius 255 
0004: $2751 = 1 // integer values 

:COL_5_16882
0002: jump @COL_5_20401 

:COL_5_16889
00D6: if 
8118:   not actor $2670 dead 
004D: jump_if_false @COL_5_17359 
00D6: if 
0038:   $2753 == 0 // integer values 
004D: jump_if_false @COL_5_16952 
0239: actor $2670 run_to -257.2504 -1214.484 
0411: set_actor $2670 use_pednode_seek 0 
0004: $2753 = 1 // integer values 

:COL_5_16952
00D6: if 
0038:   $2753 == 1 // integer values 
004D: jump_if_false @COL_5_17037 
00D6: if 
00ED:   actor $2670 0 -257.2504 -1214.484 radius 1.5 1.5 
004D: jump_if_false @COL_5_17037 
0239: actor $2670 run_to -266.0016 -1214.565 
0411: set_actor $2670 use_pednode_seek 0 
0004: $2753 = 2 // integer values 

:COL_5_17037
00D6: if 
0038:   $2753 == 2 // integer values 
004D: jump_if_false @COL_5_17122 
00D6: if 
00ED:   actor $2670 0 -266.0016 -1214.565 radius 1.5 1.5 
004D: jump_if_false @COL_5_17122 
0239: actor $2670 run_to -321.7568 -1214.596 
0411: set_actor $2670 use_pednode_seek 0 
0004: $2753 = 3 // integer values 

:COL_5_17122
00D6: if 
0038:   $2753 == 3 // integer values 
004D: jump_if_false @COL_5_17207 
00D6: if 
00ED:   actor $2670 0 -321.7568 -1214.596 radius 1.5 1.5 
004D: jump_if_false @COL_5_17207 
0239: actor $2670 run_to -323.5134 -1232.98 
0411: set_actor $2670 use_pednode_seek 0 
0004: $2753 = 4 // integer values 

:COL_5_17207
00D6: if 
0038:   $2753 == 4 // integer values 
004D: jump_if_false @COL_5_17333 
00D6: if 
00ED:   actor $2670 0 -323.5134 -1232.98 radius 1.5 1.5 
004D: jump_if_false @COL_5_17333 
00D6: if 
8119:   not car $2676 wrecked 
004D: jump_if_false @COL_5_17325 
0464: put_actor $2670 into_turret_on_car $2676 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 
0004: $2753 = 5 // integer values 
0002: jump @COL_5_17333 

:COL_5_17325
01CA: actor $2670 kill_player $PLAYER_CHAR 

:COL_5_17333
00D6: if 
0038:   $2753 == 5 // integer values 
004D: jump_if_false @COL_5_17359 
01CA: actor $2670 kill_player $PLAYER_CHAR 

:COL_5_17359
00D6: if 
8118:   not actor $2671 dead 
004D: jump_if_false @COL_5_17788 
00D6: if 
0038:   $2754 == 0 // integer values 
004D: jump_if_false @COL_5_17422 
0239: actor $2671 run_to -257.2504 -1214.484 
0411: set_actor $2671 use_pednode_seek 0 
0004: $2754 = 1 // integer values 

:COL_5_17422
00D6: if 
0038:   $2754 == 1 // integer values 
004D: jump_if_false @COL_5_17507 
00D6: if 
00ED:   actor $2671 0 -257.2504 -1214.484 radius 1.5 1.5 
004D: jump_if_false @COL_5_17507 
0239: actor $2671 run_to -266.0016 -1214.565 
0411: set_actor $2671 use_pednode_seek 0 
0004: $2754 = 2 // integer values 

:COL_5_17507
00D6: if 
0038:   $2754 == 2 // integer values 
004D: jump_if_false @COL_5_17592 
00D6: if 
00ED:   actor $2671 0 -266.0016 -1214.565 radius 1.5 1.5 
004D: jump_if_false @COL_5_17592 
0239: actor $2671 run_to -321.7568 -1214.596 
0411: set_actor $2671 use_pednode_seek 0 
0004: $2754 = 3 // integer values 

:COL_5_17592
00D6: if 
0038:   $2754 == 3 // integer values 
004D: jump_if_false @COL_5_17677 
00D6: if 
00ED:   actor $2671 0 -321.7568 -1214.596 radius 1.5 1.5 
004D: jump_if_false @COL_5_17677 
0239: actor $2671 run_to -323.5134 -1232.98 
0411: set_actor $2671 use_pednode_seek 0 
0004: $2754 = 4 // integer values 

:COL_5_17677
00D6: if 
0038:   $2754 == 4 // integer values 
004D: jump_if_false @COL_5_17788 
00D6: if 
00ED:   actor $2671 0 -323.5134 -1232.98 radius 1.5 1.5 
004D: jump_if_false @COL_5_17788 
00D6: if 
8119:   not car $2676 wrecked 
004D: jump_if_false @COL_5_17780 
009B: destroy_actor_instantly $2671 
0129: $2671 = create_actor 9 #HMOST in_car $2676 driverseat 
0004: $2754 = 5 // integer values 
0002: jump @COL_5_17788 

:COL_5_17780
01CA: actor $2671 kill_player $PLAYER_CHAR 

:COL_5_17788
00D6: if 
8119:   not car $2676 wrecked 
004D: jump_if_false @COL_5_18513 
00D6: if 
8118:   not actor $2671 dead 
004D: jump_if_false @COL_5_18472 
00D6: if and
0038:   $2753 == 5 // integer values 
0038:   $2754 == 5 // integer values 
004D: jump_if_false @COL_5_18465 
0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 -20.0 0.0 
00D6: if 
01AF:   car $2676 0 $445 $446 6.0 radius 5.0 5.0 5.0 
004D: jump_if_false @COL_5_18116 
02DB: set_boat $2676 speed_to 2.0 
0176: $4886 = object $714 z_angle 
0174: $2808 = car $2676 z_angle 
0086: $5922 = $4886 // floating-point values only 
0061: $5922 -= $2808 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_17991 
0009: $5922 += 360.0 // floating-point values 

:COL_5_17991
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @COL_5_18022 
000D: $5922 -= 360.0 // floating-point values 

:COL_5_18022
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_18060 
0078: $2808 += frame_delta_time * 1.0 // floating-point values 
0002: jump @COL_5_18070 

:COL_5_18060
007E: $2808 -= frame_delta_time * 1.0 // floating-point values 

:COL_5_18070
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_18109 
0175: set_car $2676 z_angle_to $2808 

:COL_5_18109
0002: jump @COL_5_18358 

:COL_5_18116
00D6: if 
01AD:   car $2676 sphere 0 near_point $445 $446 radius 10.0 10.0 
004D: jump_if_false @COL_5_18348 
02DB: set_boat $2676 speed_to 6.0 
0176: $4886 = object $714 z_angle 
0174: $2808 = car $2676 z_angle 
0086: $5922 = $4886 // floating-point values only 
0061: $5922 -= $2808 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_18223 
0009: $5922 += 360.0 // floating-point values 

:COL_5_18223
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @COL_5_18254 
000D: $5922 -= 360.0 // floating-point values 

:COL_5_18254
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_18292 
0078: $2808 += frame_delta_time * 1.0 // floating-point values 
0002: jump @COL_5_18302 

:COL_5_18292
007E: $2808 -= frame_delta_time * 1.0 // floating-point values 

:COL_5_18302
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_18341 
0175: set_car $2676 z_angle_to $2808 

:COL_5_18341
0002: jump @COL_5_18358 

:COL_5_18348
02DB: set_boat $2676 speed_to 12.0 

:COL_5_18358
02D3: boat $2676 drive_to $445 $446 6.0 
00D6: if 
81AD:   not car $2676 sphere 0 near_point $448 $449 radius 300.0 300.0 
004D: jump_if_false @COL_5_18415 
0004: $2670 = -1 // integer values 

:COL_5_18415
00D6: if 
0118:   actor $2670 dead 
004D: jump_if_false @COL_5_18465 
01C3: remove_references_to_car $2682 
01C3: remove_references_to_car $2676 
0004: $2676 = -1 // integer values 
01C2: remove_references_to_actor $2671 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2670 // Like turning an actor into a random pedestrian 
0004: $2771 = 1 // integer values 

:COL_5_18465
0002: jump @COL_5_18506 

:COL_5_18472
01C3: remove_references_to_car $2682 
01C3: remove_references_to_car $2676 
0004: $2676 = -1 // integer values 
01C2: remove_references_to_actor $2671 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2670 // Like turning an actor into a random pedestrian 
0004: $2771 = 1 // integer values 

:COL_5_18506
0002: jump @COL_5_18645 

:COL_5_18513
00D6: if 
0038:   $2789 == 0 // integer values 
004D: jump_if_false @COL_5_18611 
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_18611 
00D6: if 
0119:   car $2675 wrecked 
004D: jump_if_false @COL_5_18611 
00D6: if 
0038:   $2561 == 0 // integer values 
004D: jump_if_false @COL_5_18604 
0004: $2561 = 1 // integer values 
0084: $2586 = $4811 // integer values and handles 
0008: $2586 += 5000 // integer values 

:COL_5_18604
0004: $2789 = 1 // integer values 

:COL_5_18611
01C3: remove_references_to_car $2682 
01C3: remove_references_to_car $2676 
0004: $2676 = -1 // integer values 
01C2: remove_references_to_actor $2671 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2670 // Like turning an actor into a random pedestrian 
0004: $2771 = 1 // integer values 

:COL_5_18645
00D6: if 
8118:   not actor $2672 dead 
004D: jump_if_false @COL_5_19115 
00D6: if 
0038:   $2755 == 0 // integer values 
004D: jump_if_false @COL_5_18708 
0239: actor $2672 run_to -257.2504 -1214.484 
0411: set_actor $2672 use_pednode_seek 0 
0004: $2755 = 1 // integer values 

:COL_5_18708
00D6: if 
0038:   $2755 == 1 // integer values 
004D: jump_if_false @COL_5_18793 
00D6: if 
00ED:   actor $2672 0 -257.2504 -1214.484 radius 1.5 1.5 
004D: jump_if_false @COL_5_18793 
0239: actor $2672 run_to -266.0016 -1214.565 
0411: set_actor $2672 use_pednode_seek 0 
0004: $2755 = 2 // integer values 

:COL_5_18793
00D6: if 
0038:   $2755 == 2 // integer values 
004D: jump_if_false @COL_5_18878 
00D6: if 
00ED:   actor $2672 0 -266.0016 -1214.565 radius 1.5 1.5 
004D: jump_if_false @COL_5_18878 
0239: actor $2672 run_to -321.7568 -1214.596 
0411: set_actor $2672 use_pednode_seek 0 
0004: $2755 = 3 // integer values 

:COL_5_18878
00D6: if 
0038:   $2755 == 3 // integer values 
004D: jump_if_false @COL_5_18963 
00D6: if 
00ED:   actor $2672 0 -321.7568 -1214.596 radius 1.5 1.5 
004D: jump_if_false @COL_5_18963 
0239: actor $2672 run_to -332.7804 -1217.117 
0411: set_actor $2672 use_pednode_seek 0 
0004: $2755 = 4 // integer values 

:COL_5_18963
00D6: if 
0038:   $2755 == 4 // integer values 
004D: jump_if_false @COL_5_19089 
00D6: if 
00ED:   actor $2672 0 -332.7804 -1217.117 radius 2.0 2.0 
004D: jump_if_false @COL_5_19089 
00D6: if 
8119:   not car $2675 wrecked 
004D: jump_if_false @COL_5_19081 
0464: put_actor $2672 into_turret_on_car $2675 at_car_offset 0.6462 1.4897 1.3333 position 0 angle 360.0 with_weapon 23 
0004: $2755 = 5 // integer values 
0002: jump @COL_5_19089 

:COL_5_19081
01CA: actor $2672 kill_player $PLAYER_CHAR 

:COL_5_19089
00D6: if 
0038:   $2753 == 5 // integer values 
004D: jump_if_false @COL_5_19115 
01CA: actor $2672 kill_player $PLAYER_CHAR 

:COL_5_19115
00D6: if 
8118:   not actor $2673 dead 
004D: jump_if_false @COL_5_19544 
00D6: if 
0038:   $2756 == 0 // integer values 
004D: jump_if_false @COL_5_19178 
0239: actor $2673 run_to -257.2504 -1214.484 
0411: set_actor $2673 use_pednode_seek 0 
0004: $2756 = 1 // integer values 

:COL_5_19178
00D6: if 
0038:   $2756 == 1 // integer values 
004D: jump_if_false @COL_5_19263 
00D6: if 
00ED:   actor $2673 0 -257.2504 -1214.484 radius 1.5 1.5 
004D: jump_if_false @COL_5_19263 
0239: actor $2673 run_to -266.0016 -1214.565 
0411: set_actor $2673 use_pednode_seek 0 
0004: $2756 = 2 // integer values 

:COL_5_19263
00D6: if 
0038:   $2756 == 2 // integer values 
004D: jump_if_false @COL_5_19348 
00D6: if 
00ED:   actor $2673 0 -266.0016 -1214.565 radius 1.5 1.5 
004D: jump_if_false @COL_5_19348 
0239: actor $2673 run_to -321.7568 -1214.596 
0411: set_actor $2673 use_pednode_seek 0 
0004: $2756 = 3 // integer values 

:COL_5_19348
00D6: if 
0038:   $2756 == 3 // integer values 
004D: jump_if_false @COL_5_19433 
00D6: if 
00ED:   actor $2673 0 -321.7568 -1214.596 radius 1.5 1.5 
004D: jump_if_false @COL_5_19433 
0239: actor $2673 run_to -332.7804 -1217.117 
0411: set_actor $2673 use_pednode_seek 0 
0004: $2756 = 4 // integer values 

:COL_5_19433
00D6: if 
0038:   $2756 == 4 // integer values 
004D: jump_if_false @COL_5_19544 
00D6: if 
00ED:   actor $2673 0 -332.7804 -1217.117 radius 2.0 2.0 
004D: jump_if_false @COL_5_19544 
00D6: if 
8119:   not car $2675 wrecked 
004D: jump_if_false @COL_5_19536 
009B: destroy_actor_instantly $2673 
0129: $2673 = create_actor 9 #HMOST in_car $2675 driverseat 
0004: $2756 = 5 // integer values 
0002: jump @COL_5_19544 

:COL_5_19536
01CA: actor $2673 kill_player $PLAYER_CHAR 

:COL_5_19544
00D6: if 
8119:   not car $2675 wrecked 
004D: jump_if_false @COL_5_20269 
00D6: if 
8118:   not actor $2673 dead 
004D: jump_if_false @COL_5_20228 
00D6: if and
0038:   $2755 == 5 // integer values 
0038:   $2756 == 5 // integer values 
004D: jump_if_false @COL_5_20130 
0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 0.0 0.0 
00D6: if 
01AF:   car $2675 0 $445 $446 6.0 radius 5.0 5.0 5.0 
004D: jump_if_false @COL_5_19872 
02DB: set_boat $2675 speed_to 2.0 
0176: $4886 = object $714 z_angle 
0174: $2807 = car $2675 z_angle 
0086: $5922 = $4886 // floating-point values only 
0061: $5922 -= $2807 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_19747 
0009: $5922 += 360.0 // floating-point values 

:COL_5_19747
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @COL_5_19778 
000D: $5922 -= 360.0 // floating-point values 

:COL_5_19778
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_19816 
0078: $2807 += frame_delta_time * 1.0 // floating-point values 
0002: jump @COL_5_19826 

:COL_5_19816
007E: $2807 -= frame_delta_time * 1.0 // floating-point values 

:COL_5_19826
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_19865 
0175: set_car $2675 z_angle_to $2807 

:COL_5_19865
0002: jump @COL_5_20114 

:COL_5_19872
00D6: if 
01AD:   car $2675 sphere 0 near_point $445 $446 radius 10.0 10.0 
004D: jump_if_false @COL_5_20104 
02DB: set_boat $2675 speed_to 6.0 
0176: $4886 = object $714 z_angle 
0174: $2807 = car $2675 z_angle 
0086: $5922 = $4886 // floating-point values only 
0061: $5922 -= $2807 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_19979 
0009: $5922 += 360.0 // floating-point values 

:COL_5_19979
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @COL_5_20010 
000D: $5922 -= 360.0 // floating-point values 

:COL_5_20010
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_20048 
0078: $2807 += frame_delta_time * 1.0 // floating-point values 
0002: jump @COL_5_20058 

:COL_5_20048
007E: $2807 -= frame_delta_time * 1.0 // floating-point values 

:COL_5_20058
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_20097 
0175: set_car $2675 z_angle_to $2807 

:COL_5_20097
0002: jump @COL_5_20114 

:COL_5_20104
02DB: set_boat $2675 speed_to 12.0 

:COL_5_20114
02D3: boat $2675 drive_to $445 $446 6.0 

:COL_5_20130
00D6: if 
81AD:   not car $2675 sphere 0 near_point $448 $449 radius 300.0 300.0 
004D: jump_if_false @COL_5_20171 
0004: $2672 = -1 // integer values 

:COL_5_20171
00D6: if 
0118:   actor $2672 dead 
004D: jump_if_false @COL_5_20221 
01C3: remove_references_to_car $2682 
01C3: remove_references_to_car $2675 
0004: $2675 = -1 // integer values 
01C2: remove_references_to_actor $2673 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2672 // Like turning an actor into a random pedestrian 
0004: $2770 = 1 // integer values 

:COL_5_20221
0002: jump @COL_5_20262 

:COL_5_20228
01C3: remove_references_to_car $2682 
01C3: remove_references_to_car $2675 
0004: $2675 = -1 // integer values 
01C2: remove_references_to_actor $2673 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2672 // Like turning an actor into a random pedestrian 
0004: $2770 = 1 // integer values 

:COL_5_20262
0002: jump @COL_5_20401 

:COL_5_20269
00D6: if 
0038:   $2789 == 0 // integer values 
004D: jump_if_false @COL_5_20367 
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_20367 
00D6: if 
0119:   car $2676 wrecked 
004D: jump_if_false @COL_5_20367 
00D6: if 
0038:   $2561 == 0 // integer values 
004D: jump_if_false @COL_5_20360 
0004: $2561 = 1 // integer values 
0084: $2586 = $4811 // integer values and handles 
0008: $2586 += 5000 // integer values 

:COL_5_20360
0004: $2789 = 1 // integer values 

:COL_5_20367
01C3: remove_references_to_car $2682 
01C3: remove_references_to_car $2675 
0004: $2675 = -1 // integer values 
01C2: remove_references_to_actor $2673 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2672 // Like turning an actor into a random pedestrian 
0004: $2770 = 1 // integer values 

:COL_5_20401
00D6: if 
8038:   not  $2757 == 4 // integer values 
004D: jump_if_false @COL_5_20934 
00D6: if 
8119:   not car $2682 wrecked 
004D: jump_if_false @COL_5_20636 
00D6: if 
0038:   $2757 == 1 // integer values 
004D: jump_if_false @COL_5_20524 
00D6: if 
01AD:   car $2682 sphere 0 near_point -247.1728 -1215.75 radius 33.0 33.0 
004D: jump_if_false @COL_5_20524 
0477: set_car $2682 action 7 time 200 
0084: $2758 = $4811 // integer values and handles 
0008: $2758 += 199 // integer values 
0004: $2757 = 2 // integer values 

:COL_5_20524
00D6: if 
0038:   $2757 == 2 // integer values 
004D: jump_if_false @COL_5_20578 
00D6: if 
001C:   $4811 > $2758 // integer values 
004D: jump_if_false @COL_5_20578 
0477: set_car $2682 action 4 time 5000 
0004: $2757 = 3 // integer values 

:COL_5_20578
00D6: if 
0038:   $2757 == 3 // integer values 
004D: jump_if_false @COL_5_20629 
00D6: if 
01C1:   car $2682 stopped 
004D: jump_if_false @COL_5_20629 
0477: set_car $2682 action 1 time 5000 
0004: $2757 = 4 // integer values 

:COL_5_20629
0002: jump @COL_5_20927 

:COL_5_20636
00D6: if and
0038:   $2757 == 0 // integer values 
0018:   $2751 > 0 // integer values 
004D: jump_if_false @COL_5_20927 
00D6: if 
838A:   not car_in_cube -238.2693 -1361.33 7.0786 4.0 4.0 4.0 
004D: jump_if_false @COL_5_20927 
00A5: $2682 = create_car #WASHING at -238.2693 -1361.33 7.0786 
0229: set_car $2682 color_to 0 0 
0175: set_car $2682 z_angle_to 10.7405 
0249: release_model #WASHING 
0129: $2678 = create_actor 9 #HMOST in_car $2682 driverseat 
0084: $2693 = $2678 // integer values and handles 
0050: gosub @COL_5_30089 
01C8: $2679 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 0 
0084: $2693 = $2679 // integer values and handles 
0050: gosub @COL_5_30089 
01C8: $2680 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 1 
0084: $2693 = $2680 // integer values and handles 
0050: gosub @COL_5_30089 
01C8: $2681 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 2 
0084: $2693 = $2681 // integer values and handles 
0050: gosub @COL_5_30089 
00AD: set_car $2682 max_speed_to 100.0 
04BA: set_car $2682 speed_instantly 30.0 
00AE: set_vehicle $2682 traffic_behavior_to 2 
02C2: car $2682 drive_to_point -247.1728 -1215.75 7.0856 
04E0: car $2682 abandon_path_radius 255 
0004: $2757 = 1 // integer values 

:COL_5_20927
0002: jump @COL_5_22694 

:COL_5_20934
00D6: if 
8118:   not actor $2678 dead 
004D: jump_if_false @COL_5_21133 
0084: $2737 = $2678 // integer values and handles 
0084: $2778 = $2759 // integer values and handles 
0050: gosub @COL_5_31204 
0084: $2759 = $2778 // integer values and handles 
00D6: if 
0038:   $2759 == 4 // integer values 
004D: jump_if_false @COL_5_21107 
00D6: if 
00ED:   actor $2678 0 -328.9344 -1212.065 radius 1.5 1.5 
004D: jump_if_false @COL_5_21107 
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_21099 
0464: put_actor $2678 into_turret_on_car $2674 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 
0004: $2759 = 5 // integer values 
0002: jump @COL_5_21107 

:COL_5_21099
01CA: actor $2678 kill_player $PLAYER_CHAR 

:COL_5_21107
00D6: if 
0038:   $2759 == 5 // integer values 
004D: jump_if_false @COL_5_21133 
01CA: actor $2678 kill_player $PLAYER_CHAR 

:COL_5_21133
00D6: if 
8118:   not actor $2679 dead 
004D: jump_if_false @COL_5_21332 
0084: $2737 = $2679 // integer values and handles 
0084: $2778 = $2760 // integer values and handles 
0050: gosub @COL_5_31204 
0084: $2760 = $2778 // integer values and handles 
00D6: if 
0038:   $2760 == 4 // integer values 
004D: jump_if_false @COL_5_21306 
00D6: if 
00ED:   actor $2679 0 -328.9344 -1212.065 radius 1.5 1.5 
004D: jump_if_false @COL_5_21306 
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_21298 
0464: put_actor $2679 into_turret_on_car $2674 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 
0004: $2760 = 5 // integer values 
0002: jump @COL_5_21306 

:COL_5_21298
01CA: actor $2679 kill_player $PLAYER_CHAR 

:COL_5_21306
00D6: if 
0038:   $2760 == 5 // integer values 
004D: jump_if_false @COL_5_21332 
01CA: actor $2679 kill_player $PLAYER_CHAR 

:COL_5_21332
00D6: if 
8118:   not actor $2680 dead 
004D: jump_if_false @COL_5_21531 
0084: $2737 = $2680 // integer values and handles 
0084: $2778 = $2761 // integer values and handles 
0050: gosub @COL_5_31204 
0084: $2761 = $2778 // integer values and handles 
00D6: if 
0038:   $2761 == 4 // integer values 
004D: jump_if_false @COL_5_21505 
00D6: if 
00ED:   actor $2680 0 -328.9344 -1212.065 radius 1.5 1.5 
004D: jump_if_false @COL_5_21505 
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_21497 
0464: put_actor $2680 into_turret_on_car $2674 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 
0004: $2761 = 5 // integer values 
0002: jump @COL_5_21505 

:COL_5_21497
01CA: actor $2680 kill_player $PLAYER_CHAR 

:COL_5_21505
00D6: if 
0038:   $2761 == 5 // integer values 
004D: jump_if_false @COL_5_21531 
01CA: actor $2680 kill_player $PLAYER_CHAR 

:COL_5_21531
00D6: if 
8118:   not actor $2681 dead 
004D: jump_if_false @COL_5_21705 
0084: $2737 = $2681 // integer values and handles 
0084: $2778 = $2762 // integer values and handles 
0050: gosub @COL_5_31204 
0084: $2762 = $2778 // integer values and handles 
00D6: if 
0038:   $2762 == 4 // integer values 
004D: jump_if_false @COL_5_21705 
00D6: if 
00ED:   actor $2681 0 -328.9344 -1212.065 radius 1.5 1.5 
004D: jump_if_false @COL_5_21705 
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_21697 
009B: destroy_actor_instantly $2681 
0129: $2681 = create_actor 9 #HMOST in_car $2674 driverseat 
0084: $2765 = $4811 // integer values and handles 
0008: $2765 += 5000 // integer values 
0004: $2762 = 5 // integer values 
0002: jump @COL_5_21705 

:COL_5_21697
01CA: actor $2681 kill_player $PLAYER_CHAR 

:COL_5_21705
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_22563 
00D6: if 
8118:   not actor $2681 dead 
004D: jump_if_false @COL_5_22512 
00D6: if and
0038:   $2759 == 5 // integer values 
0038:   $2760 == 5 // integer values 
0038:   $2761 == 5 // integer values 
0038:   $2762 == 5 // integer values 
001C:   $4811 > $2765 // integer values 
004D: jump_if_false @COL_5_22358 
00D6: if 
0038:   $2790 == 0 // integer values 
004D: jump_if_false @COL_5_22010 
00D6: if 
0038:   $2560 == 0 // integer values 
004D: jump_if_false @COL_5_21843 
0004: $2560 = 1 // integer values 
0084: $2585 = $4811 // integer values and handles 
0008: $2585 += 5000 // integer values 

:COL_5_21843
00D6: if 
8119:   not car $2674 wrecked 
004D: jump_if_false @COL_5_21883 
00D6: if 
8118:   not actor $2685 dead 
004D: jump_if_false @COL_5_21883 
01D9: actor $2685 destroy_car $2674 

:COL_5_21883
00D6: if 
8119:   not car $2675 wrecked 
004D: jump_if_false @COL_5_21923 
00D6: if 
8118:   not actor $2686 dead 
004D: jump_if_false @COL_5_21923 
01D9: actor $2686 destroy_car $2675 

:COL_5_21923
00D6: if 
8119:   not car $2676 wrecked 
004D: jump_if_false @COL_5_21963 
00D6: if 
8118:   not actor $2687 dead 
004D: jump_if_false @COL_5_21963 
01D9: actor $2687 destroy_car $2674 

:COL_5_21963
00D6: if 
8119:   not car $2676 wrecked 
004D: jump_if_false @COL_5_22003 
00D6: if 
8118:   not actor $2730 dead 
004D: jump_if_false @COL_5_22003 
01D9: actor $2730 destroy_car $2676 

:COL_5_22003
0004: $2790 = 1 // integer values 

:COL_5_22010
0400: create_coordinate $445 $446 $447 from_object $714 offset 20.0 20.0 0.0 
0176: $4886 = object $714 z_angle 
0174: $2806 = car $2674 z_angle 
0086: $5922 = $4886 // floating-point values only 
0061: $5922 -= $2806 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_22102 
0009: $5922 += 360.0 // floating-point values 

:COL_5_22102
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @COL_5_22133 
000D: $5922 -= 360.0 // floating-point values 

:COL_5_22133
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_22171 
007E: $2806 -= frame_delta_time * 2.0 // floating-point values 
0002: jump @COL_5_22181 

:COL_5_22171
0078: $2806 += frame_delta_time * 2.0 // floating-point values 

:COL_5_22181
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @COL_5_22220 
0175: set_car $2674 z_angle_to $2806 

:COL_5_22220
00D6: if 
01AF:   car $2674 0 $445 $446 6.0 radius 10.0 10.0 5.0 
004D: jump_if_false @COL_5_22281 
02DB: set_boat $2674 speed_to 2.0 
0002: jump @COL_5_22342 

:COL_5_22281
00D6: if 
01AD:   car $2674 sphere 0 near_point $445 $446 radius 30.0 30.0 
004D: jump_if_false @COL_5_22332 
02DB: set_boat $2674 speed_to 6.0 
0002: jump @COL_5_22342 

:COL_5_22332
02DB: set_boat $2674 speed_to 12.0 

:COL_5_22342
02D3: boat $2674 drive_to $445 $446 6.0 

:COL_5_22358
00D6: if 
81AD:   not car $2674 sphere 0 near_point $448 $449 radius 300.0 300.0 
004D: jump_if_false @COL_5_22413 
0004: $2678 = -1 // integer values 
0004: $2679 = -1 // integer values 
0004: $2680 = -1 // integer values 

:COL_5_22413
00D6: if 
0118:   actor $2678 dead 
004D: jump_if_false @COL_5_22505 
00D6: if 
0118:   actor $2679 dead 
004D: jump_if_false @COL_5_22505 
00D6: if 
0118:   actor $2680 dead 
004D: jump_if_false @COL_5_22505 
01C3: remove_references_to_car $2674 
0004: $2674 = -1 // integer values 
01C3: remove_references_to_car $2677 
01C2: remove_references_to_actor $2678 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2679 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2680 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2681 // Like turning an actor into a random pedestrian 
0004: $2769 = 1 // integer values 

:COL_5_22505
0002: jump @COL_5_22556 

:COL_5_22512
01C3: remove_references_to_car $2674 
0004: $2674 = -1 // integer values 
01C3: remove_references_to_car $2677 
01C2: remove_references_to_actor $2678 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2679 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2680 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2681 // Like turning an actor into a random pedestrian 
0004: $2769 = 1 // integer values 

:COL_5_22556
0002: jump @COL_5_22694 

:COL_5_22563
00D6: if 
0038:   $2791 == 0 // integer values 
004D: jump_if_false @COL_5_22650 
00D6: if or
8119:   not car $2675 wrecked 
8119:   not car $2676 wrecked 
004D: jump_if_false @COL_5_22650 
00D6: if 
0038:   $2560 == 0 // integer values 
004D: jump_if_false @COL_5_22643 
0004: $2560 = 1 // integer values 
0084: $2585 = $4811 // integer values and handles 
0008: $2585 += 5000 // integer values 

:COL_5_22643
0004: $2791 = 1 // integer values 

:COL_5_22650
01C3: remove_references_to_car $2674 
0004: $2674 = -1 // integer values 
01C3: remove_references_to_car $2677 
01C2: remove_references_to_actor $2678 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2679 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2680 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2681 // Like turning an actor into a random pedestrian 
0004: $2769 = 1 // integer values 

:COL_5_22694
00D6: if 
0018:   $2560 > 0 // integer values 
004D: jump_if_false @COL_5_22949 
00D6: if 
0038:   $2560 == 3 // integer values 
004D: jump_if_false @COL_5_22776 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_22776 
03D5: remove_text 'COL5_1'  // Port side! Port side!
0004: $2560 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_22776
00D6: if 
0038:   $2560 == 2 // integer values 
004D: jump_if_false @COL_5_22854 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_22854 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_22847 
00BC: text_highpriority 'COL5_1' 10000 ms 1  // Port side! Port side!

:COL_5_22847
0004: $2560 = 3 // integer values 

:COL_5_22854
00D6: if 
0038:   $2560 == 1 // integer values 
004D: jump_if_false @COL_5_22949 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_22923 
03CF: load_wav 'COL5_1' as 1 
0004: $2560 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_22949 

:COL_5_22923
00D6: if 
001C:   $4811 > $2585 // integer values 
004D: jump_if_false @COL_5_22949 
0004: $2560 = 0 // integer values 

:COL_5_22949
00D6: if 
0018:   $2561 > 0 // integer values 
004D: jump_if_false @COL_5_23204 
00D6: if 
0038:   $2561 == 3 // integer values 
004D: jump_if_false @COL_5_23031 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_23031 
03D5: remove_text 'COL5_2'  // They're attacking from starboard!
0004: $2561 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_23031
00D6: if 
0038:   $2561 == 2 // integer values 
004D: jump_if_false @COL_5_23109 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_23109 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_23102 
00BC: text_highpriority 'COL5_2' 10000 ms 1  // They're attacking from starboard!

:COL_5_23102
0004: $2561 = 3 // integer values 

:COL_5_23109
00D6: if 
0038:   $2561 == 1 // integer values 
004D: jump_if_false @COL_5_23204 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_23178 
03CF: load_wav 'COL5_2' as 1 
0004: $2561 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_23204 

:COL_5_23178
00D6: if 
001C:   $4811 > $2586 // integer values 
004D: jump_if_false @COL_5_23204 
0004: $2561 = 0 // integer values 

:COL_5_23204
00D6: if 
0018:   $2562 > 0 // integer values 
004D: jump_if_false @COL_5_23459 
00D6: if 
0038:   $2562 == 3 // integer values 
004D: jump_if_false @COL_5_23286 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_23286 
03D5: remove_text 'COL5_3'  // The bridge up ahead!
0004: $2562 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_23286
00D6: if 
0038:   $2562 == 2 // integer values 
004D: jump_if_false @COL_5_23364 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_23364 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_23357 
00BC: text_highpriority 'COL5_3' 10000 ms 1  // The bridge up ahead!

:COL_5_23357
0004: $2562 = 3 // integer values 

:COL_5_23364
00D6: if 
0038:   $2562 == 1 // integer values 
004D: jump_if_false @COL_5_23459 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_23433 
03CF: load_wav 'COL5_3' as 1 
0004: $2562 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_23459 

:COL_5_23433
00D6: if 
001C:   $4811 > $2587 // integer values 
004D: jump_if_false @COL_5_23459 
0004: $2562 = 0 // integer values 

:COL_5_23459
00D6: if 
0018:   $2563 > 0 // integer values 
004D: jump_if_false @COL_5_24147 
00D6: if 
0038:   $2563 == 3 // integer values 
004D: jump_if_false @COL_5_23591 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_23591 
03D5: remove_text 'COL5_17'  // Oh my god they've got a helicopter!
03D5: remove_text 'COL5_18'  // Shoot the helicopter!
03D5: remove_text 'COL5_19'  // Tommy, take that chopper out!
03D5: remove_text 'COL5_20'  // He's coming again! Blow that chopper!
03D5: remove_text 'COL5_21'  // Look at the size of that chopper!
03D5: remove_text 'COL5_22'  // Here he comes again!
0004: $2563 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_23591
00D6: if 
0038:   $2563 == 2 // integer values 
004D: jump_if_false @COL_5_23884 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_23884 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_23845 
00D6: if 
0038:   $2783 == 0 // integer values 
004D: jump_if_false @COL_5_23680 
00BC: text_highpriority 'COL5_17' 10000 ms 1  // Oh my god they've got a helicopter!

:COL_5_23680
00D6: if 
0038:   $2783 == 1 // integer values 
004D: jump_if_false @COL_5_23713 
00BC: text_highpriority 'COL5_18' 10000 ms 1  // Shoot the helicopter!

:COL_5_23713
00D6: if 
0038:   $2783 == 2 // integer values 
004D: jump_if_false @COL_5_23746 
00BC: text_highpriority 'COL5_19' 10000 ms 1  // Tommy, take that chopper out!

:COL_5_23746
00D6: if 
0038:   $2783 == 3 // integer values 
004D: jump_if_false @COL_5_23779 
00BC: text_highpriority 'COL5_20' 10000 ms 1  // He's coming again! Blow that chopper!

:COL_5_23779
00D6: if 
0038:   $2783 == 4 // integer values 
004D: jump_if_false @COL_5_23812 
00BC: text_highpriority 'COL5_21' 10000 ms 1  // Look at the size of that chopper!

:COL_5_23812
00D6: if 
0038:   $2783 == 5 // integer values 
004D: jump_if_false @COL_5_23845 
00BC: text_highpriority 'COL5_22' 10000 ms 1  // Here he comes again!

:COL_5_23845
0008: $2783 += 1 // integer values 
00D6: if 
0038:   $2783 == 6 // integer values 
004D: jump_if_false @COL_5_23877 
0004: $2783 = 0 // integer values 

:COL_5_23877
0004: $2563 = 3 // integer values 

:COL_5_23884
00D6: if 
0038:   $2563 == 1 // integer values 
004D: jump_if_false @COL_5_24147 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_24121 
00D6: if 
0038:   $2783 == 0 // integer values 
004D: jump_if_false @COL_5_23950 
03CF: load_wav 'COL5_17' as 1 

:COL_5_23950
00D6: if 
0038:   $2783 == 1 // integer values 
004D: jump_if_false @COL_5_23980 
03CF: load_wav 'COL5_18' as 1 

:COL_5_23980
00D6: if 
0038:   $2783 == 2 // integer values 
004D: jump_if_false @COL_5_24010 
03CF: load_wav 'COL5_19' as 1 

:COL_5_24010
00D6: if 
0038:   $2783 == 3 // integer values 
004D: jump_if_false @COL_5_24040 
03CF: load_wav 'COL5_20' as 1 

:COL_5_24040
00D6: if 
0038:   $2783 == 4 // integer values 
004D: jump_if_false @COL_5_24070 
03CF: load_wav 'COL5_21' as 1 

:COL_5_24070
00D6: if 
0038:   $2783 == 5 // integer values 
004D: jump_if_false @COL_5_24100 
03CF: load_wav 'COL5_22' as 1 

:COL_5_24100
0004: $2563 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_24147 

:COL_5_24121
00D6: if 
001C:   $4811 > $2588 // integer values 
004D: jump_if_false @COL_5_24147 
0004: $2563 = 0 // integer values 

:COL_5_24147
00D6: if 
0018:   $2568 > 0 // integer values 
004D: jump_if_false @COL_5_24402 
00D6: if 
0038:   $2568 == 3 // integer values 
004D: jump_if_false @COL_5_24229 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_24229 
03D5: remove_text 'COL5_7'  // Stop shooting at me!
0004: $2568 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_24229
00D6: if 
0038:   $2568 == 2 // integer values 
004D: jump_if_false @COL_5_24307 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_24307 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_24300 
00BC: text_highpriority 'COL5_7' 10000 ms 1  // Stop shooting at me!

:COL_5_24300
0004: $2568 = 3 // integer values 

:COL_5_24307
00D6: if 
0038:   $2568 == 1 // integer values 
004D: jump_if_false @COL_5_24402 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_24376 
03CF: load_wav 'COL5_7' as 1 
0004: $2568 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_24402 

:COL_5_24376
00D6: if 
001C:   $4811 > $2591 // integer values 
004D: jump_if_false @COL_5_24402 
0004: $2568 = 0 // integer values 

:COL_5_24402
00D6: if 
0018:   $2570 > 0 // integer values 
004D: jump_if_false @COL_5_24657 
00D6: if 
0038:   $2570 == 3 // integer values 
004D: jump_if_false @COL_5_24484 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_24484 
03D5: remove_text 'COL5_9'  // Tommy, stop them shooting at me!
0004: $2570 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_24484
00D6: if 
0038:   $2570 == 2 // integer values 
004D: jump_if_false @COL_5_24562 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_24562 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_24555 
00BC: text_highpriority 'COL5_9' 10000 ms 1  // Tommy, stop them shooting at me!

:COL_5_24555
0004: $2570 = 3 // integer values 

:COL_5_24562
00D6: if 
0038:   $2570 == 1 // integer values 
004D: jump_if_false @COL_5_24657 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_24631 
03CF: load_wav 'COL5_9' as 1 
0004: $2570 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_24657 

:COL_5_24631
00D6: if 
001C:   $4811 > $2593 // integer values 
004D: jump_if_false @COL_5_24657 
0004: $2570 = 0 // integer values 

:COL_5_24657
00D6: if 
0018:   $2571 > 0 // integer values 
004D: jump_if_false @COL_5_24912 
00D6: if 
0038:   $2571 == 3 // integer values 
004D: jump_if_false @COL_5_24739 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_24739 
03D5: remove_text 'COL5_10'  // I have diplomatic immunity!
0004: $2571 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_24739
00D6: if 
0038:   $2571 == 2 // integer values 
004D: jump_if_false @COL_5_24817 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_24817 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_24810 
00BC: text_highpriority 'COL5_10' 10000 ms 1  // I have diplomatic immunity!

:COL_5_24810
0004: $2571 = 3 // integer values 

:COL_5_24817
00D6: if 
0038:   $2571 == 1 // integer values 
004D: jump_if_false @COL_5_24912 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_24886 
03CF: load_wav 'COL5_10' as 1 
0004: $2571 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_24912 

:COL_5_24886
00D6: if 
001C:   $4811 > $2594 // integer values 
004D: jump_if_false @COL_5_24912 
0004: $2571 = 0 // integer values 

:COL_5_24912
00D6: if 
0018:   $2573 > 0 // integer values 
004D: jump_if_false @COL_5_25167 
00D6: if 
0038:   $2573 == 3 // integer values 
004D: jump_if_false @COL_5_24994 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_24994 
03D5: remove_text 'COL5_11'  // Don't shoot, I am a Colonel!
0004: $2573 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_24994
00D6: if 
0038:   $2573 == 2 // integer values 
004D: jump_if_false @COL_5_25072 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_25072 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_25065 
00BC: text_highpriority 'COL5_11' 10000 ms 1  // Don't shoot, I am a Colonel!

:COL_5_25065
0004: $2573 = 3 // integer values 

:COL_5_25072
00D6: if 
0038:   $2573 == 1 // integer values 
004D: jump_if_false @COL_5_25167 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_25141 
03CF: load_wav 'COL5_11' as 1 
0004: $2573 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_25167 

:COL_5_25141
00D6: if 
001C:   $4811 > $2596 // integer values 
004D: jump_if_false @COL_5_25167 
0004: $2573 = 0 // integer values 

:COL_5_25167
00D6: if 
0018:   $2574 > 0 // integer values 
004D: jump_if_false @COL_5_25422 
00D6: if 
0038:   $2574 == 3 // integer values 
004D: jump_if_false @COL_5_25249 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_25249 
03D5: remove_text 'COL5_12'  // Thomas, kill them, my country will love you.
0004: $2574 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_25249
00D6: if 
0038:   $2574 == 2 // integer values 
004D: jump_if_false @COL_5_25327 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_25327 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_25320 
00BC: text_highpriority 'COL5_12' 10000 ms 1  // Thomas, kill them, my country will love you.

:COL_5_25320
0004: $2574 = 3 // integer values 

:COL_5_25327
00D6: if 
0038:   $2574 == 1 // integer values 
004D: jump_if_false @COL_5_25422 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_25396 
03CF: load_wav 'COL5_12' as 1 
0004: $2574 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_25422 

:COL_5_25396
00D6: if 
001C:   $4811 > $2597 // integer values 
004D: jump_if_false @COL_5_25422 
0004: $2574 = 0 // integer values 

:COL_5_25422
00D6: if 
0018:   $2575 > 0 // integer values 
004D: jump_if_false @COL_5_25677 
00D6: if 
0038:   $2575 == 3 // integer values 
004D: jump_if_false @COL_5_25504 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_25504 
03D5: remove_text 'COL5_13'  // Tommy, we are being overrun by the French!
0004: $2575 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_25504
00D6: if 
0038:   $2575 == 2 // integer values 
004D: jump_if_false @COL_5_25582 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_25582 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_25575 
00BC: text_highpriority 'COL5_13' 10000 ms 1  // Tommy, we are being overrun by the French!

:COL_5_25575
0004: $2575 = 3 // integer values 

:COL_5_25582
00D6: if 
0038:   $2575 == 1 // integer values 
004D: jump_if_false @COL_5_25677 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_25651 
03CF: load_wav 'COL5_13' as 1 
0004: $2575 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_25677 

:COL_5_25651
00D6: if 
001C:   $4811 > $2598 // integer values 
004D: jump_if_false @COL_5_25677 
0004: $2575 = 0 // integer values 

:COL_5_25677
00D6: if 
0018:   $2576 > 0 // integer values 
004D: jump_if_false @COL_5_25932 
00D6: if 
0038:   $2576 == 3 // integer values 
004D: jump_if_false @COL_5_25759 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_25759 
03D5: remove_text 'COL5_14'  // Tommy, everywhere I look, there are French men, I hate it!
0004: $2576 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_25759
00D6: if 
0038:   $2576 == 2 // integer values 
004D: jump_if_false @COL_5_25837 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_25837 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_25830 
00BC: text_highpriority 'COL5_14' 10000 ms 1  // Tommy, everywhere I look, there are French men, I hate it!

:COL_5_25830
0004: $2576 = 3 // integer values 

:COL_5_25837
00D6: if 
0038:   $2576 == 1 // integer values 
004D: jump_if_false @COL_5_25932 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_25906 
03CF: load_wav 'COL5_14' as 1 
0004: $2576 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_25932 

:COL_5_25906
00D6: if 
001C:   $4811 > $2599 // integer values 
004D: jump_if_false @COL_5_25932 
0004: $2576 = 0 // integer values 

:COL_5_25932
00D6: if 
0018:   $2577 > 0 // integer values 
004D: jump_if_false @COL_5_26187 
00D6: if 
0038:   $2577 == 3 // integer values 
004D: jump_if_false @COL_5_26014 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_26014 
03D5: remove_text 'COL5_15'  // Tommy, how are you?
0004: $2577 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_26014
00D6: if 
0038:   $2577 == 2 // integer values 
004D: jump_if_false @COL_5_26092 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_26092 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_26085 
00BC: text_highpriority 'COL5_15' 10000 ms 1  // Tommy, how are you?

:COL_5_26085
0004: $2577 = 3 // integer values 

:COL_5_26092
00D6: if 
0038:   $2577 == 1 // integer values 
004D: jump_if_false @COL_5_26187 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_26161 
03CF: load_wav 'COL5_15' as 1 
0004: $2577 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_26187 

:COL_5_26161
00D6: if 
001C:   $4811 > $2600 // integer values 
004D: jump_if_false @COL_5_26187 
0004: $2577 = 0 // integer values 

:COL_5_26187
00D6: if 
0018:   $2579 > 0 // integer values 
004D: jump_if_false @COL_5_26442 
00D6: if 
0038:   $2579 == 3 // integer values 
004D: jump_if_false @COL_5_26269 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COL_5_26269 
03D5: remove_text 'COL5_16'  // This is for Piaf and Gainesbourg and your stupid french bread!
0004: $2579 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COL_5_3041 

:COL_5_26269
00D6: if 
0038:   $2579 == 2 // integer values 
004D: jump_if_false @COL_5_26347 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COL_5_26347 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2801 // integer values 
004D: jump_if_false @COL_5_26340 
00BC: text_highpriority 'COL5_16' 10000 ms 1  // This is for Piaf and Gainesbourg and your stupid french bread!

:COL_5_26340
0004: $2579 = 3 // integer values 

:COL_5_26347
00D6: if 
0038:   $2579 == 1 // integer values 
004D: jump_if_false @COL_5_26442 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COL_5_26416 
03CF: load_wav 'COL5_16' as 1 
0004: $2579 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COL_5_26442 

:COL_5_26416
00D6: if 
001C:   $4811 > $2601 // integer values 
004D: jump_if_false @COL_5_26442 
0004: $2579 = 0 // integer values 

:COL_5_26442
0002: jump @COL_5_3041 

:COL_5_26449
01BD: $4811 = current_time_in_ms 
0084: $28 = $4811 // integer values and handles 
0008: $28 += 5000 // integer values 

:COL_5_26470
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001C:   $28 > $4811 // integer values 
004D: jump_if_false @COL_5_26510 
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
0002: jump @COL_5_26470 

:COL_5_26510
03EF: player $PLAYER_CHAR make_safe 
03AD: set_rubbish 0 
03AF: set_streaming 0 
00A6: destroy_car $2674 
00A6: destroy_car $2675 
00A6: destroy_car $2676 
00A6: destroy_car $2677 
00A6: destroy_car $2682 
00A6: destroy_car $2688 
00A6: destroy_car $2689 
00A6: destroy_car $2691 
00A6: destroy_car $2694 
00A6: destroy_car $2695 
00A6: destroy_car $2696 
00A6: destroy_car $2697 
00A6: destroy_car $2698 
00A6: destroy_car $2699 
00A6: destroy_car $2700 
00A6: destroy_car $2701 
00A6: destroy_car $2702 
00A6: destroy_car $2723 
00A6: destroy_car $2731 
009B: destroy_actor_instantly $2670 
009B: destroy_actor_instantly $2671 
009B: destroy_actor_instantly $2672 
009B: destroy_actor_instantly $2673 
009B: destroy_actor_instantly $2678 
009B: destroy_actor_instantly $2679 
009B: destroy_actor_instantly $2680 
009B: destroy_actor_instantly $2681 
009B: destroy_actor_instantly $2684 
009B: destroy_actor_instantly $2685 
009B: destroy_actor_instantly $2686 
009B: destroy_actor_instantly $2687 
009B: destroy_actor_instantly $2730 
009B: destroy_actor_instantly $2690 
009B: destroy_actor_instantly $2707 
009B: destroy_actor_instantly $2708 
009B: destroy_actor_instantly $2709 
009B: destroy_actor_instantly $2710 
009B: destroy_actor_instantly $2724 
009B: destroy_actor_instantly $2725 
009B: destroy_actor_instantly $2726 
009B: destroy_actor_instantly $2727 
009B: destroy_actor_instantly $2703 
009B: destroy_actor_instantly $2704 
009B: destroy_actor_instantly $2705 
009B: destroy_actor_instantly $2706 
009B: destroy_actor_instantly $2711 
009B: destroy_actor_instantly $2712 
009B: destroy_actor_instantly $2713 
009B: destroy_actor_instantly $2714 
009B: destroy_actor_instantly $2715 
009B: destroy_actor_instantly $2716 
009B: destroy_actor_instantly $2717 
009B: destroy_actor_instantly $2718 
009B: destroy_actor_instantly $2719 
009B: destroy_actor_instantly $2720 
009B: destroy_actor_instantly $2721 
009B: destroy_actor_instantly $2722 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
01BB: store_object $714 position_to $448 $449 $450 
0009: $448 += 0.003 // floating-point values 
000D: $449 -= 1.381 // floating-point values 
0009: $450 += 3.149 // floating-point values 
03CB: set_camera $448 $449 $450 
038B: load_requested_models 

:COL_5_26905
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @COL_5_26935 
0001: wait 0 ms 
0002: jump @COL_5_26905 

:COL_5_26935
02E4: load_cutscene_data 'COL_5B' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
0004: $2781 = 5880 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_1' 10000 ms 1  // Thomas, you have protected and served me well.
0004: $2781 = 8941 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_2' 10000 ms 1  // But now you must leave us before we reach the open seas.
0004: $2781 = 12276 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_3' 10000 ms 1  // I will lower my personal launch. Keep it, my friend, a token of my gratitude.
0004: $2781 = 17735 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_4' 10000 ms 1  // Thank you, Colonel.
0004: $2781 = 18884 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_5' 10000 ms 1  // One more request. While I'm away, could you keep an eye on Mercedes for me?
0004: $2781 = 24046 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_6' 10000 ms 1  // I think she could look after herself, but sure, I'll keep an eye out.
0004: $2781 = 27722 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_7' 10000 ms 1  // Gracias, amigo. Hasta luego.
0004: $2781 = 30400 // integer values 
0050: gosub @COL_5_30052 
00BC: text_highpriority 'COL5B_8' 10000 ms 1  // Adios, amigo.
0004: $2781 = 32127 // integer values 
0050: gosub @COL_5_30052 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:COL_5_27305
00D6: if 
016B:   fading 
004D: jump_if_false @COL_5_27329 
0001: wait 0 ms 
0002: jump @COL_5_27305 

:COL_5_27329
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @COL_5_27353 
0001: wait 0 ms 
0002: jump @COL_5_27329 

:COL_5_27353
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
0108: destroy_object $718 
0400: create_coordinate $448 $449 $450 from_object $714 offset 0.0 -50.0 0.0 
00A5: $2683 = create_car #SPEEDER at $448 $449 6.0 
0175: set_car $2683 z_angle_to 270.0 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COL_5_27476 
0369: put_player $PLAYER_CHAR in_car $2683 
0002: jump @COL_5_27542 

:COL_5_27476
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
0009: $447 += 1.0 // floating-point values 
012A: put_player $PLAYER_CHAR at $445 $446 $447 and_remove_from_car 
0001: wait 0 ms 
00D6: if 
8119:   not car $2683 wrecked 
004D: jump_if_false @COL_5_27542 
0369: put_player $PLAYER_CHAR in_car $2683 

:COL_5_27542
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0108: destroy_object $714 
0108: destroy_object $715 
0108: destroy_object $716 
0108: destroy_object $717 
0108: destroy_object $718 
0108: destroy_object $719 
0108: destroy_object $720 
0108: destroy_object $721 
04A1: release_scripted_file $722 

:COL_5_27598
00D6: if 
016B:   fading 
004D: jump_if_false @COL_5_27622 
0001: wait 0 ms 
0002: jump @COL_5_27598 

:COL_5_27622
0002: jump @COL_5_30843 

:COL_5_27629
00D6: if 
8119:   not car $2731 wrecked 
004D: jump_if_false @COL_5_28396 
00D6: if 
8118:   not actor $2732 dead 
004D: jump_if_false @COL_5_28319 
00D6: if 
0038:   $2777 == 0 // integer values 
004D: jump_if_false @COL_5_27754 
02D3: boat $2731 drive_to 210.4842 914.7 6.0 
00D6: if 
01AF:   car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 
004D: jump_if_false @COL_5_27754 
0004: $2777 = 1 // integer values 

:COL_5_27754
00D6: if 
0038:   $2777 == 1 // integer values 
004D: jump_if_false @COL_5_27847 
02D3: boat $2731 drive_to 209.1303 871.395 6.0 
00D6: if 
01AF:   car $2731 0 209.1303 871.395 6.0 radius 8.0 8.0 8.0 
004D: jump_if_false @COL_5_27847 
0004: $2777 = 2 // integer values 

:COL_5_27847
00D6: if 
0038:   $2777 == 2 // integer values 
004D: jump_if_false @COL_5_27940 
02D3: boat $2731 drive_to 190.7315 844.9837 6.0 
00D6: if 
01AF:   car $2731 0 190.7315 844.9837 6.0 radius 8.0 8.0 8.0 
004D: jump_if_false @COL_5_27940 
0004: $2777 = 3 // integer values 

:COL_5_27940
00D6: if 
0038:   $2777 == 3 // integer values 
004D: jump_if_false @COL_5_28033 
02D3: boat $2731 drive_to 166.0 862.7161 6.0 
00D6: if 
01AF:   car $2731 0 166.0 862.7161 6.0 radius 8.0 8.0 8.0 
004D: jump_if_false @COL_5_28033 
0004: $2777 = 4 // integer values 

:COL_5_28033
00D6: if 
0038:   $2777 == 4 // integer values 
004D: jump_if_false @COL_5_28126 
02D3: boat $2731 drive_to 173.0 907.8094 6.0 
00D6: if 
01AF:   car $2731 0 173.0 907.8094 6.0 radius 8.0 8.0 8.0 
004D: jump_if_false @COL_5_28126 
0004: $2777 = 5 // integer values 

:COL_5_28126
00D6: if 
0038:   $2777 == 5 // integer values 
004D: jump_if_false @COL_5_28219 
02D3: boat $2731 drive_to 196.3743 924.7827 6.0 
00D6: if 
01AF:   car $2731 0 196.3743 924.7827 6.0 radius 8.0 8.0 8.0 
004D: jump_if_false @COL_5_28219 
0004: $2777 = 0 // integer values 

:COL_5_28219
00D6: if 
0038:   $2777 == 6 // integer values 
004D: jump_if_false @COL_5_28312 
02D3: boat $2731 drive_to 210.4842 914.7 6.0 
00D6: if 
01AF:   car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 
004D: jump_if_false @COL_5_28312 
0004: $2777 = 0 // integer values 

:COL_5_28312
0002: jump @COL_5_28336 

:COL_5_28319
01C2: remove_references_to_actor $2732 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $2731 
0004: $2731 = -1 // integer values 

:COL_5_28336
00D6: if 
8118:   not actor $2733 dead 
004D: jump_if_false @COL_5_28367 
01CA: actor $2733 kill_player $PLAYER_CHAR 
0002: jump @COL_5_28389 

:COL_5_28367
01C2: remove_references_to_actor $2732 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2733 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $2731 
0004: $2731 = -1 // integer values 

:COL_5_28389
0002: jump @COL_5_28413 

:COL_5_28396
01C2: remove_references_to_actor $2732 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $2731 
0004: $2731 = -1 // integer values 

:COL_5_28413
0051: return 

:COL_5_28415
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $2804 = $2805 // floating-point values only 
00D6: if 
003A:   $2688 == $2689 // integer values and handles 
004D: jump_if_false @COL_5_28472 
0084: $2746 = $2749 // integer values and handles 
0084: $2747 = $2750 // integer values and handles 

:COL_5_28472
00D6: if 
0038:   $2746 == 0 // integer values 
004D: jump_if_false @COL_5_28531 
0086: $2802 = $95 // floating-point values only 
0086: $2803 = $96 // floating-point values only 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 7.0 // floating-point values 
0002: jump @COL_5_29123 

:COL_5_28531
00D6: if 
0038:   $2746 == 1 // integer values 
004D: jump_if_false @COL_5_28610 
0086: $2802 = $95 // floating-point values only 
0009: $2802 += 70.0 // floating-point values 
0086: $2803 = $96 // floating-point values only 
0009: $2803 += 70.0 // floating-point values 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 22.0 // floating-point values 
0004: $2747 = 1 // integer values 

:COL_5_28610
00D6: if 
0038:   $2746 == 2 // integer values 
004D: jump_if_false @COL_5_28679 
0086: $2802 = $95 // floating-point values only 
0009: $2802 += 70.0 // floating-point values 
0086: $2803 = $96 // floating-point values only 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 14.0 // floating-point values 
0004: $2747 = 2 // integer values 

:COL_5_28679
00D6: if 
0038:   $2746 == 3 // integer values 
004D: jump_if_false @COL_5_28758 
0086: $2802 = $95 // floating-point values only 
0009: $2802 += 70.0 // floating-point values 
0086: $2803 = $96 // floating-point values only 
000D: $2803 -= 70.0 // floating-point values 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 14.0 // floating-point values 
0004: $2747 = 3 // integer values 

:COL_5_28758
00D6: if 
0038:   $2746 == 4 // integer values 
004D: jump_if_false @COL_5_28827 
0086: $2802 = $95 // floating-point values only 
0086: $2803 = $96 // floating-point values only 
000D: $2803 -= 70.0 // floating-point values 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 14.0 // floating-point values 
0004: $2747 = 4 // integer values 

:COL_5_28827
00D6: if 
0038:   $2746 == 5 // integer values 
004D: jump_if_false @COL_5_28906 
0086: $2802 = $95 // floating-point values only 
000D: $2802 -= 70.0 // floating-point values 
0086: $2803 = $96 // floating-point values only 
000D: $2803 -= 70.0 // floating-point values 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 14.0 // floating-point values 
0004: $2747 = 5 // integer values 

:COL_5_28906
00D6: if 
0038:   $2746 == 6 // integer values 
004D: jump_if_false @COL_5_28975 
0086: $2802 = $95 // floating-point values only 
000D: $2802 -= 70.0 // floating-point values 
0086: $2803 = $96 // floating-point values only 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 14.0 // floating-point values 
0004: $2747 = 6 // integer values 

:COL_5_28975
00D6: if 
0038:   $2746 == 7 // integer values 
004D: jump_if_false @COL_5_29054 
0086: $2802 = $95 // floating-point values only 
000D: $2802 -= 70.0 // floating-point values 
0086: $2803 = $96 // floating-point values only 
0009: $2803 += 70.0 // floating-point values 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 22.0 // floating-point values 
0004: $2747 = 7 // integer values 

:COL_5_29054
00D6: if 
0038:   $2746 == 8 // integer values 
004D: jump_if_false @COL_5_29123 
0086: $2802 = $95 // floating-point values only 
0086: $2803 = $96 // floating-point values only 
0009: $2803 += 70.0 // floating-point values 
0086: $2804 = $97 // floating-point values only 
0009: $2804 += 22.0 // floating-point values 
0004: $2747 = 8 // integer values 

:COL_5_29123
00AA: store_car $2688 position_to $445 $446 $447 
02CE: $98 = ground_z $445 $446 $447 
0009: $98 += 10.0 // floating-point values 
00D6: if 
0024:   $98 > $2804 // floating-point values only 
004D: jump_if_false @COL_5_29196 
0086: $2805 = $2804 // floating-point values only 
0086: $2804 = $98 // floating-point values only 

:COL_5_29196
04A2: heli $2688 fly_to $2802 $2803 $2804 speed 40 
00D6: if 
0038:   $2746 == 0 // integer values 
004D: jump_if_false @COL_5_29247 
0005: $2809 = 10.0 // floating-point values 
0002: jump @COL_5_29257 

:COL_5_29247
0005: $2809 = 15.0 // floating-point values 

:COL_5_29257
00D6: if 
01AF:   car $2688 0 $2802 $2803 $2804 radius $2809 $2809 10.0 
004D: jump_if_false @COL_5_30015 
0209: $2748 = random_int_in_ranges 0 3 
00D6: if 
0038:   $2746 == 0 // integer values 
004D: jump_if_false @COL_5_30008 
00D6: if 
0038:   $2747 == 0 // integer values 
004D: jump_if_false @COL_5_29347 
0004: $2747 = 1 // integer values 

:COL_5_29347
00D6: if 
0038:   $2747 == 1 // integer values 
004D: jump_if_false @COL_5_29422 
00D6: if 
0038:   $2748 == 0 // integer values 
004D: jump_if_false @COL_5_29390 
0004: $2746 = 5 // integer values 

:COL_5_29390
00D6: if or
0038:   $2748 == 1 // integer values 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_29422 
0004: $2746 = 6 // integer values 

:COL_5_29422
00D6: if 
0038:   $2747 == 2 // integer values 
004D: jump_if_false @COL_5_29497 
00D6: if 
0038:   $2748 == 0 // integer values 
004D: jump_if_false @COL_5_29465 
0004: $2746 = 6 // integer values 

:COL_5_29465
00D6: if or
0038:   $2748 == 1 // integer values 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_29497 
0004: $2746 = 7 // integer values 

:COL_5_29497
00D6: if 
0038:   $2747 == 3 // integer values 
004D: jump_if_false @COL_5_29572 
00D6: if 
0038:   $2748 == 0 // integer values 
004D: jump_if_false @COL_5_29540 
0004: $2746 = 7 // integer values 

:COL_5_29540
00D6: if or
0038:   $2748 == 1 // integer values 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_29572 
0004: $2746 = 8 // integer values 

:COL_5_29572
00D6: if 
0038:   $2747 == 4 // integer values 
004D: jump_if_false @COL_5_29665 
00D6: if 
0038:   $2748 == 0 // integer values 
004D: jump_if_false @COL_5_29615 
0004: $2746 = 7 // integer values 

:COL_5_29615
00D6: if 
0038:   $2748 == 1 // integer values 
004D: jump_if_false @COL_5_29640 
0004: $2746 = 8 // integer values 

:COL_5_29640
00D6: if 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_29665 
0004: $2746 = 1 // integer values 

:COL_5_29665
00D6: if 
0038:   $2747 == 5 // integer values 
004D: jump_if_false @COL_5_29740 
00D6: if or
0038:   $2748 == 0 // integer values 
0038:   $2748 == 1 // integer values 
004D: jump_if_false @COL_5_29715 
0004: $2746 = 8 // integer values 

:COL_5_29715
00D6: if 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_29740 
0004: $2746 = 1 // integer values 

:COL_5_29740
00D6: if 
0038:   $2747 == 6 // integer values 
004D: jump_if_false @COL_5_29815 
00D6: if or
0038:   $2748 == 0 // integer values 
0038:   $2748 == 1 // integer values 
004D: jump_if_false @COL_5_29790 
0004: $2746 = 1 // integer values 

:COL_5_29790
00D6: if 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_29815 
0004: $2746 = 2 // integer values 

:COL_5_29815
00D6: if 
0038:   $2747 == 7 // integer values 
004D: jump_if_false @COL_5_29908 
00D6: if 
0038:   $2748 == 0 // integer values 
004D: jump_if_false @COL_5_29858 
0004: $2746 = 2 // integer values 

:COL_5_29858
00D6: if 
0038:   $2748 == 1 // integer values 
004D: jump_if_false @COL_5_29883 
0004: $2746 = 3 // integer values 

:COL_5_29883
00D6: if 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_29908 
0004: $2746 = 4 // integer values 

:COL_5_29908
00D6: if 
0038:   $2747 == 8 // integer values 
004D: jump_if_false @COL_5_30001 
00D6: if 
0038:   $2748 == 0 // integer values 
004D: jump_if_false @COL_5_29951 
0004: $2746 = 3 // integer values 

:COL_5_29951
00D6: if 
0038:   $2748 == 1 // integer values 
004D: jump_if_false @COL_5_29976 
0004: $2746 = 4 // integer values 

:COL_5_29976
00D6: if 
0038:   $2748 == 2 // integer values 
004D: jump_if_false @COL_5_30001 
0004: $2746 = 5 // integer values 

:COL_5_30001
0002: jump @COL_5_30015 

:COL_5_30008
0004: $2746 = 0 // integer values 

:COL_5_30015
00D6: if 
003A:   $2688 == $2689 // integer values and handles 
004D: jump_if_false @COL_5_30050 
0084: $2749 = $2746 // integer values and handles 
0084: $2750 = $2747 // integer values and handles 

:COL_5_30050
0051: return 

:COL_5_30052
00D6: if 
001C:   $2781 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COL_5_30087 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COL_5_30052 

:COL_5_30087
0051: return 

:COL_5_30089
01ED: clear_actor $2693 threat_search 
01B2: give_actor $2693 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $2693 ped_stats_to 16 
0319: set_actor $2693 running 1 
0411: set_actor $2693 use_pednode_seek 0 
0350: set_actor $2693 maintain_position_when_attacked 1 
0051: return 

:COL_5_30134
0350: set_actor $2693 maintain_position_when_attacked 1 
01B2: give_actor $2693 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2693 threat_search 
011A: set_actor $2693 search_threat 1 
011A: set_actor $2693 search_threat 1048576 
0291: set_actor $2693 attack_when_provoked 1 
0239: actor $2693 run_to 196.3903 888.9396 
0411: set_actor $2693 use_pednode_seek 0 
0243: set_actor $2693 ped_stats_to 16 
0562:  $2693 1 
0483: unknown_actor $2693 1500 
0051: return 

:COL_5_30226
0350: set_actor $2734 maintain_position_when_attacked 1 
01B2: give_actor $2734 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2734 threat_search 
011A: set_actor $2734 search_threat 1 
0291: set_actor $2734 attack_when_provoked 1 
0411: set_actor $2734 use_pednode_seek 0 
01CA: actor $2734 kill_player $PLAYER_CHAR 
0243: set_actor $2734 ped_stats_to 16 
0051: return 

:COL_5_30286
0350: set_actor $2736 maintain_position_when_attacked 1 
01B2: give_actor $2736 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2736 threat_search 
011A: set_actor $2736 search_threat 1 
011A: set_actor $2736 search_threat 1048576 
0291: set_actor $2736 attack_when_provoked 1 
0243: set_actor $2736 ped_stats_to 16 
0051: return 

:COL_5_30341
04F5: unknown_actor $2735 kiss_player $PLAYER_CHAR on 1 
01ED: clear_actor $2735 threat_search 
011A: set_actor $2735 search_threat 512 
0291: set_actor $2735 attack_when_provoked 1 
0243: set_actor $2735 ped_stats_to 16 
0350: set_actor $2735 maintain_position_when_attacked 1 
0411: set_actor $2735 use_pednode_seek 0 
02E2: set_actor $2735 weapon_accuracy_to 15 
0568: set_actor $2735 untargetable 1 
0562:  $2735 1 
0051: return 

:COL_5_30415
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
01BB: store_object $714 position_to $448 $449 $450 
0176: $4886 = object $714 z_angle 
029B: $2692 = init_object #YT_MAIN_BODY at $448 $449 $450 
0177: set_object $2692 z_angle_to $4886 
01C4: remove_references_to_object $2692 // This object will now disappear when the player looks away 
029B: $2692 = init_object #YT_MAIN_BODY2 at $448 $449 $450 
0177: set_object $2692 z_angle_to $4886 
01C4: remove_references_to_object $2692 // This object will now disappear when the player looks away 
029B: $2692 = init_object #YT_DOORS14 at $448 $449 $450 
0177: set_object $2692 z_angle_to $4886 
01C4: remove_references_to_object $2692 // This object will now disappear when the player looks away 
029B: $2692 = init_object #YT_TMP_BOAT at $448 $449 $450 
0177: set_object $2692 z_angle_to $4886 
01C4: remove_references_to_object $2692 // This object will now disappear when the player looks away 
029B: $2692 = init_object #LODMAIN_BODY at $448 $449 $450 
0177: set_object $2692 z_angle_to $4886 
01C4: remove_references_to_object $2692 // This object will now disappear when the player looks away 
0004: $2692 = -1 // integer values 
049F: set_scripted_file $722 distance_along_path_to 0.0 
049E: set_scripted_file $722 speed_to 0.0 
01BB: store_object $714 position_to $448 $449 $450 
029B: $720 = init_object #YT_GANGPLNK_TMP at $2812 $2813 $2814 
01C7: remove_object_from_mission_cleanup_list $720 
029B: $721 = init_object #YACHT_CHUNK_KB at $2812 $2813 $2814 
01C7: remove_object_from_mission_cleanup_list $721 
00D6: if 
8112:   not wasted_or_busted 
004D: jump_if_false @COL_5_30841 
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 
03CB: set_camera -244.2799 -1360.67 7.0786 
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COL_5_30789 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0002: jump @COL_5_30809 

:COL_5_30789
012A: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 and_remove_from_car 

:COL_5_30809
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 225 225 225 
016A: fade 1 1000 ms 

:COL_5_30841
0051: return 

:COL_5_30843
0004: $PASSED_COL5_ALL_HANDS_ON_DECK = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 24000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 24000 
0164: disable_marker $228 
0318: set_latest_mission_passed 'COL_5'  // All Hands On Deck!
0394: play_music 1 
030C: progress_made += 1 
0051: return 

:COL_5_30906
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
034F: destroy_actor_with_fade $2670 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2671 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2672 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2673 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2678 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2679 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2680 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2681 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2684 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2685 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2686 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2687 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2730 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2690 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2707 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2708 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2709 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2710 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2724 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2725 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2726 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2727 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2703 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2704 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2705 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2706 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2711 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2712 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2713 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2714 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2715 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2716 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2717 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2718 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2719 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2720 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2721 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $2722 // The actor fades away like a ghost 
0215: destroy_pickup $2728 
0215: destroy_pickup $2729 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01B7: release_weather 
0249: release_model #UZI 
0249: release_model #COLT45 
0249: release_model #HUNTER 
0249: release_model #DINGHY 
0249: release_model #SPEEDER 
0249: release_model #RIO 
0249: release_model #WASHING 
0249: release_model #RUGER 
0249: release_model #MAVERICK 
0249: release_model #MARQUIS 
0249: release_model #TROPIC 
0249: release_model #KATANA 
0249: release_model #HMOST 
00D8: mission_cleanup 
0051: return 

:COL_5_31204
00D6: if 
0038:   $2778 == 0 // integer values 
004D: jump_if_false @COL_5_31251 
0239: actor $2737 run_to -257.2504 -1214.484 
0411: set_actor $2737 use_pednode_seek 0 
0004: $2778 = 1 // integer values 

:COL_5_31251
00D6: if 
0038:   $2778 == 1 // integer values 
004D: jump_if_false @COL_5_31336 
00D6: if 
00ED:   actor $2737 0 -257.2504 -1214.484 radius 1.5 1.5 
004D: jump_if_false @COL_5_31336 
0239: actor $2737 run_to -266.0016 -1214.565 
0411: set_actor $2737 use_pednode_seek 0 
0004: $2778 = 2 // integer values 

:COL_5_31336
00D6: if 
0038:   $2778 == 2 // integer values 
004D: jump_if_false @COL_5_31421 
00D6: if 
00ED:   actor $2737 0 -266.0016 -1214.565 radius 1.5 1.5 
004D: jump_if_false @COL_5_31421 
0239: actor $2737 run_to -321.7568 -1214.596 
0411: set_actor $2737 use_pednode_seek 0 
0004: $2778 = 3 // integer values 

:COL_5_31421
00D6: if 
0038:   $2778 == 3 // integer values 
004D: jump_if_false @COL_5_31506 
00D6: if 
00ED:   actor $2737 0 -321.7568 -1214.596 radius 1.5 1.5 
004D: jump_if_false @COL_5_31506 
0239: actor $2737 run_to -328.9344 -1212.065 
0411: set_actor $2737 use_pednode_seek 0 
0004: $2778 = 4 // integer values 

:COL_5_31506
0051: return 

//-------------Mission 12---------------
// Originally: The Chase

:BARON1
0050: gosub @BARON1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BARON1_27 
0050: gosub @BARON1_8639 

:BARON1_27
0050: gosub @BARON1_8736 
004E: end_thread 

:BARON1_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'BARON1' 
0001: wait 0 ms 
054C: use_GXT_table 'BARON1' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0006: 1@ = 0 // integer values 
0005: $2818 = 391.6 // floating-point values 
0005: $2819 = 251.2 // floating-point values 
0005: $2820 = 14.0 // floating-point values 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0004: $2817 = 0 // integer values 
04F9: set_extracolors 8 fade 0 
03CF: load_wav 'MONO10' as 1 
04BB: select_interiour 2 // select render area 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'DGOONA' 
023C: load_special_actor 4 'DGOONC' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'TELLY' 
038B: load_requested_models 
03CB: set_camera -378.3 -591.9 25.8 

:BARON1_290
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BARON1_338 
0001: wait 0 ms 
0002: jump @BARON1_290 

:BARON1_338
0569:  'CSPLAY' 
0569:  'CSDIAZ' 
0569:  'DGOONC' 
0569:  'DCFAN' 
0569:  'TELLY' 
0569:  'DGOONA' 
02E4: load_cutscene_data 'COK_1' 
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'DGOONA' 
02E5: $194 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $194 'DGOONC' 
02E5: $203 = create_cutscene_object #CUTOBJ01 
04BC:  'DCFAN' 
02E6: set_cutscene_anim $203 'DCFAN' 
02E5: 10@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 10@ 'TELLY' 
0395: clear_area 1 at -379.2 -536.4 range 16.2 0.5 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON1_695
00D6: if 
001A:   13 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_729 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_695 

:BARON1_729
00BC: text_highpriority 'COK1_A' 10000 ms 1  // Come on, baby, go! Yeah! Yeah! Arrrrr!

:BARON1_744
00D6: if 
001A:   5570 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_779 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_744 

:BARON1_779
00BC: text_highpriority 'COK1_B' 10000 ms 1  // Stupid horse! I'll chop your head off! Grrrrr...

:BARON1_794
00D6: if 
001A:   10037 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_829 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_794 

:BARON1_829
00BC: text_highpriority 'COK1_C' 10000 ms 1  // Who is this dickhead?

:BARON1_844
00D6: if 
001A:   11525 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_879 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_844 

:BARON1_879
00BC: text_highpriority 'COK1_D' 10000 ms 1  // Tommy Vercetti. You remember me.

:BARON1_894
00D6: if 
001A:   13845 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_929 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_894 

:BARON1_929
00BC: text_highpriority 'COK1_E' 10000 ms 1  // Excuse me. I'm a little anxious. Never trust a goddamn horse!

:BARON1_944
00D6: if 
001A:   19000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_979 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_944 

:BARON1_979
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON1_1040 
039D: scatter_particles 17 0.2 0 0 0 30000 at -375.4 -595.8 25.75 0.05 0.05 0.05 

:BARON1_1040
00D6: if 
001A:   24070 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1075 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1040 

:BARON1_1075
00BC: text_highpriority 'COK1_F' 10000 ms 1  // You do a good job - you work for me now.

:BARON1_1090
00D6: if 
001A:   27858 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1125 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1090 

:BARON1_1125
00BC: text_highpriority 'COK1_G' 10000 ms 1  // I work for money.

:BARON1_1140
00D6: if 
001A:   29027 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1175 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1140 

:BARON1_1175
00BC: text_highpriority 'COK1_H' 10000 ms 1  // As I said, amigo, you work for me now. Shut up. Some Judas has betrayed me.

:BARON1_1190
00D6: if 
001A:   34900 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1227 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1190 

:BARON1_1227
00BC: text_highpriority 'COK1_I' 10000 ms 1  // He thinks I don't know how much money I should be making, but stealing 3% is as good as stealing 100%.

:BARON1_1242
00D6: if 
001A:   42260 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1279 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1242 

:BARON1_1279
00BC: text_highpriority 'COK1_J' 10000 ms 1  // No one does this to me. NO ONE!!

:BARON1_1294
00D6: if 
001A:   45900 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1331 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1294 

:BARON1_1331
00BC: text_highpriority 'COK1_K' 10000 ms 1  // You follow him from his apartment and you see where he goes! Later, we will kill him.

:BARON1_1346
00D6: if 
001A:   53576 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1383 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1346 

:BARON1_1383
00BE: text_clear_all 

:BARON1_1385
00D6: if 
001A:   54076 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON1_1422 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON1_1385 

:BARON1_1422
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON1_1494 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON1_1494 
03D1: play_wav 1 

:BARON1_1468
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BARON1_1494 
0001: wait 0 ms 
0002: jump @BARON1_1468 

:BARON1_1494
00D6: if 
016B:   fading 
004D: jump_if_false @BARON1_1518 
0001: wait 0 ms 
0002: jump @BARON1_1494 

:BARON1_1518
03AD: set_rubbish 1 
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
04FA: reset_sky_colors_with_fade 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04BB: select_interiour 0 // select render area 
03CB: set_camera -379.2 -536.4 16.2 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00BC: text_highpriority 'COK1_10' 10000 ms 1  // ~g~Go to the thief's house and find out where he's stashing the money.
018A: $63 = create_checkpoint_at 380.3 247.4 10.0 
023C: load_special_actor 5 'SGC' 
0247: request_model #BFINJECT 
0247: request_model #RUGER 
0247: request_model #BARREL4 
0247: request_model #FAGGIO 
0247: request_model #FAKETARGET 
0247: request_model #SGA 

:BARON1_1668
00D6: if or
823D:   not special_actor 5 loaded 
8248:   not model #BFINJECT available 
8248:   not model #RUGER available 
8248:   not model #BARREL4 available 
8248:   not model #FAGGIO available 
8248:   not model #FAKETARGET available 
004D: jump_if_false @BARON1_1717 
0001: wait 0 ms 
0002: jump @BARON1_1668 

:BARON1_1717
00D6: if 
8248:   not model #SGA available 
004D: jump_if_false @BARON1_1743 
0001: wait 0 ms 
0002: jump @BARON1_1717 

:BARON1_1743
00D6: if and
80FA:   not player $PLAYER_CHAR stopped 1 380.3 247.4 10.0 radius 3.0 3.0 3.0 
80F6:   not player $PLAYER_CHAR 0 380.3 247.4 10.0 radius 3.0 3.0 3.0 
004D: jump_if_false @BARON1_1839 
0001: wait 0 ms 
0002: jump @BARON1_1743 

:BARON1_1839
0164: disable_marker $63 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position 387.967 246.69 15.277 0.0 rotation 0.0 0.0 
0160: point_camera 388.694 247.372 15.356 switchstyle 2 
00BC: text_highpriority 'COK1_11' 5000 ms 1  // ~g~Have a look through his window.
0001: wait 1600 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
018A: $63 = create_checkpoint_at $2818 $2819 $2820 

:BARON1_1953
00D6: if 
80F6:   not player $PLAYER_CHAR 1 $2818 $2819 $2820 radius 1.0 1.0 2.0 
004D: jump_if_false @BARON1_2006 
0001: wait 0 ms 
0002: jump @BARON1_1953 

:BARON1_2006
0164: disable_marker $63 
0395: clear_area 1 at 370.99 256.28 range 18.4 3.0 
009A: 0@ = create_actor_pedtype 4 model #SPECIAL05 at 370.99 256.28 18.4 
0489: set_actor 0@ muted 1 
0223: set_actor 0@ health_to 600 
01ED: clear_actor 0@ threat_search 
0173: set_actor 0@ z_angle_to 224.7 
0187: $63 = create_marker_above_actor 0@ 
0192: set_actor 0@ objective_to_stand_still 
0243: set_actor 0@ ped_stats_to 16 
0319: set_actor 0@ running 1 
00A5: 9@ = create_car #FAGGIO at 376.9 477.0 11.2 
0175: set_car 9@ z_angle_to 282.0 
03CF: load_wav 'COK1_1' as 1 
03CF: load_wav 'COK1_4' as 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
0210: player $PLAYER_CHAR look_at_actor 0@ 
015F: set_camera_position 391.533 250.984 16.481 0.0 rotation 0.0 0.0 
0160: point_camera 392.37 251.5 16.3 switchstyle 2 
0006: 17@ = 0 // integer values 

:BARON1_2264
00D6: if 
8019:   not  17@ > 500 // integer values 
004D: jump_if_false @BARON1_2294 
0001: wait 0 ms 
0002: jump @BARON1_2264 

:BARON1_2294
0460: set_camera_pointing_time 5.0 1000 
015F: set_camera_position 391.533 250.984 16.481 0.0 rotation 0.0 0.0 
0160: point_camera 392.496 250.785 16.3 switchstyle 1 

:BARON1_2355
00D6: if 
8019:   not  17@ > 2000 // integer values 
004D: jump_if_false @BARON1_2409 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON1_2402 
0002: jump @BARON1_2766 

:BARON1_2402
0002: jump @BARON1_2355 

:BARON1_2409
0460: set_camera_pointing_time 5.0 1000 
015F: set_camera_position 391.533 250.984 16.481 0.0 rotation 0.0 0.0 
0160: point_camera 392.37 251.5 16.3 switchstyle 1 

:BARON1_2470
00D6: if 
8019:   not  17@ > 3500 // integer values 
004D: jump_if_false @BARON1_2524 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON1_2517 
0002: jump @BARON1_2766 

:BARON1_2517
0002: jump @BARON1_2470 

:BARON1_2524
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_2601 
0460: set_camera_pointing_time 5.0 1000 
015F: set_camera_position 391.533 250.984 16.481 0.0 rotation 0.0 0.0 
0160: point_camera 390.645 251.287 16.578 switchstyle 1 

:BARON1_2601
00D6: if 
8019:   not  17@ > 5500 // integer values 
004D: jump_if_false @BARON1_2655 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON1_2648 
0002: jump @BARON1_2766 

:BARON1_2648
0002: jump @BARON1_2601 

:BARON1_2655
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_2712 
0239: actor 0@ run_to 373.0 257.4 
0411: set_actor 0@ use_pednode_seek 0 
03D1: play_wav 1 
00BC: text_highpriority 'COK1_1' 2000 ms 1  // Ooh shit!

:BARON1_2712
00D6: if 
8019:   not  17@ > 6500 // integer values 
004D: jump_if_false @BARON1_2766 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON1_2759 
0002: jump @BARON1_2766 

:BARON1_2759
0002: jump @BARON1_2712 

:BARON1_2766
0055: put_player $PLAYER_CHAR at 391.3 251.8 14.4 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0336: set_player $PLAYER_CHAR visible 1 
0107: 12@ = create_object #BARREL4 at 347.5 417.4 20.6 
0107: 13@ = create_object #BARREL4 at 352.9 416.5 20.6 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_2947 
0395: clear_area 1 at 358.7 277.0 range 22.5 3.0 
00A1: put_actor 0@ at 358.7 277.0 22.5 
0173: set_actor 0@ z_angle_to 247.0 
01B2: give_actor 0@ weapon 27 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 27 

:BARON1_2947
00BC: text_highpriority 'COK1_7' 5000 ms 2  // ~g~He's escaped to the roof, keep on his tail but don't kill him!
0006: 17@ = 0 // integer values 

:BARON1_2969
00D6: if 
80FE:   not actor $PLAYER_ACTOR 0 374.3 265.5 23.5 radius 2.0 2.0 3.0 
004D: jump_if_false @BARON1_3114 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @BARON1_3059 
00BC: text_highpriority 'COK1_9' 5000 ms 2  // ~r~You're supposed to follow him, not kill him!
0002: jump @BARON1_8639 

:BARON1_3059
00D6: if 
0019:   17@ > 60000 // integer values 
004D: jump_if_false @BARON1_3107 
00BC: text_highpriority 'TEX1_5' 5000 ms 2  // ~r~He got away!
009B: destroy_actor_instantly 0@ 
0002: jump @BARON1_8639 

:BARON1_3107
0002: jump @BARON1_2969 

:BARON1_3114
01B5: force_weather 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
04E3: unknown_player $PLAYER_CHAR 1 300000 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_3476 
015F: set_camera_position 357.505 277.646 24.28 0.0 rotation 0.0 0.0 
0160: point_camera 358.296 277.044 24.171 switchstyle 2 
0350: set_actor 0@ maintain_position_when_attacked 1 
01ED: clear_actor 0@ threat_search 
011C: actor $PLAYER_ACTOR clear_objective 
0482:  3.0 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_4' 1000 ms 1  // Loser.
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @BARON1_3394 
0395: clear_area 1 at 373.8 265.3 range 22.5 2.0 
009A: 11@ = create_actor_pedtype 5 model #NULL at 373.8 265.3 22.5 
0223: set_actor 11@ health_to 1000 
0446: set_actor 11@ dismemberment_possible 0 
01ED: clear_actor 11@ threat_search 
0243: set_actor 11@ ped_stats_to 16 
0173: set_actor 11@ z_angle_to 48.0 
0482:  2.0 
01C9: actor 0@ kill_actor 11@ 
0055: put_player $PLAYER_CHAR at 349.4 278.0 18.6 
0002: jump @BARON1_3476 

:BARON1_3394
0055: put_player $PLAYER_CHAR at 373.7 265.5 22.5 
0171: set_player $PLAYER_CHAR z_angle_to 50.0 
00DA: 6@ = player $PLAYER_CHAR car 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0107: 4@ = create_object #FAKETARGET at 371.6 267.7 22.0 
02E2: set_actor 0@ weapon_accuracy_to 100 
01D8: unknown_actor 0@ unknown_fire_at_target 4@ 

:BARON1_3476
0001: wait 500 ms 
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @BARON1_3533 
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @BARON1_3533 
0372: set_actor 11@ anim 14 wait_state_time 2000 ms 
0372: set_actor $PLAYER_ACTOR anim 14 wait_state_time 2000 ms 

:BARON1_3533
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @BARON1_3587 
00D6: if 
8119:   not car 6@ wrecked 
004D: jump_if_false @BARON1_3587 
04FE: set_vehicle 6@ deflate_tire 0 
04FE: set_vehicle 6@ deflate_tire 1 
0224: set_car 6@ health_to 350 

:BARON1_3587
0001: wait 1500 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_3686 
0350: set_actor 0@ maintain_position_when_attacked 0 
01ED: clear_actor 0@ threat_search 
0482:  1.0 
0395: clear_area 1 at 350.5 317.5 range 18.5 2.0 
00A1: put_actor 0@ at 350.5 317.5 18.5 
0239: actor 0@ run_to 351.6 341.3 

:BARON1_3686
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @BARON1_3737 
009B: destroy_actor_instantly 11@ 
0055: put_player $PLAYER_CHAR at 373.8 265.3 22.4 
0171: set_player $PLAYER_CHAR z_angle_to 48.0 

:BARON1_3737
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
03CF: load_wav 'COK1_2' as 1 
03CF: load_wav 'COK1_5' as 2 
0006: 17@ = 0 // integer values 
0001: wait 400 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @BARON1_3816 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 
053D:  $PLAYER_ACTOR 

:BARON1_3816
0395: clear_area 1 at 417.1 464.3 range 27.4 2.0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_3886 
00A5: $2816 = create_car #BFINJECT at 417.1 464.3 27.4 
01EC: make_car $2816 very_heavy 1 

:BARON1_3886
03BA: clear_cars_from_cube 361.9 269.1 26.0 336.5 380.8 15.0 
03BA: clear_cars_from_cube 334.4 381.4 26.0 383.9 478.7 15.0 

:BARON1_3950
00D6: if 
80DB:   not actor 0@ in_car $2816 
004D: jump_if_false @BARON1_6222 
0001: wait 0 ms 
00D6: if 
0119:   car $2816 wrecked 
004D: jump_if_false @BARON1_4011 
00BC: text_highpriority 'COK1_9' 5000 ms 2  // ~r~You're supposed to follow him, not kill him!
0002: jump @BARON1_8639 

:BARON1_4011
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @BARON1_4049 
00BC: text_highpriority 'COK1_9' 5000 ms 2  // ~r~You're supposed to follow him, not kill him!
0002: jump @BARON1_8639 

:BARON1_4049
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_5732 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @BARON1_5732 
00D6: if 
00FE:   actor 0@ 0 351.6 341.3 18.0 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4153 
0239: actor 0@ run_to 351.6 347.0 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4153
00D6: if 
00FE:   actor 0@ 0 351.6 347.0 18.0 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4223 
0239: actor 0@ run_to 350.8 358.0 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4223
00D6: if 
00FE:   actor 0@ 0 350.8 358.0 18.0 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4293 
0502: unknown_actor 0@ sprint_to 350.4 375.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4293
00D6: if 
00FE:   actor 0@ 0 350.4 375.6 18.0 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4363 
0239: actor 0@ run_to 350.4 380.5 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4363
00D6: if 
00FE:   actor 0@ 0 350.4 380.5 19.5 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4433 
0239: actor 0@ run_to 349.8 389.3 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4433
00D6: if 
00FE:   actor 0@ 0 349.8 389.3 18.0 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4503 
0502: unknown_actor 0@ sprint_to 346.0 405.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4503
00D6: if 
00FE:   actor 0@ 0 346.0 405.6 18.0 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4573 
0502: unknown_actor 0@ sprint_to 349.9 415.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4573
00D6: if 
00FE:   actor 0@ 0 349.9 415.8 18.0 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_4643 
0239: actor 0@ run_to 355.1 423.7 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4643
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BARON1_4709 
00D6: if 
0019:   17@ > 60000 // integer values 
004D: jump_if_false @BARON1_4709 
00BC: text_highpriority 'TEX1_5' 5000 ms 2  // ~r~He got away!
009B: destroy_actor_instantly 0@ 
0002: jump @BARON1_8639 

:BARON1_4709
00D6: if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_5322 
00D6: if 
00F5:   player $PLAYER_CHAR 0 355.1 423.7 20.6 radius 10.0 11.0 7.0 
004D: jump_if_false @BARON1_4853 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON1_4839 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_5' 2000 ms 1  // You better keep on running, asshole!

:BARON1_4839
0006: 7@ = 1 // integer values 
0006: 3@ = 1 // integer values 

:BARON1_4853
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BARON1_5284 
0192: set_actor 0@ objective_to_stand_still 
00D6: if 
00F5:   player $PLAYER_CHAR 0 352.4 415.3 25.0 radius 10.0 20.0 7.0 
004D: jump_if_false @BARON1_5277 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position 357.699 429.507 19.518 0.0 rotation 0.0 0.0 
0160: point_camera 357.237 428.62 19.533 switchstyle 2 
00A1: put_actor 0@ at 356.6 428.2 18.1 
0173: set_actor 0@ z_angle_to 158.0 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON1_5050 
03D1: play_wav 1 
00BC: text_highpriority 'COK1_2' 2000 ms 1  // Too slow grandad!

:BARON1_5050
0001: wait 600 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_5086 
02E2: set_actor 0@ weapon_accuracy_to 100 
01D8: unknown_actor 0@ unknown_fire_at_target 13@ 

:BARON1_5086
0001: wait 500 ms 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $2815 = create_fire_at 349.5 416.6 20.6 
0001: wait 900 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_5211 
011C: actor 0@ clear_objective 
0350: set_actor 0@ maintain_position_when_attacked 0 
01ED: clear_actor 0@ threat_search 
0502: unknown_actor 0@ sprint_to 366.0 444.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5211
0173: set_actor $PLAYER_ACTOR z_angle_to 344.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON1_5270 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_5' 2000 ms 1  // You better keep on running, asshole!

:BARON1_5270
0006: 3@ = 1 // integer values 

:BARON1_5277
0002: jump @BARON1_5322 

:BARON1_5284
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_5322 
0502: unknown_actor 0@ sprint_to 360.4 432.9 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5322
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_5732 
00D6: if 
00FE:   actor 0@ 0 366.0 444.6 19.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_5408 
0502: unknown_actor 0@ sprint_to 374.0 456.3 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5408
00D6: if 
00FE:   actor 0@ 0 374.0 456.3 19.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_5478 
0239: actor 0@ run_to 374.2 465.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5478
00D6: if 
00FE:   actor 0@ 0 374.2 465.8 19.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_5732 
00D6: if 
0039:   5@ == 0 // integer values 
004D: jump_if_false @BARON1_5732 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_5732 
03AB: set_car $2816 strong 1 
00AB: put_car $2816 at 368.4 478.6 10.4 
0129: 8@ = create_actor 9 #SGA in_car $2816 driverseat 
01B2: give_actor 8@ weapon 27 ammo 30000 // Load the weapon model before using this 
0243: set_actor 8@ ped_stats_to 16 
01ED: clear_actor 8@ threat_search 
0175: set_car $2816 z_angle_to 311.0 
00AD: set_car $2816 max_speed_to 0.0 
0239: actor 0@ run_to 375.5 471.4 
0411: set_actor 0@ use_pednode_seek 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position 382.421 481.019 12.024 0.0 rotation 0.0 0.0 
0160: point_camera 381.675 480.371 12.177 switchstyle 2 
0006: 5@ = 1 // integer values 

:BARON1_5732
00D6: if and
0039:   2@ == 1 // integer values 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BARON1_5836 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_5836 
00D6: if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_5836 
0239: actor 0@ run_to 366.0 444.6 

:BARON1_5836
00D6: if 
0039:   7@ == 1 // integer values 
004D: jump_if_false @BARON1_5933 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_5933 
00D6: if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON1_5933 
0239: actor 0@ run_to 366.0 444.6 

:BARON1_5933
00D6: if or
0366:   object 12@ damaged 
0366:   object 13@ damaged 
004D: jump_if_false @BARON1_6064 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @BARON1_6064 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BARON1_6064 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $2815 = create_fire_at 349.5 416.6 20.6 
0006: 2@ = 1 // integer values 
0006: 3@ = 1 // integer values 

:BARON1_6064
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_6177 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @BARON1_6177 
00D6: if 
00FE:   actor 0@ 0 375.5 471.4 14.1 radius 3.0 3.0 5.0 
004D: jump_if_false @BARON1_6177 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_6177 
01D4: actor 0@ go_to_car $2816 and_enter_it_as_a_passenger 
0006: 1@ = 1 // integer values 

:BARON1_6177
00D6: if 
0119:   car $2816 wrecked 
004D: jump_if_false @BARON1_6215 
00BC: text_highpriority 'COK1_9' 5000 ms 2  // ~r~You're supposed to follow him, not kill him!
0002: jump @BARON1_8639 

:BARON1_6215
0002: jump @BARON1_3950 

:BARON1_6222
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00BC: text_highpriority 'COK1_8' 15000 ms 2  // ~g~Quick! Grab some wheels and follow him!
0001: wait 2000 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_6445 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_6445 
0489: set_actor 0@ muted 0 
011C: actor 0@ clear_objective 
0362: put_actor 0@ at 349.4 278.0 18.6 and_remove_from_car 
0464: put_actor 0@ into_turret_on_car $2816 at_car_offset 0.4 0.0 1.0 position 2 angle 180.0 with_weapon 27 
011A: set_actor 0@ search_threat 1 
02E2: set_actor 0@ weapon_accuracy_to 50 
01CA: actor 0@ kill_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_6445 
00A7: car $2816 drive_to 541.1 482.6 10.8 
00AD: set_car $2816 max_speed_to 18.0 
00AE: set_vehicle $2816 traffic_behavior_to 2 

:BARON1_6445
0006: 16@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_6468 

:BARON1_6468
00D6: if or
80F5:   not player $PLAYER_CHAR 0 34.9 1086.8 14.5 radius 20.0 20.0 10.0 
80FE:   not actor 0@ 0 34.9 1086.8 14.5 radius 15.0 15.0 10.0 
004D: jump_if_false @BARON1_8424 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @BARON1_6595 
00BC: text_highpriority 'COK1_9' 5000 ms 2  // ~r~You're supposed to follow him, not kill him!
0002: jump @BARON1_8639 

:BARON1_6595
00D6: if 
80E9:   not player $PLAYER_CHAR 0 0@ radius 180.0 180.0 
004D: jump_if_false @BARON1_6648 
00BC: text_highpriority 'TEX1_5' 5000 ms 2  // ~r~He got away!
0002: jump @BARON1_8639 

:BARON1_6648
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_7587 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON1_6749 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_6749 
00D6: if 
80DB:   not actor 8@ in_car $2816 
004D: jump_if_false @BARON1_6728 
0465: remove_actor 0@ from_turret_mode 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON1_6728
00D6: if 
02BF:   car $2816 sunk 
004D: jump_if_false @BARON1_6749 
0465: remove_actor 0@ from_turret_mode 

:BARON1_6749
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_6862 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_6862 
00D6: if 
80DB:   not actor 0@ in_car $2816 
004D: jump_if_false @BARON1_6862 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON1_6852 
00D6: if 
80DB:   not actor 8@ in_car $2816 
004D: jump_if_false @BARON1_6845 
00AD: set_car $2816 max_speed_to 0.0 

:BARON1_6845
0002: jump @BARON1_6862 

:BARON1_6852
00AD: set_car $2816 max_speed_to 0.0 

:BARON1_6862
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_6975 
00D6: if 
00DC:   player $PLAYER_CHAR driving $2816 
004D: jump_if_false @BARON1_6975 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_6975 
0465: remove_actor 0@ from_turret_mode 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_6975 
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @BARON1_6975 
0319: set_actor 0@ running 1 
01D5: actor 0@ go_to_and_drive_car $2816 
0006: 16@ = 0 // integer values 

:BARON1_6975
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @BARON1_7094 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_7094 
0465: remove_actor 0@ from_turret_mode 
00D6: if 
0185:   car $2816 health >= 269 
004D: jump_if_false @BARON1_7056 
01D5: actor 0@ go_to_and_drive_car $2816 
00AD: set_car $2816 max_speed_to 0.0 
0002: jump @BARON1_7094 

:BARON1_7056
00D6: if 
0019:   16@ > 1500 // integer values 
004D: jump_if_false @BARON1_7094 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
0006: 16@ = 0 // integer values 

:BARON1_7094
00D6: if 
0038:   $2817 == 0 // integer values 
004D: jump_if_false @BARON1_7195 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_7195 
00D6: if 
01F4:   car $2816 flipped 
004D: jump_if_false @BARON1_7195 
00D6: if 
80DB:   not actor 0@ in_car $2816 
004D: jump_if_false @BARON1_7180 
0465: remove_actor 0@ from_turret_mode 
0377: set_actor 0@ steal_any_car 
0002: jump @BARON1_7188 

:BARON1_7180
01D3: actor 0@ leave_car $2816 

:BARON1_7188
0004: $2817 = 1 // integer values 

:BARON1_7195
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_7475 
00D6: if 
8185:   not car $2816 health >= 270 
004D: jump_if_false @BARON1_7468 
00AD: set_car $2816 max_speed_to 10.0 
0465: remove_actor 0@ from_turret_mode 
00D6: if 
00DB:   actor 0@ in_car $2816 
004D: jump_if_false @BARON1_7356 
01D3: actor 0@ leave_car $2816 

:BARON1_7272
00D6: if 
00DB:   actor 0@ in_car $2816 
004D: jump_if_false @BARON1_7356 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @BARON1_7333 
00BC: text_highpriority 'COK1_9' 5000 ms 2  // ~r~You're supposed to follow him, not kill him!
0002: jump @BARON1_8639 

:BARON1_7333
00D6: if 
0119:   car $2816 wrecked 
004D: jump_if_false @BARON1_7349 

:BARON1_7349
0002: jump @BARON1_7272 

:BARON1_7356
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @BARON1_7430 
00D9: $2816 = actor 0@ car // add to mission cleanup 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_7423 
00A7: car $2816 drive_to 34.9 1086.8 14.5 
00AE: set_vehicle $2816 traffic_behavior_to 2 

:BARON1_7423
0002: jump @BARON1_7468 

:BARON1_7430
00D6: if 
0019:   16@ > 1500 // integer values 
004D: jump_if_false @BARON1_7468 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
0006: 16@ = 0 // integer values 

:BARON1_7468
0002: jump @BARON1_7587 

:BARON1_7475
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @BARON1_7549 
00D9: $2816 = actor 0@ car // add to mission cleanup 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_7542 
00A7: car $2816 drive_to 34.9 1086.8 14.5 
00AE: set_vehicle $2816 traffic_behavior_to 2 

:BARON1_7542
0002: jump @BARON1_7587 

:BARON1_7549
00D6: if 
0019:   16@ > 1500 // integer values 
004D: jump_if_false @BARON1_7587 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
0006: 16@ = 0 // integer values 

:BARON1_7587
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON1_7914 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_7914 
00D6: if 
00DB:   actor 8@ in_car $2816 
004D: jump_if_false @BARON1_7914 
00D6: if 
00E9:   player $PLAYER_CHAR 0 0@ radius 50.0 50.0 
004D: jump_if_false @BARON1_7693 
00AD: set_car $2816 max_speed_to 34.0 
02E2: set_actor 0@ weapon_accuracy_to 60 
0002: jump @BARON1_7710 

:BARON1_7693
00AD: set_car $2816 max_speed_to 18.0 
02E2: set_actor 0@ weapon_accuracy_to 50 

:BARON1_7710
00D6: if 
00FE:   actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 
004D: jump_if_false @BARON1_7778 
00A7: car $2816 drive_to 527.9 974.9 17.6 

:BARON1_7778
00D6: if 
00FE:   actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 
004D: jump_if_false @BARON1_7846 
00A7: car $2816 drive_to 455.1 1285.5 17.3 

:BARON1_7846
00D6: if 
00FE:   actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 
004D: jump_if_false @BARON1_7914 
00A7: car $2816 drive_to 266.2 1139.9 21.1 

:BARON1_7914
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_8227 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_8227 
00D6: if 
00DB:   actor 0@ in_car $2816 
004D: jump_if_false @BARON1_8227 
00D6: if 
00E9:   player $PLAYER_CHAR 0 0@ radius 50.0 50.0 
004D: jump_if_false @BARON1_8013 
00AD: set_car $2816 max_speed_to 34.0 
0002: jump @BARON1_8023 

:BARON1_8013
00AD: set_car $2816 max_speed_to 20.0 

:BARON1_8023
00D6: if 
00FE:   actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 
004D: jump_if_false @BARON1_8091 
00A7: car $2816 drive_to 527.9 974.9 17.6 

:BARON1_8091
00D6: if 
00FE:   actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 
004D: jump_if_false @BARON1_8159 
00A7: car $2816 drive_to 455.1 1285.5 17.3 

:BARON1_8159
00D6: if 
00FE:   actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 
004D: jump_if_false @BARON1_8227 
00A7: car $2816 drive_to 266.2 1139.9 21.1 

:BARON1_8227
00D6: if 
00FE:   actor 0@ 0 266.2 1139.9 21.1 radius 8.0 8.0 6.0 
004D: jump_if_false @BARON1_8311 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_8311 
00A7: car $2816 drive_to 34.9 1086.8 14.5 

:BARON1_8311
00D6: if or
0366:   object 12@ damaged 
0366:   object 13@ damaged 
004D: jump_if_false @BARON1_8417 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @BARON1_8417 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $2815 = create_fire_at 349.5 416.6 20.6 
0006: 2@ = 1 // integer values 

:BARON1_8417
0002: jump @BARON1_6468 

:BARON1_8424
01B4: set_player $PLAYER_CHAR frozen_state 0 
0001: wait 0 ms 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON1_8558 
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @BARON1_8491 
0362: put_actor 0@ at 56.4 1081.1 15.0 and_remove_from_car 

:BARON1_8491
0465: remove_actor 0@ from_turret_mode 
01ED: clear_actor 0@ threat_search 
011C: actor 0@ clear_objective 
00A1: put_actor 0@ at 56.4 1081.1 15.0 
0173: set_actor 0@ z_angle_to 275.0 
0239: actor 0@ run_to 72.4 1082.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_8558
015F: set_camera_position 79.834 1069.695 14.212 0.0 rotation 0.0 0.0 
0160: point_camera 79.273 1070.427 14.597 switchstyle 2 
0001: wait 3000 ms 
009B: destroy_actor_instantly 0@ 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0002: jump @BARON1_8656 

:BARON1_8639
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BARON1_8656
0004: $PASSED_COK1_THE_CHASE = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 25500 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 25500 
0318: set_latest_mission_passed 'COK_1'  // The Chase
030C: progress_made += 1 
0004: $868 = 1 // integer values 
0004: $874 = 1 // integer values 
004F: create_thread @BAR2  
0051: return 

:BARON1_8736
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $63 
0249: release_model #BFINJECT 
0249: release_model #RUGER 
0249: release_model #BARREL4 
0249: release_model #FAGGIO 
0249: release_model #FAKETARGET 
0249: release_model #SGA 
01C3: remove_references_to_car $2816 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 5 
0482:  0.0 
014C: set_parked_car_generator $1884 cars_to_generate_to 101 
00D6: if 
8119:   not car $2816 wrecked 
004D: jump_if_false @BARON1_8829 
03AB: set_car $2816 strong 0 

:BARON1_8829
0004: $ONMISSION = 0 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 
01B7: release_weather 
009B: destroy_actor_instantly 11@ 
01C4: remove_references_to_object 12@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 13@ // This object will now disappear when the player looks away 
031A: remove_all_fires 
00D8: mission_cleanup 
0051: return 

//-------------Mission 13---------------
// Originally: Phnom Penh '86

:BARON2
0050: gosub @BARON2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BARON2_27 
0050: gosub @BARON2_13912 

:BARON2_27
0050: gosub @BARON2_14594 
004E: end_thread 

:BARON2_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'BARON2' 
0001: wait 0 ms 
054C: use_GXT_table 'BARON2' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0006: 10@ = 0 // integer values 
0006: 11@ = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $40 = 0 // integer values 
0004: $41 = 0 // integer values 
0004: $42 = 0 // integer values 
0004: $43 = 0 // integer values 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 15@ = 0 // integer values 
0004: $2863 = 0 // integer values 
0004: $2846 = 0 // integer values 
0006: 5@ = 0 // integer values 
0004: $2826 = 0 // integer values 
03DE: set_pedestrians_density_multiplier_to 0.0 
04BB: select_interiour 2 // select render area 
04F9: set_extracolors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'IGBUDDY' 
0247: request_model #MAVERICK 
02F3: load_object #CUTOBJ01 'DZPLANT' 
02F3: load_object #CUTOBJ02 'COLPHON' 
038B: load_requested_models 
03CB: set_camera -378.3 -591.9 25.8 

:BARON2_332
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
8248:   not model #MAVERICK available 
004D: jump_if_false @BARON2_375 
0001: wait 0 ms 
0002: jump @BARON2_332 

:BARON2_375
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BARON2_407 
0001: wait 0 ms 
0002: jump @BARON2_375 

:BARON2_407
02E4: load_cutscene_data 'COK_2A' 
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $2844 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $2844 'DZPLANT' 
02E5: $140 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $140 'COLPHON' 
0395: clear_area 1 at -379.2 -536.4 range 16.2 1.0 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON2_667
00D6: if 
001A:   4424 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_702 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_667 

:BARON2_702
00BC: text_highpriority 'COK2_A' 10000 ms 1  // What kind of incompetent fool are you?

:BARON2_717
00D6: if 
001A:   6836 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_752 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_717 

:BARON2_752
00BC: text_highpriority 'COK2_B' 10000 ms 1  // FOOL! FOOL! FOOL! FOOL!

:BARON2_767
00D6: if 
001A:   12564 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_802 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_767 

:BARON2_802
00BC: text_highpriority 'COK2_C' 10000 ms 1  // Tommy!

:BARON2_817
00D6: if 
001A:   13816 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_852 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_817 

:BARON2_852
00BC: text_highpriority 'COK2_D' 10000 ms 1  // What, Ricardo?

:BARON2_867
00D6: if 
001A:   15862 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_902 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_867 

:BARON2_902
00BC: text_highpriority 'COK2_E' 10000 ms 1  // These idiots - they always trying to screw you.

:BARON2_917
00D6: if 
001A:   17918 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_952 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_917 

:BARON2_952
00BC: text_highpriority 'COK2_F' 10000 ms 1  // That's the problem with this business.

:BARON2_967
00D6: if 
001A:   20021 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1002 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_967 

:BARON2_1002
00BC: text_highpriority 'COK2_G' 10000 ms 1  // What do you think you're doing?

:BARON2_1017
00D6: if 
001A:   24585 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1052 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1017 

:BARON2_1052
00BC: text_highpriority 'COK2_H' 10000 ms 1  // These pricks have failed me miserably,

:BARON2_1067
00D6: if 
001A:   27367 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1102 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1067 

:BARON2_1102
00BC: text_highpriority 'COK2_I' 10000 ms 1  // Soon any mom and pop will think they can sell gallo in Vice City.

:BARON2_1117
00D6: if 
001A:   32111 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1152 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1117 

:BARON2_1152
00BC: text_highpriority 'COK2_J' 10000 ms 1  // What next, huh? The stinking Mafia?!

:BARON2_1167
00D6: if 
001A:   35328 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1204 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1167 

:BARON2_1204
00BC: text_highpriority 'COK2_K' 10000 ms 1  // That gang place is a fortress at ground level,

:BARON2_1219
00D6: if 
001A:   39729 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1256 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1219 

:BARON2_1256
00BC: text_highpriority 'COK2_L' 10000 ms 1  // so Quentin here - Quentin! QUENTIN!

:BARON2_1271
00D6: if 
001A:   41796 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1308 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1271 

:BARON2_1308
00BC: text_highpriority 'COK2_M' 10000 ms 1  // He'll fly you over the area!

:BARON2_1323
00D6: if 
001A:   44036 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1360 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1323 

:BARON2_1360
00BC: text_highpriority 'COK2_N' 10000 ms 1  // Eradicate them!

:BARON2_1375
00D6: if 
001A:   45599 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1412 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1375 

:BARON2_1412
00BC: text_highpriority 'COK2_O' 10000 ms 1  // What do you think you're doing?

:BARON2_1427
00D6: if 
001A:   48599 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1464 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1427 

:BARON2_1464
00BE: text_clear_all 

:BARON2_1466
00D6: if 
001A:   49960 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1503 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1466 

:BARON2_1503
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04FA: reset_sky_colors_with_fade 0 
016A: fade 0 1500 ms 
00BA: text_styled 'COK_2' 15000 ms 2  // Phnom Penh '86

:BARON2_1551
00D6: if 
016B:   fading 
004D: jump_if_false @BARON2_1575 
0001: wait 0 ms 
0002: jump @BARON2_1551 

:BARON2_1575
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'CSCHOPB' 
038B: load_requested_models 

:BARON2_1623
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @BARON2_1658 
0001: wait 0 ms 
0002: jump @BARON2_1623 

:BARON2_1658
04BB: select_interiour 0 // select render area 
03CB: set_camera -380.9 -565.7 40.0 
02E4: load_cutscene_data 'COK_2B' 
0244: set_cutscene_pos -390.8 -573.877 40.1 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $148 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $148 'CSCHOPB' 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON2_1796
00D6: if 
001A:   130 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1831 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1796 

:BARON2_1831
00BC: text_highpriority 'COK2_P' 10000 ms 1  // What are you doing here?

:BARON2_1846
00D6: if 
001A:   1110 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1881 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1846 

:BARON2_1881
00BC: text_highpriority 'COK2_Q' 10000 ms 1  // Hey, I've been asking around and it's obvious

:BARON2_1896
00D6: if 
001A:   3040 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1931 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1896 

:BARON2_1931
00BC: text_highpriority 'COK2_R' 10000 ms 1  // that Diaz jumped the deal and iced my brother.

:BARON2_1946
00D6: if 
001A:   5010 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_1981 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1946 

:BARON2_1981
00BC: text_highpriority 'COK2_S' 10000 ms 1  // And he'll kill you, too!

:BARON2_1996
00D6: if 
001A:   6070 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_2031 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_1996 

:BARON2_2031
00BC: text_highpriority 'COK2_T' 10000 ms 1  // I can take Diaz!

:BARON2_2046
00D6: if 
001A:   7050 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_2081 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_2046 

:BARON2_2081
00BC: text_highpriority 'COK2_U' 10000 ms 1  // No - listen to me! I'll handle Diaz -

:BARON2_2096
00D6: if 
001A:   10040 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_2131 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_2096 

:BARON2_2131
00BC: text_highpriority 'COK2_V' 10000 ms 1  // - he's beginning to trust me.

:BARON2_2146
00D6: if 
001A:   11500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON2_2181 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON2_2146 

:BARON2_2181
00BE: text_clear_all 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:BARON2_2192
00D6: if 
016B:   fading 
004D: jump_if_false @BARON2_2216 
0001: wait 0 ms 
0002: jump @BARON2_2192 

:BARON2_2216
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0247: request_model #SGA 
0247: request_model #SGB 
0247: request_model #M60 
0247: request_model #TEC9 
0247: request_model #BOBCAT 
0247: request_model #BARREL4 
0247: request_model #RUGER 
0247: request_model #GANGBUR 
0247: request_model #SPARROW 
023C: load_special_actor 5 'SGC' 
038B: load_requested_models 

:BARON2_2291
00D6: if or
8248:   not model #SGA available 
8248:   not model #SGB available 
8248:   not model #M60 available 
8248:   not model #TEC9 available 
8248:   not model #BOBCAT available 
823D:   not special_actor 5 loaded 
004D: jump_if_false @BARON2_2340 
0001: wait 0 ms 
0002: jump @BARON2_2291 

:BARON2_2340
00D6: if or
8248:   not model #BARREL4 available 
8248:   not model #RUGER available 
8248:   not model #SPARROW available 
8248:   not model #GANGBUR available 
004D: jump_if_false @BARON2_2381 
0001: wait 0 ms 
0002: jump @BARON2_2340 

:BARON2_2381
00A5: $2821 = create_car #MAVERICK at -391.0 -573.0 -100.0 
0229: set_car $2821 color_to 3 1 
0224: set_car $2821 health_to 3000 
023C: load_special_actor 6 'SPANDXA' 
0247: request_model #MARQUIS 
0247: request_model #RIO 
0247: request_model #SEASPAR 
0247: request_model #WMYGO 
0247: request_model #CADDY 
0482:  2.0 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_2632 
0227: $2823 = car $2821 health 
03C4: set_status_text_to $2823 1 'COK2_24'  // Heli Health:
0050: gosub @BARON2_14882 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $2821 driverseat 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 
04A2: heli $2821 fly_to -375.155 -548.155 48.266 speed 20 
015F: set_camera_position -386.772 -581.461 40.134 0.0 rotation 0.0 0.0 
0160: point_camera -387.379 -580.692 40.335 switchstyle 2 
04DF: set_heli $2821 lean_and_thrust_limiter 1 
041E: set_radio_station 3 -1 

:BARON2_2632
0001: wait 500 ms 
016A: fade 1 1000 ms 
0001: wait 6000 ms 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0169: set_fade_color 1 1 1 
043C: set_game_sounds_disable_on_fade 0 
016A: fade 0 500 ms 
0001: wait 500 ms 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @BARON2_2723 
012A: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 and_remove_from_car 

:BARON2_2723
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_2771 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $2821 at_car_offset -1.4 1.0 -0.1 position 1 angle 90.0 with_weapon 32 

:BARON2_2771
02EB: restore_camera_with_jumpcut 
016A: fade 1 500 ms 
00D6: if 
0248:   model #MARQUIS available 
004D: jump_if_false @BARON2_2819 
00A5: $2840 = create_car #MARQUIS at -363.6 -226.7 5.5 

:BARON2_2819
00D6: if 
80F5:   not player $PLAYER_CHAR 0 89.1 1084.0 39.0 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_5575 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_2904 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_2904
0050: gosub @BARON2_14882 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -375.0 -548.0 48.266 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_2981 
04A2: heli $2821 fly_to -366.0 -346.0 50.0 speed 50 

:BARON2_2981
00D6: if 
00F5:   player $PLAYER_CHAR 0 -366.0 -346.0 50.0 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_3231 
04A2: heli $2821 fly_to -264.0 46.2 15.0 speed 70 
0169: set_fade_color 0 0 0 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BARON2_3149 
00A5: 6@ = create_car #SEASPAR at -110.0 692.4 70.0 
0224: set_car 6@ health_to 500 
0129: 8@ = create_actor 4 #SGA in_car 6@ driverseat 
04A2: heli 6@ fly_to -110.0 -48.2 38.0 speed 2 
0006: 10@ = 1 // integer values 

:BARON2_3149
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @BARON2_3231 
00A5: 7@ = create_car #SPARROW at -108.0 720.4 68.0 
0129: 9@ = create_actor 4 #SGA in_car 7@ driverseat 
04A2: heli 7@ fly_to -108.0 -48.2 40.0 speed 7 
0006: 11@ = 1 // integer values 

:BARON2_3231
00D6: if 
00F5:   player $PLAYER_CHAR 0 -264.0 46.2 15.0 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_3640 
04A2: heli $2821 fly_to 17.9 1035.5 34.2 speed 40 
00D6: if 
0038:   $2826 == 0 // integer values 
004D: jump_if_false @BARON2_3640 
00A6: destroy_car $2840 
00D6: if 
023D:   special_actor 6 loaded 
004D: jump_if_false @BARON2_3363 
009A: $2828 = create_actor_pedtype 4 model #SPECIAL06 at -261.6 62.4 26.2 

:BARON2_3363
00A5: $2840 = create_car #MARQUIS at -211.6 394.1 5.5 
0224: set_car $2840 health_to 500 
0175: set_car $2840 z_angle_to 238.0 
00A5: $2841 = create_car #RIO at -193.1 384.0 5.5 
0224: set_car $2841 health_to 500 
0175: set_car $2841 z_angle_to 119.0 
00A5: $2842 = create_car #MARQUIS at -222.9 363.8 5.5 
0224: set_car $2842 health_to 500 
009A: $2829 = create_actor_pedtype 4 model #WMYGO at -151.4 493.2 15.3 
0243: set_actor $2829 ped_stats_to 39 
009A: $2830 = create_actor_pedtype 4 model #WMYGO at -150.5 496.3 15.4 
0243: set_actor $2830 ped_stats_to 39 
03F9: make_actors $2829 $2830 converse_in 999999 ms 
00A5: $2852 = create_car #CADDY at -145.6 496.0 14.8 
0224: set_car $2852 health_to 500 
0175: set_car $2852 z_angle_to 58.0 
00A5: $2827 = create_car #CADDY at -148.8 490.1 14.8 
0224: set_car $2827 health_to 500 
0175: set_car $2827 z_angle_to 90.0 
0004: $2826 = 1 // integer values 

:BARON2_3640
00D6: if 
00F5:   player $PLAYER_CHAR 0 17.9 1035.5 34.2 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_4260 
04A2: heli $2821 fly_to 87.0 1087.6 38.0 speed 50 
00D6: if 
0038:   $2838 == 0 // integer values 
004D: jump_if_false @BARON2_4260 
00A6: destroy_car 6@ 
00A6: destroy_car 7@ 
009B: destroy_actor_instantly 8@ 
009B: destroy_actor_instantly 9@ 
009B: destroy_actor_instantly $2829 
009B: destroy_actor_instantly $2830 
00A6: destroy_car $2840 
00A6: destroy_car $2841 
00A6: destroy_car $2842 
00A6: destroy_car $2852 
00A6: destroy_car $2827 
0249: release_model #SPARROW 
0249: release_model #MARQUIS 
0249: release_model #RIO 
0249: release_model #SEASPAR 
0249: release_model #CADDY 
0249: release_model #WMYGO 
0296: unload_special_actor 6 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_4187 
009A: $2828 = create_actor_pedtype 4 model #SGA at 70.9 1106.4 -100.0 
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $2821 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2828 health_to 50 
009A: $2829 = create_actor_pedtype 4 model #SGB at 75.0 1106.9 -100.0 
0350: set_actor $2829 maintain_position_when_attacked 1 
01D9: actor $2829 destroy_car $2821 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2829 health_to 50 
009A: $2830 = create_actor_pedtype 4 model #SGA at 71.5 1099.0 -100.0 
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $2821 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2830 health_to 50 
009A: $2831 = create_actor_pedtype 4 model #SGB at 78.4 1101.6 -100.0 
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $2821 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2831 health_to 50 
009A: $2832 = create_actor_pedtype 4 model #SGA at 76.0 1095.6 -100.0 
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $2821 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2832 health_to 50 

:BARON2_4187
0107: $2858 = create_object #BARREL4 at 65.6 1104.6 31.5 
0107: $2859 = create_object #BARREL4 at 65.7 1107.5 31.5 
0107: $2860 = create_object #BARREL4 at 86.7 1114.3 31.5 
0004: $2838 = 1 // integer values 

:BARON2_4260
00D6: if 
0038:   $38 == 0 // integer values 
004D: jump_if_false @BARON2_4431 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_4334 
03CF: load_wav 'COK2_1' as 1 
03CF: load_wav 'COK2_2' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON2_4341 

:BARON2_4334
0050: gosub @BARON2_15061 

:BARON2_4341
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_4431 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_1' 5000 ms 2  // One thing puzzling me, What's with 'Quentin!?
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_4431 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_2' 5000 ms 2  // I dunno, I always kinda liked it...Quentin Vance...
0004: $38 = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_4431
00D6: if and
0038:   $38 == 1 // integer values 
0038:   $39 == 0 // integer values 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @BARON2_4617 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_4520 
03CF: load_wav 'COK2_3' as 1 
03CF: load_wav 'COK2_4' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON2_4527 

:BARON2_4520
0050: gosub @BARON2_15061 

:BARON2_4527
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_4617 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_3' 5000 ms 2  // Vance? Your name's Lance Vance?
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_4617 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_4' 5000 ms 2  // Hey! I got enough of that at school!
0004: $39 = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_4617
00D6: if and
0038:   $39 == 1 // integer values 
0038:   $40 == 0 // integer values 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @BARON2_4817 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_4706 
03CF: load_wav 'COK2_8D' as 1 
03CF: load_wav 'COK2_7B' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON2_4713 

:BARON2_4706
0050: gosub @BARON2_15061 

:BARON2_4713
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_4817 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_13' 4000 ms 2  // Lance Vance. Poor bastard.
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_4817 
00D6: if 
0019:   17@ > 6000 // integer values 
004D: jump_if_false @BARON2_4817 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_8' 4000 ms 2  // Where the hell are we headed anyway?
0004: $40 = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_4817
00D6: if and
0038:   $40 == 1 // integer values 
0038:   $41 == 0 // integer values 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @BARON2_5017 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_4906 
03CF: load_wav 'COK2_7C' as 1 
03CF: load_wav 'COK2_5' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON2_4913 

:BARON2_4906
0050: gosub @BARON2_15061 

:BARON2_4913
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_5017 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_9' 5000 ms 2  // Prawn Island.
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_5017 
00D6: if 
0019:   17@ > 4000 // integer values 
004D: jump_if_false @BARON2_5017 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_5' 5000 ms 2  // You ever fired one of those from a whirly?
0004: $41 = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_5017
00D6: if and
0038:   $41 == 1 // integer values 
0038:   $42 == 0 // integer values 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @BARON2_5217 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_5106 
03CF: load_wav 'COK2_6' as 1 
03CF: load_wav 'COK2_9' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON2_5113 

:BARON2_5106
0050: gosub @BARON2_15061 

:BARON2_5113
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_5217 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_6' 3000 ms 2  // No. I'll get a bit of practice on the way though.
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_5217 
00D6: if 
0019:   17@ > 12000 // integer values 
004D: jump_if_false @BARON2_5217 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_14' 5000 ms 2  // Ok, we're almost there.
0004: $42 = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_5217
00D6: if and
0038:   $42 == 1 // integer values 
0038:   $43 == 0 // integer values 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @BARON2_5403 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_5306 
03CF: load_wav 'COK210A' as 1 
03CF: load_wav 'COK210B' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON2_5313 

:BARON2_5306
0050: gosub @BARON2_15061 

:BARON2_5313
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_5403 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_15' 5000 ms 2  // We'll make a couple of passes.
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_5403 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_16' 5000 ms 2  // So take out as many guns as you can.
0004: $43 = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_5403
00D6: if and
0038:   $43 == 1 // integer values 
0039:   14@ == 0 // integer values 
0019:   17@ > 2500 // integer values 
004D: jump_if_false @BARON2_5568 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_5480 
03CF: load_wav 'COK210C' as 1 
0004: $33 = 1 // integer values 
0002: jump @BARON2_5502 

:BARON2_5480
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON2_5502 
0004: $34 = 1 // integer values 

:BARON2_5502
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_5568 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_17' 4000 ms 2  // Then I'll set you down and you're on your way.
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_5568 
0006: 14@ = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_5568
0002: jump @BARON2_2819 

:BARON2_5575
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_5601 
04D0: force_heli $2821 looking_angle_to 270.0 

:BARON2_5601
0050: gosub @BARON2_14919 

:BARON2_5608
00D6: if 
8038:   not  $2822 == 5 // integer values 
004D: jump_if_false @BARON2_5833 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_5663 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_5663
0050: gosub @BARON2_14882 
0050: gosub @BARON2_15112 
00D6: if 
0019:   17@ > 50000 // integer values 
004D: jump_if_false @BARON2_5705 
0002: jump @BARON2_5833 

:BARON2_5705
00D6: if 
0038:   $38 == 0 // integer values 
004D: jump_if_false @BARON2_5826 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_5767 
03CF: load_wav 'COK2_13' as 1 
0004: $33 = 1 // integer values 
0002: jump @BARON2_5789 

:BARON2_5767
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON2_5789 
0004: $34 = 1 // integer values 

:BARON2_5789
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_5826 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_20' 4000 ms 2  // Damn! This is a war zone! Take out some of those gunmen!

:BARON2_5826
0002: jump @BARON2_5608 

:BARON2_5833
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_5876 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to 113.0 1106.9 30.0 speed 40 

:BARON2_5876
00D6: if 
80F5:   not player $PLAYER_CHAR 0 117.0 1106.9 30.0 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_5975 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_5961 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_5961
0050: gosub @BARON2_14882 
0002: jump @BARON2_5876 

:BARON2_5975
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_6001 
04D0: force_heli $2821 looking_angle_to 1.0 

:BARON2_6001
009B: destroy_actor_instantly $2828 
009B: destroy_actor_instantly $2829 
009B: destroy_actor_instantly $2830 
009B: destroy_actor_instantly $2831 
009B: destroy_actor_instantly $2832 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_6322 
009A: $2828 = create_actor_pedtype 4 model #SGA at 59.0 1117.7 17.7 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2828 health_to 50 
009A: $2829 = create_actor_pedtype 4 model #SGB at 64.7 1089.8 17.7 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2829 health_to 50 
009A: $2830 = create_actor_pedtype 4 model #SGA at 61.0 1091.1 24.4 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2830 health_to 50 
009A: $2831 = create_actor_pedtype 4 model #SGB at 58.2 1118.7 24.4 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2831 health_to 50 
009A: $2832 = create_actor_pedtype 4 model #SGA at 64.9 1119.0 24.4 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2832 health_to 50 

:BARON2_6322
0050: gosub @BARON2_14919 

:BARON2_6329
00D6: if 
8038:   not  $2822 == 5 // integer values 
004D: jump_if_false @BARON2_7458 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_6384 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_6384
0050: gosub @BARON2_14882 
0050: gosub @BARON2_15112 
00D6: if 
8118:   not actor $2828 dead 
004D: jump_if_false @BARON2_6603 
00D6: if 
00FE:   actor $2828 0 59.0 1117.7 17.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6477 
0239: actor $2828 run_to 89.7 1118.1 

:BARON2_6477
00D6: if 
00FE:   actor $2828 0 89.7 1118.1 17.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6540 
0239: actor $2828 run_to 94.7 1107.1 

:BARON2_6540
00D6: if 
00FE:   actor $2828 0 94.7 1107.1 17.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6603 
01D9: actor $2828 destroy_car $2821 
0350: set_actor $2828 maintain_position_when_attacked 1 

:BARON2_6603
00D6: if 
8118:   not actor $2829 dead 
004D: jump_if_false @BARON2_6808 
00D6: if 
00FE:   actor $2829 0 64.7 1089.8 17.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6682 
0239: actor $2829 run_to 90.1 1090.1 

:BARON2_6682
00D6: if 
00FE:   actor $2829 0 90.1 1090.1 17.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6745 
0239: actor $2829 run_to 91.1 1097.8 

:BARON2_6745
00D6: if 
00FE:   actor $2829 0 91.1 1097.8 17.7 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6808 
01D9: actor $2829 destroy_car $2821 
0350: set_actor $2829 maintain_position_when_attacked 1 

:BARON2_6808
00D6: if 
8118:   not actor $2830 dead 
004D: jump_if_false @BARON2_7013 
00D6: if 
00FE:   actor $2830 0 61.0 1091.1 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6887 
0239: actor $2830 run_to 89.4 1091.0 

:BARON2_6887
00D6: if 
00FE:   actor $2830 0 89.4 1091.0 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_6950 
0239: actor $2830 run_to 94.5 1100.5 

:BARON2_6950
00D6: if 
00FE:   actor $2830 0 94.5 1100.5 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_7013 
01D9: actor $2830 destroy_car $2821 
0350: set_actor $2830 maintain_position_when_attacked 1 

:BARON2_7013
00D6: if 
8118:   not actor $2831 dead 
004D: jump_if_false @BARON2_7218 
00D6: if 
00FE:   actor $2831 0 58.2 1118.7 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_7092 
0239: actor $2831 run_to 90.0 1118.8 

:BARON2_7092
00D6: if 
00FE:   actor $2831 0 90.0 1118.8 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_7155 
0239: actor $2831 run_to 94.5 1099.9 

:BARON2_7155
00D6: if 
00FE:   actor $2831 0 94.5 1099.9 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_7218 
01D9: actor $2831 destroy_car $2821 
0350: set_actor $2831 maintain_position_when_attacked 1 

:BARON2_7218
00D6: if 
8118:   not actor $2832 dead 
004D: jump_if_false @BARON2_7423 
00D6: if 
00FE:   actor $2832 0 64.9 1119.0 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_7297 
0239: actor $2832 run_to 89.1 1117.9 

:BARON2_7297
00D6: if 
00FE:   actor $2832 0 89.1 1117.9 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_7360 
0239: actor $2832 run_to 93.0 1110.0 

:BARON2_7360
00D6: if 
00FE:   actor $2832 0 93.0 1110.0 24.4 radius 1.0 1.0 5.0 
004D: jump_if_false @BARON2_7423 
01D9: actor $2832 destroy_car $2821 
0350: set_actor $2832 maintain_position_when_attacked 1 

:BARON2_7423
00D6: if 
0019:   17@ > 40000 // integer values 
004D: jump_if_false @BARON2_7451 
0002: jump @BARON2_7458 

:BARON2_7451
0002: jump @BARON2_6329 

:BARON2_7458
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_7501 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to 90.9 1196.0 40.0 speed 40 

:BARON2_7501
00D6: if 
80F5:   not player $PLAYER_CHAR 0 90.9 1196.0 40.0 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_7600 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_7586 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_7586
0050: gosub @BARON2_14882 
0002: jump @BARON2_7501 

:BARON2_7600
00A5: $2840 = create_car #BOBCAT at 19.8 1213.4 -100.0 
0175: set_car $2840 z_angle_to 233.7 
00A5: $2841 = create_car #BOBCAT at -12.1 1207.3 -100.0 
0175: set_car $2841 z_angle_to 159.6 
00A5: $2842 = create_car #GANGBUR at -20.1 1198.4 -100.0 
0175: set_car $2842 z_angle_to 34.6 
0107: 1@ = create_object #BARREL4 at 14.6 1177.9 22.5 
0107: 2@ = create_object #BARREL4 at 7.2 1193.1 17.8 
0107: 3@ = create_object #BARREL4 at -13.2 1217.7 20.4 
0107: 4@ = create_object #BARREL4 at -18.3 1217.5 20.4 
009B: destroy_actor_instantly $2828 
009B: destroy_actor_instantly $2829 
009B: destroy_actor_instantly $2830 
009B: destroy_actor_instantly $2831 
009B: destroy_actor_instantly $2832 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_8591 
009A: $2828 = create_actor_pedtype 4 model #SGA at 17.8 1212.0 20.9 
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $2821 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2828 health_to 50 
00A5: $2824 = create_car #GANGBUR at 43.8 1129.6 17.9 
0175: set_car $2824 z_angle_to 0.0 
0129: $2829 = create_actor 4 #SGB in_car $2824 driverseat 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2829 health_to 50 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
011A: set_actor $2829 search_threat 1 
00A7: car $2824 drive_to 38.8 1198.0 20.8 
04E0: car $2824 abandon_path_radius 100 
04BA: set_car $2824 speed_instantly 10.0 
00AD: set_car $2824 max_speed_to 25.0 
009A: $2830 = create_actor_pedtype 4 model #SGA at 19.3 1196.2 19.0 
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $2821 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2830 health_to 50 
009A: $2831 = create_actor_pedtype 4 model #SGB at -11.8 1208.5 22.5 
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $2821 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2831 health_to 50 
009A: $2832 = create_actor_pedtype 4 model #SGA at -22.9 1198.6 22.1 
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $2821 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2832 health_to 50 
009A: $2833 = create_actor_pedtype 4 model #SGB at -34.7 1202.3 20.4 
0350: set_actor $2833 maintain_position_when_attacked 1 
01D9: actor $2833 destroy_car $2821 
011A: set_actor $2833 search_threat 1 
022D: set_actor $2833 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2833 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2833 health_to 50 
009A: $2834 = create_actor_pedtype 4 model #SGB at -40.5 1195.1 20.4 
0350: set_actor $2834 maintain_position_when_attacked 1 
01D9: actor $2834 destroy_car $2821 
011A: set_actor $2834 search_threat 1 
022D: set_actor $2834 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2834 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2834 health_to 50 
009A: $2835 = create_actor_pedtype 4 model #SGA at -22.3 1218.0 20.4 
0350: set_actor $2835 maintain_position_when_attacked 1 
01D9: actor $2835 destroy_car $2821 
011A: set_actor $2835 search_threat 1 
022D: set_actor $2835 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2835 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2835 health_to 50 
009A: $2836 = create_actor_pedtype 4 model #SGA at 27.3 1196.4 19.6 
0350: set_actor $2836 maintain_position_when_attacked 1 
01D9: actor $2836 destroy_car $2821 
011A: set_actor $2836 search_threat 1 
022D: set_actor $2836 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2836 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2836 health_to 50 
009A: $2837 = create_actor_pedtype 4 model #SGA at 0.8 1212.9 20.4 
0350: set_actor $2837 maintain_position_when_attacked 1 
01D9: actor $2837 destroy_car $2821 
011A: set_actor $2837 search_threat 1 
022D: set_actor $2837 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2837 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2832 health_to 50 

:BARON2_8591
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_8634 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to 28.1 1224.5 26.4 speed 40 

:BARON2_8634
00D6: if 
80F5:   not player $PLAYER_CHAR 0 28.1 1224.5 27.4 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_8954 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_8719 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_8719
00D6: if 
0038:   $2863 == 0 // integer values 
004D: jump_if_false @BARON2_8849 
00D6: if 
8118:   not actor $2829 dead 
004D: jump_if_false @BARON2_8842 
00D6: if 
8119:   not car $2824 wrecked 
004D: jump_if_false @BARON2_8842 
00D6: if 
00FE:   actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 
004D: jump_if_false @BARON2_8842 
00AD: set_car $2824 max_speed_to 0.0 
01D3: actor $2829 leave_car $2824 
0004: $2863 = 1 // integer values 

:BARON2_8842
0002: jump @BARON2_8940 

:BARON2_8849
00D6: if 
0038:   $2846 == 0 // integer values 
004D: jump_if_false @BARON2_8940 
00D6: if 
8118:   not actor $2829 dead 
004D: jump_if_false @BARON2_8940 
00D6: if 
8119:   not car $2824 wrecked 
004D: jump_if_false @BARON2_8940 
00D6: if 
80DB:   not actor $2829 in_car $2824 
004D: jump_if_false @BARON2_8940 
01D9: actor $2829 destroy_car $2821 
0350: set_actor $2829 maintain_position_when_attacked 1 
0004: $2846 = 1 // integer values 

:BARON2_8940
0050: gosub @BARON2_14882 
0002: jump @BARON2_8634 

:BARON2_8954
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_8980 
04D0: force_heli $2821 looking_angle_to 90.0 

:BARON2_8980
0050: gosub @BARON2_14919 
0006: 5@ = 1 // integer values 

:BARON2_8994
00D6: if 
8018:   not  $2822 > 9 // integer values 
004D: jump_if_false @BARON2_9415 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_9049 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_9049
0050: gosub @BARON2_14882 
0050: gosub @BARON2_15112 
00D6: if 
0038:   $2863 == 0 // integer values 
004D: jump_if_false @BARON2_9193 
00D6: if 
8118:   not actor $2829 dead 
004D: jump_if_false @BARON2_9186 
00D6: if 
8119:   not car $2824 wrecked 
004D: jump_if_false @BARON2_9186 
00D6: if 
00FE:   actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 
004D: jump_if_false @BARON2_9186 
00AD: set_car $2824 max_speed_to 0.0 
01D3: actor $2829 leave_car $2824 
0004: $2863 = 1 // integer values 

:BARON2_9186
0002: jump @BARON2_9284 

:BARON2_9193
00D6: if 
0038:   $2846 == 0 // integer values 
004D: jump_if_false @BARON2_9284 
00D6: if 
8118:   not actor $2829 dead 
004D: jump_if_false @BARON2_9284 
00D6: if 
8119:   not car $2824 wrecked 
004D: jump_if_false @BARON2_9284 
00D6: if 
80DB:   not actor $2829 in_car $2824 
004D: jump_if_false @BARON2_9284 
01D9: actor $2829 destroy_car $2821 
0350: set_actor $2829 maintain_position_when_attacked 1 
0004: $2846 = 1 // integer values 

:BARON2_9284
00D6: if 
0019:   17@ > 20000 // integer values 
004D: jump_if_false @BARON2_9310 
0002: jump @BARON2_9415 

:BARON2_9310
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_9408 
00D6: if 
0039:   12@ == 0 // integer values 
004D: jump_if_false @BARON2_9408 
03CF: load_wav 'COK2_14' as 1 

:BARON2_9356
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BARON2_9382 
0001: wait 0 ms 
0002: jump @BARON2_9356 

:BARON2_9382
03D1: play_wav 1 
00BC: text_highpriority 'COK2_21' 5000 ms 2  // We're taking hits here, man!
0006: 12@ = 1 // integer values 

:BARON2_9408
0002: jump @BARON2_8994 

:BARON2_9415
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_9458 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to -32.4 1222.5 30.6 speed 40 

:BARON2_9458
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -32.4 1222.5 30.6 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_9557 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_9543 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_9543
0050: gosub @BARON2_14882 
0002: jump @BARON2_9458 

:BARON2_9557
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_9583 
04D0: force_heli $2821 looking_angle_to 140.0 

:BARON2_9583
0006: 17@ = 0 // integer values 

:BARON2_9590
00D6: if 
8018:   not  $2822 > 9 // integer values 
004D: jump_if_false @BARON2_9790 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_9645 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_9645
0050: gosub @BARON2_14882 
0050: gosub @BARON2_15112 
00D6: if 
0019:   17@ > 20000 // integer values 
004D: jump_if_false @BARON2_9685 
0002: jump @BARON2_9790 

:BARON2_9685
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_9783 
00D6: if 
0039:   12@ == 0 // integer values 
004D: jump_if_false @BARON2_9783 
03CF: load_wav 'COK2_14' as 1 

:BARON2_9731
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BARON2_9757 
0001: wait 0 ms 
0002: jump @BARON2_9731 

:BARON2_9757
03D1: play_wav 1 
00BC: text_highpriority 'COK2_21' 5000 ms 2  // We're taking hits here, man!
0006: 12@ = 1 // integer values 

:BARON2_9783
0002: jump @BARON2_9590 

:BARON2_9790
0006: 5@ = 0 // integer values 
0001: wait 500 ms 
009B: destroy_actor_instantly $2828 
009B: destroy_actor_instantly $2829 
009B: destroy_actor_instantly $2830 
009B: destroy_actor_instantly $2831 
009B: destroy_actor_instantly $2832 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_10198 
009A: $2828 = create_actor_pedtype 4 model #SGB at -41.4 1114.4 -100.0 
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $2821 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2828 health_to 50 
009A: $2829 = create_actor_pedtype 4 model #SGA at -59.3 1113.0 -100.0 
0350: set_actor $2829 maintain_position_when_attacked 1 
01D9: actor $2829 destroy_car $2821 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2829 health_to 50 
009A: $2830 = create_actor_pedtype 4 model #SGB at -57.8 1121.4 -100.0 
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $2821 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2830 health_to 50 
009A: $2831 = create_actor_pedtype 4 model #SGA at -44.4 1119.6 -100.0 
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $2821 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2831 health_to 50 
009A: $2832 = create_actor_pedtype 4 model #SGB at -45.0 1123.6 -100.0 
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $2821 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2832 health_to 50 

:BARON2_10198
0107: $2861 = create_object #BARREL4 at -41.1 1106.3 29.9 
0107: $2862 = create_object #BARREL4 at -60.8 1102.7 29.9 
0107: 0@ = create_object #BARREL4 at -46.6 1118.5 29.9 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_10307 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to -49.8 1144.7 38.3 speed 40 

:BARON2_10307
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -49.8 1144.7 38.3 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_10406 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_10392 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_10392
0050: gosub @BARON2_14882 
0002: jump @BARON2_10307 

:BARON2_10406
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_10432 
04D0: force_heli $2821 looking_angle_to 90.0 

:BARON2_10432
009B: destroy_actor_instantly $2833 
009B: destroy_actor_instantly $2834 
009B: destroy_actor_instantly $2835 
009B: destroy_actor_instantly $2836 
009B: destroy_actor_instantly $2837 
0050: gosub @BARON2_14919 

:BARON2_10464
00D6: if 
8038:   not  $2822 == 5 // integer values 
004D: jump_if_false @BARON2_10666 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_10519 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_10519
0050: gosub @BARON2_14882 
0050: gosub @BARON2_15112 
00D6: if 
0019:   17@ > 40000 // integer values 
004D: jump_if_false @BARON2_10561 
0002: jump @BARON2_10666 

:BARON2_10561
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_10659 
00D6: if 
0039:   13@ == 0 // integer values 
004D: jump_if_false @BARON2_10659 
03CF: load_wav 'COK2_15' as 1 

:BARON2_10607
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BARON2_10633 
0001: wait 0 ms 
0002: jump @BARON2_10607 

:BARON2_10633
03D1: play_wav 1 
00BC: text_highpriority 'COK2_22' 5000 ms 2  // This thing ain't cheap to fix! Take them out!
0006: 13@ = 1 // integer values 

:BARON2_10659
0002: jump @BARON2_10464 

:BARON2_10666
0001: wait 1500 ms 
009B: destroy_actor_instantly $2828 
009B: destroy_actor_instantly $2829 
009B: destroy_actor_instantly $2830 
009B: destroy_actor_instantly $2831 
009B: destroy_actor_instantly $2832 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_11067 
009A: $2828 = create_actor_pedtype 4 model #SGB at 14.6 1145.4 -100.0 
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $2821 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2828 health_to 50 
009A: $2829 = create_actor_pedtype 4 model #SGA at 21.9 1146.7 -100.0 
0350: set_actor $2829 maintain_position_when_attacked 1 
01D9: actor $2829 destroy_car $2821 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2829 health_to 50 
009A: $2830 = create_actor_pedtype 4 model #SGA at 11.3 1147.0 22.5 
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $2821 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2830 health_to 50 
009A: $2831 = create_actor_pedtype 4 model #SGA at 28.9 1146.3 20.5 
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $2821 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2831 health_to 50 
009A: $2832 = create_actor_pedtype 4 model #SGB at 15.9 1145.5 22.5 
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $2821 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2832 health_to 50 

:BARON2_11067
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_11110 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to 20.0 1125.0 36.0 speed 20 

:BARON2_11110
00D6: if 
80F5:   not player $PLAYER_CHAR 0 20.0 1125.0 36.0 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_11209 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_11195 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_11195
0050: gosub @BARON2_14882 
0002: jump @BARON2_11110 

:BARON2_11209
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_11235 
04D0: force_heli $2821 looking_angle_to 270.0 

:BARON2_11235
0050: gosub @BARON2_14919 

:BARON2_11242
00D6: if 
8038:   not  $2822 == 5 // integer values 
004D: jump_if_false @BARON2_11346 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_11297 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_11297
0050: gosub @BARON2_14882 
0050: gosub @BARON2_15112 
00D6: if 
0019:   17@ > 40000 // integer values 
004D: jump_if_false @BARON2_11339 
0002: jump @BARON2_11346 

:BARON2_11339
0002: jump @BARON2_11242 

:BARON2_11346
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_11556 
009A: $2845 = create_actor_pedtype 4 model #SPECIAL05 at 68.7 1098.2 31.7 
0350: set_actor $2845 maintain_position_when_attacked 1 
022D: set_actor $2845 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2845 weapon 27 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2845 health_to 100 
0173: set_actor $2845 z_angle_to 90.0 
009A: $2828 = create_actor_pedtype 4 model #SGB at 62.8 1098.2 31.7 
0350: set_actor $2828 maintain_position_when_attacked 1 
01CA: actor $2828 kill_player $PLAYER_CHAR 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 27 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2828 health_to 50 
009A: $2829 = create_actor_pedtype 4 model #SGB at 66.6 1093.7 31.7 
0350: set_actor $2829 maintain_position_when_attacked 1 
01CA: actor $2829 kill_player $PLAYER_CHAR 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 27 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2829 health_to 50 

:BARON2_11556
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_11614 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to 37.0 1075.0 43.0 speed 20 
02AC: set_car $2821 immunities 1 1 1 1 1 

:BARON2_11614
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
03CF: load_wav 'COK2_20' as 1 
03CF: load_wav 'COK2_21' as 2 
0004: $33 = 1 // integer values 
00D6: if 
8118:   not actor $2845 dead 
004D: jump_if_false @BARON2_12137 
0001: wait 3500 ms 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_11758 
041D: set_camera_near_clip 0.5 
015F: set_camera_position 69.915 1098.858 33.058 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $2821 mode 15 switchstyle 2 

:BARON2_11758
0001: wait 500 ms 
00D6: if 
8118:   not actor $2845 dead 
004D: jump_if_false @BARON2_12099 

:BARON2_11779
00D6: if 
0038:   $38 == 0 // integer values 
004D: jump_if_false @BARON2_12099 
0001: wait 0 ms 
00D6: if 
0038:   $33 == 1 // integer values 
004D: jump_if_false @BARON2_11845 
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON2_11845 
0004: $34 = 1 // integer values 

:BARON2_11845
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_12092 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_27' 2000 ms 2  // You're on MY turf asshole!
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON2_12092 
00D6: if 
8118:   not actor $2845 dead 
004D: jump_if_false @BARON2_11951 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_11951 
01D9: actor $2845 destroy_car $2821 
011A: set_actor $2845 search_threat 1 
02E2: set_actor $2845 weapon_accuracy_to 30 

:BARON2_11951
00D6: if 
8118:   not actor $2828 dead 
004D: jump_if_false @BARON2_12005 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_12005 
01D9: actor $2828 destroy_car $2821 
011A: set_actor $2828 search_threat 1 
02E2: set_actor $2828 weapon_accuracy_to 20 

:BARON2_12005
00D6: if 
8118:   not actor $2829 dead 
004D: jump_if_false @BARON2_12059 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_12059 
01D9: actor $2829 destroy_car $2821 
011A: set_actor $2829 search_threat 1 
02E2: set_actor $2829 weapon_accuracy_to 20 

:BARON2_12059
03D1: play_wav 2 
00BC: text_highpriority 'COK2_28' 2000 ms 2  // You're going down!
0004: $38 = 1 // integer values 
0050: gosub @BARON2_15089 

:BARON2_12092
0002: jump @BARON2_11779 

:BARON2_12099
0001: wait 1000 ms 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_12137 
02AC: set_car $2821 immunities 0 0 0 0 0 

:BARON2_12137
00D6: if 
80F5:   not player $PLAYER_CHAR 0 37.0 1075.0 43.0 radius 6.0 6.0 6.0 
004D: jump_if_false @BARON2_12236 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_12222 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_12222
0050: gosub @BARON2_14882 
0002: jump @BARON2_12137 

:BARON2_12236
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_12262 
04D0: force_heli $2821 looking_angle_to 237.0 

:BARON2_12262
00D6: if 
0118:   actor $2828 dead 
004D: jump_if_false @BARON2_12278 

:BARON2_12278
0050: gosub @BARON2_14919 

:BARON2_12285
00D6: if or
8118:   not actor $2845 dead 
8118:   not actor $2828 dead 
8118:   not actor $2829 dead 
004D: jump_if_false @BARON2_12362 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_12348 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_12348
0050: gosub @BARON2_14882 
0002: jump @BARON2_12285 

:BARON2_12362
0213: $2839 = create_pickup #BRIEFCASE type 3 at 68.7 1098.2 32.5 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_12452 
04D1: reset_heli $2821 looking_angle 
04A2: heli $2821 fly_to 33.7 1083.0 15.0 speed 2 
04D0: force_heli $2821 looking_angle_to 180.0 
0151: remove_status_text $2823 
0224: set_car $2821 health_to 1000 

:BARON2_12452
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:BARON2_12466
00D6: if 
80F5:   not player $PLAYER_CHAR 0 33.7 1083.0 15.0 radius 6.0 6.0 4.0 
004D: jump_if_false @BARON2_12686 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_12551 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON2_13912 

:BARON2_12551
00D6: if 
0039:   15@ == 0 // integer values 
004D: jump_if_false @BARON2_12679 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON2_12613 
03CF: load_wav 'COK2_16' as 1 
0004: $33 = 1 // integer values 
0002: jump @BARON2_12635 

:BARON2_12613
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON2_12635 
0004: $34 = 1 // integer values 

:BARON2_12635
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON2_12679 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_23' 5000 ms 2  // Ok, you're on your own from here! Good luck, brother!
0006: 15@ = 0 // integer values 

:BARON2_12679
0002: jump @BARON2_12466 

:BARON2_12686
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_12712 
04D0: force_heli $2821 looking_angle_to 180.0 

:BARON2_12712
0001: wait 1000 ms 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B1: give_player $PLAYER_CHAR weapon 32 ammo 50000 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 32 
01F0: set_max_wanted_level_to 6 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_12809 
02AC: set_car $2821 immunities 0 0 0 0 0 
04A2: heli $2821 fly_to -19.9 878.0 45.0 speed 20 
04DF: set_heli $2821 lean_and_thrust_limiter 0 

:BARON2_12809
00BC: text_highpriority 'COK2_25' 8000 ms 1  // ~g~Go and collect the money on the roof.
009B: destroy_actor_instantly $2828 
009B: destroy_actor_instantly $2829 
009B: destroy_actor_instantly $2830 
009B: destroy_actor_instantly $2831 
009B: destroy_actor_instantly $2832 
009A: $2828 = create_actor_pedtype 4 model #SGB at 79.6 1106.4 17.7 
0350: set_actor $2828 maintain_position_when_attacked 1 
01CA: actor $2828 kill_player $PLAYER_CHAR 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2828 health_to 50 
009A: $2829 = create_actor_pedtype 4 model #SGA at 70.4 1103.9 17.7 
0350: set_actor $2829 maintain_position_when_attacked 1 
01CA: actor $2829 kill_player $PLAYER_CHAR 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2829 health_to 50 
009A: $2830 = create_actor_pedtype 4 model #SGB at 67.6 1107.2 24.4 
0350: set_actor $2830 maintain_position_when_attacked 1 
01CA: actor $2830 kill_player $PLAYER_CHAR 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2830 health_to 50 
009A: $2831 = create_actor_pedtype 4 model #SGA at 74.9 1112.9 22.2 
0350: set_actor $2831 maintain_position_when_attacked 1 
01CA: actor $2831 kill_player $PLAYER_CHAR 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2831 health_to 50 
009A: $2832 = create_actor_pedtype 4 model #SGB at 79.0 1111.1 20.0 
0350: set_actor $2832 maintain_position_when_attacked 1 
01CA: actor $2832 kill_player $PLAYER_CHAR 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2832 health_to 50 
009A: $2833 = create_actor_pedtype 4 model #SGA at 81.6 1105.6 24.6 
0350: set_actor $2833 maintain_position_when_attacked 1 
01CA: actor $2833 kill_player $PLAYER_CHAR 
011A: set_actor $2833 search_threat 1 
022D: set_actor $2833 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2833 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2833 health_to 50 
009A: $2834 = create_actor_pedtype 4 model #SGB at 62.9 1102.1 31.5 
0350: set_actor $2834 maintain_position_when_attacked 1 
01CA: actor $2834 kill_player $PLAYER_CHAR 
011A: set_actor $2834 search_threat 1 
022D: set_actor $2834 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2834 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2834 health_to 50 
03DC: $63 = create_marker_above_pickup $2839 

:BARON2_13354
00D6: if 
8214:   not pickup $2839 picked_up 
004D: jump_if_false @BARON2_13419 
0001: wait 0 ms 
00D6: if 
0119:   car $2821 wrecked 
004D: jump_if_false @BARON2_13412 
00BC: text_highpriority 'COK2_26' 5000 ms 1  // ~r~You killed Lance!
0002: jump @BARON2_13912 

:BARON2_13412
0002: jump @BARON2_13354 

:BARON2_13419
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00A6: destroy_car $2821 
009B: destroy_actor_instantly $LANCE_VANCE 
00A5: $2821 = create_car #MAVERICK at 31.5 884.7 60.0 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $2821 driverseat 
0229: set_car $2821 color_to 3 1 
04BA: set_car $2821 speed_instantly 30.0 
04A2: heli $2821 fly_to 68.9 1101.6 35.0 speed 50 
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE 
015F: set_camera_position 62.132 1093.546 33.835 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $2821 mode 15 switchstyle 2 
0395: clear_area 1 at 62.132 1093.546 range 33.835 1.0 
0001: wait 9000 ms 
016A: fade 0 600 ms 

:BARON2_13606
00D6: if 
016B:   fading 
004D: jump_if_false @BARON2_13630 
0001: wait 0 ms 
0002: jump @BARON2_13606 

:BARON2_13630
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_13697 
015F: set_camera_position 39.867 1057.5 42.034 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $2821 mode 15 switchstyle 2 
0175: set_car $2821 z_angle_to 180.0 

:BARON2_13697
0055: put_player $PLAYER_CHAR at 76.7 1119.8 25.4 
0230: set_player $PLAYER_CHAR stop_looking 
016A: fade 1 600 ms 
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_13781 
04A2: heli $2821 fly_to -19.9 878.0 45.0 speed 50 
01C8: $2825 = create_actor_pedtype 5 model #NULL in_car $2821 passenger_seat 0 

:BARON2_13781
0001: wait 6000 ms 
016A: fade 0 1000 ms 

:BARON2_13793
00D6: if 
016B:   fading 
004D: jump_if_false @BARON2_13817 
0001: wait 0 ms 
0002: jump @BARON2_13793 

:BARON2_13817
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_13880 
03CB: set_camera -375.7 -543.5 16.6 
0055: put_player $PLAYER_CHAR at -375.7 -543.5 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:BARON2_13880
0001: wait 300 ms 
016A: fade 1 1000 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0002: jump @BARON2_13929 

:BARON2_13912
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BARON2_13929
0004: $PASSED_COK2_PHNOM_PENH_86 = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 26000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 26000 
0318: set_latest_mission_passed 'COK_2'  // Phnom Penh '86
030C: progress_made += 1 
0004: $847 = 1 // integer values 
057C:  0 
016C: restart_if_wasted at -822.7 1157.9 10.1 4.0 
016D: restart_if_busted at -659.5 760.4 10.5 133.0 
016C: restart_if_wasted at -885.2 -470.4 12.1 276.0 
016D: restart_if_busted at -871.9 -682.3 10.2 328.1 
0108: destroy_object $1782 
0108: destroy_object $1783 
0108: destroy_object $1779 
029B: $1779 = init_object #COMGATE1OPEN at -712.524 -489.428 12.549 
01C7: remove_object_from_mission_cleanup_list $1779 
0108: destroy_object $1784 
0108: destroy_object $1781 
057D: play_bridge_status_mp3 1 
004F: create_thread @BAR3  
0051: return 

:BARON2_14594
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #SPARROW 
0249: release_model #M60 
0249: release_model #TEC9 
0249: release_model #RUGER 
0249: release_model #BOBCAT 
0249: release_model #BARREL4 
0249: release_model #SGA 
0249: release_model #SGB 
0249: release_model #MAVERICK 
0249: release_model #GANGBUR 
0249: release_model #MARQUIS 
0249: release_model #RIO 
0249: release_model #SEASPAR 
0249: release_model #CADDY 
0249: release_model #WMYGO 
01C4: remove_references_to_object $2858 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $2859 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $2860 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $2861 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $2862 // This object will now disappear when the player looks away 
01C4: remove_references_to_object 0@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 2@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 4@ // This object will now disappear when the player looks away 
0482:  0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
043C: set_game_sounds_disable_on_fade 1 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor_instantly $2828 
009B: destroy_actor_instantly $2829 
009B: destroy_actor_instantly $2830 
009B: destroy_actor_instantly $2831 
009B: destroy_actor_instantly $2832 
009B: destroy_actor_instantly $2833 
009B: destroy_actor_instantly $2834 
009B: destroy_actor_instantly $2835 
009B: destroy_actor_instantly $2836 
009B: destroy_actor_instantly $2837 
009B: destroy_actor_instantly $2825 
00A6: destroy_car $2852 
00A6: destroy_car $2827 
00A6: destroy_car 6@ 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
0164: disable_marker $63 
0215: destroy_pickup $2839 
0151: remove_status_text $2823 
009B: destroy_actor_instantly $LANCE_VANCE 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D8: mission_cleanup 
01F0: set_max_wanted_level_to 6 
0051: return 

:BARON2_14882
00D6: if 
8119:   not car $2821 wrecked 
004D: jump_if_false @BARON2_14917 
0227: $2823 = car $2821 health 
01F0: set_max_wanted_level_to 0 
0014: $2823 /= 30 // integer values 

:BARON2_14917
0051: return 

:BARON2_14919
0006: 17@ = 0 // integer values 
0004: $2822 = 0 // integer values 
0004: $2847 = 0 // integer values 
0004: $2848 = 0 // integer values 
0004: $2849 = 0 // integer values 
0004: $2850 = 0 // integer values 
0004: $2851 = 0 // integer values 
0004: $2853 = 0 // integer values 
0004: $2854 = 0 // integer values 
0004: $2855 = 0 // integer values 
0004: $2856 = 0 // integer values 
0004: $2857 = 0 // integer values 
0004: $2838 = 0 // integer values 
0004: $2843 = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $40 = 0 // integer values 
0004: $41 = 0 // integer values 
0051: return 

:BARON2_15061
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON2_15087 
0004: $34 = 1 // integer values 

:BARON2_15087
0051: return 

:BARON2_15089
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 
0051: return 

:BARON2_15112
00D6: if 
0038:   $2847 == 0 // integer values 
004D: jump_if_false @BARON2_15160 
00D6: if 
0118:   actor $2828 dead 
004D: jump_if_false @BARON2_15160 
0008: $2822 += 1 // integer values 
0004: $2847 = 1 // integer values 

:BARON2_15160
00D6: if 
0038:   $2848 == 0 // integer values 
004D: jump_if_false @BARON2_15208 
00D6: if 
0118:   actor $2829 dead 
004D: jump_if_false @BARON2_15208 
0008: $2822 += 1 // integer values 
0004: $2848 = 1 // integer values 

:BARON2_15208
00D6: if 
0038:   $2849 == 0 // integer values 
004D: jump_if_false @BARON2_15256 
00D6: if 
0118:   actor $2830 dead 
004D: jump_if_false @BARON2_15256 
0008: $2822 += 1 // integer values 
0004: $2849 = 1 // integer values 

:BARON2_15256
00D6: if 
0038:   $2850 == 0 // integer values 
004D: jump_if_false @BARON2_15304 
00D6: if 
0118:   actor $2831 dead 
004D: jump_if_false @BARON2_15304 
0008: $2822 += 1 // integer values 
0004: $2850 = 1 // integer values 

:BARON2_15304
00D6: if 
0038:   $2851 == 0 // integer values 
004D: jump_if_false @BARON2_15352 
00D6: if 
0118:   actor $2832 dead 
004D: jump_if_false @BARON2_15352 
0008: $2822 += 1 // integer values 
0004: $2851 = 1 // integer values 

:BARON2_15352
00D6: if 
0039:   5@ == 1 // integer values 
004D: jump_if_false @BARON2_15610 
00D6: if 
0038:   $2853 == 0 // integer values 
004D: jump_if_false @BARON2_15418 
00D6: if 
0118:   actor $2833 dead 
004D: jump_if_false @BARON2_15418 
0008: $2822 += 1 // integer values 
0004: $2853 = 1 // integer values 

:BARON2_15418
00D6: if 
0038:   $2854 == 0 // integer values 
004D: jump_if_false @BARON2_15466 
00D6: if 
0118:   actor $2834 dead 
004D: jump_if_false @BARON2_15466 
0008: $2822 += 1 // integer values 
0004: $2854 = 1 // integer values 

:BARON2_15466
00D6: if 
0038:   $2855 == 0 // integer values 
004D: jump_if_false @BARON2_15514 
00D6: if 
0118:   actor $2835 dead 
004D: jump_if_false @BARON2_15514 
0008: $2822 += 1 // integer values 
0004: $2855 = 1 // integer values 

:BARON2_15514
00D6: if 
0038:   $2856 == 0 // integer values 
004D: jump_if_false @BARON2_15562 
00D6: if 
0118:   actor $2836 dead 
004D: jump_if_false @BARON2_15562 
0008: $2822 += 1 // integer values 
0004: $2856 = 1 // integer values 

:BARON2_15562
00D6: if 
0038:   $2857 == 0 // integer values 
004D: jump_if_false @BARON2_15610 
00D6: if 
0118:   actor $2837 dead 
004D: jump_if_false @BARON2_15610 
0008: $2822 += 1 // integer values 
0004: $2857 = 1 // integer values 

:BARON2_15610
0051: return 

//-------------Mission 14---------------
// Originally: The Fastest Boat

:BARON3
0050: gosub @BARON3_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BARON3_27 
0050: gosub @BARON3_7654 

:BARON3_27
0050: gosub @BARON3_7737 
004E: end_thread 

:BARON3_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'BARON3' 
0001: wait 0 ms 
054C: use_GXT_table 'BARON3' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0004: $2887 = 0 // integer values 
0004: $2888 = 0 // integer values 
0004: $2891 = 0 // integer values 
0004: $2892 = 0 // integer values 
0004: $2895 = 0 // integer values 
0004: $2896 = 0 // integer values 
0004: $2883 = 0 // integer values 
0004: $2884 = 0 // integer values 
0006: 11@ = 0 // integer values 
0004: $2881 = 0 // integer values 
0005: $2879 = 270.0 // floating-point values 
0005: $2880 = 270.0 // floating-point values 
0004: $2890 = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 12@ = 0 // integer values 
04BB: select_interiour 0 // select render area 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
02F3: load_object #CUTOBJ01 'DSHOTGN' 
038B: load_requested_models 
03CB: set_camera -378.3 -591.9 25.8 

:BARON3_262
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @BARON3_297 
0001: wait 0 ms 
0002: jump @BARON3_262 

:BARON3_297
0569:  'CSPLAY' 
0569:  'CSDIAZ' 
02E4: load_cutscene_data 'COK_3' 
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $2894 = create_cutscene_object #CUTOBJ01 
0524: unknown_cutscene_command $2894 $161 24 
0395: clear_area 1 at -379.2 -536.4 range 16.2 0.5 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON3_540
00D6: if 
001A:   2000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_575 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_540 

:BARON3_575
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON3_620 
058A: create_gun_flash_from -386.581 -614.139 17.96 to -386.794 -614.627 18.155 

:BARON3_620
00D6: if 
001A:   3599 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_655 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_620 

:BARON3_655
00BC: text_highpriority 'COK3_A' 10000 ms 1  // Not so pleased with your selves NOW, huh!

:BARON3_670
00D6: if 
001A:   5985 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_705 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_670 

:BARON3_705
00BC: text_highpriority 'COK3_B' 10000 ms 1  // Ahahahahaa, Ahahahahaa.

:BARON3_720
00D6: if 
001A:   8050 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_755 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_720 

:BARON3_755
00BC: text_highpriority 'COK3_C' 10000 ms 1  // Whoa! Watch where you're waving that thing!

:BARON3_770
00D6: if 
001A:   9520 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_805 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_770 

:BARON3_805
00BC: text_highpriority 'COK3_D' 10000 ms 1  // No more pigeon shit on MY car, eh Tommy!

:BARON3_820
00D6: if 
001A:   12144 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_855 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_820 

:BARON3_855
00BC: text_highpriority 'COK3_E' 10000 ms 1  // Guess not.

:BARON3_870
00D6: if 
001A:   13827 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_905 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_870 

:BARON3_905
00BC: text_highpriority 'COK3_F' 10000 ms 1  // You're damn right. Now listen,

:BARON3_920
00D6: if 
001A:   16253 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_955 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_920 

:BARON3_955
00BC: text_highpriority 'COK3_G' 10000 ms 1  // you know who owns the fastest boat on the east coast?

:BARON3_970
00D6: if 
001A:   18599 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1005 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_970 

:BARON3_1005
00BC: text_highpriority 'COK3_H' 10000 ms 1  // Not off hand, no.

:BARON3_1020
00D6: if 
001A:   19835 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1055 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1020 

:BARON3_1055
00BC: text_highpriority 'COK3_I' 10000 ms 1  // ME. And I want it to stay that way.

:BARON3_1070
00D6: if 
001A:   23576 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1105 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1070 

:BARON3_1105
00BC: text_highpriority 'COK3_J' 10000 ms 1  // Every smuggler from here to Caracas has one dream, a faster boat.

:BARON3_1120
00D6: if 
001A:   28644 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1155 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1120 

:BARON3_1155
00BC: text_highpriority 'COK3_K' 10000 ms 1  // Rumor has it the boatyard has just completed such a vessel.

:BARON3_1170
00D6: if 
001A:   32972 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1207 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1170 

:BARON3_1207
00BC: text_highpriority 'COK3_L' 10000 ms 1  // for some Costa Rican dickhead.

:BARON3_1222
00D6: if 
001A:   35549 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1259 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1222 

:BARON3_1259
00BC: text_highpriority 'COK3_M' 10000 ms 1  // And Tommy...I WANT THAT BOAT!!!

:BARON3_1274
00D6: if 
001A:   40624 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1311 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1274 

:BARON3_1311
00BC: text_highpriority 'COK3_O' 10000 ms 1  // Ah! I thought I got you. Where'd you come from?

:BARON3_1326
00D6: if 
001A:   43796 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1363 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1326 

:BARON3_1363
00BC: text_highpriority 'COK3_P' 10000 ms 1  // Pigeons! Boom! Aaaaah!

:BARON3_1378
00D6: if 
001A:   43866 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1415 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1378 

:BARON3_1415
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON3_1460 
058A: create_gun_flash_from -386.404 -614.265 17.955 to -386.639 -614.744 18.148 

:BARON3_1460
00D6: if 
001A:   44500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1497 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1460 

:BARON3_1497
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON3_1542 
058A: create_gun_flash_from -386.466 -614.374 17.876 to -386.739 -614.85 18.024 

:BARON3_1542
00D6: if 
001A:   46018 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1579 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1542 

:BARON3_1579
00BC: text_highpriority 'COK3_N' 10000 ms 1  // I think your pigeons are back.

:BARON3_1594
00D6: if 
001A:   47040 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON3_1631 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON3_1594 

:BARON3_1631
016A: fade 0 1500 ms 
00BE: text_clear_all 

:BARON3_1640
00D6: if 
016B:   fading 
004D: jump_if_false @BARON3_1664 
0001: wait 0 ms 
0002: jump @BARON3_1640 

:BARON3_1664
03AD: set_rubbish 1 
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
04BB: select_interiour 0 // select render area 
03CB: set_camera -379.2 -536.4 16.2 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0247: request_model #HMYAP 
0247: request_model #SQUALO 
0247: request_model #HMYST 
0247: request_model #TEC9 
0247: request_model #HAMMER 
0247: request_model #SCREWDRIVER 
0247: request_model #SPEEDER 
0247: request_model #DINGHY 
0247: request_model #RUGER 

:BARON3_1766
00D6: if or
8248:   not model #HMYAP available 
8248:   not model #SQUALO available 
8248:   not model #HMYST available 
8248:   not model #TEC9 available 
8248:   not model #HAMMER available 
004D: jump_if_false @BARON3_1811 
0001: wait 0 ms 
0002: jump @BARON3_1766 

:BARON3_1811
00D6: if or
8248:   not model #SCREWDRIVER available 
8248:   not model #SPEEDER available 
8248:   not model #DINGHY available 
8248:   not model #RUGER available 
004D: jump_if_false @BARON3_1853 
0001: wait 0 ms 
0002: jump @BARON3_1811 

:BARON3_1853
0108: destroy_object $1786 
03BC: $2898 = create_sphere -665.4 -1484.7 12.8 1.0 
00A5: $64 = create_car #SQUALO at -597.6 -1507.7 5.4 
0175: set_car $64 z_angle_to 250.0 
0186: $65 = create_marker_above_car $64 
00BC: text_highpriority 'COK3_8' 10000 ms 1  // ~g~Go to the boatyard at the docks and steal the fastest boat.

:BARON3_1939
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $64 radius 120.0 120.0 0 
004D: jump_if_false @BARON3_2019 
0001: wait 0 ms 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON3_2012 
00BC: text_highpriority 'COK3_7' 5000 ms 1  // ~r~You destroyed the boat!
0002: jump @BARON3_7654 

:BARON3_2012
0002: jump @BARON3_1939 

:BARON3_2019
015C: set_zone_gang_info 'DOCKS' 1 2 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 2 0 0 0 0 0 0 0 0 0 10 
00A5: $2885 = create_car #SPEEDER at -582.4 -1493.6 5.4 
0175: set_car $2885 z_angle_to 250.0 
00A5: $2886 = create_car #DINGHY at -576.1 -1525.5 5.4 
0175: set_car $2886 z_angle_to 250.0 
009A: 4@ = create_actor_pedtype 7 model #HMYST at -640.9 -1491.3 -100.0 
0173: set_actor 4@ z_angle_to 270.0 
01ED: clear_actor 4@ threat_search 
011A: set_actor 4@ search_threat 1 
0243: set_actor 4@ ped_stats_to 16 
01B2: give_actor 4@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 4@ maintain_position_when_attacked 1 
009A: 5@ = create_actor_pedtype 7 model #HMYST at -636.8 -1480.0 -100.0 
0173: set_actor 5@ z_angle_to 270.0 
01ED: clear_actor 5@ threat_search 
011A: set_actor 5@ search_threat 1 
0243: set_actor 5@ ped_stats_to 16 
01B2: give_actor 5@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 5@ maintain_position_when_attacked 1 
009A: 6@ = create_actor_pedtype 7 model #HMYST at -623.9 -1477.7 -100.0 
0173: set_actor 6@ z_angle_to 73.5 
01ED: clear_actor 6@ threat_search 
011A: set_actor 6@ search_threat 1 
0243: set_actor 6@ ped_stats_to 16 
01B2: give_actor 6@ weapon 27 ammo 500 // Load the weapon model before using this 
009A: 7@ = create_actor_pedtype 7 model #HMYST at -682.8 -1484.8 -100.0 
0173: set_actor 7@ z_angle_to 260.0 
01ED: clear_actor 7@ threat_search 
011A: set_actor 7@ search_threat 1 
0243: set_actor 7@ ped_stats_to 16 
01B2: give_actor 7@ weapon 27 ammo 500 // Load the weapon model before using this 
009A: 8@ = create_actor_pedtype 7 model #HMYST at -671.7 -1459.1 -100.0 
0173: set_actor 8@ z_angle_to 160.5 
01ED: clear_actor 8@ threat_search 
011A: set_actor 8@ search_threat 1 
0243: set_actor 8@ ped_stats_to 16 
01B2: give_actor 8@ weapon 27 ammo 500 // Load the weapon model before using this 
009A: 9@ = create_actor_pedtype 7 model #HMYST at -573.7 -1522.5 6.9 
0173: set_actor 9@ z_angle_to 70.0 
01ED: clear_actor 9@ threat_search 
011A: set_actor 9@ search_threat 1 
0243: set_actor 9@ ped_stats_to 16 
01B2: give_actor 9@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 9@ maintain_position_when_attacked 1 
009A: 10@ = create_actor_pedtype 7 model #HMYST at -586.9 -1496.2 7.0 
0173: set_actor 10@ z_angle_to 76.0 
01ED: clear_actor 10@ threat_search 
011A: set_actor 10@ search_threat 1 
0243: set_actor 10@ ped_stats_to 16 
01B2: give_actor 10@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 10@ maintain_position_when_attacked 1 
009A: 0@ = create_actor_pedtype 7 model #HMYAP at -662.0 -1481.7 13.0 
0173: set_actor 0@ z_angle_to 6.0 
01ED: clear_actor 0@ threat_search 
011A: set_actor 0@ search_threat 1 
0243: set_actor 0@ ped_stats_to 16 
01B2: give_actor 0@ weapon 7 ammo 0 // Load the weapon model before using this 
009A: 1@ = create_actor_pedtype 7 model #HMYAP at -661.9 -1479.7 12.5 
0173: set_actor 1@ z_angle_to 200.0 
01ED: clear_actor 1@ threat_search 
011A: set_actor 1@ search_threat 1 
0243: set_actor 1@ ped_stats_to 16 
01B2: give_actor 1@ weapon 2 ammo 0 // Load the weapon model before using this 
009A: 2@ = create_actor_pedtype 7 model #HMYAP at -662.4 -1481.6 13.0 
0173: set_actor 2@ z_angle_to 280.0 
01ED: clear_actor 2@ threat_search 
011A: set_actor 2@ search_threat 1 
0243: set_actor 2@ ped_stats_to 16 
01B2: give_actor 2@ weapon 7 ammo 0 // Load the weapon model before using this 
03F9: make_actors 2@ 1@ converse_in 999999 ms 
0006: 17@ = 0 // integer values 
0006: 16@ = 0 // integer values 

:BARON3_2835
0001: wait 0 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_2881 
00D6: if 
00DC:   player $PLAYER_CHAR driving $64 
004D: jump_if_false @BARON3_2881 
0002: jump @BARON3_6799 

:BARON3_2881
00D6: if 
82B3:   not player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
004D: jump_if_false @BARON3_2934 

:BARON3_2934
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON3_3128 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
004D: jump_if_false @BARON3_3106 
03BD: destroy_sphere $2898 
0164: disable_marker $65 

:BARON3_3013
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
004D: jump_if_false @BARON3_3077 
0001: wait 0 ms 
0002: jump @BARON3_3013 

:BARON3_3077
00BC: text_highpriority 'COK3_7' 5000 ms 1  // ~r~You destroyed the boat!
0002: jump @BARON3_7654 
0002: jump @BARON3_3128 

:BARON3_3106
00BC: text_highpriority 'COK3_7' 5000 ms 1  // ~r~You destroyed the boat!
0002: jump @BARON3_7654 

:BARON3_3128
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @BARON3_3153 
0050: gosub @BARON3_8202 

:BARON3_3153
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON3_3261 
00D6: if and
00FB:   player $PLAYER_CHAR 0 0@ radius 20.0 20.0 6.0 
0123:   actor 0@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_3228 
01CA: actor 0@ kill_player $PLAYER_CHAR 
0006: 12@ = 1 // integer values 

:BARON3_3228
00D6: if 
8184:   not actor 0@ health >= 90 
004D: jump_if_false @BARON3_3261 
01CA: actor 0@ kill_player $PLAYER_CHAR 
0006: 12@ = 1 // integer values 

:BARON3_3261
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BARON3_3369 
00D6: if and
00FB:   player $PLAYER_CHAR 0 1@ radius 20.0 20.0 6.0 
0123:   actor 1@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_3336 
01CA: actor 1@ kill_player $PLAYER_CHAR 
0006: 12@ = 1 // integer values 

:BARON3_3336
00D6: if 
8184:   not actor 1@ health >= 90 
004D: jump_if_false @BARON3_3369 
01CA: actor 1@ kill_player $PLAYER_CHAR 
0006: 12@ = 1 // integer values 

:BARON3_3369
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @BARON3_3477 
00D6: if and
00FB:   player $PLAYER_CHAR 0 2@ radius 20.0 20.0 6.0 
0123:   actor 2@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_3444 
01CA: actor 2@ kill_player $PLAYER_CHAR 
0006: 12@ = 1 // integer values 

:BARON3_3444
00D6: if 
8184:   not actor 2@ health >= 90 
004D: jump_if_false @BARON3_3477 
01CA: actor 2@ kill_player $PLAYER_CHAR 
0006: 12@ = 1 // integer values 

:BARON3_3477
00D6: if 
0039:   12@ == 1 // integer values 
004D: jump_if_false @BARON3_3574 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON3_3519 
01CA: actor 0@ kill_player $PLAYER_CHAR 

:BARON3_3519
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BARON3_3543 
01CA: actor 1@ kill_player $PLAYER_CHAR 

:BARON3_3543
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @BARON3_3567 
01CA: actor 2@ kill_player $PLAYER_CHAR 

:BARON3_3567
0006: 12@ = 2 // integer values 

:BARON3_3574
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @BARON3_4003 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @BARON3_3974 
00D6: if and
00FB:   player $PLAYER_CHAR 0 4@ radius 20.0 20.0 6.0 
0123:   actor 4@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_3659 
0004: $2881 = 1 // integer values 

:BARON3_3659
00D6: if 
8184:   not actor 4@ health >= 90 
004D: jump_if_false @BARON3_3684 
0004: $2881 = 1 // integer values 

:BARON3_3684
00D6: if and
0019:   17@ > 3000 // integer values 
001B:   6000 > 17@ // integer values 
004D: jump_if_false @BARON3_3750 
00D6: if 
8042:   not  $2879 == 160.0 // floating-point values 
004D: jump_if_false @BARON3_3750 
000D: $2879 -= 5.0 // floating-point values 
0173: set_actor 4@ z_angle_to $2879 

:BARON3_3750
00D6: if and
0019:   17@ > 6000 // integer values 
001B:   9000 > 17@ // integer values 
004D: jump_if_false @BARON3_3816 
00D6: if 
8042:   not  $2879 == 270.0 // floating-point values 
004D: jump_if_false @BARON3_3816 
0009: $2879 += 5.0 // floating-point values 
0173: set_actor 4@ z_angle_to $2879 

:BARON3_3816
00D6: if and
0019:   17@ > 9000 // integer values 
001B:   12000 > 17@ // integer values 
004D: jump_if_false @BARON3_3882 
00D6: if 
8042:   not  $2879 == 340.0 // floating-point values 
004D: jump_if_false @BARON3_3882 
0009: $2879 += 5.0 // floating-point values 
0173: set_actor 4@ z_angle_to $2879 

:BARON3_3882
00D6: if and
0019:   17@ > 12000 // integer values 
001B:   15000 > 17@ // integer values 
004D: jump_if_false @BARON3_3948 
00D6: if 
8042:   not  $2879 == 270.0 // floating-point values 
004D: jump_if_false @BARON3_3948 
000D: $2879 -= 5.0 // floating-point values 
0173: set_actor 4@ z_angle_to $2879 

:BARON3_3948
00D6: if 
0019:   17@ > 15000 // integer values 
004D: jump_if_false @BARON3_3974 
0006: 17@ = 0 // integer values 

:BARON3_3974
00A0: store_actor 4@ position_to $2864 $2865 $2866 
008A: $2882 = 4@ // integer values and handles 
0050: gosub @BARON3_7930 

:BARON3_4003
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @BARON3_4432 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @BARON3_4403 
00D6: if and
00FB:   player $PLAYER_CHAR 0 5@ radius 20.0 20.0 6.0 
0123:   actor 5@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_4088 
0004: $2881 = 1 // integer values 

:BARON3_4088
00D6: if 
8184:   not actor 5@ health >= 90 
004D: jump_if_false @BARON3_4113 
0004: $2881 = 1 // integer values 

:BARON3_4113
00D6: if and
0019:   16@ > 4000 // integer values 
001B:   7000 > 16@ // integer values 
004D: jump_if_false @BARON3_4179 
00D6: if 
8042:   not  $2880 == 160.0 // floating-point values 
004D: jump_if_false @BARON3_4179 
000D: $2880 -= 5.0 // floating-point values 
0173: set_actor 5@ z_angle_to $2880 

:BARON3_4179
00D6: if and
0019:   16@ > 7000 // integer values 
001B:   10000 > 16@ // integer values 
004D: jump_if_false @BARON3_4245 
00D6: if 
8042:   not  $2880 == 270.0 // floating-point values 
004D: jump_if_false @BARON3_4245 
0009: $2880 += 5.0 // floating-point values 
0173: set_actor 5@ z_angle_to $2880 

:BARON3_4245
00D6: if and
0019:   16@ > 10000 // integer values 
001B:   13000 > 16@ // integer values 
004D: jump_if_false @BARON3_4311 
00D6: if 
8042:   not  $2880 == 340.0 // floating-point values 
004D: jump_if_false @BARON3_4311 
0009: $2880 += 5.0 // floating-point values 
0173: set_actor 5@ z_angle_to $2880 

:BARON3_4311
00D6: if and
0019:   16@ > 13000 // integer values 
001B:   16000 > 16@ // integer values 
004D: jump_if_false @BARON3_4377 
00D6: if 
8042:   not  $2880 == 270.0 // floating-point values 
004D: jump_if_false @BARON3_4377 
000D: $2880 -= 5.0 // floating-point values 
0173: set_actor 5@ z_angle_to $2880 

:BARON3_4377
00D6: if 
0019:   16@ > 16000 // integer values 
004D: jump_if_false @BARON3_4403 
0006: 16@ = 0 // integer values 

:BARON3_4403
00A0: store_actor 5@ position_to $2867 $2868 $2869 
008A: $2882 = 5@ // integer values and handles 
0050: gosub @BARON3_7930 

:BARON3_4432
00D6: if 
8118:   not actor 6@ dead 
004D: jump_if_false @BARON3_4895 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @BARON3_4866 
00D6: if and
00FB:   player $PLAYER_CHAR 0 6@ radius 20.0 20.0 6.0 
0123:   actor 6@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_4517 
0004: $2881 = 1 // integer values 

:BARON3_4517
00D6: if 
8184:   not actor 6@ health >= 90 
004D: jump_if_false @BARON3_4542 
0004: $2881 = 1 // integer values 

:BARON3_4542
00D6: if 
00FF:   actor 6@ 0 -623.9 -1477.7 12.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_4704 
00D6: if 
0038:   $2887 == 0 // integer values 
004D: jump_if_false @BARON3_4632 
0372: set_actor 6@ anim 3 wait_state_time 5000 ms 
0004: $2889 = 0 // integer values 
0004: $2887 = 1 // integer values 

:BARON3_4632
00D6: if 
0038:   $2887 == 1 // integer values 
004D: jump_if_false @BARON3_4704 
0008: $2889 += 1 // integer values 
00D6: if 
0018:   $2889 > 90 // integer values 
004D: jump_if_false @BARON3_4704 
0211: actor 6@ walk_to -671.7 -1459.1 
0411: set_actor 6@ use_pednode_seek 0 
0004: $2888 = 0 // integer values 

:BARON3_4704
00D6: if 
00FF:   actor 6@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_4866 
00D6: if 
0038:   $2888 == 0 // integer values 
004D: jump_if_false @BARON3_4794 
0372: set_actor 6@ anim 3 wait_state_time 5000 ms 
0004: $2889 = 0 // integer values 
0004: $2888 = 1 // integer values 

:BARON3_4794
00D6: if 
0038:   $2888 == 1 // integer values 
004D: jump_if_false @BARON3_4866 
0008: $2889 += 1 // integer values 
00D6: if 
0018:   $2889 > 90 // integer values 
004D: jump_if_false @BARON3_4866 
0211: actor 6@ walk_to -623.9 -1477.7 
0411: set_actor 6@ use_pednode_seek 0 
0004: $2887 = 0 // integer values 

:BARON3_4866
00A0: store_actor 6@ position_to $2870 $2871 $2872 
008A: $2882 = 6@ // integer values and handles 
0050: gosub @BARON3_7930 

:BARON3_4895
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON3_5358 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @BARON3_5329 
00D6: if and
00FB:   player $PLAYER_CHAR 0 7@ radius 20.0 20.0 6.0 
0123:   actor 7@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_4980 
0004: $2881 = 1 // integer values 

:BARON3_4980
00D6: if 
8184:   not actor 7@ health >= 90 
004D: jump_if_false @BARON3_5005 
0004: $2881 = 1 // integer values 

:BARON3_5005
00D6: if 
00FF:   actor 7@ 0 -682.8 -1484.8 14.5 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_5167 
00D6: if 
0038:   $2891 == 0 // integer values 
004D: jump_if_false @BARON3_5095 
0372: set_actor 7@ anim 3 wait_state_time 5000 ms 
0004: $2893 = 0 // integer values 
0004: $2891 = 1 // integer values 

:BARON3_5095
00D6: if 
0038:   $2891 == 1 // integer values 
004D: jump_if_false @BARON3_5167 
0008: $2893 += 1 // integer values 
00D6: if 
0018:   $2893 > 90 // integer values 
004D: jump_if_false @BARON3_5167 
0211: actor 7@ walk_to -638.9 -1500.9 
0411: set_actor 7@ use_pednode_seek 0 
0004: $2892 = 0 // integer values 

:BARON3_5167
00D6: if 
00FF:   actor 7@ 0 -638.9 -1500.9 12.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_5329 
00D6: if 
0038:   $2892 == 0 // integer values 
004D: jump_if_false @BARON3_5257 
0372: set_actor 7@ anim 3 wait_state_time 5000 ms 
0004: $2893 = 0 // integer values 
0004: $2892 = 1 // integer values 

:BARON3_5257
00D6: if 
0038:   $2892 == 1 // integer values 
004D: jump_if_false @BARON3_5329 
0008: $2893 += 1 // integer values 
00D6: if 
0018:   $2893 > 90 // integer values 
004D: jump_if_false @BARON3_5329 
0211: actor 7@ walk_to -682.8 -1484.8 
0411: set_actor 7@ use_pednode_seek 0 
0004: $2891 = 0 // integer values 

:BARON3_5329
00A0: store_actor 7@ position_to $2873 $2874 $2875 
008A: $2882 = 7@ // integer values and handles 
0050: gosub @BARON3_7930 

:BARON3_5358
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON3_6091 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @BARON3_6062 
00D6: if and
00FB:   player $PLAYER_CHAR 0 8@ radius 20.0 20.0 6.0 
0123:   actor 8@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_5443 
0004: $2881 = 1 // integer values 

:BARON3_5443
00D6: if 
8184:   not actor 8@ health >= 90 
004D: jump_if_false @BARON3_5468 
0004: $2881 = 1 // integer values 

:BARON3_5468
00D6: if 
00FF:   actor 8@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_5765 
00D6: if 
0038:   $2895 == 0 // integer values 
004D: jump_if_false @BARON3_5565 
0372: set_actor 8@ anim 3 wait_state_time 5000 ms 
0004: $2897 = 0 // integer values 
0004: $2883 = 0 // integer values 
0004: $2895 = 1 // integer values 

:BARON3_5565
00D6: if 
0038:   $2895 == 1 // integer values 
004D: jump_if_false @BARON3_5637 
0008: $2897 += 1 // integer values 
00D6: if 
0018:   $2897 > 90 // integer values 
004D: jump_if_false @BARON3_5637 
0211: actor 8@ walk_to -682.8 -1484.8 
0411: set_actor 8@ use_pednode_seek 0 
0004: $2896 = 0 // integer values 

:BARON3_5637
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON3_5765 
00D6: if 
00FF:   actor 7@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_5765 
00D6: if 
0038:   $2883 == 0 // integer values 
004D: jump_if_false @BARON3_5765 
0372: set_actor 7@ anim 3 wait_state_time 0 ms 
011C: actor 7@ clear_objective 
0372: set_actor 8@ anim 3 wait_state_time 0 ms 
011C: actor 8@ clear_objective 
03F9: make_actors 8@ 7@ converse_in 10000 ms 
0004: $2883 = 1 // integer values 

:BARON3_5765
00D6: if 
00FF:   actor 8@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_6062 
00D6: if 
0038:   $2896 == 0 // integer values 
004D: jump_if_false @BARON3_5862 
0372: set_actor 8@ anim 3 wait_state_time 5000 ms 
0004: $2897 = 0 // integer values 
0004: $2884 = 0 // integer values 
0004: $2896 = 1 // integer values 

:BARON3_5862
00D6: if 
0038:   $2896 == 1 // integer values 
004D: jump_if_false @BARON3_5934 
0008: $2897 += 1 // integer values 
00D6: if 
0018:   $2897 > 90 // integer values 
004D: jump_if_false @BARON3_5934 
0211: actor 8@ walk_to -671.7 -1459.1 
0411: set_actor 8@ use_pednode_seek 0 
0004: $2895 = 0 // integer values 

:BARON3_5934
00D6: if 
8118:   not actor 6@ dead 
004D: jump_if_false @BARON3_6062 
00D6: if 
00FF:   actor 6@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_6062 
00D6: if 
0038:   $2884 == 0 // integer values 
004D: jump_if_false @BARON3_6062 
0372: set_actor 6@ anim 3 wait_state_time 0 ms 
0372: set_actor 8@ anim 3 wait_state_time 0 ms 
011C: actor 8@ clear_objective 
011C: actor 6@ clear_objective 
03F9: make_actors 8@ 6@ converse_in 10000 ms 
0004: $2884 = 1 // integer values 

:BARON3_6062
00A0: store_actor 8@ position_to $2876 $2877 $2878 
008A: $2882 = 8@ // integer values and handles 
0050: gosub @BARON3_7930 

:BARON3_6091
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON3_6341 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @BARON3_6341 
00D6: if and
00FB:   player $PLAYER_CHAR 0 9@ radius 20.0 20.0 6.0 
0123:   actor 9@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_6176 
0004: $2881 = 1 // integer values 

:BARON3_6176
00D6: if 
8184:   not actor 9@ health >= 90 
004D: jump_if_false @BARON3_6201 
0004: $2881 = 1 // integer values 

:BARON3_6201
00D6: if 
00FF:   actor 9@ 0 -573.7 -1522.5 7.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_6271 
0211: actor 9@ walk_to -598.6 -1513.0 
0411: set_actor 9@ use_pednode_seek 0 

:BARON3_6271
00D6: if 
00FF:   actor 9@ 0 -598.6 -1513.0 7.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_6341 
0211: actor 9@ walk_to -573.7 -1522.5 
0411: set_actor 9@ use_pednode_seek 0 

:BARON3_6341
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON3_6591 
00D6: if 
0038:   $2881 == 0 // integer values 
004D: jump_if_false @BARON3_6591 
00D6: if and
00FB:   player $PLAYER_CHAR 0 10@ radius 20.0 20.0 6.0 
0123:   actor 10@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON3_6426 
0004: $2881 = 1 // integer values 

:BARON3_6426
00D6: if 
8184:   not actor 10@ health >= 90 
004D: jump_if_false @BARON3_6451 
0004: $2881 = 1 // integer values 

:BARON3_6451
00D6: if 
00FF:   actor 10@ 0 -586.9 -1496.2 7.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_6521 
0211: actor 10@ walk_to -569.0 -1503.1 
0411: set_actor 10@ use_pednode_seek 0 

:BARON3_6521
00D6: if 
00FF:   actor 10@ 0 -569.0 -1503.1 7.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON3_6591 
0211: actor 10@ walk_to -586.9 -1496.2 
0411: set_actor 10@ use_pednode_seek 0 

:BARON3_6591
0050: gosub @BARON3_9493 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON3_6792 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
004D: jump_if_false @BARON3_6770 
03BD: destroy_sphere $2898 
0164: disable_marker $65 

:BARON3_6677
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
004D: jump_if_false @BARON3_6741 
0001: wait 0 ms 
0002: jump @BARON3_6677 

:BARON3_6741
00BC: text_highpriority 'COK3_7' 5000 ms 1  // ~r~You destroyed the boat!
0002: jump @BARON3_7654 
0002: jump @BARON3_6792 

:BARON3_6770
00BC: text_highpriority 'COK3_7' 5000 ms 1  // ~r~You destroyed the boat!
0002: jump @BARON3_7654 

:BARON3_6792
0002: jump @BARON3_2835 

:BARON3_6799
0164: disable_marker $65 
018A: $65 = create_checkpoint_at -378.5 -660.0 5.6 
00BC: text_highpriority 'COK3_6' 5000 ms 1  // ~g~Get the boat to the mansion.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:BARON3_6846
00D6: if or
80F5:   not player $PLAYER_CHAR 1 -378.5 -660.0 5.0 radius 20.0 30.0 6.0 
80DC:   not player $PLAYER_CHAR driving $64 
004D: jump_if_false @BARON3_7114 
0001: wait 0 ms 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON3_7100 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
004D: jump_if_false @BARON3_7078 
03BD: destroy_sphere $2898 
0164: disable_marker $65 

:BARON3_6985
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
004D: jump_if_false @BARON3_7049 
0001: wait 0 ms 
0002: jump @BARON3_6985 

:BARON3_7049
00BC: text_highpriority 'COK3_7' 5000 ms 1  // ~r~You destroyed the boat!
0002: jump @BARON3_7654 
0002: jump @BARON3_7100 

:BARON3_7078
00BC: text_highpriority 'COK3_7' 5000 ms 1  // ~r~You destroyed the boat!
0002: jump @BARON3_7654 

:BARON3_7100
0050: gosub @BARON3_9493 
0002: jump @BARON3_6846 

:BARON3_7114
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_7145 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON3_7145
016A: fade 0 1000 ms 
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at -366.1 -655.2 range 6.9 1.0 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_7268 
00AB: put_car $64 at -393.8 -660.4 5.6 
0175: set_car $64 z_angle_to 270.0 
02D3: boat $64 drive_to -378.5 -660.0 5.6 
02DB: set_boat $64 speed_to 8.0 

:BARON3_7268
0001: wait 0 ms 
015F: set_camera_position -365.183 -654.17 8.057 0.0 rotation 0.0 0.0 
0160: point_camera -366.024 -654.71 8.009 switchstyle 2 
016A: fade 1 1500 ms 
0006: 17@ = 0 // integer values 

:BARON3_7337
00D6: if 
8019:   not  17@ > 3500 // integer values 
004D: jump_if_false @BARON3_7446 
0001: wait 0 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_7439 
00D6: if 
01AF:   car $64 0 -378.5 -660.0 5.6 radius 2.0 2.0 4.0 
004D: jump_if_false @BARON3_7439 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON3_7439
0002: jump @BARON3_7337 

:BARON3_7446
016A: fade 0 1000 ms 
0001: wait 1000 ms 
0395: clear_area 1 at -372.7 -656.7 range 6.9 1.0 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_7564 
00D6: if 
00DC:   player $PLAYER_CHAR driving $64 
004D: jump_if_false @BARON3_7544 
012A: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 and_remove_from_car 
0002: jump @BARON3_7564 

:BARON3_7544
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 

:BARON3_7564
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_7610 
00AB: put_car $64 at -378.5 -660.0 5.6 
0175: set_car $64 z_angle_to 270.0 

:BARON3_7610
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0001: wait 500 ms 
016A: fade 1 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0002: jump @BARON3_7671 

:BARON3_7654
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BARON3_7671
0004: $PASSED_COK3_THE_FASTEST_BOAT = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 28750 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 28750 
0318: set_latest_mission_passed 'COK_3'  // The Fastest Boat
030C: progress_made += 1 
004F: create_thread @BAR4  
0051: return 

:BARON3_7737
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #HMYAP 
0249: release_model #SQUALO 
0249: release_model #HMYST 
0249: release_model #TEC9 
0249: release_model #HAMMER 
0249: release_model #SCREWDRIVER 
0249: release_model #SPEEDER 
0249: release_model #DINGHY 
0249: release_model #RUGER 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_7813 
01C3: remove_references_to_car $64 

:BARON3_7813
029B: $1786 = init_object #B_HSE_DOORS at -640.012 -1485.941 15.457 
01C7: remove_object_from_mission_cleanup_list $1786 
03BD: destroy_sphere $2898 
015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
0164: disable_marker $65 
040D: unload_wav 1 
040D: unload_wav 2 
00D8: mission_cleanup 
0051: return 

:BARON3_7930
00D6: if and
0118:   actor 4@ dead 
00FF:   actor $2882 0 $2864 $2865 $2866 radius 4.0 4.0 4.0 
004D: jump_if_false @BARON3_7984 
0004: $2881 = 1 // integer values 

:BARON3_7984
00D6: if and
0118:   actor 5@ dead 
00FF:   actor $2882 0 $2867 $2868 $2869 radius 4.0 4.0 4.0 
004D: jump_if_false @BARON3_8038 
0004: $2881 = 1 // integer values 

:BARON3_8038
00D6: if and
0118:   actor 6@ dead 
00FF:   actor $2882 0 $2870 $2871 $2872 radius 4.0 4.0 4.0 
004D: jump_if_false @BARON3_8092 
0004: $2881 = 1 // integer values 

:BARON3_8092
00D6: if and
0118:   actor 7@ dead 
00FF:   actor $2882 0 $2873 $2874 $2875 radius 4.0 4.0 4.0 
004D: jump_if_false @BARON3_8146 
0004: $2881 = 1 // integer values 

:BARON3_8146
00D6: if and
0118:   actor 8@ dead 
00FF:   actor $2882 0 $2876 $2877 $2878 radius 4.0 4.0 4.0 
004D: jump_if_false @BARON3_8200 
0004: $2881 = 1 // integer values 

:BARON3_8200
0051: return 

:BARON3_8202
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_8248 
00AB: put_car $64 at -597.6 -1507.7 11.5 
0175: set_car $64 z_angle_to 256.0 

:BARON3_8248
00D6: if 
0038:   $2890 == 0 // integer values 
004D: jump_if_false @BARON3_8700 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_8700 
00D6: if 
01FF:   player $PLAYER_CHAR near_car $64 radius 40.0 40.0 20.0 unknown 0 
004D: jump_if_false @BARON3_8700 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00BC: text_highpriority 'COK3_5' 6000 ms 1  // ~g~Find the switch to lower the boat.
015F: set_camera_position -598.588 -1496.503 16.717 0.0 rotation 0.0 0.0 
0160: point_camera -598.493 -1497.474 16.496 switchstyle 2 
0006: 17@ = 0 // integer values 

:BARON3_8402
00D6: if 
8019:   not  17@ > 500 // integer values 
004D: jump_if_false @BARON3_8478 
0001: wait 0 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_8471 
00AB: put_car $64 at -597.6 -1507.7 11.5 
0175: set_car $64 z_angle_to 256.0 

:BARON3_8471
0002: jump @BARON3_8402 

:BARON3_8478
00D6: if 
8019:   not  17@ > 4000 // integer values 
004D: jump_if_false @BARON3_8678 
0001: wait 0 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_8547 
00AB: put_car $64 at -597.6 -1507.7 11.5 
0175: set_car $64 z_angle_to 256.0 

:BARON3_8547
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON3_8671 

:BARON3_8564
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON3_8664 
0001: wait 0 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_8631 
00AB: put_car $64 at -597.6 -1507.7 11.5 
0175: set_car $64 z_angle_to 256.0 

:BARON3_8631
00D6: if 
0019:   17@ > 3500 // integer values 
004D: jump_if_false @BARON3_8657 
0002: jump @BARON3_8678 

:BARON3_8657
0002: jump @BARON3_8564 

:BARON3_8664
0002: jump @BARON3_8678 

:BARON3_8671
0002: jump @BARON3_8478 

:BARON3_8678
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $2890 = 1 // integer values 

:BARON3_8700
00D6: if 
00F6:   player $PLAYER_CHAR 0 -665.4 -1484.7 12.8 radius 0.5 0.5 1.5 
004D: jump_if_false @BARON3_9491 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0171: set_player $PLAYER_CHAR z_angle_to 150.0 
046F: store_player $PLAYER_CHAR currently_armed_weapon_to 13@ 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 
0006: 17@ = 0 // integer values 

:BARON3_8801
00D6: if 
8019:   not  17@ > 1000 // integer values 
004D: jump_if_false @BARON3_8877 
0001: wait 0 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_8870 
00AB: put_car $64 at -597.6 -1507.7 11.5 
0175: set_car $64 z_angle_to 256.0 

:BARON3_8870
0002: jump @BARON3_8801 

:BARON3_8877
053D:  $PLAYER_ACTOR 
01B8: set_player $PLAYER_CHAR armed_weapon_to 13@ 
015F: set_camera_position -600.685 -1498.843 25.889 0.0 rotation 0.0 0.0 
0160: point_camera -600.498 -1499.38 25.066 switchstyle 2 
03BD: destroy_sphere $2898 

:BARON3_8946
00D6: if 
8019:   not  17@ > 2500 // integer values 
004D: jump_if_false @BARON3_9022 
0001: wait 0 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON3_9015 
00AB: put_car $64 at -597.6 -1507.7 11.5 
0175: set_car $64 z_angle_to 256.0 

:BARON3_9015
0002: jump @BARON3_8946 

:BARON3_9022
0001: wait 4000 ms 
0055: put_player $PLAYER_CHAR at -665.4 -1484.7 12.8 
0171: set_player $PLAYER_CHAR z_angle_to 150.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'COK3_9' 8000 ms 1  // ~g~Now get into the boat.
009A: $2899 = create_actor_pedtype 7 model #HMYST at -640.6 -1500.3 -100.0 
0173: set_actor $2899 z_angle_to 335.0 
01ED: clear_actor $2899 threat_search 
011A: set_actor $2899 search_threat 1 
0243: set_actor $2899 ped_stats_to 16 
01B2: give_actor $2899 weapon 22 ammo 500 // Load the weapon model before using this 
0350: set_actor $2899 maintain_position_when_attacked 1 
009A: $2900 = create_actor_pedtype 7 model #HMYST at -652.5 -1497.5 -100.0 
0173: set_actor $2900 z_angle_to 245.0 
01ED: clear_actor $2900 threat_search 
011A: set_actor $2900 search_threat 1 
0243: set_actor $2900 ped_stats_to 16 
01B2: give_actor $2900 weapon 22 ammo 500 // Load the weapon model before using this 
0350: set_actor $2900 maintain_position_when_attacked 1 
009A: $2901 = create_actor_pedtype 7 model #HMYST at -632.5 -1476.1 -100.0 
0173: set_actor $2901 z_angle_to 165.9 
01ED: clear_actor $2901 threat_search 
011A: set_actor $2901 search_threat 1 
0243: set_actor $2901 ped_stats_to 16 
01B2: give_actor $2901 weapon 22 ammo 500 // Load the weapon model before using this 
009A: $2902 = create_actor_pedtype 7 model #HMYST at -643.2 -1467.1 -100.0 
0173: set_actor $2902 z_angle_to 252.0 
01ED: clear_actor $2902 threat_search 
011A: set_actor $2902 search_threat 1 
0243: set_actor $2902 ped_stats_to 16 
01B2: give_actor $2902 weapon 22 ammo 500 // Load the weapon model before using this 
009A: $2903 = create_actor_pedtype 7 model #HMYST at -666.5 -1458.0 -100.0 
0173: set_actor $2903 z_angle_to 245.0 
01ED: clear_actor $2903 threat_search 
011A: set_actor $2903 search_threat 1 
0243: set_actor $2903 ped_stats_to 16 
01B2: give_actor $2903 weapon 22 ammo 500 // Load the weapon model before using this 
009A: $2904 = create_actor_pedtype 7 model #HMYST at -678.8 -1486.3 -100.0 
0173: set_actor $2904 z_angle_to 252.0 
01ED: clear_actor $2904 threat_search 
011A: set_actor $2904 search_threat 1 
0243: set_actor $2904 ped_stats_to 16 
01B2: give_actor $2904 weapon 22 ammo 500 // Load the weapon model before using this 
0004: $2881 = 1 // integer values 
0006: 11@ = 1 // integer values 

:BARON3_9491
0051: return 

:BARON3_9493
00D6: if 
0038:   $2881 == 1 // integer values 
004D: jump_if_false @BARON3_10633 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BARON3_9704 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON3_9553 
01CA: actor 10@ kill_player $PLAYER_CHAR 

:BARON3_9553
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON3_9577 
01CA: actor 9@ kill_player $PLAYER_CHAR 

:BARON3_9577
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON3_9601 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON3_9601
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON3_9625 
01CA: actor 7@ kill_player $PLAYER_CHAR 

:BARON3_9625
00D6: if 
8118:   not actor 6@ dead 
004D: jump_if_false @BARON3_9649 
01CA: actor 6@ kill_player $PLAYER_CHAR 

:BARON3_9649
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @BARON3_9673 
01CA: actor 5@ kill_player $PLAYER_CHAR 

:BARON3_9673
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @BARON3_9697 
01CA: actor 4@ kill_player $PLAYER_CHAR 

:BARON3_9697
0006: 3@ = 1 // integer values 

:BARON3_9704
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @BARON3_10633 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON3_9804 
00D6: if 
8510:   not unknown_actor 10@ on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_9804 
009E: set_actor 10@ path $95 $96 $97 unknown 4.0 1 

:BARON3_9804
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON3_9871 
00D6: if 
8510:   not unknown_actor 9@ on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_9871 
009E: set_actor 9@ path $95 $96 $97 unknown 4.0 1 

:BARON3_9871
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON3_9938 
00D6: if 
8510:   not unknown_actor 8@ on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_9938 
009E: set_actor 8@ path $95 $96 $97 unknown 4.0 1 

:BARON3_9938
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON3_10005 
00D6: if 
8510:   not unknown_actor 7@ on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10005 
009E: set_actor 7@ path $95 $96 $97 unknown 4.0 1 

:BARON3_10005
00D6: if 
8118:   not actor 6@ dead 
004D: jump_if_false @BARON3_10072 
00D6: if 
8510:   not unknown_actor 6@ on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10072 
009E: set_actor 6@ path $95 $96 $97 unknown 4.0 1 

:BARON3_10072
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @BARON3_10139 
00D6: if 
8510:   not unknown_actor 5@ on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10139 
009E: set_actor 5@ path $95 $96 $97 unknown 4.0 1 

:BARON3_10139
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @BARON3_10206 
00D6: if 
8510:   not unknown_actor 4@ on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10206 
009E: set_actor 4@ path $95 $96 $97 unknown 4.0 1 

:BARON3_10206
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @BARON3_10626 
00D6: if 
8118:   not actor $2899 dead 
004D: jump_if_false @BARON3_10291 
00D6: if 
8510:   not unknown_actor $2899 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10291 
009E: set_actor $2899 path $95 $96 $97 unknown 4.0 1 

:BARON3_10291
00D6: if 
8118:   not actor $2900 dead 
004D: jump_if_false @BARON3_10358 
00D6: if 
8510:   not unknown_actor $2900 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10358 
009E: set_actor $2900 path $95 $96 $97 unknown 4.0 1 

:BARON3_10358
00D6: if 
8118:   not actor $2901 dead 
004D: jump_if_false @BARON3_10425 
00D6: if 
8510:   not unknown_actor $2901 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10425 
009E: set_actor $2901 path $95 $96 $97 unknown 4.0 1 

:BARON3_10425
00D6: if 
8118:   not actor $2902 dead 
004D: jump_if_false @BARON3_10492 
00D6: if 
8510:   not unknown_actor $2902 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10492 
009E: set_actor $2902 path $95 $96 $97 unknown 4.0 1 

:BARON3_10492
00D6: if 
8118:   not actor $2903 dead 
004D: jump_if_false @BARON3_10559 
00D6: if 
8510:   not unknown_actor $2903 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10559 
009E: set_actor $2903 path $95 $96 $97 unknown 4.0 1 

:BARON3_10559
00D6: if 
8118:   not actor $2904 dead 
004D: jump_if_false @BARON3_10626 
00D6: if 
8510:   not unknown_actor $2904 on_path $95 $96 $97 radius 4.0 
004D: jump_if_false @BARON3_10626 
009E: set_actor $2904 path $95 $96 $97 unknown 4.0 1 

:BARON3_10626
0006: 16@ = 0 // integer values 

:BARON3_10633
0051: return 

//-------------Mission 15---------------
// Originally: Supply & Demand

:BARON4
0050: gosub @BARON4_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BARON4_27 
0050: gosub @BARON4_10284 

:BARON4_27
0050: gosub @BARON4_10401 
004E: end_thread 

:BARON4_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'BARON4' 
0001: wait 0 ms 
054C: use_GXT_table 'BARON4' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
01B5: force_weather 0 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $40 = 0 // integer values 
0004: $41 = 0 // integer values 
0004: $42 = 0 // integer values 
0004: $43 = 0 // integer values 
0006: 6@ = 0 // integer values 
0004: $2912 = 0 // integer values 
0004: $2914 = 0 // integer values 
0004: $2915 = 0 // integer values 
0004: $2916 = 0 // integer values 
0004: $2917 = 0 // integer values 
0004: $2921 = 0 // integer values 
0004: $2922 = 0 // integer values 
04BB: select_interiour 2 // select render area 
04F9: set_extracolors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'DEAGL' 
02F3: load_object #CUTOBJ03 'SHOTVCR' 
038B: load_requested_models 
03CB: set_camera -378.3 -591.9 25.8 

:BARON4_299
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
004D: jump_if_false @BARON4_344 
0001: wait 0 ms 
0002: jump @BARON4_299 

:BARON4_344
0569:  'CSPLAY' 
0569:  'CSDIAZ' 
0569:  'DCFAN' 
0569:  'DEAGL' 
0569:  'SHOTVCR' 
02E4: load_cutscene_data 'COK_4A' 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $203 = create_cutscene_object #CUTOBJ01 
04BC:  'DCFAN' 
02E6: set_cutscene_anim $203 'DCFAN' 
02E5: $206 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $206 'DEAGL' 
02E5: $2919 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $2919 'SHOTVCR' 
0395: clear_area 1 at -412.3 -607.0 range 16.2 1.0 
0055: put_player $PLAYER_CHAR at -412.3 -607.0 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON4_617
00D6: if 
001A:   3123 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_652 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_617 

:BARON4_652
00BC: text_highpriority 'COK4_A' 10000 ms 1  // Eject! PLASTIC CRAP!

:BARON4_667
00D6: if 
001A:   5921 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_702 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_667 

:BARON4_702
00BC: text_highpriority 'COK4_B' 10000 ms 1  // You doing this to me?

:BARON4_717
00D6: if 
001A:   7616 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_752 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_717 

:BARON4_752
00BC: text_highpriority 'COK4_C' 10000 ms 1  // Who do you think you are, you piece of plastic SHIT? Aaarrgh!

:BARON4_767
00D6: if 
001A:   14933 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_802 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_767 

:BARON4_802
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON4_847 
058A: create_gun_flash_from -407.737 -559.252 18.852 to -404.218 -559.623 18.5 

:BARON4_847
00D6: if 
001A:   14966 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_882 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_847 

:BARON4_882
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON4_943 
039D: scatter_particles 17 0.05 0 0 0 500 at -408.2 -559.9 18.7 0.05 0.05 0.05 

:BARON4_943
00D6: if 
001A:   15433 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_978 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_943 

:BARON4_978
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BARON4_1023 
058A: create_gun_flash_from -407.729 -559.322 18.842 to -408.281 -559.653 18.5 

:BARON4_1023
00D6: if 
001A:   15466 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1058 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1023 

:BARON4_1058
00D6: if 
001A:   15656 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1093 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1058 

:BARON4_1093
00BC: text_highpriority 'COK4_D' 10000 ms 1  // SCREW YOU!

:BARON4_1108
00D6: if 
001A:   18764 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1143 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1108 

:BARON4_1143
00BC: text_highpriority 'COK4_E' 10000 ms 1  // It eats my favorite El burro movie, it die!

:BARON4_1158
00D6: if 
001A:   21799 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1193 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1158 

:BARON4_1193
00BC: text_highpriority 'COK4_F' 10000 ms 1  // What else could I do?

:BARON4_1208
00D6: if 
001A:   22980 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1243 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1208 

:BARON4_1243
00BC: text_highpriority 'COK4_G' 10000 ms 1  // It's probably not plugged in.

:BARON4_1258
00D6: if 
001A:   24759 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1293 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1258 

:BARON4_1293
00BC: text_highpriority 'COK4_H' 10000 ms 1  // What?

:BARON4_1308
00D6: if 
001A:   26995 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1343 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1308 

:BARON4_1343
00BC: text_highpriority 'COK4_I' 10000 ms 1  // Damn - no matter, I can buy a hundred more.

:BARON4_1358
00D6: if 
001A:   31939 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1393 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1358 

:BARON4_1393
00BC: text_highpriority 'COK4_J' 10000 ms 1  // Now Tommy,

:BARON4_1408
00D6: if 
001A:   35149 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1445 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1408 

:BARON4_1445
00BC: text_highpriority 'COK4_K' 10000 ms 1  // each month a freelancer sails into Vice City and moors his yacht.

:BARON4_1460
00D6: if 
001A:   40362 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1497 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1460 

:BARON4_1497
00BC: text_highpriority 'COK4_L' 10000 ms 1  // He sells his cargo to the first boat.

:BARON4_1512
00D6: if 
001A:   44300 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1549 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1512 

:BARON4_1549
00BC: text_highpriority 'COK4_M' 10000 ms 1  // I want you to take the speedboat

:BARON4_1564
00D6: if 
001A:   47740 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1601 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1564 

:BARON4_1601
00BC: text_highpriority 'COK4_N' 10000 ms 1  // and beat all the other shitheads to it,

:BARON4_1616
00D6: if 
001A:   50131 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1653 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1616 

:BARON4_1653
00BC: text_highpriority 'COK4_O' 10000 ms 1  // then you bring the cargo here, ok!?

:BARON4_1668
00D6: if 
001A:   52131 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1705 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1668 

:BARON4_1705
00BE: text_clear_all 

:BARON4_1707
00D6: if 
001A:   56064 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_1744 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_1707 

:BARON4_1744
016A: fade 0 1500 ms 
00BE: text_clear_all 

:BARON4_1753
00D6: if 
016B:   fading 
004D: jump_if_false @BARON4_1777 
0001: wait 0 ms 
0002: jump @BARON4_1753 

:BARON4_1777
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
04FA: reset_sky_colors_with_fade 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
03AE: remove_objects_from_cube -406.8 -552.0 25.0 -437.9 -569.4 10.0 
04BB: select_interiour 0 // select render area 
03CB: set_camera -412.3 -607.0 16.2 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00BC: text_highpriority 'COK4_31' 5000 ms 2  // ~g~Go to the fastest boat at the jetty!
018A: 4@ = create_checkpoint_at -378.6 -649.8 10.6 
03BC: $2905 = create_sphere -378.6 -649.8 10.6 4.0 
0247: request_model #SQUALO 
0247: request_model #SPEEDER 
0247: request_model #MARQUIS 
0247: request_model #RUGER 
0247: request_model #CBA 

:BARON4_1961
00D6: if or
8248:   not model #SQUALO available 
8248:   not model #SPEEDER available 
8248:   not model #MARQUIS available 
8248:   not model #RUGER available 
8248:   not model #CBA available 
004D: jump_if_false @BARON4_2007 
0001: wait 0 ms 
0002: jump @BARON4_1961 

:BARON4_2007
00A5: $64 = create_car #SQUALO at -378.5 -660.0 5.6 
0175: set_car $64 z_angle_to 270.0 

:BARON4_2040
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.5 11.5 8.0 
004D: jump_if_false @BARON4_2137 
0001: wait 0 ms 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_2130 
00BC: text_highpriority 'COK4_33' 5000 ms 2  // ~r~You destroyed the boat!
0002: jump @BARON4_10284 

:BARON4_2130
0002: jump @BARON4_2040 

:BARON4_2137
03BD: destroy_sphere $2905 
01BD: $29 = current_time_in_ms 
0004: $30 = 0 // integer values 

:BARON4_2154
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001A:   5000 > $30 // integer values 
004D: jump_if_false @BARON4_2210 
0001: wait 0 ms 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // integer values and handles 
0060: $30 -= $29 // integer values 
0002: jump @BARON4_2154 

:BARON4_2210
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 

:BARON4_2230
00D6: if 
016B:   fading 
004D: jump_if_false @BARON4_2254 
0001: wait 0 ms 
0002: jump @BARON4_2230 

:BARON4_2254
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_2307 
00AB: put_car $64 at -378.5 -659.5 4.3 
0175: set_car $64 z_angle_to 270.0 
0519: lock_vehicle $64 in_current_position 1 

:BARON4_2307
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'IGBUDDY' 
038B: load_requested_models 

:BARON4_2353
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @BARON4_2387 
0001: wait 0 ms 
0002: jump @BARON4_2353 

:BARON4_2387
02E4: load_cutscene_data 'COK_4A2' 
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
054B:  $125 $64 
054B:  $136 $64 
0395: clear_area 1 at -378.8 -656.8 range 6.9 2.0 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @BARON4_2592 
012A: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 and_remove_from_car 
0002: jump @BARON4_2612 

:BARON4_2592
0055: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 

:BARON4_2612
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON4_2644
00D6: if 
001A:   4823 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_2679 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2644 

:BARON4_2679
00BC: text_highpriority 'COK4_P' 10000 ms 1  // Let me guess, you thought I could use a guardian angel.

:BARON4_2694
00D6: if 
001A:   8992 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_2729 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2694 

:BARON4_2729
00BC: text_highpriority 'COK4_Q' 10000 ms 1  // I'm just saying you need to let me in there, my man.

:BARON4_2744
00D6: if 
001A:   12753 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_2779 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2744 

:BARON4_2779
00BC: text_highpriority 'COK4_R' 10000 ms 1  // Now you can feed me all this 'lonely tough guy' crap,

:BARON4_2794
00D6: if 
001A:   16046 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_2829 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2794 

:BARON4_2829
00BC: text_highpriority 'COK4_S' 10000 ms 1  // but I know one day I'm gonna save your ass,

:BARON4_2844
00D6: if 
001A:   18611 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_2879 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2844 

:BARON4_2879
00BC: text_highpriority 'COK4_T' 10000 ms 1  // and you're probably gonna wanna kiss me!

:BARON4_2894
00D6: if 
001A:   20832 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_2929 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2894 

:BARON4_2929
00BC: text_highpriority 'COK4_U' 10000 ms 1  // Wacko.

:BARON4_2944
00D6: if 
001A:   21443 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_2979 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2944 

:BARON4_2979
00BC: text_highpriority 'COK4_V' 10000 ms 1  // Hahahahahaha!

:BARON4_2994
00D6: if 
001A:   22443 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_3029 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_2994 

:BARON4_3029
00BE: text_clear_all 

:BARON4_3031
00D6: if 
001A:   22984 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON4_3066 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON4_3031 

:BARON4_3066
016A: fade 0 1500 ms 
00BE: text_clear_all 

:BARON4_3075
00D6: if 
016B:   fading 
004D: jump_if_false @BARON4_3099 
0001: wait 0 ms 
0002: jump @BARON4_3075 

:BARON4_3099
03CB: set_camera -378.8 -656.8 6.9 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_3139 
0519: lock_vehicle $64 in_current_position 0 

:BARON4_3139
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_3293 
00AB: put_car $64 at -378.5 -661.0 4.3 
009A: $LANCE_VANCE = create_actor_pedtype 4 model #SPECIAL03 at -380.0 -655.0 6.9 
01ED: clear_actor $LANCE_VANCE threat_search 
0482:  3.0 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0464: put_actor $LANCE_VANCE into_turret_on_car $64 at_car_offset -0.7 0.5 1.4 position 0 angle 180.0 with_weapon 27 
0173: set_actor $LANCE_VANCE z_angle_to 270.0 

:BARON4_3293
0001: wait 500 ms 
016A: fade 1 1500 ms 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_3335 
0002: jump @BARON4_10284 
0002: jump @BARON4_3356 

:BARON4_3335
0186: $65 = create_marker_above_car $64 
0164: disable_marker 4@ 
0369: put_player $PLAYER_CHAR in_car $64 

:BARON4_3356
00D6: if 
80DC:   not player $PLAYER_CHAR driving $64 
004D: jump_if_false @BARON4_3462 
0001: wait 0 ms 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_3417 
00BC: text_highpriority 'COK4_33' 5000 ms 2  // ~r~You destroyed the boat!
0002: jump @BARON4_10284 

:BARON4_3417
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_3455 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @BARON4_10284 

:BARON4_3455
0002: jump @BARON4_3356 

:BARON4_3462
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0164: disable_marker 4@ 
018A: 4@ = create_checkpoint_at 324.0 604.0 6.0 
0164: disable_marker $65 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
03CF: load_wav 'COK4_8' as 1 
03CB: set_camera -274.6 -696.6 9.1 
015F: set_camera_position -275.577 -697.145 9.22 0.0 rotation 0.0 0.0 
0160: point_camera -274.699 -696.673 9.139 switchstyle 2 
00A5: 0@ = create_car #SPEEDER at -295.5 -685.8 5.6 
0129: 7@ = create_actor 4 #CBA in_car 0@ driverseat 
0175: set_car 0@ z_angle_to 270.0 
02D3: boat 0@ drive_to 90.0 -664.2 5.6 
02DB: set_boat 0@ speed_to 40.0 
00A5: 1@ = create_car #SPEEDER at -281.1 -737.5 5.6 
0129: 8@ = create_actor 4 #CBA in_car 1@ driverseat 
0175: set_car 1@ z_angle_to 330.0 
02D3: boat 1@ drive_to -116.7 -458.3 5.6 
02DB: set_boat 1@ speed_to 40.0 
0001: wait 1000 ms 
00A5: 2@ = create_car #SPEEDER at -291.8 -750.9 5.6 
0129: 9@ = create_actor 4 #CBA in_car 2@ driverseat 
0175: set_car 2@ z_angle_to 330.0 
02D3: boat 2@ drive_to -116.7 -458.3 5.6 
02DB: set_boat 2@ speed_to 40.0 
00A5: 3@ = create_car #SPEEDER at -309.5 -686.4 5.6 
0129: 10@ = create_actor 4 #CBA in_car 3@ driverseat 
0175: set_car 3@ z_angle_to 270.0 
02D3: boat 3@ drive_to 90.0 -664.2 5.6 
02DB: set_boat 3@ speed_to 40.0 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON4_3936 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_8' 5000 ms 2  // We got some competition!

:BARON4_3936
0001: wait 2000 ms 
00BC: text_highpriority 'COK4_28' 5000 ms 2  // ~g~Get to the yacht before the other boats do!
0001: wait 3000 ms 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_4002 
0175: set_car $64 z_angle_to 270.0 
02AC: set_car $64 immunities 1 1 1 0 0 

:BARON4_4002
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_4038 
0002: jump @BARON4_10284 

:BARON4_4038
00D6: if or
80F5:   not player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 40.0 40.0 20.0 
80DC:   not player $PLAYER_CHAR driving $64 
004D: jump_if_false @BARON4_5595 
0001: wait 0 ms 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_4128 
0002: jump @BARON4_10284 
0002: jump @BARON4_4165 

:BARON4_4128
00D6: if 
01F4:   car $64 flipped 
004D: jump_if_false @BARON4_4165 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_4165 
0465: remove_actor $LANCE_VANCE from_turret_mode 

:BARON4_4165
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_4203 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @BARON4_10284 

:BARON4_4203
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON4_4289 
00D6: if 
00FE:   actor 7@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
004D: jump_if_false @BARON4_4289 
00BC: text_highpriority 'COK4_32' 5000 ms 2  // ~r~Too slow!
0002: jump @BARON4_10284 

:BARON4_4289
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON4_4375 
00D6: if 
00FE:   actor 8@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
004D: jump_if_false @BARON4_4375 
00BC: text_highpriority 'COK4_32' 5000 ms 2  // ~r~Too slow!
0002: jump @BARON4_10284 

:BARON4_4375
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON4_4461 
00D6: if 
00FE:   actor 9@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
004D: jump_if_false @BARON4_4461 
00BC: text_highpriority 'COK4_32' 5000 ms 2  // ~r~Too slow!
0002: jump @BARON4_10284 

:BARON4_4461
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON4_4547 
00D6: if 
00FE:   actor 10@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
004D: jump_if_false @BARON4_4547 
00BC: text_highpriority 'COK4_32' 5000 ms 2  // ~r~Too slow!
0002: jump @BARON4_10284 

:BARON4_4547
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_4625 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @BARON4_4625 
00D6: if 
0202:   actor $LANCE_VANCE near_car 0@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @BARON4_4625 
01D9: actor $LANCE_VANCE destroy_car 0@ 
0050: gosub @BARON4_10545 

:BARON4_4625
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_4703 
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @BARON4_4703 
00D6: if 
0202:   actor $LANCE_VANCE near_car 1@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @BARON4_4703 
01D9: actor $LANCE_VANCE destroy_car 1@ 
0050: gosub @BARON4_10545 

:BARON4_4703
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_4781 
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @BARON4_4781 
00D6: if 
0202:   actor $LANCE_VANCE near_car 2@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @BARON4_4781 
01D9: actor $LANCE_VANCE destroy_car 2@ 
0050: gosub @BARON4_10545 

:BARON4_4781
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_4859 
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @BARON4_4859 
00D6: if 
0202:   actor $LANCE_VANCE near_car 3@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @BARON4_4859 
01D9: actor $LANCE_VANCE destroy_car 3@ 
0050: gosub @BARON4_10545 

:BARON4_4859
00D6: if 
0019:   16@ > 100 // integer values 
004D: jump_if_false @BARON4_5008 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @BARON4_4908 
008A: $2907 = 0@ // integer values and handles 
0050: gosub @BARON4_10693 

:BARON4_4908
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @BARON4_4939 
008A: $2907 = 1@ // integer values and handles 
0050: gosub @BARON4_11385 

:BARON4_4939
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @BARON4_4970 
008A: $2907 = 2@ // integer values and handles 
0050: gosub @BARON4_11385 

:BARON4_4970
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @BARON4_5001 
008A: $2907 = 3@ // integer values and handles 
0050: gosub @BARON4_10693 

:BARON4_5001
0006: 16@ = 0 // integer values 

:BARON4_5008
00D6: if 
0038:   $38 == 0 // integer values 
004D: jump_if_false @BARON4_5188 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_5082 
03CF: load_wav 'COK4_1' as 1 
03CF: load_wav 'COK4_3' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON4_5089 

:BARON4_5082
0050: gosub @BARON4_12847 

:BARON4_5089
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_5188 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_1' 5000 ms 2  // So Tommy, we know it was Diaz busted our deal..
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON4_5188 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_3' 5000 ms 2  // So why the hell are we running errands for him?
0004: $38 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 

:BARON4_5188
00D6: if and
0038:   $38 == 1 // integer values 
0038:   $39 == 0 // integer values 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @BARON4_5388 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_5277 
03CF: load_wav 'COK4_4' as 1 
03CF: load_wav 'COK4_5' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON4_5284 

:BARON4_5277
0050: gosub @BARON4_12847 

:BARON4_5284
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_5388 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_4' 5000 ms 2  // The more we learn now, the less we have to learn when we take this town over!
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON4_5388 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_5' 5000 ms 2  // I like your style, man. Real fresh.
0004: $39 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 

:BARON4_5388
00D6: if 
00F5:   player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 200.0 200.0 20.0 
004D: jump_if_false @BARON4_5565 
00D6: if 
0038:   $2921 == 0 // integer values 
004D: jump_if_false @BARON4_5509 
00A5: 5@ = create_car #MARQUIS at 324.0 604.0 6.0 
0175: set_car 5@ z_angle_to 60.0 
0186: $2906 = create_marker_above_car 5@ 
018B: show_on_radar $2906 1 
0004: $2921 = 1 // integer values 

:BARON4_5509
00D6: if 
0038:   $2921 == 1 // integer values 
004D: jump_if_false @BARON4_5565 
00D6: if 
0119:   car 5@ wrecked 
004D: jump_if_false @BARON4_5565 
00BC: text_highpriority 'COK4_33' 5000 ms 2  // ~r~You destroyed the boat!
0002: jump @BARON4_10284 

:BARON4_5565
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_5588 
0002: jump @BARON4_10284 

:BARON4_5588
0002: jump @BARON4_4038 

:BARON4_5595
0164: disable_marker 4@ 
018A: $14 = create_checkpoint_at -366.6 -660.1 5.6 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_5662 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON4_5662
0247: request_model #SPARROW 
0247: request_model #RUGER 
0247: request_model #BARREL4 
0247: request_model #TEC9 
0247: request_model #UZI 
015F: set_camera_position 278.74 579.153 26.07 0.0 rotation 0.0 0.0 
0160: point_camera 279.551 579.66 25.78 switchstyle 2 
0001: wait 500 ms 
016A: fade 0 1500 ms 

:BARON4_5749
00D6: if 
016B:   fading 
004D: jump_if_false @BARON4_5773 
0001: wait 0 ms 
0002: jump @BARON4_5749 

:BARON4_5773
00D6: if or
8248:   not model #SPARROW available 
8248:   not model #RUGER available 
8248:   not model #BARREL4 available 
8248:   not model #TEC9 available 
8248:   not model #UZI available 
004D: jump_if_false @BARON4_5819 
0001: wait 0 ms 
0002: jump @BARON4_5773 

:BARON4_5819
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_5884 
00D6: if 
00DC:   player $PLAYER_CHAR driving $64 
004D: jump_if_false @BARON4_5884 
012A: put_player $PLAYER_CHAR at 260.4 -1292.5 -100.0 and_remove_from_car 
0224: set_car $64 health_to 1500 

:BARON4_5884
009B: destroy_actor_instantly $LANCE_VANCE 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL03 in_car $64 driverseat 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
01ED: clear_actor $LANCE_VANCE threat_search 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $64 at_car_offset -0.8 0.3 1.7 position 2 angle 181.0 with_weapon 27 
03C4: set_status_text_to $2913 1 'COK4_35'  // Boat health:
0050: gosub @BARON4_12875 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @BARON4_6125 
00AB: put_car 0@ at 326.3 570.9 5.6 
0175: set_car 0@ z_angle_to 140.0 
02D3: boat 0@ drive_to 286.2 482.0 5.6 
02DB: set_boat 0@ speed_to 24.0 
009A: 11@ = create_actor_pedtype 4 model #CBA at 354.4 595.0 9.2 
0464: put_actor 11@ into_turret_on_car 0@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 11@ destroy_car $64 
0224: set_car 0@ health_to 1000 

:BARON4_6125
00A6: destroy_car 1@ 
009B: destroy_actor_instantly 8@ 
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @BARON4_6283 
00AB: put_car 2@ at 333.0 560.4 5.6 
0175: set_car 2@ z_angle_to 140.0 
02D3: boat 2@ drive_to 286.2 482.0 5.6 
02DB: set_boat 2@ speed_to 24.0 
009A: 12@ = create_actor_pedtype 4 model #CBA at 354.4 597.0 9.2 
0464: put_actor 12@ into_turret_on_car 2@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 12@ destroy_car $64 
0224: set_car 2@ health_to 1000 

:BARON4_6283
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @BARON4_6411 
00AB: put_car 3@ at 292.0 130.2 5.6 
0175: set_car 3@ z_angle_to 180.0 
02DB: set_boat 3@ speed_to 0.0 
009A: 13@ = create_actor_pedtype 4 model #CBA at 354.4 598.0 9.2 
0464: put_actor 13@ into_turret_on_car 3@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 13@ destroy_car $64 
0224: set_car 3@ health_to 1000 

:BARON4_6411
00A5: $2918 = create_car #SPARROW at 473.9 90.0 65.0 
0175: set_car $2918 z_angle_to 180.0 
0519: lock_vehicle $2918 in_current_position 1 
04DF: set_heli $2918 lean_and_thrust_limiter 1 
0129: 8@ = create_actor 4 #CBA in_car $2918 driverseat 
009A: $2920 = create_actor_pedtype 4 model #CBA at -370.4 -655.0 9.2 
0464: put_actor $2920 into_turret_on_car $2918 at_car_offset 0.8 0.0 0.5 position 3 angle 180.0 with_weapon 27 
04A2: heli $2918 fly_to -231.6 -672.1 50.0 speed 100 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_6571 
0002: jump @BARON4_10284 

:BARON4_6571
0164: disable_marker $2906 
00A6: destroy_car 5@ 
0249: release_model #MARQUIS 
02DB: set_boat $64 speed_to 26.0 
00AB: put_car $64 at 336.2 540.9 5.6 
0175: set_car $64 z_angle_to 140.0 
02AC: set_car $64 immunities 0 1 1 1 0 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 1 EP 1 CP 1 MP 0 
02D3: boat $64 drive_to 286.2 482.0 5.6 
0001: wait 1500 ms 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00BC: text_highpriority 'COK4_34' 5000 ms 2  // ~g~Take those boats out!
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $39 = 0 // integer values 
0004: $40 = 0 // integer values 
0006: 17@ = 0 // integer values 

:BARON4_6756
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.0 16.0 6.0 
004D: jump_if_false @BARON4_9450 
0001: wait 0 ms 
00D6: if 
0119:   car $64 wrecked 
004D: jump_if_false @BARON4_6848 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
0002: jump @BARON4_10284 
0002: jump @BARON4_6869 

:BARON4_6848
00D6: if 
01F4:   car $64 flipped 
004D: jump_if_false @BARON4_6869 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 

:BARON4_6869
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_7048 
00D6: if 
82BF:   not car $64 sunk 
004D: jump_if_false @BARON4_6965 
00D6: if 
01C1:   car $64 stopped 
004D: jump_if_false @BARON4_6965 
0227: $2913 = car $64 health 
000C: $2913 -= 1 // integer values 
00D6: if 
001A:   1 > $2913 // integer values 
004D: jump_if_false @BARON4_6957 
0004: $2913 = 1 // integer values 

:BARON4_6957
0224: set_car $64 health_to $2913 

:BARON4_6965
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_7048 
00D6: if 
8185:   not car $64 health >= 250 
004D: jump_if_false @BARON4_7048 
0227: $2913 = car $64 health 
000C: $2913 -= 1 // integer values 
00D6: if 
001A:   1 > $2913 // integer values 
004D: jump_if_false @BARON4_7040 
0004: $2913 = 1 // integer values 

:BARON4_7040
0224: set_car $64 health_to $2913 

:BARON4_7048
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @BARON4_7086 
00BC: text_highpriority 'COK2_26' 5000 ms 2  // ~r~You killed Lance!
0002: jump @BARON4_10284 

:BARON4_7086
0050: gosub @BARON4_12875 
00D6: if 
0019:   16@ > 300 // integer values 
004D: jump_if_false @BARON4_7915 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON4_7240 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @BARON4_7233 
00D6: if 
0118:   actor 9@ dead 
004D: jump_if_false @BARON4_7218 
00D6: if 
01FC:   player $PLAYER_CHAR near_car 0@ radius 20.0 20.0 0 
004D: jump_if_false @BARON4_7208 
02DB: set_boat 0@ speed_to 26.0 
0002: jump @BARON4_7218 

:BARON4_7208
02DB: set_boat 0@ speed_to 32.0 

:BARON4_7218
008A: $2907 = 0@ // integer values and handles 
0050: gosub @BARON4_12155 

:BARON4_7233
0002: jump @BARON4_7266 

:BARON4_7240
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @BARON4_7266 
02DB: set_boat 0@ speed_to 0.0 

:BARON4_7266
00D6: if 
0118:   actor 11@ dead 
004D: jump_if_false @BARON4_7287 
0465: remove_actor 11@ from_turret_mode 

:BARON4_7287
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON4_7399 
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @BARON4_7392 
00D6: if 
01FC:   player $PLAYER_CHAR near_car 2@ radius 20.0 20.0 0 
004D: jump_if_false @BARON4_7367 
02DB: set_boat 2@ speed_to 26.0 
0002: jump @BARON4_7377 

:BARON4_7367
02DB: set_boat 2@ speed_to 32.0 

:BARON4_7377
008A: $2907 = 2@ // integer values and handles 
0050: gosub @BARON4_12155 

:BARON4_7392
0002: jump @BARON4_7425 

:BARON4_7399
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @BARON4_7425 
02DB: set_boat 2@ speed_to 0.0 

:BARON4_7425
00D6: if 
0118:   actor 12@ dead 
004D: jump_if_false @BARON4_7446 
0465: remove_actor 12@ from_turret_mode 

:BARON4_7446
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON4_7622 
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @BARON4_7615 
00D6: if 
0019:   17@ > 8000 // integer values 
004D: jump_if_false @BARON4_7615 
00D6: if 
0038:   $2914 == 0 // integer values 
004D: jump_if_false @BARON4_7542 
02D3: boat 3@ drive_to 419.5 -21.8 5.6 
0004: $2914 = 1 // integer values 

:BARON4_7542
008A: $2907 = 3@ // integer values and handles 
00D6: if 
01FC:   player $PLAYER_CHAR near_car 3@ radius 20.0 20.0 0 
004D: jump_if_false @BARON4_7598 
02DB: set_boat 3@ speed_to 30.0 
0002: jump @BARON4_7608 

:BARON4_7598
02DB: set_boat 3@ speed_to 19.0 

:BARON4_7608
0050: gosub @BARON4_12155 

:BARON4_7615
0002: jump @BARON4_7648 

:BARON4_7622
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @BARON4_7648 
02DB: set_boat 3@ speed_to 0.0 

:BARON4_7648
00D6: if 
0118:   actor 13@ dead 
004D: jump_if_false @BARON4_7669 
0465: remove_actor 13@ from_turret_mode 

:BARON4_7669
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_7700 
0084: $2907 = $64 // integer values and handles 
0050: gosub @BARON4_12155 

:BARON4_7700
00D6: if 
0038:   $39 == 1 // integer values 
004D: jump_if_false @BARON4_7908 
00D6: if 
8119:   not car $2918 wrecked 
004D: jump_if_false @BARON4_7908 
00D6: if 
0038:   $2922 == 0 // integer values 
004D: jump_if_false @BARON4_7819 
0519: lock_vehicle $2918 in_current_position 0 
04BA: set_car $2918 speed_instantly 20.0 
00D6: if 
8118:   not actor $2920 dead 
004D: jump_if_false @BARON4_7807 
01D9: actor $2920 destroy_car $64 
02E2: set_actor $2920 weapon_accuracy_to 40 
0002: jump @BARON4_7812 

:BARON4_7807
0465: remove_actor $2920 from_turret_mode 

:BARON4_7812
0004: $2922 = 1 // integer values 

:BARON4_7819
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0009: $97 += 10.0 // floating-point values 
000D: $96 -= 4.0 // floating-point values 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON4_7892 
04A2: heli $2918 fly_to $95 $96 $97 speed 75 
0002: jump @BARON4_7908 

:BARON4_7892
04A2: heli $2918 fly_to $95 $96 $97 speed 0 

:BARON4_7908
0006: 16@ = 0 // integer values 

:BARON4_7915
00D6: if 
0038:   $38 == 0 // integer values 
004D: jump_if_false @BARON4_8093 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_7989 
03CF: load_wav 'COK4_12' as 1 
03CF: load_wav 'COK4_13' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON4_7996 

:BARON4_7989
0050: gosub @BARON4_12847 

:BARON4_7996
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_8093 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_12' 5000 ms 2  // Watch yourself, they're coming from all over!
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON4_8093 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_13' 5000 ms 2  // Got 'em. Head for Diaz's as fast as you can!
0004: $38 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 

:BARON4_8093
00D6: if 
00E3:   player $PLAYER_CHAR 0 416.0 -76.1 radius 40.0 40.0 
004D: jump_if_false @BARON4_8649 
00D6: if 
0038:   $2912 == 0 // integer values 
004D: jump_if_false @BARON4_8500 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_8500 
0107: $2923 = create_object #BARREL4 at 396.3 -178.9 6.4 
0107: $2924 = create_object #BARREL4 at 395.3 -184.6 6.4 
009A: $2908 = create_actor_pedtype 4 model #CBA at 401.4 -171.0 6.6 
0350: set_actor $2908 maintain_position_when_attacked 1 
01D9: actor $2908 destroy_car $64 
011A: set_actor $2908 search_threat 1 
022D: set_actor $2908 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2908 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2908 health_to 50 
009A: $2909 = create_actor_pedtype 4 model #CBA at 400.7 -177.8 6.6 
0350: set_actor $2909 maintain_position_when_attacked 1 
01D9: actor $2909 destroy_car $64 
011A: set_actor $2909 search_threat 1 
022D: set_actor $2909 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2909 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2909 health_to 50 
009A: $2910 = create_actor_pedtype 4 model #CBA at 398.8 -190.8 6.6 
0350: set_actor $2910 maintain_position_when_attacked 1 
01D9: actor $2910 destroy_car $64 
011A: set_actor $2910 search_threat 1 
022D: set_actor $2910 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2910 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2910 health_to 50 
009A: $2911 = create_actor_pedtype 4 model #CBA at 399.6 -183.9 6.6 
0350: set_actor $2911 maintain_position_when_attacked 1 
01D9: actor $2911 destroy_car $64 
011A: set_actor $2911 search_threat 1 
022D: set_actor $2911 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2911 weapon 22 ammo 30000 // Load the weapon model before using this 
0223: set_actor $2911 health_to 50 
0004: $2912 = 1 // integer values 

:BARON4_8500
00D6: if and
0038:   $38 == 1 // integer values 
0038:   $39 == 0 // integer values 
004D: jump_if_false @BARON4_8649 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_8569 
03CF: load_wav 'COK4_20' as 1 
0004: $33 = 1 // integer values 
0002: jump @BARON4_8576 

:BARON4_8569
0050: gosub @BARON4_12847 

:BARON4_8576
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_8649 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_20' 3000 ms 2  // There are gunmen on that jetty!
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON4_8649 
0004: $39 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 

:BARON4_8649
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @BARON4_8845 
00D6: if 
01FC:   player $PLAYER_CHAR near_car 3@ radius 65.0 65.0 0 
004D: jump_if_false @BARON4_8845 
00D6: if and
0038:   $39 == 1 // integer values 
0038:   $40 == 0 // integer values 
004D: jump_if_false @BARON4_8845 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_8765 
03CF: load_wav 'COK4_19' as 1 
0004: $33 = 1 // integer values 
0002: jump @BARON4_8772 

:BARON4_8765
0050: gosub @BARON4_12847 

:BARON4_8772
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_8845 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_19' 2000 ms 2  // More trouble up ahead!
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON4_8845 
0004: $40 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 

:BARON4_8845
00D6: if 
0019:   17@ > 6000 // integer values 
004D: jump_if_false @BARON4_9443 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @BARON4_9443 
00D6: if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 2@ hit_by_weapon 27 
004D: jump_if_false @BARON4_9047 
00D6: if 
0038:   $2916 == 0 // integer values 
004D: jump_if_false @BARON4_9047 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_8967 
03CF: load_wav 'COK4_16' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON4_8974 

:BARON4_8967
0050: gosub @BARON4_12847 

:BARON4_8974
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_9047 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_16' 3000 ms 2  // Eat it! EAT IT!
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BARON4_9047 
0004: $2916 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 

:BARON4_9047
00D6: if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 0@ hit_by_weapon 27 
004D: jump_if_false @BARON4_9230 
00D6: if 
0038:   $2916 == 1 // integer values 
004D: jump_if_false @BARON4_9230 
00D6: if 
0038:   $2917 == 0 // integer values 
004D: jump_if_false @BARON4_9230 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_9150 
03CF: load_wav 'COK4_15' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON4_9157 

:BARON4_9150
0050: gosub @BARON4_12847 

:BARON4_9157
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_9230 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_15' 3000 ms 2  // Sleep with the fish!
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BARON4_9230 
0004: $2917 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 

:BARON4_9230
00D6: if 
0038:   $40 == 1 // integer values 
004D: jump_if_false @BARON4_9443 
00D6: if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 3@ hit_by_weapon 27 
004D: jump_if_false @BARON4_9443 
00D6: if 
0038:   $2915 == 0 // integer values 
004D: jump_if_false @BARON4_9443 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_9333 
03CF: load_wav 'COK4_14' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON4_9340 

:BARON4_9333
0050: gosub @BARON4_12847 

:BARON4_9340
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_9443 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_14' 3000 ms 2  // You want some of this?!
009B: destroy_actor_instantly $2908 
009B: destroy_actor_instantly $2909 
009B: destroy_actor_instantly $2910 
009B: destroy_actor_instantly $2911 
0108: destroy_object $2923 
0108: destroy_object $2924 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BARON4_9443 
0004: $2915 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 

:BARON4_9443
0002: jump @BARON4_6756 

:BARON4_9450
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_9481 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON4_9481
016A: fade 0 1000 ms 
03CF: load_wav 'COK4_24' as 1 
03CF: load_wav 'COK4_25' as 2 

:BARON4_9512
00D6: if 
016B:   fading 
004D: jump_if_false @BARON4_9536 
0001: wait 0 ms 
0002: jump @BARON4_9512 

:BARON4_9536
03CB: set_camera -372.7 -656.7 6.9 
00A6: destroy_car 0@ 
00A6: destroy_car 1@ 
00A6: destroy_car 2@ 
00A6: destroy_car 3@ 
00A6: destroy_car $2918 
009B: destroy_actor_instantly 7@ 
009B: destroy_actor_instantly 9@ 
009B: destroy_actor_instantly 10@ 
009B: destroy_actor_instantly $2920 
009B: destroy_actor_instantly 11@ 
009B: destroy_actor_instantly 12@ 
009B: destroy_actor_instantly 13@ 
009B: destroy_actor_instantly $2908 
009B: destroy_actor_instantly $2909 
009B: destroy_actor_instantly $2910 
009B: destroy_actor_instantly $2911 
0395: clear_area 1 at -366.1 -655.2 range 6.9 1.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_9803 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0224: set_car $64 health_to 1000 
0001: wait 0 ms 
0395: clear_area 1 at -372.7 -656.7 range 6.9 1.0 
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 
0171: set_player $PLAYER_CHAR z_angle_to 128.0 
0373: set_camera_directly_behind_player 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_9803 
00AB: put_car $64 at -378.5 -661.0 5.6 
0175: set_car $64 z_angle_to 90.0 

:BARON4_9803
015F: set_camera_position -367.062 -660.511 10.406 0.0 rotation 0.0 0.0 
0160: point_camera -368.0 -660.319 10.116 switchstyle 2 
0001: wait 500 ms 
016A: fade 1 1000 ms 

:BARON4_9866
00D6: if 
016B:   fading 
004D: jump_if_false @BARON4_9890 
0001: wait 0 ms 
0002: jump @BARON4_9866 

:BARON4_9890
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BARON4_9916 
0001: wait 0 ms 
0002: jump @BARON4_9890 

:BARON4_9916
03D1: play_wav 1 
00BC: text_highpriority 'COK4_24' 5000 ms 1  // Good shooting, my friend. You're a real, proper, grade A lunatic.

:BARON4_9935
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BARON4_9961 
0001: wait 0 ms 
0002: jump @BARON4_9935 

:BARON4_9961
03CF: load_wav 'COK4_26' as 1 

:BARON4_9973
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @BARON4_9999 
0001: wait 0 ms 
0002: jump @BARON4_9973 

:BARON4_9999
03D1: play_wav 2 
00BC: text_highpriority 'COK4_25' 5000 ms 1  // Well, thank you.

:BARON4_10018
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @BARON4_10044 
0001: wait 0 ms 
0002: jump @BARON4_10018 

:BARON4_10044
03CF: load_wav 'COK4_27' as 2 

:BARON4_10056
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BARON4_10082 
0001: wait 0 ms 
0002: jump @BARON4_10056 

:BARON4_10082
03D1: play_wav 1 
00BC: text_highpriority 'COK4_26' 5000 ms 1  // See you around, Tommy.

:BARON4_10101
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BARON4_10127 
0001: wait 0 ms 
0002: jump @BARON4_10101 

:BARON4_10127
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @BARON4_10153 
0001: wait 0 ms 
0002: jump @BARON4_10127 

:BARON4_10153
03D1: play_wav 2 
00BC: text_highpriority 'COK4_27' 5000 ms 1  // Okay, Mr. Lance Vance Dance.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 

:BARON4_10182
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @BARON4_10208 
0001: wait 0 ms 
0002: jump @BARON4_10182 

:BARON4_10208
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00BE: text_clear_all 
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_10265 
02DB: set_boat $64 speed_to 50.0 
02D3: boat $64 drive_to -354.3 -836.5 5.6 

:BARON4_10265
0001: wait 3000 ms 
02EB: restore_camera_with_jumpcut 
00A6: destroy_car $64 
0002: jump @BARON4_10301 

:BARON4_10284
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BARON4_10301
0004: $PASSED_COK4_SUPPLY_AND_DEMAND = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 30000 
0318: set_latest_mission_passed 'COK_4'  // Supply & Demand
030C: progress_made += 1 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 
0004: $1272 = 1 // integer values 
004F: create_thread @CLOTH8  
0164: disable_marker $234 
0051: return 

:BARON4_10401
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #SQUALO 
0249: release_model #SPEEDER 
0249: release_model #RUGER 
0249: release_model #MARQUIS 
0249: release_model #CBA 
0249: release_model #UZI 
0249: release_model #TEC9 
0249: release_model #SPARROW 
0249: release_model #RUGER 
0249: release_model #BARREL4 
01C3: remove_references_to_car $2918 
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
034F: destroy_actor_with_fade $LANCE_VANCE // The actor fades away like a ghost 
040D: unload_wav 1 
040D: unload_wav 2 
0296: unload_special_actor 3 
0164: disable_marker $65 
0164: disable_marker 4@ 
0164: disable_marker $14 
0164: disable_marker $2906 
0151: remove_status_text $2913 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0482:  0.0 
03BD: destroy_sphere $2905 
00D8: mission_cleanup 
0051: return 

:BARON4_10545
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @BARON4_10691 
00D6: if 
0038:   $39 == 1 // integer values 
004D: jump_if_false @BARON4_10691 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON4_10625 
03CF: load_wav 'COK4_9A' as 1 
0004: $33 = 1 // integer values 
0002: jump @BARON4_10647 

:BARON4_10625
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON4_10647 
0004: $34 = 1 // integer values 

:BARON4_10647
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON4_10691 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_9A' 5000 ms 2  // It's time for the Lance Vance Dance!
0006: 6@ = 1 // integer values 

:BARON4_10691
0051: return 

:BARON4_10693
00D6: if 
01AF:   car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_10761 
02D3: boat $2907 drive_to 160.1 -639.0 5.6 

:BARON4_10761
00D6: if 
01AF:   car $2907 0 160.1 -639.0 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_10829 
02D3: boat $2907 drive_to 221.3 -567.0 5.6 

:BARON4_10829
00D6: if 
01AF:   car $2907 0 221.3 -567.0 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_10897 
02D3: boat $2907 drive_to 405.1 -286.6 5.6 

:BARON4_10897
00D6: if 
01AF:   car $2907 0 405.1 -286.6 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_10965 
02D3: boat $2907 drive_to 410.1 -1.9 5.6 

:BARON4_10965
00D6: if 
01AF:   car $2907 0 410.1 -1.9 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11033 
02D3: boat $2907 drive_to 191.9 236.0 5.6 

:BARON4_11033
00D6: if 
01AF:   car $2907 0 191.9 236.0 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11101 
02D3: boat $2907 drive_to 238.1 324.6 5.6 

:BARON4_11101
00D6: if 
01AF:   car $2907 0 238.1 324.6 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11169 
02D3: boat $2907 drive_to 244.9 434.8 5.6 

:BARON4_11169
00D6: if 
01AF:   car $2907 0 244.9 434.8 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11237 
02D3: boat $2907 drive_to 319.1 520.7 5.6 

:BARON4_11237
00D6: if 
01AF:   car $2907 0 319.1 520.7 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11305 
02D3: boat $2907 drive_to 323.5 596.6 5.6 

:BARON4_11305
00D6: if 
01AF:   car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11383 
02D3: boat $2907 drive_to 323.5 596.6 5.6 
02DB: set_boat $2907 speed_to 1.0 

:BARON4_11383
0051: return 

:BARON4_11385
00D6: if 
01AF:   car $2907 0 -116.7 -458.3 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11453 
02D3: boat $2907 drive_to 25.6 -275.0 5.6 

:BARON4_11453
00D6: if 
01AF:   car $2907 0 25.6 -275.0 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11531 
02DB: set_boat $2907 speed_to 35.0 
02D3: boat $2907 drive_to 130.2 -228.8 5.6 

:BARON4_11531
00D6: if 
01AF:   car $2907 0 130.2 -228.8 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11599 
02D3: boat $2907 drive_to 221.3 -130.2 5.6 

:BARON4_11599
00D6: if 
01AF:   car $2907 0 221.3 -130.2 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11667 
02D3: boat $2907 drive_to 221.0 56.5 5.6 

:BARON4_11667
00D6: if 
01AF:   car $2907 0 221.0 56.5 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11735 
02D3: boat $2907 drive_to 248.0 183.5 5.6 

:BARON4_11735
00D6: if 
01AF:   car $2907 0 248.0 183.5 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11803 
02D3: boat $2907 drive_to 192.6 242.7 5.6 

:BARON4_11803
00D6: if 
01AF:   car $2907 0 192.6 242.7 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11871 
02D3: boat $2907 drive_to 234.8 329.3 5.6 

:BARON4_11871
00D6: if 
01AF:   car $2907 0 234.8 329.3 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_11939 
02D3: boat $2907 drive_to 245.7 436.0 5.6 

:BARON4_11939
00D6: if 
01AF:   car $2907 0 245.7 436.0 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12007 
02D3: boat $2907 drive_to 314.0 516.4 5.6 

:BARON4_12007
00D6: if 
01AF:   car $2907 0 314.0 516.4 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12075 
02D3: boat $2907 drive_to 323.5 596.6 5.6 

:BARON4_12075
00D6: if 
01AF:   car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12153 
02D3: boat $2907 drive_to 323.5 596.6 5.6 
02DB: set_boat $2907 speed_to 1.0 

:BARON4_12153
0051: return 

:BARON4_12155
00D6: if 
01AF:   car $2907 0 286.2 482.0 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12223 
02D3: boat $2907 drive_to 237.4 427.9 5.6 

:BARON4_12223
00D6: if 
01AF:   car $2907 0 237.4 427.9 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12291 
02D3: boat $2907 drive_to 230.3 315.9 5.6 

:BARON4_12291
00D6: if 
01AF:   car $2907 0 230.3 315.9 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12359 
02D3: boat $2907 drive_to 192.3 233.3 5.6 

:BARON4_12359
00D6: if 
01AF:   car $2907 0 192.3 233.3 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12427 
02D3: boat $2907 drive_to 419.5 -21.8 5.6 

:BARON4_12427
00D6: if 
01AF:   car $2907 0 419.5 -21.8 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12495 
02D3: boat $2907 drive_to 396.8 -304.7 5.6 

:BARON4_12495
00D6: if 
01AF:   car $2907 0 396.8 -304.7 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12563 
02D3: boat $2907 drive_to 212.3 -588.7 5.6 

:BARON4_12563
00D6: if 
01AF:   car $2907 0 212.3 -588.7 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12631 
02D3: boat $2907 drive_to 197.1 -617.8 5.6 

:BARON4_12631
00D6: if 
01AF:   car $2907 0 197.1 -617.8 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12699 
02D3: boat $2907 drive_to 154.5 -638.7 5.6 

:BARON4_12699
00D6: if 
01AF:   car $2907 0 154.5 -638.7 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12767 
02D3: boat $2907 drive_to 90.0 -664.2 5.6 

:BARON4_12767
00D6: if 
01AF:   car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 
004D: jump_if_false @BARON4_12845 
02DB: set_boat $2907 speed_to 35.0 
02D3: boat $2907 drive_to -378.5 -660.0 5.6 

:BARON4_12845
0051: return 

:BARON4_12847
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON4_12873 
0004: $34 = 1 // integer values 

:BARON4_12873
0051: return 

:BARON4_12875
00D6: if 
8119:   not car $64 wrecked 
004D: jump_if_false @BARON4_12906 
0227: $2913 = car $64 health 
0014: $2913 /= 15 // integer values 

:BARON4_12906
0051: return 

//-------------Mission 16---------------
// Originally: Rub Out

:BARON5
0050: gosub @BARON5_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BARON5_27 
0050: gosub @BARON5_12284 

:BARON5_27
0050: gosub @BARON5_12919 
004E: end_thread 

:BARON5_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $56 = 0 // integer values 
0006: 2@ = 0 // integer values 
0004: $2928 = 0 // integer values 
0004: $38 = 0 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 3@ = 0 // integer values 
0004: $2931 = 0 // integer values 
0004: $2932 = 0 // integer values 
0004: $2929 = 0 // integer values 
0004: $2930 = 0 // integer values 
0004: $2935 = 0 // integer values 
0004: $2940 = 0 // integer values 
0006: 6@ = 0 // integer values 
0004: $2966 = 0 // integer values 
0004: $2967 = 0 // integer values 
0004: $2968 = 0 // integer values 
03A4: name_thread 'BARON5' 
0001: wait 0 ms 
054C: use_GXT_table 'BARON5' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0247: request_model #STALLION 
023C: load_special_actor 5 'IGBUDDY' 
038B: load_requested_models 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00A5: $26 = create_car #STALLION at -290.0 -489.0 10.5 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL05 in_car $26 driverseat 
00AE: set_vehicle $26 traffic_behavior_to 3 
0395: clear_area 1 at -250.6 -488.1 range 10.5 40.0 
0175: set_car $26 z_angle_to 270.0 
00AD: set_car $26 max_speed_to 25.0 
00A7: car $26 drive_to -250.6 -488.1 10.5 
015F: set_camera_position -239.7 -485.397 11.393 0.0 rotation 0.0 0.0 
0160: point_camera -240.525 -485.962 11.378 switchstyle 2 
0055: put_player $PLAYER_CHAR at -244.6 -491.3 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0001: wait 500 ms 
016A: fade 1 500 ms 
0006: 17@ = 0 // integer values 
0001: wait 500 ms 

:BARON5_451
00D6: if 
8019:   not  17@ > 4000 // integer values 
004D: jump_if_false @BARON5_505 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON5_498 
0002: jump @BARON5_505 

:BARON5_498
0002: jump @BARON5_451 

:BARON5_505
016A: fade 0 1000 ms 

:BARON5_512
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_536 
0001: wait 0 ms 
0002: jump @BARON5_512 

:BARON5_536
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'MFOUR' 
02F3: load_object #CUTOBJ02 'CARBACK' 
038B: load_requested_models 

:BARON5_592
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BARON5_632 
0001: wait 0 ms 
0002: jump @BARON5_592 

:BARON5_632
0395: clear_area 1 at $510 $511 range $512 40.0 
02E4: load_cutscene_data 'ASS_1' 
0244: set_cutscene_pos $510 $511 $512 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $2933 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $2933 'MFOUR01' 
02E5: $2933 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $2933 'MFOUR02' 
02E5: 4@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 4@ 'CARBACK' 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON5_803
00D6: if 
001A:   1828 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_838 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_803 

:BARON5_838
00BC: text_highpriority 'ASS1_A' 10000 ms 1  // I got us some cannons in the trunk.

:BARON5_853
00D6: if 
001A:   3471 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_888 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_853 

:BARON5_888
00BC: text_highpriority 'ASS1_B' 10000 ms 1  // Holy shit! Where'd you get all this stuff?

:BARON5_903
00D6: if 
001A:   6244 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_938 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_903 

:BARON5_938
00BC: text_highpriority 'ASS1_C' 10000 ms 1  // Been saving it for a rainy day.

:BARON5_953
00D6: if 
001A:   10181 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_988 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_953 

:BARON5_988
00BC: text_highpriority 'ASS1_D' 10000 ms 1  // You like?

:BARON5_1003
00D6: if 
001A:   11087 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_1038 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_1003 

:BARON5_1038
00BC: text_highpriority 'ASS1_E' 10000 ms 1  // Yeah, I like.

:BARON5_1053
00D6: if 
001A:   12087 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_1088 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_1053 

:BARON5_1088
00BE: text_clear_all 

:BARON5_1090
00D6: if 
001A:   17068 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_1125 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_1090 

:BARON5_1125
016A: fade 0 1500 ms 
00BE: text_clear_all 

:BARON5_1134
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_1158 
0001: wait 0 ms 
0002: jump @BARON5_1134 

:BARON5_1158
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0247: request_model #CLA 
0247: request_model #CLB 
0247: request_model #M4 
0247: request_model #UZI 
0247: request_model #MP5LNG 
023C: load_special_actor 4 'IGDIAZ' 

:BARON5_1217
00D6: if or
8248:   not model #CLA available 
8248:   not model #UZI available 
8248:   not model #M4 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @BARON5_1258 
0001: wait 0 ms 
0002: jump @BARON5_1217 

:BARON5_1258
00D6: if or
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
8248:   not model #CLB available 
004D: jump_if_false @BARON5_1292 
0001: wait 0 ms 
0002: jump @BARON5_1258 

:BARON5_1292
0001: wait 500 ms 
016A: fade 1 1500 ms 
0004: $1001 = 1 // integer values 
0108: destroy_object $1787 
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 
022B: create_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0 
015C: set_zone_gang_info 'GANG1' 1 0 0 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 0 0 0 0 0 0 0 0 0 0 0 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 50000 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 26 
03F1: pedtype 10 add_threat 1 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_1584 
0362: put_actor $LANCE_VANCE at -254.9 -491.3 10.2 and_remove_from_car 
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
01B2: give_actor $LANCE_VANCE weapon 26 ammo 9999 // Load the weapon model before using this 
011A: set_actor $LANCE_VANCE search_threat 1024 
0223: set_actor $LANCE_VANCE health_to 200 
0319: set_actor $LANCE_VANCE running 1 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0483: unknown_actor $LANCE_VANCE 1500 

:BARON5_1584
009A: 12@ = create_actor_pedtype 10 model #CLB at -375.2 -552.1 18.7 
0243: set_actor 12@ ped_stats_to 16 
011A: set_actor 12@ search_threat 1 
011A: set_actor 12@ search_threat 16 
01B2: give_actor 12@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 12@ maintain_position_when_attacked 1 
0483: unknown_actor 12@ 1500 
0223: set_actor 12@ health_to 150 
009A: 13@ = create_actor_pedtype 10 model #CLA at -381.7 -552.4 18.7 
0243: set_actor 13@ ped_stats_to 16 
011A: set_actor 13@ search_threat 1 
011A: set_actor 13@ search_threat 16 
01B2: give_actor 13@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 13@ maintain_position_when_attacked 1 
0483: unknown_actor 13@ 1500 
0223: set_actor 13@ health_to 150 
009A: $2936 = create_actor_pedtype 10 model #CLB at -327.9 -606.5 12.1 
0173: set_actor $2936 z_angle_to 180.0 
0243: set_actor $2936 ped_stats_to 16 
011A: set_actor $2936 search_threat 1 
011A: set_actor $2936 search_threat 16 
01B2: give_actor $2936 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2936 maintain_position_when_attacked 1 
0483: unknown_actor $2936 1500 
0223: set_actor $2936 health_to 150 
009A: $2937 = create_actor_pedtype 10 model #CLA at -363.9 -610.2 9.6 
0173: set_actor $2937 z_angle_to 266.0 
0243: set_actor $2937 ped_stats_to 16 
011A: set_actor $2937 search_threat 1 
011A: set_actor $2937 search_threat 16 
01B2: give_actor $2937 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2937 maintain_position_when_attacked 1 
0483: unknown_actor $2937 1500 
0223: set_actor $2937 health_to 150 
009A: $2939 = create_actor_pedtype 10 model #CLB at -392.6 -616.5 10.9 
0173: set_actor $2939 z_angle_to 270.0 
0243: set_actor $2939 ped_stats_to 16 
011A: set_actor $2939 search_threat 1 
011A: set_actor $2939 search_threat 16 
01B2: give_actor $2939 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2939 maintain_position_when_attacked 1 
0483: unknown_actor $2939 1500 
0223: set_actor $2939 health_to 150 
009A: $2942 = create_actor_pedtype 10 model #CLB at -303.5 -554.8 12.1 
0243: set_actor $2942 ped_stats_to 16 
011A: set_actor $2942 search_threat 1 
011A: set_actor $2942 search_threat 16 
01B2: give_actor $2942 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2942 maintain_position_when_attacked 1 
0173: set_actor $2942 z_angle_to 270.0 
0483: unknown_actor $2942 1500 
0291: set_actor $2942 attack_when_provoked 1 
056B:  $2942 1 
0223: set_actor $2942 health_to 150 
009A: $2943 = create_actor_pedtype 10 model #CLA at -301.8 -555.0 12.1 
0243: set_actor $2943 ped_stats_to 16 
011A: set_actor $2943 search_threat 1 
011A: set_actor $2943 search_threat 16 
01B2: give_actor $2943 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2943 maintain_position_when_attacked 1 
0173: set_actor $2943 z_angle_to 90.0 
0483: unknown_actor $2943 1500 
03F9: make_actors $2942 $2943 converse_in 999999 ms 
056B:  $2943 1 
0291: set_actor $2943 attack_when_provoked 1 
0223: set_actor $2943 health_to 150 
009A: $2956 = create_actor_pedtype 10 model #CLB at -287.0 -581.8 12.1 
0173: set_actor $2956 z_angle_to 90.0 
0243: set_actor $2956 ped_stats_to 16 
011A: set_actor $2956 search_threat 1 
011A: set_actor $2956 search_threat 16 
01B2: give_actor $2956 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2956 maintain_position_when_attacked 1 
0483: unknown_actor $2956 1500 
0223: set_actor $2956 health_to 150 
009A: $2946 = create_actor_pedtype 10 model #CLB at -468.3 -576.2 11.9 
0173: set_actor $2946 z_angle_to 265.0 
0243: set_actor $2946 ped_stats_to 16 
011A: set_actor $2946 search_threat 1 
011A: set_actor $2946 search_threat 16 
01B2: give_actor $2946 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2946 maintain_position_when_attacked 1 
0483: unknown_actor $2946 1500 
0223: set_actor $2946 health_to 150 
009A: $2947 = create_actor_pedtype 10 model #CLA at -471.1 -590.2 11.9 
0173: set_actor $2947 z_angle_to 90.0 
0243: set_actor $2947 ped_stats_to 16 
011A: set_actor $2947 search_threat 1 
011A: set_actor $2947 search_threat 16 
01B2: give_actor $2947 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2947 maintain_position_when_attacked 1 
0483: unknown_actor $2947 1500 
0223: set_actor $2947 health_to 150 
009A: $2948 = create_actor_pedtype 10 model #CLA at -407.7 -592.3 10.9 
0173: set_actor $2948 z_angle_to 8.0 
0243: set_actor $2948 ped_stats_to 16 
011A: set_actor $2948 search_threat 1 
011A: set_actor $2948 search_threat 16 
01B2: give_actor $2948 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2948 maintain_position_when_attacked 1 
0483: unknown_actor $2948 1500 
0223: set_actor $2948 health_to 150 
009A: $2949 = create_actor_pedtype 10 model #CLB at -407.0 -590.1 10.6 
0173: set_actor $2949 z_angle_to 180.0 
0243: set_actor $2949 ped_stats_to 16 
011A: set_actor $2949 search_threat 1 
011A: set_actor $2949 search_threat 16 
01B2: give_actor $2949 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2949 maintain_position_when_attacked 1 
0483: unknown_actor $2949 1500 
0223: set_actor $2949 health_to 150 
03F9: make_actors $2948 $2949 converse_in 999999 ms 
009A: $2957 = create_actor_pedtype 10 model #CLB at -374.2 -518.1 11.7 
0173: set_actor $2957 z_angle_to 230.0 
0243: set_actor $2957 ped_stats_to 16 
011A: set_actor $2957 search_threat 1 
011A: set_actor $2957 search_threat 16 
01B2: give_actor $2957 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2957 maintain_position_when_attacked 1 
0483: unknown_actor $2957 1500 
0223: set_actor $2957 health_to 150 
009A: $2958 = create_actor_pedtype 10 model #CLA at -372.0 -519.6 11.7 
0173: set_actor $2958 z_angle_to 62.0 
0243: set_actor $2958 ped_stats_to 16 
011A: set_actor $2958 search_threat 1 
011A: set_actor $2958 search_threat 16 
01B2: give_actor $2958 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2958 maintain_position_when_attacked 1 
0483: unknown_actor $2958 1500 
0223: set_actor $2958 health_to 150 
03F9: make_actors $2958 $2957 converse_in 999999 ms 
009A: $2952 = create_actor_pedtype 10 model #CLA at -312.4 -570.2 12.0 
0173: set_actor $2952 z_angle_to 342.0 
0243: set_actor $2952 ped_stats_to 16 
011A: set_actor $2952 search_threat 1 
011A: set_actor $2952 search_threat 16 
01B2: give_actor $2952 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2952 maintain_position_when_attacked 1 
0483: unknown_actor $2952 1500 
0223: set_actor $2952 health_to 150 
009A: $2953 = create_actor_pedtype 10 model #CLB at -316.4 -617.7 9.5 
0173: set_actor $2953 z_angle_to 11.0 
0243: set_actor $2953 ped_stats_to 16 
011A: set_actor $2953 search_threat 1 
011A: set_actor $2953 search_threat 16 
01B2: give_actor $2953 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2953 maintain_position_when_attacked 1 
0483: unknown_actor $2953 1500 
0223: set_actor $2953 health_to 150 
009A: $2954 = create_actor_pedtype 10 model #CLA at -445.0 -574.4 12.0 
0173: set_actor $2954 z_angle_to 180.0 
0243: set_actor $2954 ped_stats_to 16 
011A: set_actor $2954 search_threat 1 
011A: set_actor $2954 search_threat 16 
01B2: give_actor $2954 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2954 maintain_position_when_attacked 1 
0483: unknown_actor $2954 1500 
0223: set_actor $2953 health_to 150 
009A: $2959 = create_actor_pedtype 10 model #CLA at -293.7 -606.3 12.0 
0173: set_actor $2959 z_angle_to 0.0 
0243: set_actor $2959 ped_stats_to 16 
011A: set_actor $2959 search_threat 1 
011A: set_actor $2959 search_threat 16 
01B2: give_actor $2959 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2959 maintain_position_when_attacked 1 
0483: unknown_actor $2959 1500 
0223: set_actor $2959 health_to 150 
009A: $2960 = create_actor_pedtype 10 model #CLA at -343.9 -530.4 14.4 
0173: set_actor $2960 z_angle_to 280.0 
0243: set_actor $2960 ped_stats_to 16 
011A: set_actor $2960 search_threat 1 
011A: set_actor $2960 search_threat 16 
01B2: give_actor $2960 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2960 maintain_position_when_attacked 1 
0483: unknown_actor $2960 1500 
0223: set_actor $2960 health_to 150 
009A: $2961 = create_actor_pedtype 10 model #CLA at -442.8 -555.0 13.1 
0173: set_actor $2961 z_angle_to 160.0 
0243: set_actor $2961 ped_stats_to 16 
011A: set_actor $2961 search_threat 1 
011A: set_actor $2961 search_threat 16 
01B2: give_actor $2961 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2961 maintain_position_when_attacked 1 
0483: unknown_actor $2961 1500 
0223: set_actor $2961 health_to 150 
009A: $2962 = create_actor_pedtype 10 model #CLB at -443.7 -557.4 13.1 
0173: set_actor $2962 z_angle_to 345.0 
0243: set_actor $2962 ped_stats_to 16 
011A: set_actor $2962 search_threat 1 
011A: set_actor $2962 search_threat 16 
01B2: give_actor $2962 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2962 maintain_position_when_attacked 1 
0483: unknown_actor $2962 1500 
0223: set_actor $2962 health_to 150 
03F9: make_actors $2962 $2961 converse_in 999999 ms 
0226: $2951 = actor $LANCE_VANCE health 
03C4: set_status_text_to $2951 1 'BUD1'  // Lances Health:
0187: $57 = create_marker_above_actor $LANCE_VANCE 
018B: show_on_radar $57 2 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
018A: 1@ = create_checkpoint_at -382.02 -596.57 24.9 
009A: 0@ = create_actor_pedtype 10 model #SPECIAL04 at -382.02 -596.57 24.9 
0446: set_actor 0@ dismemberment_possible 0 
054A: set_actor 0@ can_be_shot_in_a_car 0 
01ED: clear_actor 0@ threat_search 
0223: set_actor 0@ health_to 1000 
0173: set_actor 0@ z_angle_to 53.0 
0350: set_actor 0@ maintain_position_when_attacked 1 
0372: set_actor 0@ anim 24 wait_state_time 99999 ms 
0483: unknown_actor 0@ 1500 
0107: $2934 = create_object #MP5LNG at -383.126 -593.654 25.06 
0392: object $2934 toggle_in_moving_list 0 
0453: object $2934 set_rotation 90.0 0.0 10.0 
01C7: remove_object_from_mission_cleanup_list $2934 
041D: set_camera_near_clip 0.05 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -377.123 -597.167 25.449 0.0 rotation 0.0 0.0 
0160: point_camera -378.119 -597.144 25.534 switchstyle 2 
04BB: select_interiour 2 // select render area 
03CB: set_camera -376.452 -593.374 26.273 
0006: 17@ = 0 // integer values 

:BARON5_3798
00D6: if 
8019:   not  17@ > 1200 // integer values 
004D: jump_if_false @BARON5_3828 
0001: wait 0 ms 
0002: jump @BARON5_3798 

:BARON5_3828
00D6: if 
8019:   not  17@ > 3200 // integer values 
004D: jump_if_false @BARON5_3882 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON5_3875 
0002: jump @BARON5_4646 

:BARON5_3875
0002: jump @BARON5_3828 

:BARON5_3882
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_3923 
0372: set_actor 0@ anim 23 wait_state_time 500 ms 
0211: actor 0@ walk_to -383.8 -596.6 

:BARON5_3923
0006: 17@ = 0 // integer values 

:BARON5_3930
00D6: if 
8019:   not  17@ > 1400 // integer values 
004D: jump_if_false @BARON5_3984 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON5_3977 
0002: jump @BARON5_4646 

:BARON5_3977
0002: jump @BARON5_3930 

:BARON5_3984
015F: set_camera_position -380.109 -591.29 28.673 0.0 rotation 0.0 0.0 
0160: point_camera -380.595 -592.094 28.331 switchstyle 2 
0006: 17@ = 0 // integer values 

:BARON5_4042
00D6: if 
8019:   not  17@ > 2500 // integer values 
004D: jump_if_false @BARON5_4096 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON5_4089 
0002: jump @BARON5_4646 

:BARON5_4089
0002: jump @BARON5_4042 

:BARON5_4096
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BARON5_4147 
00A1: put_actor $PLAYER_ACTOR at -273.0 -500.1 10.7 
0239: actor $PLAYER_ACTOR run_to -282.3 -511.0 

:BARON5_4147
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_4198 
00A1: put_actor $LANCE_VANCE at -270.5 -492.4 10.2 
0239: actor $LANCE_VANCE run_to -282.3 -511.0 

:BARON5_4198
0006: 17@ = 0 // integer values 

:BARON5_4205
00D6: if 
8019:   not  17@ > 500 // integer values 
004D: jump_if_false @BARON5_4259 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON5_4252 
0002: jump @BARON5_4646 

:BARON5_4252
0002: jump @BARON5_4205 

:BARON5_4259
04BB: select_interiour 0 // select render area 
03CB: set_camera -277.513 -498.283 13.227 
015F: set_camera_position -278.092 -497.514 13.499 0.0 rotation 0.0 0.0 
0160: point_camera -277.513 -498.283 13.227 switchstyle 2 
04C7: toggle_camera_green_scanlines 1 
0006: 17@ = 0 // integer values 

:BARON5_4342
00D6: if 
8019:   not  17@ > 3000 // integer values 
004D: jump_if_false @BARON5_4396 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON5_4389 
0002: jump @BARON5_4646 

:BARON5_4389
0002: jump @BARON5_4342 

:BARON5_4396
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_4457 
0173: set_actor 0@ z_angle_to 26.0 
00A1: put_actor 0@ at -381.7 -595.9 24.9 
0211: actor 0@ walk_to -381.97 -593.9 

:BARON5_4457
04C7: toggle_camera_green_scanlines 0 
015F: set_camera_position -383.35 -592.699 25.732 0.0 rotation 0.0 0.0 
0160: point_camera -382.977 -593.619 25.612 switchstyle 2 
04BB: select_interiour 2 // select render area 
03CB: set_camera -376.452 -593.374 26.273 
0006: 17@ = 0 // integer values 

:BARON5_4540
00D6: if 
8019:   not  17@ > 1500 // integer values 
004D: jump_if_false @BARON5_4646 
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_4615 
00D6: if 
0126:   actor 0@ walking 
004D: jump_if_false @BARON5_4615 
01BE: set_actor 0@ to_look_at_spot -383.126 -593.654 25.06 

:BARON5_4615
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BARON5_4639 
0002: jump @BARON5_4646 

:BARON5_4639
0002: jump @BARON5_4540 

:BARON5_4646
016A: fade 0 1500 ms 

:BARON5_4653
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_4677 
0001: wait 0 ms 
0002: jump @BARON5_4653 

:BARON5_4677
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_4718 
011C: actor $LANCE_VANCE clear_objective 
00A1: put_actor $LANCE_VANCE at -276.3 -505.0 11.7 

:BARON5_4718
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BARON5_4759 
011C: actor $PLAYER_ACTOR clear_objective 
00A1: put_actor $PLAYER_ACTOR at -282.3 -511.0 11.7 

:BARON5_4759
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_4800 
011C: actor 0@ clear_objective 
00A1: put_actor 0@ at -378.4 -586.8 24.9 

:BARON5_4800
04C7: toggle_camera_green_scanlines 0 
04BB: select_interiour 0 // select render area 
03CB: set_camera -282.3 -511.0 11.7 
02EB: restore_camera_with_jumpcut 
0171: set_player $PLAYER_CHAR z_angle_to 100.0 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 1500 ms 
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_4898 
00A1: put_actor 0@ at -374.9 -585.2 24.6 

:BARON5_4898
0249: release_model #STALLION 
00BC: text_highpriority 'ASS1_16' 10000 ms 1  // ~g~Kill Diaz!
0006: 17@ = 0 // integer values 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_4949 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 

:BARON5_4949
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -345.6 -559.4 26.0 radius 12.0 2.0 10.0 
004D: jump_if_false @BARON5_7764 
0001: wait 0 ms 
00D6: if 
0038:   $38 == 0 // integer values 
004D: jump_if_false @BARON5_5238 
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @BARON5_5238 
00D6: if 
0038:   $33 == 0 // integer values 
004D: jump_if_false @BARON5_5094 
03CF: load_wav 'ASS_1' as 1 
03CF: load_wav 'ASS_2' as 2 
0004: $33 = 1 // integer values 
0002: jump @BARON5_5120 

:BARON5_5094
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON5_5120 
0004: $34 = 1 // integer values 

:BARON5_5120
00D6: if 
0038:   $34 == 1 // integer values 
004D: jump_if_false @BARON5_5238 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_1' 4000 ms 1  // This place is going to be crawling with assholes...be careful...
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BARON5_5238 
0001: wait 500 ms 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_2' 3000 ms 1  // Don't worry Tommy, I'll cover you.
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
0004: $38 = 1 // integer values 
0004: $33 = 0 // integer values 
0004: $34 = 0 // integer values 
0006: 17@ = 0 // integer values 

:BARON5_5238
00D6: if 
0038:   $2940 == 0 // integer values 
004D: jump_if_false @BARON5_5604 
00D6: if 
0038:   $2935 == 0 // integer values 
004D: jump_if_false @BARON5_5604 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_5604 
00D6: if or
00FE:   actor $LANCE_VANCE 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 
00FE:   actor $LANCE_VANCE 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 
00FE:   actor $LANCE_VANCE 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 
00FE:   actor $LANCE_VANCE 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 
00FE:   actor $LANCE_VANCE 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 
004D: jump_if_false @BARON5_5604 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 5.0 
004D: jump_if_false @BARON5_5604 
00D6: if 
0038:   $38 == 1 // integer values 
004D: jump_if_false @BARON5_5604 
03CF: load_wav 'LAW2_4' as 1 

:BARON5_5552
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BARON5_5578 
0001: wait 0 ms 
0002: jump @BARON5_5552 

:BARON5_5578
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_19' 2000 ms 2  // This way!
0004: $2935 = 1 // integer values 

:BARON5_5604
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_5642 
00BC: text_highpriority 'COK4_30' 5000 ms 2  // ~r~Lance is dead!
0002: jump @BARON5_12284 

:BARON5_5642
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_5673 
0226: $2951 = actor $LANCE_VANCE health 
0014: $2951 /= 2 // integer values 

:BARON5_5673
00D6: if 
0038:   $2930 == 0 // integer values 
004D: jump_if_false @BARON5_6108 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_5813 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
004D: jump_if_false @BARON5_5780 
00D6: if 
0038:   $56 == 0 // integer values 
004D: jump_if_false @BARON5_5773 
01E0: clear_leader $LANCE_VANCE 
0004: $56 = 1 // integer values 

:BARON5_5773
0002: jump @BARON5_5813 

:BARON5_5780
00D6: if 
0038:   $56 == 1 // integer values 
004D: jump_if_false @BARON5_5813 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
0004: $56 = 0 // integer values 

:BARON5_5813
00D6: if 
0038:   $56 == 1 // integer values 
004D: jump_if_false @BARON5_5838 
0050: gosub @BARON5_14122 

:BARON5_5838
00D6: if or
00F5:   player $PLAYER_CHAR 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 
00F5:   player $PLAYER_CHAR 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 
00F5:   player $PLAYER_CHAR 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 
004D: jump_if_false @BARON5_5988 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_5988 
01E0: clear_leader $LANCE_VANCE 
0004: $2930 = 1 // integer values 

:BARON5_5988
00D6: if or
00F5:   player $PLAYER_CHAR 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 
00F5:   player $PLAYER_CHAR 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 
004D: jump_if_false @BARON5_6101 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_6101 
01E0: clear_leader $LANCE_VANCE 
0004: $2930 = 2 // integer values 

:BARON5_6101
0002: jump @BARON5_6582 

:BARON5_6108
00D6: if 
0038:   $2940 == 0 // integer values 
004D: jump_if_false @BARON5_6582 
00D6: if 
0038:   $2930 == 1 // integer values 
004D: jump_if_false @BARON5_6354 
00D6: if and
00F5:   player $PLAYER_CHAR 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 
00FE:   actor $LANCE_VANCE 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 
004D: jump_if_false @BARON5_6329 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
03CF: load_wav 'ASS_4' as 2 

:BARON5_6255
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @BARON5_6281 
0001: wait 0 ms 
0002: jump @BARON5_6255 

:BARON5_6281
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON5_6315 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_4' 1500 ms 2  // Diaz must be inside!

:BARON5_6315
0004: $56 = 0 // integer values 
0004: $2930 = 3 // integer values 

:BARON5_6329
00D6: if 
0038:   $2940 == 0 // integer values 
004D: jump_if_false @BARON5_6354 
0050: gosub @BARON5_13908 

:BARON5_6354
00D6: if 
0038:   $2930 == 2 // integer values 
004D: jump_if_false @BARON5_6582 
00D6: if and
00F5:   player $PLAYER_CHAR 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 
00FE:   actor $LANCE_VANCE 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 
004D: jump_if_false @BARON5_6557 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
03CF: load_wav 'ASS_4' as 2 

:BARON5_6483
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @BARON5_6509 
0001: wait 0 ms 
0002: jump @BARON5_6483 

:BARON5_6509
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON5_6543 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_4' 1500 ms 2  // Diaz must be inside!

:BARON5_6543
0004: $56 = 0 // integer values 
0004: $2930 = 3 // integer values 

:BARON5_6557
00D6: if 
0038:   $2940 == 0 // integer values 
004D: jump_if_false @BARON5_6582 
0050: gosub @BARON5_14015 

:BARON5_6582
00D6: if 
0038:   $2930 == 3 // integer values 
004D: jump_if_false @BARON5_6747 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_6722 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
004D: jump_if_false @BARON5_6689 
00D6: if 
0038:   $56 == 0 // integer values 
004D: jump_if_false @BARON5_6682 
01E0: clear_leader $LANCE_VANCE 
0004: $56 = 1 // integer values 

:BARON5_6682
0002: jump @BARON5_6722 

:BARON5_6689
00D6: if 
0038:   $56 == 1 // integer values 
004D: jump_if_false @BARON5_6722 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
0004: $56 = 0 // integer values 

:BARON5_6722
00D6: if 
0038:   $56 == 1 // integer values 
004D: jump_if_false @BARON5_6747 
0050: gosub @BARON5_14122 

:BARON5_6747
00D6: if 
0038:   $2940 == 0 // integer values 
004D: jump_if_false @BARON5_7349 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -338.5 -578.7 11.6 radius 2.0 2.0 3.0 
004D: jump_if_false @BARON5_7349 
009B: destroy_actor_instantly 12@ 
009B: destroy_actor_instantly 13@ 
009B: destroy_actor_instantly $2936 
009B: destroy_actor_instantly $2937 
009B: destroy_actor_instantly $2939 
009B: destroy_actor_instantly $2942 
009B: destroy_actor_instantly $2943 
009B: destroy_actor_instantly $2952 
009A: $2938 = create_actor_pedtype 10 model #CLA at -318.2 -577.1 15.4 
0173: set_actor $2938 z_angle_to 90.0 
0243: set_actor $2938 ped_stats_to 16 
011A: set_actor $2938 search_threat 1 
011A: set_actor $2938 search_threat 16 
01B2: give_actor $2938 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2938 maintain_position_when_attacked 1 
0483: unknown_actor $2938 1500 
0291: set_actor $2938 attack_when_provoked 1 
056B:  $2938 1 
0223: set_actor $2938 health_to 150 
009A: $2941 = create_actor_pedtype 10 model #CLB at -324.6 -581.2 19.0 
0173: set_actor $2941 z_angle_to 305.0 
0243: set_actor $2941 ped_stats_to 16 
011A: set_actor $2941 search_threat 1 
011A: set_actor $2941 search_threat 16 
01B2: give_actor $2941 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2941 maintain_position_when_attacked 1 
0483: unknown_actor $2941 1500 
0291: set_actor $2941 attack_when_provoked 1 
056B:  $2941 1 
0223: set_actor $2941 health_to 150 
009A: $2955 = create_actor_pedtype 10 model #CLB at -318.2 -573.4 22.0 
0173: set_actor $2955 z_angle_to 90.0 
0243: set_actor $2955 ped_stats_to 16 
011A: set_actor $2955 search_threat 1 
011A: set_actor $2955 search_threat 16 
01B2: give_actor $2955 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2955 maintain_position_when_attacked 1 
0483: unknown_actor $2955 1500 
0291: set_actor $2955 attack_when_provoked 1 
056B:  $2955 1 
0223: set_actor $2955 health_to 150 
009A: $2944 = create_actor_pedtype 10 model #CLB at -335.5 -568.6 19.0 
0173: set_actor $2944 z_angle_to 180.0 
0243: set_actor $2944 ped_stats_to 16 
011A: set_actor $2944 search_threat 1 
011A: set_actor $2944 search_threat 16 
01B2: give_actor $2944 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2944 maintain_position_when_attacked 1 
0483: unknown_actor $2944 1500 
0291: set_actor $2944 attack_when_provoked 1 
056B:  $2944 1 
0223: set_actor $2944 health_to 150 
0004: $2930 = 0 // integer values 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_7318 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
00A1: put_actor $LANCE_VANCE at -341.0 -578.5 10.9 

:BARON5_7318
03CF: load_wav 'ASS_11' as 1 
03CF: load_wav 'ASS_12' as 2 
0004: $2940 = 1 // integer values 

:BARON5_7349
00D6: if 
00F5:   player $PLAYER_CHAR 0 -378.4 -551.9 19.4 radius 4.0 1.0 3.0 
004D: jump_if_false @BARON5_7412 
00BC: text_highpriority 'ASS1_18' 2000 ms 2  // ~g~The door is locked, try another route.

:BARON5_7412
00D6: if 
0038:   $2940 == 1 // integer values 
004D: jump_if_false @BARON5_7757 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
00D6: if 
0038:   $2966 == 0 // integer values 
004D: jump_if_false @BARON5_7597 
00D6: if and
00F5:   player $PLAYER_CHAR 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 
00FE:   actor $LANCE_VANCE 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 
004D: jump_if_false @BARON5_7597 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_7597 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON5_7597 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_11' 4500 ms 1  // Hey Tommy, can my room have a view of the bay?
0004: $2966 = 1 // integer values 

:BARON5_7597
00D6: if 
0038:   $2967 == 0 // integer values 
004D: jump_if_false @BARON5_7757 
00D6: if and
00F5:   player $PLAYER_CHAR 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 
00FE:   actor $LANCE_VANCE 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 
004D: jump_if_false @BARON5_7757 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_7757 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON5_7757 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_12' 4500 ms 1  // Beautiful high ceilings in here...
0004: $2967 = 1 // integer values 

:BARON5_7757
0002: jump @BARON5_4949 

:BARON5_7764
009B: destroy_actor_instantly 12@ 
009B: destroy_actor_instantly 13@ 
009A: 14@ = create_actor_pedtype 10 model #CLA at -373.5 -564.8 18.7 
0243: set_actor 14@ ped_stats_to 16 
011A: set_actor 14@ search_threat 1 
011A: set_actor 14@ search_threat 16 
01B2: give_actor 14@ weapon 23 ammo 9999 // Load the weapon model before using this 
0173: set_actor 14@ z_angle_to 0.0 
0350: set_actor 14@ maintain_position_when_attacked 1 
0483: unknown_actor 14@ 1500 
0223: set_actor 14@ health_to 150 
009A: $2950 = create_actor_pedtype 10 model #CLB at -383.7 -565.3 18.7 
0243: set_actor $2950 ped_stats_to 16 
011A: set_actor $2950 search_threat 1 
011A: set_actor $2950 search_threat 16 
01B2: give_actor $2950 weapon 23 ammo 9999 // Load the weapon model before using this 
0173: set_actor $2950 z_angle_to 0.0 
0350: set_actor $2950 maintain_position_when_attacked 1 
0483: unknown_actor $2950 1500 
056B:  $2950 1 
0223: set_actor $2950 health_to 150 
009A: 7@ = create_actor_pedtype 10 model #CLA at -376.0 -582.5 24.5 
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
011A: set_actor 7@ search_threat 16 
01B2: give_actor 7@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 7@ maintain_position_when_attacked 1 
0483: unknown_actor 7@ 1500 
0223: set_actor 7@ health_to 150 
009A: 8@ = create_actor_pedtype 10 model #CLB at -380.9 -582.6 24.5 
0243: set_actor 8@ ped_stats_to 16 
011A: set_actor 8@ search_threat 1 
011A: set_actor 8@ search_threat 16 
01B2: give_actor 8@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 8@ maintain_position_when_attacked 1 
0483: unknown_actor 8@ 1500 
0223: set_actor 8@ health_to 150 
009A: 9@ = create_actor_pedtype 10 model #CLA at -361.6 -559.3 26.6 
0243: set_actor 9@ ped_stats_to 16 
011A: set_actor 9@ search_threat 1 
011A: set_actor 9@ search_threat 16 
01B2: give_actor 9@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 9@ maintain_position_when_attacked 1 
0173: set_actor 9@ z_angle_to 156.6 
0483: unknown_actor 9@ 1500 
0223: set_actor 9@ health_to 150 
009A: 10@ = create_actor_pedtype 10 model #CLB at -378.2 -560.7 26.6 
0243: set_actor 10@ ped_stats_to 16 
011A: set_actor 10@ search_threat 1 
011A: set_actor 10@ search_threat 16 
01B2: give_actor 10@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 10@ maintain_position_when_attacked 1 
0173: set_actor 10@ z_angle_to 180.0 
0483: unknown_actor 10@ 1500 
0223: set_actor 10@ health_to 150 
009A: 11@ = create_actor_pedtype 10 model #CLB at -391.6 -566.5 26.6 
0243: set_actor 11@ ped_stats_to 16 
011A: set_actor 11@ search_threat 1 
011A: set_actor 11@ search_threat 16 
01B2: give_actor 11@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 11@ maintain_position_when_attacked 1 
0173: set_actor 11@ z_angle_to 248.7 
0483: unknown_actor 11@ 1500 
056B:  11@ 1 
0223: set_actor 11@ health_to 150 

:BARON5_8384
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_10371 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @BARON5_8427 
0002: jump @BARON5_10371 

:BARON5_8427
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_8465 
00BC: text_highpriority 'COK4_30' 5000 ms 2  // ~r~Lance is dead!
0002: jump @BARON5_12284 

:BARON5_8465
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_8496 
0226: $2951 = actor $LANCE_VANCE health 
0014: $2951 /= 2 // integer values 

:BARON5_8496
00D6: if 
0057:   player $PLAYER_CHAR 0 -360.8 -564.0 17.0 -396.0 -580.5 35.0 
004D: jump_if_false @BARON5_9206 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_9206 
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BARON5_9206 
03CF: load_wav 'ASS_13' as 1 
03CF: load_wav 'ASS_14' as 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 
0001: wait 0 ms 
0395: clear_area 1 at 378.4 -588.4 range 24.5 1.0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_8844 
01B2: give_actor 0@ weapon 25 ammo 30000 // Load the weapon model before using this 
011C: actor 0@ clear_objective 
053D:  0@ 
00A1: put_actor 0@ at -378.4 -588.4 24.5 
0243: set_actor 0@ ped_stats_to 16 
0245: set_actor 0@ walk_style_to 33 
0395: clear_area 1 at -378.4 -575.7 range 24.5 1.0 
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_8780 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_8780
04C4: create_coordinate $2963 $2964 $2965 from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_8839 
00A1: put_actor $LANCE_VANCE at $2963 $2964 $2965 

:BARON5_8839
0108: destroy_object $2934 

:BARON5_8844
015F: set_camera_position -377.054 -578.589 24.429 0.0 rotation 0.0 0.0 
0160: point_camera -377.288 -579.531 24.668 switchstyle 2 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_8926 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_8926
0001: wait 2500 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_8962 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_8962
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON5_8996 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_13' 4500 ms 1  // DIAZ?! I've come to take over your business!

:BARON5_8996
0001: wait 3500 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_9032 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_9032
015F: set_camera_position -388.502 -583.468 28.897 0.0 rotation 0.0 0.0 
0160: point_camera -387.833 -582.797 28.577 switchstyle 2 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BARON5_9117 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_14' 4500 ms 1  // TOMMY! You betrayed me, you idiot! I'm gonna kill you real soon..

:BARON5_9117
0001: wait 3000 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_9206 
0243: set_actor 0@ ped_stats_to 16 
02A9: set_actor 0@ immune_to_nonplayer 1 
011A: set_actor 0@ search_threat 1 
011A: set_actor 0@ search_threat 16 
01CA: actor 0@ kill_player $PLAYER_CHAR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
03CF: load_wav 'ASS_7' as 1 
0006: 3@ = 1 // integer values 

:BARON5_9206
00D6: if 
0038:   $2968 == 0 // integer values 
004D: jump_if_false @BARON5_9315 
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BARON5_9315 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_9315 
00D6: if 
02E0:   actor $LANCE_VANCE firing_weapon 
004D: jump_if_false @BARON5_9315 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BARON5_9315 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_7' 4500 ms 1  // Eat this, you murdering bastards!!
0004: $2968 = 1 // integer values 

:BARON5_9315
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BARON5_9665 
00D6: if 
0038:   $2945 == 0 // integer values 
004D: jump_if_false @BARON5_9665 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARON5_9665 
00D6: if 
8184:   not actor 0@ health >= 500 
004D: jump_if_false @BARON5_9665 
00D6: if 
00FF:   actor 0@ 0 -378.4 -575.7 25.0 radius 5.0 5.0 4.0 
004D: jump_if_false @BARON5_9454 
01ED: clear_actor 0@ threat_search 
0239: actor 0@ run_to -378.5 -589.6 

:BARON5_9454
00D6: if 
00FF:   actor 0@ 0 -378.5 -589.6 25.0 radius 1.0 1.0 4.0 
004D: jump_if_false @BARON5_9517 
0239: actor 0@ run_to -375.1 -595.5 

:BARON5_9517
00D6: if 
00FF:   actor 0@ 0 -375.1 -595.5 25.0 radius 1.0 1.5 4.0 
004D: jump_if_false @BARON5_9580 
0239: actor 0@ run_to -378.6 -595.7 

:BARON5_9580
00D6: if 
00FF:   actor 0@ 0 -378.6 -595.7 25.0 radius 0.5 0.5 4.0 
004D: jump_if_false @BARON5_9665 
020F: actor 0@ look_at_player $PLAYER_CHAR 
011A: set_actor 0@ search_threat 1 
011A: set_actor 0@ search_threat 16 
01CA: actor 0@ kill_player $PLAYER_CHAR 
0004: $2945 = 1 // integer values 

:BARON5_9665
00D6: if 
0038:   $2931 == 0 // integer values 
004D: jump_if_false @BARON5_10185 
00D6: if 
8118:   not actor 14@ dead 
004D: jump_if_false @BARON5_9775 
00D6: if and
00FB:   player $PLAYER_CHAR 0 14@ radius 20.0 20.0 10.0 
0123:   actor 14@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON5_9750 
0004: $2931 = 1 // integer values 

:BARON5_9750
00D6: if 
8184:   not actor 14@ health >= 90 
004D: jump_if_false @BARON5_9775 
0004: $2931 = 1 // integer values 

:BARON5_9775
00D6: if 
8118:   not actor $2950 dead 
004D: jump_if_false @BARON5_9867 
00D6: if and
00FB:   player $PLAYER_CHAR 0 $2950 radius 20.0 20.0 10.0 
0123:   actor $2950 spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON5_9842 
0004: $2931 = 1 // integer values 

:BARON5_9842
00D6: if 
8184:   not actor $2950 health >= 90 
004D: jump_if_false @BARON5_9867 
0004: $2931 = 1 // integer values 

:BARON5_9867
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON5_9966 
00D6: if and
00FB:   player $PLAYER_CHAR 0 9@ radius 20.0 20.0 10.0 
0123:   actor 9@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON5_9934 
0004: $2931 = 1 // integer values 

:BARON5_9934
00D6: if 
8184:   not actor 9@ health >= 90 
004D: jump_if_false @BARON5_9959 
0004: $2931 = 1 // integer values 

:BARON5_9959
0002: jump @BARON5_9973 

:BARON5_9966
0004: $2931 = 1 // integer values 

:BARON5_9973
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON5_10072 
00D6: if and
00FB:   player $PLAYER_CHAR 0 10@ radius 20.0 20.0 10.0 
0123:   actor 10@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON5_10040 
0004: $2931 = 1 // integer values 

:BARON5_10040
00D6: if 
8184:   not actor 10@ health >= 90 
004D: jump_if_false @BARON5_10065 
0004: $2931 = 1 // integer values 

:BARON5_10065
0002: jump @BARON5_10079 

:BARON5_10072
0004: $2931 = 1 // integer values 

:BARON5_10079
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @BARON5_10178 
00D6: if and
00FB:   player $PLAYER_CHAR 0 11@ radius 20.0 20.0 10.0 
0123:   actor 11@ spotted_player $PLAYER_CHAR 
004D: jump_if_false @BARON5_10146 
0004: $2931 = 1 // integer values 

:BARON5_10146
00D6: if 
8184:   not actor 11@ health >= 90 
004D: jump_if_false @BARON5_10171 
0004: $2931 = 1 // integer values 

:BARON5_10171
0002: jump @BARON5_10185 

:BARON5_10178
0004: $2931 = 1 // integer values 

:BARON5_10185
0050: gosub @BARON5_13242 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_10314 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
004D: jump_if_false @BARON5_10281 
00D6: if 
0038:   $56 == 0 // integer values 
004D: jump_if_false @BARON5_10274 
01E0: clear_leader $LANCE_VANCE 
0004: $56 = 1 // integer values 

:BARON5_10274
0002: jump @BARON5_10314 

:BARON5_10281
00D6: if 
0038:   $56 == 1 // integer values 
004D: jump_if_false @BARON5_10314 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
0004: $56 = 0 // integer values 

:BARON5_10314
00D6: if 
0038:   $56 == 1 // integer values 
004D: jump_if_false @BARON5_10339 
0050: gosub @BARON5_14122 

:BARON5_10339
00D6: if 
0038:   $2940 == 1 // integer values 
004D: jump_if_false @BARON5_10364 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:BARON5_10364
0002: jump @BARON5_8384 

:BARON5_10371
0151: remove_status_text $2951 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:BARON5_10391
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_10415 
0001: wait 0 ms 
0002: jump @BARON5_10391 

:BARON5_10415
009B: destroy_actor_instantly 7@ 
009B: destroy_actor_instantly 8@ 
009B: destroy_actor_instantly 9@ 
009B: destroy_actor_instantly 10@ 
009B: destroy_actor_instantly 11@ 
009B: destroy_actor_instantly 12@ 
009B: destroy_actor_instantly 13@ 
009B: destroy_actor_instantly $2957 
009B: destroy_actor_instantly $2958 
009B: destroy_actor_instantly 14@ 
009B: destroy_actor_instantly $2950 
009B: destroy_actor_instantly 0@ 
009B: destroy_actor_instantly $LANCE_VANCE 
009B: destroy_actor_instantly $2936 
009B: destroy_actor_instantly $2937 
009B: destroy_actor_instantly $2938 
009B: destroy_actor_instantly $2939 
009B: destroy_actor_instantly $2941 
009B: destroy_actor_instantly $2955 
009B: destroy_actor_instantly $2944 
009B: destroy_actor_instantly $2956 
009B: destroy_actor_instantly $2952 
009B: destroy_actor_instantly $2953 
009B: destroy_actor_instantly $2954 
009B: destroy_actor_instantly $2959 
009B: destroy_actor_instantly $2960 
009B: destroy_actor_instantly $2961 
009B: destroy_actor_instantly $2962 
009B: destroy_actor_instantly $2946 
009B: destroy_actor_instantly $2947 
009B: destroy_actor_instantly $2948 
009B: destroy_actor_instantly $2949 
00D6: if 
047A:   actor $PLAYER_ACTOR driving_a_motorbike 
004D: jump_if_false @BARON5_10640 
00DA: $2969 = player $PLAYER_CHAR car 
00D6: if 
8119:   not car $2969 wrecked 
004D: jump_if_false @BARON5_10640 
0362: put_actor $PLAYER_ACTOR at -378.3 -592.4 24.8 and_remove_from_car 
00A6: destroy_car $2969 

:BARON5_10640
009A: 12@ = create_actor_pedtype 10 model #CLB at -392.0 -559.5 27.5 
0173: set_actor 12@ z_angle_to 286.0 
0446: set_actor 12@ dismemberment_possible 0 
0321: kill_actor 12@ 
009A: $2936 = create_actor_pedtype 10 model #CLA at -393.0 -565.4 27.5 
0173: set_actor $2936 z_angle_to 180.0 
0446: set_actor $2936 dismemberment_possible 0 
0321: kill_actor $2936 
009A: $2937 = create_actor_pedtype 10 model #CLA at -382.3 -557.7 27.5 
0173: set_actor $2937 z_angle_to 90.0 
0446: set_actor $2937 dismemberment_possible 0 
0321: kill_actor $2937 
009A: $2938 = create_actor_pedtype 10 model #CLA at -371.8 -580.4 25.5 
0173: set_actor $2938 z_angle_to 270.0 
0446: set_actor $2938 dismemberment_possible 0 
0321: kill_actor $2938 
009A: $2939 = create_actor_pedtype 10 model #CLA at -389.7 -580.2 25.5 
0173: set_actor $2939 z_angle_to 166.0 
0446: set_actor $2939 dismemberment_possible 0 
0321: kill_actor $2939 
009A: $2941 = create_actor_pedtype 10 model #CLA at -370.3 -559.2 27.5 
0173: set_actor $2941 z_angle_to 100.0 
0446: set_actor $2941 dismemberment_possible 0 
0321: kill_actor $2941 
01BD: $29 = current_time_in_ms 
0004: $30 = 0 // integer values 

:BARON5_10928
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001A:   5000 > $30 // integer values 
004D: jump_if_false @BARON5_10984 
0001: wait 0 ms 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // integer values and handles 
0060: $30 -= $29 // integer values 
0002: jump @BARON5_10928 

:BARON5_10984
03EF: player $PLAYER_CHAR make_safe 
03AD: set_rubbish 0 
03AF: set_streaming 0 
04F9: set_extracolors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'CPYTH' 
02F3: load_object #CUTOBJ02 'DEAGL' 
03CB: set_camera -378.3 -577.3 25.3 
038B: load_requested_models 

:BARON5_11084
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BARON5_11128 
0001: wait 0 ms 
0002: jump @BARON5_11084 

:BARON5_11128
0001: wait 1500 ms 
02E4: load_cutscene_data 'ASS_2' 
0395: clear_area 1 at -378.6 -552.6 range 25.5 40.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 40.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $2933 = create_cutscene_object #CUTOBJ01 
0524: unknown_cutscene_command $2933 $125 24 
02E5: 5@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 5@ 'DEAGL' 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON5_11343
00D6: if 
001A:   5061 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11378 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11343 

:BARON5_11378
00BC: text_highpriority 'ASS1_F' 10000 ms 1  // You stupid pricks...

:BARON5_11393
00D6: if 
001A:   8717 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11428 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11393 

:BARON5_11428
00BC: text_highpriority 'ASS1_G' 10000 ms 1  // my beautiful house

:BARON5_11443
00D6: if 
001A:   11569 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11478 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11443 

:BARON5_11478
00BC: text_highpriority 'ASS1_H' 10000 ms 1  // look what you've done to it!

:BARON5_11493
00D6: if 
001A:   13154 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11528 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11493 

:BARON5_11528
00BC: text_highpriority 'ASS1_I' 10000 ms 1  // This is for my brother!

:BARON5_11543
00D6: if 
001A:   15615 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11578 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11543 

:BARON5_11578
00BC: text_highpriority 'ASS1_J' 10000 ms 1  // I trusted you, Tommy.

:BARON5_11593
00D6: if 
001A:   20715 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11628 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11593 

:BARON5_11628
00BC: text_highpriority 'ASS1_K' 10000 ms 1  // I woulda had you made...

:BARON5_11643
00D6: if 
001A:   23530 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11678 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11643 

:BARON5_11678
00BC: text_highpriority 'ASS1_L' 5000 ms 1  // Say goodnight, Mr. Diaz.

:BARON5_11693
00D6: if 
001A:   24530 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11728 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11693 

:BARON5_11728
00D6: if 
001A:   27376 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11763 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11728 

:BARON5_11763
043C: set_game_sounds_disable_on_fade 0 
00BE: text_clear_all 
03EB: clear_small_messages_only 
0169: set_fade_color 255 255 255 
016A: fade 0 0 ms 

:BARON5_11788
00D6: if 
001A:   28876 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BARON5_11823 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BARON5_11788 

:BARON5_11823
00BE: text_clear_all 
03EB: clear_small_messages_only 

:BARON5_11827
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_11851 
0001: wait 0 ms 
0002: jump @BARON5_11827 

:BARON5_11851
0001: wait 1000 ms 
00BE: text_clear_all 
03EB: clear_small_messages_only 
03AD: set_rubbish 1 
02EA: end_cutscene 
00BE: text_clear_all 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
043C: set_game_sounds_disable_on_fade 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04FA: reset_sky_colors_with_fade 0 
015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 
0395: clear_area 1 at -378.6 -552.6 range 25.5 40.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 40.0 
04BB: select_interiour 0 // select render area 
03CB: set_camera -381.8 -536.0 26.3 
015F: set_camera_position -415.273 -502.09 39.183 0.0 rotation 0.0 0.0 
0160: point_camera -414.699 -502.788 38.754 switchstyle 2 
016A: fade 1 1500 ms 

:BARON5_12117
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_12141 
0001: wait 0 ms 
0002: jump @BARON5_12117 

:BARON5_12141
0394: play_music 1 
00BA: text_styled 'PROP_A' 7000 ms 6  // PROPERTY ACQUIRED!
0001: wait 6000 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:BARON5_12180
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_12204 
0001: wait 0 ms 
0002: jump @BARON5_12180 

:BARON5_12204
0055: put_player $PLAYER_CHAR at -378.3 -592.4 24.8 
02A3: enable_widescreen 0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
0001: wait 500 ms 
04BB: select_interiour 2 // select render area 
03CB: set_camera -378.3 -592.4 24.8 
016A: fade 1 1000 ms 
00BE: text_clear_all 
0002: jump @BARON5_12576 

:BARON5_12284
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BARON5_12540 
00D6: if or
0038:   $991 == 1 // integer values 
0057:   player $PLAYER_CHAR 0 -350.93 -574.95 10.0 -369.2 -598.84 13.5 
0057:   player $PLAYER_CHAR 0 -387.75 -598.51 10.0 -443.6 -571.64 13.5 
004D: jump_if_false @BARON5_12540 
00D6: if 
0118:   actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_12540 
016A: fade 0 1000 ms 

:BARON5_12430
00D6: if 
016B:   fading 
004D: jump_if_false @BARON5_12454 
0001: wait 0 ms 
0002: jump @BARON5_12430 

:BARON5_12454
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BARON5_12533 
04BB: select_interiour 0 // select render area 
03CB: set_camera -274.4 -492.9 10.3 
0055: put_player $PLAYER_CHAR at -274.4 -492.9 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
0373: set_camera_directly_behind_player 
00A6: destroy_car $26 
009B: destroy_actor_instantly $LANCE_VANCE 

:BARON5_12533
016A: fade 1 1000 ms 

:BARON5_12540
029B: $1787 = init_object #MANSION_NEW_DOORS at -391.19 -575.906 24.071 
01C7: remove_object_from_mission_cleanup_list $1787 
0004: $1001 = 0 // integer values 
0051: return 

:BARON5_12576
0004: $PASSED_ASS1_RUB_OUT = 1 // integer values 
0108: destroy_object $1788 
029B: $1789 = init_object #MAN_DOOROPEN at -378.542 -554.006 21.96 
01C7: remove_object_from_mission_cleanup_list $1789 
0004: $1001 = 2 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 31900 
0318: set_latest_mission_passed 'ASS_1'  // Rub Out
01F0: set_max_wanted_level_to 6 
030C: progress_made += 1 
02FA: garage $686 change_to_type 31 
032B: $77 = create_weapon_pickup #M4 15 ammo 50000 at -330.9 -569.7 11.6 
032B: $78 = create_weapon_pickup #CHROMEGUN 15 ammo 50000 at -335.9 -569.5 11.6 
0213: $79 = create_pickup #HEALTH type 2 at -330.702 -573.366 11.6 
0213: $80 = create_pickup #BODYARMOUR type 2 at -336.0 -573.7 11.6 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
0004: $1278 = 1 // integer values 
0004: $855 = 1 // integer values 
0004: $906 = 1 // integer values 
0004: $907 = 1 // integer values 
004F: create_thread @PRO1  
004F: create_thread @PSAVE2  
0164: disable_marker $234 
0164: disable_marker $265 
01E3: text_1number_styled 'M_PASS' number 31900 time 2000 style 1  // MISSION PASSED! $~1~
02A7: $265 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5 
0051: return 

:BARON5_12919
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #CLA 
0249: release_model #CLB 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #UZI 
0249: release_model #STALLION 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 12@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2957 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2958 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2950 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $LANCE_VANCE // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2936 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2937 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2938 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2939 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2941 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2955 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2944 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2956 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2952 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2953 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2954 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2959 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2960 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2961 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2962 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2946 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2947 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2948 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2949 // Like turning an actor into a random pedestrian 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0164: disable_marker 1@ 
0164: disable_marker $57 
0108: destroy_object $2934 
034F: destroy_actor_with_fade $LANCE_VANCE // The actor fades away like a ghost 
0151: remove_status_text $2951 
040D: unload_wav 1 
040D: unload_wav 2 
022A: remove_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0 
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D8: mission_cleanup 
0051: return 

:BARON5_13242
00D6: if 
0038:   $2931 == 1 // integer values 
004D: jump_if_false @BARON5_13906 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @BARON5_13333 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON5_13302 
01CA: actor 7@ kill_player $PLAYER_CHAR 

:BARON5_13302
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON5_13326 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON5_13326
0006: 6@ = 1 // integer values 

:BARON5_13333
00D6: if 
0038:   $2929 == 0 // integer values 
004D: jump_if_false @BARON5_13499 
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON5_13382 
0350: set_actor 9@ maintain_position_when_attacked 0 
01CA: actor 9@ kill_player $PLAYER_CHAR 

:BARON5_13382
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON5_13413 
0350: set_actor 10@ maintain_position_when_attacked 0 
01CA: actor 10@ kill_player $PLAYER_CHAR 

:BARON5_13413
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @BARON5_13437 
01CA: actor 11@ kill_player $PLAYER_CHAR 

:BARON5_13437
00D6: if 
8118:   not actor 14@ dead 
004D: jump_if_false @BARON5_13468 
0350: set_actor 14@ maintain_position_when_attacked 0 
01CA: actor 14@ kill_player $PLAYER_CHAR 

:BARON5_13468
00D6: if 
8118:   not actor $2950 dead 
004D: jump_if_false @BARON5_13492 
01CA: actor $2950 kill_player $PLAYER_CHAR 

:BARON5_13492
0004: $2929 = 1 // integer values 

:BARON5_13499
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @BARON5_13906 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
0039:   3@ == 1 // integer values 
004D: jump_if_false @BARON5_13698 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @BARON5_13624 
0350: set_actor 7@ maintain_position_when_attacked 0 
00D6: if 
8510:   not unknown_actor 7@ on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @BARON5_13624 
009E: set_actor 7@ path $95 $96 $97 unknown 1.0 1 

:BARON5_13624
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARON5_13698 
0350: set_actor 8@ maintain_position_when_attacked 0 
00D6: if 
8510:   not unknown_actor 8@ on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @BARON5_13698 
009E: set_actor 8@ path $95 $96 $97 unknown 1.0 1 

:BARON5_13698
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @BARON5_13765 
00D6: if 
8510:   not unknown_actor 9@ on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @BARON5_13765 
009E: set_actor 9@ path $95 $96 $97 unknown 1.0 1 

:BARON5_13765
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @BARON5_13832 
00D6: if 
8510:   not unknown_actor 10@ on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @BARON5_13832 
009E: set_actor 10@ path $95 $96 $97 unknown 1.0 1 

:BARON5_13832
00D6: if 
8118:   not actor 14@ dead 
004D: jump_if_false @BARON5_13899 
00D6: if 
8510:   not unknown_actor 14@ on_path $95 $96 $97 radius 1.0 
004D: jump_if_false @BARON5_13899 
009E: set_actor 14@ path $95 $96 $97 unknown 1.0 1 

:BARON5_13899
0006: 16@ = 0 // integer values 

:BARON5_13906
0051: return 

:BARON5_13908
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @BARON5_14013 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_14006 
00D6: if 
8510:   not unknown_actor $LANCE_VANCE on_path -442.6 -574.9 11.0 radius 0.5 
004D: jump_if_false @BARON5_14006 
009E: set_actor $LANCE_VANCE path -442.6 -574.9 11.0 unknown 0.5 1 

:BARON5_14006
0006: 16@ = 0 // integer values 

:BARON5_14013
0051: return 

:BARON5_14015
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @BARON5_14120 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_14113 
00D6: if 
8510:   not unknown_actor $LANCE_VANCE on_path -370.1 -596.4 9.5 radius 0.5 
004D: jump_if_false @BARON5_14113 
009E: set_actor $LANCE_VANCE path -370.1 -596.4 9.5 unknown 0.5 1 

:BARON5_14113
0006: 16@ = 0 // integer values 

:BARON5_14120
0051: return 

:BARON5_14122
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @BARON5_14229 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @BARON5_14222 
00D6: if 
8510:   not unknown_actor $LANCE_VANCE on_path $95 $96 $97 radius 0.5 
004D: jump_if_false @BARON5_14222 
009E: set_actor $LANCE_VANCE path $95 $96 $97 unknown 0.5 1 

:BARON5_14222
0006: 17@ = 0 // integer values 

:BARON5_14229
0051: return 

//-------------Mission 17---------------
// Originally: Death Row

:KENT1
03A4: name_thread 'KENT1' 
0050: gosub @KENT1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @KENT1_37 
0050: gosub @KENT1_7687 

:KENT1_37
0050: gosub @KENT1_7793 
004E: end_thread 

:KENT1_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0005: $95 = 0.0 // floating-point values 
0005: $96 = 0.0 // floating-point values 
0005: $97 = 0.0 // floating-point values 
0006: 12@ = 0 // integer values 
0004: $2971 = 0 // integer values 
0006: 11@ = 0 // integer values 
0006: 10@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0007: 6@ = -1310.325 // floating-point values 
0007: 7@ = 165.808 // floating-point values 
0007: 8@ = 10.59 // floating-point values 
0007: 9@ = 280.723 // floating-point values 
0004: $2970 = 100 // integer values 
0006: 1@ = 100 // integer values 
0005: $2973 = -1308.51 // floating-point values 
0005: $2974 = 162.002 // floating-point values 
0005: $2975 = 10.56 // floating-point values 
0004: $2976 = 0 // integer values 
0004: $2977 = 0 // integer values 
0004: $2979 = 0 // integer values 
0005: $2980 = -1256.36 // floating-point values 
0005: $2981 = 2.86 // floating-point values 
0005: $2982 = 10.45 // floating-point values 
0005: $2983 = -1255.89 // floating-point values 
0005: $2984 = 12.26 // floating-point values 
0005: $2985 = 10.45 // floating-point values 
0005: $2986 = -1255.72 // floating-point values 
0005: $2987 = 19.11 // floating-point values 
0005: $2988 = 10.45 // floating-point values 
0005: $2989 = -1255.89 // floating-point values 
0005: $2990 = 12.26 // floating-point values 
0005: $2991 = 10.45 // floating-point values 
0005: $2992 = -1256.36 // floating-point values 
0005: $2993 = 2.86 // floating-point values 
0005: $2994 = 10.45 // floating-point values 
0004: $2996 = 0 // integer values 
0004: $2997 = 0 // integer values 
0005: $3001 = 180.0 // floating-point values 
0005: $2998 = -1310.29 // floating-point values 
0005: $2999 = 155.36 // floating-point values 
0005: $3000 = 10.56 // floating-point values 
0004: $3003 = 0 // integer values 
0004: $3004 = 0 // integer values 
0005: $3008 = 180.0 // floating-point values 
0005: $3005 = -1303.69 // floating-point values 
0005: $3006 = 155.36 // floating-point values 
0005: $3007 = 10.56 // floating-point values 
0004: $3010 = 0 // integer values 
0004: $3011 = 0 // integer values 
0005: $3012 = -1259.0 // floating-point values 
0005: $3013 = 104.09 // floating-point values 
0005: $3014 = 10.45 // floating-point values 
0005: $3015 = -1260.03 // floating-point values 
0005: $3016 = 95.52 // floating-point values 
0005: $3017 = 10.45 // floating-point values 
0005: $3018 = -1260.07 // floating-point values 
0005: $3019 = 80.4 // floating-point values 
0005: $3020 = 10.45 // floating-point values 
0005: $3021 = -1259.79 // floating-point values 
0005: $3022 = 60.42 // floating-point values 
0005: $3023 = 10.26 // floating-point values 
0005: $3024 = -1259.66 // floating-point values 
0005: $3025 = 49.85 // floating-point values 
0005: $3026 = 10.21 // floating-point values 
0005: $3027 = -1259.79 // floating-point values 
0005: $3028 = 60.42 // floating-point values 
0005: $3029 = 10.26 // floating-point values 
0005: $3030 = -1260.07 // floating-point values 
0005: $3031 = 80.4 // floating-point values 
0005: $3032 = 10.45 // floating-point values 
0005: $3033 = -1260.03 // floating-point values 
0005: $3034 = 95.52 // floating-point values 
0005: $3035 = 10.45 // floating-point values 
0005: $3036 = -1259.0 // floating-point values 
0005: $3037 = 104.09 // floating-point values 
0005: $3038 = 10.45 // floating-point values 
0004: $3040 = 0 // integer values 
0004: $3041 = 0 // integer values 
0005: $3042 = -1302.17 // floating-point values 
0005: $3043 = 82.09 // floating-point values 
0005: $3044 = 10.46 // floating-point values 
0005: $3045 = -1303.89 // floating-point values 
0005: $3046 = 75.11 // floating-point values 
0005: $3047 = 10.46 // floating-point values 
0005: $3048 = -1306.49 // floating-point values 
0005: $3049 = 61.84 // floating-point values 
0005: $3050 = 10.46 // floating-point values 
0005: $3051 = -1302.17 // floating-point values 
0005: $3052 = 82.09 // floating-point values 
0005: $3053 = 10.46 // floating-point values 
0004: $3055 = 0 // integer values 
0004: $3057 = 0 // integer values 
0004: $3058 = 0 // integer values 
0004: $3060 = 0 // integer values 
0004: $3061 = 0 // integer values 
0004: $3063 = 0 // integer values 
0004: $3064 = 0 // integer values 
0004: $3066 = 0 // integer values 
0004: $3067 = 0 // integer values 
0004: $3069 = 0 // integer values 
0004: $3070 = 0 // integer values 
0004: $3072 = 0 // integer values 
0004: $3074 = 0 // integer values 
0004: $3076 = 0 // integer values 
0004: $3078 = 0 // integer values 
0005: $3080 = -823.45 // floating-point values 
0005: $3081 = 1162.13 // floating-point values 
0005: $3082 = 10.06 // floating-point values 
0004: $3083 = 0 // integer values 
0004: $3084 = 0 // integer values 
0004: $3086 = 0 // integer values 
0004: $3087 = 0 // integer values 
0004: $3089 = 0 // integer values 
0004: $3090 = 0 // integer values 
0004: $3097 = 0 // integer values 
0004: $3098 = 0 // integer values 
0004: $3100 = 0 // integer values 
0004: $3101 = 0 // integer values 
0004: $3102 = 0 // integer values 
0004: $3103 = 0 // integer values 
0004: $3104 = 0 // integer values 
0004: $3105 = 0 // integer values 
0004: $3106 = 0 // integer values 
0004: $3107 = 0 // integer values 
0004: $3108 = 0 // integer values 
0004: $3109 = 0 // integer values 
0004: $3110 = 0 // integer values 
0004: $3111 = 0 // integer values 
0004: $3112 = 0 // integer values 
0004: $3113 = 0 // integer values 
0004: $3114 = 0 // integer values 
0004: $3115 = 0 // integer values 
0004: $3116 = 0 // integer values 
0004: $3117 = 0 // integer values 
0004: $3118 = 0 // integer values 
0004: $3121 = 0 // integer values 
0004: $3122 = 0 // integer values 
0004: $3123 = 0 // integer values 
0004: $3124 = 0 // integer values 
0004: $3125 = 0 // integer values 
0004: $3126 = 0 // integer values 
0004: $3127 = 0 // integer values 
0004: $3128 = 0 // integer values 
0004: $3129 = 0 // integer values 
0004: $3130 = 0 // integer values 
0004: $3131 = 0 // integer values 
0004: $3133 = 0 // integer values 
0005: $3134 = 0.0 // floating-point values 
0005: $3135 = 0.0 // floating-point values 
0005: $3136 = 0.0 // floating-point values 
0005: $3137 = 0.0 // floating-point values 
0005: $3138 = 0.0 // floating-point values 
0005: $3139 = 0.0 // floating-point values 
0005: $3140 = 0.0 // floating-point values 
0005: $3141 = 0.0 // floating-point values 
0005: $3142 = 0.0 // floating-point values 
0005: $3143 = 0.0 // floating-point values 
0005: $3144 = 0.0 // floating-point values 
0005: $3145 = 0.0 // floating-point values 
0005: $3146 = 0.0 // floating-point values 
0005: $3147 = 0.0 // floating-point values 
0005: $3148 = 0.0 // floating-point values 
0005: $3149 = 0.0 // floating-point values 
0005: $3150 = 0.0 // floating-point values 
0005: $3151 = 0.0 // floating-point values 
0005: $3152 = 0.0 // floating-point values 
0005: $3153 = 0.0 // floating-point values 
0005: $3154 = 0.0 // floating-point values 
0005: $3155 = 0.0 // floating-point values 
0005: $3156 = 0.0 // floating-point values 
0005: $3157 = 0.0 // floating-point values 
0004: $3158 = 0 // integer values 
0004: $3159 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'KENT1' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
0004: $1011 = 1 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
04F9: set_extracolors 1 fade 0 
04BB: select_interiour 17 // select render area 
03CB: set_camera 476.12 -63.377 10.0 
038B: load_requested_models 

:KENT1_1673
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @KENT1_1703 
0001: wait 0 ms 
0002: jump @KENT1_1673 

:KENT1_1703
02E4: load_cutscene_data 'RESC_1A' 
0244: set_cutscene_pos 477.687 -58.001 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $142 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $142 'CSKENT' 
0395: clear_area 1 at 495.74 -82.79 range 9.03 1.0 
0055: put_player $PLAYER_CHAR at 495.74 -82.79 9.03 
0171: set_player $PLAYER_CHAR z_angle_to 211.2 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:KENT1_1853
00D6: if 
001A:   798 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_1888 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_1853 

:KENT1_1888
00BC: text_highpriority 'KPM1_A' 10000 ms 1  // Awright mush, I'm gonna save your Vera, mate.

:KENT1_1903
00D6: if 
001A:   3079 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_1938 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_1903 

:KENT1_1938
00BC: text_highpriority 'KPM1_B' 10000 ms 1  // What the hell are you talking about?

:KENT1_1953
00D6: if 
001A:   4603 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_1988 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_1953 

:KENT1_1988
00BC: text_highpriority 'KPM1_C' 10000 ms 1  // You know that wanker Diaz, the Bugle Master.

:KENT1_2003
00D6: if 
001A:   6776 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_2038 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_2003 

:KENT1_2038
00BC: text_highpriority 'KPM1_D' 10000 ms 1  // He's got your boy, Lance. Word is your mate tried to jump him...

:KENT1_2053
00D6: if 
001A:   9460 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_2088 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_2053 

:KENT1_2088
00BC: text_highpriority 'KPM1_E' 10000 ms 1  // didn't jump high enough if you know what I mean.

:KENT1_2103
00D6: if 
001A:   11736 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_2138 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_2103 

:KENT1_2138
00BC: text_highpriority 'KPM1_F' 10000 ms 1  // Where did he take him? In plain English?

:KENT1_2153
00D6: if 
001A:   14992 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_2188 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_2153 

:KENT1_2188
00BC: text_highpriority 'KPM1_G' 10000 ms 1  // Keep your barnet on! They got him across town at the junkyard.

:KENT1_2203
00D6: if 
001A:   20583 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_2238 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_2203 

:KENT1_2238
00BC: text_highpriority 'KPM1_H' 10000 ms 1  // Bloody hell....you nutter!

:KENT1_2253
00D6: if 
001A:   22880 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_2288 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_2253 

:KENT1_2288
00BE: text_clear_all 

:KENT1_2290
00D6: if 
001A:   23352 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @KENT1_2325 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @KENT1_2290 

:KENT1_2325
016A: fade 0 2000 ms 
00BE: text_clear_all 

:KENT1_2334
00D6: if 
016B:   fading 
004D: jump_if_false @KENT1_2358 
0001: wait 0 ms 
0002: jump @KENT1_2334 

:KENT1_2358
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04FA: reset_sky_colors_with_fade 0 
04BB: select_interiour 0 // select render area 
03CB: set_camera 495.74 -82.79 9.03 
0004: $1011 = 0 // integer values 
0004: $986 = 0 // integer values 
04E3: unknown_player $PLAYER_CHAR 2 60000 
0167: $3132 = create_marker_at -1219.969 8.543 10.44 color 1 flag 3 
0168: set_blip $3132 size 3 
0004: $3133 = 1 // integer values 
03C4: set_status_text_to $2970 1 'KPM1_3'  // LANCE'S HEALTH:
00BC: text_highpriority 'KPM1_1' 7000 ms 1  // ~g~Lance is being held at the junk yard, Go and rescue him!
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0247: request_model #CLA 
0247: request_model #CLB 
0247: request_model #UZI 
0247: request_model #SENTINEL 
0247: request_model #COMET 
0247: request_model #RUGER 
04ED: load_animation 'LANCE' 
023C: load_special_actor 3 'IGBUDDY' 

:KENT1_2578
00D6: if or
8248:   not model #CLA available 
8248:   not model #CLB available 
8248:   not model #UZI available 
823D:   not special_actor 3 loaded 
8248:   not model #SENTINEL available 
8248:   not model #COMET available 
004D: jump_if_false @KENT1_2627 
0001: wait 0 ms 
0002: jump @KENT1_2578 

:KENT1_2627
00D6: if or
84EE:   not animation 'LANCE' loaded 
8248:   not model #RUGER available 
004D: jump_if_false @KENT1_2664 
0001: wait 0 ms 
0002: jump @KENT1_2627 

:KENT1_2664
00A5: $3092 = create_car #COMET at -1066.072 -55.111 10.262 
00A6: destroy_car $3092 
00A5: $3093 = create_car #COMET at -1066.714 -28.923 10.246 
00A6: destroy_car $3093 
00A5: $3094 = create_car #COMET at -1073.399 77.886 10.239 
00A6: destroy_car $3094 
00A5: $3095 = create_car #COMET at -1072.822 41.816 10.27 
00A6: destroy_car $3095 
00A5: $3120 = create_car #SENTINEL at -1292.08 155.609 10.45 
0175: set_car $3120 z_angle_to 176.706 
00A5: $3091 = create_car #SENTINEL at -1240.28 7.5 10.46 
0175: set_car $3091 z_angle_to 180.0 
009A: 0@ = create_actor_pedtype 4 model #SPECIAL03 at 6@ 7@ 8@ 
0446: set_actor 0@ dismemberment_possible 0 
01ED: clear_actor 0@ threat_search 
04F5: unknown_actor 0@ kiss_player $PLAYER_CHAR on 1 
0568: set_actor 0@ untargetable 1 
0173: set_actor 0@ z_angle_to 285.31 
009A: $2972 = create_actor_pedtype 10 model #CLA at $2973 $2974 $2975 
01ED: clear_actor $2972 threat_search 
03FE: set_actor $2972 money 200 
009A: $2978 = create_actor_pedtype 10 model #CLA at $2980 $2981 $2982 
01ED: clear_actor $2978 threat_search 
03FE: set_actor $2978 money 200 
009A: $2995 = create_actor_pedtype 10 model #CLA at $2998 $2999 $3000 
01ED: clear_actor $2995 threat_search 
03FE: set_actor $2995 money 200 
009A: $3002 = create_actor_pedtype 10 model #CLA at $3005 $3006 $3007 
01ED: clear_actor $3002 threat_search 
03FE: set_actor $3002 money 200 
009A: $3009 = create_actor_pedtype 10 model #CLA at $3012 $3013 $3014 
01ED: clear_actor $3009 threat_search 
03FE: set_actor $3009 money 200 
009A: $3039 = create_actor_pedtype 10 model #CLA at $3042 $3043 $3044 
01ED: clear_actor $3039 threat_search 
03FE: set_actor $3039 money 200 
009A: $3054 = create_actor_pedtype 4 model #CLA at -1293.67 142.31 16.94 
01ED: clear_actor $3054 threat_search 
03FE: set_actor $3054 money 200 
009A: $3056 = create_actor_pedtype 4 model #CLA at -1243.05 10.0 10.46 
01ED: clear_actor $3056 threat_search 
03FE: set_actor $3056 money 200 
009A: $3059 = create_actor_pedtype 4 model #CLA at -1242.57 4.5 10.45 
01ED: clear_actor $3059 threat_search 
03FE: set_actor $3059 money 200 
009A: $3062 = create_actor_pedtype 10 model #CLA at -1252.871 42.226 12.313 
01ED: clear_actor $3062 threat_search 
03FE: set_actor $3062 money 200 
009A: $3065 = create_actor_pedtype 10 model #CLA at -1257.927 79.62 10.45 
01ED: clear_actor $3065 threat_search 
03FE: set_actor $3065 money 200 
009A: $3068 = create_actor_pedtype 10 model #CLA at -1257.345 85.37 10.45 
01ED: clear_actor $3068 threat_search 
03FE: set_actor $3068 money 200 
0004: $123 = 0 // integer values 
0006: 16@ = 0 // integer values 

:KENT1_3321
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @KENT1_6387 
0001: wait 0 ms 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_3404 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @KENT1_3404 
0110: clear_player $PLAYER_CHAR wanted_level 

:KENT1_3404
00D6: if 
0028:   $3158 >= 4 // integer values 
004D: jump_if_false @KENT1_3776 
00D6: if 
0038:   $3159 == 0 // integer values 
004D: jump_if_false @KENT1_3776 
00D6: if or
0057:   player $PLAYER_CHAR 0 -1236.888 15.474 8.0 -1288.145 122.99 20.0 
0057:   player $PLAYER_CHAR 0 -1301.625 59.126 8.0 -1236.84 15.482 20.0 
004D: jump_if_false @KENT1_3776 
009A: $3071 = create_actor_pedtype 10 model #CLA at -1307.682 147.943 10.45 
01ED: clear_actor $3071 threat_search 
0243: set_actor $3071 ped_stats_to 16 
011A: set_actor $3071 search_threat 1 
01B2: give_actor $3071 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3071 kill_player $PLAYER_CHAR 
009A: $3073 = create_actor_pedtype 10 model #CLB at -1305.706 149.732 10.44 
01ED: clear_actor $3073 threat_search 
0243: set_actor $3073 ped_stats_to 16 
011A: set_actor $3073 search_threat 1 
01B2: give_actor $3073 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3073 kill_player $PLAYER_CHAR 
009A: $3075 = create_actor_pedtype 10 model #CLA at -1305.314 145.067 10.45 
01ED: clear_actor $3075 threat_search 
0243: set_actor $3075 ped_stats_to 16 
011A: set_actor $3075 search_threat 1 
01B2: give_actor $3075 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3075 kill_player $PLAYER_CHAR 
009A: $3077 = create_actor_pedtype 10 model #CLB at -1302.267 146.64 10.45 
01ED: clear_actor $3077 threat_search 
0243: set_actor $3077 ped_stats_to 16 
011A: set_actor $3077 search_threat 1 
01B2: give_actor $3077 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3077 kill_player $PLAYER_CHAR 
0004: $3159 = 1 // integer values 

:KENT1_3776
00D6: if 
0038:   $3133 == 1 // integer values 
004D: jump_if_false @KENT1_3926 
00D6: if or
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
0038:   $2971 == 1 // integer values 
004D: jump_if_false @KENT1_3926 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_3882 
0164: disable_marker $3132 
0187: 5@ = create_marker_above_actor 0@ 
0004: $3133 = 0 // integer values 
0002: jump @KENT1_3926 

:KENT1_3882
0164: disable_marker 5@ 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 
0006: 3@ = 1 // integer values 

:KENT1_3926
00D6: if 
001A:   13 > $3115 // integer values 
004D: jump_if_false @KENT1_3958 
0050: gosub @KENT1_14043 
0002: jump @KENT1_4063 

:KENT1_3958
0008: $3131 += 1 // integer values 
00D6: if 
0038:   $3159 == 1 // integer values 
004D: jump_if_false @KENT1_4016 
00D6: if 
0018:   $3131 > 270 // integer values 
004D: jump_if_false @KENT1_4009 
0004: $3131 = 0 // integer values 

:KENT1_4009
0002: jump @KENT1_4042 

:KENT1_4016
00D6: if 
0018:   $3131 > 150 // integer values 
004D: jump_if_false @KENT1_4042 
0004: $3131 = 0 // integer values 

:KENT1_4042
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0050: gosub @KENT1_8012 

:KENT1_4063
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @KENT1_6052 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @KENT1_4148 
0164: disable_marker 5@ 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 
0006: 3@ = 1 // integer values 
0002: jump @KENT1_6052 

:KENT1_4148
00D6: if 
0038:   $3117 == 0 // integer values 
004D: jump_if_false @KENT1_4174 
0223: set_actor 0@ health_to $2970 

:KENT1_4174
0226: 1@ = actor 0@ health 
00D6: if 
0038:   $3083 == 0 // integer values 
004D: jump_if_false @KENT1_4305 
00D6: if 
80A3:   not actor 0@ 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_4305 
01C2: remove_references_to_actor $2972 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2978 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $2995 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3002 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3009 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3039 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3054 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3056 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3059 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3062 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3065 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3068 // Like turning an actor into a random pedestrian 
0004: $3083 = 1 // integer values 

:KENT1_4305
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @KENT1_4380 
0050: gosub @KENT1_10766 
00D6: if 
0101:   actor 0@ stopped_near_point $3080 $3081 $3082 radius 3.0 3.0 3.0 sphere $123 
004D: jump_if_false @KENT1_4380 
0006: 2@ = 1 // integer values 

:KENT1_4380
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @KENT1_4513 
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @KENT1_4513 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_4469 
02A9: set_actor 0@ immune_to_nonplayer 0 
04D7: lock_actor 0@ in_current_position 0 
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
0006: 10@ = 1 // integer values 
0002: jump @KENT1_4513 

:KENT1_4469
0164: disable_marker 5@ 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 
0006: 3@ = 1 // integer values 

:KENT1_4513
00D6: if 
0038:   $2976 == 1 // integer values 
004D: jump_if_false @KENT1_6052 
00D6: if 
0039:   11@ == 0 // integer values 
004D: jump_if_false @KENT1_6052 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 6@ 7@ 8@ radius 2.0 2.0 4.0 
004D: jump_if_false @KENT1_6052 
0004: $3117 = 1 // integer values 
00D6: if 
0038:   $3118 == 0 // integer values 
004D: jump_if_false @KENT1_4814 
0164: disable_marker $3132 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0470: $3125 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at -1312.775 170.233 range 12.036 1.0 
015F: set_camera_position -1312.775 170.233 12.036 0.0 rotation 0.0 0.0 
0160: point_camera -1312.312 169.349 11.982 switchstyle 2 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_4814 
008B: 1@ = $2970 // integer values and handles 
0223: set_actor 0@ health_to 1@ 
0350: set_actor 0@ maintain_position_when_attacked 0 
04D7: lock_actor 0@ in_current_position 0 
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
020E: actor $PLAYER_ACTOR look_at_actor 0@ 
020E: actor 0@ look_at_actor $PLAYER_ACTOR 
0004: $3118 = 1 // integer values 

:KENT1_4814
00D6: if 
0038:   $3118 == 1 // integer values 
004D: jump_if_false @KENT1_5848 
00D6: if 
0038:   $3116 == 0 // integer values 
004D: jump_if_false @KENT1_4881 
03CF: load_wav 'RESC_4' as 1 
03CF: load_wav 'RESC_5' as 2 
0004: $3116 = 1 // integer values 

:KENT1_4881
00D6: if 
0038:   $3116 == 1 // integer values 
004D: jump_if_false @KENT1_4925 
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @KENT1_4925 
0004: $3116 = 2 // integer values 

:KENT1_4925
00D6: if 
0038:   $3116 == 2 // integer values 
004D: jump_if_false @KENT1_4981 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_4' 5000 ms 1  // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
0004: $3116 = 3 // integer values 

:KENT1_4981
00D6: if 
0038:   $3116 == 3 // integer values 
004D: jump_if_false @KENT1_5040 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KENT1_5040 
03D5: remove_text 'RESC_4'  // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
0004: $3116 = 4 // integer values 

:KENT1_5040
00D6: if 
0038:   $3116 == 4 // integer values 
004D: jump_if_false @KENT1_5096 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_5' 5000 ms 1  // He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
0004: $3116 = 5 // integer values 

:KENT1_5096
00D6: if 
0038:   $3116 == 5 // integer values 
004D: jump_if_false @KENT1_5167 
03CF: load_wav 'RESC_6' as 1 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @KENT1_5167 
03D5: remove_text 'RESC_5'  // He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
0004: $3116 = 6 // integer values 

:KENT1_5167
00D6: if 
0038:   $3116 == 6 // integer values 
004D: jump_if_false @KENT1_5207 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KENT1_5207 
0004: $3116 = 7 // integer values 

:KENT1_5207
00D6: if 
0038:   $3116 == 7 // integer values 
004D: jump_if_false @KENT1_5275 
03CF: load_wav 'RESC_1' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_6' 5000 ms 1  // We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
0004: $3116 = 8 // integer values 

:KENT1_5275
00D6: if 
0038:   $3116 == 8 // integer values 
004D: jump_if_false @KENT1_5334 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KENT1_5334 
03D5: remove_text 'RESC_6'  // We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
0004: $3116 = 9 // integer values 

:KENT1_5334
00D6: if 
0038:   $3116 == 9 // integer values 
004D: jump_if_false @KENT1_5374 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @KENT1_5374 
0004: $3116 = 10 // integer values 

:KENT1_5374
00D6: if 
0038:   $3116 == 10 // integer values 
004D: jump_if_false @KENT1_5442 
03CF: load_wav 'RESC_2' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_1' 5000 ms 1  // You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
0004: $3116 = 11 // integer values 

:KENT1_5442
00D6: if 
0038:   $3116 == 11 // integer values 
004D: jump_if_false @KENT1_5501 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @KENT1_5501 
03D5: remove_text 'RESC_1'  // You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
0004: $3116 = 12 // integer values 

:KENT1_5501
00D6: if 
0038:   $3116 == 12 // integer values 
004D: jump_if_false @KENT1_5541 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KENT1_5541 
0004: $3116 = 13 // integer values 

:KENT1_5541
00D6: if 
0038:   $3116 == 13 // integer values 
004D: jump_if_false @KENT1_5609 
03CF: load_wav 'RESC_3' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_2' 5000 ms 1  // Sure...I guess...nice to see you, too.
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
0004: $3116 = 14 // integer values 

:KENT1_5609
00D6: if 
0038:   $3116 == 14 // integer values 
004D: jump_if_false @KENT1_5668 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KENT1_5668 
03D5: remove_text 'RESC_2'  // Sure...I guess...nice to see you, too.
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
0004: $3116 = 15 // integer values 

:KENT1_5668
00D6: if 
0038:   $3116 == 15 // integer values 
004D: jump_if_false @KENT1_5708 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @KENT1_5708 
0004: $3116 = 16 // integer values 

:KENT1_5708
00D6: if 
0038:   $3116 == 16 // integer values 
004D: jump_if_false @KENT1_5764 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_3' 5000 ms 1  // Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
0004: $3116 = 17 // integer values 

:KENT1_5764
00D6: if 
0038:   $3116 == 17 // integer values 
004D: jump_if_false @KENT1_5823 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @KENT1_5823 
03D5: remove_text 'RESC_3'  // Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
0004: $3116 = 18 // integer values 

:KENT1_5823
00D6: if 
0038:   $3116 == 18 // integer values 
004D: jump_if_false @KENT1_5848 
0004: $3118 = 2 // integer values 

:KENT1_5848
00D6: if 
0038:   $3118 == 2 // integer values 
004D: jump_if_false @KENT1_6052 
01DF: tie_actor 0@ to_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_5921 
0332: set_actor 0@ bleeding_to 0 
01B2: give_actor 0@ weapon 23 ammo 30000 // Load the weapon model before using this 
0002: jump @KENT1_5950 

:KENT1_5921
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 
0006: 3@ = 1 // integer values 

:KENT1_5950
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_4' 5000 ms 1  // ~g~Get Lance to the hospital!
018A: $3079 = create_checkpoint_at $3080 $3081 $3082 
0004: $123 = 1 // integer values 
0151: remove_status_text $2970 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02EB: restore_camera_with_jumpcut 
0006: 4@ = 1 // integer values 
0006: 11@ = 1 // integer values 
0004: $3118 = 3 // integer values 

:KENT1_6052
00D6: if 
0038:   $3117 == 0 // integer values 
004D: jump_if_false @KENT1_6323 
00D6: if 
0038:   $2971 == 1 // integer values 
004D: jump_if_false @KENT1_6188 
00D6: if 
0029:   16@ >= 1500 // integer values 
004D: jump_if_false @KENT1_6181 
00D6: if 
0018:   $2970 > 0 // integer values 
004D: jump_if_false @KENT1_6146 
000C: $2970 -= 1 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @KENT1_6181 

:KENT1_6146
0004: $2970 = 0 // integer values 
0006: 16@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_6181 
0321: kill_actor 0@ 

:KENT1_6181
0002: jump @KENT1_6281 

:KENT1_6188
00D6: if 
0029:   16@ >= 3000 // integer values 
004D: jump_if_false @KENT1_6281 
00D6: if 
0018:   $2970 > 0 // integer values 
004D: jump_if_false @KENT1_6246 
000C: $2970 -= 1 // integer values 
0006: 16@ = 0 // integer values 
0002: jump @KENT1_6281 

:KENT1_6246
0004: $2970 = 0 // integer values 
0006: 16@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_6281 
0321: kill_actor 0@ 

:KENT1_6281
00D6: if 
001E:   $2970 > 1@ // integer values 
004D: jump_if_false @KENT1_6315 
008A: $2970 = 1@ // integer values and handles 
0002: jump @KENT1_6323 

:KENT1_6315
008B: 1@ = $2970 // integer values and handles 

:KENT1_6323
00D6: if 
0038:   $3083 == 1 // integer values 
004D: jump_if_false @KENT1_6380 
00D6: if 
0038:   $3084 == 0 // integer values 
004D: jump_if_false @KENT1_6373 
0050: gosub @KENT1_11021 
0002: jump @KENT1_6380 

:KENT1_6373
0050: gosub @KENT1_11538 

:KENT1_6380
0002: jump @KENT1_3321 

:KENT1_6387
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -830.107 1157.09 range 12.98 1.0 
015F: set_camera_position -830.107 1157.09 12.98 0.0 rotation 0.0 0.0 
0160: point_camera -829.292 1157.611 12.74 switchstyle 2 
03CF: load_wav 'RESC_7' as 1 
03CF: load_wav 'RESC_8' as 2 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_6539 
01E0: clear_leader 0@ 
0002: jump @KENT1_6566 

:KENT1_6539
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_6566
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @KENT1_6639 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @KENT1_6632 
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_6632
0002: jump @KENT1_6566 

:KENT1_6639
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_6758 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KENT1_6697 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_7' 5000 ms 1  // Get patched up and meet me on the bridge to Star Island, ok?
0002: jump @KENT1_6751 

:KENT1_6697
020E: actor $PLAYER_ACTOR look_at_actor 0@ 
0470: $3125 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_7' 5000 ms 1  // Get patched up and meet me on the bridge to Star Island, ok?

:KENT1_6751
0002: jump @KENT1_6795 

:KENT1_6758
0164: disable_marker 5@ 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_6795
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @KENT1_6864 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @KENT1_6857 
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_6857
0002: jump @KENT1_6795 

:KENT1_6864
03D5: remove_text 'RESC_7'  // Get patched up and meet me on the bridge to Star Island, ok?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_6986 
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @KENT1_6941 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_8' 5000 ms 1  // Ok, I got you.
0002: jump @KENT1_6979 

:KENT1_6941
01B9: set_actor 0@ armed_weapon_to 0 
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_8' 5000 ms 1  // Ok, I got you.

:KENT1_6979
0002: jump @KENT1_7023 

:KENT1_6986
0164: disable_marker 5@ 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_7023
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @KENT1_7098 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @KENT1_7091 
0164: disable_marker 5@ 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_7091
0002: jump @KENT1_7023 

:KENT1_7098
03D5: remove_text 'RESC_8'  // Ok, I got you.
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_7140 
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
0002: jump @KENT1_7173 

:KENT1_7140
0164: disable_marker 5@ 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_7173
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_7371 
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @KENT1_7364 
00D9: $3119 = actor 0@ car // add to mission cleanup 
01D3: actor 0@ leave_car $3119 

:KENT1_7221
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @KENT1_7364 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @KENT1_7284 
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_7284
00D6: if 
0119:   car $3119 wrecked 
004D: jump_if_false @KENT1_7357 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @KENT1_7350 
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 
0002: jump @KENT1_7357 

:KENT1_7350
0002: jump @KENT1_7687 

:KENT1_7357
0002: jump @KENT1_7221 

:KENT1_7364
0002: jump @KENT1_7398 

:KENT1_7371
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_7398
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_7451 
00A1: put_actor 0@ at -822.71 1158.16 10.07 
0173: set_actor 0@ z_angle_to 202.594 
0002: jump @KENT1_7478 

:KENT1_7451
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_7478
015F: set_camera_position -826.493 1154.238 11.78 0.0 rotation 0.0 0.0 
0160: point_camera -825.78 1154.921 11.62 switchstyle 2 
0211: actor 0@ walk_to -822.856 1153.668 
0006: 16@ = 0 // integer values 

:KENT1_7551
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @KENT1_7624 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @KENT1_7617 
0164: disable_marker 5@ 
00BC: text_highpriority 'KPM1_2' 5000 ms 1  // ~r~You were supposed to get Lance out alive!
0002: jump @KENT1_7687 

:KENT1_7617
0002: jump @KENT1_7551 

:KENT1_7624
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly 0@ 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @KENT1_7655 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 

:KENT1_7655
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0002: jump @KENT1_7704 

:KENT1_7687
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:KENT1_7704
0004: $PASSED_KENT1_DEATH_ROW = 1 // integer values 
0004: $996 = 0 // integer values 
0318: set_latest_mission_passed 'KENT_1'  // Death Row
0394: play_music 1 
030C: progress_made += 1 
00BA: text_styled 'M_PASSN' 5000 ms 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $241 
0164: disable_marker $234 
02A7: $234 = create_icon_marker_and_sphere $420 at $510 $511 $512 
004F: create_thread @BAR5  
0051: return 

:KENT1_7793
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
0004: $ONMISSION = 0 // integer values 
034F: destroy_actor_with_fade 0@ // The actor fades away like a ghost 
04EF: release_animation 'LANCE' 
01E7: remove_forbidden_for_cars_cube -1208.09 1.78 6.0 -1172.68 18.66 20.0 
0164: disable_marker 5@ 
0164: disable_marker $3079 
0164: disable_marker $3132 
0296: unload_special_actor 3 
00D6: if 
8119:   not car $3092 wrecked 
004D: jump_if_false @KENT1_7901 
00AF: set_car $3092 driver_behaviour_to 0 

:KENT1_7901
00D6: if 
8119:   not car $3093 wrecked 
004D: jump_if_false @KENT1_7924 
00AF: set_car $3093 driver_behaviour_to 0 

:KENT1_7924
00D6: if 
8119:   not car $3094 wrecked 
004D: jump_if_false @KENT1_7947 
00AF: set_car $3094 driver_behaviour_to 0 

:KENT1_7947
00D6: if 
8119:   not car $3095 wrecked 
004D: jump_if_false @KENT1_7970 
00AF: set_car $3095 driver_behaviour_to 0 

:KENT1_7970
0249: release_model #CLA 
0249: release_model #CLB 
0249: release_model #UZI 
0249: release_model #SENTINEL 
0249: release_model #COMET 
0249: release_model #RUGER 
0151: remove_status_text $2970 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:KENT1_8012
00D6: if 
0038:   $2976 == 0 // integer values 
004D: jump_if_false @KENT1_8125 
00D6: if 
0118:   actor $2972 dead 
004D: jump_if_false @KENT1_8067 
0008: $3158 += 1 // integer values 
0004: $2976 = 1 // integer values 
0002: jump @KENT1_8125 

:KENT1_8067
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @KENT1_8125 
00D6: if 
0038:   $2977 == 0 // integer values 
004D: jump_if_false @KENT1_8125 
0350: set_actor $2972 maintain_position_when_attacked 0 
01CC: actor $2972 kill_player $PLAYER_CHAR 
0004: $2977 = 1 // integer values 

:KENT1_8125
00D6: if 
0038:   $2979 == 0 // integer values 
004D: jump_if_false @KENT1_8289 
00D6: if 
0118:   actor $2978 dead 
004D: jump_if_false @KENT1_8180 
0008: $3158 += 1 // integer values 
0004: $2979 = 1 // integer values 
0002: jump @KENT1_8289 

:KENT1_8180
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_8224 
00D6: if 
0123:   actor $2978 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_8224 
0004: $2971 = 1 // integer values 

:KENT1_8224
00D6: if 
0038:   $2971 == 1 // integer values 
004D: jump_if_false @KENT1_8289 
00D6: if 
0038:   $3131 == 0 // integer values 
004D: jump_if_false @KENT1_8289 
009E: set_actor $2978 path $95 $96 $97 unknown 0.5 1 
01CA: actor $2978 kill_player $PLAYER_CHAR 

:KENT1_8289
00D6: if 
0038:   $2996 == 0 // integer values 
004D: jump_if_false @KENT1_8438 
00D6: if 
0118:   actor $2995 dead 
004D: jump_if_false @KENT1_8344 
0008: $3158 += 1 // integer values 
0004: $2996 = 1 // integer values 
0002: jump @KENT1_8438 

:KENT1_8344
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_8388 
00D6: if 
0123:   actor $2995 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_8388 
0004: $2971 = 1 // integer values 

:KENT1_8388
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @KENT1_8438 
00D6: if 
0038:   $2997 == 0 // integer values 
004D: jump_if_false @KENT1_8438 
0350: set_actor $2995 maintain_position_when_attacked 0 
0004: $2997 = 1 // integer values 

:KENT1_8438
00D6: if 
0038:   $3003 == 0 // integer values 
004D: jump_if_false @KENT1_8587 
00D6: if 
0118:   actor $3002 dead 
004D: jump_if_false @KENT1_8493 
0008: $3158 += 1 // integer values 
0004: $3003 = 1 // integer values 
0002: jump @KENT1_8587 

:KENT1_8493
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_8537 
00D6: if 
0123:   actor $3002 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_8537 
0004: $2971 = 1 // integer values 

:KENT1_8537
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @KENT1_8587 
00D6: if 
0038:   $3004 == 0 // integer values 
004D: jump_if_false @KENT1_8587 
0350: set_actor $3002 maintain_position_when_attacked 0 
0004: $3004 = 1 // integer values 

:KENT1_8587
00D6: if 
0038:   $3010 == 0 // integer values 
004D: jump_if_false @KENT1_8812 
00D6: if 
0118:   actor $3009 dead 
004D: jump_if_false @KENT1_8642 
0008: $3158 += 1 // integer values 
0004: $3010 = 1 // integer values 
0002: jump @KENT1_8812 

:KENT1_8642
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_8686 
00D6: if 
0123:   actor $3009 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_8686 
0004: $2971 = 1 // integer values 

:KENT1_8686
00D6: if 
0038:   $2971 == 1 // integer values 
004D: jump_if_false @KENT1_8812 
00D6: if 
0038:   $3011 == 0 // integer values 
004D: jump_if_false @KENT1_8765 
009E: set_actor $3009 path $95 $96 $97 unknown 0.5 1 
01CA: actor $3009 kill_player $PLAYER_CHAR 
0004: $3011 = 1 // integer values 
0002: jump @KENT1_8812 

:KENT1_8765
00D6: if 
0038:   $3131 == 30 // integer values 
004D: jump_if_false @KENT1_8812 
009E: set_actor $3009 path $95 $96 $97 unknown 0.5 1 
01CA: actor $3009 kill_player $PLAYER_CHAR 

:KENT1_8812
00D6: if 
0038:   $3040 == 0 // integer values 
004D: jump_if_false @KENT1_9037 
00D6: if 
0118:   actor $3039 dead 
004D: jump_if_false @KENT1_8867 
0008: $3158 += 1 // integer values 
0004: $3040 = 1 // integer values 
0002: jump @KENT1_9037 

:KENT1_8867
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_8911 
00D6: if 
0123:   actor $3039 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_8911 
0004: $2971 = 1 // integer values 

:KENT1_8911
00D6: if 
0038:   $2971 == 1 // integer values 
004D: jump_if_false @KENT1_9037 
00D6: if 
0038:   $3041 == 0 // integer values 
004D: jump_if_false @KENT1_8990 
009E: set_actor $3039 path $95 $96 $97 unknown 0.5 1 
01CA: actor $3039 kill_player $PLAYER_CHAR 
0004: $3041 = 1 // integer values 
0002: jump @KENT1_9037 

:KENT1_8990
00D6: if 
0038:   $3131 == 60 // integer values 
004D: jump_if_false @KENT1_9037 
009E: set_actor $3039 path $95 $96 $97 unknown 0.5 1 
01CA: actor $3039 kill_player $PLAYER_CHAR 

:KENT1_9037
00D6: if 
0038:   $3055 == 0 // integer values 
004D: jump_if_false @KENT1_9092 
00D6: if 
0118:   actor $3054 dead 
004D: jump_if_false @KENT1_9092 
0008: $3158 += 1 // integer values 
0004: $3055 = 1 // integer values 
0002: jump @KENT1_9092 

:KENT1_9092
00D6: if 
0038:   $3057 == 0 // integer values 
004D: jump_if_false @KENT1_9276 
00D6: if 
0118:   actor $3056 dead 
004D: jump_if_false @KENT1_9147 
0008: $3158 += 1 // integer values 
0004: $3057 = 1 // integer values 
0002: jump @KENT1_9276 

:KENT1_9147
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_9191 
00D6: if 
0123:   actor $3056 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_9191 
0004: $2971 = 1 // integer values 

:KENT1_9191
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_9276 
00D6: if 
0038:   $3058 == 0 // integer values 
004D: jump_if_false @KENT1_9276 
0350: set_actor $3056 maintain_position_when_attacked 0 
01CA: actor $3056 kill_player $PLAYER_CHAR 
0004: $3058 = 1 // integer values 

:KENT1_9276
00D6: if 
0038:   $3060 == 0 // integer values 
004D: jump_if_false @KENT1_9460 
00D6: if 
0118:   actor $3059 dead 
004D: jump_if_false @KENT1_9331 
0008: $3158 += 1 // integer values 
0004: $3060 = 1 // integer values 
0002: jump @KENT1_9460 

:KENT1_9331
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_9375 
00D6: if 
0123:   actor $3059 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_9375 
0004: $2971 = 1 // integer values 

:KENT1_9375
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_9460 
00D6: if 
0038:   $3061 == 0 // integer values 
004D: jump_if_false @KENT1_9460 
0350: set_actor $3059 maintain_position_when_attacked 0 
01CA: actor $3059 kill_player $PLAYER_CHAR 
0004: $3061 = 1 // integer values 

:KENT1_9460
00D6: if 
0038:   $3063 == 0 // integer values 
004D: jump_if_false @KENT1_9691 
00D6: if 
0118:   actor $3062 dead 
004D: jump_if_false @KENT1_9515 
0008: $3158 += 1 // integer values 
0004: $3063 = 1 // integer values 
0002: jump @KENT1_9691 

:KENT1_9515
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_9559 
00D6: if 
0123:   actor $3062 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_9559 
0004: $2971 = 1 // integer values 

:KENT1_9559
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_9691 
00D6: if 
0038:   $3064 == 0 // integer values 
004D: jump_if_false @KENT1_9644 
0350: set_actor $3062 maintain_position_when_attacked 0 
01CC: actor $3062 kill_player $PLAYER_CHAR 
0004: $3064 = 1 // integer values 

:KENT1_9644
00D6: if 
0038:   $3131 == 90 // integer values 
004D: jump_if_false @KENT1_9691 
009E: set_actor $3062 path $95 $96 $97 unknown 1.0 1 
01CA: actor $3062 kill_player $PLAYER_CHAR 

:KENT1_9691
00D6: if 
0038:   $3066 == 0 // integer values 
004D: jump_if_false @KENT1_9922 
00D6: if 
0118:   actor $3065 dead 
004D: jump_if_false @KENT1_9746 
0008: $3158 += 1 // integer values 
0004: $3066 = 1 // integer values 
0002: jump @KENT1_9922 

:KENT1_9746
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_9790 
00D6: if 
0123:   actor $3065 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_9790 
0004: $2971 = 1 // integer values 

:KENT1_9790
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_9922 
00D6: if 
0038:   $3067 == 0 // integer values 
004D: jump_if_false @KENT1_9875 
0350: set_actor $3065 maintain_position_when_attacked 0 
01CC: actor $3065 kill_player $PLAYER_CHAR 
0004: $3067 = 1 // integer values 

:KENT1_9875
00D6: if 
0038:   $3131 == 120 // integer values 
004D: jump_if_false @KENT1_9922 
009E: set_actor $3065 path $95 $96 $97 unknown 1.0 1 
01CA: actor $3065 kill_player $PLAYER_CHAR 

:KENT1_9922
00D6: if 
0038:   $3069 == 0 // integer values 
004D: jump_if_false @KENT1_10154 
00D6: if 
0118:   actor $3068 dead 
004D: jump_if_false @KENT1_9977 
0008: $3158 += 1 // integer values 
0004: $3069 = 1 // integer values 
0002: jump @KENT1_10154 

:KENT1_9977
00D6: if 
0038:   $2971 == 0 // integer values 
004D: jump_if_false @KENT1_10021 
00D6: if 
0123:   actor $3068 spotted_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_10021 
0004: $2971 = 1 // integer values 

:KENT1_10021
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_10154 
00D6: if 
0038:   $3070 == 0 // integer values 
004D: jump_if_false @KENT1_10106 
0350: set_actor $3068 maintain_position_when_attacked 0 
01CC: actor $3068 kill_player $PLAYER_CHAR 
0004: $3070 = 1 // integer values 

:KENT1_10106
00D6: if 
0038:   $3131 == 150 // integer values 
004D: jump_if_false @KENT1_10154 
009E: set_actor $3068 path $95 $96 $97 unknown 1.0 1 
01CA: actor $3068 kill_player $PLAYER_CHAR 

:KENT1_10154
00D6: if 
0038:   $3159 == 1 // integer values 
004D: jump_if_false @KENT1_10764 
00D6: if 
0038:   $3072 == 0 // integer values 
004D: jump_if_false @KENT1_10320 
00D6: if 
0118:   actor $3071 dead 
004D: jump_if_false @KENT1_10227 
0008: $3158 += 1 // integer values 
0004: $3072 = 1 // integer values 
0002: jump @KENT1_10320 

:KENT1_10227
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_10320 
00D6: if 
0038:   $3131 == 180 // integer values 
004D: jump_if_false @KENT1_10320 
009E: set_actor $3071 path $95 $96 $97 unknown 1.0 1 
01CA: actor $3071 kill_player $PLAYER_CHAR 

:KENT1_10320
00D6: if 
0038:   $3074 == 0 // integer values 
004D: jump_if_false @KENT1_10468 
00D6: if 
0118:   actor $3073 dead 
004D: jump_if_false @KENT1_10375 
0008: $3158 += 1 // integer values 
0004: $3074 = 1 // integer values 
0002: jump @KENT1_10468 

:KENT1_10375
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_10468 
00D6: if 
0038:   $3131 == 210 // integer values 
004D: jump_if_false @KENT1_10468 
009E: set_actor $3073 path $95 $96 $97 unknown 1.0 1 
01CA: actor $3073 kill_player $PLAYER_CHAR 

:KENT1_10468
00D6: if 
0038:   $3076 == 0 // integer values 
004D: jump_if_false @KENT1_10616 
00D6: if 
0118:   actor $3075 dead 
004D: jump_if_false @KENT1_10523 
0008: $3158 += 1 // integer values 
0004: $3076 = 1 // integer values 
0002: jump @KENT1_10616 

:KENT1_10523
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_10616 
00D6: if 
0038:   $3131 == 240 // integer values 
004D: jump_if_false @KENT1_10616 
009E: set_actor $3075 path $95 $96 $97 unknown 1.0 1 
01CA: actor $3075 kill_player $PLAYER_CHAR 

:KENT1_10616
00D6: if 
0038:   $3078 == 0 // integer values 
004D: jump_if_false @KENT1_10764 
00D6: if 
0118:   actor $3077 dead 
004D: jump_if_false @KENT1_10671 
0008: $3158 += 1 // integer values 
0004: $3078 = 1 // integer values 
0002: jump @KENT1_10764 

:KENT1_10671
00D6: if or
0039:   11@ == 1 // integer values 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
004D: jump_if_false @KENT1_10764 
00D6: if 
0038:   $3131 == 270 // integer values 
004D: jump_if_false @KENT1_10764 
009E: set_actor $3077 path $95 $96 $97 unknown 1.0 1 
01CA: actor $3077 kill_player $PLAYER_CHAR 

:KENT1_10764
0051: return 

:KENT1_10766
00D6: if 
0039:   11@ == 1 // integer values 
004D: jump_if_false @KENT1_11019 
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @KENT1_10895 
00D6: if 
8320:   not actor 0@ in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @KENT1_10888 
00D6: if 
0039:   12@ == 0 // integer values 
004D: jump_if_false @KENT1_10888 
00BC: text_highpriority 'HEY' 5000 ms 1  // ~g~Don't go solo, keep your posse together!
0187: 5@ = create_marker_above_actor 0@ 
0164: disable_marker $3079 
0004: $123 = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 12@ = 1 // integer values 

:KENT1_10888
0002: jump @KENT1_11019 

:KENT1_10895
00D6: if 
0039:   12@ == 1 // integer values 
004D: jump_if_false @KENT1_11019 
00D6: if 
00FB:   player $PLAYER_CHAR 0 0@ radius 8.0 8.0 8.0 
004D: jump_if_false @KENT1_11019 
01DF: tie_actor 0@ to_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
00BC: text_highpriority 'KPM1_4' 5000 ms 1  // ~g~Get Lance to the hospital!
0164: disable_marker 5@ 
018A: $3079 = create_checkpoint_at $3080 $3081 $3082 
0004: $123 = 1 // integer values 
0006: 4@ = 1 // integer values 
0006: 12@ = 0 // integer values 

:KENT1_11019
0051: return 

:KENT1_11021
00A5: $3092 = create_car #COMET at -1066.072 -55.111 10.262 
0129: $3085 = create_actor 10 #CLB in_car $3092 driverseat 
0175: set_car $3092 z_angle_to 355.752 
01ED: clear_actor $3085 threat_search 
03FE: set_actor $3085 money 200 
011A: set_actor $3085 search_threat 1 
0243: set_actor $3085 ped_stats_to 16 
01B2: give_actor $3085 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3092 speed_instantly 20.0 
00AD: set_car $3092 max_speed_to 100.0 
0190: add_vehicle $3092 to_flipped_check 
03CC: car $3092 add_to_stuck_car_check 0.5 = 3000 
0004: $3121 = 1 // integer values 
00A5: $3093 = create_car #COMET at -1066.714 -28.923 10.246 
0175: set_car $3093 z_angle_to 5.6 
0129: $3088 = create_actor 10 #CLA in_car $3093 driverseat 
01ED: clear_actor $3088 threat_search 
03FE: set_actor $3088 money 200 
011A: set_actor $3088 search_threat 1 
0243: set_actor $3088 ped_stats_to 16 
01B2: give_actor $3088 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3093 speed_instantly 20.0 
00AD: set_car $3093 max_speed_to 100.0 
0190: add_vehicle $3093 to_flipped_check 
03CC: car $3093 add_to_stuck_car_check 0.5 = 3000 
0004: $3122 = 1 // integer values 
00A5: $3094 = create_car #COMET at -1073.399 77.886 10.239 
0175: set_car $3094 z_angle_to 186.085 
0129: $3096 = create_actor 10 #CLA in_car $3094 driverseat 
01ED: clear_actor $3096 threat_search 
03FE: set_actor $3096 money 200 
011A: set_actor $3096 search_threat 1 
0243: set_actor $3096 ped_stats_to 16 
01B2: give_actor $3096 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3094 speed_instantly 20.0 
00AD: set_car $3094 max_speed_to 100.0 
0190: add_vehicle $3094 to_flipped_check 
03CC: car $3094 add_to_stuck_car_check 0.5 = 3000 
0004: $3123 = 1 // integer values 
00A5: $3095 = create_car #COMET at -1072.822 41.816 10.27 
0175: set_car $3095 z_angle_to 178.162 
0129: $3099 = create_actor 10 #CLA in_car $3095 driverseat 
01ED: clear_actor $3099 threat_search 
03FE: set_actor $3099 money 200 
011A: set_actor $3099 search_threat 1 
0243: set_actor $3099 ped_stats_to 16 
01B2: give_actor $3099 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3095 speed_instantly 20.0 
00AD: set_car $3095 max_speed_to 100.0 
0190: add_vehicle $3095 to_flipped_check 
03CC: car $3095 add_to_stuck_car_check 0.5 = 3000 
0004: $3124 = 1 // integer values 
0004: $3084 = 1 // integer values 
0051: return 

:KENT1_11538
00D6: if 
0038:   $3086 == 0 // integer values 
004D: jump_if_false @KENT1_12162 
00D6: if 
0118:   actor $3085 dead 
004D: jump_if_false @KENT1_11586 
0004: $3086 = 1 // integer values 
0002: jump @KENT1_12162 

:KENT1_11586
00D6: if 
0038:   $3130 == 0 // integer values 
004D: jump_if_false @KENT1_11642 
00D6: if 
02CB:   actor $3085 bounding_sphere_visible 
004D: jump_if_false @KENT1_11642 
00BC: text_highpriority 'KPM1_5' 5000 ms 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $3130 = 1 // integer values 

:KENT1_11642
00D6: if 
0038:   $3121 == 0 // integer values 
004D: jump_if_false @KENT1_12010 
00D6: if 
02CB:   actor $3085 bounding_sphere_visible 
004D: jump_if_false @KENT1_11728 
00D6: if 
0038:   $3087 == 0 // integer values 
004D: jump_if_false @KENT1_11721 
01ED: clear_actor $3085 threat_search 
011A: set_actor $3085 search_threat 1 
01CC: actor $3085 kill_player $PLAYER_CHAR 
0004: $3087 = 1 // integer values 

:KENT1_11721
0002: jump @KENT1_11941 

:KENT1_11728
0004: $3087 = 0 // integer values 
00D6: if 
0038:   $3087 == 0 // integer values 
004D: jump_if_false @KENT1_11941 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $3085 radius 20.0 20.0 
004D: jump_if_false @KENT1_11941 
00A0: store_actor $3085 position_to $3137 $3138 $3139 
02C1: set $3134 $3135 $3136 to_car_path_coords_closest_to $3137 $3138 $3139 
00D6: if 
838A:   not car_in_cube $3134 $3135 $3136 4.0 4.0 3.0 
004D: jump_if_false @KENT1_11941 
00D6: if 
80C2:   not sphere_onscreen $3134 $3135 $3136 4.0 
004D: jump_if_false @KENT1_11941 
03CD: car $3092 remove_from_stuck_car_check 
0191: remove_vehicle $3092 from_flipped_check 
01C3: remove_references_to_car $3092 
00A5: $3092 = create_car #COMET at $3134 $3135 $3136 
011C: actor $3085 clear_objective 
036A: put_actor $3085 in_car $3092 
0004: $3126 = 0 // integer values 
0004: $3087 = 1 // integer values 

:KENT1_11941
00D6: if 
00DF:   actor $3085 driving 
004D: jump_if_false @KENT1_12010 
00D9: $3092 = actor $3085 car // add to mission cleanup 
00AD: set_car $3092 max_speed_to 100.0 
0190: add_vehicle $3092 to_flipped_check 
03CC: car $3092 add_to_stuck_car_check 0.5 = 3000 
04BA: set_car $3092 speed_instantly 30.0 
0004: $3121 = 1 // integer values 

:KENT1_12010
00D6: if 
0038:   $3121 == 1 // integer values 
004D: jump_if_false @KENT1_12162 
00D6: if 
8119:   not car $3092 wrecked 
004D: jump_if_false @KENT1_12110 
00D6: if 
0038:   $3126 == 0 // integer values 
004D: jump_if_false @KENT1_12076 
00AF: set_car $3092 driver_behaviour_to 2 
0004: $3126 = 1 // integer values 

:KENT1_12076
00D6: if or
01F4:   car $3092 flipped 
0495:   vehicle $3092 burning 
03CE:   car $3092 stuck 
004D: jump_if_false @KENT1_12110 
01D3: actor $3085 leave_car $3092 

:KENT1_12110
00D6: if 
80DF:   not actor $3085 driving 
004D: jump_if_false @KENT1_12162 
03CD: car $3092 remove_from_stuck_car_check 
0191: remove_vehicle $3092 from_flipped_check 
01C3: remove_references_to_car $3092 
0004: $3126 = 0 // integer values 
0004: $3087 = 0 // integer values 
0004: $3121 = 0 // integer values 

:KENT1_12162
00D6: if 
0038:   $3089 == 0 // integer values 
004D: jump_if_false @KENT1_12786 
00D6: if 
0118:   actor $3088 dead 
004D: jump_if_false @KENT1_12210 
0004: $3089 = 1 // integer values 
0002: jump @KENT1_12786 

:KENT1_12210
00D6: if 
0038:   $3130 == 0 // integer values 
004D: jump_if_false @KENT1_12266 
00D6: if 
02CB:   actor $3088 bounding_sphere_visible 
004D: jump_if_false @KENT1_12266 
00BC: text_highpriority 'KPM1_5' 5000 ms 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $3130 = 1 // integer values 

:KENT1_12266
00D6: if 
0038:   $3122 == 0 // integer values 
004D: jump_if_false @KENT1_12634 
00D6: if 
02CB:   actor $3088 bounding_sphere_visible 
004D: jump_if_false @KENT1_12352 
00D6: if 
0038:   $3090 == 0 // integer values 
004D: jump_if_false @KENT1_12345 
01ED: clear_actor $3088 threat_search 
011A: set_actor $3088 search_threat 1 
01CC: actor $3088 kill_player $PLAYER_CHAR 
0004: $3090 = 1 // integer values 

:KENT1_12345
0002: jump @KENT1_12565 

:KENT1_12352
0004: $3090 = 0 // integer values 
00D6: if 
0038:   $3090 == 0 // integer values 
004D: jump_if_false @KENT1_12565 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $3088 radius 20.0 20.0 
004D: jump_if_false @KENT1_12565 
00A0: store_actor $3088 position_to $3143 $3144 $3145 
02C1: set $3140 $3141 $3142 to_car_path_coords_closest_to $3143 $3144 $3145 
00D6: if 
838A:   not car_in_cube $3140 $3141 $3142 4.0 4.0 3.0 
004D: jump_if_false @KENT1_12565 
00D6: if 
80C2:   not sphere_onscreen $3140 $3141 $3142 4.0 
004D: jump_if_false @KENT1_12565 
03CD: car $3093 remove_from_stuck_car_check 
0191: remove_vehicle $3093 from_flipped_check 
01C3: remove_references_to_car $3093 
00A5: $3093 = create_car #COMET at $3140 $3141 $3142 
011C: actor $3088 clear_objective 
036A: put_actor $3088 in_car $3093 
0004: $3127 = 0 // integer values 
0004: $3090 = 1 // integer values 

:KENT1_12565
00D6: if 
00DF:   actor $3088 driving 
004D: jump_if_false @KENT1_12634 
00D9: $3093 = actor $3088 car // add to mission cleanup 
00AD: set_car $3093 max_speed_to 100.0 
0190: add_vehicle $3093 to_flipped_check 
03CC: car $3093 add_to_stuck_car_check 0.5 = 3000 
04BA: set_car $3093 speed_instantly 30.0 
0004: $3122 = 1 // integer values 

:KENT1_12634
00D6: if 
0038:   $3122 == 1 // integer values 
004D: jump_if_false @KENT1_12786 
00D6: if 
8119:   not car $3093 wrecked 
004D: jump_if_false @KENT1_12734 
00D6: if 
0038:   $3127 == 0 // integer values 
004D: jump_if_false @KENT1_12700 
00AF: set_car $3093 driver_behaviour_to 2 
0004: $3127 = 1 // integer values 

:KENT1_12700
00D6: if or
01F4:   car $3093 flipped 
0495:   vehicle $3093 burning 
03CE:   car $3093 stuck 
004D: jump_if_false @KENT1_12734 
01D3: actor $3088 leave_car $3093 

:KENT1_12734
00D6: if 
80DF:   not actor $3088 driving 
004D: jump_if_false @KENT1_12786 
03CD: car $3093 remove_from_stuck_car_check 
0191: remove_vehicle $3093 from_flipped_check 
01C3: remove_references_to_car $3093 
0004: $3127 = 0 // integer values 
0004: $3090 = 0 // integer values 
0004: $3122 = 0 // integer values 

:KENT1_12786
00D6: if 
0038:   $3097 == 0 // integer values 
004D: jump_if_false @KENT1_13410 
00D6: if 
0118:   actor $3096 dead 
004D: jump_if_false @KENT1_12834 
0004: $3097 = 1 // integer values 
0002: jump @KENT1_13410 

:KENT1_12834
00D6: if 
0038:   $3130 == 0 // integer values 
004D: jump_if_false @KENT1_12890 
00D6: if 
02CB:   actor $3096 bounding_sphere_visible 
004D: jump_if_false @KENT1_12890 
00BC: text_highpriority 'KPM1_5' 5000 ms 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $3130 = 1 // integer values 

:KENT1_12890
00D6: if 
0038:   $3123 == 0 // integer values 
004D: jump_if_false @KENT1_13258 
00D6: if 
02CB:   actor $3096 bounding_sphere_visible 
004D: jump_if_false @KENT1_12976 
00D6: if 
0038:   $3098 == 0 // integer values 
004D: jump_if_false @KENT1_12969 
01ED: clear_actor $3096 threat_search 
011A: set_actor $3096 search_threat 1 
01CC: actor $3096 kill_player $PLAYER_CHAR 
0004: $3098 = 1 // integer values 

:KENT1_12969
0002: jump @KENT1_13189 

:KENT1_12976
0004: $3098 = 0 // integer values 
00D6: if 
0038:   $3098 == 0 // integer values 
004D: jump_if_false @KENT1_13189 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $3096 radius 20.0 20.0 
004D: jump_if_false @KENT1_13189 
00A0: store_actor $3096 position_to $3149 $3150 $3151 
02C1: set $3146 $3147 $3148 to_car_path_coords_closest_to $3149 $3150 $3151 
00D6: if 
838A:   not car_in_cube $3146 $3147 $3148 4.0 4.0 3.0 
004D: jump_if_false @KENT1_13189 
00D6: if 
80C2:   not sphere_onscreen $3146 $3147 $3148 4.0 
004D: jump_if_false @KENT1_13189 
03CD: car $3094 remove_from_stuck_car_check 
0191: remove_vehicle $3094 from_flipped_check 
01C3: remove_references_to_car $3094 
00A5: $3094 = create_car #COMET at $3146 $3147 $3148 
011C: actor $3096 clear_objective 
036A: put_actor $3096 in_car $3094 
0004: $3128 = 0 // integer values 
0004: $3098 = 1 // integer values 

:KENT1_13189
00D6: if 
00DF:   actor $3096 driving 
004D: jump_if_false @KENT1_13258 
00D9: $3094 = actor $3096 car // add to mission cleanup 
00AD: set_car $3094 max_speed_to 100.0 
0190: add_vehicle $3094 to_flipped_check 
03CC: car $3094 add_to_stuck_car_check 0.5 = 3000 
04BA: set_car $3094 speed_instantly 30.0 
0004: $3123 = 1 // integer values 

:KENT1_13258
00D6: if 
0038:   $3123 == 1 // integer values 
004D: jump_if_false @KENT1_13410 
00D6: if 
8119:   not car $3094 wrecked 
004D: jump_if_false @KENT1_13358 
00D6: if 
0038:   $3128 == 0 // integer values 
004D: jump_if_false @KENT1_13324 
00AF: set_car $3094 driver_behaviour_to 2 
0004: $3128 = 1 // integer values 

:KENT1_13324
00D6: if or
01F4:   car $3094 flipped 
0495:   vehicle $3094 burning 
03CE:   car $3094 stuck 
004D: jump_if_false @KENT1_13358 
01D3: actor $3096 leave_car $3094 

:KENT1_13358
00D6: if 
80DF:   not actor $3096 driving 
004D: jump_if_false @KENT1_13410 
03CD: car $3094 remove_from_stuck_car_check 
0191: remove_vehicle $3094 from_flipped_check 
01C3: remove_references_to_car $3094 
0004: $3128 = 0 // integer values 
0004: $3098 = 0 // integer values 
0004: $3123 = 0 // integer values 

:KENT1_13410
00D6: if 
0038:   $3100 == 0 // integer values 
004D: jump_if_false @KENT1_14041 
00D6: if 
0118:   actor $3099 dead 
004D: jump_if_false @KENT1_13458 
0004: $3100 = 1 // integer values 
0002: jump @KENT1_14041 

:KENT1_13458
00D6: if 
0038:   $3130 == 0 // integer values 
004D: jump_if_false @KENT1_13514 
00D6: if 
02CB:   actor $3099 bounding_sphere_visible 
004D: jump_if_false @KENT1_13514 
00BC: text_highpriority 'KPM1_5' 5000 ms 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $3130 = 1 // integer values 

:KENT1_13514
00D6: if 
0038:   $3124 == 0 // integer values 
004D: jump_if_false @KENT1_13889 
00D6: if 
02CB:   actor $3099 bounding_sphere_visible 
004D: jump_if_false @KENT1_13600 
00D6: if 
0038:   $3101 == 0 // integer values 
004D: jump_if_false @KENT1_13593 
01ED: clear_actor $3099 threat_search 
011A: set_actor $3099 search_threat 1 
01CC: actor $3099 kill_player $PLAYER_CHAR 
0004: $3101 = 1 // integer values 

:KENT1_13593
0002: jump @KENT1_13813 

:KENT1_13600
0004: $3101 = 0 // integer values 
00D6: if 
0038:   $3101 == 0 // integer values 
004D: jump_if_false @KENT1_13813 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $3099 radius 20.0 20.0 
004D: jump_if_false @KENT1_13813 
00A0: store_actor $3099 position_to $3155 $3156 $3157 
02C1: set $3152 $3153 $3154 to_car_path_coords_closest_to $3155 $3156 $3157 
00D6: if 
838A:   not car_in_cube $3152 $3153 $3154 4.0 4.0 3.0 
004D: jump_if_false @KENT1_13813 
00D6: if 
80C2:   not sphere_onscreen $3152 $3153 $3154 4.0 
004D: jump_if_false @KENT1_13813 
03CD: car $3095 remove_from_stuck_car_check 
0191: remove_vehicle $3095 from_flipped_check 
01C3: remove_references_to_car $3095 
00A5: $3095 = create_car #COMET at $3152 $3153 $3154 
011C: actor $3099 clear_objective 
036A: put_actor $3099 in_car $3095 
0004: $3129 = 0 // integer values 
0004: $3101 = 1 // integer values 

:KENT1_13813
00D6: if 
00DF:   actor $3099 driving 
004D: jump_if_false @KENT1_13889 
00D9: $3095 = actor $3099 car // add to mission cleanup 
00AD: set_car $3095 max_speed_to 100.0 
0190: add_vehicle $3095 to_flipped_check 
03CC: car $3095 add_to_stuck_car_check 0.5 = 3000 
04BA: set_car $3095 speed_instantly 30.0 
0004: $3101 = 0 // integer values 
0004: $3124 = 1 // integer values 

:KENT1_13889
00D6: if 
0038:   $3124 == 1 // integer values 
004D: jump_if_false @KENT1_14041 
00D6: if 
8119:   not car $3095 wrecked 
004D: jump_if_false @KENT1_13989 
00D6: if 
0038:   $3129 == 0 // integer values 
004D: jump_if_false @KENT1_13955 
00AF: set_car $3095 driver_behaviour_to 2 
0004: $3129 = 1 // integer values 

:KENT1_13955
00D6: if or
01F4:   car $3095 flipped 
0495:   vehicle $3095 burning 
03CE:   car $3095 stuck 
004D: jump_if_false @KENT1_13989 
01D3: actor $3099 leave_car $3095 

:KENT1_13989
00D6: if 
80DF:   not actor $3099 driving 
004D: jump_if_false @KENT1_14041 
03CD: car $3095 remove_from_stuck_car_check 
0191: remove_vehicle $3095 from_flipped_check 
01C3: remove_references_to_car $3095 
0004: $3129 = 0 // integer values 
0004: $3101 = 0 // integer values 
0004: $3124 = 0 // integer values 

:KENT1_14041
0051: return 

:KENT1_14043
00D6: if 
001A:   11 > $3115 // integer values 
004D: jump_if_false @KENT1_15743 
00D6: if 
0038:   $3103 == 0 // integer values 
004D: jump_if_false @KENT1_14173 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @KENT1_14173 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision 0@ 
004D: jump_if_false @KENT1_14173 
01ED: clear_actor 0@ threat_search 
02A9: set_actor 0@ immune_to_nonplayer 1 
0372: set_actor 0@ anim 34 wait_state_time 1000000 ms 
0332: set_actor 0@ bleeding_to 1 
04D7: lock_actor 0@ in_current_position 1 
04F5: unknown_actor 0@ kiss_player $PLAYER_CHAR on 1 
0008: $3115 += 1 // integer values 
0004: $3103 = 1 // integer values 

:KENT1_14173
00D6: if 
0038:   $3102 == 0 // integer values 
004D: jump_if_false @KENT1_14291 
00D6: if 
8118:   not actor $2972 dead 
004D: jump_if_false @KENT1_14291 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $2972 
004D: jump_if_false @KENT1_14291 
01ED: clear_actor $2972 threat_search 
011A: set_actor $2972 search_threat 1 
01B2: give_actor $2972 weapon 23 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 80 
0173: set_actor $2972 z_angle_to 196.45 
0350: set_actor $2972 maintain_position_when_attacked 1 
01CA: actor $2972 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3102 = 1 // integer values 

:KENT1_14291
00D6: if 
0038:   $3104 == 0 // integer values 
004D: jump_if_false @KENT1_14445 
00D6: if 
8118:   not actor $2978 dead 
004D: jump_if_false @KENT1_14445 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $2978 
004D: jump_if_false @KENT1_14445 
01ED: clear_actor $2978 threat_search 
011A: set_actor $2978 search_threat 1 
0243: set_actor $2978 ped_stats_to 16 
01B2: give_actor $2978 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 0 at $2983 $2984 $2985 
01E2: add_route_point 0 at $2986 $2987 $2988 
01E2: add_route_point 0 at $2989 $2990 $2991 
01E2: add_route_point 0 at $2992 $2993 $2994 
01E1: set_actor $2978 follow_route 0 3 
0008: $3115 += 1 // integer values 
0004: $3104 = 1 // integer values 

:KENT1_14445
00D6: if 
0038:   $3105 == 0 // integer values 
004D: jump_if_false @KENT1_14561 
00D6: if 
8118:   not actor $2995 dead 
004D: jump_if_false @KENT1_14561 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $2995 
004D: jump_if_false @KENT1_14561 
01ED: clear_actor $2995 threat_search 
011A: set_actor $2995 search_threat 1 
0243: set_actor $2995 ped_stats_to 16 
01B2: give_actor $2995 weapon 23 ammo 30000 // Load the weapon model before using this 
0173: set_actor $2995 z_angle_to $3001 
0350: set_actor $2995 maintain_position_when_attacked 1 
01CA: actor $2995 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3105 = 1 // integer values 

:KENT1_14561
00D6: if 
0038:   $3106 == 0 // integer values 
004D: jump_if_false @KENT1_14677 
00D6: if 
8118:   not actor $3002 dead 
004D: jump_if_false @KENT1_14677 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3002 
004D: jump_if_false @KENT1_14677 
01ED: clear_actor $3002 threat_search 
011A: set_actor $3002 search_threat 1 
0243: set_actor $3002 ped_stats_to 16 
01B2: give_actor $3002 weapon 23 ammo 30000 // Load the weapon model before using this 
0173: set_actor $3002 z_angle_to $3008 
0350: set_actor $3002 maintain_position_when_attacked 1 
01CA: actor $3002 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3106 = 1 // integer values 

:KENT1_14677
00D6: if 
0038:   $3107 == 0 // integer values 
004D: jump_if_false @KENT1_14883 
00D6: if 
8118:   not actor $3009 dead 
004D: jump_if_false @KENT1_14883 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3009 
004D: jump_if_false @KENT1_14883 
01ED: clear_actor $3009 threat_search 
011A: set_actor $3009 search_threat 1 
0243: set_actor $3009 ped_stats_to 16 
01B2: give_actor $3009 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 1 at $3015 $3016 $3017 
01E2: add_route_point 1 at $3018 $3019 $3020 
01E2: add_route_point 1 at $3021 $3022 $3023 
01E2: add_route_point 1 at $3024 $3025 $3026 
01E2: add_route_point 1 at $3027 $3028 $3029 
01E2: add_route_point 1 at $3030 $3031 $3032 
01E2: add_route_point 1 at $3033 $3034 $3035 
01E2: add_route_point 1 at $3036 $3037 $3038 
01E1: set_actor $3009 follow_route 1 3 
0008: $3115 += 1 // integer values 
0004: $3107 = 1 // integer values 

:KENT1_14883
00D6: if 
0038:   $3108 == 0 // integer values 
004D: jump_if_false @KENT1_15024 
00D6: if 
8118:   not actor $3039 dead 
004D: jump_if_false @KENT1_15024 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3039 
004D: jump_if_false @KENT1_15024 
01ED: clear_actor $3039 threat_search 
011A: set_actor $3039 search_threat 1 
0243: set_actor $3039 ped_stats_to 16 
01B2: give_actor $3039 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 2 at $3045 $3046 $3047 
01E2: add_route_point 2 at $3048 $3049 $3050 
01E2: add_route_point 2 at $3051 $3052 $3053 
01E1: set_actor $3039 follow_route 2 3 
0008: $3115 += 1 // integer values 
0004: $3108 = 1 // integer values 

:KENT1_15024
00D6: if 
0038:   $3109 == 0 // integer values 
004D: jump_if_false @KENT1_15139 
00D6: if 
8118:   not actor $3054 dead 
004D: jump_if_false @KENT1_15139 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3054 
004D: jump_if_false @KENT1_15139 
01ED: clear_actor $3054 threat_search 
011A: set_actor $3054 search_threat 1 
0243: set_actor $3054 ped_stats_to 16 
01B2: give_actor $3054 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3054 weapon_accuracy_to 80 
0350: set_actor $3054 maintain_position_when_attacked 1 
01CA: actor $3054 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3109 = 1 // integer values 

:KENT1_15139
00D6: if 
0038:   $3110 == 0 // integer values 
004D: jump_if_false @KENT1_15264 
00D6: if 
8118:   not actor $3056 dead 
004D: jump_if_false @KENT1_15264 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3056 
004D: jump_if_false @KENT1_15264 
01ED: clear_actor $3056 threat_search 
0173: set_actor $3056 z_angle_to 289.74 
011A: set_actor $3056 search_threat 1 
0243: set_actor $3056 ped_stats_to 16 
01B2: give_actor $3056 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3056 weapon_accuracy_to 80 
0350: set_actor $3056 maintain_position_when_attacked 1 
01CA: actor $3056 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3110 = 1 // integer values 

:KENT1_15264
00D6: if 
0038:   $3111 == 0 // integer values 
004D: jump_if_false @KENT1_15389 
00D6: if 
8118:   not actor $3059 dead 
004D: jump_if_false @KENT1_15389 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3059 
004D: jump_if_false @KENT1_15389 
01ED: clear_actor $3059 threat_search 
0173: set_actor $3059 z_angle_to 289.74 
011A: set_actor $3059 search_threat 1 
0243: set_actor $3059 ped_stats_to 16 
01B2: give_actor $3059 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3059 weapon_accuracy_to 80 
0350: set_actor $3059 maintain_position_when_attacked 1 
01CA: actor $3059 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3111 = 1 // integer values 

:KENT1_15389
00D6: if 
0038:   $3112 == 0 // integer values 
004D: jump_if_false @KENT1_15507 
00D6: if 
8118:   not actor $3062 dead 
004D: jump_if_false @KENT1_15507 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3062 
004D: jump_if_false @KENT1_15507 
01ED: clear_actor $3062 threat_search 
0173: set_actor $3062 z_angle_to 87.55 
011A: set_actor $3062 search_threat 1 
0243: set_actor $3062 ped_stats_to 16 
01B2: give_actor $3062 weapon 27 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3062 maintain_position_when_attacked 1 
01CA: actor $3062 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3112 = 1 // integer values 

:KENT1_15507
00D6: if 
0038:   $3113 == 0 // integer values 
004D: jump_if_false @KENT1_15625 
00D6: if 
8118:   not actor $3065 dead 
004D: jump_if_false @KENT1_15625 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3065 
004D: jump_if_false @KENT1_15625 
01ED: clear_actor $3065 threat_search 
0173: set_actor $3065 z_angle_to 128.477 
011A: set_actor $3065 search_threat 1 
0243: set_actor $3065 ped_stats_to 16 
01B2: give_actor $3065 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3065 maintain_position_when_attacked 1 
01CA: actor $3065 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3113 = 1 // integer values 

:KENT1_15625
00D6: if 
0038:   $3114 == 0 // integer values 
004D: jump_if_false @KENT1_15743 
00D6: if 
8118:   not actor $3068 dead 
004D: jump_if_false @KENT1_15743 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $3068 
004D: jump_if_false @KENT1_15743 
01ED: clear_actor $3068 threat_search 
0173: set_actor $3068 z_angle_to 98.364 
011A: set_actor $3068 search_threat 1 
0243: set_actor $3068 ped_stats_to 16 
01B2: give_actor $3068 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3068 maintain_position_when_attacked 1 
01CA: actor $3068 kill_player $PLAYER_CHAR 
0008: $3115 += 1 // integer values 
0004: $3114 = 1 // integer values 

:KENT1_15743
0051: return 

//-------------Mission 18---------------
// Originally: Four Iron

:SERG1
03A4: name_thread 'SERG1' 
0050: gosub @SERG1_53 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SERG1_37 
0050: gosub @SERG1_9799 

:SERG1_37
0050: gosub @SERG1_9919 
004E: end_thread 
0006: 16@ = 0 // integer values 

:SERG1_53
0317: increment_mission_attempts 
054C: use_GXT_table 'SERG1' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0001: wait 500 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SERG1_155 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SERG1_155 
0353: refresh_actor $PLAYER_ACTOR 

:SERG1_155
0004: $3242 = 0 // integer values 
0004: $3243 = 0 // integer values 
0004: $3244 = 0 // integer values 
0004: $3247 = 5 // integer values 
0004: $3250 = 5 // integer values 
0004: $3252 = 0 // integer values 
0004: $3253 = 0 // integer values 
0004: $3254 = 5 // integer values 
0004: $3248 = 0 // integer values 
0004: $3249 = 0 // integer values 
0004: $3256 = 0 // integer values 
0004: $3268 = 0 // integer values 
0004: $3284 = 0 // integer values 
0004: $3263 = 0 // integer values 
0004: $3264 = 0 // integer values 
0004: $3265 = 0 // integer values 
0004: $3266 = 0 // integer values 
0004: $3257 = 0 // integer values 
0004: $3258 = 0 // integer values 
0004: $3259 = 0 // integer values 
0004: $3260 = 0 // integer values 
0004: $3261 = 0 // integer values 
0004: $3262 = 0 // integer values 
0004: $3285 = 0 // integer values 
0004: $3281 = 0 // integer values 
0004: $3282 = 0 // integer values 
0004: $3283 = 0 // integer values 
0004: $3257 = 0 // integer values 
0004: $3246 = 0 // integer values 
0004: $3286 = 0 // integer values 
0004: $3287 = 0 // integer values 
0004: $3290 = 0 // integer values 
0004: $3291 = 0 // integer values 
0004: $3292 = 0 // integer values 
0004: $3293 = 0 // integer values 
0004: $3288 = 0 // integer values 
0004: $3289 = 0 // integer values 
0004: $3294 = 0 // integer values 
0004: $3295 = 0 // integer values 
0004: $3296 = 0 // integer values 
0004: $3297 = 0 // integer values 
0004: $3298 = 0 // integer values 
0004: $3299 = 0 // integer values 
0005: $99 = 325.2479 // floating-point values 
0005: $100 = 203.6996 // floating-point values 
0005: $101 = 10.39881 // floating-point values 
0005: $3189 = 94.725 // floating-point values 
0005: $3190 = 268.87 // floating-point values 
0005: $3191 = 21.764 // floating-point values 
0005: $3181 = 101.989 // floating-point values 
0005: $3182 = 251.821 // floating-point values 
0005: $3183 = 21.77 // floating-point values 
0005: $3192 = 80.339 // floating-point values 
0005: $3193 = 579.956 // floating-point values 
0005: $3194 = 17.442 // floating-point values 
0005: $3208 = 319.5175 // floating-point values 
0005: $3195 = 78.689 // floating-point values 
0005: $3196 = 582.528 // floating-point values 
0005: $3197 = 17.39414 // floating-point values 
0005: $3209 = 308.28 // floating-point values 
0005: $3198 = 85.716 // floating-point values 
0005: $3199 = 572.613 // floating-point values 
0005: $3200 = 17.57464 // floating-point values 
0005: $3210 = 304.955 // floating-point values 
0005: $3201 = 74.674 // floating-point values 
0005: $3202 = 597.314 // floating-point values 
0005: $3203 = 17.57464 // floating-point values 
0005: $3211 = 238.371 // floating-point values 
0005: $3204 = 83.422 // floating-point values 
0005: $3205 = 596.1174 // floating-point values 
0005: $3206 = 12.965 // floating-point values 
0005: $3207 = 231.757 // floating-point values 
0005: $3212 = 79.1955 // floating-point values 
0005: $3213 = 580.3671 // floating-point values 
0005: $3214 = 17.4168 // floating-point values 
0005: $3219 = 93.72506 // floating-point values 
0005: $3220 = 563.45 // floating-point values 
0005: $3221 = 13.175 // floating-point values 
0005: $3222 = 95.591 // floating-point values 
0005: $3223 = 561.284 // floating-point values 
0005: $3224 = 13.133 // floating-point values 
0005: $3225 = 98.84 // floating-point values 
0005: $3226 = 557.794 // floating-point values 
0005: $3227 = 13.04 // floating-point values 
0005: $3228 = 95.518 // floating-point values 
0005: $3229 = 573.821 // floating-point values 
0005: $3230 = 13.087 // floating-point values 
0005: $3231 = 304.078 // floating-point values 
0005: $3232 = 308.83 // floating-point values 
0005: $3233 = 308.439 // floating-point values 
0005: $3234 = 17.252 // floating-point values 
00C0: set_current_time 10 0 
01B6: set_weather 4 
0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0 
0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
015F: set_camera_position 297.0 -204.7 13.0 0.0 rotation 0.0 0.0 
0160: point_camera 318.5 -219.23 22.4 switchstyle 2 
0247: request_model #STRETCH 
03CB: set_camera 270.0 -218.0 13.4 

:SERG1_1097
00D6: if 
8248:   not model #STRETCH available 
004D: jump_if_false @SERG1_1124 
0001: wait 0 ms 
0002: jump @SERG1_1097 

:SERG1_1124
0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0 
00A5: $1602 = create_car #STRETCH at 306.9 -241.65 12.3 
0229: set_car $1602 color_to 0 0 
0175: set_car $1602 z_angle_to 0.0 
016A: fade 1 1500 ms 

:SERG1_1197
00D6: if 
016B:   fading 
004D: jump_if_false @SERG1_1221 
0001: wait 0 ms 
0002: jump @SERG1_1197 

:SERG1_1221
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG1_1257 
04BA: set_car $1602 speed_instantly 15.0 
0477: set_car $1602 action 8 time 8000 

:SERG1_1257
0006: 16@ = 0 // integer values 

:SERG1_1264
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @SERG1_1294 
0001: wait 0 ms 
0002: jump @SERG1_1264 

:SERG1_1294
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG1_1319 
0158: camera_on_vehicle $1602 mode 15 switchstyle 1 

:SERG1_1319
0006: 16@ = 0 // integer values 

:SERG1_1326
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @SERG1_1356 
0001: wait 0 ms 
0002: jump @SERG1_1326 

:SERG1_1356
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG1_1397 
00AA: store_car $1602 position_to $1599 $1600 $1601 
0211: actor $PLAYER_ACTOR walk_to $1599 $1600 

:SERG1_1397
016A: fade 0 1500 ms 

:SERG1_1404
00D6: if 
016B:   fading 
004D: jump_if_false @SERG1_1428 
0001: wait 0 ms 
0002: jump @SERG1_1404 

:SERG1_1428
00A6: destroy_car $1602 
0249: release_model #STRETCH 
015A: restore_camera 
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
0006: 16@ = 0 // integer values 
03CF: load_wav 'MONO_6' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
02F3: load_object #CUTOBJ02 'GPASS' 
038B: load_requested_models 

:SERG1_1521
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @SERG1_1551 
0001: wait 0 ms 
0002: jump @SERG1_1521 

:SERG1_1551
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @SERG1_1583 
0001: wait 0 ms 
0002: jump @SERG1_1551 

:SERG1_1583
02E4: load_cutscene_data 'TEX_1' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $149 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $3300 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3300 'CS_LIMO' 
02E5: $3301 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $3301 'GPASS' 
0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
04E4: unknown_refresh_game_renderer_at 265.129 -234.531 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG1_1787
00D6: if 
001A:   1569 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_1822 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_1787 

:SERG1_1822
00BC: text_highpriority 'TEX1_A' 10000 ms 1  // Come in and park yourself on the hide, son.

:SERG1_1837
00D6: if 
001A:   4896 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_1872 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_1837 

:SERG1_1872
00BC: text_highpriority 'TEX1_B' 10000 ms 1  // Hell, my daddy used to say, never look a gift horse in the mouth, and by golly, he never did.

:SERG1_1887
00D6: if 
001A:   10768 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_1922 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_1887 

:SERG1_1922
00BC: text_highpriority 'TEX1_C' 10000 ms 1  // Would you like a drop of the old Kentucky?

:SERG1_1937
00D6: if 
001A:   12947 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_1972 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_1937 

:SERG1_1972
00BC: text_highpriority 'TEX1_D' 10000 ms 1  // No thanks.

:SERG1_1987
00D6: if 
001A:   13927 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2022 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_1987 

:SERG1_2022
00BC: text_highpriority 'TEX1_E' 10000 ms 1  // A clean thinker! I like that.

:SERG1_2037
00D6: if 
001A:   16556 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2072 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2037 

:SERG1_2072
00BC: text_highpriority 'TEX1_F' 10000 ms 1  // Now, the property business isn't all about high-falootin' paper pushing.

:SERG1_2087
00D6: if 
001A:   20072 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2122 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2087 

:SERG1_2122
00BC: text_highpriority 'TEX1_G' 10000 ms 1  // It's about dirt! And the will to claim that dirt! You with me, son?

:SERG1_2137
00D6: if 
001A:   24493 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2172 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2137 

:SERG1_2172
00BC: text_highpriority 'TEX1_H' 10000 ms 1  // Oh yeah.

:SERG1_2187
00D6: if 
001A:   25569 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2222 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2187 

:SERG1_2222
00BC: text_highpriority 'TEX1_I' 10000 ms 1  // Well, I need some tenacious bastard to let go of some dirt,

:SERG1_2237
00D6: if 
001A:   28462 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2272 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2237 

:SERG1_2272
00BC: text_highpriority 'TEX1_J' 10000 ms 1  // and you look to me like the kind of guy to persuade him.

:SERG1_2287
00D6: if 
001A:   31069 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2322 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2287 

:SERG1_2322
00BC: text_highpriority 'TEX1_K' 10000 ms 1  // Persuasion's my forte.

:SERG1_2337
00D6: if 
001A:   32859 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2374 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2337 

:SERG1_2374
00BC: text_highpriority 'TEX1_L' 10000 ms 1  // Yeh, he'll be down at the country club, down on the golf course.

:SERG1_2389
00D6: if 
001A:   36053 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2426 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2389 

:SERG1_2426
00BC: text_highpriority 'TEX1_M' 10000 ms 1  // They don't allow guns, so his bodyguards won't be packing lawgivers.

:SERG1_2441
00D6: if 
001A:   40174 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2478 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2441 

:SERG1_2478
00BC: text_highpriority 'TEX1_N' 10000 ms 1  // Go beat eight tons of crap out of him.

:SERG1_2493
00D6: if 
001A:   42460 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2530 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2493 

:SERG1_2530
00BC: text_highpriority 'TEX1_O' 10000 ms 1  // Here now - I got you a membership, and boy you're going to need more appropriate clothing.

:SERG1_2545
00D6: if 
001A:   47168 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG1_2582 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG1_2545 

:SERG1_2582
00BE: text_clear_all 
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @SERG1_2630 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG1_2630 
03D1: play_wav 1 

:SERG1_2630
00D6: if 
016B:   fading 
004D: jump_if_false @SERG1_2654 
0001: wait 0 ms 
0002: jump @SERG1_2630 

:SERG1_2654
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04BB: select_interiour 0 // select render area 
016A: fade 1 1500 ms 
0215: destroy_pickup $1297 
0215: destroy_pickup $1298 
0215: destroy_pickup $1284 
0215: destroy_pickup $1285 
0215: destroy_pickup $1286 
0215: destroy_pickup $1287 
0215: destroy_pickup $1288 
0215: destroy_pickup $1289 
0215: destroy_pickup $1290 
0215: destroy_pickup $1291 
0215: destroy_pickup $1292 
0215: destroy_pickup $1296 
00D6: if 
0038:   $3242 == 0 // integer values 
004D: jump_if_false @SERG1_2807 
02A8: $3167 = create_marker 28 at $99 $100 $101 
00BC: text_highpriority 'TEX1_1' 7000 ms 2  // ~g~Go and pick up some golfing clothes from Jocksports.
0004: $3242 = 1 // integer values 

:SERG1_2807
0247: request_model #WMYGO 
0247: request_model #CADDY 
0247: request_model #GOLFCLUB 
0247: request_model #GREENWOO 

:SERG1_2826
00D6: if or
8248:   not model #WMYGO available 
8248:   not model #CADDY available 
8248:   not model #GOLFCLUB available 
8248:   not model #GREENWOO available 
004D: jump_if_false @SERG1_2867 
0001: wait 0 ms 
0002: jump @SERG1_2826 

:SERG1_2867
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:SERG1_2891
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @SERG1_2921 
0001: wait 0 ms 
0002: jump @SERG1_2891 

:SERG1_2921
0108: destroy_object $1821 
029B: $1821 = init_object #GOLF_GATESOPEN at 107.81 228.072 20.989 
01C7: remove_object_from_mission_cleanup_list $1821 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0481:  2.5 
00D6: if 
0038:   $3266 == 1 // integer values 
004D: jump_if_false @SERG1_3008 
00A5: $3245 = create_car #CADDY at 226.4403 468.6706 12.06724 

:SERG1_3008
0001: wait 0 ms 
00D6: if 
0038:   $3242 == 1 // integer values 
004D: jump_if_false @SERG1_3925 
00D6: if 
00F6:   player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 2.0 
004D: jump_if_false @SERG1_3925 
0164: disable_marker $3167 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position 322.1945 201.5772 14.571 0.0 rotation 0.0 0.0 
0160: point_camera 322.9229 202.133 14.17033 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to 328.3383 206.0569 
0001: wait 1300 ms 
016A: fade 0 1500 ms 
0001: wait 1500 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SERG1_3223 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SERG1_3223 
0353: refresh_actor $PLAYER_ACTOR 

:SERG1_3223
03CF: load_wav 'TEX1_3' as 1 
03CF: load_wav 'TEX1_4' as 2 

:SERG1_3247
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SERG1_3277 
0001: wait 0 ms 
0002: jump @SERG1_3247 

:SERG1_3277
0395: clear_area 0 at 325.2479 283.6996 range 1.0 1.0 
0395: clear_area 0 at 324.8611 203.3913 range 1.0 1.0 
042B: clear_peds_from_cube 316.5 207.966 9.23 335.8277 190.5509 11.3988 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 325.9265 204.2 10.39881 
0171: set_player $PLAYER_CHAR z_angle_to 128.1122 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
016A: fade 1 1500 ms 
015F: set_camera_position 324.8611 203.3913 11.26842 0.0 rotation 0.0 0.0 
0160: point_camera 325.5527 203.925 10.78171 switchstyle 2 
0001: wait 1000 ms 
0460: set_camera_pointing_time 5.0 3000 
015F: set_camera_position 324.861 203.3913 11.26842 0.0 rotation 0.0 0.0 
0160: point_camera 325.5336 203.9103 11.79598 switchstyle 1 
0006: 17@ = 0 // integer values 

:SERG1_3530
00D6: if 
8019:   not  17@ > 5000 // integer values 
004D: jump_if_false @SERG1_3880 
0001: wait 0 ms 
00D6: if 
0019:   17@ > 450 // integer values 
004D: jump_if_false @SERG1_3692 
00D6: if 
0038:   $3288 == 0 // integer values 
004D: jump_if_false @SERG1_3692 
00BC: text_highpriority 'TEX1_7' 5000 ms 2  // Is this me?
00D6: if 
0038:   $3291 == 0 // integer values 
004D: jump_if_false @SERG1_3634 
03D1: play_wav 1 
0004: $3291 = 1 // integer values 

:SERG1_3634
00D6: if 
0038:   $3291 == 1 // integer values 
004D: jump_if_false @SERG1_3692 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG1_3692 
0004: $3291 = 0 // integer values 
040D: unload_wav 1 
0004: $3290 = 1 // integer values 
0004: $3288 = 1 // integer values 

:SERG1_3692
00D6: if 
0038:   $3288 == 1 // integer values 
004D: jump_if_false @SERG1_3849 
00D6: if 
0038:   $3289 == 0 // integer values 
004D: jump_if_false @SERG1_3849 
03D7: set_wav 1 location 311.06 218.27 11.74 
00BC: text_highpriority 'TEX1_6' 5000 ms 2  // Nice ass baby!
00D6: if 
0038:   $3293 == 0 // integer values 
004D: jump_if_false @SERG1_3791 
03D1: play_wav 2 
0004: $3293 = 1 // integer values 

:SERG1_3791
00D6: if 
0038:   $3293 == 1 // integer values 
004D: jump_if_false @SERG1_3849 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG1_3849 
0004: $3293 = 0 // integer values 
040D: unload_wav 1 
0004: $3292 = 1 // integer values 
0004: $3289 = 1 // integer values 

:SERG1_3849
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG1_3873 
0002: jump @SERG1_3880 

:SERG1_3873
0002: jump @SERG1_3530 

:SERG1_3880
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @SERG1_3903 
0110: clear_player $PLAYER_CHAR wanted_level 

:SERG1_3903
011C: actor $PLAYER_ACTOR clear_objective 
03EB: clear_small_messages_only 
040D: unload_wav 1 
040D: unload_wav 2 
0004: $3242 = 2 // integer values 

:SERG1_3925
00D6: if 
0038:   $3242 == 2 // integer values 
004D: jump_if_false @SERG1_4024 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @SERG1_4024 
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
018A: $3160 = create_checkpoint_at 100.5953 251.247 20.729 
00BC: text_highpriority 'TEX1_2' 7000 ms 2  // ~g~Now head to the Leaf Links Golf Club.
0004: $3242 = 3 // integer values 

:SERG1_4024
00D6: if 
0038:   $3242 == 3 // integer values 
004D: jump_if_false @SERG1_4131 
00D6: if 
0038:   $3243 == 0 // integer values 
004D: jump_if_false @SERG1_4131 
00D6: if 
00F5:   player $PLAYER_CHAR 1 100.5953 251.247 20.729 radius 2.0 2.0 3.0 
004D: jump_if_false @SERG1_4131 
0164: disable_marker $3160 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0004: $3243 = 1 // integer values 

:SERG1_4131
00D6: if 
0038:   $3296 == 0 // integer values 
004D: jump_if_false @SERG1_4191 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false @SERG1_4191 
03E5: text_box 'TEX1_8'  // Each time you enter a caddy you automatically receive a golf club, providing your melee weapon slot is empty.
041E: set_radio_station 6 -1 
0004: $3296 = 1 // integer values 

:SERG1_4191
00D6: if 
0038:   $3243 == 1 // integer values 
004D: jump_if_false @SERG1_5098 
016A: fade 0 1000 ms 

:SERG1_4216
00D6: if 
016B:   fading 
004D: jump_if_false @SERG1_4240 
0001: wait 0 ms 
0002: jump @SERG1_4216 

:SERG1_4240
03C7: set_sensitivity_to_crime_to 0.1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
009A: $3161 = create_actor_pedtype 21 model #SPECIAL01 at $3192 $3193 $3194 
01B2: give_actor $3161 weapon 3 ammo 3000 // Load the weapon model before using this 
02A9: set_actor $3161 immune_to_nonplayer 1 
0223: set_actor $3161 health_to 250 
0173: set_actor $3161 z_angle_to $3208 
009A: $3162 = create_actor_pedtype 21 model #SPECIAL02 at $3195 $3196 $3197 
01B2: give_actor $3162 weapon 3 ammo 3000 // Load the weapon model before using this 
02A9: set_actor $3162 immune_to_nonplayer 1 
0223: set_actor $3162 health_to 250 
0173: set_actor $3162 z_angle_to $3208 
009A: $3163 = create_actor_pedtype 21 model #SPECIAL01 at $3198 $3199 $3200 
01B2: give_actor $3163 weapon 3 ammo 3000 // Load the weapon model before using this 
02A9: set_actor $3163 immune_to_nonplayer 1 
0223: set_actor $3163 health_to 250 
0173: set_actor $3163 z_angle_to $3208 
009A: $3164 = create_actor_pedtype 21 model #SPECIAL02 at $3201 $3202 $3203 
01B2: give_actor $3164 weapon 3 ammo 3000 // Load the weapon model before using this 
02A9: set_actor $3164 immune_to_nonplayer 1 
0223: set_actor $3164 health_to 250 
0173: set_actor $3164 z_angle_to $3208 
009A: $3166 = create_actor_pedtype 4 model #WMYGO at $3212 $3213 $3214 
01B2: give_actor $3166 weapon 3 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $3166 threat_search 
0223: set_actor $3166 health_to 250 
02A9: set_actor $3166 immune_to_nonplayer 1 
0187: $3171 = create_marker_above_actor $3166 
0173: set_actor $3166 z_angle_to 56.6491 
00A5: $3184 = create_car #CADDY at $3219 $3220 $3221 
00A9: set_car $3184 to_normal_driver 
0175: set_car $3184 z_angle_to $3231 
00A5: $3185 = create_car #CADDY at $3222 $3223 $3224 
00A9: set_car $3185 to_normal_driver 
0175: set_car $3185 z_angle_to $3232 
00A5: $3186 = create_car #CADDY at $3225 $3226 $3227 
00A9: set_car $3186 to_normal_driver 
0175: set_car $3186 z_angle_to $3233 
00A5: $3187 = create_car #CADDY at $3228 $3229 $3230 
00A9: set_car $3187 to_normal_driver 
0175: set_car $3187 z_angle_to $3234 
00A5: $3188 = create_car #CADDY at $3204 $3205 $3206 
0129: $3165 = create_actor 21 #SPECIAL01 in_car $3188 driverseat 
0243: set_actor $3165 ped_stats_to 16 
00A9: set_car $3188 to_normal_driver 
0175: set_car $3188 z_angle_to $3207 
00A5: $3170 = create_car #CADDY at 96.9997 301.46 19.448 
03CB: set_camera 109.9577 573.5403 16.59207 
0001: wait 500 ms 
016A: fade 1 1000 ms 
015F: set_camera_position 108.7098 563.4672 16.37469 0.0 rotation 0.0 0.0 
0160: point_camera 107.7731 563.7946 16.25006 switchstyle 2 
0006: 16@ = 0 // integer values 

:SERG1_4803
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @SERG1_4880 
0001: wait 0 ms 
00BC: text_highpriority 'TEX1_0' 10000 ms 2  // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
00D6: if and
00E1:   player 0 pressed_button 16 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @SERG1_4873 
0002: jump @SERG1_5017 

:SERG1_4873
0002: jump @SERG1_4803 

:SERG1_4880
015F: set_camera_position 82.77916 583.3534 18.74928 0.0 rotation 0.0 0.0 
0160: point_camera 81.94122 582.8141 18.66525 switchstyle 2 
0006: 16@ = 0 // integer values 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_4963 
0372: set_actor $3166 anim 33 wait_state_time -1 ms 

:SERG1_4963
00D6: if 
001B:   2500 > 16@ // integer values 
004D: jump_if_false @SERG1_5017 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG1_5010 
0002: jump @SERG1_5017 

:SERG1_5010
0002: jump @SERG1_4963 

:SERG1_5017
0395: clear_area 0 at 100.1102 254.2736 range 20.7242 1.0 
03D5: remove_text 'TEX1_0'  // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_5080 
0372: set_actor $3166 anim 0 wait_state_time 100 ms 

:SERG1_5080
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $3243 = 2 // integer values 

:SERG1_5098
00D6: if 
0038:   $3243 == 2 // integer values 
004D: jump_if_false @SERG1_5773 
00D6: if 
8118:   not actor $3161 dead 
004D: jump_if_false @SERG1_5667 
00D6: if 
0038:   $3286 == 0 // integer values 
004D: jump_if_false @SERG1_5182 
00D6: if 
0038:   $3297 == 1 // integer values 
004D: jump_if_false @SERG1_5182 
0004: $3286 = 2 // integer values 
0004: $3287 = 0 // integer values 

:SERG1_5182
00D6: if 
0038:   $3286 == 0 // integer values 
004D: jump_if_false @SERG1_5232 
00D6: if 
0038:   $3297 == 2 // integer values 
004D: jump_if_false @SERG1_5232 
0004: $3286 = 3 // integer values 
0004: $3287 = 0 // integer values 

:SERG1_5232
00D6: if 
0038:   $3286 == 2 // integer values 
004D: jump_if_false @SERG1_5446 
00D6: if 
0038:   $3287 == 0 // integer values 
004D: jump_if_false @SERG1_5294 
03CF: load_wav 'TEX1_5' as 1 
0004: $3287 = 1 // integer values 
0002: jump @SERG1_5446 

:SERG1_5294
00D6: if 
0038:   $3287 == 1 // integer values 
004D: jump_if_false @SERG1_5334 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG1_5334 
0004: $3287 = 2 // integer values 

:SERG1_5334
00D6: if 
0038:   $3287 == 2 // integer values 
004D: jump_if_false @SERG1_5378 
00BC: text_highpriority 'TEX1_9' 5000 ms 1  // Get him!
03D1: play_wav 1 
0004: $3287 = 3 // integer values 

:SERG1_5378
00D6: if 
0038:   $3287 == 3 // integer values 
004D: jump_if_false @SERG1_5446 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG1_5446 
0004: $3287 = 0 // integer values 
0004: $3286 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'TEX1_9'  // Get him!
0004: $3297 = 2 // integer values 

:SERG1_5446
00D6: if 
0038:   $3286 == 3 // integer values 
004D: jump_if_false @SERG1_5660 
00D6: if 
0038:   $3287 == 0 // integer values 
004D: jump_if_false @SERG1_5508 
03CF: load_wav 'TEX1_6' as 1 
0004: $3287 = 1 // integer values 
0002: jump @SERG1_5660 

:SERG1_5508
00D6: if 
0038:   $3287 == 1 // integer values 
004D: jump_if_false @SERG1_5548 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG1_5548 
0004: $3287 = 2 // integer values 

:SERG1_5548
00D6: if 
0038:   $3287 == 2 // integer values 
004D: jump_if_false @SERG1_5592 
00BC: text_highpriority 'TEX1_10' 5000 ms 1  // Kill that Psycho!
03D1: play_wav 1 
0004: $3287 = 3 // integer values 

:SERG1_5592
00D6: if 
0038:   $3287 == 3 // integer values 
004D: jump_if_false @SERG1_5660 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG1_5660 
0004: $3287 = 0 // integer values 
0004: $3286 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'TEX1_10'  // Kill that Psycho!
0004: $3297 = 3 // integer values 

:SERG1_5660
0002: jump @SERG1_5773 

:SERG1_5667
00D6: if 
0038:   $3286 == 2 // integer values 
004D: jump_if_false @SERG1_5720 
0004: $3287 = 0 // integer values 
0004: $3286 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'TEX1_9'  // Get him!
0004: $3297 = 2 // integer values 

:SERG1_5720
00D6: if 
0038:   $3286 == 3 // integer values 
004D: jump_if_false @SERG1_5773 
0004: $3287 = 0 // integer values 
0004: $3286 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'TEX1_10'  // Kill that Psycho!
0004: $3297 = 3 // integer values 

:SERG1_5773
00D6: if 
0038:   $3243 == 2 // integer values 
004D: jump_if_false @SERG1_5904 
00D6: if 
0038:   $3265 == 0 // integer values 
004D: jump_if_false @SERG1_5904 
00D6: if 
0019:   16@ > 1500 // integer values 
004D: jump_if_false @SERG1_5853 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_5853 
0372: set_actor $3166 anim 33 wait_state_time -1 ms 

:SERG1_5853
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @SERG1_5904 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_5904 
0372: set_actor $3166 anim 0 wait_state_time 100 ms 
0006: 16@ = 0 // integer values 

:SERG1_5904
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_7254 
00D6: if 
0038:   $3243 == 2 // integer values 
004D: jump_if_false @SERG1_7254 
00D6: if 
0038:   $3265 == 0 // integer values 
004D: jump_if_false @SERG1_6058 
00D6: if or
00FB:   player $PLAYER_CHAR 0 $3166 radius 9.5 9.5 1.0 
0038:   $3268 == 1 // integer values 
004D: jump_if_false @SERG1_6058 
0372: set_actor $3166 anim 0 wait_state_time 100 ms 
0239: actor $3166 run_to 86.645 584.7784 
0004: $3286 = 1 // integer values 
0004: $3265 = 1 // integer values 
0004: $3268 = 1 // integer values 
0006: 17@ = 0 // integer values 
0006: 16@ = 0 // integer values 

:SERG1_6058
00D6: if 
0038:   $3286 == 1 // integer values 
004D: jump_if_false @SERG1_6355 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_6295 
00D6: if 
0038:   $3287 == 0 // integer values 
004D: jump_if_false @SERG1_6136 
03CF: load_wav 'TEX1_1' as 1 
0004: $3287 = 1 // integer values 
0002: jump @SERG1_6288 

:SERG1_6136
00D6: if 
0038:   $3287 == 1 // integer values 
004D: jump_if_false @SERG1_6176 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG1_6176 
0004: $3287 = 2 // integer values 

:SERG1_6176
00D6: if 
0038:   $3287 == 2 // integer values 
004D: jump_if_false @SERG1_6220 
00BC: text_highpriority 'TEX1_3' 5000 ms 1  // Who's this guy? Boys, deal with him.
03D1: play_wav 1 
0004: $3287 = 3 // integer values 

:SERG1_6220
00D6: if 
0038:   $3287 == 3 // integer values 
004D: jump_if_false @SERG1_6288 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG1_6288 
0004: $3287 = 0 // integer values 
040D: unload_wav 1 
03D5: remove_text 'TEX1_3'  // Who's this guy? Boys, deal with him.
0004: $3286 = 0 // integer values 
0004: $3297 = 1 // integer values 

:SERG1_6288
0002: jump @SERG1_6355 

:SERG1_6295
00D6: if 
0038:   $3286 == 1 // integer values 
004D: jump_if_false @SERG1_6355 
040D: unload_wav 1 
03D5: remove_text 'TEX1_3'  // Who's this guy? Boys, deal with him.
0004: $3265 = 1 // integer values 
0004: $3287 = 0 // integer values 
0004: $3286 = 0 // integer values 
0004: $3297 = 1 // integer values 

:SERG1_6355
00D6: if 
0038:   $3265 == 1 // integer values 
004D: jump_if_false @SERG1_6435 
00D6: if 
00FF:   actor $3166 0 86.645 584.7784 13.3303 radius 7.0 7.0 2.0 
004D: jump_if_false @SERG1_6435 
0004: $3265 = 2 // integer values 
0050: gosub @SERG1_10494 

:SERG1_6435
00D6: if 
0038:   $3265 == 2 // integer values 
004D: jump_if_false @SERG1_7254 
00D6: if 
0038:   $3264 == 1 // integer values 
004D: jump_if_false @SERG1_6679 
00D6: if 
044B:   actor $3166 on_foot 
004D: jump_if_false @SERG1_6501 
0050: gosub @SERG1_10494 
0002: jump @SERG1_6679 

:SERG1_6501
00D6: if 
8119:   not car $3245 wrecked 
004D: jump_if_false @SERG1_6679 
00D6: if 
0448:   actor $3166 in_car $3245 
004D: jump_if_false @SERG1_6579 
00AD: set_car $3245 max_speed_to 22.0 
00AE: set_vehicle $3245 traffic_behavior_to 2 
00A8: set_car $3245 to_psycho_driver 
0006: 16@ = 0 // integer values 
0004: $3264 = 3 // integer values 
0002: jump @SERG1_6679 

:SERG1_6579
00D6: if 
8203:   not actor $3166 near_car_on_foot $3245 radius 35.0 35.0 unknown 0 
004D: jump_if_false @SERG1_6617 
0050: gosub @SERG1_10494 

:SERG1_6617
00D6: if 
8119:   not car $3245 wrecked 
004D: jump_if_false @SERG1_6679 
00D6: if and
00DC:   player $PLAYER_CHAR driving $3245 
8203:   not actor $3166 near_car_on_foot $3245 radius 5.0 5.0 unknown 0 
004D: jump_if_false @SERG1_6679 
0050: gosub @SERG1_10494 

:SERG1_6679
00D6: if 
0038:   $3264 == 3 // integer values 
004D: jump_if_false @SERG1_6739 
00D6: if 
8119:   not car $3245 wrecked 
004D: jump_if_false @SERG1_6739 
00D6: if 
80DB:   not actor $3166 in_car $3245 
004D: jump_if_false @SERG1_6739 
0050: gosub @SERG1_10494 

:SERG1_6739
00D6: if 
0038:   $3264 == 4 // integer values 
004D: jump_if_false @SERG1_6820 
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @SERG1_6820 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_6813 
009E: set_actor $3166 path $3189 $3190 $3191 unknown 2.0 1 

:SERG1_6813
0006: 17@ = 0 // integer values 

:SERG1_6820
00D6: if 
0038:   $3264 == 4 // integer values 
004D: jump_if_false @SERG1_6883 
00D6: if 
00EC:   actor $3166 0 96.0986 265.837 radius 27.0 27.0 
004D: jump_if_false @SERG1_6883 
0004: $3264 = 5 // integer values 

:SERG1_6883
00D6: if 
0038:   $3264 == 3 // integer values 
004D: jump_if_false @SERG1_6977 
00D6: if 
0019:   16@ > 75000 // integer values 
004D: jump_if_false @SERG1_6977 
00D6: if 
8119:   not car $3245 wrecked 
004D: jump_if_false @SERG1_6977 
00D6: if 
0448:   actor $3166 in_car $3245 
004D: jump_if_false @SERG1_6977 
00A7: car $3245 drive_to 88.973 280.344 21.39544 

:SERG1_6977
00D6: if 
0038:   $3264 == 3 // integer values 
004D: jump_if_false @SERG1_7068 
00D6: if 
00EC:   actor $3166 0 96.0986 265.837 radius 27.0 27.0 
004D: jump_if_false @SERG1_7068 
00D6: if 
00DF:   actor $3166 driving 
004D: jump_if_false @SERG1_7068 
03E2: actor $3166 exit_car 
0319: set_actor $3166 running 1 
0004: $3264 = 5 // integer values 

:SERG1_7068
00D6: if 
0038:   $3264 == 5 // integer values 
004D: jump_if_false @SERG1_7165 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_7165 
00D6: if 
80DF:   not actor $3166 driving 
004D: jump_if_false @SERG1_7165 
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @SERG1_7165 
009E: set_actor $3166 path $3181 $3182 $3183 unknown 1.0 1 
0006: 16@ = 0 // integer values 

:SERG1_7165
00D6: if 
0038:   $3264 == 5 // integer values 
004D: jump_if_false @SERG1_7254 
00D6: if 
0038:   $3294 == 0 // integer values 
004D: jump_if_false @SERG1_7254 
00D6: if 
8118:   not actor $909 dead 
004D: jump_if_false @SERG1_7224 
0223: set_actor $909 health_to 89 

:SERG1_7224
00D6: if 
8118:   not actor $910 dead 
004D: jump_if_false @SERG1_7247 
0223: set_actor $910 health_to 89 

:SERG1_7247
0004: $3294 = 1 // integer values 

:SERG1_7254
00D6: if 
0038:   $3259 == 0 // integer values 
004D: jump_if_false @SERG1_7384 
00D6: if 
8118:   not actor $3161 dead 
004D: jump_if_false @SERG1_7384 
00D6: if or
00FB:   player $PLAYER_CHAR 0 $3161 radius 10.0 10.0 0.6 
0038:   $3268 == 1 // integer values 
0118:   actor $3162 dead 
0118:   actor $3163 dead 
0118:   actor $3164 dead 
004D: jump_if_false @SERG1_7384 
0372: set_actor $3161 anim 0 wait_state_time 0 ms 
0243: set_actor $3161 ped_stats_to 16 
011A: set_actor $3161 search_threat 1 
01CA: actor $3161 kill_player $PLAYER_CHAR 
0004: $3259 = 1 // integer values 

:SERG1_7384
00D6: if 
0038:   $3260 == 0 // integer values 
004D: jump_if_false @SERG1_7514 
00D6: if 
8118:   not actor $3162 dead 
004D: jump_if_false @SERG1_7514 
00D6: if or
00FB:   player $PLAYER_CHAR 0 $3162 radius 10.0 10.0 0.6 
0038:   $3268 == 1 // integer values 
0118:   actor $3161 dead 
0118:   actor $3163 dead 
0118:   actor $3164 dead 
004D: jump_if_false @SERG1_7514 
0372: set_actor $3162 anim 0 wait_state_time 0 ms 
0243: set_actor $3162 ped_stats_to 16 
011A: set_actor $3162 search_threat 1 
01CA: actor $3162 kill_player $PLAYER_CHAR 
0004: $3260 = 1 // integer values 

:SERG1_7514
00D6: if 
0038:   $3261 == 0 // integer values 
004D: jump_if_false @SERG1_7651 
00D6: if 
8118:   not actor $3163 dead 
004D: jump_if_false @SERG1_7651 
00D6: if or
00FB:   player $PLAYER_CHAR 0 $3163 radius 5.0 5.0 0.6 
0038:   $3268 == 1 // integer values 
0118:   actor $3161 dead 
0118:   actor $3162 dead 
0118:   actor $3164 dead 
004D: jump_if_false @SERG1_7651 
0004: $3268 = 1 // integer values 
0372: set_actor $3163 anim 0 wait_state_time 0 ms 
0243: set_actor $3163 ped_stats_to 16 
011A: set_actor $3163 search_threat 1 
01CA: actor $3163 kill_player $PLAYER_CHAR 
0004: $3261 = 1 // integer values 

:SERG1_7651
00D6: if 
0038:   $3262 == 0 // integer values 
004D: jump_if_false @SERG1_7788 
00D6: if 
8118:   not actor $3164 dead 
004D: jump_if_false @SERG1_7788 
00D6: if or
00FB:   player $PLAYER_CHAR 0 $3164 radius 5.0 5.0 0.6 
0038:   $3268 == 1 // integer values 
0118:   actor $3161 dead 
0118:   actor $3162 dead 
0118:   actor $3163 dead 
004D: jump_if_false @SERG1_7788 
0372: set_actor $3164 anim 0 wait_state_time 0 ms 
0243: set_actor $3164 ped_stats_to 16 
011A: set_actor $3164 search_threat 1 
01CA: actor $3164 kill_player $PLAYER_CHAR 
0004: $3268 = 1 // integer values 
0004: $3262 = 1 // integer values 

:SERG1_7788
00D6: if 
0038:   $3243 == 2 // integer values 
004D: jump_if_false @SERG1_7897 
00D6: if 
02AD:   player $PLAYER_CHAR in_area 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0 
004D: jump_if_false @SERG1_7897 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @SERG1_7897 
00D6: if 
0038:   $3298 == 0 // integer values 
004D: jump_if_false @SERG1_7897 
0004: $3268 = 1 // integer values 
0004: $3298 = 1 // integer values 

:SERG1_7897
00D6: if 
0038:   $3258 == 0 // integer values 
004D: jump_if_false @SERG1_8144 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_8144 
00D6: if 
8118:   not actor $3165 dead 
004D: jump_if_false @SERG1_8144 
00D6: if 
8119:   not car $3188 wrecked 
004D: jump_if_false @SERG1_8144 
00D6: if 
00DB:   actor $3165 in_car $3188 
004D: jump_if_false @SERG1_8122 
00D6: if 
8104:   not actor $3165 near_actor $3166 radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @SERG1_8115 
00D6: if or
00FB:   player $PLAYER_CHAR 0 $3165 radius 25.0 25.0 6.0 
0038:   $3268 == 1 // integer values 
80EC:   not actor $3165 0 $3204 $3205 radius 1.5 1.5 
004D: jump_if_false @SERG1_8115 
00AD: set_car $3188 max_speed_to 24.0 
00AF: set_car $3188 driver_behaviour_to 2 
0004: $3258 = 1 // integer values 
0004: $3268 = 1 // integer values 

:SERG1_8115
0002: jump @SERG1_8144 

:SERG1_8122
01CA: actor $3165 kill_player $PLAYER_CHAR 
0004: $3258 = 1 // integer values 
0004: $3268 = 1 // integer values 

:SERG1_8144
00D6: if 
0038:   $3258 == 1 // integer values 
004D: jump_if_false @SERG1_8268 
00D6: if 
8118:   not actor $3165 dead 
004D: jump_if_false @SERG1_8221 
00D6: if 
00EE:   actor $3165 0 96.0986 265.837 radius 35.0 35.0 
004D: jump_if_false @SERG1_8221 
03E2: actor $3165 exit_car 

:SERG1_8221
00D6: if 
8118:   not actor $3165 dead 
004D: jump_if_false @SERG1_8268 
00D6: if 
80DF:   not actor $3165 driving 
004D: jump_if_false @SERG1_8268 
01CA: actor $3165 kill_player $PLAYER_CHAR 
0004: $3258 = 2 // integer values 

:SERG1_8268
00D6: if 
0038:   $3285 == 0 // integer values 
004D: jump_if_false @SERG1_8399 
00D6: if 
0018:   $3265 > 0 // integer values 
004D: jump_if_false @SERG1_8399 
0395: clear_area 0 at 102.908 246.514 range 21.6 3.0 
00A5: $3180 = create_car #GREENWOO at 102.111 248.316 21.5 
0175: set_car $3180 z_angle_to 290.299 
0129: $3179 = create_actor 21 #SPECIAL02 in_car $3180 driverseat 
0243: set_actor $3179 ped_stats_to 16 
00A9: set_car $3180 to_normal_driver 
02AA: set_car $3180 immune_to_nonplayer 1 
0004: $3285 = 1 // integer values 

:SERG1_8399
00D6: if 
0038:   $3264 == 5 // integer values 
004D: jump_if_false @SERG1_8657 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_8657 
00D6: if 
8119:   not car $3180 wrecked 
004D: jump_if_false @SERG1_8642 
00D6: if 
00ED:   actor $3166 0 $3181 $3182 radius 5.0 5.0 
004D: jump_if_false @SERG1_8635 
00D6: if 
0202:   actor $3166 near_car $3180 radius 20.0 20.0 sphere 0 
004D: jump_if_false @SERG1_8620 
00D6: if 
8118:   not actor $3179 dead 
004D: jump_if_false @SERG1_8599 
00D6: if 
0448:   actor $3179 in_car $3180 
004D: jump_if_false @SERG1_8578 
01D4: actor $3166 go_to_car $3180 and_enter_it_as_a_passenger 
0004: $3281 = 1 // integer values 
0004: $3264 = 6 // integer values 
0002: jump @SERG1_8592 

:SERG1_8578
0004: $3282 = 1 // integer values 
0004: $3264 = 6 // integer values 

:SERG1_8592
0002: jump @SERG1_8613 

:SERG1_8599
0004: $3282 = 1 // integer values 
0004: $3264 = 6 // integer values 

:SERG1_8613
0002: jump @SERG1_8635 

:SERG1_8620
01D0: actor $3166 avoid_player $PLAYER_CHAR 
0004: $3264 = 6 // integer values 

:SERG1_8635
0002: jump @SERG1_8657 

:SERG1_8642
01D0: actor $3166 avoid_player $PLAYER_CHAR 
0004: $3264 = 6 // integer values 

:SERG1_8657
00D6: if 
0038:   $3281 == 1 // integer values 
004D: jump_if_false @SERG1_9060 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_9060 
00D6: if 
0038:   $3283 == 0 // integer values 
004D: jump_if_false @SERG1_8857 
00D6: if 
8119:   not car $3180 wrecked 
004D: jump_if_false @SERG1_8857 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $3180 
004D: jump_if_false @SERG1_8849 
00D6: if 
8118:   not actor $3179 dead 
004D: jump_if_false @SERG1_8842 
00D6: if 
0448:   actor $3179 in_car $3180 
004D: jump_if_false @SERG1_8842 
00D6: if 
0448:   actor $3166 in_car $3180 
004D: jump_if_false @SERG1_8842 
00AD: set_car $3180 max_speed_to 26.5 
00AE: set_vehicle $3180 traffic_behavior_to 2 
00A7: car $3180 drive_to 18.47 -1420.258 10.318 
0004: $3283 = 1 // integer values 

:SERG1_8842
0002: jump @SERG1_8857 

:SERG1_8849
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_8857
00D6: if or
0038:   $3283 == 1 // integer values 
0038:   $3283 == 2 // integer values 
004D: jump_if_false @SERG1_8906 
00D6: if 
80DF:   not actor $3166 driving 
004D: jump_if_false @SERG1_8906 
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_8906
00D6: if 
0038:   $3283 == 1 // integer values 
004D: jump_if_false @SERG1_9060 
00D6: if 
8119:   not car $3180 wrecked 
004D: jump_if_false @SERG1_9060 
00D6: if 
8118:   not actor $3179 dead 
004D: jump_if_false @SERG1_9060 
00D6: if 
0448:   actor $3179 in_car $3180 
004D: jump_if_false @SERG1_9060 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_9060 
00D6: if 
0448:   actor $3166 in_car $3180 
004D: jump_if_false @SERG1_9060 
00D6: if 
01AD:   car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 
004D: jump_if_false @SERG1_9060 
00A8: set_car $3180 to_psycho_driver 
0004: $3283 = 2 // integer values 

:SERG1_9060
00D6: if 
0038:   $3282 == 1 // integer values 
004D: jump_if_false @SERG1_9479 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_9479 
00D6: if 
0038:   $3284 == 0 // integer values 
004D: jump_if_false @SERG1_9215 
00D6: if 
80DF:   not actor $3166 driving 
004D: jump_if_false @SERG1_9215 
00D6: if 
8119:   not car $3180 wrecked 
004D: jump_if_false @SERG1_9207 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $3180 
004D: jump_if_false @SERG1_9192 
01D5: actor $3166 go_to_and_drive_car $3180 
0319: set_actor $3166 running 1 
0004: $3284 = 1 // integer values 
0002: jump @SERG1_9200 

:SERG1_9192
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_9200
0002: jump @SERG1_9215 

:SERG1_9207
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_9215
00D6: if 
0038:   $3284 == 1 // integer values 
004D: jump_if_false @SERG1_9327 
00D6: if 
8119:   not car $3180 wrecked 
004D: jump_if_false @SERG1_9327 
00D6: if 
00DB:   actor $3166 in_car $3180 
004D: jump_if_false @SERG1_9319 
00AD: set_car $3180 max_speed_to 24.0 
00AE: set_vehicle $3180 traffic_behavior_to 2 
00A7: car $3180 drive_to 18.47 -1420.258 10.318 
0004: $3284 = 2 // integer values 
0002: jump @SERG1_9327 

:SERG1_9319
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_9327
00D6: if 
0038:   $3284 == 2 // integer values 
004D: jump_if_false @SERG1_9430 
00D6: if 
8119:   not car $3180 wrecked 
004D: jump_if_false @SERG1_9430 
00D6: if 
0448:   actor $3166 in_car $3180 
004D: jump_if_false @SERG1_9430 
00D6: if 
01AD:   car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 
004D: jump_if_false @SERG1_9430 
00A8: set_car $3180 to_psycho_driver 
0004: $3284 = 3 // integer values 

:SERG1_9430
00D6: if or
0038:   $3284 == 2 // integer values 
0038:   $3284 == 3 // integer values 
004D: jump_if_false @SERG1_9479 
00D6: if 
80DF:   not actor $3166 driving 
004D: jump_if_false @SERG1_9479 
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_9479
00D6: if 
8118:   not actor $3179 dead 
004D: jump_if_false @SERG1_9526 
00D6: if 
80DF:   not actor $3179 driving 
004D: jump_if_false @SERG1_9526 
01CC: actor $3179 kill_player $PLAYER_CHAR 
0319: set_actor $3179 running 1 

:SERG1_9526
00D6: if 
0038:   $3264 == 6 // integer values 
004D: jump_if_false @SERG1_9648 
00D6: if 
0038:   $3299 == 0 // integer values 
004D: jump_if_false @SERG1_9648 
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @SERG1_9648 
01C3: remove_references_to_car $3184 
01C3: remove_references_to_car $3185 
01C3: remove_references_to_car $3186 
01C3: remove_references_to_car $3187 
01C3: remove_references_to_car $3170 
01C3: remove_references_to_car $3188 
01C2: remove_references_to_actor $3161 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3162 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3163 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3164 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3165 // Like turning an actor into a random pedestrian 
0004: $3299 = 1 // integer values 

:SERG1_9648
00D6: if 
0118:   actor $3166 dead 
004D: jump_if_false @SERG1_9689 
00D6: if 
0018:   $3243 > 1 // integer values 
004D: jump_if_false @SERG1_9689 
0002: jump @SERG1_9816 

:SERG1_9689
00D6: if 
0018:   $3264 > 5 // integer values 
004D: jump_if_false @SERG1_9792 
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_9792 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $3166 radius 210.0 210.0 
004D: jump_if_false @SERG1_9792 
00D6: if 
82CB:   not actor $3166 bounding_sphere_visible 
004D: jump_if_false @SERG1_9792 
00BC: text_highpriority 'TEX1_5' 5000 ms 1  // ~r~He got away!
0002: jump @SERG1_9799 

:SERG1_9792
0002: jump @SERG1_3008 

:SERG1_9799
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:SERG1_9816
0004: $PASSED_TEX1_FOUR_IRON = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 32500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 32500 
0318: set_latest_mission_passed 'TEX_1'  // Four Iron
030C: progress_made += 1 
004F: create_thread @SER2  
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 
0004: $1267 = 1 // integer values 
004F: create_thread @CLOTH3  
0051: return 

:SERG1_9919
0004: $ONMISSION = 0 // integer values 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0249: release_model #WMYGO 
0249: release_model #CADDY 
0249: release_model #GOLFCLUB 
0249: release_model #GREENWOO 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0164: disable_marker $3171 
0164: disable_marker $3167 
0164: disable_marker $3160 
01B7: release_weather 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0038:   $1278 == 1 // integer values 
004D: jump_if_false @SERG1_10032 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:SERG1_10032
00D6: if 
0038:   $1277 == 1 // integer values 
004D: jump_if_false @SERG1_10072 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:SERG1_10072
00D6: if 
0038:   $1300 == 1 // integer values 
004D: jump_if_false @SERG1_10112 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:SERG1_10112
00D6: if 
0038:   $1265 == 1 // integer values 
004D: jump_if_false @SERG1_10152 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:SERG1_10152
00D6: if 
0038:   $1266 == 1 // integer values 
004D: jump_if_false @SERG1_10192 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:SERG1_10192
00D6: if 
0038:   $1267 == 1 // integer values 
004D: jump_if_false @SERG1_10250 
00D6: if 
8038:   not  $PASSED_TEX1_FOUR_IRON == 1 // integer values 
004D: jump_if_false @SERG1_10250 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:SERG1_10250
00D6: if 
0038:   $1268 == 1 // integer values 
004D: jump_if_false @SERG1_10290 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 

:SERG1_10290
00D6: if 
0038:   $1269 == 1 // integer values 
004D: jump_if_false @SERG1_10330 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:SERG1_10330
00D6: if 
0038:   $1270 == 1 // integer values 
004D: jump_if_false @SERG1_10370 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:SERG1_10370
00D6: if 
0038:   $1271 == 1 // integer values 
004D: jump_if_false @SERG1_10410 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:SERG1_10410
00D6: if 
0038:   $1272 == 1 // integer values 
004D: jump_if_false @SERG1_10450 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:SERG1_10450
00D6: if 
0038:   $1276 == 1 // integer values 
004D: jump_if_false @SERG1_10490 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:SERG1_10490
00D8: mission_cleanup 
0051: return 

:SERG1_10494
00D6: if 
8118:   not actor $3166 dead 
004D: jump_if_false @SERG1_11521 
0005: $3280 = 99999.9 // floating-point values 
0004: $3245 = -1 // integer values 
00A0: store_actor $3166 position_to $3276 $3277 $3278 
00D6: if 
8119:   not car $3184 wrecked 
004D: jump_if_false @SERG1_10759 
00D6: if 
82BF:   not car $3184 sunk 
004D: jump_if_false @SERG1_10759 
046C: $3267 = car $3184 driver 
00D6: if 
0038:   $3267 == -1 // integer values 
004D: jump_if_false @SERG1_10759 
00D6: if 
0203:   actor $3166 near_car_on_foot $3184 radius 35.0 35.0 unknown 0 
004D: jump_if_false @SERG1_10759 
00AA: store_car $3184 position_to $3273 $3274 $3275 
0086: $3269 = $3273 // floating-point values only 
0061: $3269 -= $3276 // floating-point values 
0086: $3270 = $3274 // floating-point values only 
0061: $3270 -= $3277 // floating-point values 
0086: $3272 = $3269 // floating-point values only 
0069: $3272 *= $3269 // floating-point values 
0086: $3271 = $3270 // floating-point values only 
0069: $3271 *= $3270 // floating-point values 
0086: $3279 = $3271 // floating-point values only 
0059: $3279 += $3272 // floating-point values 
00D6: if 
0024:   $3280 > $3279 // floating-point values only 
004D: jump_if_false @SERG1_10759 
0086: $3280 = $3279 // floating-point values only 
0084: $3245 = $3184 // integer values and handles 

:SERG1_10759
00D6: if 
8119:   not car $3185 wrecked 
004D: jump_if_false @SERG1_10977 
00D6: if 
82BF:   not car $3185 sunk 
004D: jump_if_false @SERG1_10977 
046C: $3267 = car $3185 driver 
00D6: if 
0038:   $3267 == -1 // integer values 
004D: jump_if_false @SERG1_10977 
00D6: if 
0203:   actor $3166 near_car_on_foot $3185 radius 35.0 35.0 unknown 0 
004D: jump_if_false @SERG1_10977 
00AA: store_car $3185 position_to $3273 $3274 $3275 
0086: $3269 = $3273 // floating-point values only 
0061: $3269 -= $3276 // floating-point values 
0086: $3270 = $3274 // floating-point values only 
0061: $3270 -= $3277 // floating-point values 
0086: $3272 = $3269 // floating-point values only 
0069: $3272 *= $3269 // floating-point values 
0086: $3271 = $3270 // floating-point values only 
0069: $3271 *= $3270 // floating-point values 
0086: $3279 = $3271 // floating-point values only 
0059: $3279 += $3272 // floating-point values 
00D6: if 
0024:   $3280 > $3279 // floating-point values only 
004D: jump_if_false @SERG1_10977 
0086: $3280 = $3279 // floating-point values only 
0084: $3245 = $3185 // integer values and handles 

:SERG1_10977
00D6: if 
8119:   not car $3186 wrecked 
004D: jump_if_false @SERG1_11195 
00D6: if 
82BF:   not car $3186 sunk 
004D: jump_if_false @SERG1_11195 
046C: $3267 = car $3186 driver 
00D6: if 
0038:   $3267 == -1 // integer values 
004D: jump_if_false @SERG1_11195 
00D6: if 
0203:   actor $3166 near_car_on_foot $3186 radius 35.0 35.0 unknown 0 
004D: jump_if_false @SERG1_11195 
00AA: store_car $3186 position_to $3273 $3274 $3275 
0086: $3269 = $3273 // floating-point values only 
0061: $3269 -= $3276 // floating-point values 
0086: $3270 = $3274 // floating-point values only 
0061: $3270 -= $3277 // floating-point values 
0086: $3272 = $3269 // floating-point values only 
0069: $3272 *= $3269 // floating-point values 
0086: $3271 = $3270 // floating-point values only 
0069: $3271 *= $3270 // floating-point values 
0086: $3279 = $3271 // floating-point values only 
0059: $3279 += $3272 // floating-point values 
00D6: if 
0024:   $3280 > $3279 // floating-point values only 
004D: jump_if_false @SERG1_11195 
0086: $3280 = $3279 // floating-point values only 
0084: $3245 = $3186 // integer values and handles 

:SERG1_11195
00D6: if 
8119:   not car $3187 wrecked 
004D: jump_if_false @SERG1_11413 
00D6: if 
82BF:   not car $3187 sunk 
004D: jump_if_false @SERG1_11413 
046C: $3267 = car $3187 driver 
00D6: if 
0038:   $3267 == -1 // integer values 
004D: jump_if_false @SERG1_11413 
00D6: if 
0203:   actor $3166 near_car_on_foot $3187 radius 35.0 35.0 unknown 0 
004D: jump_if_false @SERG1_11413 
00AA: store_car $3187 position_to $3273 $3274 $3275 
0086: $3269 = $3273 // floating-point values only 
0061: $3269 -= $3276 // floating-point values 
0086: $3270 = $3274 // floating-point values only 
0061: $3270 -= $3277 // floating-point values 
0086: $3272 = $3269 // floating-point values only 
0069: $3272 *= $3269 // floating-point values 
0086: $3271 = $3270 // floating-point values only 
0069: $3271 *= $3270 // floating-point values 
0086: $3279 = $3271 // floating-point values only 
0059: $3279 += $3272 // floating-point values 
00D6: if 
0024:   $3280 > $3279 // floating-point values only 
004D: jump_if_false @SERG1_11413 
0086: $3280 = $3279 // floating-point values only 
0084: $3245 = $3187 // integer values and handles 

:SERG1_11413
00D6: if or
0038:   $3245 == -1 // integer values 
0018:   $3263 > 3 // integer values 
004D: jump_if_false @SERG1_11492 
011C: actor $3166 clear_objective 
009E: set_actor $3166 path $3189 $3190 $3191 unknown 15.0 1 
0319: set_actor $3166 running 1 
0004: $3264 = 4 // integer values 
0006: 17@ = 0 // integer values 
0002: jump @SERG1_11521 

:SERG1_11492
01D5: actor $3166 go_to_and_drive_car $3245 
0319: set_actor $3166 running 1 
0004: $3264 = 1 // integer values 
0008: $3263 += 1 // integer values 

:SERG1_11521
0051: return 

//-------------Mission 19---------------
// Originally: Demolition Man

:SERG3
03A4: name_thread 'SERG3' 
0050: gosub @SERG3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SERG3_37 
0050: gosub @SERG3_20979 

:SERG3_37
0050: gosub @SERG3_23506 
004E: end_thread 

:SERG3_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $1084 = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'SERG3' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
016A: fade 1 1500 ms 
0005: $3302 = 226.9151 // floating-point values 
0005: $3303 = -352.211 // floating-point values 
0005: $3304 = 9.9086 // floating-point values 
0005: $3305 = 79.9842 // floating-point values 
0005: $3328 = 226.192 // floating-point values 
0005: $3329 = -342.5692 // floating-point values 
0005: $3330 = 10.3744 // floating-point values 
0005: $3331 = 87.8676 // floating-point values 
0005: $3343 = 229.8516 // floating-point values 
0005: $3344 = -347.11 // floating-point values 
0005: $3345 = 10.0998 // floating-point values 
0005: $3346 = 229.8516 // floating-point values 
0005: $3347 = -344.0284 // floating-point values 
0005: $3348 = 10.1517 // floating-point values 
0005: $3349 = 229.8516 // floating-point values 
0005: $3350 = -341.11 // floating-point values 
0005: $3351 = 10.56018 // floating-point values 
0005: $3352 = 229.8516 // floating-point values 
0005: $3353 = -338.11 // floating-point values 
0005: $3354 = 10.46479 // floating-point values 
0005: $3367 = 97.574 // floating-point values 
0005: $3368 = -381.658 // floating-point values 
0005: $3369 = 7.6407 // floating-point values 
0005: $3370 = 156.5491 // floating-point values 
0005: $3371 = -348.0284 // floating-point values 
0005: $3372 = 16.8517 // floating-point values 
0005: $3373 = 88.1474 // floating-point values 
0005: $3374 = -361.8685 // floating-point values 
0005: $3375 = 26.076 // floating-point values 
0005: $3376 = 140.0079 // floating-point values 
0005: $3377 = -383.1253 // floating-point values 
0005: $3378 = 35.3172 // floating-point values 
0004: $3405 = 0 // integer values 
0004: $3406 = 0 // integer values 
0004: $3407 = 0 // integer values 
0004: $3408 = 0 // integer values 
0004: $3409 = 0 // integer values 
0004: $3410 = 0 // integer values 
0004: $3411 = 0 // integer values 
0004: $3412 = 0 // integer values 
0004: $3413 = 0 // integer values 
0004: $3391 = 0 // integer values 
0004: $3400 = 0 // integer values 
0004: $3392 = 0 // integer values 
0004: $3393 = 0 // integer values 
0004: $3394 = 0 // integer values 
0004: $3395 = 0 // integer values 
0004: $3396 = 0 // integer values 
0004: $3397 = 0 // integer values 
0004: $3398 = 0 // integer values 
0004: $3399 = 0 // integer values 
0004: $3401 = 0 // integer values 
0004: $3403 = 0 // integer values 
0004: $3404 = 0 // integer values 
0004: $3426 = 0 // integer values 
0004: $3427 = 0 // integer values 
0004: $3428 = 0 // integer values 
0004: $3429 = 0 // integer values 
0004: $3430 = 0 // integer values 
0004: $3431 = 0 // integer values 
0004: $3432 = 0 // integer values 
0004: $3434 = 0 // integer values 
0004: $3435 = 0 // integer values 
0004: $3436 = 0 // integer values 
0004: $3437 = 0 // integer values 
0004: $3433 = 0 // integer values 
0004: $3459 = 0 // integer values 
0004: $3439 = 0 // integer values 
0004: $3414 = 0 // integer values 
0004: $3440 = 0 // integer values 
0004: $3307 = 4 // integer values 
0004: $3457 = 0 // integer values 
0004: $3441 = 0 // integer values 
0004: $3442 = 0 // integer values 
0004: $3443 = 0 // integer values 
0004: $3444 = 0 // integer values 
0004: $3445 = 0 // integer values 
0004: $3446 = 0 // integer values 
0004: $3447 = 0 // integer values 
0004: $3448 = 0 // integer values 
0004: $3458 = 0 // integer values 
01B6: set_weather 4 
02A3: enable_widescreen 1 
0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0 
0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
015F: set_camera_position 297.0 -204.7 13.0 0.0 rotation 0.0 0.0 
0160: point_camera 318.5 -219.23 22.4 switchstyle 2 
0247: request_model #STRETCH 
03CB: set_camera 270.0 -218.0 13.4 

:SERG3_927
00D6: if 
8248:   not model #STRETCH available 
004D: jump_if_false @SERG3_954 
0001: wait 0 ms 
0002: jump @SERG3_927 

:SERG3_954
0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0 
00A5: $1602 = create_car #STRETCH at 306.9 -241.65 12.3 
0229: set_car $1602 color_to 0 0 
0175: set_car $1602 z_angle_to 0.0 
016A: fade 1 1500 ms 

:SERG3_1027
00D6: if 
016B:   fading 
004D: jump_if_false @SERG3_1051 
0001: wait 0 ms 
0002: jump @SERG3_1027 

:SERG3_1051
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG3_1087 
04BA: set_car $1602 speed_instantly 15.0 
0477: set_car $1602 action 8 time 8000 

:SERG3_1087
0006: 16@ = 0 // integer values 

:SERG3_1094
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @SERG3_1124 
0001: wait 0 ms 
0002: jump @SERG3_1094 

:SERG3_1124
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG3_1149 
0158: camera_on_vehicle $1602 mode 15 switchstyle 1 

:SERG3_1149
0006: 16@ = 0 // integer values 

:SERG3_1156
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @SERG3_1186 
0001: wait 0 ms 
0002: jump @SERG3_1156 

:SERG3_1186
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG3_1227 
00AA: store_car $1602 position_to $1599 $1600 $1601 
0211: actor $PLAYER_ACTOR walk_to $1599 $1600 

:SERG3_1227
016A: fade 0 1500 ms 

:SERG3_1234
00D6: if 
016B:   fading 
004D: jump_if_false @SERG3_1258 
0001: wait 0 ms 
0002: jump @SERG3_1234 

:SERG3_1258
00A6: destroy_car $1602 
0249: release_model #STRETCH 
015A: restore_camera 
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
0006: 16@ = 0 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
038B: load_requested_models 

:SERG3_1326
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @SERG3_1356 
0001: wait 0 ms 
0002: jump @SERG3_1326 

:SERG3_1356
00D6: if 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @SERG3_1383 
0001: wait 0 ms 
0002: jump @SERG3_1356 

:SERG3_1383
02E4: load_cutscene_data 'TEX_3' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $149 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $3460 = create_cutscene_object #CUTOBJ01 
0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
04E4: unknown_refresh_game_renderer_at 265.129 -234.531 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG3_1553
00D6: if 
001A:   1378 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1588 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1553 

:SERG3_1588
00BC: text_highpriority 'TEX3_A' 10000 ms 1  // Now look here, son. I got a problem and I reckon you could help me with it.

:SERG3_1603
00D6: if 
001A:   6014 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1638 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1603 

:SERG3_1638
00BC: text_highpriority 'TEX3_B' 10000 ms 1  // I'm no builder.

:SERG3_1653
00D6: if 
001A:   7125 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1688 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1653 

:SERG3_1688
00BC: text_highpriority 'TEX3_C' 10000 ms 1  // No, I was thinking more of your demolition skills.

:SERG3_1703
00D6: if 
001A:   11052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1738 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1703 

:SERG3_1738
00BC: text_highpriority 'TEX3_D' 10000 ms 1  // Now this here, this is the development as planned and this,

:SERG3_1753
00D6: if 
001A:   15314 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1788 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1753 

:SERG3_1788
00BC: text_highpriority 'TEX3_E' 10000 ms 1  // this is the property that we're looking at.

:SERG3_1803
00D6: if 
001A:   17674 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1838 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1803 

:SERG3_1838
00BC: text_highpriority 'TEX3_F' 10000 ms 1  // You're trying to say this new office block is kind of in the way.

:SERG3_1853
00D6: if 
001A:   20508 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1888 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1853 

:SERG3_1888
00BC: text_highpriority 'TEX3_G' 10000 ms 1  // You catch on quick.

:SERG3_1903
00D6: if 
001A:   22010 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1938 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1903 

:SERG3_1938
00BC: text_highpriority 'TEX3_H' 10000 ms 1  // Now I'm going to head out of town for a while

:SERG3_1953
00D6: if 
001A:   24331 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_1988 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_1953 

:SERG3_1988
00BC: text_highpriority 'TEX3_I' 10000 ms 1  // and if that office development were to face sudden and insurmountable structural problems, then I..

:SERG3_2003
00D6: if 
001A:   30049 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_2038 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_2003 

:SERG3_2038
00BC: text_highpriority 'TEX3_J' 10000 ms 1  // As a civil minded individual you'd feel obliged to step in and

:SERG3_2053
00D6: if 
001A:   33978 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_2090 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_2053 

:SERG3_2090
00BC: text_highpriority 'TEX3_K' 10000 ms 1  // save the rejuvenation of an important area of the city?

:SERG3_2105
00D6: if 
001A:   37030 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_2142 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_2105 

:SERG3_2142
00BC: text_highpriority 'TEX3_L' 10000 ms 1  // Where can I get more guys like you?

:SERG3_2157
00D6: if 
001A:   39030 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG3_2194 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG3_2157 

:SERG3_2194
00BE: text_clear_all 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:SERG3_2205
00D6: if 
016B:   fading 
004D: jump_if_false @SERG3_2229 
0001: wait 0 ms 
0002: jump @SERG3_2205 

:SERG3_2229
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
01B7: release_weather 
04BB: select_interiour 0 // select render area 
016A: fade 1 1500 ms 
0247: request_model #DYNAMITE 
0247: request_model #TOPFUN 
0247: request_model #WMYCW 
0247: request_model #HAMMER 
0247: request_model #RCGOBLIN 
0247: request_model #BARREL2 
0247: request_model #GDA 
0247: request_model #COLT45 

:SERG3_2299
00D6: if or
8248:   not model #DYNAMITE available 
8248:   not model #HAMMER available 
8248:   not model #WMYCW available 
8248:   not model #TOPFUN available 
8248:   not model #BARREL2 available 
8248:   not model #COLT45 available 
004D: jump_if_false @SERG3_2348 
0001: wait 0 ms 
0002: jump @SERG3_2299 

:SERG3_2348
00D6: if 
8248:   not model #GDA available 
004D: jump_if_false @SERG3_2374 
0001: wait 0 ms 
0002: jump @SERG3_2348 

:SERG3_2374
048A: enable_rc_vehicle_detonation 0 
0395: clear_area 0 at $3302 $3303 range $3304 35.0 
00A5: $3308 = create_car #TOPFUN at $3302 $3303 $3304 
0004: $3457 = 1 // integer values 
0175: set_car $3308 z_angle_to $3305 
0186: $3306 = create_marker_above_car $3308 
00BC: text_highpriority 'TEX3_16' 7000 ms 2  // ~g~Get to the ~w~TOPFUN ~g~van near the building site to be demolished.
022B: create_forbidden_for_peds_cube 208.6046 -355.3371 -5.5941 248.6443 -338.1352 12.9291 
0519: lock_vehicle $3308 in_current_position 1 

:SERG3_2490
0001: wait 0 ms 
00D6: if 
8119:   not car $3308 wrecked 
004D: jump_if_false @SERG3_2566 
00D6: if 
0442:   player $PLAYER_CHAR in_car $3308 
004D: jump_if_false @SERG3_2566 
00D6: if 
0038:   $3440 == 0 // integer values 
004D: jump_if_false @SERG3_2566 
020A: set_car $3308 door_status_to 2 
0001: wait 1000 ms 
0004: $3440 = 1 // integer values 

:SERG3_2566
00D6: if 
8119:   not car $3308 wrecked 
004D: jump_if_false @SERG3_2633 
00D6: if 
8442:   not player $PLAYER_CHAR in_car $3308 
004D: jump_if_false @SERG3_2633 
00D6: if 
0038:   $3440 == 1 // integer values 
004D: jump_if_false @SERG3_2633 
020A: set_car $3308 door_status_to 1 
0004: $3440 = 0 // integer values 

:SERG3_2633
00D6: if 
8119:   not car $3308 wrecked 
004D: jump_if_false @SERG3_5209 
00D6: if 
00DC:   player $PLAYER_CHAR driving $3308 
004D: jump_if_false @SERG3_5209 
00D6: if and
0038:   $3391 == 0 // integer values 
0038:   $3440 == 1 // integer values 
004D: jump_if_false @SERG3_5209 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0107: $3422 = create_object #BARREL2 at 97.574 -381.658 7.9721 
0107: $3423 = create_object #BARREL2 at 156.5491 -348.0284 16.8517 
0107: $3424 = create_object #BARREL2 at 88.1474 -361.8685 26.076 
0107: $3425 = create_object #BARREL2 at 140.0079 -383.1253 35.3172 
009A: $3311 = create_actor_pedtype 4 model #WMYCW at 121.4188 -371.5533 7.6307 
01B2: give_actor $3311 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3311 z_angle_to 189.9082 
0319: set_actor $3311 running 1 
009A: $3312 = create_actor_pedtype 4 model #WMYCW at 160.0738 -375.754 7.6307 
01B2: give_actor $3312 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3312 z_angle_to 268.8645 
0319: set_actor $3312 running 1 
009A: $3313 = create_actor_pedtype 4 model #WMYCW at 116.1989 -348.1792 16.8494 
01B2: give_actor $3313 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3313 z_angle_to 288.6831 
0319: set_actor $3313 running 1 
009A: $3314 = create_actor_pedtype 4 model #WMYCW at 117.5286 -348.1254 16.8494 
01B2: give_actor $3314 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3314 z_angle_to 110.9578 
0319: set_actor $3314 running 1 
03F9: make_actors $3314 $3313 converse_in 800000 ms 
009A: $3315 = create_actor_pedtype 4 model #WMYCW at 160.1008 -356.3203 16.8517 
01B2: give_actor $3315 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3315 z_angle_to 277.8673 
0319: set_actor $3315 running 1 
0372: set_actor $3315 anim 25 wait_state_time 300000 ms 
009A: $3316 = create_actor_pedtype 4 model #WMYCW at 160.3129 -375.7929 16.8517 
01B2: give_actor $3316 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3316 z_angle_to 261.674 
0319: set_actor $3316 running 1 
0372: set_actor $3316 anim 25 wait_state_time 300000 ms 
009A: $3317 = create_actor_pedtype 4 model #WMYCW at 81.4138 -356.4398 26.076 
01B2: give_actor $3317 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3317 z_angle_to 87.3059 
0319: set_actor $3317 running 1 
0372: set_actor $3317 anim 25 wait_state_time 300000 ms 
009A: $3318 = create_actor_pedtype 4 model #WMYCW at 81.5607 -354.9395 26.076 
01B2: give_actor $3318 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3318 z_angle_to 176.8125 
0319: set_actor $3318 running 1 
0372: set_actor $3318 anim 19 wait_state_time 800000 ms 
009A: $3319 = create_actor_pedtype 4 model #GDA at 121.0359 -379.109 26.0805 
01B2: give_actor $3319 weapon 17 ammo 300000 // Load the weapon model before using this 
0173: set_actor $3319 z_angle_to 15.4943 
0319: set_actor $3319 running 1 
0489: set_actor $3319 muted 1 
009A: $3320 = create_actor_pedtype 4 model #WMYCW at 112.2413 -356.3021 35.3172 
01B2: give_actor $3320 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3320 z_angle_to 278.5729 
0319: set_actor $3320 running 1 
009A: $3321 = create_actor_pedtype 4 model #WMYCW at 98.2973 -376.011 35.3172 
01B2: give_actor $3321 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3321 z_angle_to 76.4463 
0319: set_actor $3321 running 1 
009A: $3322 = create_actor_pedtype 4 model #WMYCW at 160.5181 -356.3491 35.3172 
01B2: give_actor $3322 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3322 z_angle_to 278.5729 
0319: set_actor $3322 running 1 
009A: $3323 = create_actor_pedtype 4 model #WMYCW at 129.3469 -366.2533 35.3172 
01B2: give_actor $3323 weapon 7 ammo 1 // Load the weapon model before using this 
0173: set_actor $3323 z_angle_to 84.4686 
0319: set_actor $3323 running 1 
009A: $3324 = create_actor_pedtype 4 model #GDA at 120.1059 -346.0308 35.3104 
01B2: give_actor $3324 weapon 17 ammo 300000 // Load the weapon model before using this 
0173: set_actor $3324 z_angle_to 185.866 
0319: set_actor $3324 running 1 
02E2: set_actor $3324 weapon_accuracy_to 80 
0489: set_actor $3324 muted 1 
009A: $3325 = create_actor_pedtype 4 model #GDA at 123.3658 -380.2271 35.3172 
01B2: give_actor $3325 weapon 17 ammo 300000 // Load the weapon model before using this 
0173: set_actor $3325 z_angle_to 358.9169 
0319: set_actor $3325 running 1 
0489: set_actor $3325 muted 1 
009A: $3326 = create_actor_pedtype 4 model #GDA at 104.143 -346.1777 26.268 
01B2: give_actor $3326 weapon 17 ammo 300000 // Load the weapon model before using this 
0173: set_actor $3326 z_angle_to 185.866 
0319: set_actor $3326 running 1 
0489: set_actor $3326 muted 1 
0164: disable_marker $3306 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01C0: $3310 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
046E: put_player $PLAYER_CHAR in_RC_mode_at $3328 $3329 $3330 angle $3331 RC_model #RCGOBLIN 
0484: $3327 = player $PLAYER_CHAR rc_car 
0224: set_car $3327 health_to 1400 
0107: $3335 = create_object #DYNAMITE at $3343 $3344 $3345 
0382: set_object $3335 collision_detection 1 
0392: object $3335 toggle_in_moving_list 1 
0188: $3339 = create_marker_above_object $3335 
0107: $3336 = create_object #DYNAMITE at $3346 $3347 $3348 
0382: set_object $3336 collision_detection 1 
0392: object $3336 toggle_in_moving_list 1 
0188: $3340 = create_marker_above_object $3336 
0107: $3337 = create_object #DYNAMITE at $3349 $3350 $3351 
0382: set_object $3337 collision_detection 1 
0392: object $3337 toggle_in_moving_list 1 
0188: $3341 = create_marker_above_object $3337 
0107: $3338 = create_object #DYNAMITE at $3352 $3353 $3354 
0382: set_object $3338 collision_detection 1 
0392: object $3338 toggle_in_moving_list 1 
0188: $3342 = create_marker_above_object $3338 
0550: keep_object $3422 in_memory 1 
0550: keep_object $3423 in_memory 1 
0550: keep_object $3424 in_memory 1 
0550: keep_object $3425 in_memory 1 
015F: set_camera_position 275.6989 -255.7764 35.36815 0.0 rotation 0.0 0.0 
0160: point_camera 274.9049 -256.3752 35.47337 switchstyle 2 
0395: clear_area 0 at $3328 $3329 range $3330 15.0 
0006: 16@ = 0 // integer values 

:SERG3_4024
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_4101 
0001: wait 0 ms 
00BC: text_highpriority 'TEX3_1' 5000 ms 2  // ~g~Use the RC helicopter to transport bombs to four demolition points on the building site.
00D6: if and
00E1:   player 0 pressed_button 16 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @SERG3_4094 
0002: jump @SERG3_5137 

:SERG3_4094
0002: jump @SERG3_4024 

:SERG3_4101
015F: set_camera_position 221.9318 -347.8253 14.86874 0.0 rotation 0.0 0.0 
0160: point_camera 222.5816 -347.2625 14.35743 switchstyle 2 
0006: 16@ = 0 // integer values 

:SERG3_4159
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_4228 
0001: wait 0 ms 
00BC: text_highpriority 'TEX3_2' 5000 ms 2  // ~g~You must place one bomb at each target. You can place bombs in any order.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG3_4221 
0002: jump @SERG3_5137 

:SERG3_4221
0002: jump @SERG3_4159 

:SERG3_4228
015F: set_camera_position 229.9853 -348.7427 11.14897 0.0 rotation 0.0 0.0 
0160: point_camera 229.9513 -347.8613 10.67796 switchstyle 2 
0006: 16@ = 0 // integer values 

:SERG3_4286
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_4355 
0001: wait 0 ms 
00BC: text_highpriority 'TEX3_30' 5000 ms 2  // ~g~To pick up a bomb, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG3_4348 
0002: jump @SERG3_5137 

:SERG3_4348
0002: jump @SERG3_4286 

:SERG3_4355
015F: set_camera_position 94.208 -381.946 8.67 0.0 rotation 0.0 0.0 
0160: point_camera 95.28442 -381.862 8.660458 switchstyle 2 
0395: clear_area 0 at $3328 $3329 range $3330 10.0 
0006: 16@ = 0 // integer values 

:SERG3_4431
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_4545 
0001: wait 0 ms 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @SERG3_4499 
00BC: text_highpriority 'TEX3_39' 5000 ms 2  // ~g~To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~g~button.
0002: jump @SERG3_4514 

:SERG3_4499
00BC: text_highpriority 'TEX3_4' 5000 ms 2  // ~g~To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~g~button.

:SERG3_4514
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG3_4538 
0002: jump @SERG3_5137 

:SERG3_4538
0002: jump @SERG3_4431 

:SERG3_4545
015F: set_camera_position 153.3567 -365.0051 17.8099 0.0 rotation 0.0 0.0 
0160: point_camera 153.5378 -364.0217 17.82351 switchstyle 2 
0006: 16@ = 0 // integer values 

:SERG3_4603
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_4728 
0001: wait 0 ms 
00BC: text_highpriority 'TEX3_5' 5000 ms 2  // ~g~If you place a bomb unsuccessfully you can pick it up and try again.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG3_4665 
0002: jump @SERG3_5137 

:SERG3_4665
00D6: if 
8118:   not actor $3315 dead 
004D: jump_if_false @SERG3_4693 
0372: set_actor $3315 anim 25 wait_state_time 300000 ms 

:SERG3_4693
00D6: if 
8118:   not actor $3316 dead 
004D: jump_if_false @SERG3_4721 
0372: set_actor $3316 anim 25 wait_state_time 300000 ms 

:SERG3_4721
0002: jump @SERG3_4603 

:SERG3_4728
015F: set_camera_position 93.85921 -360.9543 27.00828 0.0 rotation 0.0 0.0 
0160: point_camera 92.8611 -361.0136 26.99214 switchstyle 2 
0006: 16@ = 0 // integer values 

:SERG3_4786
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_4883 
0001: wait 0 ms 
00BC: text_highpriority 'TEX3_6' 5000 ms 2  // ~g~Once you have picked up a bomb for the first time, the detonation timer will start.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG3_4848 
0002: jump @SERG3_5137 

:SERG3_4848
00D6: if 
8118:   not actor $3317 dead 
004D: jump_if_false @SERG3_4876 
0372: set_actor $3317 anim 25 wait_state_time 300000 ms 

:SERG3_4876
0002: jump @SERG3_4786 

:SERG3_4883
015F: set_camera_position 120.767 -377.2256 35.94569 0.0 rotation 0.0 0.0 
0160: point_camera 121.6996 -377.581 36.00743 switchstyle 2 
0006: 16@ = 0 // integer values 

:SERG3_4941
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_5010 
0001: wait 0 ms 
00BC: text_highpriority 'TEX3_7' 5000 ms 2  // ~g~You must then place the remaining bombs in 7 minutes!
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG3_5003 
0002: jump @SERG3_5137 

:SERG3_5003
0002: jump @SERG3_4941 

:SERG3_5010
015F: set_camera_position 117.7223 -388.8373 10.20708 0.0 rotation 0.0 0.0 
0160: point_camera 117.7434 -387.8386 10.25837 switchstyle 2 
0006: 16@ = 0 // integer values 

:SERG3_5068
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @SERG3_5137 
0001: wait 0 ms 
00BC: text_highpriority 'TEX3_27' 5000 ms 2  // ~g~A central stairway allows access to all the floors in the building.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @SERG3_5130 
0002: jump @SERG3_5137 

:SERG3_5130
0002: jump @SERG3_5068 

:SERG3_5137
0001: wait 0 ms 
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_5187 
0158: camera_on_vehicle $3327 mode 18 switchstyle 2 
0001: wait 0 ms 
032A: set_behind_camera_mode_to 0 

:SERG3_5187
03C4: set_status_text_to $3307 0 'TEX3_11'  // targets left:
0004: $3391 = 1 // integer values 

:SERG3_5209
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5269 
00D6: if 
0038:   $3441 == 0 // integer values 
004D: jump_if_false @SERG3_5269 
0006: 16@ = 0 // integer values 
03E5: text_box 'TEX3_22'  // Pressing the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button increases the rotor speed, causing the helicopter to ~h~ascend.
0004: $3441 = 1 // integer values 

:SERG3_5269
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5348 
00D6: if 
0038:   $3441 == 1 // integer values 
004D: jump_if_false @SERG3_5348 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5348 
03E5: text_box 'TEX3_23'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ and ~h~~k~~VEHICLE_TURRETDOWN~~w~ buttons to tilt the helicopter in the direction you wish to maneuver it.
0006: 16@ = 0 // integer values 
0004: $3441 = 2 // integer values 

:SERG3_5348
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5427 
00D6: if 
0038:   $3441 == 2 // integer values 
004D: jump_if_false @SERG3_5427 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5427 
03E5: text_box 'TEX3_25'  // Press the ~h~~k~~VEHICLE_LOOKRIGHT~ ~w~button to rotate the helicopter clockwise.
0006: 16@ = 0 // integer values 
0004: $3441 = 3 // integer values 

:SERG3_5427
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5506 
00D6: if 
0038:   $3441 == 3 // integer values 
004D: jump_if_false @SERG3_5506 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5506 
03E5: text_box 'TEX3_24'  // Press the ~h~~k~~VEHICLE_LOOKLEFT~ ~w~button to rotate the helicopter counter-clockwise.
0006: 16@ = 0 // integer values 
0004: $3441 = 4 // integer values 

:SERG3_5506
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5585 
00D6: if 
0038:   $3441 == 4 // integer values 
004D: jump_if_false @SERG3_5585 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5585 
03E5: text_box 'TEX3_26'  // Pressing the ~h~~k~~VEHICLE_BRAKE~ ~w~button ~w~decreases the rotor speed, causing the helicopter to~h~ descend.
0006: 16@ = 0 // integer values 
0004: $3441 = 5 // integer values 

:SERG3_5585
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5664 
00D6: if 
0038:   $3441 == 5 // integer values 
004D: jump_if_false @SERG3_5664 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5664 
03E5: text_box 'TEX3_32'  // You can ~h~look behind~w~ by simultaneously pressing the ~h~~k~~VEHICLE_LOOKLEFT~~w~ and the ~h~~k~~VEHICLE_LOOKRIGHT~~w~ buttons.
0006: 16@ = 0 // integer values 
0004: $3441 = 6 // integer values 

:SERG3_5664
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5743 
00D6: if 
0038:   $3441 == 6 // integer values 
004D: jump_if_false @SERG3_5743 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5743 
03E5: text_box 'TEX3_28'  // To ~h~pick up a bomb~w~, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
0006: 16@ = 0 // integer values 
0004: $3441 = 7 // integer values 

:SERG3_5743
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5862 
00D6: if 
0038:   $3441 == 7 // integer values 
004D: jump_if_false @SERG3_5862 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5862 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @SERG3_5838 
03E5: text_box 'TEX3_40'  // To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button.
0002: jump @SERG3_5848 

:SERG3_5838
03E5: text_box 'TEX3_29'  // To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~w~button.

:SERG3_5848
0006: 16@ = 0 // integer values 
0004: $3441 = 8 // integer values 

:SERG3_5862
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_5941 
00D6: if 
0038:   $3441 == 8 // integer values 
004D: jump_if_false @SERG3_5941 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_5941 
03E5: text_box 'TEX3_33'  // Once you pick up a bomb the radar will show you the position of the target relative to the RC helicopter.
0006: 16@ = 0 // integer values 
0004: $3441 = 9 // integer values 

:SERG3_5941
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_6020 
00D6: if 
0038:   $3441 == 9 // integer values 
004D: jump_if_false @SERG3_6020 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_6020 
03E5: text_box 'TEX3_34'  // An ~h~upwards pointing triangular blip ~w~indicates the target is ~h~above ~w~the RC helicopter.
0006: 16@ = 0 // integer values 
0004: $3441 = 10 // integer values 

:SERG3_6020
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_6099 
00D6: if 
0038:   $3441 == 10 // integer values 
004D: jump_if_false @SERG3_6099 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_6099 
03E5: text_box 'TEX3_35'  // A ~h~downward pointing triangular blip ~w~indicates the target is ~h~below ~w~the RC helicopter.
0006: 16@ = 0 // integer values 
0004: $3441 = 11 // integer values 

:SERG3_6099
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_6178 
00D6: if 
0038:   $3441 == 11 // integer values 
004D: jump_if_false @SERG3_6178 
00D6: if 
0019:   16@ > 9500 // integer values 
004D: jump_if_false @SERG3_6178 
03E5: text_box 'TEX3_36'  // A ~h~square blip ~w~indicates the target is on the ~h~same level ~w~as the RC helicopter
0006: 16@ = 0 // integer values 
0004: $3441 = 12 // integer values 

:SERG3_6178
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_6289 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_6289 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $3327 radius 200.0 200.0 0 
004D: jump_if_false @SERG3_6289 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $3327 radius 249.0 249.0 0 
004D: jump_if_false @SERG3_6289 
00BC: text_highpriority 'TEX3_20' 1000 ms 1  // ~r~The RC Helicopter is nearly out of range!

:SERG3_6289
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_6377 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SERG3_6377 
01BB: store_object $3335 position_to $3355 $3356 $3357 
01BB: store_object $3336 position_to $3358 $3359 $3360 
01BB: store_object $3337 position_to $3361 $3362 $3363 
01BB: store_object $3338 position_to $3364 $3365 $3366 

:SERG3_6377
00D6: if 
0038:   $3392 == 2 // integer values 
004D: jump_if_false @SERG3_6453 
00D6: if 
04DA:   has_object $3335 collided 
004D: jump_if_false @SERG3_6453 
0392: object $3335 toggle_in_moving_list 0 
0382: set_object $3335 collision_detection 0 
04D9: object $3335 set_scripted_collision_check 0 
0004: $3392 = 0 // integer values 
0050: gosub @SERG3_21358 
0050: gosub @SERG3_21232 

:SERG3_6453
00D6: if 
0038:   $3393 == 2 // integer values 
004D: jump_if_false @SERG3_6529 
00D6: if 
04DA:   has_object $3336 collided 
004D: jump_if_false @SERG3_6529 
0392: object $3336 toggle_in_moving_list 0 
0382: set_object $3336 collision_detection 0 
04D9: object $3336 set_scripted_collision_check 0 
0004: $3393 = 0 // integer values 
0050: gosub @SERG3_21895 
0050: gosub @SERG3_21232 

:SERG3_6529
00D6: if 
0038:   $3394 == 2 // integer values 
004D: jump_if_false @SERG3_6605 
00D6: if 
04DA:   has_object $3337 collided 
004D: jump_if_false @SERG3_6605 
0392: object $3337 toggle_in_moving_list 0 
0382: set_object $3337 collision_detection 0 
04D9: object $3337 set_scripted_collision_check 0 
0004: $3394 = 0 // integer values 
0050: gosub @SERG3_22432 
0050: gosub @SERG3_21232 

:SERG3_6605
00D6: if 
0038:   $3395 == 2 // integer values 
004D: jump_if_false @SERG3_6681 
00D6: if 
04DA:   has_object $3338 collided 
004D: jump_if_false @SERG3_6681 
0392: object $3338 toggle_in_moving_list 0 
0382: set_object $3338 collision_detection 0 
04D9: object $3338 set_scripted_collision_check 0 
0004: $3395 = 0 // integer values 
0050: gosub @SERG3_22969 
0050: gosub @SERG3_21232 

:SERG3_6681
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_7111 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SERG3_7111 
00D6: if or
0038:   $3393 == 0 // integer values 
0038:   $3393 == 3 // integer values 
004D: jump_if_false @SERG3_7111 
00D6: if or
0038:   $3394 == 0 // integer values 
0038:   $3394 == 3 // integer values 
004D: jump_if_false @SERG3_7111 
00D6: if or
0038:   $3395 == 0 // integer values 
0038:   $3395 == 3 // integer values 
004D: jump_if_false @SERG3_7111 
00D6: if 
001A:   2 > $3392 // integer values 
004D: jump_if_false @SERG3_7111 
00D6: if or
01AF:   car $3327 0 $3355 $3356 $3357 radius 0.7 0.7 0.7 
0038:   $3392 == 1 // integer values 
004D: jump_if_false @SERG3_7111 
00AA: store_car $3327 position_to $3332 $3333 $3334 
035C: place_object $3335 relative_to_car $3327 offset 0.0 0.0 -0.4 
00D6: if 
0038:   $3403 == 0 // integer values 
004D: jump_if_false @SERG3_6927 
0004: $3403 = 1 // integer values 
0004: $3402 = 420000 // integer values 

:SERG3_6927
0382: set_object $3335 collision_detection 0 
0392: object $3335 toggle_in_moving_list 0 
02CE: $3387 = ground_z $3332 $3333 $3334 
0086: $3383 = $3334 // floating-point values only 
0061: $3383 -= $3387 // floating-point values 
00D6: if 
0038:   $3392 == 0 // integer values 
004D: jump_if_false @SERG3_6996 
0050: gosub @SERG3_21067 

:SERG3_6996
0004: $3392 = 1 // integer values 
00D6: if 
0038:   $3392 == 1 // integer values 
004D: jump_if_false @SERG3_7111 
00D6: if 
0020:   $3383 > 1.2 // floating-point values 
004D: jump_if_false @SERG3_7111 
00D6: if 
0585:  
004D: jump_if_false @SERG3_7111 
0004: $3392 = 2 // integer values 
0392: object $3335 toggle_in_moving_list 1 
0382: set_object $3335 collision_detection 1 
04D9: object $3335 set_scripted_collision_check 1 
050E:  $3335 $3327 
0381: throw_object $3335 distance 0.0 0.0 -1.0 

:SERG3_7111
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_7541 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SERG3_7541 
00D6: if or
0038:   $3392 == 0 // integer values 
0038:   $3392 == 3 // integer values 
004D: jump_if_false @SERG3_7541 
00D6: if or
0038:   $3394 == 0 // integer values 
0038:   $3394 == 3 // integer values 
004D: jump_if_false @SERG3_7541 
00D6: if or
0038:   $3395 == 0 // integer values 
0038:   $3395 == 3 // integer values 
004D: jump_if_false @SERG3_7541 
00D6: if 
001A:   2 > $3393 // integer values 
004D: jump_if_false @SERG3_7541 
00D6: if or
01AF:   car $3327 0 $3358 $3359 $3360 radius 0.7 0.7 0.7 
0038:   $3393 == 1 // integer values 
004D: jump_if_false @SERG3_7541 
00AA: store_car $3327 position_to $3332 $3333 $3334 
035C: place_object $3336 relative_to_car $3327 offset 0.0 0.0 -0.4 
00D6: if 
0038:   $3403 == 0 // integer values 
004D: jump_if_false @SERG3_7357 
0004: $3403 = 1 // integer values 
0004: $3402 = 420000 // integer values 

:SERG3_7357
0382: set_object $3336 collision_detection 0 
0392: object $3336 toggle_in_moving_list 0 
02CE: $3388 = ground_z $3332 $3333 $3334 
0086: $3384 = $3334 // floating-point values only 
0061: $3384 -= $3388 // floating-point values 
00D6: if 
0038:   $3393 == 0 // integer values 
004D: jump_if_false @SERG3_7426 
0050: gosub @SERG3_21067 

:SERG3_7426
0004: $3393 = 1 // integer values 
00D6: if 
0038:   $3393 == 1 // integer values 
004D: jump_if_false @SERG3_7541 
00D6: if 
0020:   $3384 > 1.2 // floating-point values 
004D: jump_if_false @SERG3_7541 
00D6: if 
0585:  
004D: jump_if_false @SERG3_7541 
0004: $3393 = 2 // integer values 
04D9: object $3336 set_scripted_collision_check 1 
0392: object $3336 toggle_in_moving_list 1 
0382: set_object $3336 collision_detection 1 
050E:  $3336 $3327 
0381: throw_object $3336 distance 0.0 0.0 -1.0 

:SERG3_7541
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_7971 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SERG3_7971 
00D6: if or
0038:   $3392 == 0 // integer values 
0038:   $3392 == 3 // integer values 
004D: jump_if_false @SERG3_7971 
00D6: if or
0038:   $3393 == 0 // integer values 
0038:   $3393 == 3 // integer values 
004D: jump_if_false @SERG3_7971 
00D6: if or
0038:   $3395 == 0 // integer values 
0038:   $3395 == 3 // integer values 
004D: jump_if_false @SERG3_7971 
00D6: if 
001A:   2 > $3394 // integer values 
004D: jump_if_false @SERG3_7971 
00D6: if or
01AF:   car $3327 0 $3361 $3362 $3363 radius 0.7 0.7 0.7 
0038:   $3394 == 1 // integer values 
004D: jump_if_false @SERG3_7971 
00AA: store_car $3327 position_to $3332 $3333 $3334 
035C: place_object $3337 relative_to_car $3327 offset 0.0 0.0 -0.4 
00D6: if 
0038:   $3403 == 0 // integer values 
004D: jump_if_false @SERG3_7787 
0004: $3403 = 1 // integer values 
0004: $3402 = 420000 // integer values 

:SERG3_7787
0382: set_object $3337 collision_detection 0 
0392: object $3337 toggle_in_moving_list 0 
02CE: $3389 = ground_z $3332 $3333 $3334 
0086: $3385 = $3334 // floating-point values only 
0061: $3385 -= $3389 // floating-point values 
00D6: if 
0038:   $3394 == 0 // integer values 
004D: jump_if_false @SERG3_7856 
0050: gosub @SERG3_21067 

:SERG3_7856
0004: $3394 = 1 // integer values 
00D6: if 
0038:   $3394 == 1 // integer values 
004D: jump_if_false @SERG3_7971 
00D6: if 
0020:   $3385 > 1.2 // floating-point values 
004D: jump_if_false @SERG3_7971 
00D6: if 
0585:  
004D: jump_if_false @SERG3_7971 
0004: $3394 = 2 // integer values 
04D9: object $3337 set_scripted_collision_check 1 
0392: object $3337 toggle_in_moving_list 1 
0382: set_object $3337 collision_detection 1 
050E:  $3337 $3327 
0381: throw_object $3337 distance 0.0 0.0 -1.0 

:SERG3_7971
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_8401 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @SERG3_8401 
00D6: if or
0038:   $3392 == 0 // integer values 
0038:   $3392 == 3 // integer values 
004D: jump_if_false @SERG3_8401 
00D6: if or
0038:   $3393 == 0 // integer values 
0038:   $3393 == 3 // integer values 
004D: jump_if_false @SERG3_8401 
00D6: if or
0038:   $3394 == 0 // integer values 
0038:   $3394 == 3 // integer values 
004D: jump_if_false @SERG3_8401 
00D6: if 
001A:   2 > $3395 // integer values 
004D: jump_if_false @SERG3_8401 
00D6: if or
01AF:   car $3327 0 $3364 $3365 $3366 radius 0.7 0.7 0.7 
0038:   $3395 == 1 // integer values 
004D: jump_if_false @SERG3_8401 
00AA: store_car $3327 position_to $3332 $3333 $3334 
035C: place_object $3338 relative_to_car $3327 offset 0.0 0.0 -0.4 
00D6: if 
0038:   $3403 == 0 // integer values 
004D: jump_if_false @SERG3_8217 
0004: $3403 = 1 // integer values 
0004: $3402 = 420000 // integer values 

:SERG3_8217
0382: set_object $3338 collision_detection 0 
0392: object $3338 toggle_in_moving_list 0 
02CE: $3390 = ground_z $3332 $3333 $3334 
0086: $3386 = $3334 // floating-point values only 
0061: $3386 -= $3390 // floating-point values 
00D6: if 
0038:   $3395 == 0 // integer values 
004D: jump_if_false @SERG3_8286 
0050: gosub @SERG3_21067 

:SERG3_8286
0004: $3395 = 1 // integer values 
00D6: if 
0038:   $3395 == 1 // integer values 
004D: jump_if_false @SERG3_8401 
00D6: if 
0020:   $3386 > 1.2 // floating-point values 
004D: jump_if_false @SERG3_8401 
00D6: if 
0585:  
004D: jump_if_false @SERG3_8401 
0004: $3395 = 2 // integer values 
04D9: object $3338 set_scripted_collision_check 1 
0392: object $3338 toggle_in_moving_list 1 
0382: set_object $3338 collision_detection 1 
050E:  $3338 $3327 
0381: throw_object $3338 distance 0.0 0.0 -1.0 

:SERG3_8401
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_8615 
00D6: if 
8038:   not  $3396 == 1 // integer values 
004D: jump_if_false @SERG3_8468 
04E6:   object $3335 near_point $3367 $3368 $3369 radius 3.5 3.5 3.5 flag 1 

:SERG3_8468
00D6: if 
8038:   not  $3397 == 1 // integer values 
004D: jump_if_false @SERG3_8517 
04E6:   object $3335 near_point $3370 $3371 $3372 radius 3.5 3.5 3.5 flag 1 

:SERG3_8517
00D6: if 
8038:   not  $3398 == 1 // integer values 
004D: jump_if_false @SERG3_8566 
04E6:   object $3335 near_point $3373 $3374 $3375 radius 3.5 3.5 3.5 flag 1 

:SERG3_8566
00D6: if 
8038:   not  $3399 == 1 // integer values 
004D: jump_if_false @SERG3_8615 
04E6:   object $3335 near_point $3376 $3377 $3378 radius 3.5 3.5 3.5 flag 1 

:SERG3_8615
00D6: if 
8118:   not actor $3311 dead 
004D: jump_if_false @SERG3_8677 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_8677 
00D6: if 
0038:   $3426 == 0 // integer values 
004D: jump_if_false @SERG3_8677 
0372: set_actor $3311 anim 13 wait_state_time 300000 ms 

:SERG3_8677
00D6: if 
8118:   not actor $3312 dead 
004D: jump_if_false @SERG3_8739 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_8739 
00D6: if 
0038:   $3427 == 0 // integer values 
004D: jump_if_false @SERG3_8739 
0372: set_actor $3312 anim 25 wait_state_time 300000 ms 

:SERG3_8739
00D6: if 
8118:   not actor $3315 dead 
004D: jump_if_false @SERG3_8801 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_8801 
00D6: if 
0038:   $3429 == 0 // integer values 
004D: jump_if_false @SERG3_8801 
0372: set_actor $3315 anim 25 wait_state_time 300000 ms 

:SERG3_8801
00D6: if 
8118:   not actor $3316 dead 
004D: jump_if_false @SERG3_8863 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_8863 
00D6: if 
0038:   $3430 == 0 // integer values 
004D: jump_if_false @SERG3_8863 
0372: set_actor $3316 anim 25 wait_state_time 300000 ms 

:SERG3_8863
00D6: if 
8118:   not actor $3317 dead 
004D: jump_if_false @SERG3_8925 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_8925 
00D6: if 
0038:   $3431 == 0 // integer values 
004D: jump_if_false @SERG3_8925 
0372: set_actor $3317 anim 25 wait_state_time 300000 ms 

:SERG3_8925
00D6: if 
8118:   not actor $3319 dead 
004D: jump_if_false @SERG3_8987 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_8987 
00D6: if 
0038:   $3433 == 0 // integer values 
004D: jump_if_false @SERG3_8987 
0372: set_actor $3319 anim 13 wait_state_time 300000 ms 

:SERG3_8987
00D6: if 
8118:   not actor $3320 dead 
004D: jump_if_false @SERG3_9049 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9049 
00D6: if 
0038:   $3434 == 0 // integer values 
004D: jump_if_false @SERG3_9049 
0372: set_actor $3320 anim 25 wait_state_time 300000 ms 

:SERG3_9049
00D6: if 
8118:   not actor $3321 dead 
004D: jump_if_false @SERG3_9111 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9111 
00D6: if 
0038:   $3435 == 0 // integer values 
004D: jump_if_false @SERG3_9111 
0372: set_actor $3321 anim 25 wait_state_time 300000 ms 

:SERG3_9111
00D6: if 
8118:   not actor $3322 dead 
004D: jump_if_false @SERG3_9173 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9173 
00D6: if 
0038:   $3436 == 0 // integer values 
004D: jump_if_false @SERG3_9173 
0372: set_actor $3322 anim 25 wait_state_time 300000 ms 

:SERG3_9173
00D6: if 
8118:   not actor $3323 dead 
004D: jump_if_false @SERG3_9235 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9235 
00D6: if 
0038:   $3437 == 0 // integer values 
004D: jump_if_false @SERG3_9235 
0372: set_actor $3323 anim 25 wait_state_time 300000 ms 

:SERG3_9235
00D6: if 
8118:   not actor $3311 dead 
004D: jump_if_false @SERG3_9335 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9335 
00D6: if 
0205:   actor $3311 near_car $3327 radius 7.0 7.0 6.0 unknown 0 
004D: jump_if_false @SERG3_9335 
0372: set_actor $3311 anim 0 wait_state_time 300 ms 
01D9: actor $3311 destroy_car $3327 
0319: set_actor $3311 running 1 
0004: $3426 = 1 // integer values 

:SERG3_9335
00D6: if 
8118:   not actor $3312 dead 
004D: jump_if_false @SERG3_9435 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9435 
00D6: if 
0205:   actor $3312 near_car $3327 radius 12.0 12.0 6.0 unknown 0 
004D: jump_if_false @SERG3_9435 
0372: set_actor $3312 anim 0 wait_state_time 300 ms 
01D9: actor $3312 destroy_car $3327 
0319: set_actor $3312 running 1 
0004: $3427 = 1 // integer values 

:SERG3_9435
00D6: if 
8118:   not actor $3313 dead 
004D: jump_if_false @SERG3_9535 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9535 
00D6: if 
0205:   actor $3313 near_car $3327 radius 10.0 10.0 3.0 unknown 0 
004D: jump_if_false @SERG3_9535 
0372: set_actor $3313 anim 0 wait_state_time 300 ms 
01D9: actor $3313 destroy_car $3327 
0319: set_actor $3313 running 1 
0004: $3428 = 1 // integer values 

:SERG3_9535
00D6: if 
8118:   not actor $3314 dead 
004D: jump_if_false @SERG3_9628 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9628 
00D6: if 
0205:   actor $3314 near_car $3327 radius 10.0 10.0 3.0 unknown 0 
004D: jump_if_false @SERG3_9628 
0372: set_actor $3314 anim 0 wait_state_time 300 ms 
01D9: actor $3314 destroy_car $3327 
0319: set_actor $3314 running 1 

:SERG3_9628
00D6: if 
8118:   not actor $3315 dead 
004D: jump_if_false @SERG3_9728 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9728 
00D6: if 
0205:   actor $3315 near_car $3327 radius 7.0 7.0 5.0 unknown 0 
004D: jump_if_false @SERG3_9728 
0372: set_actor $3315 anim 0 wait_state_time 300 ms 
01D9: actor $3315 destroy_car $3327 
0319: set_actor $3315 running 1 
0004: $3429 = 1 // integer values 

:SERG3_9728
00D6: if 
8118:   not actor $3316 dead 
004D: jump_if_false @SERG3_9828 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9828 
00D6: if 
0205:   actor $3316 near_car $3327 radius 15.0 15.0 4.0 unknown 0 
004D: jump_if_false @SERG3_9828 
0372: set_actor $3316 anim 0 wait_state_time 300 ms 
01D9: actor $3316 destroy_car $3327 
0319: set_actor $3316 running 1 
0004: $3430 = 1 // integer values 

:SERG3_9828
00D6: if 
8118:   not actor $3317 dead 
004D: jump_if_false @SERG3_9928 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_9928 
00D6: if 
0205:   actor $3317 near_car $3327 radius 15.0 15.0 3.0 unknown 0 
004D: jump_if_false @SERG3_9928 
0372: set_actor $3317 anim 0 wait_state_time 300 ms 
01D9: actor $3317 destroy_car $3327 
0319: set_actor $3317 running 1 
0004: $3431 = 1 // integer values 

:SERG3_9928
00D6: if 
8118:   not actor $3318 dead 
004D: jump_if_false @SERG3_10028 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10028 
00D6: if 
0205:   actor $3318 near_car $3327 radius 15.0 15.0 6.0 unknown 0 
004D: jump_if_false @SERG3_10028 
0372: set_actor $3318 anim 0 wait_state_time 300 ms 
01D9: actor $3318 destroy_car $3327 
0319: set_actor $3318 running 1 
0004: $3432 = 1 // integer values 

:SERG3_10028
00D6: if 
8118:   not actor $3319 dead 
004D: jump_if_false @SERG3_10128 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10128 
00D6: if 
0205:   actor $3319 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
004D: jump_if_false @SERG3_10128 
0372: set_actor $3319 anim 0 wait_state_time 300 ms 
01D9: actor $3319 destroy_car $3327 
0319: set_actor $3319 running 1 
0004: $3433 = 1 // integer values 

:SERG3_10128
00D6: if 
8118:   not actor $3320 dead 
004D: jump_if_false @SERG3_10228 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10228 
00D6: if 
0205:   actor $3320 near_car $3327 radius 15.0 15.0 6.0 unknown 0 
004D: jump_if_false @SERG3_10228 
0372: set_actor $3320 anim 0 wait_state_time 300 ms 
01D9: actor $3320 destroy_car $3327 
0319: set_actor $3320 running 1 
0004: $3434 = 1 // integer values 

:SERG3_10228
00D6: if 
8118:   not actor $3321 dead 
004D: jump_if_false @SERG3_10328 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10328 
00D6: if 
0205:   actor $3321 near_car $3327 radius 15.0 15.0 4.0 unknown 0 
004D: jump_if_false @SERG3_10328 
0372: set_actor $3321 anim 0 wait_state_time 300 ms 
01D9: actor $3321 destroy_car $3327 
0319: set_actor $3321 running 1 
0004: $3435 = 1 // integer values 

:SERG3_10328
00D6: if 
8118:   not actor $3322 dead 
004D: jump_if_false @SERG3_10428 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10428 
00D6: if 
0205:   actor $3322 near_car $3327 radius 15.0 15.0 6.0 unknown 0 
004D: jump_if_false @SERG3_10428 
0372: set_actor $3322 anim 0 wait_state_time 300 ms 
01D9: actor $3322 destroy_car $3327 
0319: set_actor $3322 running 1 
0004: $3436 = 1 // integer values 

:SERG3_10428
00D6: if 
8118:   not actor $3323 dead 
004D: jump_if_false @SERG3_10528 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10528 
00D6: if 
0205:   actor $3323 near_car $3327 radius 10.0 10.0 4.0 unknown 0 
004D: jump_if_false @SERG3_10528 
0372: set_actor $3323 anim 0 wait_state_time 300 ms 
01D9: actor $3323 destroy_car $3327 
0319: set_actor $3323 running 1 
0004: $3437 = 1 // integer values 

:SERG3_10528
00D6: if 
8118:   not actor $3324 dead 
004D: jump_if_false @SERG3_10604 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10604 
00D6: if 
0205:   actor $3324 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
004D: jump_if_false @SERG3_10604 
01D9: actor $3324 destroy_car $3327 

:SERG3_10604
00D6: if 
8118:   not actor $3325 dead 
004D: jump_if_false @SERG3_10687 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10687 
00D6: if 
0205:   actor $3325 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
004D: jump_if_false @SERG3_10687 
01D9: actor $3325 destroy_car $3327 
0004: $3459 = 1 // integer values 

:SERG3_10687
00D6: if 
8118:   not actor $3326 dead 
004D: jump_if_false @SERG3_10763 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_10763 
00D6: if 
0205:   actor $3326 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
004D: jump_if_false @SERG3_10763 
01D9: actor $3326 destroy_car $3327 

:SERG3_10763
00D6: if 
8118:   not actor $3311 dead 
004D: jump_if_false @SERG3_11043 
00D6: if 
0038:   $3426 == 1 // integer values 
004D: jump_if_false @SERG3_10847 
00D6: if 
0038:   $3444 == 0 // integer values 
004D: jump_if_false @SERG3_10847 
00D6: if 
0038:   $3442 == 0 // integer values 
004D: jump_if_false @SERG3_10847 
0004: $3442 = 1 // integer values 
0004: $3443 = 0 // integer values 

:SERG3_10847
00D6: if 
0038:   $3442 == 1 // integer values 
004D: jump_if_false @SERG3_11036 
00D6: if 
0038:   $3443 == 0 // integer values 
004D: jump_if_false @SERG3_10909 
03CF: load_wav 'TEX3_2' as 1 
0004: $3443 = 1 // integer values 
0002: jump @SERG3_11036 

:SERG3_10909
00D6: if 
0038:   $3443 == 1 // integer values 
004D: jump_if_false @SERG3_10949 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG3_10949 
0004: $3443 = 2 // integer values 

:SERG3_10949
00D6: if 
0038:   $3443 == 2 // integer values 
004D: jump_if_false @SERG3_10978 
03D1: play_wav 1 
0004: $3443 = 3 // integer values 

:SERG3_10978
00D6: if 
0038:   $3443 == 3 // integer values 
004D: jump_if_false @SERG3_11036 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG3_11036 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3444 = 1 // integer values 

:SERG3_11036
0002: jump @SERG3_11086 

:SERG3_11043
00D6: if 
0038:   $3442 == 1 // integer values 
004D: jump_if_false @SERG3_11086 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3444 = 1 // integer values 

:SERG3_11086
00D6: if 
8118:   not actor $3313 dead 
004D: jump_if_false @SERG3_11366 
00D6: if 
0038:   $3428 == 1 // integer values 
004D: jump_if_false @SERG3_11170 
00D6: if 
0038:   $3445 == 0 // integer values 
004D: jump_if_false @SERG3_11170 
00D6: if 
0038:   $3442 == 0 // integer values 
004D: jump_if_false @SERG3_11170 
0004: $3442 = 2 // integer values 
0004: $3443 = 0 // integer values 

:SERG3_11170
00D6: if 
0038:   $3442 == 2 // integer values 
004D: jump_if_false @SERG3_11359 
00D6: if 
0038:   $3443 == 0 // integer values 
004D: jump_if_false @SERG3_11232 
03CF: load_wav 'TEX3_1' as 1 
0004: $3443 = 1 // integer values 
0002: jump @SERG3_11359 

:SERG3_11232
00D6: if 
0038:   $3443 == 1 // integer values 
004D: jump_if_false @SERG3_11272 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG3_11272 
0004: $3443 = 2 // integer values 

:SERG3_11272
00D6: if 
0038:   $3443 == 2 // integer values 
004D: jump_if_false @SERG3_11301 
03D1: play_wav 1 
0004: $3443 = 3 // integer values 

:SERG3_11301
00D6: if 
0038:   $3443 == 3 // integer values 
004D: jump_if_false @SERG3_11359 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG3_11359 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3445 = 1 // integer values 

:SERG3_11359
0002: jump @SERG3_11409 

:SERG3_11366
00D6: if 
0038:   $3442 == 2 // integer values 
004D: jump_if_false @SERG3_11409 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3445 = 1 // integer values 

:SERG3_11409
00D6: if 
8118:   not actor $3317 dead 
004D: jump_if_false @SERG3_11689 
00D6: if 
0038:   $3431 == 1 // integer values 
004D: jump_if_false @SERG3_11493 
00D6: if 
0038:   $3446 == 0 // integer values 
004D: jump_if_false @SERG3_11493 
00D6: if 
0038:   $3442 == 0 // integer values 
004D: jump_if_false @SERG3_11493 
0004: $3442 = 3 // integer values 
0004: $3443 = 0 // integer values 

:SERG3_11493
00D6: if 
0038:   $3442 == 3 // integer values 
004D: jump_if_false @SERG3_11682 
00D6: if 
0038:   $3443 == 0 // integer values 
004D: jump_if_false @SERG3_11555 
03CF: load_wav 'TEX3_3' as 1 
0004: $3443 = 1 // integer values 
0002: jump @SERG3_11682 

:SERG3_11555
00D6: if 
0038:   $3443 == 1 // integer values 
004D: jump_if_false @SERG3_11595 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG3_11595 
0004: $3443 = 2 // integer values 

:SERG3_11595
00D6: if 
0038:   $3443 == 2 // integer values 
004D: jump_if_false @SERG3_11624 
03D1: play_wav 1 
0004: $3443 = 3 // integer values 

:SERG3_11624
00D6: if 
0038:   $3443 == 3 // integer values 
004D: jump_if_false @SERG3_11682 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG3_11682 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3446 = 1 // integer values 

:SERG3_11682
0002: jump @SERG3_11732 

:SERG3_11689
00D6: if 
0038:   $3442 == 3 // integer values 
004D: jump_if_false @SERG3_11732 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3446 = 1 // integer values 

:SERG3_11732
00D6: if 
8118:   not actor $3323 dead 
004D: jump_if_false @SERG3_12012 
00D6: if 
0038:   $3437 == 1 // integer values 
004D: jump_if_false @SERG3_11816 
00D6: if 
0038:   $3447 == 0 // integer values 
004D: jump_if_false @SERG3_11816 
00D6: if 
0038:   $3442 == 0 // integer values 
004D: jump_if_false @SERG3_11816 
0004: $3442 = 4 // integer values 
0004: $3443 = 0 // integer values 

:SERG3_11816
00D6: if 
0038:   $3442 == 4 // integer values 
004D: jump_if_false @SERG3_12005 
00D6: if 
0038:   $3443 == 0 // integer values 
004D: jump_if_false @SERG3_11878 
03CF: load_wav 'TEX3_4' as 1 
0004: $3443 = 1 // integer values 
0002: jump @SERG3_12005 

:SERG3_11878
00D6: if 
0038:   $3443 == 1 // integer values 
004D: jump_if_false @SERG3_11918 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG3_11918 
0004: $3443 = 2 // integer values 

:SERG3_11918
00D6: if 
0038:   $3443 == 2 // integer values 
004D: jump_if_false @SERG3_11947 
03D1: play_wav 1 
0004: $3443 = 3 // integer values 

:SERG3_11947
00D6: if 
0038:   $3443 == 3 // integer values 
004D: jump_if_false @SERG3_12005 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG3_12005 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3447 = 1 // integer values 

:SERG3_12005
0002: jump @SERG3_12055 

:SERG3_12012
00D6: if 
0038:   $3442 == 4 // integer values 
004D: jump_if_false @SERG3_12055 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3447 = 1 // integer values 

:SERG3_12055
00D6: if 
8118:   not actor $3319 dead 
004D: jump_if_false @SERG3_12335 
00D6: if 
0038:   $3433 == 1 // integer values 
004D: jump_if_false @SERG3_12139 
00D6: if 
0038:   $3448 == 0 // integer values 
004D: jump_if_false @SERG3_12139 
00D6: if 
0038:   $3442 == 0 // integer values 
004D: jump_if_false @SERG3_12139 
0004: $3442 = 5 // integer values 
0004: $3443 = 0 // integer values 

:SERG3_12139
00D6: if 
0038:   $3442 == 5 // integer values 
004D: jump_if_false @SERG3_12328 
00D6: if 
0038:   $3443 == 0 // integer values 
004D: jump_if_false @SERG3_12201 
03CF: load_wav 'TEX3_8' as 1 
0004: $3443 = 1 // integer values 
0002: jump @SERG3_12328 

:SERG3_12201
00D6: if 
0038:   $3443 == 1 // integer values 
004D: jump_if_false @SERG3_12241 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG3_12241 
0004: $3443 = 2 // integer values 

:SERG3_12241
00D6: if 
0038:   $3443 == 2 // integer values 
004D: jump_if_false @SERG3_12270 
03D1: play_wav 1 
0004: $3443 = 3 // integer values 

:SERG3_12270
00D6: if 
0038:   $3443 == 3 // integer values 
004D: jump_if_false @SERG3_12328 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG3_12328 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3448 = 1 // integer values 

:SERG3_12328
0002: jump @SERG3_12378 

:SERG3_12335
00D6: if 
0038:   $3442 == 5 // integer values 
004D: jump_if_false @SERG3_12378 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3448 = 1 // integer values 

:SERG3_12378
00D6: if 
8118:   not actor $3325 dead 
004D: jump_if_false @SERG3_12658 
00D6: if 
0038:   $3459 == 1 // integer values 
004D: jump_if_false @SERG3_12462 
00D6: if 
0038:   $3458 == 0 // integer values 
004D: jump_if_false @SERG3_12462 
00D6: if 
0038:   $3442 == 0 // integer values 
004D: jump_if_false @SERG3_12462 
0004: $3442 = 6 // integer values 
0004: $3443 = 0 // integer values 

:SERG3_12462
00D6: if 
0038:   $3442 == 6 // integer values 
004D: jump_if_false @SERG3_12651 
00D6: if 
0038:   $3443 == 0 // integer values 
004D: jump_if_false @SERG3_12524 
03CF: load_wav 'TEX3_6' as 1 
0004: $3443 = 1 // integer values 
0002: jump @SERG3_12651 

:SERG3_12524
00D6: if 
0038:   $3443 == 1 // integer values 
004D: jump_if_false @SERG3_12564 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SERG3_12564 
0004: $3443 = 2 // integer values 

:SERG3_12564
00D6: if 
0038:   $3443 == 2 // integer values 
004D: jump_if_false @SERG3_12593 
03D1: play_wav 1 
0004: $3443 = 3 // integer values 

:SERG3_12593
00D6: if 
0038:   $3443 == 3 // integer values 
004D: jump_if_false @SERG3_12651 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SERG3_12651 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3458 = 1 // integer values 

:SERG3_12651
0002: jump @SERG3_12701 

:SERG3_12658
00D6: if 
0038:   $3442 == 6 // integer values 
004D: jump_if_false @SERG3_12701 
0004: $3443 = 0 // integer values 
0004: $3442 = 0 // integer values 
040D: unload_wav 1 
0004: $3458 = 1 // integer values 

:SERG3_12701
00D6: if 
0038:   $3403 == 1 // integer values 
004D: jump_if_false @SERG3_12774 
00D6: if 
8038:   not  $3402 == 0 // integer values 
004D: jump_if_false @SERG3_12774 
03C3: set_timer_with_text_to $3402 type 1 text 'RACES'  // TIME:
00BC: text_highpriority 'TEX3_15' 7000 ms 1  // ~r~Detonation timer initiated! ~g~You must plant the ~w~4 bombs ~g~in the remaining time!
0004: $3403 = 2 // integer values 

:SERG3_12774
00D6: if 
0038:   $3404 == 0 // integer values 
004D: jump_if_false @SERG3_12887 
0084: $3408 = $3396 // integer values and handles 
0058: $3408 += $3397 // integer values 
0084: $3411 = $3398 // integer values and handles 
0058: $3411 += $3399 // integer values 
0084: $3405 = $3408 // integer values and handles 
0058: $3405 += $3411 // integer values 
00D6: if 
0038:   $3405 == 1 // integer values 
004D: jump_if_false @SERG3_12887 
0004: $3307 = 3 // integer values 
0004: $3404 = 1 // integer values 
00BC: text_highpriority 'TEX3_12' 5000 ms 2  // ~g~Bomb planted! Only 3 more targets to go! Go back and get another bomb.

:SERG3_12887
00D6: if 
0038:   $3404 == 1 // integer values 
004D: jump_if_false @SERG3_13000 
0084: $3409 = $3396 // integer values and handles 
0058: $3409 += $3397 // integer values 
0084: $3412 = $3398 // integer values and handles 
0058: $3412 += $3399 // integer values 
0084: $3406 = $3409 // integer values and handles 
0058: $3406 += $3412 // integer values 
00D6: if 
0038:   $3406 == 2 // integer values 
004D: jump_if_false @SERG3_13000 
0004: $3307 = 2 // integer values 
0004: $3404 = 2 // integer values 
00BC: text_highpriority 'TEX3_13' 5000 ms 2  // ~g~Bomb planted! Only 2 more targets to go! Go back and get another bomb.

:SERG3_13000
00D6: if 
0038:   $3404 == 2 // integer values 
004D: jump_if_false @SERG3_13113 
0084: $3410 = $3396 // integer values and handles 
0058: $3410 += $3397 // integer values 
0084: $3413 = $3398 // integer values and handles 
0058: $3413 += $3399 // integer values 
0084: $3407 = $3410 // integer values and handles 
0058: $3407 += $3413 // integer values 
00D6: if 
0038:   $3407 == 3 // integer values 
004D: jump_if_false @SERG3_13113 
0004: $3307 = 1 // integer values 
0004: $3404 = 3 // integer values 
00BC: text_highpriority 'TEX3_14' 5000 ms 2  // ~g~Bomb planted! Only 1 more target to go! Go back and get another bomb.

:SERG3_13113
00D6: if and
0038:   $3396 == 1 // integer values 
0038:   $3397 == 1 // integer values 
0038:   $3398 == 1 // integer values 
0038:   $3399 == 1 // integer values 
004D: jump_if_false @SERG3_13159 
0002: jump @SERG3_13512 

:SERG3_13159
00D6: if 
001A:   1 > $3402 // integer values 
004D: jump_if_false @SERG3_13217 
00D6: if 
0038:   $3403 == 2 // integer values 
004D: jump_if_false @SERG3_13217 
00BC: text_highpriority 'TEX3_17' 5000 ms 1  // ~r~You ran out of time!
0002: jump @SERG3_20979 

:SERG3_13217
00D6: if 
0119:   car $3327 wrecked 
004D: jump_if_false @SERG3_13273 
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_13273 
00BC: text_highpriority 'TEX3_18' 5000 ms 2  // ~r~Your RC Helicopter has been destroyed!
0002: jump @SERG3_20979 

:SERG3_13273
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_13360 
00D6: if 
8119:   not car $3327 wrecked 
004D: jump_if_false @SERG3_13360 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $3327 radius 250.0 250.0 0 
004D: jump_if_false @SERG3_13360 
00BC: text_highpriority 'TEX3_21' 5000 ms 1  // ~r~The RC Helicopter went out of range!
0002: jump @SERG3_20979 

:SERG3_13360
00D6: if 
0038:   $3391 == 1 // integer values 
004D: jump_if_false @SERG3_13431 
00D6: if or
04E7:   object $3335 in_water 
04E7:   object $3336 in_water 
04E7:   object $3337 in_water 
04E7:   object $3338 in_water 
004D: jump_if_false @SERG3_13431 
00BC: text_highpriority 'TEX3_19' 5000 ms 1  // ~r~You dropped your bomb in the water! That ain't no way to fish!
0002: jump @SERG3_20979 

:SERG3_13431
00D6: if 
0038:   $3391 == 0 // integer values 
004D: jump_if_false @SERG3_13505 
00D6: if 
0038:   $3457 == 1 // integer values 
004D: jump_if_false @SERG3_13505 
00D6: if 
0119:   car $3308 wrecked 
004D: jump_if_false @SERG3_13505 
00BC: text_highpriority 'TEX3_31' 5000 ms 1  // ~r~You destroyed the TOPFUN van that contained the bombs and RC helicopter!
0002: jump @SERG3_20979 

:SERG3_13505
0002: jump @SERG3_2490 

:SERG3_13512
014F: stop_timer $3402 
0151: remove_status_text $3307 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0249: release_model #DYNAMITE 
0249: release_model #HAMMER 
0249: release_model #BARREL4 
0249: release_model #GDA 
0249: release_model #GDA 
009B: destroy_actor_instantly $3311 
009B: destroy_actor_instantly $3312 
009B: destroy_actor_instantly $3313 
009B: destroy_actor_instantly $3314 
009B: destroy_actor_instantly $3315 
009B: destroy_actor_instantly $3316 
009B: destroy_actor_instantly $3317 
009B: destroy_actor_instantly $3318 
009B: destroy_actor_instantly $3319 
009B: destroy_actor_instantly $3320 
009B: destroy_actor_instantly $3324 
009B: destroy_actor_instantly $3325 
009B: destroy_actor_instantly $3326 
00D6: if 
8119:   not car $3308 wrecked 
004D: jump_if_false @SERG3_13642 
0519: lock_vehicle $3308 in_current_position 0 

:SERG3_13642
015F: set_camera_position 27.198 -352.651 12.977 0.0 rotation 0.0 0.0 
0160: point_camera 28.1425 -352.8275 13.2567 switchstyle 2 
0247: request_model #BLDNGST2MESHDAM 

:SERG3_13697
00D6: if 
8248:   not model #BLDNGST2MESHDAM available 
004D: jump_if_false @SERG3_13723 
0001: wait 0 ms 
0002: jump @SERG3_13697 

:SERG3_13723
0003: shake_camera 2500 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 
020C: create_explosion_with_radius 1 at 69.42 -371.249 30.28 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
020C: create_explosion_with_radius 2 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 
0001: wait 10 ms 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
0001: wait 250 ms 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
020C: create_explosion_with_radius 11 at 72.875 -360.392 23.922 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
020C: create_explosion_with_radius 6 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 1 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 6 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
020C: create_explosion_with_radius 6 at 72.875 -361.392 23.922 
0001: wait 105 ms 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 1 
020C: create_explosion_with_radius 6 at 73.18 -368.699 13.236 
0249: release_model #BLDNGST2MESHDAM 
0001: wait 105 ms 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
020C: create_explosion_with_radius 11 at 71.554 -354.053 24.468 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 1 
020C: create_explosion_with_radius 6 at 69.42 -371.249 30.28 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
020C: create_explosion_with_radius 11 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
039D: scatter_particles 4 5.0 0 0 0 11000 at 73.18 -366.699 13.236 16.0 0.0 0.1 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
020C: create_explosion_with_radius 6 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
0001: wait 300 ms 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 1 
020C: create_explosion_with_radius 6 at 72.875 -361.392 23.922 
039D: scatter_particles 4 5.0 0 0 0 11000 at 69.42 -370.249 30.28 16.0 0.0 0.1 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
020C: create_explosion_with_radius 11 at 71.554 -354.053 24.468 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
0001: wait 400 ms 
020C: create_explosion_with_radius 2 at 67.421 -374.562 25.85 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 11 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 1 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 6 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 2 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 11 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 6 
0001: wait 300 ms 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
020C: create_explosion_with_radius 6 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 
0001: wait 300 ms 
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 2 
020C: create_explosion_with_radius 11 at 69.224 -371.249 26.28 
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 69.224 -371.249 26.28 16.0 0.0 0.1 
0001: wait 200 ms 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
020C: create_explosion_with_radius 11 at 72.875 -360.392 23.922 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 72.875 -360.392 23.922 16.0 0.0 0.1 
0001: wait 100 ms 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
020C: create_explosion_with_radius 11 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
0001: wait 50 ms 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
020C: create_explosion_with_radius 6 at 71.554 -356.053 24.468 
039D: scatter_particles 4 5.0 0 0 0 5000 at 71.554 -356.053 24.468 16.0 0.0 0.1 
0001: wait 250 ms 
0247: request_model #BLDNGST2MESH 

:SERG3_16072
00D6: if 
8248:   not model #BLDNGST2MESH available 
004D: jump_if_false @SERG3_16098 
0001: wait 0 ms 
0002: jump @SERG3_16072 

:SERG3_16098
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 
015F: set_camera_position 95.42784 -431.413 66.25831 0.0 rotation 0.0 0.0 
0160: point_camera 96.13597 -430.9128 65.75952 switchstyle 2 
031A: remove_all_fires 
0249: release_model #BLDNGST2MESH 
0247: request_model #BLDNGST2MESHDAM 

:SERG3_16185
00D6: if 
8248:   not model #BLDNGST2MESHDAM available 
004D: jump_if_false @SERG3_16211 
0001: wait 0 ms 
0002: jump @SERG3_16185 

:SERG3_16211
0003: shake_camera 2500 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
020C: create_explosion_with_radius 11 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 2 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 11 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 6 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 2 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 11 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 1 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 6 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
020C: create_explosion_with_radius 11 at 130.865 -399.556 45.108 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
0001: wait 50 ms 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 1 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 11 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 
020C: create_explosion_with_radius 6 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
0001: wait 105 ms 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 
020C: create_explosion_with_radius 11 at 138.693 -399.751 45.107 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 
020C: create_explosion_with_radius 2 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
020C: create_explosion_with_radius 11 at 140.531 -399.2166 26.636 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
020C: create_explosion_with_radius 6 at 139.529 -397.04 34.706 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
020C: create_explosion_with_radius 6 at 135.271 -390.0 31.704 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
020C: create_explosion_with_radius 11 at 130.865 -399.556 45.108 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
020C: create_explosion_with_radius 6 at 130.865 -399.556 45.108 
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 
0249: release_model #BLDNGST2MESHDAM 
0001: wait 105 ms 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 
020C: create_explosion_with_radius 11 at 138.693 -399.751 45.107 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 1 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0001: wait 105 ms 
0001: wait 100 ms 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
020C: create_explosion_with_radius 11 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0001: wait 250 ms 
020C: create_explosion_with_radius 2 at 140.531 -399.2166 26.636 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
039D: scatter_particles 4 5.0 0 0 0 11000 at 139.529 -400.04 34.706 16.0 0.0 0.1 
0001: wait 105 ms 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
020C: create_explosion_with_radius 11 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
0001: wait 105 ms 
0001: wait 105 ms 
0001: wait 50 ms 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
020C: create_explosion_with_radius 11 at 139.529 -397.04 34.706 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 
0001: wait 250 ms 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
020C: create_explosion_with_radius 11 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0001: wait 50 ms 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 130.865 -399.556 45.108 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 5000 at 139.529 -400.04 34.706 16.0 0.0 0.1 
0001: wait 100 ms 
0247: request_model #BLDNGST2MESH 

:SERG3_18578
00D6: if 
8248:   not model #BLDNGST2MESH available 
004D: jump_if_false @SERG3_18604 
0001: wait 0 ms 
0002: jump @SERG3_18578 

:SERG3_18604
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 
015F: set_camera_position 202.0835 -305.277 12.0866 0.0 rotation 0.0 0.0 
0160: point_camera 201.496 -305.966 12.247 switchstyle 2 
031A: remove_all_fires 
0249: release_model #BLDNGST2MESH 
0001: wait 750 ms 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
020C: create_explosion_with_radius 6 at 164.8878 -340.8933 16.268 
0003: shake_camera 2000 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
0247: request_model #BLDNGST2MESHDAM 

:SERG3_18815
00D6: if 
8248:   not model #BLDNGST2MESHDAM available 
004D: jump_if_false @SERG3_18841 
0001: wait 0 ms 
0002: jump @SERG3_18815 

:SERG3_18841
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion_with_radius 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion_with_radius 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
0001: wait 50 ms 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 
020C: create_explosion_with_radius 2 at 143.1712 -335.231 22.164 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
020C: create_explosion_with_radius 6 at 168.692 -336.464 19.678 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
020C: create_explosion_with_radius 2 at 168.166 -361.913 15.148 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion_with_radius 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
0001: wait 50 ms 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 2 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 11 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 1 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 6 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 2 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 11 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 6 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 1 
020C: create_explosion_with_radius 6 at 169.708 -351.357 18.075 
0001: wait 105 ms 
0001: wait 300 ms 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
020C: create_explosion_with_radius 6 at 168.692 -336.464 19.678 
0249: release_model #BLDNGST2MESHDAM 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 
020C: create_explosion_with_radius 1 at 169.708 -351.357 18.075 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 6 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 2 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 11 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 6 
0001: wait 105 ms 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
020C: create_explosion_with_radius 6 at 158.365 -335.0422 21.805 
0001: wait 300 ms 
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 2 
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 11 
020C: create_explosion_with_radius 6 at 154.231 -335.0846 20.826 
039D: scatter_particles 4 5.0 0 0 0 11000 at 154.231 -335.0846 20.826 16.0 0.0 0.1 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 2 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 
0001: wait 500 ms 
020C: create_explosion_with_radius 2 at 164.531 -334.908 19.209 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 
0001: wait 105 ms 
0001: wait 105 ms 
0001: wait 105 ms 
0001: wait 105 ms 
020C: create_explosion_with_radius 2 at 168.692 -336.464 19.678 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 2 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 11 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 6 
0001: wait 300 ms 
020C: create_explosion_with_radius 2 at 169.335 -337.878 19.478 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 1 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 168.282 -335.453 18.769 16.0 0.0 0.1 
0001: wait 500 ms 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 2 
020C: create_explosion_with_radius 11 at 143.1712 -335.231 22.164 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 
0001: wait 500 ms 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 
0001: wait 250 ms 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 2 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 
0001: wait 50 ms 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
020C: create_explosion_with_radius 11 at 158.365 -335.0422 21.805 
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 
039D: scatter_particles 4 10.0 0 0 0 14000 at 168.692 -336.464 19.678 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 
039D: scatter_particles 4 10.0 0 0 0 14000 at 169.335 -337.878 19.478 16.0 0.0 0.1 
0001: wait 3500 ms 
0002: jump @SERG3_21004 

:SERG3_20979
010D: set_player $PLAYER_CHAR wanted_level_to $3310 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
0051: return 

:SERG3_21004
0004: $245 = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 33000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 33000 
0318: set_latest_mission_passed 'TEX_3'  // Demolition Man
030C: progress_made += 1 
0164: disable_marker $243 
0051: return 

:SERG3_21067
00D6: if 
8038:   not  $3396 == 1 // integer values 
004D: jump_if_false @SERG3_21099 
018A: $3379 = create_checkpoint_at $3367 $3368 $3369 

:SERG3_21099
00D6: if 
8038:   not  $3397 == 1 // integer values 
004D: jump_if_false @SERG3_21131 
018A: $3380 = create_checkpoint_at $3370 $3371 $3372 

:SERG3_21131
00D6: if 
8038:   not  $3398 == 1 // integer values 
004D: jump_if_false @SERG3_21163 
018A: $3381 = create_checkpoint_at $3373 $3374 $3375 

:SERG3_21163
00D6: if 
8038:   not  $3399 == 1 // integer values 
004D: jump_if_false @SERG3_21195 
018A: $3382 = create_checkpoint_at $3376 $3377 $3378 

:SERG3_21195
0164: disable_marker $3339 
0164: disable_marker $3340 
0164: disable_marker $3341 
0164: disable_marker $3342 
00BC: text_highpriority 'TEX3_10' 2000 ms 2  // ~g~Drop the bomb at a target.
0051: return 

:SERG3_21232
00D6: if 
8038:   not  $3392 == 3 // integer values 
004D: jump_if_false @SERG3_21258 
0188: $3339 = create_marker_above_object $3335 

:SERG3_21258
00D6: if 
8038:   not  $3393 == 3 // integer values 
004D: jump_if_false @SERG3_21284 
0188: $3340 = create_marker_above_object $3336 

:SERG3_21284
00D6: if 
8038:   not  $3394 == 3 // integer values 
004D: jump_if_false @SERG3_21310 
0188: $3341 = create_marker_above_object $3337 

:SERG3_21310
00D6: if 
8038:   not  $3395 == 3 // integer values 
004D: jump_if_false @SERG3_21336 
0188: $3342 = create_marker_above_object $3338 

:SERG3_21336
0164: disable_marker $3379 
0164: disable_marker $3380 
0164: disable_marker $3381 
0164: disable_marker $3382 
0051: return 

:SERG3_21358
00D6: if 
0038:   $3392 == 0 // integer values 
004D: jump_if_false @SERG3_21893 
00D6: if 
0038:   $3396 == 0 // integer values 
004D: jump_if_false @SERG3_21497 
00D6: if 
04E6:   object $3335 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_21497 
018C: play_sound 16 at $3367 $3368 $3369 
0004: $3392 = 3 // integer values 
0004: $3396 = 1 // integer values 
01BC: put_object $3335 at 97.574 -381.658 9.2721 
0382: set_object $3335 collision_detection 0 
0392: object $3335 toggle_in_moving_list 0 

:SERG3_21497
00D6: if 
0038:   $3397 == 0 // integer values 
004D: jump_if_false @SERG3_21618 
00D6: if 
04E6:   object $3335 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_21618 
018C: play_sound 16 at $3370 $3371 $3372 
0004: $3392 = 3 // integer values 
0004: $3397 = 1 // integer values 
01BC: put_object $3335 at 156.5491 -348.0284 18.1517 
0382: set_object $3335 collision_detection 0 
0392: object $3335 toggle_in_moving_list 0 

:SERG3_21618
00D6: if 
0038:   $3398 == 0 // integer values 
004D: jump_if_false @SERG3_21739 
00D6: if 
04E6:   object $3335 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_21739 
018C: play_sound 16 at $3373 $3374 $3375 
0004: $3392 = 3 // integer values 
0004: $3398 = 1 // integer values 
01BC: put_object $3335 at 88.1474 -361.8685 27.376 
0382: set_object $3335 collision_detection 0 
0392: object $3335 toggle_in_moving_list 0 

:SERG3_21739
00D6: if 
0038:   $3399 == 0 // integer values 
004D: jump_if_false @SERG3_21860 
00D6: if 
04E6:   object $3335 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_21860 
018C: play_sound 16 at $3376 $3377 $3378 
0004: $3392 = 3 // integer values 
0004: $3399 = 1 // integer values 
01BC: put_object $3335 at 140.0079 -383.1253 36.6172 
0382: set_object $3335 collision_detection 0 
0392: object $3335 toggle_in_moving_list 0 

:SERG3_21860
00D6: if 
8038:   not  $3392 == 3 // integer values 
004D: jump_if_false @SERG3_21893 
00BC: text_highpriority 'TEX3_8' 3000 ms 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_21893
0051: return 

:SERG3_21895
00D6: if 
0038:   $3393 == 0 // integer values 
004D: jump_if_false @SERG3_22430 
00D6: if 
0038:   $3396 == 0 // integer values 
004D: jump_if_false @SERG3_22034 
00D6: if 
04E6:   object $3336 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22034 
018C: play_sound 16 at $3367 $3368 $3369 
0004: $3393 = 3 // integer values 
0004: $3396 = 1 // integer values 
01BC: put_object $3336 at 97.574 -381.658 9.2721 
0382: set_object $3336 collision_detection 0 
0392: object $3336 toggle_in_moving_list 0 

:SERG3_22034
00D6: if 
0038:   $3397 == 0 // integer values 
004D: jump_if_false @SERG3_22155 
00D6: if 
04E6:   object $3336 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22155 
018C: play_sound 16 at $3370 $3371 $3372 
0004: $3393 = 3 // integer values 
0004: $3397 = 1 // integer values 
01BC: put_object $3336 at 156.5491 -348.0284 18.1517 
0382: set_object $3336 collision_detection 0 
0392: object $3336 toggle_in_moving_list 0 

:SERG3_22155
00D6: if 
0038:   $3398 == 0 // integer values 
004D: jump_if_false @SERG3_22276 
00D6: if 
04E6:   object $3336 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22276 
018C: play_sound 16 at $3373 $3374 $3375 
0004: $3393 = 3 // integer values 
0004: $3398 = 1 // integer values 
01BC: put_object $3336 at 88.1474 -361.8685 27.376 
0382: set_object $3336 collision_detection 0 
0392: object $3336 toggle_in_moving_list 0 

:SERG3_22276
00D6: if 
0038:   $3399 == 0 // integer values 
004D: jump_if_false @SERG3_22397 
00D6: if 
04E6:   object $3336 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22397 
018C: play_sound 16 at $3376 $3377 $3378 
0004: $3393 = 3 // integer values 
0004: $3399 = 1 // integer values 
01BC: put_object $3336 at 140.0079 -383.1253 36.6172 
0382: set_object $3336 collision_detection 0 
0392: object $3336 toggle_in_moving_list 0 

:SERG3_22397
00D6: if 
8038:   not  $3393 == 3 // integer values 
004D: jump_if_false @SERG3_22430 
00BC: text_highpriority 'TEX3_8' 3000 ms 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_22430
0051: return 

:SERG3_22432
00D6: if 
0038:   $3394 == 0 // integer values 
004D: jump_if_false @SERG3_22967 
00D6: if 
0038:   $3396 == 0 // integer values 
004D: jump_if_false @SERG3_22571 
00D6: if 
04E6:   object $3337 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22571 
018C: play_sound 16 at $3367 $3368 $3369 
0004: $3394 = 3 // integer values 
0004: $3396 = 1 // integer values 
01BC: put_object $3337 at 97.574 -381.658 9.2721 
0382: set_object $3337 collision_detection 0 
0392: object $3337 toggle_in_moving_list 0 

:SERG3_22571
00D6: if 
0038:   $3397 == 0 // integer values 
004D: jump_if_false @SERG3_22692 
00D6: if 
04E6:   object $3337 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22692 
018C: play_sound 16 at $3370 $3371 $3372 
0004: $3394 = 3 // integer values 
0004: $3397 = 1 // integer values 
01BC: put_object $3337 at 156.5491 -348.0284 18.1517 
0382: set_object $3337 collision_detection 0 
0392: object $3337 toggle_in_moving_list 0 

:SERG3_22692
00D6: if 
0038:   $3398 == 0 // integer values 
004D: jump_if_false @SERG3_22813 
00D6: if 
04E6:   object $3337 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22813 
018C: play_sound 16 at $3373 $3374 $3375 
0004: $3394 = 3 // integer values 
0004: $3398 = 1 // integer values 
01BC: put_object $3337 at 88.1474 -361.8685 27.376 
0382: set_object $3337 collision_detection 0 
0392: object $3337 toggle_in_moving_list 0 

:SERG3_22813
00D6: if 
0038:   $3399 == 0 // integer values 
004D: jump_if_false @SERG3_22934 
00D6: if 
04E6:   object $3337 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_22934 
018C: play_sound 16 at $3376 $3377 $3378 
0004: $3394 = 3 // integer values 
0004: $3399 = 1 // integer values 
01BC: put_object $3337 at 140.0079 -383.1253 36.6172 
0382: set_object $3337 collision_detection 0 
0392: object $3337 toggle_in_moving_list 0 

:SERG3_22934
00D6: if 
8038:   not  $3394 == 3 // integer values 
004D: jump_if_false @SERG3_22967 
00BC: text_highpriority 'TEX3_8' 3000 ms 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_22967
0051: return 

:SERG3_22969
00D6: if 
0038:   $3395 == 0 // integer values 
004D: jump_if_false @SERG3_23504 
00D6: if 
0038:   $3396 == 0 // integer values 
004D: jump_if_false @SERG3_23108 
00D6: if 
04E6:   object $3338 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_23108 
018C: play_sound 16 at $3367 $3368 $3369 
0004: $3395 = 3 // integer values 
0004: $3396 = 1 // integer values 
01BC: put_object $3338 at 97.574 -381.658 9.2721 
0382: set_object $3338 collision_detection 0 
0392: object $3338 toggle_in_moving_list 0 

:SERG3_23108
00D6: if 
0038:   $3397 == 0 // integer values 
004D: jump_if_false @SERG3_23229 
00D6: if 
04E6:   object $3338 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_23229 
018C: play_sound 16 at $3370 $3371 $3372 
0004: $3395 = 3 // integer values 
0004: $3397 = 1 // integer values 
01BC: put_object $3338 at 156.5491 -348.0284 18.1517 
0382: set_object $3338 collision_detection 0 
0392: object $3338 toggle_in_moving_list 0 

:SERG3_23229
00D6: if 
0038:   $3398 == 0 // integer values 
004D: jump_if_false @SERG3_23350 
00D6: if 
04E6:   object $3338 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_23350 
018C: play_sound 16 at $3373 $3374 $3375 
0004: $3395 = 3 // integer values 
0004: $3398 = 1 // integer values 
01BC: put_object $3338 at 88.1474 -361.8685 27.376 
0382: set_object $3338 collision_detection 0 
0392: object $3338 toggle_in_moving_list 0 

:SERG3_23350
00D6: if 
0038:   $3399 == 0 // integer values 
004D: jump_if_false @SERG3_23471 
00D6: if 
04E6:   object $3338 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 
004D: jump_if_false @SERG3_23471 
018C: play_sound 16 at $3376 $3377 $3378 
0004: $3395 = 3 // integer values 
0004: $3399 = 1 // integer values 
01BC: put_object $3338 at 140.0079 -383.1253 36.6172 
0382: set_object $3338 collision_detection 0 
0392: object $3338 toggle_in_moving_list 0 

:SERG3_23471
00D6: if 
8038:   not  $3395 == 3 // integer values 
004D: jump_if_false @SERG3_23504 
00BC: text_highpriority 'TEX3_8' 3000 ms 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_23504
0051: return 

:SERG3_23506
0004: $ONMISSION = 0 // integer values 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
04DB: exit_rc_mode 
0004: $1084 = 0 // integer values 
0164: disable_marker $3306 
0164: disable_marker $3379 
0164: disable_marker $3380 
0164: disable_marker $3381 
0164: disable_marker $3382 
0164: disable_marker $3339 
0164: disable_marker $3340 
0164: disable_marker $3341 
0164: disable_marker $3342 
009B: destroy_actor_instantly $3311 
009B: destroy_actor_instantly $3312 
009B: destroy_actor_instantly $3313 
009B: destroy_actor_instantly $3314 
009B: destroy_actor_instantly $3315 
009B: destroy_actor_instantly $3316 
009B: destroy_actor_instantly $3317 
009B: destroy_actor_instantly $3318 
009B: destroy_actor_instantly $3319 
009B: destroy_actor_instantly $3320 
014F: stop_timer $3402 
0151: remove_status_text $3307 
00D6: if 
8119:   not car $3308 wrecked 
004D: jump_if_false @SERG3_23661 
020A: set_car $3308 door_status_to 1 

:SERG3_23661
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
8119:   not car $3308 wrecked 
004D: jump_if_false @SERG3_23691 
0519: lock_vehicle $3308 in_current_position 0 

:SERG3_23691
0108: destroy_object $3335 
0108: destroy_object $3336 
0108: destroy_object $3337 
0108: destroy_object $3338 
0108: destroy_object $3422 
0108: destroy_object $3423 
0108: destroy_object $3424 
0108: destroy_object $3425 
0249: release_model #DYNAMITE 
0249: release_model #TOPFUN 
0249: release_model #WMYCW 
0249: release_model #HAMMER 
0249: release_model #RCGOBLIN 
0249: release_model #BARREL2 
0249: release_model #GDA 
0249: release_model #COLT45 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
031A: remove_all_fires 
00D8: mission_cleanup 
0051: return 

//-------------Mission 20---------------
// Originally: Two Bit Hit

:SERG2
0050: gosub @SERG2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @SERG2_27 
0050: gosub @SERG2_4980 

:SERG2_27
0050: gosub @SERG2_5383 
004E: end_thread 

:SERG2_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'SERG2' 
054C: use_GXT_table 'SERG2' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
0001: wait 0 ms 
01B6: set_weather 0 
01B7: release_weather 
0004: $3482 = 0 // integer values 
0004: $3483 = 0 // integer values 
0004: $3484 = 0 // integer values 
0004: $3485 = 0 // integer values 
0004: $3487 = 0 // integer values 
0004: $3490 = 0 // integer values 
0004: $3488 = 0 // integer values 
0004: $3489 = 0 // integer values 
0004: $3491 = 0 // integer values 
0004: $3492 = 0 // integer values 
0004: $3476 = 0 // integer values 
0004: $3477 = 0 // integer values 
0004: $3486 = 0 // integer values 
0004: $3503 = 0 // integer values 
0004: $3493 = 0 // integer values 
0004: $3494 = 0 // integer values 
0005: $99 = -1021.94 // floating-point values 
0005: $100 = -428.68 // floating-point values 
0005: $101 = 10.0 // floating-point values 
0005: $3218 = 10.5 // floating-point values 
0005: $3235 = -1064.0 // floating-point values 
0005: $3236 = 57.0 // floating-point values 
0005: $3237 = -1056.0 // floating-point values 
0005: $3238 = 52.0 // floating-point values 
0005: $3239 = -1037.7 // floating-point values 
0005: $3240 = 70.0 // floating-point values 
0007: 8@ = -1055.0 // floating-point values 
0007: 9@ = 26.0 // floating-point values 
0007: 10@ = -1064.0 // floating-point values 
0007: 11@ = 40.0 // floating-point values 
0005: $3496 = -1046.9 // floating-point values 
0005: $3497 = 71.3 // floating-point values 
0005: $3498 = 60.0 // floating-point values 
0007: 12@ = -1090.0 // floating-point values 
0007: 14@ = -1030.0 // floating-point values 
0007: 13@ = 0.0 // floating-point values 
0007: 15@ = 90.0 // floating-point values 
0004: $3478 = 0 // integer values 
0004: $3479 = 0 // integer values 
0004: $3480 = 0 // integer values 
0004: $3481 = 0 // integer values 
0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0 
0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0 
04E4: unknown_refresh_game_renderer_at 299.0 -205.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
015F: set_camera_position 297.0 -204.7 13.0 0.0 rotation 0.0 0.0 
0160: point_camera 318.5 -219.23 22.4 switchstyle 2 
0247: request_model #STRETCH 
03CB: set_camera 270.0 -218.0 13.4 

:SERG2_610
00D6: if 
8248:   not model #STRETCH available 
004D: jump_if_false @SERG2_637 
0001: wait 0 ms 
0002: jump @SERG2_610 

:SERG2_637
0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0 
00A5: $1602 = create_car #STRETCH at 306.9 -241.65 12.3 
0229: set_car $1602 color_to 0 0 
0175: set_car $1602 z_angle_to 0.0 
02A3: enable_widescreen 1 
016A: fade 1 1500 ms 

:SERG2_714
00D6: if 
016B:   fading 
004D: jump_if_false @SERG2_738 
0001: wait 0 ms 
0002: jump @SERG2_714 

:SERG2_738
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG2_774 
04BA: set_car $1602 speed_instantly 15.0 
0477: set_car $1602 action 8 time 8000 

:SERG2_774
0006: 16@ = 0 // integer values 

:SERG2_781
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @SERG2_811 
0001: wait 0 ms 
0002: jump @SERG2_781 

:SERG2_811
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG2_836 
0158: camera_on_vehicle $1602 mode 15 switchstyle 1 

:SERG2_836
0006: 16@ = 0 // integer values 

:SERG2_843
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @SERG2_873 
0001: wait 0 ms 
0002: jump @SERG2_843 

:SERG2_873
00D6: if 
8119:   not car $1602 wrecked 
004D: jump_if_false @SERG2_914 
00AA: store_car $1602 position_to $1599 $1600 $1601 
0211: actor $PLAYER_ACTOR walk_to $1599 $1600 

:SERG2_914
016A: fade 0 1500 ms 

:SERG2_921
00D6: if 
016B:   fading 
004D: jump_if_false @SERG2_945 
0001: wait 0 ms 
0002: jump @SERG2_921 

:SERG2_945
00A6: destroy_car $1602 
0249: release_model #STRETCH 
015A: restore_camera 
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
023C: load_special_actor 3 'CSDLOVE' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
03CB: set_camera 305.2 -211.9 11.3 
038B: load_requested_models 

:SERG2_1035
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @SERG2_1074 
0001: wait 0 ms 
0002: jump @SERG2_1035 

:SERG2_1074
02E4: load_cutscene_data 'TEX_2' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $149 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $219 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $219 'CSDLOVE' 
02E5: $3460 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3460 'CS_LIMO' 
0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.107 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG2_1265
00D6: if 
001A:   574 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1300 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1265 

:SERG2_1300
00BC: text_highpriority 'TEX2_A' 10000 ms 1  // Tommy, this is Donald Love. Donald, this here is Tommy Vercetti,

:SERG2_1315
00D6: if 
001A:   4124 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1350 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1315 

:SERG2_1350
00BC: text_highpriority 'TEX2_B' 10000 ms 1  // the latest gunslinger to come to these parts.

:SERG2_1365
00D6: if 
001A:   6167 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1400 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1365 

:SERG2_1400
00BC: text_highpriority 'TEX2_C' 10000 ms 1  // Yeh...uh...

:SERG2_1415
00D6: if 
001A:   6740 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1450 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1415 

:SERG2_1450
00BC: text_highpriority 'TEX2_D' 10000 ms 1  // Donald, you just shut up and listen, and you might learn something.

:SERG2_1465
00D6: if 
001A:   10018 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1500 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1465 

:SERG2_1500
00BC: text_highpriority 'TEX2_E' 10000 ms 1  // Now, nothing brings down real estate prices quicker than a good old-fashioned gang war -

:SERG2_1515
00D6: if 
001A:   14794 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1550 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1515 

:SERG2_1550
00BC: text_highpriority 'TEX2_F' 10000 ms 1  // 'cept maybe a disaster, like a biblical plague or something,

:SERG2_1565
00D6: if 
001A:   17966 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1600 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1565 

:SERG2_1600
00BC: text_highpriority 'TEX2_G' 10000 ms 1  // but, that may be going too far in this case.

:SERG2_1615
00D6: if 
001A:   20378 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1650 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1615 

:SERG2_1650
00BC: text_highpriority 'TEX2_H' 10000 ms 1  // You getting this down, you four-eyed prick?

:SERG2_1665
00D6: if 
001A:   23680 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1700 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1665 

:SERG2_1700
00BC: text_highpriority 'TEX2_I' 10000 ms 1  // Now recently a Haitian gang lord died. Apparently the Cubans did it, nobody's certain.

:SERG2_1715
00D6: if 
001A:   28473 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1750 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1715 

:SERG2_1750
00BC: text_highpriority 'TEX2_J' 10000 ms 1  // But let's make them certain! You disguise yourself as a Cuban hombre,

:SERG2_1765
00D6: if 
001A:   31827 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1800 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1765 

:SERG2_1800
00BC: text_highpriority 'TEX2_K' 10000 ms 1  // and head on down to crash that funeral. Mix it up, and then high tail it.

:SERG2_1815
00D6: if 
001A:   35494 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1852 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1815 

:SERG2_1852
00BC: text_highpriority 'TEX2_L' 10000 ms 1  // You getting this down, Donald?

:SERG2_1867
00D6: if 
001A:   37278 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1904 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1867 

:SERG2_1904
00BC: text_highpriority 'TEX2_M' 10000 ms 1  // Well, that ought to put the coyote in the chicken coop, huh?

:SERG2_1919
00D6: if 
001A:   40242 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_1956 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1919 

:SERG2_1956
00BC: text_highpriority 'TEX2_N' 10000 ms 1  // And then we'll just sit back, and watch the prices tumble.

:SERG2_1971
00D6: if 
001A:   43214 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @SERG2_2008 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @SERG2_1971 

:SERG2_2008
00BE: text_clear_all 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:SERG2_2019
00D6: if 
016B:   fading 
004D: jump_if_false @SERG2_2043 
0001: wait 0 ms 
0002: jump @SERG2_2019 

:SERG2_2043
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
04BB: select_interiour 0 // select render area 
016A: fade 1 1500 ms 
02A3: enable_widescreen 0 
0247: request_model #HNA 
0247: request_model #HNB 
0247: request_model #TEC9 
038B: load_requested_models 

:SERG2_2098
00D6: if 
8248:   not model #HNA available 
004D: jump_if_false @SERG2_2124 
0001: wait 0 ms 
0002: jump @SERG2_2098 

:SERG2_2124
00D6: if 
8248:   not model #HNB available 
004D: jump_if_false @SERG2_2150 
0001: wait 0 ms 
0002: jump @SERG2_2124 

:SERG2_2150
00D6: if 
8248:   not model #TEC9 available 
004D: jump_if_false @SERG2_2177 
0001: wait 0 ms 
0002: jump @SERG2_2150 

:SERG2_2177
00D6: if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_2536 
00BC: text_highpriority 'TEX_2C' 5000 ms 1  // ~g~Go get yourself some Cuban gang colors in Little Havana!
02A8: $3504 = create_marker 28 at $99 $100 $101 

:SERG2_2232
00D6: if 
80F6:   not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 
004D: jump_if_false @SERG2_2285 
0001: wait 0 ms 
0002: jump @SERG2_2232 

:SERG2_2285
0164: disable_marker $3504 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0211: actor $PLAYER_ACTOR walk_to -1026.1 -429.5 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:SERG2_2336
00D6: if 
016B:   fading 
004D: jump_if_false @SERG2_2360 
0001: wait 0 ms 
0002: jump @SERG2_2336 

:SERG2_2360
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SERG2_2412 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SERG2_2412 
0353: refresh_actor $PLAYER_ACTOR 

:SERG2_2412
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at -1023.5 -429.0 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
0395: clear_area 0 at $99 $100 range $101 1.0 
0211: actor $PLAYER_ACTOR walk_to -1019.4 -428.3 
016A: fade 1 1500 ms 

:SERG2_2491
00D6: if 
016B:   fading 
004D: jump_if_false @SERG2_2515 
0001: wait 0 ms 
0002: jump @SERG2_2491 

:SERG2_2515
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 

:SERG2_2536
00BC: text_highpriority 'TEX_2D' 10000 ms 1  // ~g~Take out the Haitian Gang Lord at Romero's Funeral Parlor!
03F1: pedtype 8 add_threat 1 
018A: $3241 = create_checkpoint_at $3496 $3497 20.0 
01E8: create_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 
0005: $98 = 0.0 // floating-point values 

:SERG2_2607
00D6: if 
0042:   $98 == 0.0 // floating-point values 
004D: jump_if_false @SERG2_2655 
0001: wait 0 ms 
02CE: $98 = ground_z $3496 $3497 50.0 
0002: jump @SERG2_2607 

:SERG2_2655
01EB: set_traffic_density_multiplier_to 0.0 
0247: request_model #ROMERO 

:SERG2_2667
00D6: if 
8248:   not model #ROMERO available 
004D: jump_if_false @SERG2_2694 
0001: wait 0 ms 
0002: jump @SERG2_2667 

:SERG2_2694
0247: request_model #VOODOO 

:SERG2_2699
00D6: if 
8248:   not model #VOODOO available 
004D: jump_if_false @SERG2_2726 
0001: wait 0 ms 
0002: jump @SERG2_2699 

:SERG2_2726
0247: request_model #FAKETARGET 

:SERG2_2730
00D6: if 
8248:   not model #FAKETARGET available 
004D: jump_if_false @SERG2_2756 
0001: wait 0 ms 
0002: jump @SERG2_2730 

:SERG2_2756
0247: request_model #M4 

:SERG2_2761
00D6: if 
8248:   not model #M4 available 
004D: jump_if_false @SERG2_2788 
0001: wait 0 ms 
0002: jump @SERG2_2761 

:SERG2_2788
0247: request_model #JW_COFFIN 

:SERG2_2792
00D6: if 
8248:   not model #JW_COFFIN available 
004D: jump_if_false @SERG2_2818 
0001: wait 0 ms 
0002: jump @SERG2_2792 

:SERG2_2818
00A5: $3461 = create_car #VOODOO at -1063.0 40.0 11.0 
0175: set_car $3461 z_angle_to 180.0 
0229: set_car $3461 color_to 0 0 
0129: $3468 = create_actor 8 #HNB in_car $3461 driverseat 
01ED: clear_actor $3468 threat_search 
00A9: set_car $3461 to_normal_driver 
00A5: $3462 = create_car #ROMERO at -1063.0 55.0 11.0 
0175: set_car $3462 z_angle_to 180.0 
0229: set_car $3462 color_to 0 0 
0129: $3469 = create_actor 8 #HNA in_car $3462 driverseat 
01ED: clear_actor $3469 threat_search 
0224: set_car $3462 health_to 2000 
00A9: set_car $3462 to_normal_driver 
00A5: $3463 = create_car #ROMERO at -1057.05 69.64 11.05 
0175: set_car $3463 z_angle_to 90.0 
02AA: set_car $3463 immune_to_nonplayer 1 
0129: $3470 = create_actor 8 #HNA in_car $3463 driverseat 
01ED: clear_actor $3470 threat_search 
00A9: set_car $3463 to_normal_driver 
02AC: set_car $3463 immunities 0 1 0 0 0 
0224: set_car $3463 health_to 1500 
01EC: make_car $3463 very_heavy 1 
00A5: $3464 = create_car #VOODOO at -1070.0 18.6 11.0 
0175: set_car $3464 z_angle_to 270.0 
0129: $3471 = create_actor 8 #HNB in_car $3464 driverseat 
01ED: clear_actor $3471 threat_search 
00A9: set_car $3464 to_normal_driver 
00A5: $3465 = create_car #VOODOO at -1070.0 75.4 11.0 
0175: set_car $3465 z_angle_to 270.0 
0129: $3472 = create_actor 8 #HNB in_car $3465 driverseat 
01ED: clear_actor $3472 threat_search 
00A9: set_car $3465 to_normal_driver 
009A: 0@ = create_actor_pedtype 8 model #HNB at $3235 $3236 $3218 
0243: set_actor 0@ ped_stats_to 16 
0173: set_actor 0@ z_angle_to 75.0 
01B2: give_actor 0@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 0@ anim 13 wait_state_time 999999 ms 
009A: 1@ = create_actor_pedtype 8 model #HNA at $3237 $3238 $3218 
0243: set_actor 1@ ped_stats_to 16 
0173: set_actor 1@ z_angle_to 12.0 
01B2: give_actor 1@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 1@ anim 3 wait_state_time 999999 ms 
009A: 2@ = create_actor_pedtype 8 model #HNB at $3239 $3240 $3218 
0243: set_actor 2@ ped_stats_to 16 
0173: set_actor 2@ z_angle_to 280.0 
01B2: give_actor 2@ weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor 2@ threat_search 
011A: set_actor 2@ search_threat 1 
0291: set_actor 2@ attack_when_provoked 1 
0372: set_actor 2@ anim 13 wait_state_time 999999 ms 
009A: 3@ = create_actor_pedtype 8 model #HNA at 8@ 9@ $3218 
0243: set_actor 3@ ped_stats_to 16 
0173: set_actor 3@ z_angle_to 165.0 
01B2: give_actor 3@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 3@ anim 13 wait_state_time 999999 ms 
009A: 4@ = create_actor_pedtype 8 model #HNB at 10@ 11@ $3218 
0243: set_actor 4@ ped_stats_to 16 
0173: set_actor 4@ z_angle_to 97.0 
01B2: give_actor 4@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 4@ anim 3 wait_state_time 999999 ms 
009A: 6@ = create_actor_pedtype 8 model #HNA at -1047.8 54.8 13.3 
0243: set_actor 6@ ped_stats_to 16 
011A: set_actor 6@ search_threat 1 
0173: set_actor 6@ z_angle_to 140.0 
0350: set_actor 6@ maintain_position_when_attacked 1 
01B2: give_actor 6@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 6@ anim 13 wait_state_time 999999 ms 
009A: 7@ = create_actor_pedtype 8 model #HNA at -1042.44 64.96 15.5 
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
0173: set_actor 7@ z_angle_to 80.0 
0350: set_actor 6@ maintain_position_when_attacked 1 
01B2: give_actor 7@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 7@ anim 13 wait_state_time 999999 ms 
009A: $3466 = create_actor_pedtype 8 model #HNA at $3496 $3497 $3218 
01ED: clear_actor $3466 threat_search 
0173: set_actor $3466 z_angle_to $3498 
02A9: set_actor $3466 immune_to_nonplayer 1 
000D: $3496 -= 1.0 // floating-point values 
0009: $3497 += 1.0 // floating-point values 
009A: 5@ = create_actor_pedtype 8 model #HNB at $3496 $3497 $3218 
01ED: clear_actor 5@ threat_search 
020E: actor 5@ look_at_actor $3466 
0009: $3496 += 1.0 // floating-point values 
009A: $3467 = create_actor_pedtype 8 model #HNB at $3496 $3497 $3218 
01ED: clear_actor $3467 threat_search 
020E: actor $3467 look_at_actor $3466 
0164: disable_marker $3241 
0187: $3241 = create_marker_above_actor $3466 
01BD: $3473 = current_time_in_ms 

:SERG2_3762
00D6: if and
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
0038:   $3483 == 0 // integer values 
004D: jump_if_false @SERG2_3838 
0001: wait 0 ms 
0050: gosub @SERG2_7776 
0050: gosub @SERG2_5915 
0050: gosub @SERG2_6163 
0050: gosub @SERG2_8868 
0002: jump @SERG2_3762 

:SERG2_3838
0004: $3488 = 1 // integer values 

:SERG2_3845
00D6: if 
0038:   $3483 == 0 // integer values 
004D: jump_if_false @SERG2_3925 
0001: wait 0 ms 
0050: gosub @SERG2_7776 
00D6: if 
0118:   actor $3466 dead 
004D: jump_if_false @SERG2_3897 
0002: jump @SERG2_4849 

:SERG2_3897
0050: gosub @SERG2_6163 
0050: gosub @SERG2_5915 
0050: gosub @SERG2_8868 
0002: jump @SERG2_3845 

:SERG2_3925
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @SERG2_4849 
0001: wait 0 ms 
0050: gosub @SERG2_7776 
00D6: if or
00E4:   player $PLAYER_CHAR 0 $3496 $3497 radius 30.0 40.0 
00E5:   player $PLAYER_CHAR 0 $3496 $3497 radius 10.0 15.0 
004D: jump_if_false @SERG2_4040 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_4040 
0050: gosub @SERG2_8800 

:SERG2_4040
00D6: if and
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
001A:   2 > $3483 // integer values 
004D: jump_if_false @SERG2_4131 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @SERG2_4104 
0211: actor 1@ walk_to $3237 $3238 

:SERG2_4104
00D6: if 
8118:   not actor 3@ dead 
004D: jump_if_false @SERG2_4131 
0211: actor 3@ walk_to 8@ 9@ 

:SERG2_4131
0050: gosub @SERG2_5915 
0050: gosub @SERG2_6163 
00D6: if 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_4543 
00D6: if 
8119:   not car $3463 wrecked 
004D: jump_if_false @SERG2_4255 
00D6: if 
00DB:   actor $3466 in_car $3463 
004D: jump_if_false @SERG2_4248 
0084: $3495 = $3463 // integer values and handles 
0050: gosub @SERG2_9532 
00D6: if 
80A3:   not actor $3466 0 12@ 13@ 14@ 15@ 
004D: jump_if_false @SERG2_4248 
0050: gosub @SERG2_8990 

:SERG2_4248
0002: jump @SERG2_4536 

:SERG2_4255
00D6: if and
8119:   not car $3462 wrecked 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_4536 
00D6: if and
0202:   actor $3466 near_car $3462 radius 30.0 30.0 sphere 0 
80DB:   not actor $3466 in_car $3462 
004D: jump_if_false @SERG2_4323 
01D5: actor $3466 go_to_and_drive_car $3462 

:SERG2_4323
00D6: if 
00DB:   actor $3466 in_car $3462 
004D: jump_if_false @SERG2_4536 
0084: $3495 = $3462 // integer values and handles 
0050: gosub @SERG2_9532 
00D6: if 
80A3:   not actor $3466 0 12@ 13@ 14@ 15@ 
004D: jump_if_false @SERG2_4394 
0050: gosub @SERG2_8990 

:SERG2_4394
00D6: if 
0038:   $3492 == 1 // integer values 
004D: jump_if_false @SERG2_4489 
00D6: if 
8185:   not car $3462 health >= 350 
004D: jump_if_false @SERG2_4489 
01D3: actor $3466 leave_car $3462 
00AD: set_car $3462 max_speed_to 0.0 
00D6: if 
8118:   not actor $3469 dead 
004D: jump_if_false @SERG2_4482 
01B2: give_actor $3469 weapon 22 ammo 60 // Load the weapon model before using this 
01CA: actor $3469 kill_player $PLAYER_CHAR 

:SERG2_4482
0004: $3492 = 2 // integer values 

:SERG2_4489
00D6: if 
0038:   $3492 == 0 // integer values 
004D: jump_if_false @SERG2_4536 
00AD: set_car $3462 max_speed_to 40.0 
00AE: set_vehicle $3462 traffic_behavior_to 3 
00A8: set_car $3462 to_psycho_driver 
0004: $3492 = 1 // integer values 

:SERG2_4536
0002: jump @SERG2_4550 

:SERG2_4543
0002: jump @SERG2_4849 

:SERG2_4550
00D6: if and
0119:   car $3463 wrecked 
0038:   $3493 == 0 // integer values 
004D: jump_if_false @SERG2_4587 
0004: $3492 = 0 // integer values 
0004: $3493 = 1 // integer values 

:SERG2_4587
00D6: if 
0038:   $3492 == 2 // integer values 
004D: jump_if_false @SERG2_4685 
00D6: if 
80DF:   not actor $3466 driving 
004D: jump_if_false @SERG2_4685 
00D6: if 
0038:   $3494 == 0 // integer values 
004D: jump_if_false @SERG2_4678 
011A: set_actor $3466 search_threat 1 
0291: set_actor $3466 attack_when_provoked 1 
020F: actor $3466 look_at_player $PLAYER_CHAR 
01B2: give_actor $3466 weapon 26 ammo 9999 // Load the weapon model before using this 
0004: $3494 = 1 // integer values 

:SERG2_4678
0004: $3492 = 3 // integer values 

:SERG2_4685
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @SERG2_4781 
00D6: if 
8119:   not car $3461 wrecked 
004D: jump_if_false @SERG2_4774 
00D6: if and
00DB:   actor 5@ in_car $3461 
0038:   $3491 == 0 // integer values 
004D: jump_if_false @SERG2_4774 
00AD: set_car $3461 max_speed_to 40.0 
00AE: set_vehicle $3461 traffic_behavior_to 2 
00AF: set_car $3461 driver_behaviour_to 2 
0004: $3491 = 1 // integer values 

:SERG2_4774
0002: jump @SERG2_4835 

:SERG2_4781
00D6: if and
8119:   not car $3461 wrecked 
0038:   $3491 == 0 // integer values 
004D: jump_if_false @SERG2_4835 
00AD: set_car $3461 max_speed_to 40.0 
00AE: set_vehicle $3461 traffic_behavior_to 2 
00AF: set_car $3461 driver_behaviour_to 2 
0004: $3491 = 1 // integer values 

:SERG2_4835
0050: gosub @SERG2_8868 
0002: jump @SERG2_3925 

:SERG2_4849
0164: disable_marker $3241 
0004: $3483 = 3 // integer values 
0004: $3475 = 7000 // integer values 
0050: gosub @SERG2_6163 
00D6: if 
0038:   $3487 == 0 // integer values 
004D: jump_if_false @SERG2_4916 
00BC: text_highpriority 'TEX_2B' 5000 ms 1  // ~r~Fool! People have to WITNESS a Cuban doing the hit!
0002: jump @SERG2_4980 

:SERG2_4916
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @SERG2_4973 
0001: wait 0 ms 
0050: gosub @SERG2_8868 
00BC: text_highpriority 'TEXEXIT' 1000 ms 1  // ~g~Now get out of Little Haiti!
0002: jump @SERG2_4916 

:SERG2_4973
0002: jump @SERG2_4997 

:SERG2_4980
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:SERG2_4997
055B: $1288 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 
0004: $1268 = 1 // integer values 
004F: create_thread @CLOTH4  
0004: $246 = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 34500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 34500 
0318: set_latest_mission_passed 'TEX_2'  // Two Bit Hit
030C: progress_made += 1 
03F1: pedtype 8 add_threat 128 
03F1: pedtype 7 add_threat 256 
015C: set_zone_gang_info 'GHETTO1' 1 13 60 100 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 60 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 1 13 100 60 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 100 60 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 
0164: disable_marker $243 
0051: return 

:SERG2_5383
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
01E7: remove_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 
03F2: pedtype 8 remove_threat 1 
0164: disable_marker $3241 
0164: disable_marker $3504 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SERG2_5469 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 

:SERG2_5469
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @SERG2_5490 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 

:SERG2_5490
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @SERG2_5511 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 

:SERG2_5511
00D6: if 
8118:   not actor 3@ dead 
004D: jump_if_false @SERG2_5532 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 

:SERG2_5532
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @SERG2_5553 
01C2: remove_references_to_actor 4@ // Like turning an actor into a random pedestrian 

:SERG2_5553
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @SERG2_5574 
01C2: remove_references_to_actor 5@ // Like turning an actor into a random pedestrian 

:SERG2_5574
00D6: if 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_5595 
01C2: remove_references_to_actor $3466 // Like turning an actor into a random pedestrian 

:SERG2_5595
00D6: if 
8118:   not actor $3467 dead 
004D: jump_if_false @SERG2_5616 
01C2: remove_references_to_actor $3467 // Like turning an actor into a random pedestrian 

:SERG2_5616
00D6: if 
8118:   not actor $3471 dead 
004D: jump_if_false @SERG2_5637 
01C2: remove_references_to_actor $3471 // Like turning an actor into a random pedestrian 

:SERG2_5637
00D6: if 
8118:   not actor $3472 dead 
004D: jump_if_false @SERG2_5658 
01C2: remove_references_to_actor $3472 // Like turning an actor into a random pedestrian 

:SERG2_5658
00D6: if 
8118:   not actor 6@ dead 
004D: jump_if_false @SERG2_5679 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 

:SERG2_5679
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @SERG2_5700 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 

:SERG2_5700
00D6: if 
8118:   not actor $3468 dead 
004D: jump_if_false @SERG2_5721 
01C2: remove_references_to_actor $3468 // Like turning an actor into a random pedestrian 

:SERG2_5721
00D6: if 
8118:   not actor $3469 dead 
004D: jump_if_false @SERG2_5742 
01C2: remove_references_to_actor $3469 // Like turning an actor into a random pedestrian 

:SERG2_5742
00D6: if 
8118:   not actor $3470 dead 
004D: jump_if_false @SERG2_5763 
01C2: remove_references_to_actor $3470 // Like turning an actor into a random pedestrian 

:SERG2_5763
00D6: if 
8119:   not car $3461 wrecked 
004D: jump_if_false @SERG2_5784 
01C3: remove_references_to_car $3461 

:SERG2_5784
00D6: if 
8119:   not car $3462 wrecked 
004D: jump_if_false @SERG2_5805 
01C3: remove_references_to_car $3462 

:SERG2_5805
00D6: if 
8119:   not car $3463 wrecked 
004D: jump_if_false @SERG2_5826 
01C3: remove_references_to_car $3463 

:SERG2_5826
00D6: if 
8119:   not car $3464 wrecked 
004D: jump_if_false @SERG2_5847 
01C3: remove_references_to_car $3464 

:SERG2_5847
00D6: if 
8119:   not car $3465 wrecked 
004D: jump_if_false @SERG2_5868 
01C3: remove_references_to_car $3465 

:SERG2_5868
0249: release_model #VOODOO 
0249: release_model #ROMERO 
0249: release_model #M4 
0249: release_model #HNA 
0249: release_model #HNB 
0249: release_model #FAKETARGET 
0249: release_model #JW_COFFIN 
0249: release_model #TEC9 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:SERG2_5915
00D6: if 
001A:   2 > $3483 // integer values 
004D: jump_if_false @SERG2_6161 
01BD: $3474 = current_time_in_ms 
0084: $3475 = $3474 // integer values and handles 
0060: $3475 -= $3473 // integer values 
00D6: if 
0018:   $3475 > 9000 // integer values 
004D: jump_if_false @SERG2_5988 
0004: $3475 = 0 // integer values 
0084: $3473 = $3474 // integer values and handles 

:SERG2_5988
0209: $3476 = random_int_in_ranges 1 13 
0084: $3477 = $3476 // integer values and handles 
0010: $3477 *= 1000 // integer values 
00D6: if 
001A:   3001 > $3475 // integer values 
004D: jump_if_false @SERG2_6057 
00D6: if 
0038:   $3482 == 0 // integer values 
004D: jump_if_false @SERG2_6057 
0050: gosub @SERG2_7270 

:SERG2_6057
00D6: if and
001A:   6001 > $3475 // integer values 
0018:   $3475 > 3000 // integer values 
004D: jump_if_false @SERG2_6109 
00D6: if 
0038:   $3482 == 1 // integer values 
004D: jump_if_false @SERG2_6109 
0050: gosub @SERG2_7270 

:SERG2_6109
00D6: if and
001A:   9001 > $3475 // integer values 
0018:   $3475 > 6000 // integer values 
004D: jump_if_false @SERG2_6161 
00D6: if 
0038:   $3482 == 2 // integer values 
004D: jump_if_false @SERG2_6161 
0050: gosub @SERG2_7270 

:SERG2_6161
0051: return 

:SERG2_6163
00D6: if and
0018:   $3483 > 0 // integer values 
0038:   $3489 == 0 // integer values 
004D: jump_if_false @SERG2_6320 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @SERG2_6213 
0372: set_actor 1@ anim 0 wait_state_time 0 ms 

:SERG2_6213
00D6: if 
8118:   not actor 3@ dead 
004D: jump_if_false @SERG2_6238 
0372: set_actor 3@ anim 0 wait_state_time 0 ms 

:SERG2_6238
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SERG2_6263 
0372: set_actor 0@ anim 0 wait_state_time 0 ms 

:SERG2_6263
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @SERG2_6288 
0372: set_actor 2@ anim 0 wait_state_time 0 ms 

:SERG2_6288
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @SERG2_6313 
0372: set_actor 4@ anim 0 wait_state_time 0 ms 

:SERG2_6313
0004: $3489 = 1 // integer values 

:SERG2_6320
00D6: if and
0038:   $3483 == 1 // integer values 
0038:   $3484 == 0 // integer values 
004D: jump_if_false @SERG2_6472 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @SERG2_6369 
01D2: actor 1@ follow_player $PLAYER_CHAR 

:SERG2_6369
00D6: if 
8118:   not actor 3@ dead 
004D: jump_if_false @SERG2_6393 
01D2: actor 3@ follow_player $PLAYER_CHAR 

:SERG2_6393
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SERG2_6417 
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR 

:SERG2_6417
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @SERG2_6441 
022D: set_actor 2@ to_look_at_player $PLAYER_CHAR 

:SERG2_6441
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @SERG2_6465 
022D: set_actor 4@ to_look_at_player $PLAYER_CHAR 

:SERG2_6465
0004: $3484 = 1 // integer values 

:SERG2_6472
00D6: if and
0038:   $3483 == 2 // integer values 
001A:   2 > $3484 // integer values 
004D: jump_if_false @SERG2_6817 
01BD: $3473 = current_time_in_ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SERG2_6528 
0372: set_actor 0@ anim 14 wait_state_time 3500 ms 

:SERG2_6528
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @SERG2_6587 
00D6: if 
0038:   $3488 == 1 // integer values 
004D: jump_if_false @SERG2_6577 
01CC: actor 1@ kill_player $PLAYER_CHAR 
0002: jump @SERG2_6587 

:SERG2_6577
0372: set_actor 1@ anim 14 wait_state_time 6000 ms 

:SERG2_6587
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @SERG2_6613 
0372: set_actor 2@ anim 14 wait_state_time 6000 ms 

:SERG2_6613
00D6: if 
8118:   not actor 3@ dead 
004D: jump_if_false @SERG2_6672 
00D6: if 
0038:   $3488 == 1 // integer values 
004D: jump_if_false @SERG2_6662 
01CC: actor 3@ kill_player $PLAYER_CHAR 
0002: jump @SERG2_6672 

:SERG2_6662
0372: set_actor 3@ anim 14 wait_state_time 6000 ms 

:SERG2_6672
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @SERG2_6698 
0372: set_actor 4@ anim 14 wait_state_time 3500 ms 

:SERG2_6698
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @SERG2_6733 
0372: set_actor 5@ anim 0 wait_state_time 0 ms 
0372: set_actor 5@ anim 14 wait_state_time 6000 ms 

:SERG2_6733
00D6: if 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_6768 
0372: set_actor $3466 anim 0 wait_state_time 0 ms 
0372: set_actor $3466 anim 14 wait_state_time 3000 ms 

:SERG2_6768
00D6: if 
8118:   not actor $3467 dead 
004D: jump_if_false @SERG2_6803 
0372: set_actor $3467 anim 0 wait_state_time 0 ms 
0372: set_actor $3467 anim 14 wait_state_time 3500 ms 

:SERG2_6803
0004: $3484 = 2 // integer values 
0004: $3483 = 3 // integer values 

:SERG2_6817
00D6: if and
0038:   $3483 == 3 // integer values 
001A:   3 > $3484 // integer values 
004D: jump_if_false @SERG2_7268 
01BD: $3474 = current_time_in_ms 
0084: $3475 = $3474 // integer values and handles 
0060: $3475 -= $3473 // integer values 
00D6: if and
0018:   $3475 > 4000 // integer values 
0038:   $3485 == 0 // integer values 
004D: jump_if_false @SERG2_7131 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SERG2_6913 
01CC: actor 0@ kill_player $PLAYER_CHAR 

:SERG2_6913
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @SERG2_6937 
01CC: actor 4@ kill_player $PLAYER_CHAR 

:SERG2_6937
00D6: if 
8118:   not actor $3471 dead 
004D: jump_if_false @SERG2_6961 
01CC: actor $3471 kill_player $PLAYER_CHAR 

:SERG2_6961
00D6: if 
8118:   not actor $3472 dead 
004D: jump_if_false @SERG2_6985 
01CC: actor $3472 kill_player $PLAYER_CHAR 

:SERG2_6985
00D6: if 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_7077 
011C: actor $3466 clear_objective 
0372: set_actor $3466 anim 0 wait_state_time 0 ms 
0319: set_actor $3466 running 1 
00D6: if 
8119:   not car $3463 wrecked 
004D: jump_if_false @SERG2_7053 
01D4: actor $3466 go_to_car $3463 and_enter_it_as_a_passenger 
0002: jump @SERG2_7077 

:SERG2_7053
00D6: if 
8119:   not car $3461 wrecked 
004D: jump_if_false @SERG2_7077 
01D4: actor $3466 go_to_car $3461 and_enter_it_as_a_passenger 

:SERG2_7077
00D6: if 
8118:   not actor $3467 dead 
004D: jump_if_false @SERG2_7124 
011C: actor $3467 clear_objective 
0372: set_actor $3467 anim 0 wait_state_time 0 ms 
01B2: give_actor $3467 weapon 22 ammo 60 // Load the weapon model before using this 
01CC: actor $3467 kill_player $PLAYER_CHAR 

:SERG2_7124
0004: $3485 = 1 // integer values 

:SERG2_7131
00D6: if and
0018:   $3475 > 6500 // integer values 
0038:   $3485 == 1 // integer values 
004D: jump_if_false @SERG2_7268 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @SERG2_7181 
01CC: actor 2@ kill_player $PLAYER_CHAR 

:SERG2_7181
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @SERG2_7254 
011C: actor 5@ clear_objective 
0372: set_actor 5@ anim 0 wait_state_time 0 ms 
00D6: if 
8119:   not car $3461 wrecked 
004D: jump_if_false @SERG2_7249 
0319: set_actor 5@ running 1 
01D4: actor 5@ go_to_car $3461 and_enter_it_as_a_passenger 
0002: jump @SERG2_7254 

:SERG2_7249
0193: set_actor 5@ objective_to_act_like_ped 

:SERG2_7254
0004: $3485 = 2 // integer values 
0004: $3484 = 3 // integer values 

:SERG2_7268
0051: return 

:SERG2_7270
00D6: if and
0018:   $3476 > 0 // integer values 
001A:   5 > $3476 // integer values 
004D: jump_if_false @SERG2_7302 
0050: gosub @SERG2_7368 

:SERG2_7302
00D6: if and
0018:   $3476 > 4 // integer values 
001A:   9 > $3476 // integer values 
004D: jump_if_false @SERG2_7334 
0050: gosub @SERG2_7504 

:SERG2_7334
00D6: if and
0018:   $3476 > 8 // integer values 
001A:   13 > $3476 // integer values 
004D: jump_if_false @SERG2_7366 
0050: gosub @SERG2_7640 

:SERG2_7366
0051: return 

:SERG2_7368
00D6: if and
8118:   not actor $3466 dead 
8118:   not actor 5@ dead 
004D: jump_if_false @SERG2_7502 
0084: $3477 = $3476 // integer values and handles 
0010: $3477 *= 1000 // integer values 
022F: set_actor 5@ stop_looking 
022F: set_actor $3466 stop_looking 
0372: set_actor 5@ anim 19 wait_state_time $3477 ms 
022C: set_actor 5@ to_look_at_actor $3466 
022C: set_actor $3466 to_look_at_actor 5@ 
00D6: if 
8118:   not actor $3467 dead 
004D: jump_if_false @SERG2_7470 
022F: set_actor $3467 stop_looking 
022C: set_actor $3467 to_look_at_actor 5@ 

:SERG2_7470
0008: $3482 += 1 // integer values 
00D6: if 
0018:   $3482 > 2 // integer values 
004D: jump_if_false @SERG2_7502 
0004: $3482 = 0 // integer values 

:SERG2_7502
0051: return 

:SERG2_7504
00D6: if and
8118:   not actor $3466 dead 
8118:   not actor $3467 dead 
004D: jump_if_false @SERG2_7638 
0084: $3477 = $3476 // integer values and handles 
0010: $3477 *= 1000 // integer values 
022F: set_actor $3467 stop_looking 
022F: set_actor $3466 stop_looking 
0372: set_actor $3466 anim 19 wait_state_time $3477 ms 
022C: set_actor $3467 to_look_at_actor $3466 
022C: set_actor $3466 to_look_at_actor $3467 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @SERG2_7606 
022F: set_actor 5@ stop_looking 
022C: set_actor 5@ to_look_at_actor $3467 

:SERG2_7606
0008: $3482 += 1 // integer values 
00D6: if 
0018:   $3482 > 2 // integer values 
004D: jump_if_false @SERG2_7638 
0004: $3482 = 0 // integer values 

:SERG2_7638
0051: return 

:SERG2_7640
00D6: if and
8118:   not actor $3467 dead 
8118:   not actor 5@ dead 
004D: jump_if_false @SERG2_7774 
0084: $3477 = $3476 // integer values and handles 
0010: $3477 *= 750 // integer values 
022F: set_actor 5@ stop_looking 
022F: set_actor $3467 stop_looking 
0372: set_actor $3467 anim 19 wait_state_time $3477 ms 
022C: set_actor 5@ to_look_at_actor $3467 
022C: set_actor $3467 to_look_at_actor 5@ 
00D6: if 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_7742 
022F: set_actor $3466 stop_looking 
022C: set_actor $3466 to_look_at_actor $3467 

:SERG2_7742
0008: $3482 += 1 // integer values 
00D6: if 
0018:   $3482 > 2 // integer values 
004D: jump_if_false @SERG2_7774 
0004: $3482 = 0 // integer values 

:SERG2_7774
0051: return 

:SERG2_7776
00D6: if 
001A:   3 > $3483 // integer values 
004D: jump_if_false @SERG2_8158 
00D6: if 
0118:   actor $3468 dead 
004D: jump_if_false @SERG2_7822 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor $3468 // Like turning an actor into a random pedestrian 

:SERG2_7822
00D6: if 
0118:   actor $3469 dead 
004D: jump_if_false @SERG2_7850 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor $3469 // Like turning an actor into a random pedestrian 

:SERG2_7850
00D6: if 
0118:   actor $3470 dead 
004D: jump_if_false @SERG2_7878 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor $3470 // Like turning an actor into a random pedestrian 

:SERG2_7878
00D6: if 
0118:   actor $3471 dead 
004D: jump_if_false @SERG2_7906 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor $3471 // Like turning an actor into a random pedestrian 

:SERG2_7906
00D6: if 
0118:   actor $3472 dead 
004D: jump_if_false @SERG2_7934 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor $3472 // Like turning an actor into a random pedestrian 

:SERG2_7934
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @SERG2_7962 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 

:SERG2_7962
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @SERG2_7990 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 

:SERG2_7990
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @SERG2_8018 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 

:SERG2_8018
00D6: if 
0118:   actor 3@ dead 
004D: jump_if_false @SERG2_8046 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 

:SERG2_8046
00D6: if 
0118:   actor 4@ dead 
004D: jump_if_false @SERG2_8074 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor 4@ // Like turning an actor into a random pedestrian 

:SERG2_8074
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @SERG2_8102 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor 5@ // Like turning an actor into a random pedestrian 

:SERG2_8102
00D6: if 
0118:   actor $3466 dead 
004D: jump_if_false @SERG2_8130 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor $3466 // Like turning an actor into a random pedestrian 

:SERG2_8130
00D6: if 
0118:   actor $3467 dead 
004D: jump_if_false @SERG2_8158 
0004: $3483 = 2 // integer values 
01C2: remove_references_to_actor $3467 // Like turning an actor into a random pedestrian 

:SERG2_8158
00D6: if 
0038:   $3488 == 1 // integer values 
004D: jump_if_false @SERG2_8798 
00D6: if 
001A:   3 > $3483 // integer values 
004D: jump_if_false @SERG2_8422 
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FAGGIO 
004D: jump_if_false @SERG2_8285 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_8285 
0050: gosub @SERG2_8800 
00D6: if 
001A:   2 > $3483 // integer values 
004D: jump_if_false @SERG2_8285 
0004: $3483 = 1 // integer values 

:SERG2_8285
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
004D: jump_if_false @SERG2_8350 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_8350 
0050: gosub @SERG2_8800 
0004: $3483 = 1 // integer values 

:SERG2_8350
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @SERG2_8422 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_8422 
0050: gosub @SERG2_8800 
00D6: if 
001A:   2 > $3483 // integer values 
004D: jump_if_false @SERG2_8422 
0004: $3483 = 1 // integer values 

:SERG2_8422
00D6: if and
00E0:   player $PLAYER_CHAR driving 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @SERG2_8516 
00D6: if 
0548:   unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius 10.0 10.0 10.0 
004D: jump_if_false @SERG2_8509 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_8509 
0050: gosub @SERG2_8800 

:SERG2_8509
0002: jump @SERG2_8582 

:SERG2_8516
00D6: if 
0548:   unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius 15.0 15.0 15.0 
004D: jump_if_false @SERG2_8582 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_8582 
0050: gosub @SERG2_8800 

:SERG2_8582
00D6: if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #CUBAN 
001A:   3 > $3483 // integer values 
004D: jump_if_false @SERG2_8646 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_8639 
0050: gosub @SERG2_8800 

:SERG2_8639
0004: $3483 = 2 // integer values 

:SERG2_8646
00D6: if and
02DF:   player $PLAYER_CHAR aggressive 
001A:   3 > $3483 // integer values 
004D: jump_if_false @SERG2_8676 
0004: $3483 = 2 // integer values 

:SERG2_8676
00D6: if 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_8798 
00D6: if and
00FB:   player $PLAYER_CHAR 0 $3466 radius 20.0 20.0 20.0 
001A:   3 > $3483 // integer values 
004D: jump_if_false @SERG2_8798 
00D6: if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
004D: jump_if_false @SERG2_8766 
0050: gosub @SERG2_8800 

:SERG2_8766
0004: $3483 = 2 // integer values 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 0 
004D: jump_if_false @SERG2_8798 
0004: $3483 = 3 // integer values 

:SERG2_8798
0051: return 

:SERG2_8800
0004: $3487 = 1 // integer values 
00D6: if 
0038:   $3490 == 0 // integer values 
004D: jump_if_false @SERG2_8866 
00BC: text_highpriority 'TEX_2A' 5000 ms 1  // ~g~Excellent! They've spotted you!
018C: play_sound 1 at 0.0 0.0 0.0 
0004: $3490 = 1 // integer values 

:SERG2_8866
0051: return 

:SERG2_8868
00D6: if 
8118:   not actor $3466 dead 
004D: jump_if_false @SERG2_8947 
00D6: if or
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
80A3:   not actor $3466 0 12@ 13@ 14@ 15@ 
004D: jump_if_false @SERG2_8940 
01EB: set_traffic_density_multiplier_to 1.0 

:SERG2_8940
0002: jump @SERG2_8954 

:SERG2_8947
01EB: set_traffic_density_multiplier_to 1.0 

:SERG2_8954
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @SERG2_8988 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 

:SERG2_8988
0051: return 

:SERG2_8990
00D6: if 
01FC:   player $PLAYER_CHAR near_car $3495 radius 20.0 20.0 0 
004D: jump_if_false @SERG2_9038 
00AD: set_car $3495 max_speed_to 30.0 
0002: jump @SERG2_9048 

:SERG2_9038
00AD: set_car $3495 max_speed_to 20.0 

:SERG2_9048
00D6: if 
0038:   $3486 == 0 // integer values 
004D: jump_if_false @SERG2_9321 
01EB: set_traffic_density_multiplier_to 1.0 
01EC: make_car $3495 very_heavy 0 
00AA: store_car $3495 position_to $3499 $3500 $3501 
0407: create_coordinate $1599 $1600 $3508 from_car $3495 offset 0.0 -15.0 0.0 
0086: $1601 = $3508 // floating-point values only 
02CE: $3508 = ground_z $1599 $1600 $3508 
0086: $3509 = $3501 // floating-point values only 
0009: $3509 += 1.0 // floating-point values 
00D6: if and
0024:   $3501 > $3508 // floating-point values only 
00E3:   player $PLAYER_CHAR 0 $1599 $1600 radius 8.0 8.0 
004D: jump_if_false @SERG2_9321 
0061: $1599 -= $3499 // floating-point values 
0061: $1600 -= $3500 // floating-point values 
0061: $1601 -= $3501 // floating-point values 
0009: $1601 += 4.0 // floating-point values 
0107: $3502 = create_object #JW_COFFIN at $3499 $3500 $3501 
0382: set_object $3502 collision_detection 1 
0392: object $3502 toggle_in_moving_list 1 
035C: place_object $3502 relative_to_car $3495 offset 0.0 -0.6 0.1 
050E:  $3502 $3495 
038C: object $3502 scatter $1599 $1600 $1601 
0004: $3486 = 1 // integer values 

:SERG2_9321
00D6: if 
0038:   $3486 == 1 // integer values 
004D: jump_if_false @SERG2_9465 
00D6: if 
0366:   object $3502 damaged 
004D: jump_if_false @SERG2_9401 
01BB: store_object $3502 position_to $1599 $1600 $1601 
020C: create_explosion_with_radius 1 at $1599 $1600 $1601 
0108: destroy_object $3502 
0004: $3486 = 0 // integer values 
0002: jump @SERG2_9465 

:SERG2_9401
00D6: if 
8471:   not actor $PLAYER_ACTOR within_object $3502 rectangle 15.0 15.0 sphere 0 
004D: jump_if_false @SERG2_9465 
00D6: if 
82CC:   not object $3502 bounding_sphere_visible 
004D: jump_if_false @SERG2_9465 
0108: destroy_object $3502 
0004: $3486 = 2 // integer values 
01BD: $3505 = current_time_in_ms 

:SERG2_9465
00D6: if 
0038:   $3486 == 2 // integer values 
004D: jump_if_false @SERG2_9530 
01BD: $3507 = current_time_in_ms 
0084: $3506 = $3507 // integer values and handles 
0060: $3506 -= $3505 // integer values 
00D6: if 
0018:   $3506 > 3000 // integer values 
004D: jump_if_false @SERG2_9530 
0004: $3486 = 0 // integer values 

:SERG2_9530
0051: return 

:SERG2_9532
00D6: if 
0038:   $3492 == 0 // integer values 
004D: jump_if_false @SERG2_9657 
00AD: set_car $3495 max_speed_to 15.0 
00AE: set_vehicle $3495 traffic_behavior_to 2 
00A7: car $3495 drive_to -1062.0 -117.0 11.0 
0190: add_vehicle $3495 to_flipped_check 
03CC: car $3495 add_to_stuck_car_check 1.5 = 2000 
050B: open_trunk_of_car $3495 
00D6: if 
8119:   not car $3461 wrecked 
004D: jump_if_false @SERG2_9650 
00AD: set_car $3461 max_speed_to 30.0 
00AE: set_vehicle $3461 traffic_behavior_to 3 
00AF: set_car $3461 driver_behaviour_to 2 

:SERG2_9650
0004: $3492 = 1 // integer values 

:SERG2_9657
00D6: if 
0038:   $3492 == 1 // integer values 
004D: jump_if_false @SERG2_10608 
00D6: if 
0038:   $3478 == 1 // integer values 
004D: jump_if_false @SERG2_9716 
00D6: if 
83CE:   not car $3495 stuck 
004D: jump_if_false @SERG2_9716 
0004: $3478 = 0 // integer values 

:SERG2_9716
00D6: if 
03CE:   car $3495 stuck 
004D: jump_if_false @SERG2_9844 
00D6: if 
0038:   $3478 == 0 // integer values 
004D: jump_if_false @SERG2_9762 
01BD: $3480 = current_time_in_ms 
0004: $3478 = 1 // integer values 

:SERG2_9762
00D6: if 
0038:   $3478 == 1 // integer values 
004D: jump_if_false @SERG2_9837 
01BD: $3479 = current_time_in_ms 
0084: $3481 = $3479 // integer values and handles 
0060: $3481 -= $3480 // integer values 
00D6: if 
0018:   $3481 > 3000 // integer values 
004D: jump_if_false @SERG2_9837 
0477: set_car $3495 action 2 time 500 
0004: $3478 = 0 // integer values 

:SERG2_9837
0002: jump @SERG2_10518 

:SERG2_9844
00D6: if 
0038:   $3503 == 0 // integer values 
004D: jump_if_false @SERG2_9937 
00D6: if 
01AD:   car $3495 sphere 0 near_point -1062.0 -117.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_9937 
00A7: car $3495 drive_to -872.0 -284.0 11.0 
00AD: set_car $3495 max_speed_to 25.0 
0004: $3503 = 1 // integer values 

:SERG2_9937
00D6: if 
0038:   $3503 == 1 // integer values 
004D: jump_if_false @SERG2_10020 
00D6: if 
01AD:   car $3495 sphere 0 near_point -872.0 -284.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_10020 
00A7: car $3495 drive_to -854.0 -498.0 11.0 
0004: $3503 = 2 // integer values 

:SERG2_10020
00D6: if 
0038:   $3503 == 2 // integer values 
004D: jump_if_false @SERG2_10103 
00D6: if 
01AD:   car $3495 sphere 0 near_point -854.0 -498.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_10103 
00A7: car $3495 drive_to 154.0 -445.0 11.0 
0004: $3503 = 3 // integer values 

:SERG2_10103
00D6: if 
0038:   $3503 == 3 // integer values 
004D: jump_if_false @SERG2_10186 
00D6: if 
01AD:   car $3495 sphere 0 near_point 154.0 -445.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_10186 
00A7: car $3495 drive_to 321.0 -54.0 11.0 
0004: $3503 = 4 // integer values 

:SERG2_10186
00D6: if 
0038:   $3503 == 4 // integer values 
004D: jump_if_false @SERG2_10269 
00D6: if 
01AD:   car $3495 sphere 0 near_point 321.0 -54.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_10269 
00A7: car $3495 drive_to 410.0 41.0 11.0 
0004: $3503 = 5 // integer values 

:SERG2_10269
00D6: if 
0038:   $3503 == 5 // integer values 
004D: jump_if_false @SERG2_10352 
00D6: if 
01AD:   car $3495 sphere 0 near_point 410.0 41.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_10352 
00A7: car $3495 drive_to 295.0 230.0 11.0 
0004: $3503 = 6 // integer values 

:SERG2_10352
00D6: if 
0038:   $3503 == 6 // integer values 
004D: jump_if_false @SERG2_10435 
00D6: if 
01AD:   car $3495 sphere 0 near_point 295.0 230.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_10435 
00A7: car $3495 drive_to -814.0 36.0 11.0 
0004: $3503 = 7 // integer values 

:SERG2_10435
00D6: if 
0038:   $3503 == 7 // integer values 
004D: jump_if_false @SERG2_10518 
00D6: if 
01AD:   car $3495 sphere 0 near_point -814.0 36.0 radius 10.0 10.0 
004D: jump_if_false @SERG2_10518 
00A7: car $3495 drive_to -854.0 -498.0 11.0 
0004: $3503 = 2 // integer values 

:SERG2_10518
00D6: if or
8185:   not car $3495 health >= 350 
018F:   vehicle $3495 flipped 
00DC:   player $PLAYER_CHAR driving $3495 
004D: jump_if_false @SERG2_10608 
01CE: actor $3466 avoid_player $PLAYER_CHAR 
00AD: set_car $3495 max_speed_to 0.0 
00D6: if 
8118:   not actor $3470 dead 
004D: jump_if_false @SERG2_10601 
01B2: give_actor $3470 weapon 22 ammo 60 // Load the weapon model before using this 
01CA: actor $3470 kill_player $PLAYER_CHAR 

:SERG2_10601
0004: $3492 = 2 // integer values 

:SERG2_10608
0051: return 

//-------------Mission 21---------------
// Originally: No Escape?

:BANKJO1
03A4: name_thread 'BANKJO1' 
0050: gosub @BANKJO1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BANKJO1_37 
0050: gosub @BANKJO1_7635 

:BANKJO1_37
0050: gosub @BANKJO1_7718 
004E: end_thread 

:BANKJO1_46
0004: $ONMISSION = 1 // integer values 
0004: $986 = 0 // integer values 
0004: $997 = 1 // integer values 
0317: increment_mission_attempts 
0004: $3511 = 0 // integer values 
0004: $3513 = 0 // integer values 
0004: $3514 = 0 // integer values 
0004: $3515 = 0 // integer values 
0004: $3518 = 0 // integer values 
0004: $3519 = 0 // integer values 
0004: $3520 = 0 // integer values 
0004: $3521 = 0 // integer values 
0004: $3522 = 0 // integer values 
0004: $3523 = 0 // integer values 
0004: $3524 = 0 // integer values 
0004: $3525 = 0 // integer values 
0004: $3526 = 0 // integer values 
0004: $3527 = 100 // integer values 
0004: $3529 = 0 // integer values 
0004: $3530 = 0 // integer values 
0004: $3531 = 0 // integer values 
0004: $3532 = 0 // integer values 
0004: $3533 = 0 // integer values 
0004: $3534 = 0 // integer values 
0004: $3535 = 0 // integer values 
0004: $3536 = 0 // integer values 
0004: $3537 = 0 // integer values 
0004: $3538 = 100 // integer values 
0004: $3540 = 0 // integer values 
0004: $3541 = 0 // integer values 
0004: $3542 = 0 // integer values 
0004: $3543 = 0 // integer values 
0004: $3544 = 0 // integer values 
0004: $3545 = 0 // integer values 
0004: $3546 = 0 // integer values 
0004: $3547 = 0 // integer values 
0004: $3548 = 0 // integer values 
0004: $3549 = 100 // integer values 
0004: $3551 = 0 // integer values 
0004: $3552 = 0 // integer values 
0004: $3553 = 0 // integer values 
0004: $3554 = 0 // integer values 
0004: $3555 = 0 // integer values 
0004: $3556 = 0 // integer values 
0004: $3557 = 0 // integer values 
0004: $3558 = 0 // integer values 
0004: $3559 = 0 // integer values 
0004: $3560 = 100 // integer values 
0004: $3562 = 0 // integer values 
0004: $3563 = 0 // integer values 
0004: $3564 = 100 // integer values 
0004: $3566 = 0 // integer values 
0004: $3567 = 0 // integer values 
0004: $3568 = 0 // integer values 
0004: $3569 = 0 // integer values 
0004: $3570 = 0 // integer values 
0004: $3571 = 0 // integer values 
0004: $3572 = 0 // integer values 
0004: $3573 = 0 // integer values 
0004: $3574 = 0 // integer values 
0004: $3575 = 100 // integer values 
0004: $3577 = 0 // integer values 
0004: $3578 = 0 // integer values 
0004: $3579 = 100 // integer values 
0004: $3580 = 0 // integer values 
0004: $3582 = 0 // integer values 
0004: $3583 = 0 // integer values 
0004: $3584 = 100 // integer values 
0004: $3586 = 0 // integer values 
0004: $3587 = 0 // integer values 
0004: $3588 = 100 // integer values 
0004: $3590 = 0 // integer values 
0004: $3591 = 0 // integer values 
0004: $3592 = 100 // integer values 
0004: $3594 = 0 // integer values 
0004: $3595 = 0 // integer values 
0004: $3596 = 100 // integer values 
0004: $3597 = 0 // integer values 
0004: $3598 = 0 // integer values 
0004: $3599 = 0 // integer values 
0005: $3600 = 0.0 // floating-point values 
0005: $3601 = 0.0 // floating-point values 
0005: $3602 = 0.0 // floating-point values 
0004: $3606 = 0 // integer values 
0004: $3607 = 0 // integer values 
0004: $3608 = 0 // integer values 
0004: $3609 = 0 // integer values 
0004: $3610 = 0 // integer values 
0004: $3611 = 0 // integer values 
0004: $3612 = 0 // integer values 
0004: $3613 = 0 // integer values 
0004: $3631 = 0 // integer values 
0004: $3632 = 0 // integer values 
0004: $3633 = 0 // integer values 
0004: $3615 = 0 // integer values 
0004: $3617 = 0 // integer values 
0004: $3619 = 0 // integer values 
0004: $3621 = 0 // integer values 
0004: $3623 = 0 // integer values 
0004: $3625 = 0 // integer values 
0004: $3627 = 0 // integer values 
0004: $3629 = 0 // integer values 
0004: $3630 = 0 // integer values 
0004: $3634 = 0 // integer values 
0004: $3635 = 0 // integer values 
0004: $3643 = 0 // integer values 
0004: $3638 = 0 // integer values 
0004: $3639 = 0 // integer values 
0004: $3640 = 0 // integer values 
0004: $3641 = 0 // integer values 
0004: $3642 = 0 // integer values 
0004: $3644 = 1 // integer values 
0004: $3645 = 1 // integer values 
0004: $3646 = 1 // integer values 
0004: $3647 = 1 // integer values 
0004: $3648 = 1 // integer values 
0004: $3649 = 1 // integer values 
0004: $3650 = 1 // integer values 
0004: $3651 = 1 // integer values 
0004: $3652 = 0 // integer values 
0004: $3654 = 0 // integer values 
0004: $3655 = 0 // integer values 
0004: $3656 = 0 // integer values 
0004: $3657 = 0 // integer values 
0004: $3658 = 0 // integer values 
0004: $3659 = 0 // integer values 
0004: $3660 = 0 // integer values 
0004: $3661 = 0 // integer values 
0004: $3662 = 0 // integer values 
0004: $3663 = 0 // integer values 
0004: $3666 = 0 // integer values 
0004: $3668 = 0 // integer values 
0004: $3671 = 0 // integer values 
0004: $3673 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BANKJ1' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
0215: destroy_pickup $1297 
0215: destroy_pickup $1298 
0215: destroy_pickup $1284 
0215: destroy_pickup $1285 
0215: destroy_pickup $1286 
0215: destroy_pickup $1287 
0215: destroy_pickup $1288 
0215: destroy_pickup $1289 
0215: destroy_pickup $1290 
0215: destroy_pickup $1291 
0215: destroy_pickup $1292 
0215: destroy_pickup $1296 
0215: destroy_pickup $2009 
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
018D: $3665 = create_sound 0 at 385.49 -509.0 9.6 
018E: stop_sound $3665 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO1_1328 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO1_1328 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO1_1328
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
04BB: select_interiour 17 // select render area 
03CB: set_camera 481.03 -64.21 8.98 
038B: load_requested_models 

:BANKJO1_1401
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BANKJO1_1441 
0001: wait 0 ms 
0002: jump @BANKJO1_1401 

:BANKJO1_1441
02E4: load_cutscene_data 'BANK_1' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $189 = create_cutscene_object #CUTOBJ01 
04BC:  'GCFAN' 
02E6: set_cutscene_anim $189 'GCFAN' 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO1_1643
00D6: if 
001A:   9500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_1678 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1643 

:BANKJO1_1678
00BC: text_highpriority 'BJM1_A' 10000 ms 1  // Tommy! Hey, Tommy, look at this, this is great! I've got us this minibar installed!

:BANKJO1_1693
00D6: if 
001A:   13934 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_1728 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1693 

:BANKJO1_1728
00BC: text_highpriority 'BJM1_B' 10000 ms 1  // We got a whole bar downstairs, Ken.

:BANKJO1_1743
00D6: if 
001A:   17483 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_1778 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1743 

:BANKJO1_1778
00BC: text_highpriority 'BJM1_C' 10000 ms 1  // Yeah, yeah, whatever. Well, I got the chalkboard you asked for.

:BANKJO1_1793
00D6: if 
001A:   20276 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_1828 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1793 

:BANKJO1_1828
00BC: text_highpriority 'BJM1_D' 10000 ms 1  // Ah, that's the benefit of a law school education: the ability to follow instructions.

:BANKJO1_1843
00D6: if 
001A:   25517 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_1878 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1843 

:BANKJO1_1878
00BC: text_highpriority 'BJM1_E' 10000 ms 1  // Now, I need a safe man.

:BANKJO1_1893
00D6: if 
001A:   27000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_1928 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1893 

:BANKJO1_1928
00BC: text_highpriority 'BJM1_F' 10000 ms 1  // Oh, all right, well, let me think...safe, safe, safe, safe - I got it! This guy will blow you away!

:BANKJO1_1943
00D6: if 
001A:   33662 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_1980 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1943 

:BANKJO1_1980
00BC: text_highpriority 'BJM1_G' 10000 ms 1  // Ahh, nah, that schmuck. He's on the inside.

:BANKJO1_1995
00D6: if 
001A:   36542 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_2032 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_1995 

:BANKJO1_2032
00BC: text_highpriority 'BJM1_H' 10000 ms 1  // Where inside?

:BANKJO1_2047
00D6: if 
001A:   38100 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_2084 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_2047 

:BANKJO1_2084
00BC: text_highpriority 'BJM1_I' 10000 ms 1  // In a police headquarter cell awaiting transfer.

:BANKJO1_2099
00D6: if 
001A:   40677 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_2136 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_2099 

:BANKJO1_2136
00BC: text_highpriority 'BJM1_J' 10000 ms 1  // I think he's about to get paroled....

:BANKJO1_2151
00D6: if 
001A:   43072 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_2188 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_2151 

:BANKJO1_2188
00BE: text_clear_all 

:BANKJO1_2190
00D6: if 
001A:   47316 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO1_2227 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO1_2190 

:BANKJO1_2227
00BE: text_clear_all 
016A: fade 0 2000 ms 

:BANKJO1_2236
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO1_2260 
0001: wait 0 ms 
0002: jump @BANKJO1_2236 

:BANKJO1_2260
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0373: set_camera_directly_behind_player 
04BB: select_interiour 0 // select render area 
03CB: set_camera 493.1 -82.4 9.8 
0004: $986 = 0 // integer values 
04E3: unknown_player $PLAYER_CHAR 0 60000 
00D6: if 
8366:   not object $1809 damaged 
004D: jump_if_false @BANKJO1_2388 
01BC: put_object $1809 at 384.098 -505.893 9.68 

:BANKJO1_2388
018A: $3516 = create_checkpoint_at -848.02 -901.72 10.1 
0164: disable_marker $3516 
03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 
03BD: destroy_sphere $3637 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 2000 ms 
0247: request_model #COP 
023C: load_special_actor 3 'IGMIKE' 
0247: request_model #UZI 
0247: request_model #SENTINEL 

:BANKJO1_2489
00D6: if or
8248:   not model #COP available 
8248:   not model #UZI available 
823D:   not special_actor 3 loaded 
8248:   not model #SENTINEL available 
004D: jump_if_false @BANKJO1_2529 
0001: wait 0 ms 
0002: jump @BANKJO1_2489 

:BANKJO1_2529
0213: $3670 = create_pickup #HEALTH type 3 at 366.9 -491.8 13.5 
009A: $3510 = create_actor_pedtype 4 model #SPECIAL03 at 381.528 -504.34 8.4 
01ED: clear_actor $3510 threat_search 
0173: set_actor $3510 z_angle_to 132.535 
04F5: unknown_actor $3510 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $3510 dismemberment_possible 0 
0568: set_actor $3510 untargetable 1 
0372: set_actor $3510 anim 21 wait_state_time 1000000 ms 
00BC: text_highpriority 'BJM1_1' 4000 ms 1  // ~g~Break Cam Jones out of police custody!
0187: $3512 = create_marker_above_actor $3510 
009A: $3517 = create_actor_pedtype 4 model #COP at 388.3 -473.9 11.34 
0008: $3632 += 1 // integer values 
0243: set_actor $3517 ped_stats_to 16 
01ED: clear_actor $3517 threat_search 
0173: set_actor $3517 z_angle_to 217.58 
0350: set_actor $3517 maintain_position_when_attacked 1 
0194: set_actor $3517 objective_to_guard_point 388.3 -473.9 11.34 
009A: $3528 = create_actor_pedtype 4 model #COP at 387.58 -471.051 11.35 
0008: $3632 += 1 // integer values 
0243: set_actor $3528 ped_stats_to 16 
01ED: clear_actor $3528 threat_search 
0350: set_actor $3528 maintain_position_when_attacked 1 
0173: set_actor $3528 z_angle_to 352.371 
0372: set_actor $3528 anim 21 wait_state_time 1000000 ms 
009A: $3539 = create_actor_pedtype 4 model #COP at 384.196 -472.554 11.35 
0008: $3632 += 1 // integer values 
0243: set_actor $3539 ped_stats_to 16 
01ED: clear_actor $3539 threat_search 
0350: set_actor $3539 maintain_position_when_attacked 1 
0173: set_actor $3539 z_angle_to 105.497 
0372: set_actor $3539 anim 21 wait_state_time 1000000 ms 
009A: $3550 = create_actor_pedtype 4 model #COP at 363.709 -475.485 12.83 
0008: $3632 += 1 // integer values 
0243: set_actor $3550 ped_stats_to 16 
01ED: clear_actor $3550 threat_search 
0350: set_actor $3550 maintain_position_when_attacked 1 
0173: set_actor $3550 z_angle_to 11.32 
0372: set_actor $3550 anim 21 wait_state_time 1000000 ms 
009A: $3561 = create_actor_pedtype 4 model #COP at 362.483 -485.782 12.83 
0008: $3632 += 1 // integer values 
0243: set_actor $3561 ped_stats_to 16 
01ED: clear_actor $3561 threat_search 
0350: set_actor $3561 maintain_position_when_attacked 1 
0173: set_actor $3561 z_angle_to 137.47 
0372: set_actor $3561 anim 19 wait_state_time 1000000 ms 
009A: $3565 = create_actor_pedtype 4 model #COP at 400.053 -493.559 9.87 
0008: $3632 += 1 // integer values 
0243: set_actor $3565 ped_stats_to 16 
01ED: clear_actor $3565 threat_search 
0350: set_actor $3565 maintain_position_when_attacked 1 
0173: set_actor $3565 z_angle_to 326.965 
0372: set_actor $3565 anim 21 wait_state_time 1000000 ms 
009A: $3581 = create_actor_pedtype 4 model #COP at 360.686 -487.4 12.8 
0008: $3632 += 1 // integer values 
0243: set_actor $3581 ped_stats_to 16 
01ED: clear_actor $3581 threat_search 
0350: set_actor $3581 maintain_position_when_attacked 1 
0173: set_actor $3581 z_angle_to 289.756 
0372: set_actor $3581 anim 21 wait_state_time 1000000 ms 
009A: $3585 = create_actor_pedtype 4 model #COP at 369.358 -477.192 12.83 
0008: $3632 += 1 // integer values 
0243: set_actor $3585 ped_stats_to 16 
01ED: clear_actor $3585 threat_search 
0173: set_actor $3585 z_angle_to 168.022 
0372: set_actor $3585 anim 21 wait_state_time 1000000 ms 
009A: $3589 = create_actor_pedtype 4 model #COP at 373.331 -477.744 12.8 
0008: $3632 += 1 // integer values 
0243: set_actor $3589 ped_stats_to 16 
01ED: clear_actor $3589 threat_search 
0173: set_actor $3589 z_angle_to 177.095 
0372: set_actor $3589 anim 21 wait_state_time 1000000 ms 
009A: $3576 = create_actor_pedtype 4 model #COP at 371.0 -482.2 12.8 
0008: $3632 += 1 // integer values 
0243: set_actor $3576 ped_stats_to 16 
01ED: clear_actor $3576 threat_search 
0173: set_actor $3576 z_angle_to 47.54 
0372: set_actor $3576 anim 25 wait_state_time 1000 ms 
0004: $3580 = 1 // integer values 
009A: $3593 = create_actor_pedtype 4 model #COP at 372.118 -490.603 12.831 
0008: $3632 += 1 // integer values 
0243: set_actor $3593 ped_stats_to 16 
01ED: clear_actor $3593 threat_search 
0173: set_actor $3593 z_angle_to 232.192 
0372: set_actor $3593 anim 25 wait_state_time 1000 ms 
0004: $3597 = 1 // integer values 
0213: $3604 = create_pickup #KEYCARD type 3 at 364.99 -472.46 14.1 
03BC: $3636 = create_sphere 407.9 -486.35 11.35 1.0 
018D: $3667 = create_sound 6 at 405.565 -488.547 12.69 
0004: $123 = 1 // integer values 
0006: 16@ = 0 // integer values 

:BANKJO1_3519
00D6: if or
8101:   not actor $3510 stopped_near_point -829.62 -898.8 10.11 radius 3.0 3.0 6.0 sphere $123 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO1_6481 
0001: wait 0 ms 
00D6: if 
0038:   $3673 == 0 // integer values 
004D: jump_if_false @BANKJO1_3679 
00D6: if 
0038:   $3513 == 1 // integer values 
004D: jump_if_false @BANKJO1_3679 
0395: clear_area 0 at 381.942 -449.662 range 9.078 4.0 
00A5: $3672 = create_car #SENTINEL at 381.942 -449.662 9.078 
0175: set_car $3672 z_angle_to 123.277 
0004: $3673 = 1 // integer values 

:BANKJO1_3679
00D6: if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
004D: jump_if_false @BANKJO1_3764 
00D6: if 
0038:   $3668 == 0 // integer values 
004D: jump_if_false @BANKJO1_3764 
0006: 17@ = 0 // integer values 
0004: $3668 = 1 // integer values 

:BANKJO1_3764
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_4646 
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_4214 
00D6: if 
0029:   17@ >= 3000 // integer values 
004D: jump_if_false @BANKJO1_4214 
00D6: if 
0038:   $3609 == 0 // integer values 
004D: jump_if_false @BANKJO1_4129 
00D6: if 
0038:   $3663 == 0 // integer values 
004D: jump_if_false @BANKJO1_4122 
00BC: text_highpriority 'BJM1_3' 6000 ms 1  // ~g~You will find something useful in the station's locker room.
0004: $3663 = 1 // integer values 

:BANKJO1_4122
0002: jump @BANKJO1_4214 

:BANKJO1_4129
00D6: if 
0038:   $3606 == 0 // integer values 
004D: jump_if_false @BANKJO1_4214 
00D6: if 
0038:   $3661 == 0 // integer values 
004D: jump_if_false @BANKJO1_4214 
00D6: if 
0029:   16@ >= 6000 // integer values 
004D: jump_if_false @BANKJO1_4214 
00BC: text_highpriority 'BJM1_21' 5000 ms 1  // ~g~The key card to the cells can be found upstairs in the station.
03DC: $3605 = create_marker_above_pickup $3604 
0004: $3661 = 1 // integer values 

:BANKJO1_4214
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
004D: jump_if_false @BANKJO1_4646 
00D6: if 
0019:   17@ > 4000 // integer values 
004D: jump_if_false @BANKJO1_4646 
00D6: if 
0038:   $3609 == 0 // integer values 
004D: jump_if_false @BANKJO1_4561 
00D6: if 
0038:   $3663 == 0 // integer values 
004D: jump_if_false @BANKJO1_4554 
00BC: text_highpriority 'BJM1_3' 6000 ms 1  // ~g~You will find something useful in the station's locker room.
0004: $3663 = 1 // integer values 

:BANKJO1_4554
0002: jump @BANKJO1_4646 

:BANKJO1_4561
00D6: if 
0038:   $3606 == 0 // integer values 
004D: jump_if_false @BANKJO1_4646 
00D6: if 
0038:   $3661 == 0 // integer values 
004D: jump_if_false @BANKJO1_4646 
00D6: if 
0019:   16@ > 6000 // integer values 
004D: jump_if_false @BANKJO1_4646 
00BC: text_highpriority 'BJM1_21' 5000 ms 1  // ~g~The key card to the cells can be found upstairs in the station.
03DC: $3605 = create_marker_above_pickup $3604 
0004: $3661 = 1 // integer values 

:BANKJO1_4646
01BD: $3654 = current_time_in_ms 
00D6: if 
0038:   $3598 == 1 // integer values 
004D: jump_if_false @BANKJO1_4855 
00D6: if 
0038:   $3657 == 0 // integer values 
004D: jump_if_false @BANKJO1_4702 
0084: $3655 = $3654 // integer values and handles 
0004: $3657 = 1 // integer values 

:BANKJO1_4702
00D6: if 
0038:   $3657 == 1 // integer values 
004D: jump_if_false @BANKJO1_4762 
0084: $3656 = $3654 // integer values and handles 
0060: $3656 -= $3655 // integer values 
00D6: if 
0028:   $3656 >= 2000 // integer values 
004D: jump_if_false @BANKJO1_4762 
0004: $3657 = 2 // integer values 

:BANKJO1_4762
00D6: if 
0038:   $3658 == 0 // integer values 
004D: jump_if_false @BANKJO1_4795 
0084: $3660 = $3654 // integer values and handles 
0004: $3658 = 1 // integer values 

:BANKJO1_4795
00D6: if 
0038:   $3658 == 1 // integer values 
004D: jump_if_false @BANKJO1_4855 
0084: $3659 = $3654 // integer values and handles 
0060: $3659 -= $3660 // integer values 
00D6: if 
0028:   $3659 >= 2000 // integer values 
004D: jump_if_false @BANKJO1_4855 
0004: $3658 = 2 // integer values 

:BANKJO1_4855
00D6: if 
0038:   $3642 == 0 // integer values 
004D: jump_if_false @BANKJO1_4887 
0006: 17@ = 0 // integer values 
0004: $3642 = 1 // integer values 

:BANKJO1_4887
00D6: if 
0038:   $3642 == 1 // integer values 
004D: jump_if_false @BANKJO1_4996 
00D6: if 
0029:   17@ >= 1000 // integer values 
004D: jump_if_false @BANKJO1_4996 
00D6: if 
0038:   $3598 == 1 // integer values 
004D: jump_if_false @BANKJO1_4996 
00D6: if 
0038:   $3643 == 0 // integer values 
004D: jump_if_false @BANKJO1_4996 
018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
0004: $3643 = 1 // integer values 

:BANKJO1_4996
0054: store_player $PLAYER_CHAR position_to $3600 $3601 $3602 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_5091 
00D6: if 
00E7:   player $PLAYER_CHAR stopped 0 407.9 -486.35 radius 1.0 1.0 
004D: jump_if_false @BANKJO1_5091 
00D6: if 
0038:   $3609 == 0 // integer values 
004D: jump_if_false @BANKJO1_5091 
0050: gosub @BANKJO1_24767 

:BANKJO1_5091
00D6: if 
0038:   $3608 == 0 // integer values 
004D: jump_if_false @BANKJO1_5116 
0050: gosub @BANKJO1_17095 

:BANKJO1_5116
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_5176 
0050: gosub @BANKJO1_21579 
0050: gosub @BANKJO1_19459 
0050: gosub @BANKJO1_20990 
0050: gosub @BANKJO1_25572 
0050: gosub @BANKJO1_22155 
0002: jump @BANKJO1_5181 

:BANKJO1_5176
03BD: destroy_sphere $3636 

:BANKJO1_5181
0050: gosub @BANKJO1_8331 
0050: gosub @BANKJO1_10336 
00D6: if 
0038:   $3511 == 0 // integer values 
004D: jump_if_false @BANKJO1_6225 
00D6: if or
0118:   actor $3510 dead 
0038:   $3635 == 1 // integer values 
004D: jump_if_false @BANKJO1_5338 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $3512 
00D6: if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 
004D: jump_if_false @BANKJO1_5324 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:BANKJO1_5324
0002: jump @BANKJO1_7635 
0004: $3511 = 1 // integer values 

:BANKJO1_5338
00D6: if 
0038:   $3513 == 0 // integer values 
004D: jump_if_false @BANKJO1_5730 
00D6: if 
0038:   $3608 == 1 // integer values 
004D: jump_if_false @BANKJO1_5718 
00D6: if 
00FC:   player $PLAYER_CHAR 0 $3510 on_foot radius 4.0 4.0 4.0 
004D: jump_if_false @BANKJO1_5711 
01DF: tie_actor $3510 to_player $PLAYER_CHAR 
01B2: give_actor $3510 weapon 23 ammo 30000 // Load the weapon model before using this 
0319: set_actor $3510 running 1 
0164: disable_marker $3512 
0004: $3598 = 1 // integer values 
00D6: if 
0038:   $3640 == 0 // integer values 
004D: jump_if_false @BANKJO1_5711 
00D6: if 
0038:   $3641 == 0 // integer values 
004D: jump_if_false @BANKJO1_5502 
03CF: load_wav 'BNK1_12' as 1 
0004: $3641 = 1 // integer values 

:BANKJO1_5502
00D6: if 
0038:   $3641 == 1 // integer values 
004D: jump_if_false @BANKJO1_5542 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BANKJO1_5542 
0004: $3641 = 2 // integer values 

:BANKJO1_5542
00D6: if 
0038:   $3641 == 2 // integer values 
004D: jump_if_false @BANKJO1_5588 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_12' 100000 ms 1  // Lose the heat and get me back to my place!
0004: $3641 = 3 // integer values 

:BANKJO1_5588
00D6: if 
0038:   $3641 == 3 // integer values 
004D: jump_if_false @BANKJO1_5645 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BANKJO1_5645 
03D5: remove_text 'BNK1_12'  // Lose the heat and get me back to my place!
0004: $3513 = 1 // integer values 
0004: $3641 = 4 // integer values 

:BANKJO1_5645
00D6: if 
0038:   $3641 == 4 // integer values 
004D: jump_if_false @BANKJO1_5711 
018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 
0004: $3515 = 1 // integer values 
0004: $3640 = 1 // integer values 
0004: $3599 = 1 // integer values 
0004: $3641 = 5 // integer values 

:BANKJO1_5711
0002: jump @BANKJO1_5730 

:BANKJO1_5718
0372: set_actor $3510 anim 24 wait_state_time 1000000 ms 

:BANKJO1_5730
00D6: if 
0038:   $3513 == 1 // integer values 
004D: jump_if_false @BANKJO1_6225 
00D6: if 
0038:   $3599 == 1 // integer values 
004D: jump_if_false @BANKJO1_6151 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO1_5913 
00D6: if 
0038:   $3640 == 1 // integer values 
004D: jump_if_false @BANKJO1_5869 
00D6: if 
0038:   $3515 == 0 // integer values 
004D: jump_if_false @BANKJO1_5869 
00BC: text_highpriority 'WANTED1' 5000 ms 1  // ~g~Shake the cops and lose your wanted level!
018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 
0004: $123 = 0 // integer values 
0004: $3515 = 1 // integer values 

:BANKJO1_5869
00D6: if 
0038:   $3514 == 1 // integer values 
004D: jump_if_false @BANKJO1_5906 
0004: $123 = 0 // integer values 
0164: disable_marker $3516 
0004: $3514 = 0 // integer values 

:BANKJO1_5906
0002: jump @BANKJO1_6028 

:BANKJO1_5913
00D6: if 
0038:   $3515 == 1 // integer values 
004D: jump_if_false @BANKJO1_5943 
0164: disable_marker $3669 
0004: $3515 = 0 // integer values 

:BANKJO1_5943
00D6: if 
0038:   $3640 == 1 // integer values 
004D: jump_if_false @BANKJO1_6028 
00D6: if 
0038:   $3514 == 0 // integer values 
004D: jump_if_false @BANKJO1_6028 
0004: $123 = 1 // integer values 
018A: $3516 = create_checkpoint_at -848.02 -901.72 10.1 
00BC: text_highpriority 'BJM1_22' 5000 ms 1  // ~g~Get Cam back to his house!
0004: $3514 = 1 // integer values 

:BANKJO1_6028
00D6: if 
8320:   not actor $3510 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @BANKJO1_6151 
0187: $3512 = create_marker_above_actor $3510 
00BC: text_highpriority 'HEY' 5000 ms 1  // ~g~Don't go solo, keep your posse together!
0004: $123 = 0 // integer values 
00D6: if 
0038:   $3514 == 1 // integer values 
004D: jump_if_false @BANKJO1_6114 
0004: $123 = 0 // integer values 
0164: disable_marker $3516 
0004: $3514 = 0 // integer values 

:BANKJO1_6114
00D6: if 
0038:   $3515 == 1 // integer values 
004D: jump_if_false @BANKJO1_6144 
0164: disable_marker $3669 
0004: $3515 = 0 // integer values 

:BANKJO1_6144
0004: $3599 = 0 // integer values 

:BANKJO1_6151
00D6: if 
0038:   $3599 == 0 // integer values 
004D: jump_if_false @BANKJO1_6225 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $3510 radius 8.0 8.0 8.0 
004D: jump_if_false @BANKJO1_6225 
01DF: tie_actor $3510 to_player $PLAYER_CHAR 
0164: disable_marker $3512 
0004: $3599 = 1 // integer values 

:BANKJO1_6225
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_6282 
00D6: if or
0038:   $3610 == 1 // integer values 
0038:   $3612 == 1 // integer values 
004D: jump_if_false @BANKJO1_6275 
0004: $3598 = 1 // integer values 

:BANKJO1_6275
0002: jump @BANKJO1_6353 

:BANKJO1_6282
00D6: if 
0038:   $3630 == 0 // integer values 
004D: jump_if_false @BANKJO1_6314 
0006: 17@ = 0 // integer values 
0004: $3630 = 1 // integer values 

:BANKJO1_6314
00D6: if 
0038:   $3671 == 0 // integer values 
004D: jump_if_false @BANKJO1_6353 
0050: gosub @BANKJO1_22715 
0050: gosub @BANKJO1_23740 
0050: gosub @BANKJO1_23884 

:BANKJO1_6353
00D6: if 
0038:   $3513 == 1 // integer values 
004D: jump_if_false @BANKJO1_6474 
00D6: if 
0038:   $3671 == 0 // integer values 
004D: jump_if_false @BANKJO1_6474 
00D6: if 
82B4:   not player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 
004D: jump_if_false @BANKJO1_6474 
0004: $3671 = 1 // integer values 
00D6: if 
0038:   $3671 == 1 // integer values 
004D: jump_if_false @BANKJO1_6474 
0050: gosub @BANKJO1_25944 

:BANKJO1_6474
0002: jump @BANKJO1_3519 

:BANKJO1_6481
0164: disable_marker $3516 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
015F: set_camera_position -833.312 -904.83 12.62 0.0 rotation 0.0 0.0 
0160: point_camera -832.709 -904.049 12.49 switchstyle 2 
03CF: load_wav 'BNK1_13' as 1 
03CF: load_wav 'BNK1_14' as 2 

:BANKJO1_6586
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @BANKJO1_6659 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_6652 
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $3512 
0002: jump @BANKJO1_7635 

:BANKJO1_6652
0002: jump @BANKJO1_6586 

:BANKJO1_6659
0470: $3664 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_6704 
01B9: set_actor $3510 armed_weapon_to 0 
0002: jump @BANKJO1_6731 

:BANKJO1_6704
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $3512 
0002: jump @BANKJO1_7635 

:BANKJO1_6731
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BANKJO1_6793 
020E: actor $PLAYER_ACTOR look_at_actor $3510 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_13' 5000 ms 1  // I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
0002: jump @BANKJO1_6812 

:BANKJO1_6793
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_13' 5000 ms 1  // I'm gonna be doing a job and you're my safe cracker.

:BANKJO1_6812
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO1_6881 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_6874 
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $3512 
0002: jump @BANKJO1_7635 

:BANKJO1_6874
0002: jump @BANKJO1_6812 

:BANKJO1_6881
03D5: remove_text 'BNK1_13'  // I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_6996 
00D6: if 
80DF:   not actor $3510 driving 
004D: jump_if_false @BANKJO1_6970 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_14' 5000 ms 1  // Beats losing my ass in a cell!
0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 
0002: jump @BANKJO1_6989 

:BANKJO1_6970
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_14' 5000 ms 1  // Beats losing my ass in a cell!

:BANKJO1_6989
0002: jump @BANKJO1_7018 

:BANKJO1_6996
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0002: jump @BANKJO1_7635 

:BANKJO1_7018
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @BANKJO1_7093 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_7086 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $3512 
0002: jump @BANKJO1_7635 

:BANKJO1_7086
0002: jump @BANKJO1_7018 

:BANKJO1_7093
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_7140 
03D5: remove_text 'BNK1_14'  // Beats losing my ass in a cell!
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
01E0: clear_leader $3510 
0002: jump @BANKJO1_7162 

:BANKJO1_7140
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0002: jump @BANKJO1_7635 

:BANKJO1_7162
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_7350 
00D6: if 
00DF:   actor $3510 driving 
004D: jump_if_false @BANKJO1_7343 
00D9: $3653 = actor $3510 car // add to mission cleanup 
01D3: actor $3510 leave_car $3653 

:BANKJO1_7210
00D6: if 
00DF:   actor $3510 driving 
004D: jump_if_false @BANKJO1_7343 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_7268 
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0002: jump @BANKJO1_7635 

:BANKJO1_7268
00D6: if 
0119:   car $3653 wrecked 
004D: jump_if_false @BANKJO1_7336 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_7329 
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0002: jump @BANKJO1_7635 
0002: jump @BANKJO1_7336 

:BANKJO1_7329
0002: jump @BANKJO1_7635 

:BANKJO1_7336
0002: jump @BANKJO1_7210 

:BANKJO1_7343
0002: jump @BANKJO1_7372 

:BANKJO1_7350
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0002: jump @BANKJO1_7635 

:BANKJO1_7372
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_7425 
00A1: put_actor $3510 at -832.446 -902.456 10.11 
0173: set_actor $3510 z_angle_to 165.972 
0002: jump @BANKJO1_7447 

:BANKJO1_7425
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0002: jump @BANKJO1_7635 

:BANKJO1_7447
015F: set_camera_position -833.797 -908.45 12.06 0.0 rotation 0.0 0.0 
0160: point_camera -833.34 -907.569 11.94 switchstyle 2 
0211: actor $3510 walk_to -833.613 -908.439 
0006: 16@ = 0 // integer values 

:BANKJO1_7520
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @BANKJO1_7588 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_7581 
00BC: text_highpriority 'BJM1_2' 5000 ms 1  // ~r~You were supposed to bust Cam out, not get him killed!
0002: jump @BANKJO1_7635 

:BANKJO1_7581
0002: jump @BANKJO1_7520 

:BANKJO1_7588
009B: destroy_actor_instantly $3510 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02EB: restore_camera_with_jumpcut 
0002: jump @BANKJO1_7652 

:BANKJO1_7635
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BANKJO1_7652
0004: $248 = 1 // integer values 
0318: set_latest_mission_passed 'BANK_1'  // No Escape?
01E3: text_1number_styled 'M_PASS' number 35000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 35000 
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
004F: create_thread @BANK2  
0051: return 

:BANKJO1_7718
0004: $ONMISSION = 0 // integer values 
0004: $997 = 0 // integer values 
034F: destroy_actor_with_fade $3510 // The actor fades away like a ghost 
0213: $2009 = create_pickup #NITESTICK type 15 at 402.4 -488.3 12.4 
0215: destroy_pickup $3670 
01EB: set_traffic_density_multiplier_to 1.0 
018E: stop_sound $3665 
018E: stop_sound $3667 
0215: destroy_pickup $3604 
018E: stop_sound $3603 
0249: release_model #COP 
0249: release_model #UZI 
0249: release_model #SENTINEL 
0296: unload_special_actor 3 
03BD: destroy_sphere $3636 
03BD: destroy_sphere $3637 
0164: disable_marker $3512 
0164: disable_marker $3516 
0164: disable_marker $3605 
0164: disable_marker $3669 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0038:   $1278 == 1 // integer values 
004D: jump_if_false @BANKJO1_7887 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:BANKJO1_7887
00D6: if 
0038:   $1300 == 1 // integer values 
004D: jump_if_false @BANKJO1_7927 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:BANKJO1_7927
00D6: if 
0038:   $1277 == 1 // integer values 
004D: jump_if_false @BANKJO1_7967 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:BANKJO1_7967
00D6: if 
0038:   $1265 == 1 // integer values 
004D: jump_if_false @BANKJO1_8007 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:BANKJO1_8007
00D6: if 
0038:   $1266 == 1 // integer values 
004D: jump_if_false @BANKJO1_8047 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:BANKJO1_8047
00D6: if 
0038:   $1267 == 1 // integer values 
004D: jump_if_false @BANKJO1_8087 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:BANKJO1_8087
00D6: if 
0038:   $1268 == 1 // integer values 
004D: jump_if_false @BANKJO1_8127 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 

:BANKJO1_8127
00D6: if 
0038:   $1269 == 1 // integer values 
004D: jump_if_false @BANKJO1_8167 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:BANKJO1_8167
00D6: if 
0038:   $1270 == 1 // integer values 
004D: jump_if_false @BANKJO1_8207 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:BANKJO1_8207
00D6: if 
0038:   $1271 == 1 // integer values 
004D: jump_if_false @BANKJO1_8247 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:BANKJO1_8247
00D6: if 
0038:   $1272 == 1 // integer values 
004D: jump_if_false @BANKJO1_8287 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:BANKJO1_8287
00D6: if 
0038:   $1276 == 1 // integer values 
004D: jump_if_false @BANKJO1_8327 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:BANKJO1_8327
00D8: mission_cleanup 
0051: return 

:BANKJO1_8331
00D6: if 
0038:   $3518 == 0 // integer values 
004D: jump_if_false @BANKJO1_8452 
00D6: if 
0118:   actor $3517 dead 
004D: jump_if_false @BANKJO1_8393 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3518 = 1 // integer values 
0002: jump @BANKJO1_8452 

:BANKJO1_8393
0226: $3527 = actor $3517 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_8452 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3517 
002A:   95 >= $3527 // integer values 
004D: jump_if_false @BANKJO1_8452 
0004: $3598 = 1 // integer values 

:BANKJO1_8452
00D6: if 
0038:   $3529 == 0 // integer values 
004D: jump_if_false @BANKJO1_8642 
00D6: if 
0118:   actor $3528 dead 
004D: jump_if_false @BANKJO1_8514 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3529 = 1 // integer values 
0002: jump @BANKJO1_8642 

:BANKJO1_8514
0226: $3538 = actor $3528 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_8608 
00D6: if 
0038:   $3644 == 1 // integer values 
004D: jump_if_false @BANKJO1_8568 
0372: set_actor $3528 anim 24 wait_state_time 1000 ms 

:BANKJO1_8568
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3528 
002A:   95 >= $3538 // integer values 
004D: jump_if_false @BANKJO1_8601 
0004: $3598 = 1 // integer values 

:BANKJO1_8601
0002: jump @BANKJO1_8642 

:BANKJO1_8608
00D6: if 
0038:   $3644 == 1 // integer values 
004D: jump_if_false @BANKJO1_8642 
0372: set_actor $3528 anim 0 wait_state_time 1 ms 
0004: $3644 = 0 // integer values 

:BANKJO1_8642
00D6: if 
0038:   $3540 == 0 // integer values 
004D: jump_if_false @BANKJO1_8832 
00D6: if 
0118:   actor $3539 dead 
004D: jump_if_false @BANKJO1_8704 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3540 = 1 // integer values 
0002: jump @BANKJO1_8832 

:BANKJO1_8704
0226: $3549 = actor $3539 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_8798 
00D6: if 
0038:   $3645 == 1 // integer values 
004D: jump_if_false @BANKJO1_8758 
0372: set_actor $3539 anim 24 wait_state_time 1000 ms 

:BANKJO1_8758
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3539 
002A:   95 >= $3549 // integer values 
004D: jump_if_false @BANKJO1_8791 
0004: $3598 = 1 // integer values 

:BANKJO1_8791
0002: jump @BANKJO1_8832 

:BANKJO1_8798
00D6: if 
0038:   $3645 == 1 // integer values 
004D: jump_if_false @BANKJO1_8832 
0372: set_actor $3539 anim 0 wait_state_time 1 ms 
0004: $3645 = 0 // integer values 

:BANKJO1_8832
00D6: if 
0038:   $3551 == 0 // integer values 
004D: jump_if_false @BANKJO1_9022 
00D6: if 
0118:   actor $3550 dead 
004D: jump_if_false @BANKJO1_8894 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3551 = 1 // integer values 
0002: jump @BANKJO1_9022 

:BANKJO1_8894
0226: $3560 = actor $3550 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_8988 
00D6: if 
0038:   $3646 == 1 // integer values 
004D: jump_if_false @BANKJO1_8948 
0372: set_actor $3550 anim 24 wait_state_time 1000 ms 

:BANKJO1_8948
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3550 
002A:   95 >= $3560 // integer values 
004D: jump_if_false @BANKJO1_8981 
0004: $3598 = 1 // integer values 

:BANKJO1_8981
0002: jump @BANKJO1_9022 

:BANKJO1_8988
00D6: if 
0038:   $3646 == 1 // integer values 
004D: jump_if_false @BANKJO1_9022 
0372: set_actor $3550 anim 0 wait_state_time 1 ms 
0004: $3646 = 0 // integer values 

:BANKJO1_9022
00D6: if 
0038:   $3562 == 0 // integer values 
004D: jump_if_false @BANKJO1_9184 
00D6: if 
0118:   actor $3561 dead 
004D: jump_if_false @BANKJO1_9084 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3562 = 1 // integer values 
0002: jump @BANKJO1_9184 

:BANKJO1_9084
0226: $3564 = actor $3561 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_9150 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3561 
002A:   95 >= $3564 // integer values 
004D: jump_if_false @BANKJO1_9143 
0004: $3598 = 1 // integer values 

:BANKJO1_9143
0002: jump @BANKJO1_9184 

:BANKJO1_9150
00D6: if 
0038:   $3647 == 1 // integer values 
004D: jump_if_false @BANKJO1_9184 
0372: set_actor $3561 anim 0 wait_state_time 1 ms 
0004: $3647 = 0 // integer values 

:BANKJO1_9184
00D6: if 
0038:   $3566 == 0 // integer values 
004D: jump_if_false @BANKJO1_9374 
00D6: if 
0118:   actor $3565 dead 
004D: jump_if_false @BANKJO1_9246 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3566 = 1 // integer values 
0002: jump @BANKJO1_9374 

:BANKJO1_9246
0226: $3575 = actor $3565 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_9340 
00D6: if 
0038:   $3648 == 1 // integer values 
004D: jump_if_false @BANKJO1_9300 
0372: set_actor $3565 anim 24 wait_state_time 1000 ms 

:BANKJO1_9300
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3565 
002A:   95 >= $3575 // integer values 
004D: jump_if_false @BANKJO1_9333 
0004: $3598 = 1 // integer values 

:BANKJO1_9333
0002: jump @BANKJO1_9374 

:BANKJO1_9340
00D6: if 
0038:   $3648 == 1 // integer values 
004D: jump_if_false @BANKJO1_9374 
0372: set_actor $3565 anim 0 wait_state_time 1 ms 
0004: $3648 = 0 // integer values 

:BANKJO1_9374
00D6: if 
0038:   $3577 == 0 // integer values 
004D: jump_if_false @BANKJO1_9569 
00D6: if 
0118:   actor $3576 dead 
004D: jump_if_false @BANKJO1_9436 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3577 = 1 // integer values 
0002: jump @BANKJO1_9569 

:BANKJO1_9436
0226: $3579 = actor $3576 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_9530 
00D6: if 
0038:   $3580 == 1 // integer values 
004D: jump_if_false @BANKJO1_9490 
0372: set_actor $3576 anim 25 wait_state_time 1000 ms 

:BANKJO1_9490
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3576 
002A:   95 >= $3579 // integer values 
004D: jump_if_false @BANKJO1_9523 
0004: $3598 = 1 // integer values 

:BANKJO1_9523
0002: jump @BANKJO1_9569 

:BANKJO1_9530
00D6: if 
0038:   $3580 == 1 // integer values 
004D: jump_if_false @BANKJO1_9569 
0372: set_actor $3576 anim 0 wait_state_time 1 ms 
053D:  $3576 
0004: $3580 = 0 // integer values 

:BANKJO1_9569
00D6: if 
0038:   $3582 == 0 // integer values 
004D: jump_if_false @BANKJO1_9759 
00D6: if 
0118:   actor $3581 dead 
004D: jump_if_false @BANKJO1_9631 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3582 = 1 // integer values 
0002: jump @BANKJO1_9759 

:BANKJO1_9631
0226: $3584 = actor $3581 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_9725 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3581 
002A:   95 >= $3584 // integer values 
004D: jump_if_false @BANKJO1_9690 
0004: $3598 = 1 // integer values 

:BANKJO1_9690
00D6: if 
0038:   $3649 == 1 // integer values 
004D: jump_if_false @BANKJO1_9718 
0372: set_actor $3581 anim 24 wait_state_time 1000 ms 

:BANKJO1_9718
0002: jump @BANKJO1_9759 

:BANKJO1_9725
00D6: if 
0038:   $3649 == 1 // integer values 
004D: jump_if_false @BANKJO1_9759 
0372: set_actor $3581 anim 0 wait_state_time 1 ms 
0004: $3649 = 0 // integer values 

:BANKJO1_9759
00D6: if 
0038:   $3586 == 0 // integer values 
004D: jump_if_false @BANKJO1_9949 
00D6: if 
0118:   actor $3585 dead 
004D: jump_if_false @BANKJO1_9821 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3586 = 1 // integer values 
0002: jump @BANKJO1_9949 

:BANKJO1_9821
0226: $3588 = actor $3585 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_9915 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3585 
002A:   95 >= $3588 // integer values 
004D: jump_if_false @BANKJO1_9880 
0004: $3598 = 1 // integer values 

:BANKJO1_9880
00D6: if 
0038:   $3650 == 1 // integer values 
004D: jump_if_false @BANKJO1_9908 
0372: set_actor $3585 anim 24 wait_state_time 1000 ms 

:BANKJO1_9908
0002: jump @BANKJO1_9949 

:BANKJO1_9915
00D6: if 
0038:   $3650 == 1 // integer values 
004D: jump_if_false @BANKJO1_9949 
0372: set_actor $3585 anim 0 wait_state_time 1 ms 
0004: $3650 = 0 // integer values 

:BANKJO1_9949
00D6: if 
0038:   $3590 == 0 // integer values 
004D: jump_if_false @BANKJO1_10139 
00D6: if 
0118:   actor $3589 dead 
004D: jump_if_false @BANKJO1_10011 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3590 = 1 // integer values 
0002: jump @BANKJO1_10139 

:BANKJO1_10011
0226: $3592 = actor $3589 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_10105 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3589 
002A:   95 >= $3592 // integer values 
004D: jump_if_false @BANKJO1_10070 
0004: $3598 = 1 // integer values 

:BANKJO1_10070
00D6: if 
0038:   $3651 == 1 // integer values 
004D: jump_if_false @BANKJO1_10098 
0372: set_actor $3589 anim 24 wait_state_time 1000 ms 

:BANKJO1_10098
0002: jump @BANKJO1_10139 

:BANKJO1_10105
00D6: if 
0038:   $3651 == 1 // integer values 
004D: jump_if_false @BANKJO1_10139 
0372: set_actor $3589 anim 0 wait_state_time 1 ms 
0004: $3651 = 0 // integer values 

:BANKJO1_10139
00D6: if 
0038:   $3594 == 0 // integer values 
004D: jump_if_false @BANKJO1_10334 
00D6: if 
0118:   actor $3593 dead 
004D: jump_if_false @BANKJO1_10201 
000C: $3632 -= 1 // integer values 
0004: $3598 = 1 // integer values 
0004: $3594 = 1 // integer values 
0002: jump @BANKJO1_10334 

:BANKJO1_10201
0226: $3596 = actor $3593 health 
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_10295 
00D6: if 
0038:   $3597 == 1 // integer values 
004D: jump_if_false @BANKJO1_10255 
0372: set_actor $3593 anim 25 wait_state_time 1000 ms 

:BANKJO1_10255
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $3593 
002A:   95 >= $3596 // integer values 
004D: jump_if_false @BANKJO1_10288 
0004: $3598 = 1 // integer values 

:BANKJO1_10288
0002: jump @BANKJO1_10334 

:BANKJO1_10295
00D6: if 
0038:   $3597 == 1 // integer values 
004D: jump_if_false @BANKJO1_10334 
0372: set_actor $3593 anim 0 wait_state_time 1 ms 
053D:  $3593 
0004: $3597 = 0 // integer values 

:BANKJO1_10334
0051: return 

:BANKJO1_10336
00D6: if 
0038:   $3598 == 1 // integer values 
004D: jump_if_false @BANKJO1_17068 
00D6: if 
0038:   $3518 == 0 // integer values 
004D: jump_if_false @BANKJO1_11514 
00D6: if 
0118:   actor $3517 dead 
004D: jump_if_false @BANKJO1_10409 
000C: $3632 -= 1 // integer values 
0004: $3518 = 1 // integer values 
0002: jump @BANKJO1_11514 

:BANKJO1_10409
00D6: if 
0038:   $3519 == 1 // integer values 
004D: jump_if_false @BANKJO1_10434 
0008: $3520 += 1 // integer values 

:BANKJO1_10434
00D6: if 
0028:   $3520 >= 100 // integer values 
004D: jump_if_false @BANKJO1_10459 
0004: $3519 = 0 // integer values 

:BANKJO1_10459
00D6: if 
0038:   $3522 == 1 // integer values 
004D: jump_if_false @BANKJO1_10484 
0008: $3521 += 1 // integer values 

:BANKJO1_10484
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_11514 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @BANKJO1_11272 
00D6: if 
00EA:   player $PLAYER_CHAR 0 $3517 radius 2.0 2.0 
004D: jump_if_false @BANKJO1_11043 
00D6: if 
0038:   $3525 == 0 // integer values 
004D: jump_if_false @BANKJO1_10865 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
0004: $3525 = 1 // integer values 

:BANKJO1_10865
00D6: if 
0038:   $3519 == 0 // integer values 
004D: jump_if_false @BANKJO1_10890 
0004: $3522 = 0 // integer values 

:BANKJO1_10890
00D6: if 
0038:   $3524 == 0 // integer values 
004D: jump_if_false @BANKJO1_10922 
0004: $3526 = 0 // integer values 
0004: $3524 = 1 // integer values 

:BANKJO1_10922
00D6: if 
0038:   $3524 == 1 // integer values 
004D: jump_if_false @BANKJO1_10947 
0008: $3526 += 1 // integer values 

:BANKJO1_10947
00D6: if 
0028:   $3526 >= 20 // integer values 
004D: jump_if_false @BANKJO1_11036 
00D6: if 
0038:   $3523 == 0 // integer values 
004D: jump_if_false @BANKJO1_11036 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
0004: $3523 = 1 // integer values 

:BANKJO1_11036
0002: jump @BANKJO1_11265 

:BANKJO1_11043
0004: $3524 = 0 // integer values 
00D6: if 
0038:   $3523 == 1 // integer values 
004D: jump_if_false @BANKJO1_11094 
011C: actor $3517 clear_objective 
01ED: clear_actor $3517 threat_search 
01B2: give_actor $3517 weapon 23 ammo 0 // Load the weapon model before using this 
0004: $3523 = 0 // integer values 

:BANKJO1_11094
00D6: if 
0038:   $3519 == 0 // integer values 
004D: jump_if_false @BANKJO1_11160 
011C: actor $3517 clear_objective 
01ED: clear_actor $3517 threat_search 
0372: set_actor $3517 anim 14 wait_state_time 3000 ms 
0004: $3520 = 0 // integer values 
0004: $3521 = 0 // integer values 
0004: $3522 = 1 // integer values 
0004: $3519 = 1 // integer values 

:BANKJO1_11160
00D6: if and
0038:   $3519 == 1 // integer values 
0028:   $3521 >= 30 // integer values 
004D: jump_if_false @BANKJO1_11265 
0372: set_actor $3517 anim 0 wait_state_time 0 ms 
00D6: if 
0038:   $3523 == 0 // integer values 
004D: jump_if_false @BANKJO1_11243 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
0004: $3523 = 1 // integer values 

:BANKJO1_11243
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 

:BANKJO1_11265
0002: jump @BANKJO1_11514 

:BANKJO1_11272
00D6: if 
0038:   $3525 == 0 // integer values 
004D: jump_if_false @BANKJO1_11343 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
0004: $3525 = 1 // integer values 

:BANKJO1_11343
00D6: if 
0038:   $3519 == 0 // integer values 
004D: jump_if_false @BANKJO1_11368 
0004: $3522 = 0 // integer values 

:BANKJO1_11368
00D6: if 
0038:   $3524 == 0 // integer values 
004D: jump_if_false @BANKJO1_11400 
0004: $3526 = 0 // integer values 
0004: $3524 = 1 // integer values 

:BANKJO1_11400
00D6: if 
0038:   $3524 == 1 // integer values 
004D: jump_if_false @BANKJO1_11425 
0008: $3526 += 1 // integer values 

:BANKJO1_11425
00D6: if 
0028:   $3526 >= 20 // integer values 
004D: jump_if_false @BANKJO1_11514 
00D6: if 
0038:   $3523 == 0 // integer values 
004D: jump_if_false @BANKJO1_11514 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
0004: $3523 = 1 // integer values 

:BANKJO1_11514
00D6: if 
0038:   $3529 == 0 // integer values 
004D: jump_if_false @BANKJO1_12708 
00D6: if 
0118:   actor $3528 dead 
004D: jump_if_false @BANKJO1_11569 
000C: $3632 -= 1 // integer values 
0004: $3529 = 1 // integer values 
0002: jump @BANKJO1_12708 

:BANKJO1_11569
00D6: if 
0038:   $3530 == 1 // integer values 
004D: jump_if_false @BANKJO1_11594 
0008: $3531 += 1 // integer values 

:BANKJO1_11594
00D6: if 
0028:   $3531 >= 100 // integer values 
004D: jump_if_false @BANKJO1_11619 
0004: $3530 = 0 // integer values 

:BANKJO1_11619
00D6: if 
0038:   $3533 == 1 // integer values 
004D: jump_if_false @BANKJO1_11644 
0008: $3532 += 1 // integer values 

:BANKJO1_11644
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_12681 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @BANKJO1_12432 
00D6: if 
00EA:   player $PLAYER_CHAR 0 $3528 radius 2.0 2.0 
004D: jump_if_false @BANKJO1_12203 
00D6: if 
0038:   $3536 == 0 // integer values 
004D: jump_if_false @BANKJO1_12025 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
0004: $3536 = 1 // integer values 

:BANKJO1_12025
00D6: if 
0038:   $3530 == 0 // integer values 
004D: jump_if_false @BANKJO1_12050 
0004: $3533 = 0 // integer values 

:BANKJO1_12050
00D6: if 
0038:   $3535 == 0 // integer values 
004D: jump_if_false @BANKJO1_12082 
0004: $3537 = 0 // integer values 
0004: $3535 = 1 // integer values 

:BANKJO1_12082
00D6: if 
0038:   $3535 == 1 // integer values 
004D: jump_if_false @BANKJO1_12107 
0008: $3537 += 1 // integer values 

:BANKJO1_12107
00D6: if 
0028:   $3537 >= 20 // integer values 
004D: jump_if_false @BANKJO1_12196 
00D6: if 
0038:   $3534 == 0 // integer values 
004D: jump_if_false @BANKJO1_12196 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
0004: $3534 = 1 // integer values 

:BANKJO1_12196
0002: jump @BANKJO1_12425 

:BANKJO1_12203
0004: $3535 = 0 // integer values 
00D6: if 
0038:   $3534 == 1 // integer values 
004D: jump_if_false @BANKJO1_12254 
011C: actor $3528 clear_objective 
01ED: clear_actor $3528 threat_search 
01B2: give_actor $3528 weapon 23 ammo 0 // Load the weapon model before using this 
0004: $3534 = 0 // integer values 

:BANKJO1_12254
00D6: if 
0038:   $3530 == 0 // integer values 
004D: jump_if_false @BANKJO1_12320 
011C: actor $3528 clear_objective 
01ED: clear_actor $3528 threat_search 
0372: set_actor $3528 anim 14 wait_state_time 3000 ms 
0004: $3531 = 0 // integer values 
0004: $3532 = 0 // integer values 
0004: $3533 = 1 // integer values 
0004: $3530 = 1 // integer values 

:BANKJO1_12320
00D6: if and
0038:   $3530 == 1 // integer values 
0028:   $3532 >= 30 // integer values 
004D: jump_if_false @BANKJO1_12425 
0372: set_actor $3528 anim 0 wait_state_time 0 ms 
00D6: if 
0038:   $3534 == 0 // integer values 
004D: jump_if_false @BANKJO1_12403 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
0004: $3534 = 1 // integer values 

:BANKJO1_12403
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 

:BANKJO1_12425
0002: jump @BANKJO1_12674 

:BANKJO1_12432
00D6: if 
0038:   $3536 == 0 // integer values 
004D: jump_if_false @BANKJO1_12503 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
0004: $3536 = 1 // integer values 

:BANKJO1_12503
00D6: if 
0038:   $3530 == 0 // integer values 
004D: jump_if_false @BANKJO1_12528 
0004: $3533 = 0 // integer values 

:BANKJO1_12528
00D6: if 
0038:   $3535 == 0 // integer values 
004D: jump_if_false @BANKJO1_12560 
0004: $3537 = 0 // integer values 
0004: $3535 = 1 // integer values 

:BANKJO1_12560
00D6: if 
0038:   $3535 == 1 // integer values 
004D: jump_if_false @BANKJO1_12585 
0008: $3537 += 1 // integer values 

:BANKJO1_12585
00D6: if 
0028:   $3537 >= 20 // integer values 
004D: jump_if_false @BANKJO1_12674 
00D6: if 
0038:   $3534 == 0 // integer values 
004D: jump_if_false @BANKJO1_12674 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
0004: $3534 = 1 // integer values 

:BANKJO1_12674
0002: jump @BANKJO1_12708 

:BANKJO1_12681
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_12708 
0372: set_actor $3528 anim 24 wait_state_time 10 ms 

:BANKJO1_12708
00D6: if 
0038:   $3540 == 0 // integer values 
004D: jump_if_false @BANKJO1_13902 
00D6: if 
0118:   actor $3539 dead 
004D: jump_if_false @BANKJO1_12763 
000C: $3632 -= 1 // integer values 
0004: $3540 = 1 // integer values 
0002: jump @BANKJO1_13902 

:BANKJO1_12763
00D6: if 
0038:   $3541 == 1 // integer values 
004D: jump_if_false @BANKJO1_12788 
0008: $3542 += 1 // integer values 

:BANKJO1_12788
00D6: if 
0028:   $3542 >= 50 // integer values 
004D: jump_if_false @BANKJO1_12813 
0004: $3541 = 0 // integer values 

:BANKJO1_12813
00D6: if 
0038:   $3544 == 1 // integer values 
004D: jump_if_false @BANKJO1_12838 
0008: $3543 += 1 // integer values 

:BANKJO1_12838
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_13875 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @BANKJO1_13626 
00D6: if 
00EA:   player $PLAYER_CHAR 0 $3539 radius 2.0 2.0 
004D: jump_if_false @BANKJO1_13397 
00D6: if 
0038:   $3547 == 0 // integer values 
004D: jump_if_false @BANKJO1_13219 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
0004: $3547 = 1 // integer values 

:BANKJO1_13219
00D6: if 
0038:   $3541 == 0 // integer values 
004D: jump_if_false @BANKJO1_13244 
0004: $3544 = 0 // integer values 

:BANKJO1_13244
00D6: if 
0038:   $3546 == 0 // integer values 
004D: jump_if_false @BANKJO1_13276 
0004: $3548 = 0 // integer values 
0004: $3546 = 1 // integer values 

:BANKJO1_13276
00D6: if 
0038:   $3546 == 1 // integer values 
004D: jump_if_false @BANKJO1_13301 
0008: $3548 += 1 // integer values 

:BANKJO1_13301
00D6: if 
0028:   $3548 >= 20 // integer values 
004D: jump_if_false @BANKJO1_13390 
00D6: if 
0038:   $3545 == 0 // integer values 
004D: jump_if_false @BANKJO1_13390 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
0004: $3545 = 1 // integer values 

:BANKJO1_13390
0002: jump @BANKJO1_13619 

:BANKJO1_13397
0004: $3546 = 0 // integer values 
00D6: if 
0038:   $3545 == 1 // integer values 
004D: jump_if_false @BANKJO1_13448 
011C: actor $3539 clear_objective 
01ED: clear_actor $3539 threat_search 
01B2: give_actor $3539 weapon 23 ammo 0 // Load the weapon model before using this 
0004: $3545 = 0 // integer values 

:BANKJO1_13448
00D6: if 
0038:   $3541 == 0 // integer values 
004D: jump_if_false @BANKJO1_13514 
011C: actor $3539 clear_objective 
01ED: clear_actor $3539 threat_search 
0372: set_actor $3539 anim 14 wait_state_time 3000 ms 
0004: $3542 = 0 // integer values 
0004: $3543 = 0 // integer values 
0004: $3544 = 1 // integer values 
0004: $3541 = 1 // integer values 

:BANKJO1_13514
00D6: if and
0038:   $3541 == 1 // integer values 
0028:   $3543 >= 30 // integer values 
004D: jump_if_false @BANKJO1_13619 
0372: set_actor $3539 anim 0 wait_state_time 0 ms 
00D6: if 
0038:   $3545 == 0 // integer values 
004D: jump_if_false @BANKJO1_13597 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
0004: $3545 = 1 // integer values 

:BANKJO1_13597
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 

:BANKJO1_13619
0002: jump @BANKJO1_13868 

:BANKJO1_13626
00D6: if 
0038:   $3547 == 0 // integer values 
004D: jump_if_false @BANKJO1_13697 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
0004: $3547 = 1 // integer values 

:BANKJO1_13697
00D6: if 
0038:   $3541 == 0 // integer values 
004D: jump_if_false @BANKJO1_13722 
0004: $3544 = 0 // integer values 

:BANKJO1_13722
00D6: if 
0038:   $3546 == 0 // integer values 
004D: jump_if_false @BANKJO1_13754 
0004: $3548 = 0 // integer values 
0004: $3546 = 1 // integer values 

:BANKJO1_13754
00D6: if 
0038:   $3546 == 1 // integer values 
004D: jump_if_false @BANKJO1_13779 
0008: $3548 += 1 // integer values 

:BANKJO1_13779
00D6: if 
0028:   $3548 >= 20 // integer values 
004D: jump_if_false @BANKJO1_13868 
00D6: if 
0038:   $3545 == 0 // integer values 
004D: jump_if_false @BANKJO1_13868 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
0004: $3545 = 1 // integer values 

:BANKJO1_13868
0002: jump @BANKJO1_13902 

:BANKJO1_13875
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_13902 
0372: set_actor $3539 anim 24 wait_state_time 10 ms 

:BANKJO1_13902
00D6: if 
0038:   $3551 == 0 // integer values 
004D: jump_if_false @BANKJO1_14920 
00D6: if 
0118:   actor $3550 dead 
004D: jump_if_false @BANKJO1_13957 
000C: $3632 -= 1 // integer values 
0004: $3551 = 1 // integer values 
0002: jump @BANKJO1_14920 

:BANKJO1_13957
00D6: if 
0038:   $3552 == 1 // integer values 
004D: jump_if_false @BANKJO1_13982 
0008: $3553 += 1 // integer values 

:BANKJO1_13982
00D6: if 
0028:   $3553 >= 80 // integer values 
004D: jump_if_false @BANKJO1_14007 
0004: $3552 = 0 // integer values 

:BANKJO1_14007
00D6: if 
0038:   $3555 == 1 // integer values 
004D: jump_if_false @BANKJO1_14032 
0008: $3554 += 1 // integer values 

:BANKJO1_14032
00D6: if or
02B3:   player $PLAYER_CHAR in_cube 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
004D: jump_if_false @BANKJO1_14893 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @BANKJO1_14644 
00D6: if 
00EA:   player $PLAYER_CHAR 0 $3550 radius 2.0 2.0 
004D: jump_if_false @BANKJO1_14423 
00D6: if 
0038:   $3558 == 0 // integer values 
004D: jump_if_false @BANKJO1_14245 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
0004: $3558 = 1 // integer values 

:BANKJO1_14245
00D6: if 
0038:   $3552 == 0 // integer values 
004D: jump_if_false @BANKJO1_14270 
0004: $3555 = 0 // integer values 

:BANKJO1_14270
00D6: if 
0038:   $3557 == 0 // integer values 
004D: jump_if_false @BANKJO1_14302 
0004: $3559 = 0 // integer values 
0004: $3557 = 1 // integer values 

:BANKJO1_14302
00D6: if 
0038:   $3557 == 1 // integer values 
004D: jump_if_false @BANKJO1_14327 
0008: $3559 += 1 // integer values 

:BANKJO1_14327
00D6: if 
0028:   $3559 >= 20 // integer values 
004D: jump_if_false @BANKJO1_14416 
00D6: if 
0038:   $3556 == 0 // integer values 
004D: jump_if_false @BANKJO1_14416 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
0004: $3556 = 1 // integer values 

:BANKJO1_14416
0002: jump @BANKJO1_14637 

:BANKJO1_14423
0004: $3557 = 0 // integer values 
00D6: if 
0038:   $3556 == 1 // integer values 
004D: jump_if_false @BANKJO1_14474 
011C: actor $3550 clear_objective 
01ED: clear_actor $3550 threat_search 
01B2: give_actor $3550 weapon 23 ammo 0 // Load the weapon model before using this 
0004: $3556 = 0 // integer values 

:BANKJO1_14474
00D6: if 
0038:   $3552 == 0 // integer values 
004D: jump_if_false @BANKJO1_14540 
011C: actor $3550 clear_objective 
01ED: clear_actor $3550 threat_search 
0372: set_actor $3550 anim 14 wait_state_time 3000 ms 
0004: $3553 = 0 // integer values 
0004: $3554 = 0 // integer values 
0004: $3555 = 1 // integer values 
0004: $3552 = 1 // integer values 

:BANKJO1_14540
00D6: if and
0038:   $3552 == 1 // integer values 
0028:   $3554 >= 30 // integer values 
004D: jump_if_false @BANKJO1_14637 
0372: set_actor $3550 anim 0 wait_state_time 0 ms 
00D6: if 
0038:   $3556 == 0 // integer values 
004D: jump_if_false @BANKJO1_14623 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
0004: $3556 = 1 // integer values 

:BANKJO1_14623
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 

:BANKJO1_14637
0002: jump @BANKJO1_14886 

:BANKJO1_14644
00D6: if 
0038:   $3558 == 0 // integer values 
004D: jump_if_false @BANKJO1_14715 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
0004: $3558 = 1 // integer values 

:BANKJO1_14715
00D6: if 
0038:   $3552 == 0 // integer values 
004D: jump_if_false @BANKJO1_14740 
0004: $3555 = 0 // integer values 

:BANKJO1_14740
00D6: if 
0038:   $3557 == 0 // integer values 
004D: jump_if_false @BANKJO1_14772 
0004: $3559 = 0 // integer values 
0004: $3557 = 1 // integer values 

:BANKJO1_14772
00D6: if 
0038:   $3557 == 1 // integer values 
004D: jump_if_false @BANKJO1_14797 
0008: $3559 += 1 // integer values 

:BANKJO1_14797
00D6: if 
0028:   $3559 >= 20 // integer values 
004D: jump_if_false @BANKJO1_14886 
00D6: if 
0038:   $3556 == 0 // integer values 
004D: jump_if_false @BANKJO1_14886 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
0004: $3556 = 1 // integer values 

:BANKJO1_14886
0002: jump @BANKJO1_14920 

:BANKJO1_14893
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_14920 
0372: set_actor $3550 anim 24 wait_state_time 10 ms 

:BANKJO1_14920
00D6: if 
0038:   $3562 == 0 // integer values 
004D: jump_if_false @BANKJO1_15086 
00D6: if 
0118:   actor $3561 dead 
004D: jump_if_false @BANKJO1_14975 
000C: $3632 -= 1 // integer values 
0004: $3562 = 1 // integer values 
0002: jump @BANKJO1_15086 

:BANKJO1_14975
00D6: if 
0038:   $3563 == 0 // integer values 
004D: jump_if_false @BANKJO1_15039 
01B2: give_actor $3561 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3561 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3561 kill_player $PLAYER_CHAR 
0004: $3563 = 1 // integer values 

:BANKJO1_15039
00D6: if 
0038:   $3657 == 2 // integer values 
004D: jump_if_false @BANKJO1_15086 
009E: set_actor $3561 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3561 kill_player $PLAYER_CHAR 

:BANKJO1_15086
00D6: if 
0038:   $3566 == 0 // integer values 
004D: jump_if_false @BANKJO1_16238 
00D6: if 
0118:   actor $3565 dead 
004D: jump_if_false @BANKJO1_15141 
000C: $3632 -= 1 // integer values 
0004: $3566 = 1 // integer values 
0002: jump @BANKJO1_16238 

:BANKJO1_15141
00D6: if 
0038:   $3567 == 1 // integer values 
004D: jump_if_false @BANKJO1_15166 
0008: $3568 += 1 // integer values 

:BANKJO1_15166
00D6: if 
0028:   $3568 >= 80 // integer values 
004D: jump_if_false @BANKJO1_15191 
0004: $3567 = 0 // integer values 

:BANKJO1_15191
00D6: if 
0038:   $3570 == 1 // integer values 
004D: jump_if_false @BANKJO1_15216 
0008: $3569 += 1 // integer values 

:BANKJO1_15216
00D6: if or
02B3:   player $PLAYER_CHAR in_cube 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_16211 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @BANKJO1_15962 
00D6: if 
00EA:   player $PLAYER_CHAR 0 $3565 radius 2.0 2.0 
004D: jump_if_false @BANKJO1_15733 
00D6: if 
0038:   $3573 == 0 // integer values 
004D: jump_if_false @BANKJO1_15555 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
0004: $3573 = 1 // integer values 

:BANKJO1_15555
00D6: if 
0038:   $3567 == 0 // integer values 
004D: jump_if_false @BANKJO1_15580 
0004: $3570 = 0 // integer values 

:BANKJO1_15580
00D6: if 
0038:   $3572 == 0 // integer values 
004D: jump_if_false @BANKJO1_15612 
0004: $3574 = 0 // integer values 
0004: $3572 = 1 // integer values 

:BANKJO1_15612
00D6: if 
0038:   $3572 == 1 // integer values 
004D: jump_if_false @BANKJO1_15637 
0008: $3574 += 1 // integer values 

:BANKJO1_15637
00D6: if 
0028:   $3574 >= 20 // integer values 
004D: jump_if_false @BANKJO1_15726 
00D6: if 
0038:   $3571 == 0 // integer values 
004D: jump_if_false @BANKJO1_15726 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
0004: $3571 = 1 // integer values 

:BANKJO1_15726
0002: jump @BANKJO1_15955 

:BANKJO1_15733
0004: $3572 = 0 // integer values 
00D6: if 
0038:   $3571 == 1 // integer values 
004D: jump_if_false @BANKJO1_15784 
011C: actor $3565 clear_objective 
01ED: clear_actor $3565 threat_search 
01B2: give_actor $3565 weapon 23 ammo 0 // Load the weapon model before using this 
0004: $3571 = 0 // integer values 

:BANKJO1_15784
00D6: if 
0038:   $3567 == 0 // integer values 
004D: jump_if_false @BANKJO1_15850 
011C: actor $3565 clear_objective 
01ED: clear_actor $3565 threat_search 
0372: set_actor $3565 anim 14 wait_state_time 3000 ms 
0004: $3568 = 0 // integer values 
0004: $3569 = 0 // integer values 
0004: $3570 = 1 // integer values 
0004: $3567 = 1 // integer values 

:BANKJO1_15850
00D6: if and
0038:   $3567 == 1 // integer values 
0028:   $3569 >= 30 // integer values 
004D: jump_if_false @BANKJO1_15955 
0372: set_actor $3565 anim 0 wait_state_time 0 ms 
00D6: if 
0038:   $3571 == 0 // integer values 
004D: jump_if_false @BANKJO1_15933 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
0004: $3571 = 1 // integer values 

:BANKJO1_15933
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 

:BANKJO1_15955
0002: jump @BANKJO1_16204 

:BANKJO1_15962
00D6: if 
0038:   $3573 == 0 // integer values 
004D: jump_if_false @BANKJO1_16033 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
0350: set_actor $3565 maintain_position_when_attacked 1 
0004: $3573 = 1 // integer values 

:BANKJO1_16033
00D6: if 
0038:   $3567 == 0 // integer values 
004D: jump_if_false @BANKJO1_16058 
0004: $3570 = 0 // integer values 

:BANKJO1_16058
00D6: if 
0038:   $3572 == 0 // integer values 
004D: jump_if_false @BANKJO1_16090 
0004: $3574 = 0 // integer values 
0004: $3572 = 1 // integer values 

:BANKJO1_16090
00D6: if 
0038:   $3572 == 1 // integer values 
004D: jump_if_false @BANKJO1_16115 
0008: $3574 += 1 // integer values 

:BANKJO1_16115
00D6: if 
0028:   $3574 >= 20 // integer values 
004D: jump_if_false @BANKJO1_16204 
00D6: if 
0038:   $3571 == 0 // integer values 
004D: jump_if_false @BANKJO1_16204 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
0004: $3571 = 1 // integer values 

:BANKJO1_16204
0002: jump @BANKJO1_16238 

:BANKJO1_16211
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_16238 
0372: set_actor $3565 anim 24 wait_state_time 10 ms 

:BANKJO1_16238
00D6: if 
0038:   $3577 == 0 // integer values 
004D: jump_if_false @BANKJO1_16404 
00D6: if 
0118:   actor $3576 dead 
004D: jump_if_false @BANKJO1_16293 
000C: $3632 -= 1 // integer values 
0004: $3577 = 1 // integer values 
0002: jump @BANKJO1_16404 

:BANKJO1_16293
00D6: if 
0038:   $3578 == 0 // integer values 
004D: jump_if_false @BANKJO1_16357 
01B2: give_actor $3576 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3576 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3576 kill_player $PLAYER_CHAR 
0004: $3578 = 1 // integer values 

:BANKJO1_16357
00D6: if 
0038:   $3657 == 2 // integer values 
004D: jump_if_false @BANKJO1_16404 
009E: set_actor $3576 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3576 kill_player $PLAYER_CHAR 

:BANKJO1_16404
00D6: if 
0038:   $3582 == 0 // integer values 
004D: jump_if_false @BANKJO1_16570 
00D6: if 
0118:   actor $3581 dead 
004D: jump_if_false @BANKJO1_16459 
000C: $3632 -= 1 // integer values 
0004: $3582 = 1 // integer values 
0002: jump @BANKJO1_16570 

:BANKJO1_16459
00D6: if 
0038:   $3583 == 0 // integer values 
004D: jump_if_false @BANKJO1_16523 
01B2: give_actor $3581 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3581 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3581 kill_player $PLAYER_CHAR 
0004: $3583 = 1 // integer values 

:BANKJO1_16523
00D6: if 
0038:   $3657 == 2 // integer values 
004D: jump_if_false @BANKJO1_16570 
009E: set_actor $3581 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3581 kill_player $PLAYER_CHAR 

:BANKJO1_16570
00D6: if 
0038:   $3586 == 0 // integer values 
004D: jump_if_false @BANKJO1_16736 
00D6: if 
0118:   actor $3585 dead 
004D: jump_if_false @BANKJO1_16625 
000C: $3632 -= 1 // integer values 
0004: $3586 = 1 // integer values 
0002: jump @BANKJO1_16736 

:BANKJO1_16625
00D6: if 
0038:   $3587 == 0 // integer values 
004D: jump_if_false @BANKJO1_16689 
01B2: give_actor $3585 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3585 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3585 kill_player $PLAYER_CHAR 
0004: $3587 = 1 // integer values 

:BANKJO1_16689
00D6: if 
0038:   $3657 == 2 // integer values 
004D: jump_if_false @BANKJO1_16736 
009E: set_actor $3585 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3585 kill_player $PLAYER_CHAR 

:BANKJO1_16736
00D6: if 
0038:   $3590 == 0 // integer values 
004D: jump_if_false @BANKJO1_16902 
00D6: if 
0118:   actor $3589 dead 
004D: jump_if_false @BANKJO1_16791 
000C: $3632 -= 1 // integer values 
0004: $3590 = 1 // integer values 
0002: jump @BANKJO1_16902 

:BANKJO1_16791
00D6: if 
0038:   $3591 == 0 // integer values 
004D: jump_if_false @BANKJO1_16855 
01B2: give_actor $3589 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3589 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3589 kill_player $PLAYER_CHAR 
0004: $3591 = 1 // integer values 

:BANKJO1_16855
00D6: if 
0038:   $3657 == 2 // integer values 
004D: jump_if_false @BANKJO1_16902 
009E: set_actor $3589 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3589 kill_player $PLAYER_CHAR 

:BANKJO1_16902
00D6: if 
0038:   $3594 == 0 // integer values 
004D: jump_if_false @BANKJO1_17068 
00D6: if 
0118:   actor $3593 dead 
004D: jump_if_false @BANKJO1_16957 
000C: $3632 -= 1 // integer values 
0004: $3594 = 1 // integer values 
0002: jump @BANKJO1_17068 

:BANKJO1_16957
00D6: if 
0038:   $3595 == 0 // integer values 
004D: jump_if_false @BANKJO1_17021 
01B2: give_actor $3593 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3593 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3593 kill_player $PLAYER_CHAR 
0004: $3595 = 1 // integer values 

:BANKJO1_17021
00D6: if 
0038:   $3657 == 2 // integer values 
004D: jump_if_false @BANKJO1_17068 
009E: set_actor $3593 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3593 kill_player $PLAYER_CHAR 

:BANKJO1_17068
00D6: if 
0038:   $3657 == 2 // integer values 
004D: jump_if_false @BANKJO1_17093 
0004: $3657 = 0 // integer values 

:BANKJO1_17093
0051: return 

:BANKJO1_17095
00D6: if 
0038:   $3606 == 0 // integer values 
004D: jump_if_false @BANKJO1_17275 
00D6: if 
00F6:   player $PLAYER_CHAR 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 
004D: jump_if_false @BANKJO1_17208 
00D6: if 
0038:   $3662 == 0 // integer values 
004D: jump_if_false @BANKJO1_17201 
00BC: text_highpriority 'BJM1_23' 5000 ms 1  // ~g~You need to get the key card first!
0004: $3662 = 1 // integer values 

:BANKJO1_17201
0002: jump @BANKJO1_17215 

:BANKJO1_17208
0004: $3662 = 0 // integer values 

:BANKJO1_17215
00D6: if 
0214:   pickup $3604 picked_up 
004D: jump_if_false @BANKJO1_17268 
0164: disable_marker $3605 
03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 
0004: $3606 = 1 // integer values 

:BANKJO1_17268
0002: jump @BANKJO1_19457 

:BANKJO1_17275
00D6: if 
0038:   $3608 == 0 // integer values 
004D: jump_if_false @BANKJO1_19457 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 
004D: jump_if_false @BANKJO1_19457 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0470: $3664 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03BD: destroy_sphere $3637 
0395: clear_area 0 at 387.22 -506.517 range 9.194 1.0 
015F: set_camera_position 387.22 -506.517 9.194 0.0 rotation 0.0 0.0 
0160: point_camera 386.633 -507.287 9.43 switchstyle 2 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 384.932 -510.077 9.848 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 100000 ms 
0006: 16@ = 0 // integer values 

:BANKJO1_17500
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @BANKJO1_17616 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_17546 
0004: $3635 = 1 // integer values 

:BANKJO1_17546
00D6: if 
0029:   16@ >= 2000 // integer values 
004D: jump_if_false @BANKJO1_17609 
00D6: if 
0038:   $3666 == 0 // integer values 
004D: jump_if_false @BANKJO1_17609 
018C: play_sound 18 at 384.932 -510.077 9.848 
0004: $3666 = 1 // integer values 

:BANKJO1_17609
0002: jump @BANKJO1_17500 

:BANKJO1_17616
053D:  $PLAYER_ACTOR 
0160: point_camera 386.25 -506.384 9.373 switchstyle 2 
03CF: load_wav 'BNK1_7' as 1 
03CF: load_wav 'BNK1_10' as 2 
00D6: if 
0038:   $3607 == 0 // integer values 
004D: jump_if_false @BANKJO1_17919 

:BANKJO1_17682
00D6: if or
834E:   not move_object $1809 to 383.252 -506.903 9.68 speed 0.01 0.01 0.0 collision_check 0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @BANKJO1_17863 
0001: wait 0 ms 
00D6: if 
0038:   $3639 == 0 // integer values 
004D: jump_if_false @BANKJO1_17786 
018C: play_sound 3 at 383.252 -506.903 9.68 
0004: $3639 = 1 // integer values 

:BANKJO1_17786
00D6: if 
0038:   $3639 == 1 // integer values 
004D: jump_if_false @BANKJO1_17833 
018D: $3665 = create_sound 2 at 383.252 -506.903 9.68 
0004: $3639 = 2 // integer values 

:BANKJO1_17833
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_17856 
0004: $3635 = 1 // integer values 

:BANKJO1_17856
0002: jump @BANKJO1_17682 

:BANKJO1_17863
018E: stop_sound $3665 
00D6: if 
0038:   $3639 == 2 // integer values 
004D: jump_if_false @BANKJO1_17912 
018C: play_sound 3 at 383.252 -506.903 9.68 
0004: $3639 = 3 // integer values 

:BANKJO1_17912
0004: $3607 = 1 // integer values 

:BANKJO1_17919
0211: actor $PLAYER_ACTOR walk_to 384.12 -507.38 
0006: 16@ = 0 // integer values 
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_17988 
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
0211: actor $3510 walk_to 383.523 -505.34 
0002: jump @BANKJO1_17995 

:BANKJO1_17988
0004: $3635 = 1 // integer values 

:BANKJO1_17995
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_18144 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_18060 
0004: $3635 = 1 // integer values 

:BANKJO1_18060
00D6: if 
0019:   16@ > 8000 // integer values 
004D: jump_if_false @BANKJO1_18137 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_18137 
00A1: put_actor $PLAYER_ACTOR at 384.12 -507.38 8.4 

:BANKJO1_18137
0002: jump @BANKJO1_17995 

:BANKJO1_18144
0006: 17@ = 0 // integer values 

:BANKJO1_18151
00D6: if 
80ED:   not actor $3510 0 383.523 -505.34 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_18307 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_18223 
0004: $3635 = 1 // integer values 
0002: jump @BANKJO1_18300 

:BANKJO1_18223
00D6: if 
0019:   17@ > 8000 // integer values 
004D: jump_if_false @BANKJO1_18300 
00D6: if 
80ED:   not actor $3510 0 383.523 -505.34 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_18300 
00A1: put_actor $3510 at 383.523 -505.34 8.4 

:BANKJO1_18300
0002: jump @BANKJO1_18151 

:BANKJO1_18307
020E: actor $PLAYER_ACTOR look_at_actor $3510 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_7' 5000 ms 1  // Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO1_18346
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO1_18395 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_18388 
0004: $3635 = 1 // integer values 

:BANKJO1_18388
0002: jump @BANKJO1_18346 

:BANKJO1_18395
03D5: remove_text 'BNK1_7'  // Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03CF: load_wav 'BNK1_8' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_10' 10000 ms 1  // Yeah, that's me..
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_18480 
0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 
0002: jump @BANKJO1_18487 

:BANKJO1_18480
0004: $3635 = 1 // integer values 

:BANKJO1_18487
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @BANKJO1_18540 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_18533 
0004: $3635 = 1 // integer values 

:BANKJO1_18533
0002: jump @BANKJO1_18487 

:BANKJO1_18540
03D5: remove_text 'BNK1_10'  // Yeah, that's me..
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_18582 
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
0002: jump @BANKJO1_18589 

:BANKJO1_18582
0004: $3635 = 1 // integer values 

:BANKJO1_18589
03CF: load_wav 'BNK1_11' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_8' 10000 ms 1  // I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO1_18632
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @BANKJO1_18685 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_18678 
0004: $3635 = 1 // integer values 

:BANKJO1_18678
0002: jump @BANKJO1_18632 

:BANKJO1_18685
03D5: remove_text 'BNK1_8'  // I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_11' 10000 ms 1  // Whatever you say!
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_18758 
0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 
0002: jump @BANKJO1_18765 

:BANKJO1_18758
0004: $3635 = 1 // integer values 

:BANKJO1_18765
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @BANKJO1_18814 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_18807 
0004: $3635 = 1 // integer values 

:BANKJO1_18807
0002: jump @BANKJO1_18765 

:BANKJO1_18814
03D5: remove_text 'BNK1_11'  // Whatever you say!
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_18856 
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
0002: jump @BANKJO1_18863 

:BANKJO1_18856
0004: $3635 = 1 // integer values 

:BANKJO1_18863
0395: clear_area 0 at 389.95 -503.077 range 9.114 1.0 
015F: set_camera_position 389.95 -503.077 9.114 0.0 rotation 0.0 0.0 
0160: point_camera 389.151 -503.666 9.229 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to 387.64 -505.7 
0006: 17@ = 0 // integer values 

:BANKJO1_18960
00D6: if 
001B:   750 > 17@ // integer values 
004D: jump_if_false @BANKJO1_19013 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_19006 
0004: $3635 = 1 // integer values 

:BANKJO1_19006
0002: jump @BANKJO1_18960 

:BANKJO1_19013
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_19044 
0211: actor $3510 walk_to 385.48 -506.76 

:BANKJO1_19044
0006: 16@ = 0 // integer values 

:BANKJO1_19051
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_19200 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_19116 
0004: $3635 = 1 // integer values 

:BANKJO1_19116
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @BANKJO1_19193 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_19193 
00A1: put_actor $PLAYER_ACTOR at 387.64 -505.7 8.41 

:BANKJO1_19193
0002: jump @BANKJO1_19051 

:BANKJO1_19200
0006: 17@ = 0 // integer values 

:BANKJO1_19207
00D6: if 
80ED:   not actor $3510 0 385.48 -506.76 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_19363 
0001: wait 0 ms 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_19279 
0004: $3635 = 1 // integer values 
0002: jump @BANKJO1_19356 

:BANKJO1_19279
00D6: if 
0019:   17@ > 5000 // integer values 
004D: jump_if_false @BANKJO1_19356 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 385.48 -506.76 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_19356 
00A1: put_actor $PLAYER_ACTOR at 385.48 -506.76 8.41 

:BANKJO1_19356
0002: jump @BANKJO1_19207 

:BANKJO1_19363
0173: set_actor $PLAYER_ACTOR z_angle_to 333.85 
00D6: if 
8118:   not actor $3510 dead 
004D: jump_if_false @BANKJO1_19406 
0173: set_actor $3510 z_angle_to 333.85 
0002: jump @BANKJO1_19413 

:BANKJO1_19406
0004: $3635 = 1 // integer values 

:BANKJO1_19413
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
0004: $3608 = 1 // integer values 

:BANKJO1_19457
0051: return 

:BANKJO1_19459
00D6: if 
0038:   $3609 == 0 // integer values 
004D: jump_if_false @BANKJO1_20988 
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_20236 
00D6: if and
82D7:   not player $PLAYER_CHAR currentweapon == 0 
82D7:   not player $PLAYER_CHAR currentweapon == 1 
004D: jump_if_false @BANKJO1_20215 
00D6: if 
0038:   $3638 == 0 // integer values 
004D: jump_if_false @BANKJO1_19802 
03CF: load_wav 'BJM1_20' as 1 
0004: $3638 = 1 // integer values 

:BANKJO1_19802
00D6: if 
0038:   $3638 == 1 // integer values 
004D: jump_if_false @BANKJO1_19842 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BANKJO1_19842 
0004: $3638 = 2 // integer values 

:BANKJO1_19842
00D6: if 
0038:   $3638 == 2 // integer values 
004D: jump_if_false @BANKJO1_19886 
03D1: play_wav 1 
00BC: text_highpriority 'BJM1_20' 5000 ms 1  // Put the weapon away or face the consequences!
0004: $3638 = 3 // integer values 

:BANKJO1_19886
00D6: if 
0038:   $3638 == 3 // integer values 
004D: jump_if_false @BANKJO1_19936 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BANKJO1_19936 
03D5: remove_text 'BJM1_20'  // Put the weapon away or face the consequences!
0004: $3638 = 4 // integer values 

:BANKJO1_19936
00D6: if 
0038:   $3638 == 4 // integer values 
004D: jump_if_false @BANKJO1_19968 
0006: 17@ = 0 // integer values 
0004: $3638 = 5 // integer values 

:BANKJO1_19968
00D6: if 
0038:   $3638 == 5 // integer values 
004D: jump_if_false @BANKJO1_20042 
00D6: if 
0029:   17@ >= 4000 // integer values 
004D: jump_if_false @BANKJO1_20042 
00D6: if 
0038:   $3611 == 0 // integer values 
004D: jump_if_false @BANKJO1_20042 
03CF: load_wav 'BJM1_4' as 2 
0004: $3611 = 1 // integer values 

:BANKJO1_20042
00D6: if 
0038:   $3611 == 1 // integer values 
004D: jump_if_false @BANKJO1_20082 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO1_20082 
0004: $3611 = 2 // integer values 

:BANKJO1_20082
00D6: if 
0038:   $3611 == 2 // integer values 
004D: jump_if_false @BANKJO1_20126 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_4' 5000 ms 1  // He's armed! Kill him!
0004: $3611 = 3 // integer values 

:BANKJO1_20126
00D6: if 
0038:   $3611 == 3 // integer values 
004D: jump_if_false @BANKJO1_20176 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO1_20176 
03D5: remove_text 'BJM1_4'  // He's armed! Kill him!
0004: $3611 = 4 // integer values 

:BANKJO1_20176
00D6: if 
0038:   $3611 == 4 // integer values 
004D: jump_if_false @BANKJO1_20208 
0004: $3610 = 1 // integer values 
0004: $3611 = 5 // integer values 

:BANKJO1_20208
0002: jump @BANKJO1_20236 

:BANKJO1_20215
0004: $3611 = 0 // integer values 
0004: $3638 = 0 // integer values 
0004: $3610 = 0 // integer values 

:BANKJO1_20236
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
004D: jump_if_false @BANKJO1_20988 
00D6: if 
82D7:   not player $PLAYER_CHAR currentweapon == 0 
004D: jump_if_false @BANKJO1_20967 
00D6: if 
0038:   $3638 == 0 // integer values 
004D: jump_if_false @BANKJO1_20554 
03CF: load_wav 'BJM1_20' as 1 
0004: $3638 = 1 // integer values 

:BANKJO1_20554
00D6: if 
0038:   $3638 == 1 // integer values 
004D: jump_if_false @BANKJO1_20594 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BANKJO1_20594 
0004: $3638 = 2 // integer values 

:BANKJO1_20594
00D6: if 
0038:   $3638 == 2 // integer values 
004D: jump_if_false @BANKJO1_20638 
03D1: play_wav 1 
00BC: text_highpriority 'BJM1_20' 5000 ms 1  // Put the weapon away or face the consequences!
0004: $3638 = 3 // integer values 

:BANKJO1_20638
00D6: if 
0038:   $3638 == 3 // integer values 
004D: jump_if_false @BANKJO1_20688 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BANKJO1_20688 
03D5: remove_text 'BJM1_20'  // Put the weapon away or face the consequences!
0004: $3638 = 4 // integer values 

:BANKJO1_20688
00D6: if 
0038:   $3638 == 4 // integer values 
004D: jump_if_false @BANKJO1_20720 
0006: 17@ = 0 // integer values 
0004: $3638 = 5 // integer values 

:BANKJO1_20720
00D6: if 
0038:   $3638 == 5 // integer values 
004D: jump_if_false @BANKJO1_20794 
00D6: if 
0029:   17@ >= 4000 // integer values 
004D: jump_if_false @BANKJO1_20794 
00D6: if 
0038:   $3611 == 0 // integer values 
004D: jump_if_false @BANKJO1_20794 
03CF: load_wav 'BJM1_4' as 2 
0004: $3611 = 1 // integer values 

:BANKJO1_20794
00D6: if 
0038:   $3611 == 1 // integer values 
004D: jump_if_false @BANKJO1_20834 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO1_20834 
0004: $3611 = 2 // integer values 

:BANKJO1_20834
00D6: if 
0038:   $3611 == 2 // integer values 
004D: jump_if_false @BANKJO1_20878 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_4' 5000 ms 1  // He's armed! Kill him!
0004: $3611 = 3 // integer values 

:BANKJO1_20878
00D6: if 
0038:   $3611 == 3 // integer values 
004D: jump_if_false @BANKJO1_20928 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO1_20928 
03D5: remove_text 'BJM1_4'  // He's armed! Kill him!
0004: $3611 = 4 // integer values 

:BANKJO1_20928
00D6: if 
0038:   $3611 == 4 // integer values 
004D: jump_if_false @BANKJO1_20960 
0004: $3610 = 1 // integer values 
0004: $3611 = 5 // integer values 

:BANKJO1_20960
0002: jump @BANKJO1_20988 

:BANKJO1_20967
0004: $3611 = 0 // integer values 
0004: $3638 = 0 // integer values 
0004: $3610 = 0 // integer values 

:BANKJO1_20988
0051: return 

:BANKJO1_20990
00D6: if 
0038:   $3609 == 0 // integer values 
004D: jump_if_false @BANKJO1_21577 
00D6: if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_21086 
00D6: if 
0038:   $3613 == 0 // integer values 
004D: jump_if_false @BANKJO1_21086 
0004: $3613 = 1 // integer values 

:BANKJO1_21086
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
004D: jump_if_false @BANKJO1_21374 
00D6: if 
0038:   $3613 == 0 // integer values 
004D: jump_if_false @BANKJO1_21374 
0004: $3613 = 1 // integer values 

:BANKJO1_21374
00D6: if 
0038:   $3613 == 1 // integer values 
004D: jump_if_false @BANKJO1_21411 
03CF: load_wav 'BJM1_5' as 2 
0004: $3613 = 2 // integer values 

:BANKJO1_21411
00D6: if 
0038:   $3613 == 2 // integer values 
004D: jump_if_false @BANKJO1_21451 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO1_21451 
0004: $3613 = 3 // integer values 

:BANKJO1_21451
00D6: if 
0038:   $3613 == 3 // integer values 
004D: jump_if_false @BANKJO1_21495 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_5' 5000 ms 1  // Only authorized personnel beyond this point!
0004: $3613 = 4 // integer values 

:BANKJO1_21495
00D6: if 
0038:   $3613 == 4 // integer values 
004D: jump_if_false @BANKJO1_21545 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO1_21545 
03D5: remove_text 'BJM1_5'  // Only authorized personnel beyond this point!
0004: $3613 = 5 // integer values 

:BANKJO1_21545
00D6: if 
0038:   $3613 == 5 // integer values 
004D: jump_if_false @BANKJO1_21577 
0004: $3612 = 1 // integer values 
0004: $3613 = 6 // integer values 

:BANKJO1_21577
0051: return 

:BANKJO1_21579
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_22153 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @BANKJO1_22153 
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_21883 
0004: $3598 = 1 // integer values 

:BANKJO1_21883
00D6: if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
004D: jump_if_false @BANKJO1_22153 
0004: $3598 = 1 // integer values 

:BANKJO1_22153
0051: return 

:BANKJO1_22155
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_22713 
00D6: if or
02B5:   player $PLAYER_CHAR in_cube_in_car 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
004D: jump_if_false @BANKJO1_22443 
0004: $3598 = 1 // integer values 

:BANKJO1_22443
00D6: if or
02B5:   player $PLAYER_CHAR in_cube_in_car 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
004D: jump_if_false @BANKJO1_22713 
0004: $3598 = 1 // integer values 

:BANKJO1_22713
0051: return 

:BANKJO1_22715
00D6: if 
0038:   $3671 == 0 // integer values 
004D: jump_if_false @BANKJO1_23738 
00D6: if 
002A:   20 >= $3631 // integer values 
004D: jump_if_false @BANKJO1_23738 
00D6: if 
001A:   6 > $3632 // integer values 
004D: jump_if_false @BANKJO1_23738 
00D6: if 
0038:   $3633 == 2 // integer values 
004D: jump_if_false @BANKJO1_22801 
0006: 17@ = 0 // integer values 
0004: $3633 = 0 // integer values 

:BANKJO1_22801
00D6: if 
8339:   not anything_in_cube_cornerA 380.0 -491.64 8.0 cornerB 375.62 -493.57 16.0 solid 0 car 1 actor 1 object 0 particle 0 
004D: jump_if_false @BANKJO1_23738 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @BANKJO1_23738 
00D6: if 
0038:   $3633 == 0 // integer values 
004D: jump_if_false @BANKJO1_23738 
0004: $3634 = -1 // integer values 
00D6: if or
0038:   $3615 == 0 // integer values 
0038:   $3615 == 2 // integer values 
004D: jump_if_false @BANKJO1_22993 
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 
009A: $3614 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3614 // integer values and handles 
0004: $3615 = 1 // integer values 
0002: jump @BANKJO1_23651 

:BANKJO1_22993
00D6: if or
0038:   $3617 == 0 // integer values 
0038:   $3617 == 2 // integer values 
004D: jump_if_false @BANKJO1_23088 
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 
009A: $3616 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3616 // integer values and handles 
0004: $3617 = 1 // integer values 
0002: jump @BANKJO1_23651 

:BANKJO1_23088
00D6: if or
0038:   $3619 == 0 // integer values 
0038:   $3619 == 2 // integer values 
004D: jump_if_false @BANKJO1_23183 
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 
009A: $3618 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3618 // integer values and handles 
0004: $3619 = 1 // integer values 
0002: jump @BANKJO1_23651 

:BANKJO1_23183
00D6: if or
0038:   $3621 == 0 // integer values 
0038:   $3621 == 2 // integer values 
004D: jump_if_false @BANKJO1_23278 
0395: clear_area 0 at -379.88 -493.05 range 11.34 4.0 
009A: $3620 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3620 // integer values and handles 
0004: $3621 = 1 // integer values 
0002: jump @BANKJO1_23651 

:BANKJO1_23278
00D6: if or
0038:   $3623 == 0 // integer values 
0038:   $3623 == 2 // integer values 
004D: jump_if_false @BANKJO1_23373 
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 
009A: $3622 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3622 // integer values and handles 
0004: $3623 = 1 // integer values 
0002: jump @BANKJO1_23651 

:BANKJO1_23373
00D6: if or
0038:   $3625 == 0 // integer values 
0038:   $3625 == 2 // integer values 
004D: jump_if_false @BANKJO1_23468 
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 
009A: $3624 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3624 // integer values and handles 
0004: $3625 = 1 // integer values 
0002: jump @BANKJO1_23651 

:BANKJO1_23468
00D6: if or
0038:   $3627 == 0 // integer values 
0038:   $3627 == 2 // integer values 
004D: jump_if_false @BANKJO1_23563 
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 
009A: $3626 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3626 // integer values and handles 
0004: $3627 = 1 // integer values 
0002: jump @BANKJO1_23651 

:BANKJO1_23563
00D6: if or
0038:   $3629 == 0 // integer values 
0038:   $3629 == 2 // integer values 
004D: jump_if_false @BANKJO1_23651 
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 
009A: $3628 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 
0084: $3634 = $3628 // integer values and handles 
0004: $3629 = 1 // integer values 

:BANKJO1_23651
00D6: if 
8118:   not actor $3634 dead 
004D: jump_if_false @BANKJO1_23738 
00D6: if 
8038:   not  $3634 == -1 // integer values 
004D: jump_if_false @BANKJO1_23738 
0243: set_actor $3634 ped_stats_to 16 
0173: set_actor $3634 z_angle_to 180.0 
0239: actor $3634 run_to 381.53 -490.91 
0008: $3632 += 1 // integer values 
0008: $3631 += 1 // integer values 
0004: $3633 = 1 // integer values 

:BANKJO1_23738
0051: return 

:BANKJO1_23740
00D6: if 
0038:   $3633 == 1 // integer values 
004D: jump_if_false @BANKJO1_23882 
00D6: if 
8118:   not actor $3634 dead 
004D: jump_if_false @BANKJO1_23875 
00D6: if 
00FF:   actor $3634 0 381.53 -490.91 11.35 radius 1.0 1.0 2.0 
004D: jump_if_false @BANKJO1_23868 
01B2: give_actor $3634 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3634 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3634 kill_player $PLAYER_CHAR 
0004: $3633 = 2 // integer values 

:BANKJO1_23868
0002: jump @BANKJO1_23882 

:BANKJO1_23875
0004: $3633 = 2 // integer values 

:BANKJO1_23882
0051: return 

:BANKJO1_23884
00D6: if 
0038:   $3615 == 1 // integer values 
004D: jump_if_false @BANKJO1_23991 
00D6: if 
0118:   actor $3614 dead 
004D: jump_if_false @BANKJO1_23944 
034F: destroy_actor_with_fade $3614 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3615 = 2 // integer values 
0002: jump @BANKJO1_23991 

:BANKJO1_23944
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_23991 
009E: set_actor $3614 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3614 kill_player $PLAYER_CHAR 

:BANKJO1_23991
00D6: if 
0038:   $3617 == 1 // integer values 
004D: jump_if_false @BANKJO1_24098 
00D6: if 
0118:   actor $3616 dead 
004D: jump_if_false @BANKJO1_24051 
034F: destroy_actor_with_fade $3616 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3617 = 2 // integer values 
0002: jump @BANKJO1_24098 

:BANKJO1_24051
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24098 
009E: set_actor $3616 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3616 kill_player $PLAYER_CHAR 

:BANKJO1_24098
00D6: if 
0038:   $3619 == 1 // integer values 
004D: jump_if_false @BANKJO1_24205 
00D6: if 
0118:   actor $3618 dead 
004D: jump_if_false @BANKJO1_24158 
034F: destroy_actor_with_fade $3618 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3619 = 2 // integer values 
0002: jump @BANKJO1_24205 

:BANKJO1_24158
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24205 
009E: set_actor $3618 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3618 kill_player $PLAYER_CHAR 

:BANKJO1_24205
00D6: if 
0038:   $3621 == 1 // integer values 
004D: jump_if_false @BANKJO1_24312 
00D6: if 
0118:   actor $3620 dead 
004D: jump_if_false @BANKJO1_24265 
034F: destroy_actor_with_fade $3620 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3621 = 2 // integer values 
0002: jump @BANKJO1_24312 

:BANKJO1_24265
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24312 
009E: set_actor $3620 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3620 kill_player $PLAYER_CHAR 

:BANKJO1_24312
00D6: if 
0038:   $3623 == 1 // integer values 
004D: jump_if_false @BANKJO1_24419 
00D6: if 
0118:   actor $3622 dead 
004D: jump_if_false @BANKJO1_24372 
034F: destroy_actor_with_fade $3622 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3623 = 2 // integer values 
0002: jump @BANKJO1_24419 

:BANKJO1_24372
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24419 
009E: set_actor $3622 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3622 kill_player $PLAYER_CHAR 

:BANKJO1_24419
00D6: if 
0038:   $3625 == 1 // integer values 
004D: jump_if_false @BANKJO1_24526 
00D6: if 
0118:   actor $3624 dead 
004D: jump_if_false @BANKJO1_24479 
034F: destroy_actor_with_fade $3624 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3625 = 2 // integer values 
0002: jump @BANKJO1_24526 

:BANKJO1_24479
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24526 
009E: set_actor $3624 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3624 kill_player $PLAYER_CHAR 

:BANKJO1_24526
00D6: if 
0038:   $3627 == 1 // integer values 
004D: jump_if_false @BANKJO1_24633 
00D6: if 
0118:   actor $3626 dead 
004D: jump_if_false @BANKJO1_24586 
034F: destroy_actor_with_fade $3626 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3627 = 2 // integer values 
0002: jump @BANKJO1_24633 

:BANKJO1_24586
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24633 
009E: set_actor $3626 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3626 kill_player $PLAYER_CHAR 

:BANKJO1_24633
00D6: if 
0038:   $3629 == 1 // integer values 
004D: jump_if_false @BANKJO1_24740 
00D6: if 
0118:   actor $3628 dead 
004D: jump_if_false @BANKJO1_24693 
034F: destroy_actor_with_fade $3628 // The actor fades away like a ghost 
000C: $3632 -= 1 // integer values 
0004: $3629 = 2 // integer values 
0002: jump @BANKJO1_24740 

:BANKJO1_24693
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24740 
009E: set_actor $3628 path $3600 $3601 $3602 unknown 0.5 1 
01CA: actor $3628 kill_player $PLAYER_CHAR 

:BANKJO1_24740
00D6: if 
0038:   $3658 == 2 // integer values 
004D: jump_if_false @BANKJO1_24765 
0004: $3658 = 0 // integer values 

:BANKJO1_24765
0051: return 

:BANKJO1_24767
00D6: if 
0038:   $3609 == 0 // integer values 
004D: jump_if_false @BANKJO1_25570 
03BD: destroy_sphere $3636 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
015F: set_camera_position 399.925 -485.48 14.542 0.0 rotation 0.0 0.0 
0160: point_camera 400.831 -485.674 14.162 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to 409.56 -484.36 
0006: 16@ = 0 // integer values 

:BANKJO1_24896
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 
004D: jump_if_false @BANKJO1_25079 
0001: wait 0 ms 
00D6: if 
0038:   $3635 == 0 // integer values 
004D: jump_if_false @BANKJO1_24979 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_24979 
0004: $3635 = 1 // integer values 

:BANKJO1_24979
00D6: if 
0019:   16@ > 8000 // integer values 
004D: jump_if_false @BANKJO1_25072 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 
004D: jump_if_false @BANKJO1_25072 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO1_25072 
00A1: put_actor $PLAYER_ACTOR at 409.56 -484.36 11.35 

:BANKJO1_25072
0002: jump @BANKJO1_24896 

:BANKJO1_25079
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO1_25131 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO1_25131 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO1_25131
0211: actor $PLAYER_ACTOR walk_to 407.77 -487.13 
0006: 16@ = 0 // integer values 

:BANKJO1_25153
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_25336 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 8000 // integer values 
004D: jump_if_false @BANKJO1_25288 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_25288 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO1_25288 
00A1: put_actor $PLAYER_ACTOR at 407.77 -487.13 11.35 

:BANKJO1_25288
00D6: if 
0038:   $3635 == 0 // integer values 
004D: jump_if_false @BANKJO1_25329 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_25329 
0004: $3635 = 1 // integer values 

:BANKJO1_25329
0002: jump @BANKJO1_25153 

:BANKJO1_25336
0211: actor $PLAYER_ACTOR walk_to 406.16 -487.14 

:BANKJO1_25351
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_25534 
0001: wait 0 ms 
00D6: if 
0038:   $3635 == 0 // integer values 
004D: jump_if_false @BANKJO1_25434 
00D6: if 
0118:   actor $3510 dead 
004D: jump_if_false @BANKJO1_25434 
0004: $3635 = 1 // integer values 

:BANKJO1_25434
00D6: if 
0019:   16@ > 8000 // integer values 
004D: jump_if_false @BANKJO1_25527 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 
004D: jump_if_false @BANKJO1_25527 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO1_25527 
00A1: put_actor $PLAYER_ACTOR at 406.16 -487.14 11.35 

:BANKJO1_25527
0002: jump @BANKJO1_25351 

:BANKJO1_25534
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
0004: $3609 = 1 // integer values 

:BANKJO1_25570
0051: return 

:BANKJO1_25572
00D6: if 
0038:   $3598 == 0 // integer values 
004D: jump_if_false @BANKJO1_25942 
00D6: if 
0038:   $3609 == 0 // integer values 
004D: jump_if_false @BANKJO1_25942 
00D6: if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 8.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
004D: jump_if_false @BANKJO1_25686 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO1_25686 
0004: $3598 = 1 // integer values 

:BANKJO1_25686
00D6: if 
02B3:   player $PLAYER_CHAR in_cube 390.82 -471.0 10.0 385.0 -468.27 15.0 radius 10.0 sphere 0 
004D: jump_if_false @BANKJO1_25764 
00D6: if 
0038:   $3652 == 0 // integer values 
004D: jump_if_false @BANKJO1_25764 
0004: $3652 = 1 // integer values 

:BANKJO1_25764
00D6: if 
0038:   $3652 == 1 // integer values 
004D: jump_if_false @BANKJO1_25801 
03CF: load_wav 'BJM1_5' as 2 
0004: $3652 = 2 // integer values 

:BANKJO1_25801
00D6: if 
0038:   $3652 == 2 // integer values 
004D: jump_if_false @BANKJO1_25841 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO1_25841 
0004: $3652 = 3 // integer values 

:BANKJO1_25841
00D6: if 
0038:   $3652 == 3 // integer values 
004D: jump_if_false @BANKJO1_25885 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_5' 5000 ms 1  // Only authorized personnel beyond this point!
0004: $3652 = 4 // integer values 

:BANKJO1_25885
00D6: if 
0038:   $3652 == 4 // integer values 
004D: jump_if_false @BANKJO1_25942 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO1_25942 
03D5: remove_text 'BJM1_5'  // Only authorized personnel beyond this point!
0004: $3598 = 1 // integer values 
0004: $3652 = 5 // integer values 

:BANKJO1_25942
0051: return 

:BANKJO1_25944
01C2: remove_references_to_actor $3517 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3528 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3539 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3550 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3561 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3565 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3576 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3581 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3585 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3589 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3593 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3614 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3616 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3618 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3620 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3622 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3624 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3626 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3628 // Like turning an actor into a random pedestrian 
0004: $3671 = 2 // integer values 
0051: return 

//-------------Mission 22---------------
// Originally: The Shootist

:BANKJO2
03A4: name_thread 'BANKJO2' 
0050: gosub @BANKJO2_67 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BANKJO2_37 
0050: gosub @BANKJO2_27097 

:BANKJO2_37
0050: gosub @BANKJO2_27209 
004E: end_thread 
0004: $3970 = 0 // integer values 
0004: $3971 = 0 // integer values 
0004: $3972 = 0 // integer values 

:BANKJO2_67
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $986 = 0 // integer values 
0004: $3677 = 121000 // integer values 
0004: $3674 = 0 // integer values 
0004: $3676 = 0 // integer values 
0004: $3680 = 0 // integer values 
0004: $3681 = 0 // integer values 
0004: $3682 = 0 // integer values 
0004: $3683 = 0 // integer values 
0004: $3684 = 0 // integer values 
0004: $3685 = 0 // integer values 
0004: $3687 = 0 // integer values 
0004: $3688 = 0 // integer values 
0004: $3689 = 0 // integer values 
0004: $3690 = 0 // integer values 
0004: $3691 = 0 // integer values 
0004: $3692 = 0 // integer values 
0005: $3699 = 0.0 // floating-point values 
0005: $3700 = 0.0 // floating-point values 
0005: $3701 = 0.0 // floating-point values 
0004: $3686 = 0 // integer values 
0004: $3762 = 0 // integer values 
0004: $3763 = 0 // integer values 
0005: $3699 = -673.29 // floating-point values 
0005: $3700 = 1238.52 // floating-point values 
0005: $3701 = 11.5 // floating-point values 
0004: $3707 = 0 // integer values 
0004: $3708 = 0 // integer values 
0004: $3709 = 0 // integer values 
0004: $3710 = 0 // integer values 
0004: $3711 = 0 // integer values 
0004: $3712 = 0 // integer values 
0005: $3719 = 0.0 // floating-point values 
0005: $3720 = 0.0 // floating-point values 
0005: $3721 = 0.0 // floating-point values 
0004: $3706 = 0 // integer values 
0005: $3722 = 0.0 // floating-point values 
0005: $3723 = 0.0 // floating-point values 
0005: $3724 = 0.0 // floating-point values 
0004: $3725 = 0 // integer values 
0005: $3719 = -676.11 // floating-point values 
0005: $3720 = 1227.0 // floating-point values 
0005: $3721 = 11.5 // floating-point values 
0004: $3727 = 0 // integer values 
0004: $3728 = 0 // integer values 
0004: $3729 = 0 // integer values 
0004: $3730 = 0 // integer values 
0004: $3731 = 0 // integer values 
0004: $3732 = 0 // integer values 
0005: $3739 = 0.0 // floating-point values 
0005: $3740 = 0.0 // floating-point values 
0005: $3741 = 0.0 // floating-point values 
0004: $3726 = 0 // integer values 
0005: $3742 = 0.0 // floating-point values 
0005: $3743 = 0.0 // floating-point values 
0005: $3744 = 0.0 // floating-point values 
0004: $3745 = 0 // integer values 
0005: $3739 = -679.04 // floating-point values 
0005: $3740 = 1238.52 // floating-point values 
0005: $3741 = 11.5 // floating-point values 
0004: $3746 = 0 // integer values 
0004: $3747 = 0 // integer values 
0004: $3835 = 0 // integer values 
0004: $3749 = 0 // integer values 
0005: $3750 = 0.0 // floating-point values 
0005: $3751 = 0.0 // floating-point values 
0005: $3752 = 0.0 // floating-point values 
0005: $3753 = 0.0 // floating-point values 
0004: $3755 = 0 // integer values 
0004: $3756 = 0 // integer values 
0005: $3757 = 0.0 // floating-point values 
0005: $3758 = 0.0 // floating-point values 
0005: $3759 = 0.0 // floating-point values 
0004: $3760 = 0 // integer values 
0004: $3761 = 0 // integer values 
0005: $3764 = 0.0 // floating-point values 
0005: $3765 = 0.0 // floating-point values 
0005: $3766 = 0.0 // floating-point values 
0005: $3767 = 0.0 // floating-point values 
0004: $3769 = 0 // integer values 
0004: $3770 = 0 // integer values 
0005: $3771 = 0.0 // floating-point values 
0005: $3772 = 0.0 // floating-point values 
0005: $3773 = 0.0 // floating-point values 
0004: $3774 = 0 // integer values 
0004: $3775 = 0 // integer values 
0005: $3778 = 0.0 // floating-point values 
0005: $3779 = 0.0 // floating-point values 
0005: $3780 = 0.0 // floating-point values 
0005: $3781 = 0.0 // floating-point values 
0004: $3783 = 0 // integer values 
0004: $3784 = 0 // integer values 
0005: $3785 = 0.0 // floating-point values 
0005: $3786 = 0.0 // floating-point values 
0005: $3787 = 0.0 // floating-point values 
0004: $3788 = 0 // integer values 
0004: $3789 = 0 // integer values 
0005: $3792 = 0.0 // floating-point values 
0005: $3793 = 0.0 // floating-point values 
0005: $3794 = 0.0 // floating-point values 
0005: $3795 = 0.0 // floating-point values 
0004: $3797 = 0 // integer values 
0004: $3798 = 0 // integer values 
0005: $3799 = 0.0 // floating-point values 
0005: $3800 = 0.0 // floating-point values 
0005: $3801 = 0.0 // floating-point values 
0004: $3802 = 0 // integer values 
0004: $3803 = 0 // integer values 
0005: $3806 = 0.0 // floating-point values 
0005: $3807 = 0.0 // floating-point values 
0005: $3808 = 0.0 // floating-point values 
0005: $3809 = 0.0 // floating-point values 
0004: $3811 = 0 // integer values 
0004: $3812 = 0 // integer values 
0005: $3813 = 0.0 // floating-point values 
0005: $3814 = 0.0 // floating-point values 
0005: $3815 = 0.0 // floating-point values 
0004: $3816 = 0 // integer values 
0004: $3817 = 0 // integer values 
0005: $3820 = 0.0 // floating-point values 
0005: $3821 = 0.0 // floating-point values 
0005: $3822 = 0.0 // floating-point values 
0005: $3823 = 0.0 // floating-point values 
0004: $3825 = 0 // integer values 
0004: $3826 = 0 // integer values 
0005: $3827 = 0.0 // floating-point values 
0005: $3828 = 0.0 // floating-point values 
0005: $3829 = 0.0 // floating-point values 
0004: $3830 = 0 // integer values 
0004: $3831 = 0 // integer values 
0004: $3834 = 0 // integer values 
0004: $3838 = 0 // integer values 
0004: $3839 = 0 // integer values 
0005: $3844 = -674.16 // floating-point values 
0005: $3845 = 1288.23 // floating-point values 
0005: $3846 = 9.81 // floating-point values 
0005: $3840 = 0.0 // floating-point values 
0005: $3841 = 0.0 // floating-point values 
0005: $3842 = 0.0 // floating-point values 
0004: $3843 = 0 // integer values 
0004: $3848 = 0 // integer values 
0004: $3849 = 0 // integer values 
0005: $3854 = -673.46 // floating-point values 
0005: $3855 = 1279.29 // floating-point values 
0005: $3856 = 9.81 // floating-point values 
0005: $3850 = 0.0 // floating-point values 
0005: $3851 = 0.0 // floating-point values 
0005: $3852 = 0.0 // floating-point values 
0004: $3853 = 0 // integer values 
0004: $3858 = 0 // integer values 
0004: $3859 = 0 // integer values 
0005: $3864 = -683.23 // floating-point values 
0005: $3865 = 1281.5 // floating-point values 
0005: $3866 = 9.81 // floating-point values 
0005: $3860 = 0.0 // floating-point values 
0005: $3861 = 0.0 // floating-point values 
0005: $3862 = 0.0 // floating-point values 
0004: $3863 = 0 // integer values 
0004: $3868 = 0 // integer values 
0004: $3869 = 0 // integer values 
0005: $3874 = -683.73 // floating-point values 
0005: $3875 = 1289.19 // floating-point values 
0005: $3876 = 9.81 // floating-point values 
0005: $3870 = 0.0 // floating-point values 
0005: $3871 = 0.0 // floating-point values 
0005: $3872 = 0.0 // floating-point values 
0004: $3873 = 0 // integer values 
0004: $3878 = 0 // integer values 
0004: $3879 = 0 // integer values 
0005: $3884 = -678.21 // floating-point values 
0005: $3885 = 1293.04 // floating-point values 
0005: $3886 = 8.0 // floating-point values 
0005: $3880 = 0.0 // floating-point values 
0005: $3881 = 0.0 // floating-point values 
0005: $3882 = 0.0 // floating-point values 
0004: $3883 = 0 // integer values 
0004: $3888 = 0 // integer values 
0004: $3889 = 0 // integer values 
0005: $3894 = -682.67 // floating-point values 
0005: $3895 = 1279.42 // floating-point values 
0005: $3896 = 13.0 // floating-point values 
0005: $3890 = 0.0 // floating-point values 
0005: $3891 = 0.0 // floating-point values 
0005: $3892 = 0.0 // floating-point values 
0004: $3893 = 0 // integer values 
0004: $3898 = 0 // integer values 
0004: $3899 = 0 // integer values 
0005: $3904 = -673.1 // floating-point values 
0005: $3905 = 1277.8 // floating-point values 
0005: $3906 = 13.0 // floating-point values 
0005: $3900 = 0.0 // floating-point values 
0005: $3901 = 0.0 // floating-point values 
0005: $3902 = 0.0 // floating-point values 
0004: $3903 = 0 // integer values 
0004: $3705 = 0 // integer values 
0005: $3750 = -683.07 // floating-point values 
0005: $3751 = 1269.74 // floating-point values 
0005: $3752 = 9.81 // floating-point values 
0005: $3753 = 90.0 // floating-point values 
0005: $3764 = -683.11 // floating-point values 
0005: $3765 = 1272.55 // floating-point values 
0005: $3766 = 9.81 // floating-point values 
0005: $3767 = 90.0 // floating-point values 
0005: $3778 = -683.23 // floating-point values 
0005: $3779 = 1275.01 // floating-point values 
0005: $3780 = 9.81 // floating-point values 
0005: $3781 = 90.0 // floating-point values 
0005: $3792 = -683.64 // floating-point values 
0005: $3793 = 1278.1 // floating-point values 
0005: $3794 = 12.56 // floating-point values 
0005: $3795 = 90.0 // floating-point values 
0005: $3806 = -683.54 // floating-point values 
0005: $3807 = 1275.25 // floating-point values 
0005: $3808 = 12.62 // floating-point values 
0005: $3809 = 90.0 // floating-point values 
0005: $3820 = -683.54 // floating-point values 
0005: $3821 = 1272.39 // floating-point values 
0005: $3822 = 12.62 // floating-point values 
0005: $3823 = 90.0 // floating-point values 
0004: $3911 = 0 // integer values 
0004: $3912 = 0 // integer values 
0004: $3913 = 0 // integer values 
0004: $3914 = 0 // integer values 
0004: $3915 = 0 // integer values 
0004: $3916 = 0 // integer values 
0004: $3917 = 0 // integer values 
0004: $3918 = 61000 // integer values 
0004: $3919 = 61000 // integer values 
0004: $3920 = 0 // integer values 
0004: $3921 = 0 // integer values 
0004: $3922 = 0 // integer values 
0004: $3923 = 0 // integer values 
0004: $3924 = 0 // integer values 
0004: $3925 = 0 // integer values 
0004: $3926 = 0 // integer values 
0004: $3927 = 0 // integer values 
0004: $3928 = 0 // integer values 
0004: $3929 = 0 // integer values 
0004: $3930 = 0 // integer values 
0004: $3931 = 0 // integer values 
0004: $3932 = 0 // integer values 
0004: $3933 = 0 // integer values 
0004: $3934 = 0 // integer values 
0004: $3935 = 0 // integer values 
0004: $3936 = 0 // integer values 
0004: $3937 = 0 // integer values 
0004: $3938 = 0 // integer values 
0004: $3939 = 0 // integer values 
0004: $3940 = 0 // integer values 
0004: $3941 = 0 // integer values 
0004: $3942 = 0 // integer values 
0004: $3943 = 0 // integer values 
0004: $3947 = 0 // integer values 
0004: $3948 = 0 // integer values 
0004: $3949 = 0 // integer values 
0004: $3950 = 0 // integer values 
0004: $3951 = 0 // integer values 
0004: $3952 = 0 // integer values 
0004: $3953 = 0 // integer values 
0004: $3954 = 0 // integer values 
0004: $3955 = 0 // integer values 
0004: $3957 = 0 // integer values 
0004: $3958 = 0 // integer values 
0004: $3959 = 0 // integer values 
0004: $3960 = 0 // integer values 
0004: $3961 = 0 // integer values 
0004: $3962 = 0 // integer values 
0004: $3963 = 0 // integer values 
0004: $3964 = 0 // integer values 
0004: $3965 = 0 // integer values 
0004: $3973 = 0 // integer values 
0004: $3974 = 0 // integer values 
0004: $3975 = 0 // integer values 
0004: $3976 = 0 // integer values 
0004: $3977 = 0 // integer values 
0004: $3979 = 0 // integer values 
0004: $3980 = 0 // integer values 
0004: $3981 = 0 // integer values 
0004: $3982 = 0 // integer values 
0004: $3983 = 0 // integer values 
0004: $3984 = 0 // integer values 
0004: $3985 = 0 // integer values 
0004: $3986 = 0 // integer values 
0004: $3987 = 0 // integer values 
0004: $3988 = 60 // integer values 
0004: $3989 = 0 // integer values 
0004: $3968 = 0 // integer values 
0004: $3969 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BANKJ2' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSCAMJ' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
04BB: select_interiour 17 // select render area 
03CB: set_camera 481.03 -64.21 8.98 
038B: load_requested_models 

:BANKJO2_2611
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BANKJO2_2655 
0001: wait 0 ms 
0002: jump @BANKJO2_2611 

:BANKJO2_2655
02E4: load_cutscene_data 'BANK_2A' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $188 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $188 'CSCAMJ' 
02E5: $189 = create_cutscene_object #CUTOBJ01 
04BC:  'GCFAN' 
02E6: set_cutscene_anim $189 'GCFAN' 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO2_2877
00D6: if 
001A:   4027 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_2912 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_2877 

:BANKJO2_2912
00BC: text_highpriority 'BJM2_A' 10000 ms 1  // We need a stick up man. You know one?

:BANKJO2_2927
00D6: if 
001A:   6132 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_2962 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_2927 

:BANKJO2_2962
00BC: text_highpriority 'BJM2_B' 10000 ms 1  // Hey, Tommy, Tommy, Tommy, this stuff keeps you sharp, man.

:BANKJO2_2977
00D6: if 
001A:   8289 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3012 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_2977 

:BANKJO2_3012
00BC: text_highpriority 'BJM2_C' 10000 ms 1  // WoooOOOooo!

:BANKJO2_3027
00D6: if 
001A:   9182 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3062 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3027 

:BANKJO2_3062
00BC: text_highpriority 'BJM2_D' 10000 ms 1  // I could be your stick up man! Stick 'em up! Stick 'em up!

:BANKJO2_3077
00D6: if 
001A:   11691 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3112 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3077 

:BANKJO2_3112
00BC: text_highpriority 'BJM2_E' 10000 ms 1  // You ain't a stick up man, you're an idiot.

:BANKJO2_3127
00D6: if 
001A:   13719 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3162 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3127 

:BANKJO2_3162
00BC: text_highpriority 'BJM2_F' 10000 ms 1  // Now get yourself a drink and shut up.

:BANKJO2_3177
00D6: if 
001A:   16291 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3212 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3177 

:BANKJO2_3212
00BC: text_highpriority 'BJM2_G' 10000 ms 1  // Hey, get outta my way! Yeh yeh yeh - ow ow ow!

:BANKJO2_3227
00D6: if 
001A:   18784 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3262 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3227 

:BANKJO2_3262
00BC: text_highpriority 'BJM2_N' 10000 ms 1  // Relax

:BANKJO2_3277
00D6: if 
001A:   19689 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3312 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3277 

:BANKJO2_3312
00BC: text_highpriority 'BJM2_H' 10000 ms 1  // Cam, what do you think?

:BANKJO2_3327
00D6: if 
001A:   21204 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3362 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3327 

:BANKJO2_3362
00BC: text_highpriority 'BJM2_I' 10000 ms 1  // Well, the best shooter in this town is a guy named Cassidy.

:BANKJO2_3377
00D6: if 
001A:   23822 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3412 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3377 

:BANKJO2_3412
00BC: text_highpriority 'BJM2_J' 10000 ms 1  // Is that so?

:BANKJO2_3427
00D6: if 
001A:   24473 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3462 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3427 

:BANKJO2_3462
00BC: text_highpriority 'BJM2_K' 10000 ms 1  // Yeah. A military guy, or he thinks he is.

:BANKJO2_3477
00D6: if 
001A:   27111 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3512 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3477 

:BANKJO2_3512
00BC: text_highpriority 'BJM2_L' 10000 ms 1  // I doubt he was ever in the army, but he certainly knows how to get a hold of guns.

:BANKJO2_3527
00D6: if 
001A:   30697 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3562 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3527 

:BANKJO2_3562
00BC: text_highpriority 'BJM2_M' 10000 ms 1  // He'll be down at the shooting range.

:BANKJO2_3577
00D6: if 
001A:   32448 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3612 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3577 

:BANKJO2_3612
00BE: text_clear_all 

:BANKJO2_3614
00D6: if 
001A:   32758 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_3649 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_3614 

:BANKJO2_3649
016A: fade 0 2000 ms 
00BE: text_clear_all 

:BANKJO2_3658
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO2_3682 
0001: wait 0 ms 
0002: jump @BANKJO2_3658 

:BANKJO2_3682
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
01EB: set_traffic_density_multiplier_to 1.0 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04BB: select_interiour 0 // select render area 
03CB: set_camera 493.1 -82.4 9.8 
0004: $986 = 0 // integer values 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 2000 ms 
00BC: text_highpriority 'BJM2_1' 5000 ms 1  // ~g~Go to Ammu-Nation in Downtown and talk to Phil Cassidy.
018A: $3675 = create_checkpoint_at -667.85 1211.9 10.08 
03BC: $3966 = create_sphere -667.85 1211.9 10.08 1.5 
0004: $995 = 1 // integer values 

:BANKJO2_3865
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -667.8 1221.0 10.5 radius 1.5 1.5 3.0 
004D: jump_if_false @BANKJO2_3977 
0001: wait 0 ms 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -667.85 1211.9 10.08 radius 1.5 1.5 3.0 
004D: jump_if_false @BANKJO2_3970 
03BD: destroy_sphere $3966 

:BANKJO2_3970
0002: jump @BANKJO2_3865 

:BANKJO2_3977
03BD: destroy_sphere $3966 
0164: disable_marker $3675 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03AD: set_rubbish 0 
03AF: set_streaming 0 

:BANKJO2_4002
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO2_4026 
0001: wait 0 ms 
0002: jump @BANKJO2_4002 

:BANKJO2_4026
01BD: $29 = current_time_in_ms 
0004: $30 = 0 // integer values 

:BANKJO2_4038
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001A:   5000 > $30 // integer values 
004D: jump_if_false @BANKJO2_4094 
0001: wait 0 ms 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // integer values and handles 
0060: $30 -= $29 // integer values 
0002: jump @BANKJO2_4038 

:BANKJO2_4094
03EF: player $PLAYER_CHAR make_safe 
0522:  
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
023C: load_special_actor 3 'SHOOTRA' 
023C: load_special_actor 4 'SHOOTRB' 
02F3: load_object #CUTOBJ01 'DEAGL' 
02F3: load_object #CUTOBJ02 'CPYTH' 
03CB: set_camera -661.91 1231.87 10.08 
038B: load_requested_models 

:BANKJO2_4198
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BANKJO2_4246 
0001: wait 0 ms 
0002: jump @BANKJO2_4198 

:BANKJO2_4246
02E4: load_cutscene_data 'BANK_2B' 
0244: set_cutscene_pos -666.305 1225.687 10.031 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $137 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $182 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $182 'SHOOTRA' 
02E5: $183 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $183 'SHOOTRB' 
02E5: $184 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $184 'DEAGL01' 
02E5: $185 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $185 'DEAGL02' 
02E5: $133 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $133 'CPYTH01' 
02E5: $134 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $134 'CPYTH02' 
0395: clear_area 1 at -666.46 1231.72 range 10.07 1.0 
0055: put_player $PLAYER_CHAR at -666.46 1231.72 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 84.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO2_4520
00D6: if 
001A:   333 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_4555 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4520 

:BANKJO2_4555
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_4600 
058A: create_gun_flash_from -667.67 1227.545 11.559 to -667.921 1227.529 11.568 

:BANKJO2_4600
00D6: if 
001A:   3433 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_4635 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4600 

:BANKJO2_4635
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_4680 
058A: create_gun_flash_from -667.682 1229.793 11.764 to -667.921 1229.807 11.769 

:BANKJO2_4680
00D6: if 
001A:   11500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_4715 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4680 

:BANKJO2_4715
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_4760 
058A: create_gun_flash_from -667.742 1233.778 11.661 to -667.96 1233.741 11.668 

:BANKJO2_4760
00D6: if 
001A:   12256 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_4795 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4760 

:BANKJO2_4795
00BC: text_highpriority 'BJM2_2A' 10000 ms 1  // You Phil Cassidy?

:BANKJO2_4810
00D6: if 
001A:   13731 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_4845 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4810 

:BANKJO2_4845
00BC: text_highpriority 'BJM2_2B' 10000 ms 1  // Why?

:BANKJO2_4860
00D6: if 
001A:   14800 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_4895 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4860 

:BANKJO2_4895
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_4940 
058A: create_gun_flash_from -667.788 1264.023 11.613 to -667.96 1234.055 11.611 

:BANKJO2_4940
00D6: if 
001A:   15378 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_4975 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4940 

:BANKJO2_4975
00BC: text_highpriority 'BJM2_2C' 10000 ms 1  // I'm looking for a man who can handle a gun. From this setup, I'm not too convinced.

:BANKJO2_4990
00D6: if 
001A:   17100 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5025 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_4990 

:BANKJO2_5025
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5070 
058A: create_gun_flash_from -667.763 1233.782 11.634 to -667.977 1233.746 11.665 

:BANKJO2_5070
00D6: if 
001A:   19500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5105 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5070 

:BANKJO2_5105
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5150 
058A: create_gun_flash_from -667.79 1233.966 11.617 to -667.992 1234.007 11.6 

:BANKJO2_5150
00D6: if 
001A:   20669 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5185 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5150 

:BANKJO2_5185
00BC: text_highpriority 'BJM2_2D' 10000 ms 1  // Son, I could shoot a fly off your head at 80 feet.

:BANKJO2_5200
00D6: if 
001A:   24067 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5235 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5200 

:BANKJO2_5235
00BC: text_highpriority 'BJM2_2E' 10000 ms 1  // Oh really?

:BANKJO2_5250
00D6: if 
001A:   24900 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5285 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5250 

:BANKJO2_5285
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5330 
058A: create_gun_flash_from -667.723 1233.882 11.51 to -667.925 1233.924 11.507 

:BANKJO2_5330
00D6: if 
001A:   25633 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5365 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5330 

:BANKJO2_5365
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5410 
058A: create_gun_flash_from -667.621 1233.834 11.589 to -667.807 1233.785 11.676 

:BANKJO2_5410
00D6: if 
001A:   25716 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5445 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5410 

:BANKJO2_5445
00BC: text_highpriority 'BJM2_2F' 10000 ms 1  // Yeah. I learnt in the army.

:BANKJO2_5460
00D6: if 
001A:   26500 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5495 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5460 

:BANKJO2_5495
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5540 
058A: create_gun_flash_from -667.651 1233.901 11.568 to -667.851 1233.951 11.575 

:BANKJO2_5540
00D6: if 
001A:   27333 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5575 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5540 

:BANKJO2_5575
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5620 
058A: create_gun_flash_from -667.597 1233.878 11.597 to -667.792 1233.853 11.688 

:BANKJO2_5620
00D6: if 
001A:   27997 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5655 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5620 

:BANKJO2_5655
00BC: text_highpriority 'BJM2_2G' 10000 ms 1  // Fly shooting real popular in the army? Glad I don't pay tax.

:BANKJO2_5670
00D6: if 
001A:   28333 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5705 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5670 

:BANKJO2_5705
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5750 
058A: create_gun_flash_from -667.668 1233.848 11.601 to -667.875 1233.869 11.598 

:BANKJO2_5750
00D6: if 
001A:   29266 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5785 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5750 

:BANKJO2_5785
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO2_5830 
058A: create_gun_flash_from -667.597 1233.892 11.522 to -667.802 1233.843 11.555 

:BANKJO2_5830
00D6: if 
001A:   31594 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5865 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5830 

:BANKJO2_5865
00BC: text_highpriority 'BJM2_2H' 10000 ms 1  // You tryin' to be funny kid?

:BANKJO2_5880
00D6: if 
001A:   34852 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5917 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5880 

:BANKJO2_5917
00BC: text_highpriority 'BJM2_2I' 10000 ms 1  // Ha ha ha ha ha!

:BANKJO2_5932
00D6: if 
001A:   37052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_5969 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5932 

:BANKJO2_5969
00BC: text_highpriority 'BJM2_2J' 10000 ms 1  // Let's shoot.

:BANKJO2_5984
00D6: if 
001A:   39168 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_6021 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_5984 

:BANKJO2_6021
00BE: text_clear_all 

:BANKJO2_6023
00D6: if 
001A:   41968 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO2_6060 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO2_6023 

:BANKJO2_6060
016A: fade 0 2000 ms 
00BE: text_clear_all 

:BANKJO2_6069
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO2_6093 
0001: wait 0 ms 
0002: jump @BANKJO2_6069 

:BANKJO2_6093
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
03CB: set_camera -663.95 1231.29 10.08 
0004: $995 = 0 // integer values 
04E3: unknown_player $PLAYER_CHAR 0 60000 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0247: request_model #MALE01 
0247: request_model #TAR_GUN1 
0247: request_model #TAR_GUN2 
0247: request_model #COLT45 
0247: request_model #TAR_FRAME 
0247: request_model #TAR_DOWNLEFT 
0247: request_model #TAR_DOWNRIGHT 
0247: request_model #TAR_TOP 
0247: request_model #TAR_UPLEFT 
0247: request_model #TAR_UPRIGHT 
0247: request_model #FAKETARGET 
023C: load_special_actor 5 'IGPHIL' 
03CF: load_wav 'BNK2_1' as 1 
03CF: load_wav 'BNK2_2' as 2 

:BANKJO2_6259
00D6: if or
8248:   not model #MALE01 available 
8248:   not model #COLT45 available 
8248:   not model #TAR_GUN1 available 
823D:   not special_actor 5 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @BANKJO2_6307 
0001: wait 0 ms 
0002: jump @BANKJO2_6259 

:BANKJO2_6307
00D6: if or
8248:   not model #TAR_FRAME available 
8248:   not model #TAR_DOWNLEFT available 
8248:   not model #TAR_DOWNRIGHT available 
8248:   not model #TAR_TOP available 
8248:   not model #TAR_UPLEFT available 
8248:   not model #TAR_UPRIGHT available 
004D: jump_if_false @BANKJO2_6359 
0001: wait 0 ms 
0002: jump @BANKJO2_6307 

:BANKJO2_6359
00D6: if or
8248:   not model #FAKETARGET available 
8248:   not model #TAR_GUN2 available 
004D: jump_if_false @BANKJO2_6390 
0001: wait 0 ms 
0002: jump @BANKJO2_6359 

:BANKJO2_6390
009A: $3908 = create_actor_pedtype 4 model #SPECIAL05 at -665.99 1234.17 10.08 
01ED: clear_actor $3908 threat_search 
01B2: give_actor $3908 weapon 17 ammo 1 // Load the weapon model before using this 
0173: set_actor $3908 z_angle_to 90.0 
009A: $3909 = create_actor_pedtype 4 model #MALE01 at -666.29 1229.32 10.08 
01ED: clear_actor $3909 threat_search 
01B2: give_actor $3909 weapon 17 ammo 1 // Load the weapon model before using this 
0173: set_actor $3909 z_angle_to 90.0 
029B: $3944 = init_object #FAKETARGET at -668.42 1231.65 10.08 
01C7: remove_object_from_mission_cleanup_list $3944 
0177: set_object $3944 z_angle_to 90.0 
029B: $3945 = init_object #FAKETARGET at -664.73 1269.09 9.81 
01C7: remove_object_from_mission_cleanup_list $3945 
0177: set_object $3945 z_angle_to 90.0 
029B: $3946 = init_object #FAKETARGET at -677.75 1272.03 9.81 
01C7: remove_object_from_mission_cleanup_list $3946 
0177: set_object $3946 z_angle_to 0.0 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $3938 ammo $3939 model $3940 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3944 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50000 
0004: $3911 = 100 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 2000 ms 

:BANKJO2_6695
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO2_6865 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_6750 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_6750
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_6788 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_6788
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_6858 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_6858
0002: jump @BANKJO2_6695 

:BANKJO2_6865
00BC: text_highpriority 'BJM2_19' 8000 ms 1  // ~g~Hit as many targets as you can in the time limit!
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_6928 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_6928 
0002: jump @BANKJO2_8642 

:BANKJO2_6928
0006: 16@ = 0 // integer values 

:BANKJO2_6935
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_7159 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_7006 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_7006 
0002: jump @BANKJO2_8642 

:BANKJO2_7006
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_7044 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7044
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_7082 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7082
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_7152 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_7152
0002: jump @BANKJO2_6935 

:BANKJO2_7159
00BC: text_highpriority 'BJM2_20' 8000 ms 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 // integer values 

:BANKJO2_7181
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_7405 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_7252 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_7252 
0002: jump @BANKJO2_8642 

:BANKJO2_7252
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_7290 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7290
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_7328 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7328
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_7398 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_7398
0002: jump @BANKJO2_7181 

:BANKJO2_7405
00BC: text_highpriority 'BJM2_24' 8000 ms 1  // ~g~The closest target is worth one point.
0006: 16@ = 0 // integer values 

:BANKJO2_7427
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_7651 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_7498 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_7498 
0002: jump @BANKJO2_8642 

:BANKJO2_7498
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_7536 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7536
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_7574 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7574
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_7644 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_7644
0002: jump @BANKJO2_7427 

:BANKJO2_7651
00BC: text_highpriority 'BJM2_25' 8000 ms 1  // ~g~The middle target is worth two points.
0006: 16@ = 0 // integer values 

:BANKJO2_7673
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_7897 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_7744 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_7744 
0002: jump @BANKJO2_8642 

:BANKJO2_7744
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_7782 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7782
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_7820 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_7820
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_7890 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_7890
0002: jump @BANKJO2_7673 

:BANKJO2_7897
00BC: text_highpriority 'BJM2_26' 8000 ms 1  // ~g~The far target is worth three points.
0006: 16@ = 0 // integer values 

:BANKJO2_7919
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_8143 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_7990 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_7990 
0002: jump @BANKJO2_8642 

:BANKJO2_7990
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_8028 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8028
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_8066 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8066
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_8136 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_8136
0002: jump @BANKJO2_7919 

:BANKJO2_8143
00BC: text_highpriority 'BJM2_2' 8000 ms 1  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
0006: 16@ = 0 // integer values 

:BANKJO2_8165
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_8389 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_8236 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_8236 
0002: jump @BANKJO2_8642 

:BANKJO2_8236
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_8274 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8274
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_8312 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8312
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_8382 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_8382
0002: jump @BANKJO2_8165 

:BANKJO2_8389
00BC: text_highpriority 'BJM2_23' 8000 ms 1  // ~g~If you leave the shooting range during the competition, you will fail the mission.
0006: 16@ = 0 // integer values 

:BANKJO2_8411
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_8635 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_8482 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_8482 
0002: jump @BANKJO2_8642 

:BANKJO2_8482
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_8520 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8520
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_8558 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8558
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_8628 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_8628
0002: jump @BANKJO2_8411 

:BANKJO2_8635
0004: $109 = 1 // integer values 

:BANKJO2_8642
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'BNK2_1' 5000 ms 1  // LIVE AMMUNITION
03D1: play_wav 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0004: $123 = 1 // integer values 

:BANKJO2_8689
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO2_8861 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_8746 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8746
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_8784 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8784
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_8854 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_8854
0002: jump @BANKJO2_8689 

:BANKJO2_8861
03D5: remove_text 'BNK2_1'  // LIVE AMMUNITION
03CF: load_wav 'BNK2_5' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' 5000 ms 1  // AIM 3-2-1 FIRE!

:BANKJO2_8902
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @BANKJO2_9078 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_8963 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_8963
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_9001 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_9001
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_9071 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_9071
0002: jump @BANKJO2_8902 

:BANKJO2_9078
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
03CF: load_wav 'BNK2_4' as 2 
0004: $3941 = 0 // integer values 
0004: $3942 = 1 // integer values 
014E: start_timer_at $3677 count_in_direction 1 
04F7: status_text $3988 0 line 2 'BJM2_18'  // SCORE TO BEAT:
04F7: status_text $3968 0 line 1 'BJM2_15'  // SCORE:
0006: 16@ = 0 // integer values 
018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 

:BANKJO2_9184
00D6: if 
0038:   $3676 == 0 // integer values 
004D: jump_if_false @BANKJO2_13344 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_9276 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_9276
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @BANKJO2_9300 
0004: $3676 = 1 // integer values 

:BANKJO2_9300
00D6: if 
0038:   $3941 == 0 // integer values 
004D: jump_if_false @BANKJO2_9340 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO2_9340 
0004: $3941 = 1 // integer values 

:BANKJO2_9340
00D6: if 
0038:   $3941 == 1 // integer values 
004D: jump_if_false @BANKJO2_9474 
00D6: if 
0038:   $3942 == 1 // integer values 
004D: jump_if_false @BANKJO2_9474 
00D6: if 
0029:   16@ >= 60000 // integer values 
004D: jump_if_false @BANKJO2_9474 
00D6: if 
0028:   $3674 >= 20 // integer values 
004D: jump_if_false @BANKJO2_9448 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_4' 5000 ms 1  // Hoooeee!
0004: $3941 = 2 // integer values 
0002: jump @BANKJO2_9474 

:BANKJO2_9448
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_5' 5000 ms 1  // Couldn't hit a barn door!
0004: $3942 = 2 // integer values 

:BANKJO2_9474
00D6: if 
0038:   $3941 == 2 // integer values 
004D: jump_if_false @BANKJO2_9532 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO2_9532 
03D5: remove_text 'BNK2_4'  // Hoooeee!
040D: unload_wav 1 
040D: unload_wav 2 
0004: $3941 = 3 // integer values 

:BANKJO2_9532
00D6: if 
0038:   $3942 == 2 // integer values 
004D: jump_if_false @BANKJO2_9590 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BANKJO2_9590 
03D5: remove_text 'BNK2_5'  // Couldn't hit a barn door!
040D: unload_wav 1 
040D: unload_wav 2 
0004: $3942 = 3 // integer values 

:BANKJO2_9590
00D6: if or
0038:   $3941 == 3 // integer values 
0038:   $3942 == 3 // integer values 
004D: jump_if_false @BANKJO2_9664 
00D6: if 
0038:   $3943 == 0 // integer values 
004D: jump_if_false @BANKJO2_9664 
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
0004: $3943 = 1 // integer values 

:BANKJO2_9664
00D6: if 
0038:   $3943 == 1 // integer values 
004D: jump_if_false @BANKJO2_9708 
00D6: if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO2_9708 
0004: $3943 = 2 // integer values 

:BANKJO2_9708
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_9746 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_9746
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_9784 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_9784
0110: clear_player $PLAYER_CHAR wanted_level 
0419: $3680 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if or
0038:   $3677 == 0 // integer values 
0038:   $3680 == 0 // integer values 
004D: jump_if_false @BANKJO2_9933 
00D6: if 
0038:   $3970 == 0 // integer values 
004D: jump_if_false @BANKJO2_9863 
0006: 16@ = 0 // integer values 
0004: $3970 = 1 // integer values 
0002: jump @BANKJO2_9933 

:BANKJO2_9863
00D6: if 
0019:   16@ > 200 // integer values 
004D: jump_if_false @BANKJO2_9933 
00D6: if 
0038:   $3943 == 2 // integer values 
004D: jump_if_false @BANKJO2_9926 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' 5000 ms 1  // AREA CLEAR!
0004: $3947 = 1 // integer values 

:BANKJO2_9926
0004: $3676 = 1 // integer values 

:BANKJO2_9933
01BD: $3978 = current_time_in_ms 
00D6: if 
0038:   $3979 == 0 // integer values 
004D: jump_if_false @BANKJO2_9976 
01BD: $3978 = current_time_in_ms 
0084: $3980 = $3978 // integer values and handles 
0004: $3979 = 1 // integer values 

:BANKJO2_9976
00D6: if 
0038:   $3979 == 1 // integer values 
004D: jump_if_false @BANKJO2_10010 
0084: $3981 = $3978 // integer values and handles 
0060: $3981 -= $3980 // integer values 

:BANKJO2_10010
00D6: if 
0028:   $3981 >= 2000 // integer values 
004D: jump_if_false @BANKJO2_10265 
00D6: if 
0038:   $3686 == 0 // integer values 
004D: jump_if_false @BANKJO2_10265 
0107: $3693 = create_object #TAR_FRAME at $3699 $3700 $3701 
0177: set_object $3693 z_angle_to 90.0 
0107: $3694 = create_object #TAR_DOWNLEFT at $3699 $3700 $3701 
0177: set_object $3694 z_angle_to 90.0 
0107: $3695 = create_object #TAR_DOWNRIGHT at $3699 $3700 $3701 
0177: set_object $3695 z_angle_to 90.0 
0107: $3696 = create_object #TAR_TOP at $3699 $3700 $3701 
0177: set_object $3696 z_angle_to 90.0 
0107: $3697 = create_object #TAR_UPLEFT at $3699 $3700 $3701 
0177: set_object $3697 z_angle_to 90.0 
0107: $3698 = create_object #TAR_UPRIGHT at $3699 $3700 $3701 
0177: set_object $3698 z_angle_to 90.0 
0004: $3687 = 0 // integer values 
0004: $3688 = 0 // integer values 
0004: $3689 = 0 // integer values 
0004: $3690 = 0 // integer values 
0004: $3691 = 0 // integer values 
0004: $3692 = 0 // integer values 
0004: $3705 = 0 // integer values 
0004: $3686 = 1 // integer values 

:BANKJO2_10265
00D6: if 
0038:   $3686 == 1 // integer values 
004D: jump_if_false @BANKJO2_10556 
00D6: if 
0038:   $3687 == 0 // integer values 
004D: jump_if_false @BANKJO2_10453 
00D6: if 
8366:   not object $3693 damaged 
004D: jump_if_false @BANKJO2_10331 
01BB: store_object $3693 position_to $3702 $3703 $3704 

:BANKJO2_10331
00D6: if 
0038:   $3705 == 0 // integer values 
004D: jump_if_false @BANKJO2_10401 
00D6: if 
0032:   1228.7 >= $3703 // floating-point values 
004D: jump_if_false @BANKJO2_10384 
0004: $3705 = 1 // integer values 
0002: jump @BANKJO2_10394 

:BANKJO2_10384
007E: $3703 -= frame_delta_time * 0.06 // floating-point values 

:BANKJO2_10394
0002: jump @BANKJO2_10446 

:BANKJO2_10401
00D6: if 
0030:   $3703 >= 1236.5 // floating-point values 
004D: jump_if_false @BANKJO2_10436 
0004: $3705 = 0 // integer values 
0002: jump @BANKJO2_10446 

:BANKJO2_10436
0078: $3703 += frame_delta_time * 0.06 // floating-point values 

:BANKJO2_10446
0002: jump @BANKJO2_10556 

:BANKJO2_10453
00D6: if 
8366:   not object $3693 damaged 
004D: jump_if_false @BANKJO2_10556 
01BB: store_object $3693 position_to $3702 $3703 $3704 
00D6: if 
0030:   $3703 >= 1239.0 // floating-point values 
004D: jump_if_false @BANKJO2_10546 
00D6: if 
8366:   not object $3693 damaged 
004D: jump_if_false @BANKJO2_10525 
0108: destroy_object $3693 

:BANKJO2_10525
0004: $3686 = 0 // integer values 
0004: $3979 = 0 // integer values 
0002: jump @BANKJO2_10556 

:BANKJO2_10546
0078: $3703 += frame_delta_time * 0.06 // floating-point values 

:BANKJO2_10556
00D6: if 
0038:   $3686 == 1 // integer values 
004D: jump_if_false @BANKJO2_11057 
01BC: put_object $3693 at $3702 $3703 $3704 
00D6: if 
0038:   $3687 == 0 // integer values 
004D: jump_if_false @BANKJO2_11057 
00D6: if and
0038:   $3688 == 1 // integer values 
0038:   $3689 == 1 // integer values 
0038:   $3690 == 1 // integer values 
0038:   $3691 == 1 // integer values 
0038:   $3692 == 1 // integer values 
004D: jump_if_false @BANKJO2_10687 
0008: $3989 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3968 += 1 // integer values 
0004: $3979 = 0 // integer values 
0004: $3687 = 1 // integer values 

:BANKJO2_10687
00D6: if 
0038:   $3688 == 0 // integer values 
004D: jump_if_false @BANKJO2_10761 
00D6: if 
0366:   object $3694 damaged 
004D: jump_if_false @BANKJO2_10747 
0108: destroy_object $3694 
0008: $3681 += 1 // integer values 
0004: $3688 = 1 // integer values 
0002: jump @BANKJO2_10761 

:BANKJO2_10747
01BC: put_object $3694 at $3702 $3703 $3704 

:BANKJO2_10761
00D6: if 
0038:   $3689 == 0 // integer values 
004D: jump_if_false @BANKJO2_10835 
00D6: if 
0366:   object $3695 damaged 
004D: jump_if_false @BANKJO2_10821 
0108: destroy_object $3695 
0008: $3681 += 1 // integer values 
0004: $3689 = 1 // integer values 
0002: jump @BANKJO2_10835 

:BANKJO2_10821
01BC: put_object $3695 at $3702 $3703 $3704 

:BANKJO2_10835
00D6: if 
0038:   $3690 == 0 // integer values 
004D: jump_if_false @BANKJO2_10909 
00D6: if 
0366:   object $3696 damaged 
004D: jump_if_false @BANKJO2_10895 
0108: destroy_object $3696 
0008: $3681 += 1 // integer values 
0004: $3690 = 1 // integer values 
0002: jump @BANKJO2_10909 

:BANKJO2_10895
01BC: put_object $3696 at $3702 $3703 $3704 

:BANKJO2_10909
00D6: if 
0038:   $3691 == 0 // integer values 
004D: jump_if_false @BANKJO2_10983 
00D6: if 
0366:   object $3697 damaged 
004D: jump_if_false @BANKJO2_10969 
0108: destroy_object $3697 
0008: $3681 += 1 // integer values 
0004: $3691 = 1 // integer values 
0002: jump @BANKJO2_10983 

:BANKJO2_10969
01BC: put_object $3697 at $3702 $3703 $3704 

:BANKJO2_10983
00D6: if 
0038:   $3692 == 0 // integer values 
004D: jump_if_false @BANKJO2_11057 
00D6: if 
0366:   object $3698 damaged 
004D: jump_if_false @BANKJO2_11043 
0108: destroy_object $3698 
0008: $3681 += 1 // integer values 
0004: $3692 = 1 // integer values 
0002: jump @BANKJO2_11057 

:BANKJO2_11043
01BC: put_object $3698 at $3702 $3703 $3704 

:BANKJO2_11057
00D6: if 
0038:   $3982 == 0 // integer values 
004D: jump_if_false @BANKJO2_11095 
01BD: $3978 = current_time_in_ms 
0084: $3983 = $3978 // integer values and handles 
0004: $3982 = 1 // integer values 

:BANKJO2_11095
00D6: if 
0038:   $3982 == 1 // integer values 
004D: jump_if_false @BANKJO2_11129 
0084: $3984 = $3978 // integer values and handles 
0060: $3984 -= $3983 // integer values 

:BANKJO2_11129
00D6: if 
0028:   $3984 >= 2000 // integer values 
004D: jump_if_false @BANKJO2_11384 
00D6: if 
0038:   $3706 == 0 // integer values 
004D: jump_if_false @BANKJO2_11384 
0107: $3713 = create_object #TAR_FRAME at $3719 $3720 $3721 
0177: set_object $3713 z_angle_to 90.0 
0107: $3714 = create_object #TAR_DOWNLEFT at $3719 $3720 $3721 
0177: set_object $3714 z_angle_to 90.0 
0107: $3715 = create_object #TAR_DOWNRIGHT at $3719 $3720 $3721 
0177: set_object $3715 z_angle_to 90.0 
0107: $3716 = create_object #TAR_TOP at $3719 $3720 $3721 
0177: set_object $3716 z_angle_to 90.0 
0107: $3717 = create_object #TAR_UPLEFT at $3719 $3720 $3721 
0177: set_object $3717 z_angle_to 90.0 
0107: $3718 = create_object #TAR_UPRIGHT at $3719 $3720 $3721 
0177: set_object $3718 z_angle_to 90.0 
0004: $3707 = 0 // integer values 
0004: $3708 = 0 // integer values 
0004: $3709 = 0 // integer values 
0004: $3710 = 0 // integer values 
0004: $3711 = 0 // integer values 
0004: $3712 = 0 // integer values 
0004: $3725 = 1 // integer values 
0004: $3706 = 1 // integer values 

:BANKJO2_11384
00D6: if 
0038:   $3706 == 1 // integer values 
004D: jump_if_false @BANKJO2_11675 
00D6: if 
0038:   $3707 == 0 // integer values 
004D: jump_if_false @BANKJO2_11572 
00D6: if 
8366:   not object $3713 damaged 
004D: jump_if_false @BANKJO2_11450 
01BB: store_object $3713 position_to $3722 $3723 $3724 

:BANKJO2_11450
00D6: if 
0038:   $3725 == 0 // integer values 
004D: jump_if_false @BANKJO2_11520 
00D6: if 
0032:   1228.7 >= $3723 // floating-point values 
004D: jump_if_false @BANKJO2_11503 
0004: $3725 = 1 // integer values 
0002: jump @BANKJO2_11513 

:BANKJO2_11503
007E: $3723 -= frame_delta_time * 0.04 // floating-point values 

:BANKJO2_11513
0002: jump @BANKJO2_11565 

:BANKJO2_11520
00D6: if 
0030:   $3723 >= 1236.5 // floating-point values 
004D: jump_if_false @BANKJO2_11555 
0004: $3725 = 0 // integer values 
0002: jump @BANKJO2_11565 

:BANKJO2_11555
0078: $3723 += frame_delta_time * 0.04 // floating-point values 

:BANKJO2_11565
0002: jump @BANKJO2_11675 

:BANKJO2_11572
00D6: if 
8366:   not object $3713 damaged 
004D: jump_if_false @BANKJO2_11675 
01BB: store_object $3713 position_to $3722 $3723 $3724 
00D6: if 
0032:   1227.0 >= $3723 // floating-point values 
004D: jump_if_false @BANKJO2_11665 
00D6: if 
8366:   not object $3713 damaged 
004D: jump_if_false @BANKJO2_11644 
0108: destroy_object $3713 

:BANKJO2_11644
0004: $3706 = 0 // integer values 
0004: $3982 = 0 // integer values 
0002: jump @BANKJO2_11675 

:BANKJO2_11665
007E: $3723 -= frame_delta_time * 0.06 // floating-point values 

:BANKJO2_11675
00D6: if 
0038:   $3706 == 1 // integer values 
004D: jump_if_false @BANKJO2_12190 
01BC: put_object $3713 at $3722 $3723 $3724 
00D6: if 
0038:   $3707 == 0 // integer values 
004D: jump_if_false @BANKJO2_12190 
00D6: if and
0038:   $3708 == 1 // integer values 
0038:   $3709 == 1 // integer values 
0038:   $3710 == 1 // integer values 
0038:   $3711 == 1 // integer values 
0038:   $3712 == 1 // integer values 
004D: jump_if_false @BANKJO2_11820 
0008: $3989 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3968 += 1 // integer values 
0004: $3982 = 0 // integer values 
0004: $3707 = 1 // integer values 

:BANKJO2_11820
00D6: if 
0038:   $3708 == 0 // integer values 
004D: jump_if_false @BANKJO2_11894 
00D6: if 
0366:   object $3714 damaged 
004D: jump_if_false @BANKJO2_11880 
0108: destroy_object $3714 
0008: $3681 += 1 // integer values 
0004: $3708 = 1 // integer values 
0002: jump @BANKJO2_11894 

:BANKJO2_11880
01BC: put_object $3714 at $3722 $3723 $3724 

:BANKJO2_11894
00D6: if 
0038:   $3709 == 0 // integer values 
004D: jump_if_false @BANKJO2_11968 
00D6: if 
0366:   object $3715 damaged 
004D: jump_if_false @BANKJO2_11954 
0108: destroy_object $3715 
0008: $3681 += 1 // integer values 
0004: $3709 = 1 // integer values 
0002: jump @BANKJO2_11968 

:BANKJO2_11954
01BC: put_object $3715 at $3722 $3723 $3724 

:BANKJO2_11968
00D6: if 
0038:   $3710 == 0 // integer values 
004D: jump_if_false @BANKJO2_12042 
00D6: if 
0366:   object $3716 damaged 
004D: jump_if_false @BANKJO2_12028 
0108: destroy_object $3716 
0008: $3681 += 1 // integer values 
0004: $3710 = 1 // integer values 
0002: jump @BANKJO2_12042 

:BANKJO2_12028
01BC: put_object $3716 at $3722 $3723 $3724 

:BANKJO2_12042
00D6: if 
0038:   $3711 == 0 // integer values 
004D: jump_if_false @BANKJO2_12116 
00D6: if 
0366:   object $3717 damaged 
004D: jump_if_false @BANKJO2_12102 
0108: destroy_object $3717 
0008: $3681 += 1 // integer values 
0004: $3711 = 1 // integer values 
0002: jump @BANKJO2_12116 

:BANKJO2_12102
01BC: put_object $3717 at $3722 $3723 $3724 

:BANKJO2_12116
00D6: if 
0038:   $3712 == 0 // integer values 
004D: jump_if_false @BANKJO2_12190 
00D6: if 
0366:   object $3718 damaged 
004D: jump_if_false @BANKJO2_12176 
0108: destroy_object $3718 
0008: $3681 += 1 // integer values 
0004: $3712 = 1 // integer values 
0002: jump @BANKJO2_12190 

:BANKJO2_12176
01BC: put_object $3718 at $3722 $3723 $3724 

:BANKJO2_12190
00D6: if 
0038:   $3985 == 0 // integer values 
004D: jump_if_false @BANKJO2_12228 
01BD: $3978 = current_time_in_ms 
0084: $3986 = $3978 // integer values and handles 
0004: $3985 = 1 // integer values 

:BANKJO2_12228
00D6: if 
0038:   $3985 == 1 // integer values 
004D: jump_if_false @BANKJO2_12262 
0084: $3987 = $3978 // integer values and handles 
0060: $3987 -= $3986 // integer values 

:BANKJO2_12262
00D6: if 
0028:   $3987 >= 2000 // integer values 
004D: jump_if_false @BANKJO2_12517 
00D6: if 
0038:   $3726 == 0 // integer values 
004D: jump_if_false @BANKJO2_12517 
0107: $3733 = create_object #TAR_FRAME at $3739 $3740 $3741 
0177: set_object $3733 z_angle_to 90.0 
0107: $3734 = create_object #TAR_DOWNLEFT at $3739 $3740 $3741 
0177: set_object $3734 z_angle_to 90.0 
0107: $3735 = create_object #TAR_DOWNRIGHT at $3739 $3740 $3741 
0177: set_object $3735 z_angle_to 90.0 
0107: $3736 = create_object #TAR_TOP at $3739 $3740 $3741 
0177: set_object $3736 z_angle_to 90.0 
0107: $3737 = create_object #TAR_UPLEFT at $3739 $3740 $3741 
0177: set_object $3737 z_angle_to 90.0 
0107: $3738 = create_object #TAR_UPRIGHT at $3739 $3740 $3741 
0177: set_object $3738 z_angle_to 90.0 
0004: $3727 = 0 // integer values 
0004: $3728 = 0 // integer values 
0004: $3729 = 0 // integer values 
0004: $3730 = 0 // integer values 
0004: $3731 = 0 // integer values 
0004: $3732 = 0 // integer values 
0004: $3745 = 0 // integer values 
0004: $3726 = 1 // integer values 

:BANKJO2_12517
00D6: if 
0038:   $3726 == 1 // integer values 
004D: jump_if_false @BANKJO2_12808 
00D6: if 
0038:   $3727 == 0 // integer values 
004D: jump_if_false @BANKJO2_12705 
00D6: if 
8366:   not object $3733 damaged 
004D: jump_if_false @BANKJO2_12583 
01BB: store_object $3733 position_to $3742 $3743 $3744 

:BANKJO2_12583
00D6: if 
0038:   $3745 == 0 // integer values 
004D: jump_if_false @BANKJO2_12653 
00D6: if 
0032:   1228.7 >= $3743 // floating-point values 
004D: jump_if_false @BANKJO2_12636 
0004: $3745 = 1 // integer values 
0002: jump @BANKJO2_12646 

:BANKJO2_12636
007E: $3743 -= frame_delta_time * 0.02 // floating-point values 

:BANKJO2_12646
0002: jump @BANKJO2_12698 

:BANKJO2_12653
00D6: if 
0030:   $3743 >= 1236.5 // floating-point values 
004D: jump_if_false @BANKJO2_12688 
0004: $3745 = 0 // integer values 
0002: jump @BANKJO2_12698 

:BANKJO2_12688
0078: $3743 += frame_delta_time * 0.02 // floating-point values 

:BANKJO2_12698
0002: jump @BANKJO2_12808 

:BANKJO2_12705
00D6: if 
8366:   not object $3733 damaged 
004D: jump_if_false @BANKJO2_12808 
01BB: store_object $3733 position_to $3742 $3743 $3744 
00D6: if 
0030:   $3743 >= 1239.0 // floating-point values 
004D: jump_if_false @BANKJO2_12798 
00D6: if 
8366:   not object $3733 damaged 
004D: jump_if_false @BANKJO2_12777 
0108: destroy_object $3733 

:BANKJO2_12777
0004: $3726 = 0 // integer values 
0004: $3987 = 0 // integer values 
0002: jump @BANKJO2_12808 

:BANKJO2_12798
0078: $3743 += frame_delta_time * 0.06 // floating-point values 

:BANKJO2_12808
00D6: if 
0038:   $3726 == 1 // integer values 
004D: jump_if_false @BANKJO2_13337 
01BC: put_object $3733 at $3742 $3743 $3744 
00D6: if 
0038:   $3727 == 0 // integer values 
004D: jump_if_false @BANKJO2_13337 
00D6: if and
0038:   $3728 == 1 // integer values 
0038:   $3729 == 1 // integer values 
0038:   $3730 == 1 // integer values 
0038:   $3731 == 1 // integer values 
0038:   $3732 == 1 // integer values 
004D: jump_if_false @BANKJO2_12967 
0008: $3989 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3968 += 1 // integer values 
0004: $3987 = 0 // integer values 
0004: $3727 = 1 // integer values 

:BANKJO2_12967
00D6: if 
0038:   $3728 == 0 // integer values 
004D: jump_if_false @BANKJO2_13041 
00D6: if 
0366:   object $3734 damaged 
004D: jump_if_false @BANKJO2_13027 
0108: destroy_object $3734 
0008: $3681 += 1 // integer values 
0004: $3728 = 1 // integer values 
0002: jump @BANKJO2_13041 

:BANKJO2_13027
01BC: put_object $3734 at $3742 $3743 $3744 

:BANKJO2_13041
00D6: if 
0038:   $3729 == 0 // integer values 
004D: jump_if_false @BANKJO2_13115 
00D6: if 
0366:   object $3735 damaged 
004D: jump_if_false @BANKJO2_13101 
0108: destroy_object $3735 
0008: $3681 += 1 // integer values 
0004: $3729 = 1 // integer values 
0002: jump @BANKJO2_13115 

:BANKJO2_13101
01BC: put_object $3735 at $3742 $3743 $3744 

:BANKJO2_13115
00D6: if 
0038:   $3730 == 0 // integer values 
004D: jump_if_false @BANKJO2_13189 
00D6: if 
0366:   object $3736 damaged 
004D: jump_if_false @BANKJO2_13175 
0108: destroy_object $3736 
0008: $3681 += 1 // integer values 
0004: $3730 = 1 // integer values 
0002: jump @BANKJO2_13189 

:BANKJO2_13175
01BC: put_object $3736 at $3742 $3743 $3744 

:BANKJO2_13189
00D6: if 
0038:   $3731 == 0 // integer values 
004D: jump_if_false @BANKJO2_13263 
00D6: if 
0366:   object $3737 damaged 
004D: jump_if_false @BANKJO2_13249 
0108: destroy_object $3737 
0008: $3681 += 1 // integer values 
0004: $3731 = 1 // integer values 
0002: jump @BANKJO2_13263 

:BANKJO2_13249
01BC: put_object $3737 at $3742 $3743 $3744 

:BANKJO2_13263
00D6: if 
0038:   $3732 == 0 // integer values 
004D: jump_if_false @BANKJO2_13337 
00D6: if 
0366:   object $3738 damaged 
004D: jump_if_false @BANKJO2_13323 
0108: destroy_object $3738 
0008: $3681 += 1 // integer values 
0004: $3732 = 1 // integer values 
0002: jump @BANKJO2_13337 

:BANKJO2_13323
01BC: put_object $3738 at $3742 $3743 $3744 

:BANKJO2_13337
0002: jump @BANKJO2_9184 

:BANKJO2_13344
018E: stop_sound $3967 
00D6: if 
0038:   $3947 == 1 // integer values 
004D: jump_if_false @BANKJO2_13539 

:BANKJO2_13367
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO2_13539 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_13424 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_13424
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_13462 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_13462
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_13532 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_13532
0002: jump @BANKJO2_13367 

:BANKJO2_13539
03D5: remove_text 'BJM2_19'  // ~g~Hit as many targets as you can in the time limit!
03D5: remove_text 'BJM2_20'  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text 'BJM2_2'  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3912 = $3911 // integer values and handles 
0060: $3912 -= $3680 // integer values 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $3944 
014F: stop_timer $3677 
01E3: text_1number_styled 'BJM2_4' number $3674 time 3000 style 1  // SCORE ROUND ONE: ~1~
00BC: text_highpriority 'BJM2_9' 2000 ms 1  // ~g~Get to round two's starting point.
018A: $3678 = create_checkpoint_at -664.73 1269.09 9.81 
0004: $123 = 1 // integer values 

:BANKJO2_13677
00D6: if 
80F6:   not player $PLAYER_CHAR $123 -664.73 1269.09 9.81 radius 2.0 2.0 2.0 
004D: jump_if_false @BANKJO2_13883 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_13768 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_13768
00D6: if 
0118:   actor $3909 dead 
004D: jump_if_false @BANKJO2_13806 
00BC: text_highpriority 'BJM2_12' 5000 ms 1  // ~r~One of the shooters is dead!
0002: jump @BANKJO2_27097 

:BANKJO2_13806
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_13876 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_13876
0002: jump @BANKJO2_13677 

:BANKJO2_13883
0164: disable_marker $3678 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8118:   not actor $3909 dead 
004D: jump_if_false @BANKJO2_13916 
01C2: remove_references_to_actor $3909 // Like turning an actor into a random pedestrian 

:BANKJO2_13916
00D6: if 
8118:   not actor $3908 dead 
004D: jump_if_false @BANKJO2_13942 
0173: set_actor $3908 z_angle_to 270.0 

:BANKJO2_13942
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0001: wait 500 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_13999 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_13999
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_14069 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_14069
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3945 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50000 
0004: $3913 = 50 // integer values 
0108: destroy_object $3693 
0108: destroy_object $3694 
0108: destroy_object $3695 
0108: destroy_object $3696 
0108: destroy_object $3697 
0108: destroy_object $3698 
0108: destroy_object $3713 
0108: destroy_object $3714 
0108: destroy_object $3715 
0108: destroy_object $3716 
0108: destroy_object $3717 
0108: destroy_object $3718 
0108: destroy_object $3733 
0108: destroy_object $3734 
0108: destroy_object $3735 
0108: destroy_object $3736 
0108: destroy_object $3737 
0108: destroy_object $3738 
00BC: text_highpriority 'BJM2_19' 8000 ms 1  // ~g~Hit as many targets as you can in the time limit!
0006: 16@ = 0 // integer values 

:BANKJO2_14229
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_14415 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_14300 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_14300 
0002: jump @BANKJO2_14831 

:BANKJO2_14300
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_14338 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_14338
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_14408 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_14408
0002: jump @BANKJO2_14229 

:BANKJO2_14415
00BC: text_highpriority 'BJM2_20' 8000 ms 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 // integer values 

:BANKJO2_14437
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_14623 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_14508 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_14508 
0002: jump @BANKJO2_14831 

:BANKJO2_14508
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_14546 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_14546
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_14616 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_14616
0002: jump @BANKJO2_14437 

:BANKJO2_14623
00BC: text_highpriority 'BJM2_27' 8000 ms 1  // ~g~All targets this round are worth one point.
0006: 16@ = 0 // integer values 

:BANKJO2_14645
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_14831 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_14716 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_14716 
0002: jump @BANKJO2_14831 

:BANKJO2_14716
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_14754 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_14754
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_14824 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_14824
0002: jump @BANKJO2_14645 

:BANKJO2_14831
03CF: load_wav 'BNK2_2' as 2 
03CF: load_wav 'BNK2_3' as 1 

:BANKJO2_14855
00D6: if or
83D0:   not wav 2 loaded 
83D0:   not wav 1 loaded 
004D: jump_if_false @BANKJO2_14993 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_14916 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_14916
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_14986 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_14986
0002: jump @BANKJO2_14855 

:BANKJO2_14993
01B4: set_player $PLAYER_CHAR frozen_state 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' 4000 ms 1  // AIM 3-2-1 FIRE!

:BANKJO2_15019
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @BANKJO2_15153 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_15076 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_15076
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_15146 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_15146
0002: jump @BANKJO2_15019 

:BANKJO2_15153
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
014E: start_timer_at $3918 count_in_direction 1 
018D: $3967 = create_sound 11 at -682.092 1273.931 10.818 

:BANKJO2_15192
00D6: if 
0038:   $3747 == 0 // integer values 
004D: jump_if_false @BANKJO2_18885 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_15284 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_15284
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @BANKJO2_15308 
0004: $3747 = 1 // integer values 

:BANKJO2_15308
01BD: $3749 = current_time_in_ms 
00D6: if 
0038:   $3920 == 0 // integer values 
004D: jump_if_false @BANKJO2_15351 
01BD: $3749 = current_time_in_ms 
0084: $3921 = $3749 // integer values and handles 
0004: $3920 = 1 // integer values 

:BANKJO2_15351
00D6: if 
0038:   $3920 == 1 // integer values 
004D: jump_if_false @BANKJO2_15385 
0084: $3922 = $3749 // integer values and handles 
0060: $3922 -= $3921 // integer values 

:BANKJO2_15385
00D6: if 
0028:   $3922 >= 500 // integer values 
004D: jump_if_false @BANKJO2_15879 
00D6: if 
0038:   $3761 == 0 // integer values 
004D: jump_if_false @BANKJO2_15475 
029B: $3754 = init_object #TAR_GUN1 at $3750 $3751 $3752 
0177: set_object $3754 z_angle_to $3753 
0004: $3755 = 0 // integer values 
0004: $3756 = 0 // integer values 
0004: $3760 = 0 // integer values 
0004: $3761 = 1 // integer values 

:BANKJO2_15475
00D6: if 
0038:   $3761 == 1 // integer values 
004D: jump_if_false @BANKJO2_15879 
00D6: if and
0038:   $3755 == 0 // integer values 
0038:   $3756 == 0 // integer values 
004D: jump_if_false @BANKJO2_15879 
00D6: if 
8366:   not object $3754 damaged 
004D: jump_if_false @BANKJO2_15805 
01BB: store_object $3754 position_to $3757 $3758 $3759 
00D6: if 
0038:   $3760 == 0 // integer values 
004D: jump_if_false @BANKJO2_15642 
00D6: if 
0022:   1271.36 > $3758 // floating-point values 
004D: jump_if_false @BANKJO2_15604 
0078: $3758 += frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_15642 

:BANKJO2_15604
00D6: if 
0038:   $3760 == 0 // integer values 
004D: jump_if_false @BANKJO2_15642 
01BD: $3749 = current_time_in_ms 
0084: $3763 = $3749 // integer values and handles 
0004: $3760 = 1 // integer values 

:BANKJO2_15642
00D6: if 
0038:   $3760 == 1 // integer values 
004D: jump_if_false @BANKJO2_15759 
0084: $3762 = $3749 // integer values and handles 
0060: $3762 -= $3763 // integer values 
00D6: if 
0028:   $3762 >= 800 // integer values 
004D: jump_if_false @BANKJO2_15759 
00D6: if 
0020:   $3758 > 1268.74 // floating-point values 
004D: jump_if_false @BANKJO2_15733 
007E: $3758 -= frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_15759 

:BANKJO2_15733
0108: destroy_object $3754 
0004: $3761 = 0 // integer values 
0004: $3920 = 0 // integer values 
0004: $3756 = 1 // integer values 

:BANKJO2_15759
00D6: if and
0038:   $3756 == 0 // integer values 
0038:   $3755 == 0 // integer values 
004D: jump_if_false @BANKJO2_15798 
01BC: put_object $3754 at $3757 $3758 $3759 

:BANKJO2_15798
0002: jump @BANKJO2_15879 

:BANKJO2_15805
00D6: if 
0038:   $3756 == 0 // integer values 
004D: jump_if_false @BANKJO2_15879 
00D6: if 
0366:   object $3754 damaged 
004D: jump_if_false @BANKJO2_15879 
0008: $3746 += 1 // integer values 
0008: $3968 += 1 // integer values 
0108: destroy_object $3754 
0004: $3920 = 0 // integer values 
0004: $3761 = 0 // integer values 
0004: $3755 = 1 // integer values 

:BANKJO2_15879
00D6: if 
0038:   $3923 == 0 // integer values 
004D: jump_if_false @BANKJO2_15917 
01BD: $3749 = current_time_in_ms 
0084: $3924 = $3749 // integer values and handles 
0004: $3923 = 1 // integer values 

:BANKJO2_15917
00D6: if 
0038:   $3923 == 1 // integer values 
004D: jump_if_false @BANKJO2_15951 
0084: $3925 = $3749 // integer values and handles 
0060: $3925 -= $3924 // integer values 

:BANKJO2_15951
00D6: if 
0028:   $3925 >= 4000 // integer values 
004D: jump_if_false @BANKJO2_16041 
00D6: if 
0038:   $3775 == 0 // integer values 
004D: jump_if_false @BANKJO2_16041 
029B: $3768 = init_object #TAR_GUN2 at $3764 $3765 $3766 
0177: set_object $3768 z_angle_to $3767 
0004: $3769 = 0 // integer values 
0004: $3770 = 0 // integer values 
0004: $3774 = 0 // integer values 
0004: $3775 = 1 // integer values 

:BANKJO2_16041
00D6: if 
0038:   $3775 == 1 // integer values 
004D: jump_if_false @BANKJO2_16445 
00D6: if and
0038:   $3769 == 0 // integer values 
0038:   $3770 == 0 // integer values 
004D: jump_if_false @BANKJO2_16445 
00D6: if 
8366:   not object $3768 damaged 
004D: jump_if_false @BANKJO2_16371 
01BB: store_object $3768 position_to $3771 $3772 $3773 
00D6: if 
0038:   $3774 == 0 // integer values 
004D: jump_if_false @BANKJO2_16208 
00D6: if 
0022:   1273.73 > $3772 // floating-point values 
004D: jump_if_false @BANKJO2_16170 
0078: $3772 += frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_16208 

:BANKJO2_16170
00D6: if 
0038:   $3774 == 0 // integer values 
004D: jump_if_false @BANKJO2_16208 
01BD: $3749 = current_time_in_ms 
0084: $3777 = $3749 // integer values and handles 
0004: $3774 = 1 // integer values 

:BANKJO2_16208
00D6: if 
0038:   $3774 == 1 // integer values 
004D: jump_if_false @BANKJO2_16325 
0084: $3776 = $3749 // integer values and handles 
0060: $3776 -= $3777 // integer values 
00D6: if 
0028:   $3776 >= 1000 // integer values 
004D: jump_if_false @BANKJO2_16325 
00D6: if 
0020:   $3772 > 1272.55 // floating-point values 
004D: jump_if_false @BANKJO2_16299 
007E: $3772 -= frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_16325 

:BANKJO2_16299
0108: destroy_object $3768 
0004: $3923 = 0 // integer values 
0004: $3775 = 0 // integer values 
0004: $3770 = 1 // integer values 

:BANKJO2_16325
00D6: if and
0038:   $3770 == 0 // integer values 
0038:   $3769 == 0 // integer values 
004D: jump_if_false @BANKJO2_16364 
01BC: put_object $3768 at $3771 $3772 $3773 

:BANKJO2_16364
0002: jump @BANKJO2_16445 

:BANKJO2_16371
00D6: if 
0038:   $3770 == 0 // integer values 
004D: jump_if_false @BANKJO2_16445 
00D6: if 
0366:   object $3768 damaged 
004D: jump_if_false @BANKJO2_16445 
0008: $3746 += 1 // integer values 
0008: $3968 += 1 // integer values 
0108: destroy_object $3768 
0004: $3923 = 0 // integer values 
0004: $3775 = 0 // integer values 
0004: $3769 = 1 // integer values 

:BANKJO2_16445
00D6: if 
0038:   $3926 == 0 // integer values 
004D: jump_if_false @BANKJO2_16483 
01BD: $3749 = current_time_in_ms 
0084: $3927 = $3749 // integer values and handles 
0004: $3926 = 1 // integer values 

:BANKJO2_16483
00D6: if 
0038:   $3926 == 1 // integer values 
004D: jump_if_false @BANKJO2_16517 
0084: $3928 = $3749 // integer values and handles 
0060: $3928 -= $3927 // integer values 

:BANKJO2_16517
00D6: if 
0028:   $3928 >= 1300 // integer values 
004D: jump_if_false @BANKJO2_16607 
00D6: if 
0038:   $3789 == 0 // integer values 
004D: jump_if_false @BANKJO2_16607 
029B: $3782 = init_object #TAR_GUN1 at $3778 $3779 $3780 
0177: set_object $3782 z_angle_to $3781 
0004: $3783 = 0 // integer values 
0004: $3784 = 0 // integer values 
0004: $3788 = 0 // integer values 
0004: $3789 = 1 // integer values 

:BANKJO2_16607
00D6: if 
0038:   $3789 == 1 // integer values 
004D: jump_if_false @BANKJO2_17011 
00D6: if and
0038:   $3783 == 0 // integer values 
0038:   $3784 == 0 // integer values 
004D: jump_if_false @BANKJO2_17011 
00D6: if 
8366:   not object $3782 damaged 
004D: jump_if_false @BANKJO2_16937 
01BB: store_object $3782 position_to $3785 $3786 $3787 
00D6: if 
0038:   $3788 == 0 // integer values 
004D: jump_if_false @BANKJO2_16774 
00D6: if 
0022:   1276.8 > $3786 // floating-point values 
004D: jump_if_false @BANKJO2_16736 
0078: $3786 += frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_16774 

:BANKJO2_16736
00D6: if 
0038:   $3788 == 0 // integer values 
004D: jump_if_false @BANKJO2_16774 
01BD: $3749 = current_time_in_ms 
0084: $3791 = $3749 // integer values and handles 
0004: $3788 = 1 // integer values 

:BANKJO2_16774
00D6: if 
0038:   $3788 == 1 // integer values 
004D: jump_if_false @BANKJO2_16891 
0084: $3790 = $3749 // integer values and handles 
0060: $3790 -= $3791 // integer values 
00D6: if 
0028:   $3790 >= 1500 // integer values 
004D: jump_if_false @BANKJO2_16891 
00D6: if 
0020:   $3786 > 1275.01 // floating-point values 
004D: jump_if_false @BANKJO2_16865 
007E: $3786 -= frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_16891 

:BANKJO2_16865
0108: destroy_object $3782 
0004: $3926 = 0 // integer values 
0004: $3789 = 0 // integer values 
0004: $3784 = 1 // integer values 

:BANKJO2_16891
00D6: if and
0038:   $3784 == 0 // integer values 
0038:   $3783 == 0 // integer values 
004D: jump_if_false @BANKJO2_16930 
01BC: put_object $3782 at $3785 $3786 $3787 

:BANKJO2_16930
0002: jump @BANKJO2_17011 

:BANKJO2_16937
00D6: if 
0038:   $3784 == 0 // integer values 
004D: jump_if_false @BANKJO2_17011 
00D6: if 
0366:   object $3782 damaged 
004D: jump_if_false @BANKJO2_17011 
0008: $3746 += 1 // integer values 
0008: $3968 += 1 // integer values 
0108: destroy_object $3782 
0004: $3926 = 0 // integer values 
0004: $3789 = 0 // integer values 
0004: $3783 = 1 // integer values 

:BANKJO2_17011
00D6: if 
0038:   $3929 == 0 // integer values 
004D: jump_if_false @BANKJO2_17049 
01BD: $3749 = current_time_in_ms 
0084: $3930 = $3749 // integer values and handles 
0004: $3929 = 1 // integer values 

:BANKJO2_17049
00D6: if 
0038:   $3929 == 1 // integer values 
004D: jump_if_false @BANKJO2_17083 
0084: $3931 = $3749 // integer values and handles 
0060: $3931 -= $3930 // integer values 

:BANKJO2_17083
00D6: if 
0028:   $3931 >= 2800 // integer values 
004D: jump_if_false @BANKJO2_17173 
00D6: if 
0038:   $3803 == 0 // integer values 
004D: jump_if_false @BANKJO2_17173 
029B: $3796 = init_object #TAR_GUN2 at $3792 $3793 $3794 
0177: set_object $3796 z_angle_to $3795 
0004: $3797 = 0 // integer values 
0004: $3798 = 0 // integer values 
0004: $3802 = 0 // integer values 
0004: $3803 = 1 // integer values 

:BANKJO2_17173
00D6: if 
0038:   $3803 == 1 // integer values 
004D: jump_if_false @BANKJO2_17577 
00D6: if and
0038:   $3797 == 0 // integer values 
0038:   $3798 == 0 // integer values 
004D: jump_if_false @BANKJO2_17577 
00D6: if 
8366:   not object $3796 damaged 
004D: jump_if_false @BANKJO2_17503 
01BB: store_object $3796 position_to $3799 $3800 $3801 
00D6: if 
0038:   $3802 == 0 // integer values 
004D: jump_if_false @BANKJO2_17340 
00D6: if 
0020:   $3800 > 1276.8 // floating-point values 
004D: jump_if_false @BANKJO2_17302 
007E: $3800 -= frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_17340 

:BANKJO2_17302
00D6: if 
0038:   $3802 == 0 // integer values 
004D: jump_if_false @BANKJO2_17340 
01BD: $3749 = current_time_in_ms 
0084: $3805 = $3749 // integer values and handles 
0004: $3802 = 1 // integer values 

:BANKJO2_17340
00D6: if 
0038:   $3802 == 1 // integer values 
004D: jump_if_false @BANKJO2_17457 
0084: $3804 = $3749 // integer values and handles 
0060: $3804 -= $3805 // integer values 
00D6: if 
0028:   $3804 >= 1250 // integer values 
004D: jump_if_false @BANKJO2_17457 
00D6: if 
0022:   1281.1 > $3800 // floating-point values 
004D: jump_if_false @BANKJO2_17431 
0078: $3800 += frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_17457 

:BANKJO2_17431
0108: destroy_object $3796 
0004: $3929 = 0 // integer values 
0004: $3803 = 0 // integer values 
0004: $3798 = 1 // integer values 

:BANKJO2_17457
00D6: if and
0038:   $3798 == 0 // integer values 
0038:   $3797 == 0 // integer values 
004D: jump_if_false @BANKJO2_17496 
01BC: put_object $3796 at $3799 $3800 $3801 

:BANKJO2_17496
0002: jump @BANKJO2_17577 

:BANKJO2_17503
00D6: if 
0038:   $3798 == 0 // integer values 
004D: jump_if_false @BANKJO2_17577 
00D6: if 
0366:   object $3796 damaged 
004D: jump_if_false @BANKJO2_17577 
0008: $3746 += 1 // integer values 
0008: $3968 += 1 // integer values 
0108: destroy_object $3796 
0004: $3929 = 0 // integer values 
0004: $3803 = 0 // integer values 
0004: $3797 = 1 // integer values 

:BANKJO2_17577
00D6: if 
0038:   $3932 == 0 // integer values 
004D: jump_if_false @BANKJO2_17615 
01BD: $3749 = current_time_in_ms 
0084: $3933 = $3749 // integer values and handles 
0004: $3932 = 1 // integer values 

:BANKJO2_17615
00D6: if 
0038:   $3932 == 1 // integer values 
004D: jump_if_false @BANKJO2_17649 
0084: $3934 = $3749 // integer values and handles 
0060: $3934 -= $3933 // integer values 

:BANKJO2_17649
00D6: if 
0028:   $3934 >= 600 // integer values 
004D: jump_if_false @BANKJO2_17739 
00D6: if 
0038:   $3817 == 0 // integer values 
004D: jump_if_false @BANKJO2_17739 
029B: $3810 = init_object #TAR_GUN1 at $3806 $3807 $3808 
0177: set_object $3810 z_angle_to $3809 
0004: $3811 = 0 // integer values 
0004: $3812 = 0 // integer values 
0004: $3816 = 0 // integer values 
0004: $3817 = 1 // integer values 

:BANKJO2_17739
00D6: if 
0038:   $3817 == 1 // integer values 
004D: jump_if_false @BANKJO2_18143 
00D6: if and
0038:   $3811 == 0 // integer values 
0038:   $3812 == 0 // integer values 
004D: jump_if_false @BANKJO2_18143 
00D6: if 
8366:   not object $3810 damaged 
004D: jump_if_false @BANKJO2_18069 
01BB: store_object $3810 position_to $3813 $3814 $3815 
00D6: if 
0038:   $3816 == 0 // integer values 
004D: jump_if_false @BANKJO2_17906 
00D6: if 
0020:   $3814 > 1273.87 // floating-point values 
004D: jump_if_false @BANKJO2_17868 
007E: $3814 -= frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_17906 

:BANKJO2_17868
00D6: if 
0038:   $3816 == 0 // integer values 
004D: jump_if_false @BANKJO2_17906 
01BD: $3749 = current_time_in_ms 
0084: $3819 = $3749 // integer values and handles 
0004: $3816 = 1 // integer values 

:BANKJO2_17906
00D6: if 
0038:   $3816 == 1 // integer values 
004D: jump_if_false @BANKJO2_18023 
0084: $3818 = $3749 // integer values and handles 
0060: $3818 -= $3819 // integer values 
00D6: if 
0028:   $3818 >= 1500 // integer values 
004D: jump_if_false @BANKJO2_18023 
00D6: if 
0022:   1275.25 > $3814 // floating-point values 
004D: jump_if_false @BANKJO2_17997 
0078: $3814 += frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_18023 

:BANKJO2_17997
0108: destroy_object $3810 
0004: $3932 = 0 // integer values 
0004: $3817 = 0 // integer values 
0004: $3812 = 1 // integer values 

:BANKJO2_18023
00D6: if and
0038:   $3812 == 0 // integer values 
0038:   $3811 == 0 // integer values 
004D: jump_if_false @BANKJO2_18062 
01BC: put_object $3810 at $3813 $3814 $3815 

:BANKJO2_18062
0002: jump @BANKJO2_18143 

:BANKJO2_18069
00D6: if 
0038:   $3812 == 0 // integer values 
004D: jump_if_false @BANKJO2_18143 
00D6: if 
0366:   object $3810 damaged 
004D: jump_if_false @BANKJO2_18143 
0008: $3746 += 1 // integer values 
0008: $3968 += 1 // integer values 
0108: destroy_object $3810 
0004: $3932 = 0 // integer values 
0004: $3817 = 0 // integer values 
0004: $3811 = 1 // integer values 

:BANKJO2_18143
00D6: if 
0038:   $3935 == 0 // integer values 
004D: jump_if_false @BANKJO2_18181 
01BD: $3749 = current_time_in_ms 
0084: $3936 = $3749 // integer values and handles 
0004: $3935 = 1 // integer values 

:BANKJO2_18181
00D6: if 
0038:   $3935 == 1 // integer values 
004D: jump_if_false @BANKJO2_18215 
0084: $3937 = $3749 // integer values and handles 
0060: $3937 -= $3936 // integer values 

:BANKJO2_18215
00D6: if 
0028:   $3937 >= 2000 // integer values 
004D: jump_if_false @BANKJO2_18305 
00D6: if 
0038:   $3831 == 0 // integer values 
004D: jump_if_false @BANKJO2_18305 
029B: $3824 = init_object #TAR_GUN1 at $3820 $3821 $3822 
0177: set_object $3824 z_angle_to $3823 
0004: $3825 = 0 // integer values 
0004: $3826 = 0 // integer values 
0004: $3830 = 0 // integer values 
0004: $3831 = 1 // integer values 

:BANKJO2_18305
00D6: if 
0038:   $3831 == 1 // integer values 
004D: jump_if_false @BANKJO2_18709 
00D6: if and
0038:   $3825 == 0 // integer values 
0038:   $3826 == 0 // integer values 
004D: jump_if_false @BANKJO2_18709 
00D6: if 
8366:   not object $3824 damaged 
004D: jump_if_false @BANKJO2_18635 
01BB: store_object $3824 position_to $3827 $3828 $3829 
00D6: if 
0038:   $3830 == 0 // integer values 
004D: jump_if_false @BANKJO2_18472 
00D6: if 
0020:   $3828 > 1270.67 // floating-point values 
004D: jump_if_false @BANKJO2_18434 
007E: $3828 -= frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_18472 

:BANKJO2_18434
00D6: if 
0038:   $3830 == 0 // integer values 
004D: jump_if_false @BANKJO2_18472 
01BD: $3749 = current_time_in_ms 
0084: $3833 = $3749 // integer values and handles 
0004: $3830 = 1 // integer values 

:BANKJO2_18472
00D6: if 
0038:   $3830 == 1 // integer values 
004D: jump_if_false @BANKJO2_18589 
0084: $3832 = $3749 // integer values and handles 
0060: $3832 -= $3833 // integer values 
00D6: if 
0028:   $3832 >= 500 // integer values 
004D: jump_if_false @BANKJO2_18589 
00D6: if 
0022:   1272.29 > $3828 // floating-point values 
004D: jump_if_false @BANKJO2_18563 
0078: $3828 += frame_delta_time * 0.02 // floating-point values 
0002: jump @BANKJO2_18589 

:BANKJO2_18563
0108: destroy_object $3824 
0004: $3935 = 0 // integer values 
0004: $3831 = 0 // integer values 
0004: $3826 = 1 // integer values 

:BANKJO2_18589
00D6: if and
0038:   $3826 == 0 // integer values 
0038:   $3825 == 0 // integer values 
004D: jump_if_false @BANKJO2_18628 
01BC: put_object $3824 at $3827 $3828 $3829 

:BANKJO2_18628
0002: jump @BANKJO2_18709 

:BANKJO2_18635
00D6: if 
0038:   $3826 == 0 // integer values 
004D: jump_if_false @BANKJO2_18709 
00D6: if 
0366:   object $3824 damaged 
004D: jump_if_false @BANKJO2_18709 
0008: $3746 += 1 // integer values 
0008: $3968 += 1 // integer values 
0108: destroy_object $3824 
0004: $3935 = 0 // integer values 
0004: $3831 = 0 // integer values 
0004: $3825 = 1 // integer values 

:BANKJO2_18709
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_18747 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_18747
0110: clear_player $PLAYER_CHAR wanted_level 
0419: $3748 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if or
0038:   $3918 == 0 // integer values 
0038:   $3748 == 0 // integer values 
004D: jump_if_false @BANKJO2_18878 
00D6: if 
0038:   $3971 == 0 // integer values 
004D: jump_if_false @BANKJO2_18826 
0006: 16@ = 0 // integer values 
0004: $3971 = 1 // integer values 
0002: jump @BANKJO2_18878 

:BANKJO2_18826
00D6: if 
0019:   16@ > 200 // integer values 
004D: jump_if_false @BANKJO2_18878 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' 5000 ms 1  // AREA CLEAR!
0004: $3948 = 1 // integer values 
0004: $3747 = 1 // integer values 

:BANKJO2_18878
0002: jump @BANKJO2_15192 

:BANKJO2_18885
018E: stop_sound $3967 
00D6: if 
0038:   $3948 == 1 // integer values 
004D: jump_if_false @BANKJO2_19042 

:BANKJO2_18908
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO2_19042 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_18997 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_18997
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_19035 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_19035
0002: jump @BANKJO2_18908 

:BANKJO2_19042
01E3: text_1number_styled 'BJM2_6' number $3746 time 5000 style 1  // SCORE ROUND TWO: ~1~
0084: $3682 = $3746 // integer values and handles 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3914 = $3913 // integer values and handles 
0060: $3914 -= $3748 // integer values 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $3945 
00A1: put_actor $PLAYER_ACTOR at -664.73 1269.09 9.81 
014F: stop_timer $3918 
00BC: text_highpriority 'BJM2_14' 5000 ms 1  // ~g~Move on to the next area!
018A: $3907 = create_checkpoint_at -677.75 1272.03 9.81 
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
0004: $123 = 1 // integer values 

:BANKJO2_19202
00D6: if or
80F6:   not player $PLAYER_CHAR $123 -677.75 1272.03 9.81 radius 2.0 2.0 2.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @BANKJO2_19378 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_19301 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_19301
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_19371 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_19371
0002: jump @BANKJO2_19202 

:BANKJO2_19378
0164: disable_marker $3907 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0001: wait 500 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_19447 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_19447
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_19517 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_19517
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3946 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 50.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50000 
0004: $3915 = 30 // integer values 
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
0108: destroy_object $3754 
0108: destroy_object $3768 
0108: destroy_object $3782 
0108: destroy_object $3796 
0108: destroy_object $3810 
0108: destroy_object $3824 
00BC: text_highpriority 'BJM2_19' 8000 ms 1  // ~g~Hit as many targets as you can in the time limit!
0006: 16@ = 0 // integer values 

:BANKJO2_19627
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_19813 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_19698 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_19698 
0002: jump @BANKJO2_20229 

:BANKJO2_19698
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_19736 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_19736
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_19806 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_19806
0002: jump @BANKJO2_19627 

:BANKJO2_19813
00BC: text_highpriority 'BJM2_20' 8000 ms 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 // integer values 

:BANKJO2_19835
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_20021 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_19906 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_19906 
0002: jump @BANKJO2_20229 

:BANKJO2_19906
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_19944 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_19944
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_20014 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_20014
0002: jump @BANKJO2_19835 

:BANKJO2_20021
00BC: text_highpriority 'BJM2_27' 8000 ms 1  // ~g~All targets this round are worth one point.
0006: 16@ = 0 // integer values 

:BANKJO2_20043
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO2_20229 
0001: wait 0 ms 
00D6: if 
0038:   $109 == 1 // integer values 
004D: jump_if_false @BANKJO2_20114 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BANKJO2_20114 
0002: jump @BANKJO2_20229 

:BANKJO2_20114
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_20152 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_20152
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_20222 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_20222
0002: jump @BANKJO2_20043 

:BANKJO2_20229
01B4: set_player $PLAYER_CHAR frozen_state 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' 4000 ms 1  // AIM 3-2-1 FIRE!

:BANKJO2_20255
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @BANKJO2_20389 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_20312 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_20312
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_20382 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_20382
0002: jump @BANKJO2_20255 

:BANKJO2_20389
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
0006: 17@ = 0 // integer values 
014E: start_timer_at $3919 count_in_direction 1 
018D: $3967 = create_sound 11 at -670.111 1291.234 10.818 

:BANKJO2_20435
00D6: if 
0038:   $3835 == 0 // integer values 
004D: jump_if_false @BANKJO2_24170 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_20527 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_20527
00D6: if 
0038:   $3957 == 0 // integer values 
004D: jump_if_false @BANKJO2_20802 
00D6: if 
0038:   $3950 == 0 // integer values 
004D: jump_if_false @BANKJO2_20594 
0004: $3956 = 0 // integer values 
0209: $3956 = random_int_in_ranges 1 8 
0084: $3953 = $3956 // integer values and handles 
0004: $3950 = 1 // integer values 

:BANKJO2_20594
00D6: if 
0038:   $3950 == 1 // integer values 
004D: jump_if_false @BANKJO2_20694 
00D6: if 
0038:   $3951 == 0 // integer values 
004D: jump_if_false @BANKJO2_20694 
0004: $3956 = 0 // integer values 
0209: $3956 = random_int_in_ranges 1 8 
00D6: if 
803A:   not  $3956 == $3953 // integer values and handles 
004D: jump_if_false @BANKJO2_20687 
0084: $3954 = $3956 // integer values and handles 
0004: $3951 = 1 // integer values 
0002: jump @BANKJO2_20694 

:BANKJO2_20687
0004: $3951 = 0 // integer values 

:BANKJO2_20694
00D6: if 
0038:   $3951 == 1 // integer values 
004D: jump_if_false @BANKJO2_20802 
00D6: if 
0038:   $3952 == 0 // integer values 
004D: jump_if_false @BANKJO2_20802 
0004: $3956 = 0 // integer values 
0209: $3956 = random_int_in_ranges 1 8 
00D6: if and
803A:   not  $3956 == $3953 // integer values and handles 
803A:   not  $3956 == $3954 // integer values and handles 
004D: jump_if_false @BANKJO2_20795 
0084: $3955 = $3956 // integer values and handles 
0004: $3952 = 1 // integer values 
0002: jump @BANKJO2_20802 

:BANKJO2_20795
0004: $3952 = 0 // integer values 

:BANKJO2_20802
00D6: if and
0038:   $3950 == 1 // integer values 
0038:   $3951 == 1 // integer values 
0038:   $3952 == 1 // integer values 
004D: jump_if_false @BANKJO2_20841 
0004: $3957 = 1 // integer values 

:BANKJO2_20841
00D6: if 
0038:   $3958 == 3 // integer values 
004D: jump_if_false @BANKJO2_20978 
0004: $3838 = 0 // integer values 
0004: $3848 = 0 // integer values 
0004: $3858 = 0 // integer values 
0004: $3868 = 0 // integer values 
0004: $3878 = 0 // integer values 
0004: $3888 = 0 // integer values 
0004: $3898 = 0 // integer values 
0004: $3973 = 0 // integer values 
0004: $3974 = 0 // integer values 
0004: $3975 = 0 // integer values 
0004: $3976 = 0 // integer values 
0004: $3977 = 0 // integer values 
0004: $3950 = 0 // integer values 
0004: $3951 = 0 // integer values 
0004: $3952 = 0 // integer values 
0004: $3957 = 0 // integer values 
0004: $3958 = 0 // integer values 

:BANKJO2_20978
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @BANKJO2_21002 
0004: $3835 = 1 // integer values 

:BANKJO2_21002
00D6: if 
0038:   $3957 == 1 // integer values 
004D: jump_if_false @BANKJO2_23994 
00D6: if or
0038:   $3953 == 1 // integer values 
0038:   $3954 == 1 // integer values 
0038:   $3955 == 1 // integer values 
004D: jump_if_false @BANKJO2_21125 
00D6: if 
0038:   $3838 == 0 // integer values 
004D: jump_if_false @BANKJO2_21125 
029B: $3837 = init_object #TAR_GUN2 at $3844 $3845 $3846 
0177: set_object $3837 z_angle_to 0.0 
0004: $3959 = 0 // integer values 
0004: $3839 = 0 // integer values 
0004: $3843 = 0 // integer values 
0004: $3838 = 1 // integer values 

:BANKJO2_21125
00D6: if 
0038:   $3838 == 1 // integer values 
004D: jump_if_false @BANKJO2_21427 
00D6: if 
0038:   $3839 == 0 // integer values 
004D: jump_if_false @BANKJO2_21427 
00D6: if 
8366:   not object $3837 damaged 
004D: jump_if_false @BANKJO2_21378 
01BB: store_object $3837 position_to $3840 $3841 $3842 
00D6: if 
0038:   $3843 == 0 // integer values 
004D: jump_if_false @BANKJO2_21261 
00D6: if 
0032:   -676.53 >= $3840 // floating-point values 
004D: jump_if_false @BANKJO2_21244 
0004: $3843 = 1 // integer values 
0002: jump @BANKJO2_21254 

:BANKJO2_21244
007E: $3840 -= frame_delta_time * 0.03 // floating-point values 

:BANKJO2_21254
0002: jump @BANKJO2_21313 

:BANKJO2_21261
00D6: if 
0030:   $3840 >= -674.16 // floating-point values 
004D: jump_if_false @BANKJO2_21303 
0004: $3959 = 1 // integer values 
0004: $3843 = 0 // integer values 
0002: jump @BANKJO2_21313 

:BANKJO2_21303
0078: $3840 += frame_delta_time * 0.03 // floating-point values 

:BANKJO2_21313
00D6: if 
0038:   $3959 == 1 // integer values 
004D: jump_if_false @BANKJO2_21357 
0108: destroy_object $3837 
0008: $3958 += 1 // integer values 
0004: $3839 = 1 // integer values 
0002: jump @BANKJO2_21371 

:BANKJO2_21357
01BC: put_object $3837 at $3840 $3841 $3842 

:BANKJO2_21371
0002: jump @BANKJO2_21427 

:BANKJO2_21378
00D6: if 
0366:   object $3837 damaged 
004D: jump_if_false @BANKJO2_21427 
0108: destroy_object $3837 
0008: $3834 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3958 += 1 // integer values 
0004: $3839 = 1 // integer values 

:BANKJO2_21427
00D6: if or
0038:   $3953 == 2 // integer values 
0038:   $3954 == 2 // integer values 
0038:   $3955 == 2 // integer values 
004D: jump_if_false @BANKJO2_21532 
00D6: if 
0038:   $3848 == 0 // integer values 
004D: jump_if_false @BANKJO2_21532 
029B: $3847 = init_object #TAR_GUN1 at $3854 $3855 $3856 
0177: set_object $3847 z_angle_to 0.0 
0004: $3960 = 0 // integer values 
0004: $3849 = 0 // integer values 
0004: $3853 = 0 // integer values 
0004: $3848 = 1 // integer values 

:BANKJO2_21532
00D6: if 
0038:   $3848 == 1 // integer values 
004D: jump_if_false @BANKJO2_21834 
00D6: if 
0038:   $3849 == 0 // integer values 
004D: jump_if_false @BANKJO2_21834 
00D6: if 
8366:   not object $3847 damaged 
004D: jump_if_false @BANKJO2_21785 
01BB: store_object $3847 position_to $3850 $3851 $3852 
00D6: if 
0038:   $3853 == 0 // integer values 
004D: jump_if_false @BANKJO2_21668 
00D6: if 
0032:   -677.95 >= $3850 // floating-point values 
004D: jump_if_false @BANKJO2_21651 
0004: $3853 = 1 // integer values 
0002: jump @BANKJO2_21661 

:BANKJO2_21651
007E: $3850 -= frame_delta_time * 0.04 // floating-point values 

:BANKJO2_21661
0002: jump @BANKJO2_21720 

:BANKJO2_21668
00D6: if 
0030:   $3850 >= -673.46 // floating-point values 
004D: jump_if_false @BANKJO2_21710 
0004: $3960 = 1 // integer values 
0004: $3853 = 0 // integer values 
0002: jump @BANKJO2_21720 

:BANKJO2_21710
0078: $3850 += frame_delta_time * 0.04 // floating-point values 

:BANKJO2_21720
00D6: if 
0038:   $3960 == 1 // integer values 
004D: jump_if_false @BANKJO2_21764 
0108: destroy_object $3847 
0008: $3958 += 1 // integer values 
0004: $3849 = 1 // integer values 
0002: jump @BANKJO2_21778 

:BANKJO2_21764
01BC: put_object $3847 at $3850 $3851 $3852 

:BANKJO2_21778
0002: jump @BANKJO2_21834 

:BANKJO2_21785
00D6: if 
0366:   object $3847 damaged 
004D: jump_if_false @BANKJO2_21834 
0108: destroy_object $3847 
0008: $3834 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3958 += 1 // integer values 
0004: $3849 = 1 // integer values 

:BANKJO2_21834
00D6: if or
0038:   $3953 == 3 // integer values 
0038:   $3954 == 3 // integer values 
0038:   $3955 == 3 // integer values 
004D: jump_if_false @BANKJO2_21939 
00D6: if 
0038:   $3858 == 0 // integer values 
004D: jump_if_false @BANKJO2_21939 
029B: $3857 = init_object #TAR_GUN1 at $3864 $3865 $3866 
0177: set_object $3857 z_angle_to 0.0 
0004: $3961 = 0 // integer values 
0004: $3859 = 0 // integer values 
0004: $3863 = 0 // integer values 
0004: $3858 = 1 // integer values 

:BANKJO2_21939
00D6: if 
0038:   $3858 == 1 // integer values 
004D: jump_if_false @BANKJO2_22266 
00D6: if 
0038:   $3859 == 0 // integer values 
004D: jump_if_false @BANKJO2_22266 
00D6: if 
8366:   not object $3857 damaged 
004D: jump_if_false @BANKJO2_22217 
01BB: store_object $3857 position_to $3860 $3861 $3862 
00D6: if 
0038:   $3863 == 0 // integer values 
004D: jump_if_false @BANKJO2_22100 
00D6: if 
0032:   -683.24 >= $3860 // floating-point values 
004D: jump_if_false @BANKJO2_22083 
00D6: if 
0038:   $3973 == 1 // integer values 
004D: jump_if_false @BANKJO2_22069 
0004: $3961 = 1 // integer values 

:BANKJO2_22069
0004: $3863 = 1 // integer values 
0002: jump @BANKJO2_22093 

:BANKJO2_22083
007E: $3860 -= frame_delta_time * 0.06 // floating-point values 

:BANKJO2_22093
0002: jump @BANKJO2_22152 

:BANKJO2_22100
00D6: if 
0030:   $3860 >= -680.49 // floating-point values 
004D: jump_if_false @BANKJO2_22142 
0004: $3863 = 0 // integer values 
0004: $3973 = 1 // integer values 
0002: jump @BANKJO2_22152 

:BANKJO2_22142
0078: $3860 += frame_delta_time * 0.06 // floating-point values 

:BANKJO2_22152
00D6: if 
0038:   $3961 == 1 // integer values 
004D: jump_if_false @BANKJO2_22196 
0108: destroy_object $3857 
0008: $3958 += 1 // integer values 
0004: $3859 = 1 // integer values 
0002: jump @BANKJO2_22210 

:BANKJO2_22196
01BC: put_object $3857 at $3860 $3861 $3862 

:BANKJO2_22210
0002: jump @BANKJO2_22266 

:BANKJO2_22217
00D6: if 
0366:   object $3857 damaged 
004D: jump_if_false @BANKJO2_22266 
0108: destroy_object $3857 
0008: $3834 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3958 += 1 // integer values 
0004: $3859 = 1 // integer values 

:BANKJO2_22266
00D6: if or
0038:   $3953 == 4 // integer values 
0038:   $3954 == 4 // integer values 
0038:   $3955 == 4 // integer values 
004D: jump_if_false @BANKJO2_22371 
00D6: if 
0038:   $3868 == 0 // integer values 
004D: jump_if_false @BANKJO2_22371 
029B: $3867 = init_object #TAR_GUN2 at $3874 $3875 $3876 
0177: set_object $3867 z_angle_to 0.0 
0004: $3962 = 0 // integer values 
0004: $3869 = 0 // integer values 
0004: $3873 = 0 // integer values 
0004: $3868 = 1 // integer values 

:BANKJO2_22371
00D6: if 
0038:   $3868 == 1 // integer values 
004D: jump_if_false @BANKJO2_22698 
00D6: if 
0038:   $3869 == 0 // integer values 
004D: jump_if_false @BANKJO2_22698 
00D6: if 
8366:   not object $3867 damaged 
004D: jump_if_false @BANKJO2_22649 
01BB: store_object $3867 position_to $3870 $3871 $3872 
00D6: if 
0038:   $3873 == 0 // integer values 
004D: jump_if_false @BANKJO2_22532 
00D6: if 
0032:   -683.73 >= $3870 // floating-point values 
004D: jump_if_false @BANKJO2_22515 
00D6: if 
0038:   $3974 == 1 // integer values 
004D: jump_if_false @BANKJO2_22501 
0004: $3962 = 1 // integer values 

:BANKJO2_22501
0004: $3873 = 1 // integer values 
0002: jump @BANKJO2_22525 

:BANKJO2_22515
007E: $3870 -= frame_delta_time * 0.05 // floating-point values 

:BANKJO2_22525
0002: jump @BANKJO2_22584 

:BANKJO2_22532
00D6: if 
0030:   $3870 >= -681.59 // floating-point values 
004D: jump_if_false @BANKJO2_22574 
0004: $3873 = 0 // integer values 
0004: $3974 = 1 // integer values 
0002: jump @BANKJO2_22584 

:BANKJO2_22574
0078: $3870 += frame_delta_time * 0.05 // floating-point values 

:BANKJO2_22584
00D6: if 
0038:   $3962 == 1 // integer values 
004D: jump_if_false @BANKJO2_22628 
0108: destroy_object $3867 
0008: $3958 += 1 // integer values 
0004: $3869 = 1 // integer values 
0002: jump @BANKJO2_22642 

:BANKJO2_22628
01BC: put_object $3867 at $3870 $3871 $3872 

:BANKJO2_22642
0002: jump @BANKJO2_22698 

:BANKJO2_22649
00D6: if 
0366:   object $3867 damaged 
004D: jump_if_false @BANKJO2_22698 
0108: destroy_object $3867 
0008: $3834 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3958 += 1 // integer values 
0004: $3869 = 1 // integer values 

:BANKJO2_22698
00D6: if or
0038:   $3953 == 5 // integer values 
0038:   $3954 == 5 // integer values 
0038:   $3955 == 5 // integer values 
004D: jump_if_false @BANKJO2_22803 
00D6: if 
0038:   $3878 == 0 // integer values 
004D: jump_if_false @BANKJO2_22803 
029B: $3877 = init_object #TAR_GUN1 at $3884 $3885 $3886 
0177: set_object $3877 z_angle_to 0.0 
0004: $3963 = 0 // integer values 
0004: $3879 = 0 // integer values 
0004: $3883 = 0 // integer values 
0004: $3878 = 1 // integer values 

:BANKJO2_22803
00D6: if 
0038:   $3878 == 1 // integer values 
004D: jump_if_false @BANKJO2_23130 
00D6: if 
0038:   $3879 == 0 // integer values 
004D: jump_if_false @BANKJO2_23130 
00D6: if 
8366:   not object $3877 damaged 
004D: jump_if_false @BANKJO2_23081 
01BB: store_object $3877 position_to $3880 $3881 $3882 
00D6: if 
0038:   $3883 == 0 // integer values 
004D: jump_if_false @BANKJO2_22964 
00D6: if 
0032:   8.0 >= $3882 // floating-point values 
004D: jump_if_false @BANKJO2_22947 
00D6: if 
0038:   $3975 == 1 // integer values 
004D: jump_if_false @BANKJO2_22933 
0004: $3963 = 1 // integer values 

:BANKJO2_22933
0004: $3883 = 1 // integer values 
0002: jump @BANKJO2_22957 

:BANKJO2_22947
007E: $3882 -= frame_delta_time * 0.06 // floating-point values 

:BANKJO2_22957
0002: jump @BANKJO2_23016 

:BANKJO2_22964
00D6: if 
0030:   $3882 >= 15.0 // floating-point values 
004D: jump_if_false @BANKJO2_23006 
0004: $3883 = 0 // integer values 
0004: $3975 = 1 // integer values 
0002: jump @BANKJO2_23016 

:BANKJO2_23006
0078: $3882 += frame_delta_time * 0.06 // floating-point values 

:BANKJO2_23016
00D6: if 
0038:   $3963 == 1 // integer values 
004D: jump_if_false @BANKJO2_23060 
0108: destroy_object $3877 
0008: $3958 += 1 // integer values 
0004: $3879 = 1 // integer values 
0002: jump @BANKJO2_23074 

:BANKJO2_23060
01BC: put_object $3877 at $3880 $3881 $3882 

:BANKJO2_23074
0002: jump @BANKJO2_23130 

:BANKJO2_23081
00D6: if 
0366:   object $3877 damaged 
004D: jump_if_false @BANKJO2_23130 
0108: destroy_object $3877 
0008: $3834 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3958 += 1 // integer values 
0004: $3879 = 1 // integer values 

:BANKJO2_23130
00D6: if or
0038:   $3953 == 6 // integer values 
0038:   $3954 == 6 // integer values 
0038:   $3955 == 6 // integer values 
004D: jump_if_false @BANKJO2_23235 
00D6: if 
0038:   $3888 == 0 // integer values 
004D: jump_if_false @BANKJO2_23235 
029B: $3887 = init_object #TAR_GUN2 at $3894 $3895 $3896 
0177: set_object $3887 z_angle_to 90.0 
0004: $3964 = 0 // integer values 
0004: $3889 = 0 // integer values 
0004: $3893 = 0 // integer values 
0004: $3888 = 1 // integer values 

:BANKJO2_23235
00D6: if 
0038:   $3888 == 1 // integer values 
004D: jump_if_false @BANKJO2_23562 
00D6: if 
0038:   $3889 == 0 // integer values 
004D: jump_if_false @BANKJO2_23562 
00D6: if 
8366:   not object $3887 damaged 
004D: jump_if_false @BANKJO2_23513 
01BB: store_object $3887 position_to $3890 $3891 $3892 
00D6: if 
0038:   $3893 == 0 // integer values 
004D: jump_if_false @BANKJO2_23396 
00D6: if 
0032:   1279.42 >= $3891 // floating-point values 
004D: jump_if_false @BANKJO2_23379 
00D6: if 
0038:   $3976 == 1 // integer values 
004D: jump_if_false @BANKJO2_23365 
0004: $3964 = 1 // integer values 

:BANKJO2_23365
0004: $3893 = 1 // integer values 
0002: jump @BANKJO2_23389 

:BANKJO2_23379
007E: $3891 -= frame_delta_time * 0.05 // floating-point values 

:BANKJO2_23389
0002: jump @BANKJO2_23448 

:BANKJO2_23396
00D6: if 
0030:   $3891 >= 1283.7 // floating-point values 
004D: jump_if_false @BANKJO2_23438 
0004: $3893 = 0 // integer values 
0004: $3976 = 1 // integer values 
0002: jump @BANKJO2_23448 

:BANKJO2_23438
0078: $3891 += frame_delta_time * 0.05 // floating-point values 

:BANKJO2_23448
00D6: if 
0038:   $3964 == 1 // integer values 
004D: jump_if_false @BANKJO2_23492 
0108: destroy_object $3887 
0008: $3958 += 1 // integer values 
0004: $3889 = 1 // integer values 
0002: jump @BANKJO2_23506 

:BANKJO2_23492
01BC: put_object $3887 at $3890 $3891 $3892 

:BANKJO2_23506
0002: jump @BANKJO2_23562 

:BANKJO2_23513
00D6: if 
0366:   object $3887 damaged 
004D: jump_if_false @BANKJO2_23562 
0108: destroy_object $3887 
0008: $3834 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3958 += 1 // integer values 
0004: $3889 = 1 // integer values 

:BANKJO2_23562
00D6: if or
0038:   $3953 == 7 // integer values 
0038:   $3954 == 7 // integer values 
0038:   $3955 == 7 // integer values 
004D: jump_if_false @BANKJO2_23667 
00D6: if 
0038:   $3898 == 0 // integer values 
004D: jump_if_false @BANKJO2_23667 
029B: $3897 = init_object #TAR_GUN1 at $3904 $3905 $3906 
0177: set_object $3897 z_angle_to 90.0 
0004: $3965 = 0 // integer values 
0004: $3899 = 0 // integer values 
0004: $3903 = 0 // integer values 
0004: $3898 = 1 // integer values 

:BANKJO2_23667
00D6: if 
0038:   $3898 == 1 // integer values 
004D: jump_if_false @BANKJO2_23994 
00D6: if 
0038:   $3899 == 0 // integer values 
004D: jump_if_false @BANKJO2_23994 
00D6: if 
8366:   not object $3897 damaged 
004D: jump_if_false @BANKJO2_23945 
01BB: store_object $3897 position_to $3900 $3901 $3902 
00D6: if 
0038:   $3903 == 0 // integer values 
004D: jump_if_false @BANKJO2_23828 
00D6: if 
0032:   1277.8 >= $3901 // floating-point values 
004D: jump_if_false @BANKJO2_23811 
00D6: if 
0038:   $3977 == 1 // integer values 
004D: jump_if_false @BANKJO2_23797 
0004: $3965 = 1 // integer values 

:BANKJO2_23797
0004: $3903 = 1 // integer values 
0002: jump @BANKJO2_23821 

:BANKJO2_23811
007E: $3901 -= frame_delta_time * 0.04 // floating-point values 

:BANKJO2_23821
0002: jump @BANKJO2_23880 

:BANKJO2_23828
00D6: if 
0030:   $3901 >= 1282.51 // floating-point values 
004D: jump_if_false @BANKJO2_23870 
0004: $3903 = 0 // integer values 
0004: $3977 = 1 // integer values 
0002: jump @BANKJO2_23880 

:BANKJO2_23870
0078: $3901 += frame_delta_time * 0.04 // floating-point values 

:BANKJO2_23880
00D6: if 
0038:   $3965 == 1 // integer values 
004D: jump_if_false @BANKJO2_23924 
0108: destroy_object $3897 
0008: $3958 += 1 // integer values 
0004: $3899 = 1 // integer values 
0002: jump @BANKJO2_23938 

:BANKJO2_23924
01BC: put_object $3897 at $3900 $3901 $3902 

:BANKJO2_23938
0002: jump @BANKJO2_23994 

:BANKJO2_23945
00D6: if 
0366:   object $3897 damaged 
004D: jump_if_false @BANKJO2_23994 
0108: destroy_object $3897 
0008: $3834 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3958 += 1 // integer values 
0004: $3899 = 1 // integer values 

:BANKJO2_23994
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_24032 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_24032
0110: clear_player $PLAYER_CHAR wanted_level 
0419: $3836 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if or
0038:   $3919 == 0 // integer values 
0038:   $3836 == 0 // integer values 
004D: jump_if_false @BANKJO2_24163 
00D6: if 
0038:   $3972 == 0 // integer values 
004D: jump_if_false @BANKJO2_24111 
0006: 16@ = 0 // integer values 
0004: $3972 = 1 // integer values 
0002: jump @BANKJO2_24163 

:BANKJO2_24111
00D6: if 
0019:   16@ > 200 // integer values 
004D: jump_if_false @BANKJO2_24163 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' 5000 ms 1  // AREA CLEAR!
0004: $3949 = 1 // integer values 
0004: $3835 = 1 // integer values 

:BANKJO2_24163
0002: jump @BANKJO2_20435 

:BANKJO2_24170
018E: stop_sound $3967 
00D6: if 
0038:   $3949 == 1 // integer values 
004D: jump_if_false @BANKJO2_24327 

:BANKJO2_24193
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO2_24327 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_24250 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_24250
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_24320 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_24320
0002: jump @BANKJO2_24193 

:BANKJO2_24327
014F: stop_timer $3919 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3916 = $3915 // integer values and handles 
0060: $3916 -= $3836 // integer values 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
03C8: set_camera_directly_before_player 
01E3: text_1number_styled 'BJM2_28' number $3834 time 4000 style 1  // SCORE ROUND THREE: ~1~
0084: $3683 = $3834 // integer values and handles 
0151: remove_status_text $3968 
0151: remove_status_text $3988 
0001: wait 4000 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_24446 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_24446
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_24516 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_24516
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
01E3: text_1number_styled 'BJM2_7' number $3968 time 4000 style 1  // TOTAL SCORE FOR SHOOT: ~1~
0001: wait 4000 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_24587 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_24587
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_24657 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_24657
03D6: remove_styled_text 'BJM2_7'  // TOTAL SCORE FOR SHOOT: ~1~
0084: $3917 = $3912 // integer values and handles 
0058: $3917 += $3914 // integer values 
0084: $3969 = $3917 // integer values and handles 
0058: $3969 += $3916 // integer values 
0084: $3684 = $3681 // integer values and handles 
0058: $3684 += $3682 // integer values 
0084: $3685 = $3684 // integer values and handles 
0058: $3685 += $3683 // integer values 
0084: $3910 = $3685 // integer values and handles 
0010: $3910 *= 100 // integer values 
00D6: if 
0018:   $3917 > 0 // integer values 
004D: jump_if_false @BANKJO2_24779 
0070: $3910 /= $3969 // integer values 
0002: jump @BANKJO2_24786 

:BANKJO2_24779
0004: $3910 = 0 // integer values 

:BANKJO2_24786
01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1  // HIT RATE: ~1~%
0001: wait 4000 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_24847 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_24847
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_24917 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_24917
03D6: remove_styled_text 'BJM2_3'  // HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $3946 
00A1: put_actor $PLAYER_ACTOR at -677.75 1272.03 9.81 
00BC: text_highpriority 'BJM2_17' 5000 ms 1  // ~g~Go and talk to Phil.
018A: $3679 = create_checkpoint_at -665.99 1234.17 10.08 
0004: $123 = 1 // integer values 
03CF: load_wav 'BNK2_7' as 1 
03CF: load_wav 'BNK2_8' as 2 

:BANKJO2_25023
00D6: if or
80F6:   not player $PLAYER_CHAR 0 -651.18 1260.08 9.82 radius 3.0 3.0 6.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @BANKJO2_25198 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_25121 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_25121
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_25191 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_25191
0002: jump @BANKJO2_25023 

:BANKJO2_25198
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 
00D6: if 
8118:   not actor $3908 dead 
004D: jump_if_false @BANKJO2_25243 
01B9: set_actor $3908 armed_weapon_to 0 
0002: jump @BANKJO2_25265 

:BANKJO2_25243
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_25265
01B4: set_player $PLAYER_CHAR frozen_state 0 

:BANKJO2_25272
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO2_25404 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_25327 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_25327
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_25397 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_25397
0002: jump @BANKJO2_25272 

:BANKJO2_25404
00BE: text_clear_all 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: enable_widescreen 1 
0108: destroy_object $3837 
0108: destroy_object $3847 
0108: destroy_object $3857 
0108: destroy_object $3867 
0108: destroy_object $3877 
0108: destroy_object $3887 
0108: destroy_object $3897 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0164: disable_marker $3679 
03CB: set_camera -665.99 1234.17 9.08 
009F: set_actor $PLAYER_ACTOR idle 
011C: actor $PLAYER_ACTOR clear_objective 
00A1: put_actor $PLAYER_ACTOR at -664.58 1233.74 10.1 
0173: set_actor $PLAYER_ACTOR z_angle_to 87.36 
009F: set_actor $PLAYER_ACTOR idle 
00D6: if 
8118:   not actor $3908 dead 
004D: jump_if_false @BANKJO2_25572 
020E: actor $PLAYER_ACTOR look_at_actor $3908 
0002: jump @BANKJO2_25594 

:BANKJO2_25572
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_25594
0169: set_fade_color 0 0 0 
00D6: if 
8118:   not actor $3908 dead 
004D: jump_if_false @BANKJO2_25633 
020E: actor $3908 look_at_actor $PLAYER_ACTOR 
0002: jump @BANKJO2_25655 

:BANKJO2_25633
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_25655
016A: fade 1 1000 ms 
015F: set_camera_position -662.67 1229.52 10.84 0.0 rotation 0.0 0.0 
0160: point_camera -663.27 1230.3 11.06 switchstyle 2 

:BANKJO2_25713
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO2_25845 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_25768 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_25768
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_25838 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_25838
0002: jump @BANKJO2_25713 

:BANKJO2_25845
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_7' 5000 ms 1  // So you wanna do me a favor, and help me put together a job?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO2_25876
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO2_26010 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_25933 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_25933
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_26003 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_26003
0002: jump @BANKJO2_25876 

:BANKJO2_26010
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03D5: remove_text 'BNK2_7'  // So you wanna do me a favor, and help me put together a job?
03CF: load_wav 'BNK2_9' as 1 

:BANKJO2_26041
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BANKJO2_26175 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_26098 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_26098
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_26168 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_26168
0002: jump @BANKJO2_26041 

:BANKJO2_26175
00D6: if 
001C:   $3968 > $3988 // integer values 
004D: jump_if_false @BANKJO2_26232 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_8' 5000 ms 1  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0372: set_actor $3908 anim 19 wait_state_time 1000000 ms 
0002: jump @BANKJO2_26263 

:BANKJO2_26232
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_9A' 10000 ms 1  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
0372: set_actor $3908 anim 19 wait_state_time 1000000 ms 

:BANKJO2_26263
00D6: if 
001C:   $3968 > $3988 // integer values 
004D: jump_if_false @BANKJO2_26517 

:BANKJO2_26282
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @BANKJO2_26446 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_26369 
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_26369
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_26439 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_26439
0002: jump @BANKJO2_26282 

:BANKJO2_26446
00D6: if 
8118:   not actor $3908 dead 
004D: jump_if_false @BANKJO2_26478 
0372: set_actor $3908 anim 0 wait_state_time 1 ms 
0002: jump @BANKJO2_26500 

:BANKJO2_26478
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_26500
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0002: jump @BANKJO2_26755 

:BANKJO2_26517
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO2_26681 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_26604 
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_26604
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_26674 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_26674
0002: jump @BANKJO2_26517 

:BANKJO2_26681
00D6: if 
8118:   not actor $3908 dead 
004D: jump_if_false @BANKJO2_26713 
0372: set_actor $3908 anim 0 wait_state_time 1 ms 
0002: jump @BANKJO2_26735 

:BANKJO2_26713
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 

:BANKJO2_26735
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.

:BANKJO2_26755
0211: actor $3908 walk_to -664.41 1228.08 
0006: 16@ = 0 // integer values 

:BANKJO2_26777
00D6: if 
80ED:   not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 
004D: jump_if_false @BANKJO2_27025 
0001: wait 0 ms 
00D6: if 
0118:   actor $3908 dead 
004D: jump_if_false @BANKJO2_26864 
00BC: text_highpriority 'BJM2_11' 5000 ms 1  // ~r~Phil's dead!
0002: jump @BANKJO2_27097 
0002: jump @BANKJO2_26948 

:BANKJO2_26864
00D6: if 
0029:   16@ >= 10000 // integer values 
004D: jump_if_false @BANKJO2_26948 
00D6: if 
80ED:   not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 
004D: jump_if_false @BANKJO2_26948 
00A1: put_actor $3908 at -664.41 1228.08 10.08 
0002: jump @BANKJO2_27025 

:BANKJO2_26948
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO2_27018 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @BANKJO2_27097 

:BANKJO2_27018
0002: jump @BANKJO2_26777 

:BANKJO2_27025
009B: destroy_actor_instantly $3908 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
001C:   $3968 > $3988 // integer values 
004D: jump_if_false @BANKJO2_27090 
0002: jump @BANKJO2_27114 
0002: jump @BANKJO2_27097 

:BANKJO2_27090
0002: jump @BANKJO2_27097 

:BANKJO2_27097
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BANKJO2_27114
0004: $249 = 1 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
0318: set_latest_mission_passed 'BANK_2'  // The Shootist
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 36400 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 36400 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
042F: save_record 0 integer $3968 
042F: save_record 1 integer $3910 
004F: create_thread @BANK3  
004F: create_thread @SHOOT  
0051: return 

:BANKJO2_27209
018E: stop_sound $3967 
034F: destroy_actor_with_fade $3908 // The actor fades away like a ghost 
0108: destroy_object $3693 
0108: destroy_object $3694 
0108: destroy_object $3695 
0108: destroy_object $3696 
0108: destroy_object $3697 
0108: destroy_object $3698 
0108: destroy_object $3713 
0108: destroy_object $3714 
0108: destroy_object $3715 
0108: destroy_object $3716 
0108: destroy_object $3717 
0108: destroy_object $3718 
0108: destroy_object $3733 
0108: destroy_object $3734 
0108: destroy_object $3735 
0108: destroy_object $3736 
0108: destroy_object $3737 
0108: destroy_object $3738 
0108: destroy_object $3754 
0108: destroy_object $3768 
0108: destroy_object $3782 
0108: destroy_object $3796 
0108: destroy_object $3810 
0108: destroy_object $3824 
0108: destroy_object $3837 
0108: destroy_object $3847 
0108: destroy_object $3857 
0108: destroy_object $3867 
0108: destroy_object $3877 
0108: destroy_object $3887 
0108: destroy_object $3897 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
0018:   $3939 > 0 // integer values 
004D: jump_if_false @BANKJO2_27402 
0247: request_model $3940 

:BANKJO2_27402
038B: load_requested_models 
01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this 
0249: release_model $3940 
0004: $ONMISSION = 0 // integer values 
0004: $995 = 0 // integer values 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
03BD: destroy_sphere $3966 
0108: destroy_object $3944 
0108: destroy_object $3945 
0108: destroy_object $3946 
0164: disable_marker $3675 
0164: disable_marker $3678 
0164: disable_marker $3679 
0164: disable_marker $3907 
0151: remove_status_text $3968 
0151: remove_status_text $3988 
014F: stop_timer $3677 
014F: stop_timer $3918 
014F: stop_timer $3919 
0249: release_model #MALE01 
0249: release_model #COLT45 
0249: release_model #TAR_GUN1 
0249: release_model #TAR_GUN2 
0249: release_model #TAR_FRAME 
0249: release_model #TAR_DOWNLEFT 
0249: release_model #TAR_DOWNRIGHT 
0249: release_model #TAR_TOP 
0249: release_model #TAR_UPLEFT 
0249: release_model #TAR_UPRIGHT 
0249: release_model #FAKETARGET 
0296: unload_special_actor 5 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 23---------------
// Originally: The Driver

:BANKJO3
03A4: name_thread 'BANKJO3' 
0050: gosub @BANKJO3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BANKJO3_37 
0050: gosub @BANKJO3_7380 

:BANKJO3_37
0050: gosub @BANKJO3_7642 
004E: end_thread 

:BANKJO3_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $986 = 0 // integer values 
0004: $4085 = 0 // integer values 
0004: $4013 = 0 // integer values 
0004: $3997 = 0 // integer values 
0005: $3994 = 7.0 // floating-point values 
0004: $4088 = 0 // integer values 
0004: $4089 = 0 // integer values 
0004: $4090 = 0 // integer values 
0004: $4092 = 0 // integer values 
0004: $4087 = 0 // integer values 
0004: $4094 = 0 // integer values 
0004: $4095 = 0 // integer values 
0004: $4096 = 0 // integer values 
0004: $4097 = 0 // integer values 
0004: $4098 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BANKJ3' 
03CF: load_wav 'MONO13' as 1 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSPHIL' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
02F3: load_object #CUTOBJ03 'COLPHON' 
04BB: select_interiour 17 // select render area 
03CB: set_camera 481.03 -64.21 8.98 
038B: load_requested_models 

:BANKJO3_309
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
004D: jump_if_false @BANKJO3_358 
0001: wait 0 ms 
0002: jump @BANKJO3_309 

:BANKJO3_358
02E4: load_cutscene_data 'BANK_3A' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $137 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $189 = create_cutscene_object #CUTOBJ01 
04BC:  'GCFAN' 
02E6: set_cutscene_anim $189 'GCFAN' 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
02E5: $211 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $211 'COLPHON' 
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
016A: fade 1 3000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO3_601
00D6: if 
001A:   2827 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_636 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_601 

:BANKJO3_636
00BC: text_highpriority 'BJM3_A' 10000 ms 1  // Things are starting to come together nicely here.

:BANKJO3_651
00D6: if 
001A:   4964 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_686 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_651 

:BANKJO3_686
00BC: text_highpriority 'BJM3_B' 10000 ms 1  // What's the plan, Tommy? Que pasa, amigo?

:BANKJO3_701
00D6: if 
001A:   7438 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_736 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_701 

:BANKJO3_736
00BC: text_highpriority 'BJM3_C' 10000 ms 1  // The plan is you keep doing that like a moron. Anyhow, we need a driver.

:BANKJO3_751
00D6: if 
001A:   12291 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_786 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_751 

:BANKJO3_786
00BC: text_highpriority 'BJM3_D' 10000 ms 1  // Tommy, I'll do it. I can drive.

:BANKJO3_801
00D6: if 
001A:   14893 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_836 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_801 

:BANKJO3_836
00BC: text_highpriority 'BJM3_E' 10000 ms 1  // You want Hilary, mister. Not some smart-talking law school chump.

:BANKJO3_851
00D6: if 
001A:   19162 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_886 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_851 

:BANKJO3_886
00BC: text_highpriority 'BJM3_F' 10000 ms 1  // Hilary's the real deal. You ain't never seen anyone drive so fast. I'll give him a call here.

:BANKJO3_901
00D6: if 
001A:   26056 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_936 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_901 

:BANKJO3_936
00BC: text_highpriority 'BJM3_G' 10000 ms 1  // Hey Hil, it's Phil. How's it going? No. don't talk. We'll reminisce later. You want to do me a favor?

:BANKJO3_951
00D6: if 
001A:   34674 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_988 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_951 

:BANKJO3_988
00BC: text_highpriority 'BJM3_H' 10000 ms 1  // I got me a guy from up north. No, no, I don't think he was in the service, but he wants a driver.

:BANKJO3_1003
00D6: if 
001A:   40799 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1040 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1003 

:BANKJO3_1040
00BC: text_highpriority 'BJM3_I' 10000 ms 1  // For a bit of action. Okay, I understand.

:BANKJO3_1055
00D6: if 
001A:   46343 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1092 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1055 

:BANKJO3_1092
00BC: text_highpriority 'BJM3_J' 10000 ms 1  // What'd he say?

:BANKJO3_1107
00D6: if 
001A:   47448 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1144 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1107 

:BANKJO3_1144
00BC: text_highpriority 'BJM3_K' 10000 ms 1  // Well, he'll do it, no problem. Well, there might be a little problem - see, he has abandonment issues.

:BANKJO3_1159
00D6: if 
001A:   52709 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1196 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1159 

:BANKJO3_1196
00BC: text_highpriority 'BJM3_L' 10000 ms 1  // Seems he won't work for anyone who can't beat him. Something to do with his momma.

:BANKJO3_1211
00D6: if 
001A:   56624 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1248 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1211 

:BANKJO3_1248
00BC: text_highpriority 'BJM3_M' 10000 ms 1  // Anyway, he wants to race you first, said he'd meet you outside..

:BANKJO3_1263
00D6: if 
001A:   59809 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1300 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1263 

:BANKJO3_1300
00BE: text_clear_all 
016A: fade 0 2000 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @BANKJO3_1348 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BANKJO3_1348 
03D1: play_wav 1 

:BANKJO3_1348
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO3_1372 
0001: wait 0 ms 
0002: jump @BANKJO3_1348 

:BANKJO3_1372
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 1.0 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
03CB: set_camera 449.89 -116.18 9.74 
0004: $986 = 0 // integer values 
01E8: create_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
03BA: clear_cars_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
042B: clear_peds_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSHLARY' 
02F3: load_object #CUTOBJ01 'HLRYCAR' 
03CB: set_camera 479.09 -149.436 9.0 
038B: load_requested_models 

:BANKJO3_1613
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @BANKJO3_1648 
0001: wait 0 ms 
0002: jump @BANKJO3_1613 

:BANKJO3_1648
02E4: load_cutscene_data 'BANK_3B' 
0244: set_cutscene_pos 479.09 -149.436 9.0 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $186 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $186 'CSHLARY' 
02E5: $187 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $187 'HLRYCAR' 
0395: clear_area 1 at 449.89 -116.18 range 9.74 1.0 
0055: put_player $PLAYER_CHAR at 449.89 -116.18 9.74 
0171: set_player $PLAYER_CHAR z_angle_to 310.41 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO3_1819
00D6: if 
001A:   4501 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1854 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1819 

:BANKJO3_1854
00BC: text_highpriority 'BJM3_2A' 10000 ms 1  // You Tommy? Of course you're Tommy, I mean,

:BANKJO3_1869
00D6: if 
001A:   7978 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1904 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1869 

:BANKJO3_1904
00BC: text_highpriority 'BJM3_2B' 10000 ms 1  // Why else would anyone want to speak to me?

:BANKJO3_1919
00D6: if 
001A:   9549 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_1954 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1919 

:BANKJO3_1954
00BC: text_highpriority 'BJM3_2C' 10000 ms 1  // OK. Consider it this way -

:BANKJO3_1969
00D6: if 
001A:   11840 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_2004 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_1969 

:BANKJO3_2004
00BC: text_highpriority 'BJM3_2D' 10000 ms 1  // I'll drive for you IF, and only IF, you can drive properly.

:BANKJO3_2019
00D6: if 
001A:   17081 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_2054 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_2019 

:BANKJO3_2054
00BC: text_highpriority 'BJM3_2E' 10000 ms 1  // Leave me alone - and I'll never forgive you.

:BANKJO3_2069
00D6: if 
001A:   20480 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_2104 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_2069 

:BANKJO3_2104
00BE: text_clear_all 

:BANKJO3_2106
00D6: if 
001A:   24056 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO3_2141 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO3_2106 

:BANKJO3_2141
016A: fade 0 2000 ms 
00BE: text_clear_all 

:BANKJO3_2150
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO3_2174 
0001: wait 0 ms 
0002: jump @BANKJO3_2150 

:BANKJO3_2174
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
04E3: unknown_player $PLAYER_CHAR 1 60000 
0005: $3999 = 479.09 // floating-point values 
0005: $4000 = -149.436 // floating-point values 
0005: $4001 = 9.0 // floating-point values 
0005: $3990 = 185.022 // floating-point values 
0004: $4020 = 18 // integer values 
0005: $4007 = 483.19 // floating-point values 
0005: $4008 = -149.436 // floating-point values 
0005: $4009 = 9.0 // floating-point values 
0005: $4021 = 479.06 // floating-point values 
0005: $4022 = -174.68 // floating-point values 
0005: $4023 = 9.0 // floating-point values 
0005: $4024 = 477.68 // floating-point values 
0005: $4025 = -213.29 // floating-point values 
0005: $4026 = 10.77 // floating-point values 
0005: $4027 = 458.74 // floating-point values 
0005: $4028 = -315.75 // floating-point values 
0005: $4029 = 9.08 // floating-point values 
0005: $4030 = 418.92 // floating-point values 
0005: $4031 = -397.27 // floating-point values 
0005: $4032 = 8.95 // floating-point values 
0005: $4033 = 230.78 // floating-point values 
0005: $4034 = -697.36 // floating-point values 
0005: $4035 = 9.28 // floating-point values 
0005: $4036 = 71.23 // floating-point values 
0005: $4037 = -1006.72 // floating-point values 
0005: $4038 = 9.31 // floating-point values 
0005: $4039 = 171.8 // floating-point values 
0005: $4040 = -1132.57 // floating-point values 
0005: $4041 = 9.28 // floating-point values 
0005: $4042 = 160.03 // floating-point values 
0005: $4043 = -1331.92 // floating-point values 
0005: $4044 = 9.28 // floating-point values 
0005: $4045 = 38.84 // floating-point values 
0005: $4046 = -1473.71 // floating-point values 
0005: $4047 = 9.3 // floating-point values 
0005: $4048 = -54.79 // floating-point values 
0005: $4049 = -1560.57 // floating-point values 
0005: $4050 = 9.28 // floating-point values 
0005: $4051 = -190.29 // floating-point values 
0005: $4052 = -1215.46 // floating-point values 
0005: $4053 = 9.31 // floating-point values 
0005: $4054 = -88.78 // floating-point values 
0005: $4055 = -936.21 // floating-point values 
0005: $4056 = 9.31 // floating-point values 
0005: $4057 = 124.88 // floating-point values 
0005: $4058 = -800.59 // floating-point values 
0005: $4059 = 9.31 // floating-point values 
0005: $4060 = 183.11 // floating-point values 
0005: $4061 = -496.49 // floating-point values 
0005: $4062 = 9.9 // floating-point values 
0005: $4063 = 277.36 // floating-point values 
0005: $4064 = -176.64 // floating-point values 
0005: $4065 = 10.3 // floating-point values 
0005: $4066 = 446.8 // floating-point values 
0005: $4067 = 68.27 // floating-point values 
0005: $4068 = 10.16 // floating-point values 
0005: $4069 = 489.63 // floating-point values 
0005: $4070 = 67.13 // floating-point values 
0005: $4071 = 10.0 // floating-point values 
0005: $4072 = 517.55 // floating-point values 
0005: $4073 = -74.78 // floating-point values 
0005: $4074 = 9.59 // floating-point values 
01EB: set_traffic_density_multiplier_to 0.3 
0247: request_model #SABRETUR 
0247: request_model #SENTINEL 
023C: load_special_actor 3 'IGHLARY' 
03CF: load_wav 'CARREV' as 1 
03CF: load_wav 'BNK3_3A' as 2 

:BANKJO3_2877
00D6: if or
8248:   not model #SABRETUR available 
8248:   not model #SENTINEL available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @BANKJO3_2921 
0001: wait 0 ms 
0002: jump @BANKJO3_2877 

:BANKJO3_2921
0395: clear_area 1 at 526.2 -76.85 range 10.78 5.0 
00A5: $3996 = create_car #SABRETUR at $3999 $4000 $4001 
020A: set_car $3996 door_status_to 0 
02AC: set_car $3996 immunities 1 1 1 1 1 
039C: set_car $3996 watertight 1 
03AB: set_car $3996 strong 1 
0423: car $3996 improve_handling 1.5 
03ED: set_car $3996 not_damaged_when_upside_down 1 
04E0: car $3996 abandon_path_radius 200 
0129: $4005 = create_actor 4 #SPECIAL03 in_car $3996 driverseat 
01ED: clear_actor $4005 threat_search 
039E: set_actor $4005 locked_while_in_vehicle 1 
0175: set_car $3996 z_angle_to $3990 
00A9: set_car $3996 to_normal_driver 
00AE: set_vehicle $3996 traffic_behavior_to 2 
00AD: set_car $3996 max_speed_to 45.0 
02AA: set_car $3996 immune_to_nonplayer 1 
00A5: $4093 = create_car #SENTINEL at $4007 $4008 $4009 
0175: set_car $4093 z_angle_to $3990 
036A: put_actor $PLAYER_ACTOR in_car $4093 
0395: clear_area 0 at 473.713 -149.895 range 10.546 1.0 
015F: set_camera_position 473.713 -149.895 10.546 0.0 rotation 0.0 0.0 
0160: point_camera 474.708 -149.824 10.479 switchstyle 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00D6: if 
8118:   not actor $4005 dead 
004D: jump_if_false @BANKJO3_3252 
022C: set_actor $4005 to_look_at_actor $PLAYER_ACTOR 
022C: set_actor $PLAYER_ACTOR to_look_at_actor $4005 
0002: jump @BANKJO3_3274 

:BANKJO3_3252
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_3274
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 

:BANKJO3_3294
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO3_3471 
0001: wait 0 ms 
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_3334 
0002: jump @BANKJO3_7380 

:BANKJO3_3334
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_3393 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 
00D6: if 
8119:   not car $3996 wrecked 
004D: jump_if_false @BANKJO3_3393 
00A9: set_car $3996 to_normal_driver 

:BANKJO3_3393
0227: $4083 = car $3996 health 
00D6: if or
001A:   1000 > $4083 // integer values 
0496:   vehicle $3996 tire 4 deflated 
004D: jump_if_false @BANKJO3_3441 
0004: $4083 = 9 // integer values 
0002: jump @BANKJO3_3849 

:BANKJO3_3441
00D6: if 
0119:   car $4093 wrecked 
004D: jump_if_false @BANKJO3_3464 
0002: jump @BANKJO3_7380 

:BANKJO3_3464
0002: jump @BANKJO3_3294 

:BANKJO3_3471
00D6: if or
80FA:   not player $PLAYER_CHAR stopped 1 $4007 $4008 $4009 radius 2.0 2.0 2.0 
04A8:   player $PLAYER_CHAR driving_boat 
04C9:   player $PLAYER_CHAR driving_plane 
004D: jump_if_false @BANKJO3_3849 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $4007 $4008 $4009 radius 2.0 2.0 2.0 
004D: jump_if_false @BANKJO3_3726 
00D6: if or
04A8:   player $PLAYER_CHAR driving_boat 
04C9:   player $PLAYER_CHAR driving_plane 
004D: jump_if_false @BANKJO3_3637 
00D6: if 
0038:   $4092 == 0 // integer values 
004D: jump_if_false @BANKJO3_3630 
00BC: text_highpriority 'BJM3_4' 5000 ms 1  // ~g~You need a car to take part!
0004: $4092 = 1 // integer values 

:BANKJO3_3630
0002: jump @BANKJO3_3719 

:BANKJO3_3637
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 $4007 $4008 $4009 radius 2.0 2.0 2.0 
004D: jump_if_false @BANKJO3_3719 
00D6: if 
0038:   $4092 == 0 // integer values 
004D: jump_if_false @BANKJO3_3719 
00BC: text_highpriority 'BJM3_4' 5000 ms 1  // ~g~You need a car to take part!
0004: $4092 = 1 // integer values 

:BANKJO3_3719
0002: jump @BANKJO3_3733 

:BANKJO3_3726
0004: $4092 = 0 // integer values 

:BANKJO3_3733
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_3756 
0002: jump @BANKJO3_7380 

:BANKJO3_3756
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_3794 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_3794
0227: $4083 = car $3996 health 
00D6: if or
001A:   1000 > $4083 // integer values 
0496:   vehicle $3996 tire 4 deflated 
004D: jump_if_false @BANKJO3_3842 
0004: $4083 = 9 // integer values 
0002: jump @BANKJO3_3849 

:BANKJO3_3842
0002: jump @BANKJO3_3471 

:BANKJO3_3849
03D1: play_wav 1 
00D6: if 
0038:   $4083 == 9 // integer values 
004D: jump_if_false @BANKJO3_3895 
00BA: text_styled 'RACE1' 1200 ms 4  // ~g~3..2..1.. GO GO GO!
02EB: restore_camera_with_jumpcut 
0002: jump @BANKJO3_4301 

:BANKJO3_3895
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00BA: text_styled 'RACE2' 1500 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
0001: wait 1500 ms 
0395: clear_area 0 at 481.704 -155.509 range 10.9 1.0 
015F: set_camera_position 481.704 -155.509 10.9 0.0 rotation 0.0 0.0 
0160: point_camera 481.675 -154.522 10.741 switchstyle 2 
00BA: text_styled 'RACE3' 1500 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
0001: wait 1500 ms 
0395: clear_area 0 at 487.907 -148.861 range 11.167 1.0 
015F: set_camera_position 487.907 -148.861 11.167 0.0 rotation 0.0 0.0 
0160: point_camera 486.924 -148.899 10.98 switchstyle 2 
00BA: text_styled 'RACE4' 1500 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
0001: wait 1500 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
022F: set_actor $PLAYER_ACTOR stop_looking 
00D6: if 
8118:   not actor $4005 dead 
004D: jump_if_false @BANKJO3_4220 
022F: set_actor $4005 stop_looking 
0002: jump @BANKJO3_4242 

:BANKJO3_4220
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_4242
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 

:BANKJO3_4301
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_4339 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_4339
0161: $3998 = create_marker_above_car $3996 color 0 visibility 1 
03CC: car $3996 add_to_stuck_car_check 0.1 = 1000 
0050: gosub @BANKJO3_7827 
0086: $4010 = $4075 // floating-point values only 
0086: $4011 = $4076 // floating-point values only 
0086: $4012 = $4077 // floating-point values only 
0086: $4014 = $4078 // floating-point values only 
0086: $4015 = $4079 // floating-point values only 
0086: $4016 = $4080 // floating-point values only 
0086: $4002 = $4075 // floating-point values only 
0086: $4003 = $4076 // floating-point values only 
0086: $4004 = $4077 // floating-point values only 
018A: $4081 = create_checkpoint_at $4010 $4011 $4012 
0167: $4082 = create_marker_at $4014 $4015 $4016 color 5 flag 2 
0168: set_blip $4082 size 2 
0166: set_marker $4082 brightness_to 1 
00A7: car $3996 drive_to $4002 $4003 $4004 
03C3: set_timer_with_text_to $4087 type 0 text 'R_TIME'  // RACE TIME:

:BANKJO3_4518
00D6: if 
001C:   $4020 > $4013 // integer values 
004D: jump_if_false @BANKJO3_6106 
0001: wait 0 ms 
00D6: if 
0028:   $4085 >= 4 // integer values 
004D: jump_if_false @BANKJO3_5049 
00D6: if 
0038:   $4088 == 0 // integer values 
004D: jump_if_false @BANKJO3_4599 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO3_4599 
0004: $4088 = 1 // integer values 

:BANKJO3_4599
00D6: if 
0038:   $4088 == 1 // integer values 
004D: jump_if_false @BANKJO3_4650 
03D1: play_wav 2 
00BC: text_highpriority 'BNK3_3A' 5000 ms 1  // Illegal street race in progress at Vice Point.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $4088 = 2 // integer values 

:BANKJO3_4650
00D6: if 
0038:   $4088 == 2 // integer values 
004D: jump_if_false @BANKJO3_4700 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO3_4700 
03D5: remove_text 'BNK3_3A'  // Illegal street race in progress at Vice Point.
0004: $4088 = 3 // integer values 

:BANKJO3_4700
00D6: if 
0038:   $4088 == 3 // integer values 
004D: jump_if_false @BANKJO3_4749 
03CF: load_wav 'BNK3_3B' as 1 
03CF: load_wav 'BNK3_3C' as 2 
0004: $4088 = 4 // integer values 

:BANKJO3_4749
00D6: if 
0038:   $4088 == 4 // integer values 
004D: jump_if_false @BANKJO3_4789 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @BANKJO3_4789 
0004: $4088 = 5 // integer values 

:BANKJO3_4789
00D6: if 
0038:   $4088 == 5 // integer values 
004D: jump_if_false @BANKJO3_4833 
03D1: play_wav 1 
00BC: text_highpriority 'BNK3_3B' 5000 ms 1  // Calling all officers.
0004: $4088 = 6 // integer values 

:BANKJO3_4833
00D6: if 
0038:   $4088 == 6 // integer values 
004D: jump_if_false @BANKJO3_4883 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @BANKJO3_4883 
03D5: remove_text 'BNK3_3B'  // Calling all officers.
0004: $4088 = 7 // integer values 

:BANKJO3_4883
00D6: if 
0038:   $4088 == 7 // integer values 
004D: jump_if_false @BANKJO3_4923 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @BANKJO3_4923 
0004: $4088 = 8 // integer values 

:BANKJO3_4923
00D6: if 
0038:   $4088 == 8 // integer values 
004D: jump_if_false @BANKJO3_4967 
03D1: play_wav 2 
00BC: text_highpriority 'BNK3_3C' 5000 ms 1  // Street racers, this is illegal and forbidden!
0004: $4088 = 9 // integer values 

:BANKJO3_4967
00D6: if 
0038:   $4088 == 9 // integer values 
004D: jump_if_false @BANKJO3_5049 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO3_5049 
03D5: remove_text 'BNK3_3C'  // Street racers, this is illegal and forbidden!
01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
0004: $4088 = 10 // integer values 

:BANKJO3_5049
00D6: if 
0038:   $4090 == 0 // integer values 
004D: jump_if_false @BANKJO3_5078 
040D: unload_wav 1 
0004: $4090 = 1 // integer values 

:BANKJO3_5078
00D6: if 
0038:   $4088 == 1 // integer values 
004D: jump_if_false @BANKJO3_5142 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BANKJO3_5142 
03D5: remove_text 'BNK3_3A'  // Illegal street race in progress at Vice Point.
03D5: remove_text 'BNK3_3B'  // Calling all officers.
040D: unload_wav 2 
0004: $4088 = 2 // integer values 

:BANKJO3_5142
0004: $4086 = 0 // integer values 
00D6: if and
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4010 $4011 $4012 radius 6.0 6.0 6.0 
84A8:   not player $PLAYER_CHAR driving_boat 
84C9:   not player $PLAYER_CHAR driving_plane 
004D: jump_if_false @BANKJO3_5390 
0008: $4013 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4081 
0164: disable_marker $4082 
0084: $4085 = $4013 // integer values and handles 
0050: gosub @BANKJO3_7827 
0086: $4010 = $4075 // floating-point values only 
0086: $4011 = $4076 // floating-point values only 
0086: $4012 = $4077 // floating-point values only 
0086: $4014 = $4078 // floating-point values only 
0086: $4015 = $4079 // floating-point values only 
0086: $4016 = $4080 // floating-point values only 
00D6: if 
003A:   $4013 == $4020 // integer values and handles 
004D: jump_if_false @BANKJO3_5326 
0002: jump @BANKJO3_6111 

:BANKJO3_5326
018A: $4081 = create_checkpoint_at $4010 $4011 $4012 
00D6: if 
001A:   17 > $4013 // integer values 
004D: jump_if_false @BANKJO3_5390 
0167: $4082 = create_marker_at $4014 $4015 $4016 color 5 flag 2 
0166: set_marker $4082 brightness_to 1 
0168: set_blip $4082 size 2 

:BANKJO3_5390
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_5428 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_5428
00D6: if 
8119:   not car $3996 wrecked 
004D: jump_if_false @BANKJO3_5931 
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_5482 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_5482
0084: $4084 = $3996 // integer values and handles 
0084: $4085 = $3997 // integer values and handles 
0086: $4075 = $4002 // floating-point values only 
0086: $4076 = $4003 // floating-point values only 
0086: $4077 = $4004 // floating-point values only 
0050: gosub @BANKJO3_9017 
00D6: if 
01AF:   car $3996 0 $4002 $4003 $4004 radius $3994 $3994 $3994 
004D: jump_if_false @BANKJO3_5769 
0008: $3997 += 1 // integer values 
00D6: if 
0038:   $4097 == 0 // integer values 
004D: jump_if_false @BANKJO3_5604 
04E0: car $3996 abandon_path_radius 20 
0004: $4097 = 1 // integer values 

:BANKJO3_5604
0084: $4085 = $3997 // integer values and handles 
0050: gosub @BANKJO3_7827 
0086: $4002 = $4075 // floating-point values only 
0086: $4003 = $4076 // floating-point values only 
0086: $4004 = $4077 // floating-point values only 
00D6: if 
003A:   $3997 == $4020 // integer values and handles 
004D: jump_if_false @BANKJO3_5672 
0005: $3994 = 6.0 // floating-point values 

:BANKJO3_5672
00D6: if 
003A:   $3997 == $4020 // integer values and handles 
004D: jump_if_false @BANKJO3_5713 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @BANKJO3_7380 

:BANKJO3_5713
00D6: if 
0042:   $3994 == 7.0 // floating-point values 
004D: jump_if_false @BANKJO3_5755 
00A7: car $3996 drive_to $4002 $4003 $4004 
0002: jump @BANKJO3_5769 

:BANKJO3_5755
02C2: car $3996 drive_to_point $4002 $4003 $4004 

:BANKJO3_5769
00D6: if 
02BF:   car $3996 sunk 
004D: jump_if_false @BANKJO3_5924 
00D6: if 
82CA:   not car $3996 bounding_sphere_visible 
004D: jump_if_false @BANKJO3_5924 
00AA: store_car $3996 position_to $4017 $4018 $4019 
02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 
00D6: if 
838A:   not car_in_cube $4017 $4018 $4019 4.0 4.0 4.0 
004D: jump_if_false @BANKJO3_5924 
00D6: if 
80C2:   not sphere_onscreen $4017 $4018 $4019 3.0 
004D: jump_if_false @BANKJO3_5924 
00AB: put_car $3996 at $4017 $4018 $4019 
039F: car $3996 race_to $4002 $4003 

:BANKJO3_5924
0002: jump @BANKJO3_5954 

:BANKJO3_5931
00D6: if 
82BF:   not car $3996 sunk 
004D: jump_if_false @BANKJO3_5954 
0004: $3997 = 0 // integer values 

:BANKJO3_5954
00D6: if 
0038:   $4086 == 0 // integer values 
004D: jump_if_false @BANKJO3_5986 
00BB: text_lowpriority 'FIRST' 100 ms 1  // ~b~1st

:BANKJO3_5986
00D6: if 
0038:   $4086 == 1 // integer values 
004D: jump_if_false @BANKJO3_6018 
00BB: text_lowpriority 'SECOND' 100 ms 1  // ~b~2nd

:BANKJO3_6018
00D6: if 
0038:   $4013 == 17 // integer values 
004D: jump_if_false @BANKJO3_6070 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4010 $4011 $4012 
0002: jump @BANKJO3_6099 

:BANKJO3_6070
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $4010 $4011 $4012 

:BANKJO3_6099
0002: jump @BANKJO3_4518 

:BANKJO3_6106
014F: stop_timer $4087 

:BANKJO3_6111
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @BANKJO3_6158 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
00DA: $4091 = player $PLAYER_CHAR car 

:BANKJO3_6158
0169: set_fade_color 1 1 1 
016A: fade 0 1500 ms 

:BANKJO3_6173
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO3_6258 
0001: wait 0 ms 
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_6228 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_6228
00D6: if 
0119:   car $4091 wrecked 
004D: jump_if_false @BANKJO3_6251 
0002: jump @BANKJO3_7380 

:BANKJO3_6251
0002: jump @BANKJO3_6173 

:BANKJO3_6258
015F: set_camera_position 515.93 -82.24 12.87 0.0 rotation 0.0 0.0 
0160: point_camera 515.92 -81.38 12.55 switchstyle 2 
0395: clear_area 1 at 513.7 -74.3 range 9.58 4.0 
03BA: clear_cars_from_cube 528.63 64.64 8.0 376.19 -320.62 16.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00AB: put_car $4091 at 513.7 -74.3 9.58 
0175: set_car $4091 z_angle_to 180.0 
00AB: put_car $3996 at 517.19 -74.3 9.58 
0175: set_car $3996 z_angle_to 180.0 
0164: disable_marker $3998 
00AD: set_car $3996 max_speed_to 0.0 
00A9: set_car $3996 to_normal_driver 
00D6: if 
0038:   $4089 == 0 // integer values 
004D: jump_if_false @BANKJO3_6496 
03CF: load_wav 'BNK3_1' as 1 
0004: $4089 = 1 // integer values 

:BANKJO3_6496
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @BANKJO3_6583 
0001: wait 0 ms 
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_6553 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_6553
00D6: if 
0119:   car $4091 wrecked 
004D: jump_if_false @BANKJO3_6576 
0002: jump @BANKJO3_7380 

:BANKJO3_6576
0002: jump @BANKJO3_6496 

:BANKJO3_6583
0169: set_fade_color 1 1 1 
016A: fade 1 1500 ms 

:BANKJO3_6598
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO3_6683 
0001: wait 0 ms 
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_6653 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_6653
00D6: if 
0119:   car $4091 wrecked 
004D: jump_if_false @BANKJO3_6676 
0002: jump @BANKJO3_7380 

:BANKJO3_6676
0002: jump @BANKJO3_6598 

:BANKJO3_6683
00D6: if 
8118:   not actor $4005 dead 
004D: jump_if_false @BANKJO3_6722 
022E: set_player $PLAYER_CHAR to_look_at_actor $4005 
022D: set_actor $4005 to_look_at_player $PLAYER_CHAR 
0002: jump @BANKJO3_6744 

:BANKJO3_6722
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_6744
00D6: if 
003A:   $4013 == $4020 // integer values and handles 
004D: jump_if_false @BANKJO3_6782 
03D1: play_wav 1 
00BC: text_highpriority 'BNK3_1' 6000 ms 1  // Ok. I'll drive for you, but please, treat me bad.

:BANKJO3_6782
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @BANKJO3_6923 
0001: wait 0 ms 
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_6839 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_6839
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_6893 
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_6893 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_6893
00D6: if 
0119:   car $4091 wrecked 
004D: jump_if_false @BANKJO3_6916 
0002: jump @BANKJO3_7380 

:BANKJO3_6916
0002: jump @BANKJO3_6782 

:BANKJO3_6923
040D: unload_wav 1 
03D5: remove_text 'BNK3_1'  // Ok. I'll drive for you, but please, treat me bad.
00D6: if 
8118:   not actor $4005 dead 
004D: jump_if_false @BANKJO3_6970 
0230: set_player $PLAYER_CHAR stop_looking 
022F: set_actor $4005 stop_looking 
0002: jump @BANKJO3_6992 

:BANKJO3_6970
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_6992
00D6: if 
8119:   not car $3996 wrecked 
004D: jump_if_false @BANKJO3_7043 
03CD: car $3996 remove_from_stuck_car_check 
00AD: set_car $3996 max_speed_to 30.0 
00A7: car $3996 drive_to 478.26 -129.32 9.01 

:BANKJO3_7043
0006: 17@ = 0 // integer values 
0006: 16@ = 0 // integer values 

:BANKJO3_7057
00D6: if and
02CB:   actor $4005 bounding_sphere_visible 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @BANKJO3_7294 
0001: wait 0 ms 
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_7123 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_7123
00D6: if 
0119:   car $3996 wrecked 
004D: jump_if_false @BANKJO3_7177 
00D6: if 
0118:   actor $4005 dead 
004D: jump_if_false @BANKJO3_7177 
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_7177
00D6: if 
0029:   16@ >= 5000 // integer values 
004D: jump_if_false @BANKJO3_7264 
00D6: if 
8118:   not actor $4005 dead 
004D: jump_if_false @BANKJO3_7242 
00D6: if 
02CB:   actor $4005 bounding_sphere_visible 
004D: jump_if_false @BANKJO3_7235 
0002: jump @BANKJO3_7294 

:BANKJO3_7235
0002: jump @BANKJO3_7264 

:BANKJO3_7242
00BC: text_highpriority 'BJM3_2' 5000 ms 1  // ~r~Hilary is dead!
0002: jump @BANKJO3_7380 

:BANKJO3_7264
00D6: if 
0119:   car $4091 wrecked 
004D: jump_if_false @BANKJO3_7287 
0002: jump @BANKJO3_7380 

:BANKJO3_7287
0002: jump @BANKJO3_7057 

:BANKJO3_7294
00A9: set_car $3996 to_normal_driver 
009B: destroy_actor_instantly $4005 
00A6: destroy_car $3996 
00D6: if 
8119:   not car $4091 wrecked 
004D: jump_if_false @BANKJO3_7339 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0002: jump @BANKJO3_7346 

:BANKJO3_7339
0002: jump @BANKJO3_7380 

:BANKJO3_7346
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0002: jump @BANKJO3_7448 

:BANKJO3_7380
03D5: remove_text 'FIRST'  // ~b~1st
03D5: remove_text 'SECOND'  // ~b~2nd
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00D6: if 
8119:   not car $3996 wrecked 
004D: jump_if_false @BANKJO3_7446 
00AD: set_car $3996 max_speed_to 0.0 
00A9: set_car $3996 to_normal_driver 

:BANKJO3_7446
0051: return 

:BANKJO3_7448
0004: $250 = 1 // integer values 
0318: set_latest_mission_passed 'BANK_3'  // The Driver
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0084: $4096 = $4087 // integer values and handles 
0014: $4096 /= 1000 // integer values 
042E: downdate_integer_stat 1 to $4096 
0084: $4094 = $4096 // integer values and handles 
0014: $4094 /= 60 // integer values 
0084: $4095 = $4094 // integer values and handles 
0010: $4095 *= 60 // integer values 
0060: $4096 -= $4095 // integer values 
0109: player $PLAYER_CHAR money += 37500 
01E3: text_1number_styled 'M_PASS' number 37500 time 5000 style 1  // MISSION PASSED! $~1~
00D6: if 
0028:   $4096 >= 10 // integer values 
004D: jump_if_false @BANKJO3_7611 
02FD: text_2numbers_lowpriority 'RACETM' $4094 $4096 5000 flag 1  // ~b~RACE TIME: ~1~:~1~
0002: jump @BANKJO3_7632 

:BANKJO3_7611
02FD: text_2numbers_lowpriority 'RACETM2' $4094 $4096 5000 flag 1  // ~b~RACE TIME: ~1~:0~1~

:BANKJO3_7632
004F: create_thread @BANK4  
0051: return 

:BANKJO3_7642
034F: destroy_actor_with_fade $4005 // The actor fades away like a ghost 
00D6: if 
8119:   not car $3996 wrecked 
004D: jump_if_false @BANKJO3_7699 
02AC: set_car $3996 immunities 0 0 0 0 0 
039C: set_car $3996 watertight 0 
03AB: set_car $3996 strong 0 
03ED: set_car $3996 not_damaged_when_upside_down 0 

:BANKJO3_7699
01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $ONMISSION = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 3 
0249: release_model #SABRETUR 
0249: release_model #SENTINEL 
01E7: remove_forbidden_for_cars_cube 444.9 -203.82 8.0 572.14 133.77 20.0 
0164: disable_marker $3998 
0164: disable_marker $4081 
0164: disable_marker $4082 
014F: stop_timer $4087 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:BANKJO3_7827
00D6: if 
0038:   $4085 == 0 // integer values 
004D: jump_if_false @BANKJO3_7893 
0086: $4075 = $4021 // floating-point values only 
0086: $4076 = $4022 // floating-point values only 
0086: $4077 = $4023 // floating-point values only 
0086: $4078 = $4024 // floating-point values only 
0086: $4079 = $4025 // floating-point values only 
0086: $4080 = $4026 // floating-point values only 

:BANKJO3_7893
00D6: if 
0038:   $4085 == 1 // integer values 
004D: jump_if_false @BANKJO3_7959 
0086: $4075 = $4024 // floating-point values only 
0086: $4076 = $4025 // floating-point values only 
0086: $4077 = $4026 // floating-point values only 
0086: $4078 = $4027 // floating-point values only 
0086: $4079 = $4028 // floating-point values only 
0086: $4080 = $4029 // floating-point values only 

:BANKJO3_7959
00D6: if 
0038:   $4085 == 2 // integer values 
004D: jump_if_false @BANKJO3_8025 
0086: $4075 = $4027 // floating-point values only 
0086: $4076 = $4028 // floating-point values only 
0086: $4077 = $4029 // floating-point values only 
0086: $4078 = $4030 // floating-point values only 
0086: $4079 = $4031 // floating-point values only 
0086: $4080 = $4032 // floating-point values only 

:BANKJO3_8025
00D6: if 
0038:   $4085 == 3 // integer values 
004D: jump_if_false @BANKJO3_8091 
0086: $4075 = $4030 // floating-point values only 
0086: $4076 = $4031 // floating-point values only 
0086: $4077 = $4032 // floating-point values only 
0086: $4078 = $4033 // floating-point values only 
0086: $4079 = $4034 // floating-point values only 
0086: $4080 = $4035 // floating-point values only 

:BANKJO3_8091
00D6: if 
0038:   $4085 == 4 // integer values 
004D: jump_if_false @BANKJO3_8157 
0086: $4075 = $4033 // floating-point values only 
0086: $4076 = $4034 // floating-point values only 
0086: $4077 = $4035 // floating-point values only 
0086: $4078 = $4036 // floating-point values only 
0086: $4079 = $4037 // floating-point values only 
0086: $4080 = $4038 // floating-point values only 

:BANKJO3_8157
00D6: if 
0038:   $4085 == 5 // integer values 
004D: jump_if_false @BANKJO3_8223 
0086: $4075 = $4036 // floating-point values only 
0086: $4076 = $4037 // floating-point values only 
0086: $4077 = $4038 // floating-point values only 
0086: $4078 = $4039 // floating-point values only 
0086: $4079 = $4040 // floating-point values only 
0086: $4080 = $4041 // floating-point values only 

:BANKJO3_8223
00D6: if 
0038:   $4085 == 6 // integer values 
004D: jump_if_false @BANKJO3_8289 
0086: $4075 = $4039 // floating-point values only 
0086: $4076 = $4040 // floating-point values only 
0086: $4077 = $4041 // floating-point values only 
0086: $4078 = $4042 // floating-point values only 
0086: $4079 = $4043 // floating-point values only 
0086: $4080 = $4044 // floating-point values only 

:BANKJO3_8289
00D6: if 
0038:   $4085 == 7 // integer values 
004D: jump_if_false @BANKJO3_8355 
0086: $4075 = $4042 // floating-point values only 
0086: $4076 = $4043 // floating-point values only 
0086: $4077 = $4044 // floating-point values only 
0086: $4078 = $4045 // floating-point values only 
0086: $4079 = $4046 // floating-point values only 
0086: $4080 = $4047 // floating-point values only 

:BANKJO3_8355
00D6: if 
0038:   $4085 == 8 // integer values 
004D: jump_if_false @BANKJO3_8421 
0086: $4075 = $4045 // floating-point values only 
0086: $4076 = $4046 // floating-point values only 
0086: $4077 = $4047 // floating-point values only 
0086: $4078 = $4048 // floating-point values only 
0086: $4079 = $4049 // floating-point values only 
0086: $4080 = $4050 // floating-point values only 

:BANKJO3_8421
00D6: if 
0038:   $4085 == 9 // integer values 
004D: jump_if_false @BANKJO3_8487 
0086: $4075 = $4048 // floating-point values only 
0086: $4076 = $4049 // floating-point values only 
0086: $4077 = $4050 // floating-point values only 
0086: $4078 = $4051 // floating-point values only 
0086: $4079 = $4052 // floating-point values only 
0086: $4080 = $4053 // floating-point values only 

:BANKJO3_8487
00D6: if 
0038:   $4085 == 10 // integer values 
004D: jump_if_false @BANKJO3_8553 
0086: $4075 = $4051 // floating-point values only 
0086: $4076 = $4052 // floating-point values only 
0086: $4077 = $4053 // floating-point values only 
0086: $4078 = $4054 // floating-point values only 
0086: $4079 = $4055 // floating-point values only 
0086: $4080 = $4056 // floating-point values only 

:BANKJO3_8553
00D6: if 
0038:   $4085 == 11 // integer values 
004D: jump_if_false @BANKJO3_8619 
0086: $4075 = $4054 // floating-point values only 
0086: $4076 = $4055 // floating-point values only 
0086: $4077 = $4056 // floating-point values only 
0086: $4078 = $4057 // floating-point values only 
0086: $4079 = $4058 // floating-point values only 
0086: $4080 = $4059 // floating-point values only 

:BANKJO3_8619
00D6: if 
0038:   $4085 == 12 // integer values 
004D: jump_if_false @BANKJO3_8685 
0086: $4075 = $4057 // floating-point values only 
0086: $4076 = $4058 // floating-point values only 
0086: $4077 = $4059 // floating-point values only 
0086: $4078 = $4060 // floating-point values only 
0086: $4079 = $4061 // floating-point values only 
0086: $4080 = $4062 // floating-point values only 

:BANKJO3_8685
00D6: if 
0038:   $4085 == 13 // integer values 
004D: jump_if_false @BANKJO3_8751 
0086: $4075 = $4060 // floating-point values only 
0086: $4076 = $4061 // floating-point values only 
0086: $4077 = $4062 // floating-point values only 
0086: $4078 = $4063 // floating-point values only 
0086: $4079 = $4064 // floating-point values only 
0086: $4080 = $4065 // floating-point values only 

:BANKJO3_8751
00D6: if 
0038:   $4085 == 14 // integer values 
004D: jump_if_false @BANKJO3_8817 
0086: $4075 = $4063 // floating-point values only 
0086: $4076 = $4064 // floating-point values only 
0086: $4077 = $4065 // floating-point values only 
0086: $4078 = $4066 // floating-point values only 
0086: $4079 = $4067 // floating-point values only 
0086: $4080 = $4068 // floating-point values only 

:BANKJO3_8817
00D6: if 
0038:   $4085 == 15 // integer values 
004D: jump_if_false @BANKJO3_8883 
0086: $4075 = $4066 // floating-point values only 
0086: $4076 = $4067 // floating-point values only 
0086: $4077 = $4068 // floating-point values only 
0086: $4078 = $4069 // floating-point values only 
0086: $4079 = $4070 // floating-point values only 
0086: $4080 = $4071 // floating-point values only 

:BANKJO3_8883
00D6: if 
0038:   $4085 == 16 // integer values 
004D: jump_if_false @BANKJO3_8949 
0086: $4075 = $4069 // floating-point values only 
0086: $4076 = $4070 // floating-point values only 
0086: $4077 = $4071 // floating-point values only 
0086: $4078 = $4072 // floating-point values only 
0086: $4079 = $4073 // floating-point values only 
0086: $4080 = $4074 // floating-point values only 

:BANKJO3_8949
00D6: if 
0038:   $4085 == 17 // integer values 
004D: jump_if_false @BANKJO3_9015 
0086: $4075 = $4072 // floating-point values only 
0086: $4076 = $4073 // floating-point values only 
0086: $4077 = $4074 // floating-point values only 
0086: $4078 = $4072 // floating-point values only 
0086: $4079 = $4073 // floating-point values only 
0086: $4080 = $4074 // floating-point values only 

:BANKJO3_9015
0051: return 

:BANKJO3_9017
0227: $4083 = car $4084 health 
00D6: if 
001A:   500 > $4083 // integer values 
004D: jump_if_false @BANKJO3_9052 
0224: set_car $4084 health_to 1000 

:BANKJO3_9052
00D6: if 
003A:   $4013 == $4085 // integer values and handles 
004D: jump_if_false @BANKJO3_9276 
00AA: store_car $4084 position_to $4017 $4018 $4019 
0086: $3991 = $4017 // floating-point values only 
0061: $3991 -= $4010 // floating-point values 
0086: $3992 = $4018 // floating-point values only 
0061: $3992 -= $4011 // floating-point values 
0069: $3991 *= $3991 // floating-point values 
0069: $3992 *= $3992 // floating-point values 
0086: $3993 = $3991 // floating-point values only 
0059: $3993 += $3992 // floating-point values 
01FB: $3995 = square_root $3993 
0054: store_player $PLAYER_CHAR position_to $4017 $4018 $4019 
0086: $3991 = $4017 // floating-point values only 
0061: $3991 -= $4010 // floating-point values 
0086: $3992 = $4018 // floating-point values only 
0061: $3992 -= $4011 // floating-point values 
0069: $3991 *= $3991 // floating-point values 
0069: $3992 *= $3992 // floating-point values 
0086: $3993 = $3991 // floating-point values only 
0059: $3993 += $3992 // floating-point values 
01FB: $4006 = square_root $3993 
00D6: if 
0024:   $4006 > $3995 // floating-point values only 
004D: jump_if_false @BANKJO3_9269 
0008: $4086 += 1 // integer values 

:BANKJO3_9269
0002: jump @BANKJO3_9302 

:BANKJO3_9276
00D6: if 
001C:   $4085 > $4013 // integer values 
004D: jump_if_false @BANKJO3_9302 
0008: $4086 += 1 // integer values 

:BANKJO3_9302
00D6: if 
03CE:   car $4084 stuck 
004D: jump_if_false @BANKJO3_9791 
00D6: if 
82CA:   not car $4084 bounding_sphere_visible 
004D: jump_if_false @BANKJO3_9791 
00D6: if 
81FF:   not player $PLAYER_CHAR near_car $4084 radius 30.0 30.0 30.0 unknown 0 
004D: jump_if_false @BANKJO3_9791 
00AA: store_car $4084 position_to $4017 $4018 $4019 
02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 
00D6: if 
838A:   not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 
004D: jump_if_false @BANKJO3_9590 
00D6: if 
80C2:   not sphere_onscreen $4017 $4018 $4019 4.0 
004D: jump_if_false @BANKJO3_9583 
00AB: put_car $4084 at $4017 $4018 $4019 
039F: car $4084 race_to $4002 $4003 
00D6: if 
0042:   $3994 == 7.0 // floating-point values 
004D: jump_if_false @BANKJO3_9552 
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
00A7: car $4084 drive_to $4075 $4076 $4077 
0002: jump @BANKJO3_9583 

:BANKJO3_9552
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
02C2: car $4084 drive_to_point $4075 $4076 $4077 

:BANKJO3_9583
0002: jump @BANKJO3_9791 

:BANKJO3_9590
04D3: get_nearest_car_path_coords_from $4017 $4018 $4019 type 2 store_to $4017 $4018 $4019 
00D6: if 
838A:   not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 
004D: jump_if_false @BANKJO3_9791 
00D6: if 
80C2:   not sphere_onscreen $4017 $4018 $4019 4.0 
004D: jump_if_false @BANKJO3_9791 
00AB: put_car $4084 at $4017 $4018 $4019 
039F: car $4084 race_to $4002 $4003 
00D6: if 
0042:   $3994 == 7.0 // floating-point values 
004D: jump_if_false @BANKJO3_9760 
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
00A7: car $4084 drive_to $4075 $4076 $4077 
0002: jump @BANKJO3_9791 

:BANKJO3_9760
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
02C2: car $4084 drive_to_point $4075 $4076 $4077 

:BANKJO3_9791
00D6: if 
01F4:   car $4084 flipped 
004D: jump_if_false @BANKJO3_10298 
00D6: if 
82CA:   not car $4084 bounding_sphere_visible 
004D: jump_if_false @BANKJO3_10298 
00D6: if 
81FF:   not player $PLAYER_CHAR near_car $4084 radius 30.0 30.0 30.0 unknown 0 
004D: jump_if_false @BANKJO3_10298 
00AA: store_car $4084 position_to $4017 $4018 $4019 
02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 
0395: clear_area 0 at $4017 $4018 range $4019 4.0 
00D6: if 
838A:   not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 
004D: jump_if_false @BANKJO3_10097 
00D6: if 
80C2:   not sphere_onscreen $4017 $4018 $4019 4.0 
004D: jump_if_false @BANKJO3_10090 
00AB: put_car $4084 at $4017 $4018 $4019 
039F: car $4084 race_to $4002 $4003 
00D6: if 
0042:   $3994 == 7.0 // floating-point values 
004D: jump_if_false @BANKJO3_10059 
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
00A7: car $4084 drive_to $4075 $4076 $4077 
0002: jump @BANKJO3_10090 

:BANKJO3_10059
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
02C2: car $4084 drive_to_point $4075 $4076 $4077 

:BANKJO3_10090
0002: jump @BANKJO3_10298 

:BANKJO3_10097
04D3: get_nearest_car_path_coords_from $4017 $4018 $4019 type 2 store_to $4017 $4018 $4019 
00D6: if 
838A:   not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 
004D: jump_if_false @BANKJO3_10298 
00D6: if 
80C2:   not sphere_onscreen $4017 $4018 $4019 4.0 
004D: jump_if_false @BANKJO3_10298 
00AB: put_car $4084 at $4017 $4018 $4019 
039F: car $4084 race_to $4002 $4003 
00D6: if 
0042:   $3994 == 7.0 // floating-point values 
004D: jump_if_false @BANKJO3_10267 
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
00A7: car $4084 drive_to $4075 $4076 $4077 
0002: jump @BANKJO3_10298 

:BANKJO3_10267
00AE: set_vehicle $4084 traffic_behavior_to 2 
00AD: set_car $4084 max_speed_to 45.0 
02C2: car $4084 drive_to_point $4075 $4076 $4077 

:BANKJO3_10298
0084: $4098 = $4013 // integer values and handles 
000C: $4098 -= 3 // integer values 
00D6: if 
001C:   $4098 > $4085 // integer values 
004D: jump_if_false @BANKJO3_10447 
00D6: if 
82CA:   not car $4084 bounding_sphere_visible 
004D: jump_if_false @BANKJO3_10447 
00D6: if 
838A:   not car_in_cube $4002 $4003 $4004 4.0 4.0 3.0 
004D: jump_if_false @BANKJO3_10447 
00D6: if 
80C2:   not sphere_onscreen $4002 $4003 $4004 4.0 
004D: jump_if_false @BANKJO3_10447 
00AB: put_car $4084 at $4002 $4003 $4004 
039F: car $4084 race_to $4010 $4011 
04BA: set_car $4084 speed_instantly 30.0 

:BANKJO3_10447
0084: $4098 = $4013 // integer values and handles 
0008: $4098 += 2 // integer values 
00D6: if 
001C:   $4085 > $4098 // integer values 
004D: jump_if_false @BANKJO3_10498 
00AD: set_car $4084 max_speed_to 35.0 
0002: jump @BANKJO3_10508 

:BANKJO3_10498
00AD: set_car $4084 max_speed_to 45.0 

:BANKJO3_10508
0051: return 

//-------------Mission 24---------------
// Originally: The Job

:BANKJO4
0050: gosub @BANKJO4_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BANKJO4_27 
0050: gosub @BANKJO4_22188 

:BANKJO4_27
0050: gosub @BANKJO4_26040 
004E: end_thread 

:BANKJO4_36
03A4: name_thread 'BANKJO4' 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'BANKJ4' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
0004: $986 = 0 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
0004: $4099 = 1 // integer values 
0004: $4101 = 0 // integer values 
0004: $4102 = 0 // integer values 
0004: $357 = 0 // integer values 
0004: $4104 = 0 // integer values 
0004: $4106 = 0 // integer values 
0004: $4105 = 0 // integer values 
0004: $4184 = 0 // integer values 
0004: $4185 = 0 // integer values 
0004: $4186 = 0 // integer values 
0004: $4123 = 0 // integer values 
0004: $4124 = 0 // integer values 
0004: $4125 = 0 // integer values 
0004: $4126 = 0 // integer values 
0004: $4137 = 0 // integer values 
0004: $4134 = 0 // integer values 
0004: $4212 = 0 // integer values 
0004: $4197 = 0 // integer values 
0004: $4198 = 0 // integer values 
0004: $4199 = 0 // integer values 
0004: $4103 = 0 // integer values 
0004: $4211 = 0 // integer values 
0004: $4204 = 0 // integer values 
0004: $4205 = 0 // integer values 
0004: $4206 = 0 // integer values 
0004: $4207 = 0 // integer values 
0004: $4194 = 0 // integer values 
0004: $4195 = 0 // integer values 
0004: $4196 = 0 // integer values 
0004: $4192 = 0 // integer values 
0004: $4153 = 0 // integer values 
0004: $4154 = 0 // integer values 
0004: $4155 = 0 // integer values 
0004: $4156 = 0 // integer values 
0004: $4157 = 0 // integer values 
0004: $4158 = 0 // integer values 
0004: $4159 = 0 // integer values 
0004: $4201 = 0 // integer values 
0004: $4160 = 0 // integer values 
0004: $4161 = 0 // integer values 
0004: $4162 = 0 // integer values 
0004: $4213 = 0 // integer values 
0004: $4182 = 0 // integer values 
0004: $4183 = 0 // integer values 
0004: $4214 = 0 // integer values 
0004: $4203 = 0 // integer values 
0004: $4200 = 0 // integer values 
0004: $4116 = 0 // integer values 
0004: $4200 = 0 // integer values 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 9@ = 0 // integer values 
0006: 10@ = 0 // integer values 
0006: 11@ = 0 // integer values 
0004: $4187 = 0 // integer values 
0004: $4163 = 0 // integer values 
0004: $4190 = 0 // integer values 
03AF: set_streaming 0 
04BB: select_interiour 17 // select render area 
01EB: set_traffic_density_multiplier_to 0.0 
03CB: set_camera 481.03 -64.21 8.98 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSPHIL' 
023C: load_special_actor 4 'CSHLARY' 
023C: load_special_actor 5 'CSCAMJ' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
038B: load_requested_models 

:BANKJO4_666
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @BANKJO4_708 
0001: wait 0 ms 
0002: jump @BANKJO4_666 

:BANKJO4_708
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BANKJO4_740 
0001: wait 0 ms 
0002: jump @BANKJO4_708 

:BANKJO4_740
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'BANK_4' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $137 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $186 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $186 'CSHLARY' 
02E5: $188 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $188 'CSCAMJ' 
04BC:  'GCFAN' 
02E5: $189 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $189 'GCFAN' 
04BC:  'GCFAN' 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
041D: set_camera_near_clip 0.1 
0395: clear_area 1 at 495.12 -83.39 range 9.02 1.0 
0055: put_player $PLAYER_CHAR at 495.12 -83.39 9.02 
0171: set_player $PLAYER_CHAR z_angle_to 223.21 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO4_1019
00D6: if 
001A:   3659 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1054 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1019 

:BANKJO4_1054
00BC: text_highpriority 'BNK4_A' 10000 ms 1  // ~w~As you can see, gentlemen, this is going to be the easiest buck we ever made.

:BANKJO4_1069
00D6: if 
001A:   7265 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1104 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1069 

:BANKJO4_1104
00BC: text_highpriority 'BNK4_B' 10000 ms 1  // ~w~Tommy, seriously, you gotta consider going into law.

:BANKJO4_1119
00D6: if 
001A:   11744 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1154 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1119 

:BANKJO4_1154
00BC: text_highpriority 'BNK4_C' 10000 ms 1  // ~w~What the hell are you smoking, man? This ain't no simple plan!

:BANKJO4_1169
00D6: if 
001A:   16951 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1204 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1169 

:BANKJO4_1204
00BC: text_highpriority 'BNK4_D' 10000 ms 1  // ~w~Well, who needs a simple plan anyway?

:BANKJO4_1219
00D6: if 
001A:   18806 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1254 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1219 

:BANKJO4_1254
00BC: text_highpriority 'BNK4_E' 10000 ms 1  // ~w~Take communism, now that was a simple plan. Didn't do Russia any favors, huh?

:BANKJO4_1269
00D6: if 
001A:   24030 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1304 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1269 

:BANKJO4_1304
00BC: text_highpriority 'BNK4_F' 10000 ms 1  // ~w~Calm down, all right? With a team like this it's going to be no problem.

:BANKJO4_1319
00D6: if 
001A:   28243 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1354 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1319 

:BANKJO4_1354
00BC: text_highpriority 'BNK4_G' 10000 ms 1  // ~w~We got Cam on safe. Phil? You and me will handle security, and Hilary'll drive the getaway car.

:BANKJO4_1369
00D6: if 
001A:   34410 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1406 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1369 

:BANKJO4_1406
00BC: text_highpriority 'BNK4_H' 10000 ms 1  // ~w~Uh, heh heh, aren't you forgetting somebody? Somebody who helped you to no end in this town? Somebody who...

:BANKJO4_1421
00D6: if 
001A:   39555 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1458 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1421 

:BANKJO4_1458
00BC: text_highpriority 'BNK4_I' 10000 ms 1  // ~w~Ken... Ken, that's right. Ken here, he washes the money for us and he keeps the drinks on ice.

:BANKJO4_1473
00D6: if 
001A:   46880 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1510 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1473 

:BANKJO4_1510
00BC: text_highpriority 'BNK4_J' 10000 ms 1  // ~w~I don't understand what I am supposed to be doing here.

:BANKJO4_1525
00D6: if 
001A:   49700 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1562 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1525 

:BANKJO4_1562
00BC: text_highpriority 'BNK4_K' 10000 ms 1  // ~w~Look, it's easy. Haven't you ever seen a movie?

:BANKJO4_1577
00D6: if 
001A:   52105 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1614 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1577 

:BANKJO4_1614
00BC: text_highpriority 'BNK4_L' 10000 ms 1  // ~w~We walk into the bank, we wave the gun around, and leave very rich men.

:BANKJO4_1629
00D6: if 
001A:   55224 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1666 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1629 

:BANKJO4_1666
00BE: text_clear_all 

:BANKJO4_1668
00D6: if 
001A:   59584 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BANKJO4_1705 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BANKJO4_1668 

:BANKJO4_1705
016A: fade 0 1500 ms 
00BE: text_clear_all 

:BANKJO4_1714
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_1738 
0001: wait 0 ms 
0002: jump @BANKJO4_1714 

:BANKJO4_1738
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
0004: $986 = 0 // integer values 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
00C0: set_current_time 8 30 
01EB: set_traffic_density_multiplier_to 1.0 
0247: request_model #M4 
0247: request_model #MP5LNG 
0247: request_model #TAXI 
0247: request_model #PYTHON 
03CB: set_camera 496.5 -84.0 9.8 

:BANKJO4_1868
00D6: if or
8248:   not model #M4 available 
8248:   not model #MP5LNG available 
8248:   not model #PYTHON available 
8248:   not model #TAXI available 
004D: jump_if_false @BANKJO4_1910 
0001: wait 0 ms 
0002: jump @BANKJO4_1868 

:BANKJO4_1910
0395: clear_area 1 at 496.5 -84.0 range 9.8 10.0 
00A5: $4135 = create_car #TAXI at 496.5 -84.0 9.8 
0175: set_car $4135 z_angle_to 137.0 
0190: add_vehicle $4135 to_flipped_check 
023C: load_special_actor 1 'IGPHIL' 
023C: load_special_actor 2 'IGHLARY' 
023C: load_special_actor 3 'IGMIKE' 

:BANKJO4_2008
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @BANKJO4_2042 
0001: wait 0 ms 
0002: jump @BANKJO4_2008 

:BANKJO4_2042
01B4: set_player $PLAYER_CHAR frozen_state 0 
03C8: set_camera_directly_before_player 
0055: put_player $PLAYER_CHAR at 491.6465 -80.4476 10.4539 
0171: set_player $PLAYER_CHAR z_angle_to 225.0 
009A: $4128 = create_actor_pedtype 4 model #SPECIAL01 at 490.6913 -79.4378 10.4539 
0173: set_actor $4128 z_angle_to 225.0 
01ED: clear_actor $4128 threat_search 
0243: set_actor $4128 ped_stats_to 16 
04F5: unknown_actor $4128 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4128 dismemberment_possible 0 
009A: $4129 = create_actor_pedtype 4 model #SPECIAL02 at 490.0092 -80.1343 10.4539 
0173: set_actor $4129 z_angle_to 225.0 
01ED: clear_actor $4129 threat_search 
04F5: unknown_actor $4129 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4129 dismemberment_possible 0 
009A: $4130 = create_actor_pedtype 4 model #SPECIAL03 at 491.371 -78.7345 10.4539 
0173: set_actor $4130 z_angle_to 225.0 
01ED: clear_actor $4130 threat_search 
04F5: unknown_actor $4130 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4130 dismemberment_possible 0 
018A: $4191 = create_checkpoint_at -833.0 -348.0 11.0 
0004: $4134 = 1 // integer values 
0004: $4212 = 1 // integer values 
016A: fade 1 750 ms 

:BANKJO4_2297
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_2321 
0001: wait 0 ms 
0002: jump @BANKJO4_2297 

:BANKJO4_2321
01B4: set_player $PLAYER_CHAR frozen_state 1 
041E: set_radio_station 6 -1 
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03CF: load_wav 'BNK4_3A' as 2 
01BD: $358 = current_time_in_ms 

:BANKJO4_2366
0001: wait 0 ms 
0050: gosub @BANKJO4_24478 
0050: gosub @BANKJO4_24725 
0050: gosub @BANKJO4_25124 
0050: gosub @BANKJO4_25523 
00D6: if 
001A:   7 > $4153 // integer values 
004D: jump_if_false @BANKJO4_2430 
0050: gosub @BANKJO4_26857 
0050: gosub @BANKJO4_30072 

:BANKJO4_2430
00D6: if 
0038:   $4154 == 1 // integer values 
004D: jump_if_false @BANKJO4_2462 
0050: gosub @BANKJO4_26857 
0050: gosub @BANKJO4_30768 

:BANKJO4_2462
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_2600 
00D6: if and
80DC:   not player $PLAYER_CHAR driving $4135 
0038:   $4192 == 1 // integer values 
004D: jump_if_false @BANKJO4_2593 
00D6: if 
0038:   $4162 == 0 // integer values 
004D: jump_if_false @BANKJO4_2586 
03CF: load_wav 'BNK4_3V' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3V' 10000 ms 1  // Hey Tommy, why have we stopped?
0050: gosub @BANKJO4_26980 
00BC: text_highpriority 'GETCAR' 4000 ms 1  // ~g~Get in the getaway car to do the bank job!
0004: $4162 = 1 // integer values 

:BANKJO4_2586
0002: jump @BANKJO4_2600 

:BANKJO4_2593
0004: $4162 = 0 // integer values 

:BANKJO4_2600
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_2687 
00D6: if and
0038:   $4160 == 0 // integer values 
8185:   not car $4135 health >= 800 
004D: jump_if_false @BANKJO4_2687 
0004: $4099 = 2 // integer values 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3A' 10000 ms 1  // Hey, watch the wheels, Tommy!
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
0004: $4160 = 1 // integer values 

:BANKJO4_2687
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_2736 
00D6: if and
0038:   $4160 == 1 // integer values 
8185:   not car $4135 health >= 650 
004D: jump_if_false @BANKJO4_2736 
0050: gosub @BANKJO4_31048 

:BANKJO4_2736
00D6: if or
0038:   $4124 == 1 // integer values 
0038:   $4125 == 1 // integer values 
0038:   $4126 == 1 // integer values 
004D: jump_if_false @BANKJO4_2782 
0004: $4134 = 0 // integer values 
0002: jump @BANKJO4_3296 

:BANKJO4_2782
00D6: if 
0038:   $4101 == 1 // integer values 
004D: jump_if_false @BANKJO4_3183 
00D6: if 
0038:   $4192 == 0 // integer values 
004D: jump_if_false @BANKJO4_3043 
00D6: if and
8119:   not car $4135 wrecked 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_3043 
00D6: if and
00DB:   actor $4128 in_car $4135 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_3043 
00D6: if and
00DB:   actor $4130 in_car $4135 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_3043 
00D6: if 
00DB:   actor $4129 in_car $4135 
004D: jump_if_false @BANKJO4_3043 
009B: destroy_actor_instantly $4128 
009B: destroy_actor_instantly $4130 
009B: destroy_actor_instantly $4129 
01C8: $4128 = create_actor_pedtype 4 model #SPECIAL01 in_car $4135 passenger_seat 1 
01ED: clear_actor $4128 threat_search 
0243: set_actor $4128 ped_stats_to 16 
04F5: unknown_actor $4128 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4128 dismemberment_possible 0 
01C8: $4129 = create_actor_pedtype 4 model #SPECIAL02 in_car $4135 passenger_seat 0 
01ED: clear_actor $4129 threat_search 
04F5: unknown_actor $4129 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4129 dismemberment_possible 0 
01C8: $4130 = create_actor_pedtype 4 model #SPECIAL03 in_car $4135 passenger_seat 2 
01ED: clear_actor $4130 threat_search 
04F5: unknown_actor $4130 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4130 dismemberment_possible 0 
0004: $4192 = 1 // integer values 

:BANKJO4_3043
00D6: if 
0038:   $4134 == 0 // integer values 
004D: jump_if_false @BANKJO4_3088 
018A: $4191 = create_checkpoint_at -833.0 -348.0 10.0 
0004: $4134 = 1 // integer values 

:BANKJO4_3088
00D6: if and
8119:   not car $4135 wrecked 
0038:   $4192 == 1 // integer values 
004D: jump_if_false @BANKJO4_3176 
00D6: if and
01AF:   car $4135 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
01C1:   car $4135 stopped 
81F4:   not car $4135 flipped 
004D: jump_if_false @BANKJO4_3176 
0002: jump @BANKJO4_3328 

:BANKJO4_3176
0002: jump @BANKJO4_3296 

:BANKJO4_3183
00D6: if 
0038:   $4192 == 1 // integer values 
004D: jump_if_false @BANKJO4_3296 
00D6: if and
8119:   not car $4135 wrecked 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_3296 
00D6: if and
80DB:   not actor $4128 in_car $4135 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_3296 
00D6: if and
80DB:   not actor $4130 in_car $4135 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_3296 
00D6: if 
80DB:   not actor $4129 in_car $4135 
004D: jump_if_false @BANKJO4_3296 
0004: $4192 = 0 // integer values 

:BANKJO4_3296
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_3321 
0002: jump @BANKJO4_22188 

:BANKJO4_3321
0002: jump @BANKJO4_2366 

:BANKJO4_3328
0004: $4212 = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_3391 
0224: set_car $4135 health_to 1000 
00AA: store_car $4135 position_to $4223 $4224 $4220 

:BANKJO4_3391
0009: $4223 += 7.0 // floating-point values 
0009: $4220 += 2.5 // floating-point values 
00D6: if 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_3432 
01E0: clear_leader $4129 

:BANKJO4_3432
015F: set_camera_position $4223 $4224 $4220 0.0 rotation 0.0 0.0 
0407: create_coordinate $4215 $4216 $4217 from_car $4135 offset 0.0 -3.5 0.0 
0407: create_coordinate $4218 $4219 $4220 from_car $4135 offset 0.0 -3.5 0.0 
0407: create_coordinate $4221 $4222 $4220 from_car $4135 offset -1.0 -4.5 0.0 
0407: create_coordinate $4223 $4224 $4220 from_car $4135 offset 1.0 -4.5 0.0 
00AA: store_car $4135 position_to $95 $96 $97 
0174: $4225 = car $4135 z_angle 
0004: $357 = 0 // integer values 

:BANKJO4_3603
0001: wait 0 ms 
00D6: if 
0038:   $357 == 0 // integer values 
004D: jump_if_false @BANKJO4_3788 
01BD: $358 = current_time_in_ms 
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_3781 
0158: camera_on_vehicle $4135 mode 15 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_3679 
01D3: actor $PLAYER_ACTOR leave_car $4135 

:BANKJO4_3679
0001: wait 500 ms 
00D6: if and
8118:   not actor $4128 dead 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_3713 
01D3: actor $4128 leave_car $4135 

:BANKJO4_3713
0001: wait 150 ms 
00D6: if and
8118:   not actor $4130 dead 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_3747 
01D3: actor $4130 leave_car $4135 

:BANKJO4_3747
0001: wait 500 ms 
00D6: if and
8118:   not actor $4129 dead 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_3781 
01D3: actor $4129 leave_car $4135 

:BANKJO4_3781
0004: $357 = 1 // integer values 

:BANKJO4_3788
0050: gosub @BANKJO4_26857 
00D6: if 
0038:   $357 == 1 // integer values 
004D: jump_if_false @BANKJO4_3901 
00D6: if 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_3901 
00D6: if 
80DF:   not actor $4129 driving 
004D: jump_if_false @BANKJO4_3901 
0004: $4099 = 1 // integer values 
03CF: load_wav 'BNK4_4A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_4A' 3000 ms 1  // ~w~Keep driving around the block, OK?
0050: gosub @BANKJO4_26980 
0004: $357 = 2 // integer values 

:BANKJO4_3901
00D6: if and
0018:   $359 > 2000 // integer values 
0038:   $357 == 2 // integer values 
004D: jump_if_false @BANKJO4_4086 
03CF: load_wav 'BNK4_5' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_5' 3000 ms 1  // ~w~Okay, Tommy, Okay.
00D6: if and
8118:   not actor $4129 dead 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_3991 
01D5: actor $4129 go_to_and_drive_car $4135 

:BANKJO4_3991
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_4018 
0211: actor $PLAYER_ACTOR walk_to $4218 $4219 

:BANKJO4_4018
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_4045 
0211: actor $4128 walk_to $4221 $4222 

:BANKJO4_4045
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_4072 
0211: actor $4130 walk_to $4223 $4224 

:BANKJO4_4072
0050: gosub @BANKJO4_26980 
0004: $357 = 3 // integer values 

:BANKJO4_4086
00D6: if and
0018:   $359 > 4000 // integer values 
0038:   $357 == 3 // integer values 
004D: jump_if_false @BANKJO4_4364 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
00ED:   actor $PLAYER_ACTOR 0 $4218 $4219 radius 3.0 3.0 
004D: jump_if_false @BANKJO4_4364 
0009: $97 += 0.25 // floating-point values 
015F: set_camera_position $95 $96 $97 0.0 rotation 0.0 0.0 
0009: $97 += 2.0 // floating-point values 
011C: actor $PLAYER_ACTOR clear_objective 
00A1: put_actor $PLAYER_ACTOR at $4218 $4219 -100.0 
0173: set_actor $PLAYER_ACTOR z_angle_to $4225 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_4290 
011C: actor $4128 clear_objective 
00A1: put_actor $4128 at $4221 $4222 -100.0 
0009: $4225 += 70.0 // floating-point values 
0173: set_actor $4128 z_angle_to $4225 

:BANKJO4_4290
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_4345 
011C: actor $4130 clear_objective 
00A1: put_actor $4130 at $4223 $4224 -100.0 
000D: $4225 -= 140.0 // floating-point values 
0173: set_actor $4130 z_angle_to $4225 

:BANKJO4_4345
01BD: $358 = current_time_in_ms 
0050: gosub @BANKJO4_26857 
0004: $357 = 4 // integer values 

:BANKJO4_4364
00D6: if and
0038:   $357 == 4 // integer values 
0018:   $359 > 2000 // integer values 
004D: jump_if_false @BANKJO4_4418 
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_4418 
050B: open_trunk_of_car $4135 
0004: $357 = 5 // integer values 

:BANKJO4_4418
00D6: if and
0038:   $357 == 5 // integer values 
0018:   $359 > 4000 // integer values 
004D: jump_if_false @BANKJO4_4451 
0004: $357 = 6 // integer values 

:BANKJO4_4451
00D6: if and
0038:   $357 == 6 // integer values 
0018:   $359 > 5000 // integer values 
004D: jump_if_false @BANKJO4_4580 
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_4522 
0407: create_coordinate $4218 $4219 $4220 from_car $4135 offset -6.0 -3.0 1.0 

:BANKJO4_4522
015F: set_camera_position $4218 $4219 $4220 0.0 rotation 0.0 0.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_4573 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 

:BANKJO4_4573
0004: $357 = 7 // integer values 

:BANKJO4_4580
00D6: if and
0038:   $357 == 7 // integer values 
0018:   $359 > 7000 // integer values 
004D: jump_if_false @BANKJO4_4690 
00D6: if and
8119:   not car $4135 wrecked 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_4683 
00D6: if 
80DB:   not actor $4129 in_car $4135 
004D: jump_if_false @BANKJO4_4654 
036A: put_actor $4129 in_car $4135 

:BANKJO4_4654
039E: set_actor $4129 locked_while_in_vehicle 1 
00A8: set_car $4135 to_psycho_driver 
00AD: set_car $4135 max_speed_to 15.0 
020A: set_car $4135 door_status_to 2 

:BANKJO4_4683
0004: $357 = 8 // integer values 

:BANKJO4_4690
00D6: if and
0038:   $357 == 8 // integer values 
0018:   $359 > 8000 // integer values 
004D: jump_if_false @BANKJO4_4736 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0004: $357 = 9 // integer values 

:BANKJO4_4736
00D6: if 
8038:   not  $357 == 9 // integer values 
004D: jump_if_false @BANKJO4_4761 
0002: jump @BANKJO4_3603 

:BANKJO4_4761
0004: $4104 = 1 // integer values 
0004: $4101 = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -894.0 -331.2 12.45 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_4831 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_4831
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_4855 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_4855
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -894.0 -331.2 12.45 radius 2.0 2.0 3.0 
004D: jump_if_false @BANKJO4_4960 
0001: wait 0 ms 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_24398 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_4953 
0002: jump @BANKJO4_22188 

:BANKJO4_4953
0002: jump @BANKJO4_4855 

:BANKJO4_4960
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0211: actor $PLAYER_ACTOR walk_to -893.9 -324.6 
0169: set_fade_color 0 0 1 
016A: fade 0 750 ms 

:BANKJO4_5010
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_5140 
0001: wait 0 ms 
00D6: if and
8119:   not car $4135 wrecked 
0038:   $4190 == 0 // integer values 
004D: jump_if_false @BANKJO4_5133 
00D6: if 
82CA:   not car $4135 bounding_sphere_visible 
004D: jump_if_false @BANKJO4_5133 
059B:  $4135 
00AB: put_car $4135 at -903.6 -376.6 56.7 
0175: set_car $4135 z_angle_to 270.0 
00AD: set_car $4135 max_speed_to 0.0 
0224: set_car $4135 health_to 1000 
0519: lock_vehicle $4135 in_current_position 1 
0004: $4190 = 1 // integer values 

:BANKJO4_5133
0002: jump @BANKJO4_5010 

:BANKJO4_5140
0395: clear_area 1 at -894.0 -331.2 range 12.45 10.0 
00A1: put_actor $PLAYER_ACTOR at -893.9 -327.2 12.45 
0173: set_actor $PLAYER_ACTOR z_angle_to 175.0 
009B: destroy_actor_instantly $4128 
009B: destroy_actor_instantly $4130 
0296: unload_special_actor 1 
0296: unload_special_actor 3 
023C: load_special_actor 1 'IGPHIL3' 
023C: load_special_actor 3 'IGMIKE2' 
038B: load_requested_models 

:BANKJO4_5238
00D6: if or
823D:   not special_actor 3 loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @BANKJO4_5268 
0001: wait 0 ms 
0002: jump @BANKJO4_5238 

:BANKJO4_5268
009A: $4128 = create_actor_pedtype 4 model #SPECIAL01 at -894.1 -325.0 12.45 
0173: set_actor $4128 z_angle_to 175.0 
01ED: clear_actor $4128 threat_search 
04F5: unknown_actor $4128 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4128 dismemberment_possible 0 
0243: set_actor $4128 ped_stats_to 30 
0223: set_actor $4128 health_to 200 
0568: set_actor $4128 untargetable 1 
009A: $4130 = create_actor_pedtype 4 model #SPECIAL03 at -894.1 -324.5 12.45 
0173: set_actor $4130 z_angle_to 175.0 
01ED: clear_actor $4130 threat_search 
04F5: unknown_actor $4130 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4130 dismemberment_possible 0 
0243: set_actor $4130 ped_stats_to 16 
0223: set_actor $4130 health_to 200 
0568: set_actor $4130 untargetable 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_5476 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_5476 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO4_5476
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_5553 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_5518 
01B2: give_actor $4128 weapon 26 ammo 9999 // Load the weapon model before using this 

:BANKJO4_5518
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_5544 
01B2: give_actor $4130 weapon 25 ammo 9999 // Load the weapon model before using this 

:BANKJO4_5544
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 24 // Load the weapon model before using this 

:BANKJO4_5553
0004: $4099 = 1 // integer values 
03CF: load_wav 'BNK4_94' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_94' 10000 ms 1  // ~w~Ok, guys. Nice an easy just as we planned.
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_5635 
0211: actor $PLAYER_ACTOR walk_to -894.2 -330.25 

:BANKJO4_5635
015F: set_camera_position -894.05 -331.06 13.3 0.0 rotation 0.0 0.0 
0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 
0009: $4220 += 0.8 // floating-point values 
0160: point_camera $4218 $4219 $4220 switchstyle 2 
016A: fade 1 750 ms 

:BANKJO4_5711
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_5772 
0001: wait 0 ms 
0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 
0009: $4220 += 0.8 // floating-point values 
0160: point_camera $4218 $4219 $4220 switchstyle 2 
0002: jump @BANKJO4_5711 

:BANKJO4_5772
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_5803 
0211: actor $4130 walk_to -894.7 -328.0 

:BANKJO4_5803
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_5834 
0211: actor $4128 walk_to -893.25 -329.5 

:BANKJO4_5834
01BD: $358 = current_time_in_ms 
0050: gosub @BANKJO4_26857 

:BANKJO4_5846
00D6: if 
001A:   7000 > $359 // integer values 
004D: jump_if_false @BANKJO4_5920 
0001: wait 0 ms 
0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 
0009: $4220 += 0.8 // floating-point values 
0160: point_camera $4218 $4219 $4220 switchstyle 2 
0050: gosub @BANKJO4_26857 
0002: jump @BANKJO4_5846 

:BANKJO4_5920
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_5964 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_5964
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_5988 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_5988
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -896.0 -341.0 12.5 radius 2.0 2.0 3.0 
004D: jump_if_false @BANKJO4_6177 
0001: wait 0 ms 
0050: gosub @BANKJO4_24478 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_27077 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_6093 
0002: jump @BANKJO4_22188 

:BANKJO4_6093
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -906.0 -341.0 12.5 radius 30.0 30.0 10.0 
004D: jump_if_false @BANKJO4_6170 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
00BC: text_highpriority 'IDIOT' 5000 ms 1  // ~r~ That's right, just wander about dressed like a lunatic and draw attention to yourself, IDIOT!
0002: jump @BANKJO4_22188 

:BANKJO4_6170
0002: jump @BANKJO4_5988 

:BANKJO4_6177
016A: fade 0 1000 ms 

:BANKJO4_6184
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_6208 
0001: wait 0 ms 
0002: jump @BANKJO4_6184 

:BANKJO4_6208
0247: request_model #WFYBU 
0247: request_model #HFYBU 
0247: request_model #WMORI 

:BANKJO4_6220
00D6: if or
8248:   not model #WFYBU available 
8248:   not model #HFYBU available 
8248:   not model #WMORI available 
004D: jump_if_false @BANKJO4_6254 
0001: wait 0 ms 
0002: jump @BANKJO4_6220 

:BANKJO4_6254
0247: request_model #GDA 
0247: request_model #GDB 

:BANKJO4_6262
00D6: if or
8248:   not model #GDA available 
8248:   not model #GDB available 
004D: jump_if_false @BANKJO4_6292 
0001: wait 0 ms 
0002: jump @BANKJO4_6262 

:BANKJO4_6292
009A: $4138 = create_actor_pedtype 5 model #WFYBU at -904.7 -328.6 12.49 
0173: set_actor $4138 z_angle_to 190.0 
01ED: clear_actor $4138 threat_search 
0243: set_actor $4138 ped_stats_to 20 
0568: set_actor $4138 untargetable 1 
009A: $4139 = create_actor_pedtype 5 model #HFYBU at -910.1 -328.6 12.49 
0173: set_actor $4139 z_angle_to 190.0 
01ED: clear_actor $4139 threat_search 
0243: set_actor $4139 ped_stats_to 20 
0568: set_actor $4139 untargetable 1 
009A: $4140 = create_actor_pedtype 5 model #HFYBU at -912.5 -328.6 12.49 
0173: set_actor $4140 z_angle_to 190.0 
01ED: clear_actor $4140 threat_search 
0243: set_actor $4140 ped_stats_to 19 
0568: set_actor $4140 untargetable 1 
009A: $4141 = create_actor_pedtype 5 model #WFYBU at -907.5 -353.6 12.49 
0173: set_actor $4141 z_angle_to 10.0 
01ED: clear_actor $4141 threat_search 
0243: set_actor $4141 ped_stats_to 20 
0568: set_actor $4141 untargetable 1 
009A: $4142 = create_actor_pedtype 5 model #WFYBU at -910.2 -353.6 12.49 
0173: set_actor $4142 z_angle_to 10.0 
01ED: clear_actor $4142 threat_search 
0243: set_actor $4142 ped_stats_to 19 
0568: set_actor $4142 untargetable 1 
009A: $4143 = create_actor_pedtype 5 model #HFYBU at -915.3 -353.6 12.49 
0173: set_actor $4143 z_angle_to 10.0 
01ED: clear_actor $4143 threat_search 
0243: set_actor $4143 ped_stats_to 20 
0568: set_actor $4143 untargetable 1 
009A: $4144 = create_actor_pedtype 5 model #WFYBU at -920.36 -343.7 14.6 
0173: set_actor $4144 z_angle_to 65.0 
01ED: clear_actor $4144 threat_search 
0243: set_actor $4144 ped_stats_to 19 
0568: set_actor $4144 untargetable 1 
009A: $4145 = create_actor_pedtype 4 model #WMORI at -921.76 -345.15 12.49 
0173: set_actor $4145 z_angle_to 310.0 
01ED: clear_actor $4145 threat_search 
0243: set_actor $4145 ped_stats_to 13 
0568: set_actor $4145 untargetable 1 
009A: $4107 = create_actor_pedtype 4 model #GDA at -917.3 -340.0 12.49 
01ED: clear_actor $4107 threat_search 
0173: set_actor $4107 z_angle_to 270.0 
009F: set_actor $4107 idle 
0568: set_actor $4107 untargetable 1 
009A: $4108 = create_actor_pedtype 4 model #GDB at -908.0 -347.77 12.49 
01ED: clear_actor $4108 threat_search 
0173: set_actor $4108 z_angle_to 270.0 
009F: set_actor $4108 idle 
0568: set_actor $4108 untargetable 1 
009A: $4109 = create_actor_pedtype 4 model #GDA at -919.14 -336.0 12.49 
01ED: clear_actor $4109 threat_search 
0173: set_actor $4109 z_angle_to 130.0 
0350: set_actor $4109 maintain_position_when_attacked 1 
0568: set_actor $4109 untargetable 1 
0002: jump @BANKJO4_6936 
009A: $4112 = create_actor_pedtype 4 model #GDA at -918.7 -353.3 16.8 
009B: destroy_actor_instantly $4112 
009A: $4122 = create_actor_pedtype 4 model #WMORI at -963.28 -337.12 14.6 
009B: destroy_actor_instantly $4122 

:BANKJO4_6936
0004: $4208 = 25 // integer values 
0004: $4209 = 19 // integer values 
0004: $4210 = 21 // integer values 
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -896.5 -341.0 12.5 
04BB: select_interiour 3 // select render area 
03AD: set_rubbish 0 
03CB: set_camera -903.0 -341.0 13.4 
0004: $985 = 1 // integer values 
04F9: set_extracolors 4 fade 0 
00BE: text_clear_all 
0004: $985 = 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 50000 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
0395: clear_area 0 at -890.0 -340.0 range 11.0 10.0 
041D: set_camera_near_clip 0.1 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_7108 
01E0: clear_leader $4128 

:BANKJO4_7108
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_7129 
01E0: clear_leader $4130 

:BANKJO4_7129
0050: gosub @BANKJO4_28460 
0004: $357 = 0 // integer values 
0004: $4099 = 1 // integer values 

:BANKJO4_7150
0001: wait 0 ms 
0050: gosub @BANKJO4_27077 
00D6: if 
0038:   $357 == 0 // integer values 
004D: jump_if_false @BANKJO4_7387 
01BD: $358 = current_time_in_ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_7230 
00A1: put_actor $PLAYER_ACTOR at -911.8 -341.0 12.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 

:BANKJO4_7230
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_7278 
00A1: put_actor $4128 at -909.8 -339.0 12.5 
0223: set_actor $4128 health_to 100 
009F: set_actor $4128 idle 

:BANKJO4_7278
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_7326 
00A1: put_actor $4130 at -909.55 -341.6 12.5 
0223: set_actor $4130 health_to 100 
009F: set_actor $4130 idle 

:BANKJO4_7326
015F: set_camera_position -914.5 -341.1 12.7 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0004: $357 = 1 // integer values 
03CF: load_wav 'BNK4_6' as $4099 

:BANKJO4_7387
0050: gosub @BANKJO4_26857 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_28789 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_7433 
0002: jump @BANKJO4_9881 

:BANKJO4_7433
00D6: if and
0018:   $359 > 1000 // integer values 
0038:   $357 == 1 // integer values 
004D: jump_if_false @BANKJO4_7571 
00D6: if and
8118:   not actor $4109 dead 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_7496 
020E: actor $4109 look_at_actor $4128 
020E: actor $4128 look_at_actor $4109 

:BANKJO4_7496
00D6: if and
8118:   not actor $4108 dead 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_7533 
020E: actor $4108 look_at_actor $4130 
020E: actor $4130 look_at_actor $4108 

:BANKJO4_7533
016A: fade 1 1000 ms 

:BANKJO4_7540
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_7564 
0001: wait 0 ms 
0002: jump @BANKJO4_7540 

:BANKJO4_7564
0004: $357 = 2 // integer values 

:BANKJO4_7571
00D6: if and
0018:   $359 > 2000 // integer values 
0038:   $357 == 2 // integer values 
004D: jump_if_false @BANKJO4_7670 
0050: gosub @BANKJO4_26880 
00D6: if 
8118:   not actor $4107 dead 
004D: jump_if_false @BANKJO4_7628 
04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4107 

:BANKJO4_7628
00BC: text_highpriority 'BNK4_6' 3000 ms 1  // ~w~THIS IS A RAID!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_7' as $4099 
0004: $357 = 3 // integer values 

:BANKJO4_7670
00D6: if and
0018:   $359 > 3000 // integer values 
0038:   $357 == 3 // integer values 
004D: jump_if_false @BANKJO4_7873 
0004: $4211 = 0 // integer values 
0004: $4208 = 0 // integer values 
0004: $4209 = 0 // integer values 
0004: $4210 = 0 // integer values 
0050: gosub @BANKJO4_27077 
0004: $4211 = 0 // integer values 
0004: $4208 = 35 // integer values 
0004: $4209 = 35 // integer values 
0004: $4210 = 35 // integer values 
0050: gosub @BANKJO4_27077 
0050: gosub @BANKJO4_26880 
00D6: if and
8118:   not actor $4128 dead 
8118:   not actor $4109 dead 
004D: jump_if_false @BANKJO4_7802 
04C6: actor $4128 do_kung_fu_stance_towards_actor $4109 

:BANKJO4_7802
00D6: if and
8118:   not actor $4130 dead 
8118:   not actor $4108 dead 
004D: jump_if_false @BANKJO4_7831 
04C6: actor $4130 do_kung_fu_stance_towards_actor $4108 

:BANKJO4_7831
00BC: text_highpriority 'BNK4_7' 5000 ms 1  // ~w~NOBODY MOVE!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_8' as $4099 
0004: $357 = 4 // integer values 

:BANKJO4_7873
00D6: if and
0018:   $359 > 4000 // integer values 
0038:   $357 == 4 // integer values 
004D: jump_if_false @BANKJO4_7906 
0004: $357 = 5 // integer values 

:BANKJO4_7906
00D6: if and
0018:   $359 > 5000 // integer values 
0038:   $357 == 5 // integer values 
004D: jump_if_false @BANKJO4_8038 
0050: gosub @BANKJO4_26880 
015F: set_camera_position -908.8 -340.2 14.0 0.0 rotation 0.0 0.0 
00D6: if 
8118:   not actor $4107 dead 
004D: jump_if_false @BANKJO4_7996 
0159: camera_on_ped $4107 mode 15 switchstyle 2 

:BANKJO4_7996
00BC: text_highpriority 'BNK4_8' 5000 ms 1  // ~w~EVERYBODY UP AGAINST THAT WALL!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_9' as $4099 
0004: $357 = 6 // integer values 

:BANKJO4_8038
00D6: if and
0018:   $359 > 6500 // integer values 
0038:   $357 == 6 // integer values 
004D: jump_if_false @BANKJO4_8156 
015F: set_camera_position -919.2 -330.0 18.75 0.0 rotation 0.0 0.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_8121 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 

:BANKJO4_8121
0004: $4211 = 0 // integer values 
0004: $4208 = 0 // integer values 
0004: $4209 = 0 // integer values 
0004: $4210 = 0 // integer values 
0004: $357 = 7 // integer values 

:BANKJO4_8156
00D6: if and
0018:   $359 > 7000 // integer values 
0038:   $357 == 7 // integer values 
004D: jump_if_false @BANKJO4_8530 
00D6: if 
8118:   not actor $4109 dead 
004D: jump_if_false @BANKJO4_8213 
0239: actor $4109 run_to -923.0 -335.8 

:BANKJO4_8213
00D6: if 
8118:   not actor $4108 dead 
004D: jump_if_false @BANKJO4_8244 
0239: actor $4108 run_to -923.0 -335.8 

:BANKJO4_8244
00D6: if 
8118:   not actor $4107 dead 
004D: jump_if_false @BANKJO4_8275 
0239: actor $4107 run_to -923.0 -335.8 

:BANKJO4_8275
00D6: if 
8118:   not actor $4138 dead 
004D: jump_if_false @BANKJO4_8306 
0239: actor $4138 run_to -923.0 -335.8 

:BANKJO4_8306
00D6: if 
8118:   not actor $4139 dead 
004D: jump_if_false @BANKJO4_8337 
0239: actor $4139 run_to -923.0 -335.8 

:BANKJO4_8337
00D6: if 
8118:   not actor $4140 dead 
004D: jump_if_false @BANKJO4_8368 
0239: actor $4140 run_to -923.0 -335.8 

:BANKJO4_8368
00D6: if 
8118:   not actor $4141 dead 
004D: jump_if_false @BANKJO4_8399 
0239: actor $4141 run_to -918.2 -342.0 

:BANKJO4_8399
00D6: if 
8118:   not actor $4142 dead 
004D: jump_if_false @BANKJO4_8430 
0239: actor $4142 run_to -918.0 -344.0 

:BANKJO4_8430
00D6: if 
8118:   not actor $4143 dead 
004D: jump_if_false @BANKJO4_8461 
0239: actor $4143 run_to -917.8 -346.0 

:BANKJO4_8461
00D6: if 
8118:   not actor $4144 dead 
004D: jump_if_false @BANKJO4_8492 
0239: actor $4144 run_to -917.0 -345.0 

:BANKJO4_8492
00D6: if 
8118:   not actor $4145 dead 
004D: jump_if_false @BANKJO4_8523 
0239: actor $4145 run_to -917.0 -343.0 

:BANKJO4_8523
0004: $357 = 8 // integer values 

:BANKJO4_8530
00D6: if and
0018:   $359 > 9000 // integer values 
0038:   $357 == 8 // integer values 
004D: jump_if_false @BANKJO4_9496 
00D6: if 
8118:   not actor $4109 dead 
004D: jump_if_false @BANKJO4_8673 
011C: actor $4109 clear_objective 
0173: set_actor $4109 z_angle_to 84.0 
009F: set_actor $4109 idle 
0350: set_actor $4109 maintain_position_when_attacked 1 
00A1: put_actor $4109 at -924.0 -339.6 12.4 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_8673 
00A1: put_actor $4128 at -918.87 -336.2 12.4 
0173: set_actor $4128 z_angle_to 146.0 
04C6: actor $4128 do_kung_fu_stance_towards_actor $4109 

:BANKJO4_8673
00D6: if 
8118:   not actor $4108 dead 
004D: jump_if_false @BANKJO4_8736 
011C: actor $4108 clear_objective 
0173: set_actor $4108 z_angle_to 93.0 
009F: set_actor $4108 idle 
0350: set_actor $4108 maintain_position_when_attacked 1 
00A1: put_actor $4108 at -923.5 -338.6 12.4 

:BANKJO4_8736
00D6: if 
8118:   not actor $4107 dead 
004D: jump_if_false @BANKJO4_8799 
011C: actor $4107 clear_objective 
0173: set_actor $4107 z_angle_to 90.0 
009F: set_actor $4107 idle 
0350: set_actor $4107 maintain_position_when_attacked 1 
00A1: put_actor $4107 at -923.0 -337.7 12.4 

:BANKJO4_8799
00D6: if 
8118:   not actor $4138 dead 
004D: jump_if_false @BANKJO4_8862 
011C: actor $4138 clear_objective 
0173: set_actor $4138 z_angle_to 88.0 
009F: set_actor $4138 idle 
0350: set_actor $4138 maintain_position_when_attacked 1 
00A1: put_actor $4138 at -923.4 -336.6 12.4 

:BANKJO4_8862
00D6: if 
8118:   not actor $4139 dead 
004D: jump_if_false @BANKJO4_8925 
011C: actor $4139 clear_objective 
0173: set_actor $4139 z_angle_to 98.0 
009F: set_actor $4139 idle 
0350: set_actor $4139 maintain_position_when_attacked 1 
00A1: put_actor $4139 at -923.0 -335.6 12.4 

:BANKJO4_8925
00D6: if 
8118:   not actor $4140 dead 
004D: jump_if_false @BANKJO4_8988 
011C: actor $4140 clear_objective 
0173: set_actor $4140 z_angle_to 90.0 
009F: set_actor $4140 idle 
0350: set_actor $4140 maintain_position_when_attacked 1 
00A1: put_actor $4140 at -923.8 -334.3 12.4 

:BANKJO4_8988
00D6: if 
8118:   not actor $4141 dead 
004D: jump_if_false @BANKJO4_9051 
011C: actor $4141 clear_objective 
0173: set_actor $4141 z_angle_to 82.0 
009F: set_actor $4141 idle 
0350: set_actor $4141 maintain_position_when_attacked 1 
00A1: put_actor $4141 at -918.2 -342.0 12.4 

:BANKJO4_9051
00D6: if 
8118:   not actor $4142 dead 
004D: jump_if_false @BANKJO4_9114 
011C: actor $4142 clear_objective 
0173: set_actor $4142 z_angle_to 90.0 
009F: set_actor $4142 idle 
0350: set_actor $4142 maintain_position_when_attacked 1 
00A1: put_actor $4142 at -918.0 -344.0 12.4 

:BANKJO4_9114
00D6: if 
8118:   not actor $4143 dead 
004D: jump_if_false @BANKJO4_9177 
011C: actor $4143 clear_objective 
0173: set_actor $4143 z_angle_to 93.0 
009F: set_actor $4143 idle 
0350: set_actor $4143 maintain_position_when_attacked 1 
00A1: put_actor $4143 at -917.8 -346.0 12.4 

:BANKJO4_9177
00D6: if 
8118:   not actor $4144 dead 
004D: jump_if_false @BANKJO4_9240 
011C: actor $4144 clear_objective 
0173: set_actor $4144 z_angle_to 93.0 
009F: set_actor $4144 idle 
0350: set_actor $4144 maintain_position_when_attacked 1 
00A1: put_actor $4144 at -917.0 -345.0 12.4 

:BANKJO4_9240
00D6: if 
8118:   not actor $4145 dead 
004D: jump_if_false @BANKJO4_9357 
011C: actor $4145 clear_objective 
0173: set_actor $4145 z_angle_to 93.0 
009F: set_actor $4145 idle 
0350: set_actor $4145 maintain_position_when_attacked 1 
00A1: put_actor $4145 at -917.0 -343.0 12.4 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_9357 
00A1: put_actor $4130 at -916.0 -340.0 12.4 
0173: set_actor $4130 z_angle_to 120.0 
04C6: actor $4130 do_kung_fu_stance_towards_actor $4145 

:BANKJO4_9357
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_9403 
00A1: put_actor $PLAYER_ACTOR at -918.55 -337.8 13.5 
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 

:BANKJO4_9403
015F: set_camera_position -911.5 -344.0 15.0 0.0 rotation 0.0 0.0 
0160: point_camera -922.0 -344.295 13.94 switchstyle 2 
0004: $4211 = 0 // integer values 
0004: $4208 = 35 // integer values 
0004: $4209 = 35 // integer values 
0004: $4210 = 35 // integer values 
0050: gosub @BANKJO4_27077 
0004: $357 = 9 // integer values 

:BANKJO4_9496
00D6: if and
0018:   $359 > 11500 // integer values 
0038:   $357 == 9 // integer values 
004D: jump_if_false @BANKJO4_9619 
015F: set_camera_position -917.8 -329.8 15.8 0.0 rotation 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_9' 5000 ms 1  // Phil, hold down the fort!
0050: gosub @BANKJO4_27077 
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_10' as $4099 
0004: $357 = 10 // integer values 

:BANKJO4_9619
00D6: if and
0018:   $359 > 12000 // integer values 
0038:   $357 == 10 // integer values 
004D: jump_if_false @BANKJO4_9694 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_10' 5000 ms 1  // Wilco roger that!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_11' as $4099 
0004: $357 = 11 // integer values 

:BANKJO4_9694
00D6: if and
0018:   $359 > 14000 // integer values 
0038:   $357 == 11 // integer values 
004D: jump_if_false @BANKJO4_9756 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_11' 5000 ms 1  // Come on Cam, the vault's upstairs...
0050: gosub @BANKJO4_26980 
0004: $357 = 12 // integer values 

:BANKJO4_9756
00D6: if 
8038:   not  $357 == 12 // integer values 
004D: jump_if_false @BANKJO4_9781 
0002: jump @BANKJO4_7150 

:BANKJO4_9781
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D:  $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_9847 
01E0: clear_leader $4128 
0319: set_actor $4128 running 0 
011C: actor $4128 clear_objective 

:BANKJO4_9847
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_9881 
011C: actor $4130 clear_objective 
022F: set_actor $4130 stop_looking 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_9881
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_9906 
0002: jump @BANKJO4_22188 

:BANKJO4_9906
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -938.56 -351.5 16.8 
009A: $4110 = create_actor_pedtype 4 model #GDA at -961.75 -329.1 14.6 
01ED: clear_actor $4110 threat_search 
011A: set_actor $4110 search_threat 1 
0173: set_actor $4110 z_angle_to 240.0 
01B2: give_actor $4110 weapon 25 ammo 9999 // Load the weapon model before using this 
009A: $4111 = create_actor_pedtype 4 model #GDB at -956.75 -340.4 14.6 
01ED: clear_actor $4111 threat_search 
011A: set_actor $4111 search_threat 1 
0173: set_actor $4111 z_angle_to 10.0 
01B2: give_actor $4111 weapon 25 ammo 9999 // Load the weapon model before using this 
009A: $4113 = create_actor_pedtype 4 model #GDA at -935.73 -348.3 16.8 
01ED: clear_actor $4113 threat_search 
011A: set_actor $4113 search_threat 1 
0173: set_actor $4113 z_angle_to 266.0 
04EB: actor $4113 crouch 1 300000 ms 
01B2: give_actor $4113 weapon 25 ammo 9999 // Load the weapon model before using this 
009A: $4114 = create_actor_pedtype 4 model #GDB at -943.0 -343.9 6.3 
01ED: clear_actor $4114 threat_search 
011A: set_actor $4114 search_threat 1 
011A: set_actor $4114 search_threat 524288 
0291: set_actor $4114 attack_when_provoked 1 
0173: set_actor $4114 z_angle_to 270.0 
01B2: give_actor $4114 weapon 25 ammo 9999 // Load the weapon model before using this 
01E2: add_route_point 1 at -943.0 -343.9 6.3 
01E2: add_route_point 1 at -934.8 -343.9 6.3 
01E1: set_actor $4114 follow_route 1 3 
0107: $4151 = create_object #BNK_LFT_DOOR1 at -936.964 -349.488 3.235 
0107: $4152 = create_object #BNK_LFT_DOOR2 at -936.964 -353.369 3.235 
0213: $4150 = create_pickup #HEALTH type 3 at -959.3 -335.97 15.59 
0213: $4149 = create_pickup #BODYARMOUR type 3 at -956.7 -337.64 15.6 

:BANKJO4_10325
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 
004D: jump_if_false @BANKJO4_11101 
0001: wait 0 ms 
0050: gosub @BANKJO4_28472 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_29105 
0050: gosub @BANKJO4_30047 
0050: gosub @BANKJO4_27584 
00D6: if 
0038:   $4206 == 1 // integer values 
004D: jump_if_false @BANKJO4_10444 
0050: gosub @BANKJO4_29065 

:BANKJO4_10444
00D6: if 
00F6:   player $PLAYER_CHAR 0 -942.5 -331.3 14.6 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO4_10635 
0050: gosub @BANKJO4_27077 
00D6: if 
8118:   not actor $4111 dead 
004D: jump_if_false @BANKJO4_10562 
00D6: if 
0038:   $4205 == 0 // integer values 
004D: jump_if_false @BANKJO4_10555 
0239: actor $4111 run_to -952.8 -334.6 
0004: $4205 = 1 // integer values 

:BANKJO4_10555
0002: jump @BANKJO4_10567 

:BANKJO4_10562
01C2: remove_references_to_actor $4111 // Like turning an actor into a random pedestrian 

:BANKJO4_10567
00D6: if 
8118:   not actor $4110 dead 
004D: jump_if_false @BANKJO4_10630 
00D6: if 
0038:   $4204 == 0 // integer values 
004D: jump_if_false @BANKJO4_10623 
0239: actor $4110 run_to -956.8 -331.3 
0004: $4204 = 1 // integer values 

:BANKJO4_10623
0002: jump @BANKJO4_10635 

:BANKJO4_10630
01C2: remove_references_to_actor $4110 // Like turning an actor into a random pedestrian 

:BANKJO4_10635
00D6: if and
8118:   not actor $4110 dead 
0038:   $4204 == 1 // integer values 
004D: jump_if_false @BANKJO4_10728 
00D6: if 
00FF:   actor $4110 0 -956.8 -331.3 15.6 radius 2.0 2.0 2.0 
004D: jump_if_false @BANKJO4_10728 
0350: set_actor $4110 maintain_position_when_attacked 1 
01CA: actor $4110 kill_player $PLAYER_CHAR 
0004: $4204 = 2 // integer values 

:BANKJO4_10728
00D6: if 
0038:   $4206 == 1 // integer values 
004D: jump_if_false @BANKJO4_10976 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -922.3 -333.0 17.8 radius 3.0 3.0 1.5 
004D: jump_if_false @BANKJO4_10976 
0050: gosub @BANKJO4_26857 
00D6: if 
001C:   $359 > $4193 // integer values 
004D: jump_if_false @BANKJO4_10860 
00D6: if 
8118:   not actor $4112 dead 
004D: jump_if_false @BANKJO4_10860 
04EB: actor $4112 crouch 0 0 ms 
0350: set_actor $4112 maintain_position_when_attacked 1 
01CA: actor $4112 kill_player $PLAYER_CHAR 

:BANKJO4_10860
00D6: if 
0018:   $359 > 4000 // integer values 
004D: jump_if_false @BANKJO4_10920 
00D6: if 
8118:   not actor $4112 dead 
004D: jump_if_false @BANKJO4_10920 
04EB: actor $4112 crouch 1 2000 ms 
01BD: $358 = current_time_in_ms 
0209: $4193 = random_int_in_ranges 0 4000 

:BANKJO4_10920
00D6: if 
0038:   $4207 == 0 // integer values 
004D: jump_if_false @BANKJO4_10976 
00D6: if 
8118:   not actor $4113 dead 
004D: jump_if_false @BANKJO4_10976 
0239: actor $4113 run_to -923.7 -348.25 
0004: $4207 = 1 // integer values 

:BANKJO4_10976
00D6: if and
8118:   not actor $4113 dead 
0038:   $4207 == 1 // integer values 
004D: jump_if_false @BANKJO4_11069 
00D6: if 
00FF:   actor $4113 0 -923.7 -348.25 16.8 radius 2.0 2.0 2.0 
004D: jump_if_false @BANKJO4_11069 
0350: set_actor $4113 maintain_position_when_attacked 1 
01CA: actor $4113 kill_player $PLAYER_CHAR 
0004: $4207 = 2 // integer values 

:BANKJO4_11069
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_11094 
0002: jump @BANKJO4_22188 

:BANKJO4_11094
0002: jump @BANKJO4_10325 

:BANKJO4_11101
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_11163 
01E0: clear_leader $4130 
009E: set_actor $4130 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_11163
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_11374 
0006: 16@ = 0 // integer values 

:BANKJO4_11186
00D6: if 
80FF:   not actor $4130 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 
004D: jump_if_false @BANKJO4_11367 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 2500 // integer values 
004D: jump_if_false @BANKJO4_11337 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_11330 
00A1: put_actor $4130 at -932.9 -351.3 16.8 
0173: set_actor $4130 z_angle_to 90.0 
009E: set_actor $4130 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_11330
0006: 16@ = 0 // integer values 

:BANKJO4_11337
00D6: if 
0118:   actor $4130 dead 
004D: jump_if_false @BANKJO4_11360 
0002: jump @BANKJO4_11163 

:BANKJO4_11360
0002: jump @BANKJO4_11186 

:BANKJO4_11367
0002: jump @BANKJO4_11396 

:BANKJO4_11374
00BC: text_highpriority 'C_DEAD' 5000 ms 1  // ~r~Cam's dead!!
0002: jump @BANKJO4_22188 

:BANKJO4_11396
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_11424 
0350: set_actor $4130 maintain_position_when_attacked 1 
011C: actor $4130 clear_objective 

:BANKJO4_11424
0050: gosub @BANKJO4_32140 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_11485 
00A1: put_actor $4130 at -939.1 -351.12 6.23 
0173: set_actor $4130 z_angle_to 260.0 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_11485
00D6: if 
8118:   not actor $4114 dead 
004D: jump_if_false @BANKJO4_11537 
00A1: put_actor $4114 at -943.0 -343.9 6.3 
01E1: set_actor $4114 follow_route 1 3 
011A: set_actor $4114 search_threat 1 

:BANKJO4_11537
0050: gosub @BANKJO4_32287 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_11567 
0350: set_actor $4130 maintain_position_when_attacked 0 

:BANKJO4_11567
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -944.5 -341.58 6.3 
0004: $4163 = 1 // integer values 

:BANKJO4_11599
00D6: if 
8118:   not actor $4114 dead 
004D: jump_if_false @BANKJO4_11679 
0001: wait 0 ms 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_30047 
0050: gosub @BANKJO4_29065 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_11665 
0002: jump @BANKJO4_22188 

:BANKJO4_11665
0050: gosub @BANKJO4_27584 
0002: jump @BANKJO4_11599 

:BANKJO4_11679
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 
004D: jump_if_false @BANKJO4_11791 
0001: wait 0 ms 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_30047 
0050: gosub @BANKJO4_29065 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_11777 
0002: jump @BANKJO4_22188 

:BANKJO4_11777
0050: gosub @BANKJO4_27584 
0002: jump @BANKJO4_11679 

:BANKJO4_11791
0164: disable_marker $4191 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -944.5 -344.12 8.0 
015F: set_camera_position -940.2 -343.6 8.6 0.0 rotation 0.0 0.0 
0160: point_camera -944.5 -343.8 7.45 switchstyle 2 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_11921 
01E0: clear_leader $4130 
0239: actor $4130 run_to -944.5 -344.12 

:BANKJO4_11921
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_12120 
0006: 16@ = 0 // integer values 

:BANKJO4_11944
00D6: if 
80FF:   not actor $4130 0 -944.5 -344.12 7.0 radius 1.5 1.5 3.0 
004D: jump_if_false @BANKJO4_12113 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @BANKJO4_12083 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_12076 
00A1: put_actor $4130 at -937.0 -343.6 7.0 
0173: set_actor $4130 z_angle_to 90.0 
0239: actor $4130 run_to -944.5 -344.12 

:BANKJO4_12076
0006: 16@ = 0 // integer values 

:BANKJO4_12083
00D6: if 
0118:   actor $4130 dead 
004D: jump_if_false @BANKJO4_12106 
0002: jump @BANKJO4_11921 

:BANKJO4_12106
0002: jump @BANKJO4_11944 

:BANKJO4_12113
0002: jump @BANKJO4_12142 

:BANKJO4_12120
00BC: text_highpriority 'C_DEAD' 5000 ms 1  // ~r~Cam's dead!!
0002: jump @BANKJO4_22188 

:BANKJO4_12142
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_12188 
0173: set_actor $4130 z_angle_to 90.0 
04EB: actor $4130 crouch 1 300000 ms 
020E: actor $PLAYER_ACTOR look_at_actor $4130 

:BANKJO4_12188
0004: $4099 = 1 // integer values 
03CF: load_wav 'BK4_12A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_12A' 10000 ms 1  // Damn! It's a Flange 9000!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BK4_12B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_12B' 10000 ms 1  // This could take hours to crack,
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BK4_12C' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_12C' 10000 ms 1  // Or five minutes if you could find the manager.
0050: gosub @BANKJO4_26980 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_12346 
04EB: actor $4130 crouch 0 0 ms 

:BANKJO4_12346
03CF: load_wav 'BNK4_13' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_13' 10000 ms 1  // I'll go find where he's holed up.
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -964.0 -335.0 14.6 

:BANKJO4_12435
00D6: if 
80F6:   not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 
004D: jump_if_false @BANKJO4_12540 
0001: wait 0 ms 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_30047 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_12526 
0002: jump @BANKJO4_22188 

:BANKJO4_12526
0050: gosub @BANKJO4_27584 
0002: jump @BANKJO4_12435 

:BANKJO4_12540
0050: gosub @BANKJO4_31860 
0050: gosub @BANKJO4_27077 

:BANKJO4_12554
00D6: if 
80F6:   not player $PLAYER_CHAR 0 -964.0 -337.0 14.6 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO4_12842 
0001: wait 0 ms 
0050: gosub @BANKJO4_28472 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_29105 
0050: gosub @BANKJO4_30047 
0050: gosub @BANKJO4_29065 
0050: gosub @BANKJO4_27584 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_12680 
0002: jump @BANKJO4_22188 

:BANKJO4_12680
00D6: if and
00F6:   player $PLAYER_CHAR 0 -922.3 -348.2 16.6 radius 3.0 3.0 3.0 
0038:   $4201 == 0 // integer values 
004D: jump_if_false @BANKJO4_12835 
0004: $4099 = 1 // integer values 
03CF: load_wav 'BK4_14B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_14A' 10000 ms 1  // Phil, things still sweet?
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_15' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_15' 10000 ms 1  // Sure. Everything's reeaal quiet.
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
0004: $4201 = 1 // integer values 

:BANKJO4_12835
0002: jump @BANKJO4_12554 

:BANKJO4_12842
0004: $4201 = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_12932 
04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4122 
015F: set_camera_position -961.3 -330.8 16.6 0.0 rotation 0.0 0.0 
0159: camera_on_ped $4122 mode 15 switchstyle 1 

:BANKJO4_12932
0004: $4099 = 1 // integer values 
03CF: load_wav 'BNK4_16' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_16' 10000 ms 1  // You - you're coming with me!
0050: gosub @BANKJO4_26980 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13031 
04EB: actor $4122 crouch 0 0 ms 
01ED: clear_actor $4122 threat_search 
020E: actor $4122 look_at_actor $PLAYER_ACTOR 
0372: set_actor $4122 anim 17 wait_state_time 300000 ms 

:BANKJO4_13031
03CF: load_wav 'BNK4_17' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_17' 10000 ms 1  // Ok! Ok! Just don't shoot!
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13108 
0372: set_actor $4122 anim 0 wait_state_time 0 ms 
01DF: tie_actor $4122 to_player $PLAYER_CHAR 

:BANKJO4_13108
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D:  $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
015A: restore_camera 
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -944.36 -342.0 6.3 

:BANKJO4_13173
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 
004D: jump_if_false @BANKJO4_13417 
0001: wait 0 ms 
0050: gosub @BANKJO4_28472 
0050: gosub @BANKJO4_29105 
0050: gosub @BANKJO4_30047 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_29065 
0050: gosub @BANKJO4_27584 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_13299 
0002: jump @BANKJO4_22188 

:BANKJO4_13299
00D6: if and
00F6:   player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 
0038:   $4201 == 0 // integer values 
004D: jump_if_false @BANKJO4_13410 
0004: $4099 = 1 // integer values 
03CF: load_wav 'BNK4_18' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_18' 10000 ms 1  // I SAID NOBODY MOVE!
0050: gosub @BANKJO4_26980 
0004: $4201 = 1 // integer values 

:BANKJO4_13410
0002: jump @BANKJO4_13173 

:BANKJO4_13417
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13479 
01E0: clear_leader $4122 
009E: set_actor $4122 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_13479
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13690 
0006: 16@ = 0 // integer values 

:BANKJO4_13502
00D6: if 
80FF:   not actor $4122 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 
004D: jump_if_false @BANKJO4_13683 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 2500 // integer values 
004D: jump_if_false @BANKJO4_13653 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13646 
00A1: put_actor $4122 at -932.9 -351.3 16.8 
0173: set_actor $4122 z_angle_to 90.0 
009E: set_actor $4122 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_13646
0006: 16@ = 0 // integer values 

:BANKJO4_13653
00D6: if 
0118:   actor $4122 dead 
004D: jump_if_false @BANKJO4_13676 
0002: jump @BANKJO4_13479 

:BANKJO4_13676
0002: jump @BANKJO4_13502 

:BANKJO4_13683
0002: jump @BANKJO4_13712 

:BANKJO4_13690
00BC: text_highpriority 'BM_DEAD' 5000 ms 1  // ~r~You needed the bank manager alive!!
0002: jump @BANKJO4_22188 

:BANKJO4_13712
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13740 
0350: set_actor $4122 maintain_position_when_attacked 1 
011C: actor $4122 clear_objective 

:BANKJO4_13740
0050: gosub @BANKJO4_32140 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13801 
00A1: put_actor $4122 at -939.1 -351.12 6.23 
0173: set_actor $4122 z_angle_to 260.0 
01DF: tie_actor $4122 to_player $PLAYER_CHAR 

:BANKJO4_13801
0050: gosub @BANKJO4_32287 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_13831 
0350: set_actor $4122 maintain_position_when_attacked 0 

:BANKJO4_13831
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 
004D: jump_if_false @BANKJO4_13943 
0001: wait 0 ms 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_29065 
0050: gosub @BANKJO4_30047 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_13929 
0002: jump @BANKJO4_22188 

:BANKJO4_13929
0050: gosub @BANKJO4_27584 
0002: jump @BANKJO4_13831 

:BANKJO4_13943
0164: disable_marker $4191 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
015F: set_camera_position -940.2 -343.6 8.6 0.0 rotation 0.0 0.0 
0160: point_camera -944.5 -343.8 7.45 switchstyle 2 
00D6: if and
8118:   not actor $4130 dead 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14054 
020E: actor $4130 look_at_actor $4122 
022C: set_actor $4130 to_look_at_actor $4122 

:BANKJO4_14054
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14095 
01E0: clear_leader $4122 
01ED: clear_actor $4122 threat_search 
0239: actor $4122 run_to -943.68 -343.47 

:BANKJO4_14095
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14294 
0006: 16@ = 0 // integer values 

:BANKJO4_14118
00D6: if 
80FF:   not actor $4122 0 -943.5 -343.5 6.2 radius 1.5 1.5 3.0 
004D: jump_if_false @BANKJO4_14287 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 2500 // integer values 
004D: jump_if_false @BANKJO4_14257 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14250 
00A1: put_actor $4122 at -937.0 -343.5 6.2 
0173: set_actor $4122 z_angle_to 90.0 
0239: actor $4122 run_to -943.68 -343.47 

:BANKJO4_14250
0006: 16@ = 0 // integer values 

:BANKJO4_14257
00D6: if 
0118:   actor $4122 dead 
004D: jump_if_false @BANKJO4_14280 
0002: jump @BANKJO4_14095 

:BANKJO4_14280
0002: jump @BANKJO4_14118 

:BANKJO4_14287
0002: jump @BANKJO4_14316 

:BANKJO4_14294
00BC: text_highpriority 'BM_DEAD' 5000 ms 1  // ~r~You needed the bank manager alive!!
0002: jump @BANKJO4_22188 

:BANKJO4_14316
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14365 
0350: set_actor $4122 maintain_position_when_attacked 1 
0173: set_actor $4122 z_angle_to 90.0 
020E: actor $PLAYER_ACTOR look_at_actor $4122 
04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4122 

:BANKJO4_14365
0004: $4099 = 1 // integer values 
03CF: load_wav 'BK4_19A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_19A' 10000 ms 1  // It's on a time lock,
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BK4_19B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_19B' 10000 ms 1  // You might as well give up now!
0050: gosub @BANKJO4_26980 
00D6: if and
8118:   not actor $4130 dead 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14586 
020E: actor $4130 look_at_actor $PLAYER_ACTOR 
015F: set_camera_position -943.0 -343.6 7.9 0.0 rotation 0.0 0.0 
00A1: put_actor $4122 at -941.0 -345.2 6.23 
00A0: store_actor $4130 position_to $4218 $4219 $4220 
0009: $4220 += 0.6 // floating-point values 
0160: point_camera $4218 $4219 $4220 switchstyle 2 
041D: set_camera_near_clip 0.02 

:BANKJO4_14586
03CF: load_wav 'BK4_20A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_20A' 10000 ms 1  // Hell, I can bypass the time lock,
0050: gosub @BANKJO4_26980 
00D6: if and
8118:   not actor $4130 dead 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14690 
022F: set_actor $4130 stop_looking 
00A1: put_actor $4122 at -941.8 -342.9 6.23 
020E: actor $4130 look_at_actor $4122 
022C: set_actor $4130 to_look_at_actor $4122 

:BANKJO4_14690
03CF: load_wav 'BK4_20B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_20B' 10000 ms 1  // Then we just need your key code and we're good!
0050: gosub @BANKJO4_26980 
00D6: if and
8118:   not actor $4130 dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_14767 
022F: set_actor $4130 stop_looking 
0372: set_actor $4130 anim 0 wait_state_time 0 ms 

:BANKJO4_14767
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_14807 
00A0: store_actor $PLAYER_ACTOR position_to $4218 $4219 $4220 
0009: $4220 += 0.6 // floating-point values 

:BANKJO4_14807
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14843 
00A1: put_actor $4122 at -942.37 -345.2 6.23 

:BANKJO4_14843
0160: point_camera $4218 $4219 $4220 switchstyle 1 
03CF: load_wav 'BNK4_21' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_21' 10000 ms 1  // Stay here. You try anything and you're dead.
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BK4_24A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_24A' 10000 ms 1  // I'm gonna check on Phil, I'll be right back.
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D:  $PLAYER_ACTOR 
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_14998 
00A1: put_actor $4122 at -943.0 -343.6 6.23 

:BANKJO4_14998
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
0164: disable_marker $4191 

:BANKJO4_15023
00D6: if 
80F6:   not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 
004D: jump_if_false @BANKJO4_15135 
0001: wait 0 ms 
0050: gosub @BANKJO4_28789 
0050: gosub @BANKJO4_30047 
0050: gosub @BANKJO4_29065 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_15121 
0002: jump @BANKJO4_22188 

:BANKJO4_15121
0050: gosub @BANKJO4_27584 
0002: jump @BANKJO4_15023 

:BANKJO4_15135
0050: gosub @BANKJO4_31860 
0050: gosub @BANKJO4_27077 

:BANKJO4_15149
00D6: if 
80F6:   not player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO4_15268 
0001: wait 0 ms 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_28472 
0050: gosub @BANKJO4_29105 
0050: gosub @BANKJO4_30047 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_15254 
0002: jump @BANKJO4_22188 

:BANKJO4_15254
0050: gosub @BANKJO4_27584 
0002: jump @BANKJO4_15149 

:BANKJO4_15268
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
018D: $4117 = create_sound 0 at -916.0 -340.0 15.0 
03CF: load_wav 'BK4_24B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_24B' 10000 ms 1  // I told you not to touch that alarm!
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
009A: $4115 = create_actor_pedtype 4 model #GDA at -920.6 -340.0 13.4 
0223: set_actor $4115 health_to 50 
0173: set_actor $4115 z_angle_to 270.0 
0239: actor $4115 run_to -902.0 -340.0 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_15428 
01C9: actor $4128 kill_actor $4115 
02E2: set_actor $4128 weapon_accuracy_to 80 

:BANKJO4_15428
00D6: if 
8118:   not actor $4115 dead 
004D: jump_if_false @BANKJO4_15508 
0001: wait 0 ms 
0050: gosub @BANKJO4_28829 
0050: gosub @BANKJO4_28472 
0050: gosub @BANKJO4_29105 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_15494 
0002: jump @BANKJO4_22188 

:BANKJO4_15494
0050: gosub @BANKJO4_27584 
0002: jump @BANKJO4_15428 

:BANKJO4_15508
03CF: load_wav 'BNK4_25' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_25' 10000 ms 1  // The SWAT team will be here any minute!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_27' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_27' 10000 ms 1  // I could do with some help here, Tommy!
0050: gosub @BANKJO4_26980 
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -907.8 -345.87 12.4 

:BANKJO4_15617
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -907.8 -345.87 12.4 radius 1.5 1.5 1.5 
004D: jump_if_false @BANKJO4_15857 
0001: wait 0 ms 
0050: gosub @BANKJO4_28472 
0050: gosub @BANKJO4_29105 
0050: gosub @BANKJO4_28829 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_15715 
0002: jump @BANKJO4_22188 

:BANKJO4_15715
0050: gosub @BANKJO4_27584 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_15850 
00D6: if and
82CB:   not actor $4128 bounding_sphere_visible 
0038:   $4213 == 0 // integer values 
004D: jump_if_false @BANKJO4_15850 
00D6: if 
80C2:   not sphere_onscreen -917.6 -337.57 13.46 2.0 
004D: jump_if_false @BANKJO4_15850 
00A1: put_actor $4128 at -917.6 -337.57 13.46 
0173: set_actor $4128 z_angle_to 272.0 
04EB: actor $4128 crouch 1 999999 ms 
0350: set_actor $4128 maintain_position_when_attacked 1 
0004: $4213 = 1 // integer values 

:BANKJO4_15850
0002: jump @BANKJO4_15617 

:BANKJO4_15857
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_15878 
01E0: clear_leader $4128 

:BANKJO4_15878
0164: disable_marker $4191 
009A: $4115 = create_actor_pedtype 4 model #GDA at -897.0 -341.1 12.4 
0350: set_actor $4115 maintain_position_when_attacked 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_15938 
04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4115 

:BANKJO4_15938
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
015F: set_camera_position -914.5 -347.25 15.0 0.0 rotation 0.0 0.0 
0160: point_camera -902.2 -341.9 12.69 switchstyle 2 
03CF: load_wav 'BNK4_28' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_28' 10000 ms 1  // Vice City S.W.A.T! You are completely surrounded!
0050: gosub @BANKJO4_26980 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_16106 
015F: set_camera_position -915.8 -335.0 13.8 0.0 rotation 0.0 0.0 
0159: camera_on_ped $4128 mode 15 switchstyle 2 

:BANKJO4_16106
03CF: load_wav 'BNK4_29' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_29' 10000 ms 1  // Surrounded? HA HA HA HAAAAAaaa!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_30' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_30' 10000 ms 1  // They're crapping themselves, corrupt bastards!
00D6: if and
8118:   not actor $4128 dead 
8118:   not actor $4115 dead 
004D: jump_if_false @BANKJO4_16212 
04C6: actor $4128 do_kung_fu_stance_towards_actor $4115 

:BANKJO4_16212
0050: gosub @BANKJO4_26980 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_16313 
00A1: put_actor $4130 at -920.0 -347.0 16.8 
0173: set_actor $4130 z_angle_to 290.0 
015F: set_camera_position -914.3 -345.25 15.8 0.0 rotation 0.0 0.0 
0159: camera_on_ped $4130 mode 15 switchstyle 2 
0004: $4163 = 0 // integer values 

:BANKJO4_16313
03CF: load_wav 'BK4_31B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_31A' 10000 ms 1  // Tommy! The vault's open!
0050: gosub @BANKJO4_26980 
015F: set_camera_position -905.76 -345.84 14.0 0.0 rotation 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
03CF: load_wav 'BK4_34A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_34A' 10000 ms 1  // Ok, we got the SWAT retirement fund. Let's get out of here!
0050: gosub @BANKJO4_26980 
015F: set_camera_position -914.5 -347.25 15.0 0.0 rotation 0.0 0.0 
0160: point_camera -902.2 -341.9 12.69 switchstyle 2 
03CF: load_wav 'BK4_34B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_34B' 10000 ms 1  // Ok, you asked for it! You've had your last chance!
0050: gosub @BANKJO4_26980 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_16588 
015F: set_camera_position -915.8 -335.0 13.8 0.0 rotation 0.0 0.0 
0159: camera_on_ped $4128 mode 15 switchstyle 2 

:BANKJO4_16588
03CF: load_wav 'BK4_35A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_35A' 10000 ms 1  // They're storming the place!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BK4_35B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_35B' 10000 ms 1  // Take cover!
0050: gosub @BANKJO4_26980 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_16695 
011C: actor $PLAYER_ACTOR clear_objective 
0373: set_camera_directly_behind_player 

:BANKJO4_16695
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_16743 
011C: actor $4128 clear_objective 
011A: set_actor $4128 search_threat 64 

:BANKJO4_16743
009B: destroy_actor_instantly $4115 
009B: destroy_actor_instantly $4122 
0004: $4213 = 0 // integer values 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_16810 
011C: actor $4128 clear_objective 
0350: set_actor $4128 maintain_position_when_attacked 1 
0223: set_actor $4128 health_to 200 
011A: set_actor $4128 search_threat 64 
0291: set_actor $4128 attack_when_provoked 1 

:BANKJO4_16810
0247: request_model #SWAT 
0247: request_model #GASGRENADE 

:BANKJO4_16819
00D6: if or
8248:   not model #SWAT available 
8248:   not model #GASGRENADE available 
004D: jump_if_false @BANKJO4_16850 
0001: wait 0 ms 
0002: jump @BANKJO4_16819 

:BANKJO4_16850
0004: $4208 = 0 // integer values 
0004: $4209 = 0 // integer values 
0004: $4210 = 0 // integer values 
0004: $4211 = 0 // integer values 
0050: gosub @BANKJO4_27077 
0004: $4208 = 15 // integer values 
0004: $4209 = 15 // integer values 
0004: $4210 = 15 // integer values 
0004: $4211 = 0 // integer values 
0050: gosub @BANKJO4_27077 
0392: object $1824 toggle_in_moving_list 1 
0392: object $1825 toggle_in_moving_list 1 
0392: object $1826 toggle_in_moving_list 1 
0392: object $1827 toggle_in_moving_list 1 
0392: object $1828 toggle_in_moving_list 1 
0392: object $1829 toggle_in_moving_list 1 
0382: set_object $1824 collision_detection 1 
0382: set_object $1825 collision_detection 1 
0382: set_object $1826 collision_detection 1 
0382: set_object $1827 collision_detection 1 
0382: set_object $1828 collision_detection 1 
0382: set_object $1829 collision_detection 1 
0004: $4099 = 2 // integer values 
03CF: load_wav 'BLOROOF' as $4099 
0050: gosub @BANKJO4_26880 
0050: gosub @BANKJO4_26980 
0004: $4099 = 1 // integer values 
03AC: clear_route 1 
03AC: clear_route 2 
0006: 16@ = 0 // integer values 

:BANKJO4_17060
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANKJO4_18987 
0001: wait 0 ms 
0050: gosub @BANKJO4_28829 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_17112 
0002: jump @BANKJO4_22188 

:BANKJO4_17112
0050: gosub @BANKJO4_29105 
0050: gosub @BANKJO4_27584 
00D6: if and
8118:   not actor $4128 dead 
0018:   $4182 > 1 // integer values 
004D: jump_if_false @BANKJO4_17572 
00D6: if 
0038:   $4116 == 0 // integer values 
004D: jump_if_false @BANKJO4_17321 
0469: create_actor $4118 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4119 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4120 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4121 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0004: $4116 = 1 // integer values 
0002: jump @BANKJO4_17572 

:BANKJO4_17321
00D6: if 
8118:   not actor $4118 dead 
004D: jump_if_false @BANKJO4_17377 
00D6: if 
0038:   $4116 == 1 // integer values 
004D: jump_if_false @BANKJO4_17370 
01C9: actor $4128 kill_actor $4118 
0004: $4116 = 2 // integer values 

:BANKJO4_17370
0002: jump @BANKJO4_17572 

:BANKJO4_17377
01C2: remove_references_to_actor $4118 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4119 dead 
004D: jump_if_false @BANKJO4_17438 
00D6: if 
0038:   $4116 == 2 // integer values 
004D: jump_if_false @BANKJO4_17431 
01C9: actor $4128 kill_actor $4119 
0004: $4116 = 3 // integer values 

:BANKJO4_17431
0002: jump @BANKJO4_17572 

:BANKJO4_17438
01C2: remove_references_to_actor $4119 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4120 dead 
004D: jump_if_false @BANKJO4_17499 
00D6: if 
0038:   $4116 == 3 // integer values 
004D: jump_if_false @BANKJO4_17492 
01C9: actor $4128 kill_actor $4120 
0004: $4116 = 4 // integer values 

:BANKJO4_17492
0002: jump @BANKJO4_17572 

:BANKJO4_17499
01C2: remove_references_to_actor $4120 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4121 dead 
004D: jump_if_false @BANKJO4_17560 
00D6: if 
0038:   $4116 == 4 // integer values 
004D: jump_if_false @BANKJO4_17553 
01C9: actor $4128 kill_actor $4121 
0004: $4116 = 5 // integer values 

:BANKJO4_17553
0002: jump @BANKJO4_17572 

:BANKJO4_17560
01C2: remove_references_to_actor $4121 // Like turning an actor into a random pedestrian 
0004: $4116 = 6 // integer values 

:BANKJO4_17572
00D6: if 
001A:   2 > $4183 // integer values 
004D: jump_if_false @BANKJO4_17939 
01BB: store_object $1826 position_to $4215 $4216 $4217 
00D6: if and
0038:   $4183 == 0 // integer values 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @BANKJO4_17939 
0108: destroy_object $1823 
029B: $1823 = init_object #ROCKETED_WIN1 at -899.851 -341.061 14.318 
01C7: remove_object_from_mission_cleanup_list $1823 
029B: $4164 = init_object #GASGRENADE at -900.7 -333.88 14.73 
0392: object $4164 toggle_in_moving_list 1 
0382: set_object $4164 collision_detection 1 
038C: object $4164 scatter -0.5 0.0 0.0 
029B: $4165 = init_object #GASGRENADE at -900.7 -348.4 14.73 
0392: object $4165 toggle_in_moving_list 1 
0382: set_object $4165 collision_detection 1 
038C: object $4165 scatter -0.5 0.0 0.0 
029B: $4166 = init_object #GASGRENADE at -907.307 -336.618 18.0 
0392: object $4166 toggle_in_moving_list 1 
0382: set_object $4166 collision_detection 1 
029B: $4167 = init_object #GASGRENADE at -907.307 -345.504 18.0 
0392: object $4167 toggle_in_moving_list 1 
0382: set_object $4167 collision_detection 1 
029B: $4168 = init_object #GASGRENADE at -915.401 -336.6184 18.0 
0392: object $4168 toggle_in_moving_list 1 
0382: set_object $4168 collision_detection 1 
029B: $4169 = init_object #GASGRENADE at -915.401 -345.5 18.0 
0392: object $4169 toggle_in_moving_list 1 
0382: set_object $4169 collision_detection 1 
0004: $4183 = 1 // integer values 
0006: 17@ = 0 // integer values 

:BANKJO4_17939
00D6: if 
0038:   $4183 == 1 // integer values 
004D: jump_if_false @BANKJO4_17989 
00D6: if 
0019:   17@ > 50 // integer values 
004D: jump_if_false @BANKJO4_17989 
0006: 17@ = 0 // integer values 
0050: gosub @BANKJO4_31648 

:BANKJO4_17989
00D6: if and
0038:   $4182 == 0 // integer values 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @BANKJO4_18090 
0503: create_rappel_at -907.307 -336.618 26.0 
0503: create_rappel_at -907.307 -345.504 26.0 
0503: create_rappel_at -915.401 -336.6184 26.0 
0503: create_rappel_at -915.401 -345.5 26.0 
0004: $4182 = 1 // integer values 

:BANKJO4_18090
00D6: if and
0019:   16@ > 4000 // integer values 
0038:   $4182 == 1 // integer values 
004D: jump_if_false @BANKJO4_18123 
0004: $4182 = 2 // integer values 

:BANKJO4_18123
00D6: if and
0019:   16@ > 5000 // integer values 
0038:   $4182 == 2 // integer values 
004D: jump_if_false @BANKJO4_18451 
009A: $4180 = create_actor_pedtype 6 model #SWAT at -899.214 -333.656 23.0 
0173: set_actor $4180 z_angle_to 0.0 
01B2: give_actor $4180 weapon 25 ammo 9999 // Load the weapon model before using this 
009A: $4181 = create_actor_pedtype 6 model #SWAT at -899.214 -348.466 23.0 
0173: set_actor $4181 z_angle_to 180.0 
01B2: give_actor $4181 weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_18444 
01C9: actor $4180 kill_actor $4130 
01C9: actor $4181 kill_actor $4130 
01E2: add_route_point 1 at -921.5 -347.1 17.0 
01E2: add_route_point 1 at -923.0 -334.3 17.0 
01E2: add_route_point 1 at -937.2 -333.8 15.0 
01E2: add_route_point 1 at -935.0 -329.6 15.0 
01E2: add_route_point 1 at -927.3 -328.5 13.0 
01E2: add_route_point 1 at -921.1 -326.5 13.0 
01E2: add_route_point 1 at -920.7 -339.0 13.0 
01E2: add_route_point 1 at -910.6 -346.6 13.0 
01E1: set_actor $4130 follow_route 1 1 
0411: set_actor $4130 use_pednode_seek 0 
011A: set_actor $4130 search_threat 64 

:BANKJO4_18444
0004: $4182 = 3 // integer values 

:BANKJO4_18451
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_18633 
00A0: store_actor $4130 position_to $4218 $4219 $4220 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
0038:   $4214 == 0 // integer values 
004D: jump_if_false @BANKJO4_18626 
00D6: if or
00FF:   actor $4130 0 $95 $96 $97 radius 5.0 5.0 2.0 
00FF:   actor $4130 0 -910.6 -346.6 13.0 radius 10.0 10.0 2.0 
004D: jump_if_false @BANKJO4_18626 
011C: actor $4130 clear_objective 
011A: set_actor $4130 search_threat 64 
0291: set_actor $4130 attack_when_provoked 1 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 
0004: $4214 = 1 // integer values 

:BANKJO4_18626
0002: jump @BANKJO4_18716 

:BANKJO4_18633
00D6: if 
0038:   $4200 == 0 // integer values 
004D: jump_if_false @BANKJO4_18716 
01C2: remove_references_to_actor $4130 // Like turning an actor into a random pedestrian 
00BC: text_highpriority 'C_DEAD' 5000 ms 1  // ~r~Cam's dead!!
0213: $4202 = create_pickup #BRIEFCASE type 3 at $4218 $4219 $4220 
0164: disable_marker $4191 
03DC: $4191 = create_marker_above_pickup $4202 
0004: $4200 = 1 // integer values 
0004: $4214 = 0 // integer values 

:BANKJO4_18716
00D6: if 
0038:   $4200 == 1 // integer values 
004D: jump_if_false @BANKJO4_18764 
00D6: if and
0214:   pickup $4202 picked_up 
001A:   2 > $4214 // integer values 
004D: jump_if_false @BANKJO4_18764 
0004: $4214 = 1 // integer values 

:BANKJO4_18764
00D6: if 
0038:   $4214 == 1 // integer values 
004D: jump_if_false @BANKJO4_18907 
00D6: if 
0038:   $4116 == 6 // integer values 
004D: jump_if_false @BANKJO4_18907 
03CF: load_wav 'BNK4_38' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_38' 10000 ms 1  // That's the last of them. GO! GO! GO!
0050: gosub @BANKJO4_26980 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_18875 
04EB: actor $4128 crouch 0 0 ms 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_18875
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -900.0 -341.0 13.4 
0004: $4214 = 2 // integer values 

:BANKJO4_18907
00D6: if 
0038:   $4214 == 2 // integer values 
004D: jump_if_false @BANKJO4_18980 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -900.0 -341.0 13.4 radius 1.4 1.4 3.0 
004D: jump_if_false @BANKJO4_18980 
0002: jump @BANKJO4_18987 

:BANKJO4_18980
0002: jump @BANKJO4_17060 

:BANKJO4_18987
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
0050: gosub @BANKJO4_24234 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0 
0164: disable_marker $4191 
0395: clear_area 1 at -863.0 -340.9 range 12.19 30.0 
0050: gosub @BANKJO4_26700 
015F: set_camera_position -889.57 -341.42 15.0 0.0 rotation 0.0 0.0 
0160: point_camera -894.3 -346.0 13.4 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -892.1 -349.47 12.0 
0173: set_actor $PLAYER_ACTOR z_angle_to 12.0 
04EB: actor $PLAYER_ACTOR crouch 1 999999 ms 
0004: $985 = 0 // integer values 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_19275 
011C: actor $4128 clear_objective 
00A1: put_actor $4128 at -892.8 -349.37 12.7 
0173: set_actor $4128 z_angle_to 317.0 
04EB: actor $4128 crouch 1 999999 ms 

:BANKJO4_19275
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_19345 
011C: actor $4130 clear_objective 
00A1: put_actor $4130 at -894.3 -349.5 12.5 
0173: set_actor $4130 z_angle_to 330.0 
04EB: actor $4130 crouch 1 999999 ms 
0002: jump @BANKJO4_19357 

:BANKJO4_19345
01C2: remove_references_to_actor $4130 // Like turning an actor into a random pedestrian 
0004: $4200 = 1 // integer values 

:BANKJO4_19357
0247: request_model #ENFORCER 

:BANKJO4_19362
00D6: if 
8248:   not model #ENFORCER available 
004D: jump_if_false @BANKJO4_19389 
0001: wait 0 ms 
0002: jump @BANKJO4_19362 

:BANKJO4_19389
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_19414 
0159: camera_on_ped $4128 mode 15 switchstyle 2 

:BANKJO4_19414
009A: $4107 = create_actor_pedtype 4 model #SWAT at -875.9 -334.0 10.3 
01ED: clear_actor $4107 threat_search 
0173: set_actor $4107 z_angle_to 137.0 
01B2: give_actor $4107 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4107 crouch 1 9999 ms 
01CC: actor $4107 kill_player $PLAYER_CHAR 
0350: set_actor $4107 maintain_position_when_attacked 1 
009A: $4108 = create_actor_pedtype 4 model #SWAT at -876.39 -347.45 10.3 
01ED: clear_actor $4108 threat_search 
0173: set_actor $4108 z_angle_to 130.0 
01B2: give_actor $4108 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4108 crouch 1 9999 ms 
01CC: actor $4108 kill_player $PLAYER_CHAR 
0350: set_actor $4108 maintain_position_when_attacked 1 
009A: $4109 = create_actor_pedtype 4 model #SWAT at -864.6 -341.0 9.9 
01ED: clear_actor $4109 threat_search 
0173: set_actor $4109 z_angle_to 95.0 
01B2: give_actor $4109 weapon 25 ammo 9999 // Load the weapon model before using this 
01CC: actor $4109 kill_player $PLAYER_CHAR 
0350: set_actor $4109 maintain_position_when_attacked 1 
009A: $4110 = create_actor_pedtype 4 model #SWAT at -868.4 -339.98 9.9 
01ED: clear_actor $4110 threat_search 
0173: set_actor $4110 z_angle_to 90.0 
01B2: give_actor $4110 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4110 crouch 1 9999 ms 
01CC: actor $4110 kill_player $PLAYER_CHAR 
0350: set_actor $4110 maintain_position_when_attacked 1 
009A: $4111 = create_actor_pedtype 4 model #SWAT at -856.3 -294.7 10.1 
01ED: clear_actor $4111 threat_search 
0173: set_actor $4111 z_angle_to 167.0 
01B2: give_actor $4111 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4111 crouch 1 9999 ms 
011A: set_actor $4111 search_threat 1 
0291: set_actor $4111 attack_when_provoked 1 
009A: $4112 = create_actor_pedtype 4 model #SWAT at -852.1 -304.3 10.1 
01ED: clear_actor $4112 threat_search 
0173: set_actor $4112 z_angle_to 140.0 
01B2: give_actor $4112 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4112 crouch 1 9999 ms 
011A: set_actor $4112 search_threat 1 
0291: set_actor $4112 attack_when_provoked 1 
00A5: $4146 = create_car #ENFORCER at -870.0 -344.5 10.2 
0175: set_car $4146 z_angle_to 124.0 
020A: set_car $4146 door_status_to 1 
00A5: $4147 = create_car #ENFORCER at -869.43 -336.3 10.2 
0175: set_car $4147 z_angle_to 43.0 
020A: set_car $4147 door_status_to 1 
00A5: $4148 = create_car #ENFORCER at -852.73 -298.3 10.2 
0175: set_car $4148 z_angle_to 30.0 
020A: set_car $4148 door_status_to 1 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 

:BANKJO4_19981
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_20005 
0001: wait 0 ms 
0002: jump @BANKJO4_19981 

:BANKJO4_20005
00D6: if 
0038:   $4200 == 1 // integer values 
004D: jump_if_false @BANKJO4_20116 
03CF: load_wav 'BNK4_36' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_36' 10000 ms 1  // Where's Cam?
0050: gosub @BANKJO4_26980 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
03CF: load_wav 'BNK4_37' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_37' 10000 ms 1  // History...
0050: gosub @BANKJO4_26980 

:BANKJO4_20116
03CF: load_wav 'BNK_39' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK_39' 10000 ms 1  // Shit! Where's Hilary?
0050: gosub @BANKJO4_26980 
015F: set_camera_position -888.25 -341.4 13.9 0.0 rotation 0.0 0.0 
0160: point_camera -863.0 -340.9 12.19 switchstyle 2 
03CF: load_wav 'BK4_40A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BK4_40A' 10000 ms 1  // I'll give him abandonment issues!
0050: gosub @BANKJO4_26980 
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_20312 
00AB: put_car $4135 at -884.1 -311.3 10.8 
0175: set_car $4135 z_angle_to 180.0 
0224: set_car $4135 health_to 1000 
020A: set_car $4135 door_status_to 1 

:BANKJO4_20312
009B: destroy_actor_instantly $4129 
0296: unload_special_actor 2 
023C: load_special_actor 2 'IGHLRY2' 
038B: load_requested_models 

:BANKJO4_20335
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @BANKJO4_20361 
0001: wait 0 ms 
0002: jump @BANKJO4_20335 

:BANKJO4_20361
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_20455 
0129: $4129 = create_actor 4 #SPECIAL02 in_car $4135 driverseat 
01ED: clear_actor $4129 threat_search 
04F5: unknown_actor $4129 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $4129 dismemberment_possible 0 
0243: set_actor $4129 ped_stats_to 30 
01B2: give_actor $4129 weapon 25 ammo 9999 // Load the weapon model before using this 
0519: lock_vehicle $4135 in_current_position 0 
0477: set_car $4135 action 8 time 3000 
04BA: set_car $4135 speed_instantly 30.0 

:BANKJO4_20455
015F: set_camera_position -873.12 -348.1 13.96 0.0 rotation 0.0 0.0 
0160: point_camera -879.4 -341.7 10.75 switchstyle 2 

:BANKJO4_20506
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_20588 
00D6: if 
01AF:   car $4135 0 -884.8 -334.2 10.0 radius 3.0 3.0 3.0 
004D: jump_if_false @BANKJO4_20577 
0002: jump @BANKJO4_20588 

:BANKJO4_20577
0001: wait 0 ms 
0002: jump @BANKJO4_20506 

:BANKJO4_20588
0477: set_car $4135 action 0 time 0 
0477: set_car $4135 action 3 time 3000 
0006: 16@ = 0 // integer values 

:BANKJO4_20614
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @BANKJO4_20644 
0001: wait 0 ms 
0002: jump @BANKJO4_20614 

:BANKJO4_20644
00D6: if and
8118:   not actor $4129 dead 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_20673 
01D3: actor $4129 leave_car $4135 

:BANKJO4_20673
00D6: if 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_20747 
00D6: if 
044B:   actor $4129 on_foot 
004D: jump_if_false @BANKJO4_20736 
0173: set_actor $4129 z_angle_to 280.0 
011A: set_actor $4129 search_threat 64 
0291: set_actor $4129 attack_when_provoked 1 
0002: jump @BANKJO4_20747 

:BANKJO4_20736
0001: wait 0 ms 
0002: jump @BANKJO4_20673 

:BANKJO4_20747
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_20792 
0407: create_coordinate $4215 $4216 $4217 from_car $4135 offset -2.0 3.5 -0.2 

:BANKJO4_20792
015F: set_camera_position $4215 $4216 $4217 0.0 rotation 0.0 0.0 
00D6: if 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_20843 
0159: camera_on_ped $4129 mode 15 switchstyle 2 

:BANKJO4_20843
03CF: load_wav 'BNK4_42' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_42' 10000 ms 1  // Hey guys! Get in! I got you covered!
0050: gosub @BANKJO4_26980 
00D6: if and
8118:   not actor $4107 dead 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_20929 
0223: set_actor $4129 health_to 100 
01CB: actor $4107 kill_actor $4129 
01CB: actor $4129 kill_actor $4107 

:BANKJO4_20929
0006: 16@ = 0 // integer values 

:BANKJO4_20936
00D6: if 
001B:   2000 > 16@ // integer values 
004D: jump_if_false @BANKJO4_20966 
0001: wait 0 ms 
0002: jump @BANKJO4_20936 

:BANKJO4_20966
00D6: if 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_20987 
0321: kill_actor $4129 

:BANKJO4_20987
0006: 16@ = 0 // integer values 

:BANKJO4_20994
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @BANKJO4_21024 
0001: wait 0 ms 
0002: jump @BANKJO4_20994 

:BANKJO4_21024
04EB: actor $PLAYER_ACTOR crouch 0 0 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
041E: set_radio_station 6 -1 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_21115 
04EB: actor $4128 crouch 0 0 ms 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 
011A: set_actor $4128 search_threat 64 
0291: set_actor $4128 attack_when_provoked 1 
0319: set_actor $4128 running 1 

:BANKJO4_21115
00D6: if 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_21158 
011C: actor $4129 clear_objective 
011A: set_actor $4129 search_threat 64 
0291: set_actor $4129 attack_when_provoked 1 
01DF: tie_actor $4129 to_player $PLAYER_CHAR 

:BANKJO4_21158
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_21208 
011C: actor $4130 clear_objective 
011A: set_actor $4130 search_threat 64 
0291: set_actor $4130 attack_when_provoked 1 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 
0319: set_actor $4130 running 1 

:BANKJO4_21208
0004: $4124 = 0 // integer values 
00D6: if 
8118:   not actor $4107 dead 
004D: jump_if_false @BANKJO4_21246 
0350: set_actor $4107 maintain_position_when_attacked 0 
01CC: actor $4107 kill_player $PLAYER_CHAR 

:BANKJO4_21246
00D6: if 
8118:   not actor $4108 dead 
004D: jump_if_false @BANKJO4_21269 
0350: set_actor $4108 maintain_position_when_attacked 0 

:BANKJO4_21269
00D6: if 
8118:   not actor $4109 dead 
004D: jump_if_false @BANKJO4_21292 
0350: set_actor $4109 maintain_position_when_attacked 0 

:BANKJO4_21292
00D6: if 
8118:   not actor $4110 dead 
004D: jump_if_false @BANKJO4_21315 
0350: set_actor $4110 maintain_position_when_attacked 0 

:BANKJO4_21315
01C3: remove_references_to_car $4135 

:BANKJO4_21320
00D6: if 
0038:   $4124 == 1 // integer values 
004D: jump_if_false @BANKJO4_21381 
0001: wait 0 ms 
0050: gosub @BANKJO4_28869 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_21374 
0002: jump @BANKJO4_22188 

:BANKJO4_21374
0002: jump @BANKJO4_21320 

:BANKJO4_21381
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -871.57 -118.5 10.0 

:BANKJO4_21406
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO4_21625 
0001: wait 0 ms 
0050: gosub @BANKJO4_28869 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_21460 
0002: jump @BANKJO4_22188 

:BANKJO4_21460
00D6: if 
00F5:   player $PLAYER_CHAR 1 -879.57 -114.5 10.0 radius 3.0 3.0 2.0 
004D: jump_if_false @BANKJO4_21508 

:BANKJO4_21508
00D6: if 
0038:   $4124 == 1 // integer values 
004D: jump_if_false @BANKJO4_21533 
0002: jump @BANKJO4_21320 

:BANKJO4_21533
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
004D: jump_if_false @BANKJO4_21618 
034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 

:BANKJO4_21618
0002: jump @BANKJO4_21406 

:BANKJO4_21625
0164: disable_marker $4191 
018A: $4191 = create_checkpoint_at -832.2 -901.0 10.0 

:BANKJO4_21650
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO4_21913 
0001: wait 0 ms 
0050: gosub @BANKJO4_28869 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_21704 
0002: jump @BANKJO4_22188 

:BANKJO4_21704
00D6: if and
00F5:   player $PLAYER_CHAR 1 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
00FE:   actor $4128 0 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
004D: jump_if_false @BANKJO4_21796 
0002: jump @BANKJO4_21920 

:BANKJO4_21796
00D6: if 
0038:   $4124 == 1 // integer values 
004D: jump_if_false @BANKJO4_21821 
0002: jump @BANKJO4_21320 

:BANKJO4_21821
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
004D: jump_if_false @BANKJO4_21906 
034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 

:BANKJO4_21906
0002: jump @BANKJO4_21650 

:BANKJO4_21913
0002: jump @BANKJO4_21381 

:BANKJO4_21920
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANKJO4_22176 
0001: wait 0 ms 
034E: move_object $1793 to -837.134 -901.672 15.03 speed 0.0 0.0 0.025 collision_check 0 
0050: gosub @BANKJO4_28869 
00D6: if 
0038:   $4105 == 1 // integer values 
004D: jump_if_false @BANKJO4_22009 
0002: jump @BANKJO4_22188 

:BANKJO4_22009
00D6: if 
0038:   $4124 == 1 // integer values 
004D: jump_if_false @BANKJO4_22034 
0002: jump @BANKJO4_21320 

:BANKJO4_22034
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO4_22059 
0002: jump @BANKJO4_21381 

:BANKJO4_22059
00D6: if 
00F5:   player $PLAYER_CHAR 1 -844.95 -901.0 10.0 radius 3.5 3.5 3.5 
004D: jump_if_false @BANKJO4_22114 
0002: jump @BANKJO4_22176 

:BANKJO4_22114
00D6: if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
004D: jump_if_false @BANKJO4_22169 
0002: jump @BANKJO4_21625 

:BANKJO4_22169
0002: jump @BANKJO4_21920 

:BANKJO4_22176
0164: disable_marker $4191 
0002: jump @BANKJO4_22365 

:BANKJO4_22188
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 1 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 

:BANKJO4_22243
00D6: if 
0057:   player $PLAYER_CHAR 0 -852.8 -915.0 10.0 -837.5 -897.2 13.0 
004D: jump_if_false @BANKJO4_22302 
0001: wait 0 ms 
0002: jump @BANKJO4_22243 

:BANKJO4_22302
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $985 == 1 // integer values 
004D: jump_if_false @BANKJO4_22363 
0050: gosub @BANKJO4_24234 
016A: fade 1 1500 ms 

:BANKJO4_22339
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_22363 
0001: wait 0 ms 
0002: jump @BANKJO4_22339 

:BANKJO4_22363
0051: return 

:BANKJO4_22365
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
00D6: if and
00E0:   player $PLAYER_CHAR driving 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_22412 
01D3: actor $PLAYER_ACTOR leave_car $4135 

:BANKJO4_22412
041E: set_radio_station 3 -1 
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:BANKJO4_22437
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_22498 
0001: wait 0 ms 
034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 
0002: jump @BANKJO4_22437 

:BANKJO4_22498
015F: set_camera_position -827.5 -894.2 22.5 0.0 rotation 0.0 0.0 
0160: point_camera -833.15 -899.4 17.6 switchstyle 2 
016A: fade 1 500 ms 

:BANKJO4_22556
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_22580 
0001: wait 0 ms 
0002: jump @BANKJO4_22556 

:BANKJO4_22580
009B: destroy_actor_instantly $4128 
009B: destroy_actor_instantly $4130 
01E3: text_1number_styled 'M_PASS' number 39000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 39000 
0394: play_music 1 
03CF: load_wav 'BNK4_44' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_44' 10000 ms 1  // We made it! We're rich! RICH!
0050: gosub @BANKJO4_26980 
00D6: if 
0038:   $4200 == 1 // integer values 
004D: jump_if_false @BANKJO4_22810 
03CF: load_wav 'BNK4_45' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_45' 10000 ms 1  // Shame Cam didn't make it, he was a good guy!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_46' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_46' 10000 ms 1  // Yeah. Still... more for us!
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_47' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_47' 10000 ms 1  // Damned straight! YEEEEHAAAH!
0050: gosub @BANKJO4_26980 

:BANKJO4_22810
03CF: load_wav 'BNK4_48' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_48' 10000 ms 1  // Tommy, would you like a massage?
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_49' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_49' 10000 ms 1  // Well, Hi there, Mercedes! Yeah, I'm a little tense...
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK450A' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK450A' 10000 ms 1  // What'd I tell you Tommy? What'd I tell you? Bent SWAT better watch out when Kent Paul is in town.
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK450B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK450B' 10000 ms 1  // Come on, gimme a bigger slice, mate, c'mon. I gotta get some new threads.
0050: gosub @BANKJO4_26980 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
0247: request_model #OD_CLUBOUT_DY 
0247: request_model #OD_CLUBOUT_NT 
0247: request_model #OD_CLUBNEON 
0247: request_model #OD_CLUBDOORS 
0247: request_model #OD_CLBDR_CLOSE 
0247: request_model #OD_CLBDR_OPEN 
0247: request_model #VEG_PALMKBB11 
0247: request_model #ODNROAD01_NT 
0247: request_model #ODNROAD01_DY 
0247: request_model #OD_CLUBBACK 
0247: request_model #MIAMIODNROADXA 
0247: request_model #LODD_BUILD2 
0247: request_model #SPAD_BUILDNEW 
0247: request_model #VEG_PALMBIG14 

:BANKJO4_23061
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_23085 
0001: wait 0 ms 
0002: jump @BANKJO4_23061 

:BANKJO4_23085
00D6: if 
8248:   not model #OD_CLUBOUT_DY available 
004D: jump_if_false @BANKJO4_23112 
0001: wait 0 ms 
0002: jump @BANKJO4_23085 

:BANKJO4_23112
00D6: if 
8248:   not model #OD_CLUBOUT_NT available 
004D: jump_if_false @BANKJO4_23139 
0001: wait 0 ms 
0002: jump @BANKJO4_23112 

:BANKJO4_23139
00D6: if 
8248:   not model #OD_CLUBNEON available 
004D: jump_if_false @BANKJO4_23166 
0001: wait 0 ms 
0002: jump @BANKJO4_23139 

:BANKJO4_23166
00D6: if 
8248:   not model #OD_CLUBDOORS available 
004D: jump_if_false @BANKJO4_23193 
0001: wait 0 ms 
0002: jump @BANKJO4_23166 

:BANKJO4_23193
00D6: if 
8248:   not model #OD_CLBDR_CLOSE available 
004D: jump_if_false @BANKJO4_23219 
0001: wait 0 ms 
0002: jump @BANKJO4_23193 

:BANKJO4_23219
00D6: if 
8248:   not model #OD_CLBDR_OPEN available 
004D: jump_if_false @BANKJO4_23245 
0001: wait 0 ms 
0002: jump @BANKJO4_23219 

:BANKJO4_23245
00D6: if 
8248:   not model #VEG_PALMKBB11 available 
004D: jump_if_false @BANKJO4_23272 
0001: wait 0 ms 
0002: jump @BANKJO4_23245 

:BANKJO4_23272
00D6: if 
8248:   not model #ODNROAD01_NT available 
004D: jump_if_false @BANKJO4_23299 
0001: wait 0 ms 
0002: jump @BANKJO4_23272 

:BANKJO4_23299
00D6: if 
8248:   not model #ODNROAD01_DY available 
004D: jump_if_false @BANKJO4_23326 
0001: wait 0 ms 
0002: jump @BANKJO4_23299 

:BANKJO4_23326
00D6: if 
8248:   not model #OD_CLUBBACK available 
004D: jump_if_false @BANKJO4_23353 
0001: wait 0 ms 
0002: jump @BANKJO4_23326 

:BANKJO4_23353
00D6: if 
8248:   not model #MIAMIODNROADXA available 
004D: jump_if_false @BANKJO4_23380 
0001: wait 0 ms 
0002: jump @BANKJO4_23353 

:BANKJO4_23380
00D6: if 
8248:   not model #LODD_BUILD2 available 
004D: jump_if_false @BANKJO4_23407 
0001: wait 0 ms 
0002: jump @BANKJO4_23380 

:BANKJO4_23407
00D6: if 
8248:   not model #SPAD_BUILDNEW available 
004D: jump_if_false @BANKJO4_23434 
0001: wait 0 ms 
0002: jump @BANKJO4_23407 

:BANKJO4_23434
00D6: if 
8248:   not model #VEG_PALMBIG14 available 
004D: jump_if_false @BANKJO4_23461 
0001: wait 0 ms 
0002: jump @BANKJO4_23434 

:BANKJO4_23461
015F: set_camera_position 513.5 -44.5 22.0 0.0 rotation 0.0 0.0 
0160: point_camera 502.0 -60.5 14.0 switchstyle 2 
0164: disable_marker $247 
04CE: $247 = create_icon_marker_without_sphere $422 at $564 $565 $566 
04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 $640 
00C0: set_current_time 21 30 
016A: fade 1 1000 ms 

:BANKJO4_23567
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_23591 
0001: wait 0 ms 
0002: jump @BANKJO4_23567 

:BANKJO4_23591
0006: 16@ = 0 // integer values 

:BANKJO4_23598
00D6: if 
001B:   2000 > 16@ // integer values 
004D: jump_if_false @BANKJO4_23628 
0001: wait 0 ms 
0002: jump @BANKJO4_23598 

:BANKJO4_23628
00BA: text_styled 'ASSET_A' 10000 ms 6  // BANK HEIST ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_B' $640 flag 10000 time 1  // ~g~The Malibu Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
015F: set_camera_position 493.6 -87.0 10.8 0.0 rotation 0.0 0.0 
0160: point_camera 492.6 -77.4 13.2 switchstyle 2 
0006: 16@ = 0 // integer values 

:BANKJO4_23719
00D6: if 
001B:   1500 > 16@ // integer values 
004D: jump_if_false @BANKJO4_23749 
0001: wait 0 ms 
0002: jump @BANKJO4_23719 

:BANKJO4_23749
0160: point_camera $564 $565 $566 switchstyle 1 
0006: 16@ = 0 // integer values 

:BANKJO4_23769
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @BANKJO4_23799 
0001: wait 0 ms 
0002: jump @BANKJO4_23769 

:BANKJO4_23799
0006: 16@ = 0 // integer values 

:BANKJO4_23806
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @BANKJO4_23836 
0001: wait 0 ms 
0002: jump @BANKJO4_23806 

:BANKJO4_23836
016A: fade 0 500 ms 

:BANKJO4_23843
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_23867 
0001: wait 0 ms 
0002: jump @BANKJO4_23843 

:BANKJO4_23867
03CB: set_camera -833.6 -908.5 11.11 
0395: clear_area 1 at -833.6 -908.5 range 11.11 2.0 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @BANKJO4_23951 
012A: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 and_remove_from_car 
0002: jump @BANKJO4_23971 

:BANKJO4_23951
0055: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 

:BANKJO4_23971
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_24023 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_24023 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO4_24023
0171: set_player $PLAYER_CHAR z_angle_to 345.0 
01BC: put_object $1793 at -837.134 -901.672 12.03 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
016A: fade 1 1500 ms 

:BANKJO4_24064
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_24088 
0001: wait 0 ms 
0002: jump @BANKJO4_24064 

:BANKJO4_24088
043C: set_game_sounds_disable_on_fade 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04E3: unknown_player $PLAYER_CHAR 3 60000 
02A3: enable_widescreen 0 
0318: set_latest_mission_passed 'BANK_4'  // The Job
0004: $642 = 1 // integer values 
0008: $1175 += 1 // integer values 
0004: $251 = 1 // integer values 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made += 1 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
0213: $1307 = create_pickup #KNIFECUR type 2 at 468.5 -54.2 15.7 
0004: $1276 = 1 // integer values 
004F: create_thread @CLOTH9  
004F: create_thread @AMBBANK  
0051: return 

:BANKJO4_24234
016A: fade 0 1500 ms 

:BANKJO4_24241
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_24265 
0001: wait 0 ms 
0002: jump @BANKJO4_24241 

:BANKJO4_24265
04FA: reset_sky_colors_with_fade 0 
01EB: set_traffic_density_multiplier_to 1.0 
03AD: set_rubbish 1 
04BB: select_interiour 0 // select render area 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0 
03CB: set_camera -893.0 -341.0 13.5 
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 
0004: $985 = 0 // integer values 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
03C8: set_camera_directly_before_player 
0051: return 

:BANKJO4_24398
00D6: if 
0118:   actor $4129 dead 
004D: jump_if_false @BANKJO4_24438 
00BC: text_highpriority 'H_DEAD' 5000 ms 1  // ~r~Hilary's dead!!
0004: $4105 = 1 // integer values 
0051: return 

:BANKJO4_24438
00D6: if 
0119:   car $4135 wrecked 
004D: jump_if_false @BANKJO4_24476 
00BC: text_highpriority 'TRASHED' 5000 ms 1  // ~r~YOU TRASHED THE GETAWAY CAR!!
0004: $4105 = 1 // integer values 

:BANKJO4_24476
0051: return 

:BANKJO4_24478
00D6: if 
0038:   $4104 == 0 // integer values 
004D: jump_if_false @BANKJO4_24723 
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_24701 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $4135 
004D: jump_if_false @BANKJO4_24629 
0004: $4101 = 0 // integer values 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if and
0038:   $4104 == 0 // integer values 
0038:   $4137 == 0 // integer values 
004D: jump_if_false @BANKJO4_24592 
0186: $4136 = create_marker_above_car $4135 
0004: $4137 = 1 // integer values 

:BANKJO4_24592
00D6: if 
0038:   $4134 == 1 // integer values 
004D: jump_if_false @BANKJO4_24622 
0164: disable_marker $4191 
0004: $4134 = 0 // integer values 

:BANKJO4_24622
0002: jump @BANKJO4_24666 

:BANKJO4_24629
0004: $4101 = 1 // integer values 
00D6: if 
0038:   $4137 == 1 // integer values 
004D: jump_if_false @BANKJO4_24666 
0164: disable_marker $4136 
0004: $4137 = 0 // integer values 

:BANKJO4_24666
00D6: if and
01F4:   car $4135 flipped 
01C1:   car $4135 stopped 
004D: jump_if_false @BANKJO4_24694 
0004: $4105 = 1 // integer values 

:BANKJO4_24694
0002: jump @BANKJO4_24723 

:BANKJO4_24701
00BC: text_highpriority 'TRASHED' 5000 ms 1  // ~r~YOU TRASHED THE GETAWAY CAR!!
0004: $4105 = 1 // integer values 

:BANKJO4_24723
0051: return 

:BANKJO4_24725
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_25122 
00D6: if 
0118:   actor $4128 dead 
004D: jump_if_false @BANKJO4_24786 
00BC: text_highpriority 'P_DEAD' 5000 ms 1  // ~r~Phil's dead!!
0004: $4105 = 1 // integer values 
0002: jump @BANKJO4_25122 

:BANKJO4_24786
00D6: if 
0038:   $4101 == 1 // integer values 
004D: jump_if_false @BANKJO4_24902 
00D6: if 
80DB:   not actor $4128 in_car $4135 
004D: jump_if_false @BANKJO4_24895 
01D4: actor $4128 go_to_car $4135 and_enter_it_as_a_passenger 
00D6: if and
0205:   actor $4128 near_car $4135 radius 2.5 2.5 2.5 unknown 0 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO4_24888 
0319: set_actor $4128 running 0 
0002: jump @BANKJO4_24895 

:BANKJO4_24888
0319: set_actor $4128 running 1 

:BANKJO4_24895
0002: jump @BANKJO4_25001 

:BANKJO4_24902
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4128 radius 4.0 4.0 
004D: jump_if_false @BANKJO4_24978 
00D6: if 
0038:   $4184 == 0 // integer values 
004D: jump_if_false @BANKJO4_24971 
011C: actor $4128 clear_objective 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 
0004: $4184 = 1 // integer values 

:BANKJO4_24971
0002: jump @BANKJO4_25001 

:BANKJO4_24978
01E0: clear_leader $4128 
0239: actor $4128 run_to $95 $96 
0004: $4184 = 0 // integer values 

:BANKJO4_25001
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4128 radius 20.0 20.0 
004D: jump_if_false @BANKJO4_25092 
00D6: if 
0038:   $4124 == 0 // integer values 
004D: jump_if_false @BANKJO4_25085 
00BC: text_highpriority 'P_HIND' 5000 ms 1  // ~r~You've lost Phil!
0164: disable_marker $4191 
0187: $4131 = create_marker_above_actor $4128 
0004: $4124 = 1 // integer values 

:BANKJO4_25085
0002: jump @BANKJO4_25122 

:BANKJO4_25092
00D6: if 
0038:   $4124 == 1 // integer values 
004D: jump_if_false @BANKJO4_25122 
0164: disable_marker $4131 
0004: $4124 = 0 // integer values 

:BANKJO4_25122
0051: return 

:BANKJO4_25124
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_25521 
00D6: if 
0118:   actor $4130 dead 
004D: jump_if_false @BANKJO4_25185 
00BC: text_highpriority 'C_DEAD' 5000 ms 1  // ~r~Cam's dead!!
0004: $4105 = 1 // integer values 
0002: jump @BANKJO4_25521 

:BANKJO4_25185
00D6: if 
0038:   $4101 == 1 // integer values 
004D: jump_if_false @BANKJO4_25301 
00D6: if 
80DB:   not actor $4130 in_car $4135 
004D: jump_if_false @BANKJO4_25294 
01D4: actor $4130 go_to_car $4135 and_enter_it_as_a_passenger 
00D6: if and
0205:   actor $4130 near_car $4135 radius 2.5 2.5 2.5 unknown 0 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO4_25287 
0319: set_actor $4130 running 0 
0002: jump @BANKJO4_25294 

:BANKJO4_25287
0319: set_actor $4130 running 1 

:BANKJO4_25294
0002: jump @BANKJO4_25400 

:BANKJO4_25301
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4130 radius 4.0 4.0 
004D: jump_if_false @BANKJO4_25377 
00D6: if 
0038:   $4186 == 0 // integer values 
004D: jump_if_false @BANKJO4_25370 
011C: actor $4130 clear_objective 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 
0004: $4186 = 1 // integer values 

:BANKJO4_25370
0002: jump @BANKJO4_25400 

:BANKJO4_25377
01E0: clear_leader $4130 
0239: actor $4130 run_to $95 $96 
0004: $4186 = 0 // integer values 

:BANKJO4_25400
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4130 radius 20.0 20.0 
004D: jump_if_false @BANKJO4_25491 
00D6: if 
0038:   $4126 == 0 // integer values 
004D: jump_if_false @BANKJO4_25484 
00BC: text_highpriority 'C_HIND' 5000 ms 1  // ~r~Cam's been left behind!
0164: disable_marker $4191 
0187: $4133 = create_marker_above_actor $4130 
0004: $4126 = 1 // integer values 

:BANKJO4_25484
0002: jump @BANKJO4_25521 

:BANKJO4_25491
00D6: if 
0038:   $4126 == 1 // integer values 
004D: jump_if_false @BANKJO4_25521 
0164: disable_marker $4133 
0004: $4126 = 0 // integer values 

:BANKJO4_25521
0051: return 

:BANKJO4_25523
00D6: if and
0038:   $4104 == 0 // integer values 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_25927 
00D6: if 
0118:   actor $4129 dead 
004D: jump_if_false @BANKJO4_25591 
00BC: text_highpriority 'H_DEAD' 5000 ms 1  // ~r~Hilary's dead!!
0004: $4105 = 1 // integer values 
0002: jump @BANKJO4_25927 

:BANKJO4_25591
00D6: if 
0038:   $4101 == 1 // integer values 
004D: jump_if_false @BANKJO4_25707 
00D6: if 
80DB:   not actor $4129 in_car $4135 
004D: jump_if_false @BANKJO4_25700 
01D4: actor $4129 go_to_car $4135 and_enter_it_as_a_passenger 
00D6: if and
0205:   actor $4129 near_car $4135 radius 2.5 2.5 2.5 unknown 0 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BANKJO4_25693 
0319: set_actor $4129 running 0 
0002: jump @BANKJO4_25700 

:BANKJO4_25693
0319: set_actor $4129 running 1 

:BANKJO4_25700
0002: jump @BANKJO4_25806 

:BANKJO4_25707
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4129 radius 4.0 4.0 
004D: jump_if_false @BANKJO4_25783 
00D6: if 
0038:   $4185 == 0 // integer values 
004D: jump_if_false @BANKJO4_25776 
011C: actor $4129 clear_objective 
01DF: tie_actor $4129 to_player $PLAYER_CHAR 
0004: $4185 = 1 // integer values 

:BANKJO4_25776
0002: jump @BANKJO4_25806 

:BANKJO4_25783
01E0: clear_leader $4129 
0239: actor $4129 run_to $95 $96 
0004: $4185 = 0 // integer values 

:BANKJO4_25806
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4129 radius 20.0 20.0 
004D: jump_if_false @BANKJO4_25897 
00D6: if 
0038:   $4125 == 0 // integer values 
004D: jump_if_false @BANKJO4_25890 
00BC: text_highpriority 'H_HIND' 5000 ms 1  // ~r~Hilary's been abandoned!
0164: disable_marker $4191 
0187: $4132 = create_marker_above_actor $4129 
0004: $4125 = 1 // integer values 

:BANKJO4_25890
0002: jump @BANKJO4_25927 

:BANKJO4_25897
00D6: if 
0038:   $4125 == 1 // integer values 
004D: jump_if_false @BANKJO4_25927 
0164: disable_marker $4132 
0004: $4125 = 0 // integer values 

:BANKJO4_25927
0051: return 
00D6: if or
0038:   $4124 == 1 // integer values 
0038:   $4125 == 1 // integer values 
0038:   $4126 == 1 // integer values 
004D: jump_if_false @BANKJO4_25975 
0004: $4134 = 0 // integer values 
0002: jump @BANKJO4_26038 

:BANKJO4_25975
00D6: if 
0038:   $4101 == 1 // integer values 
004D: jump_if_false @BANKJO4_26038 
00D6: if 
0038:   $4134 == 0 // integer values 
004D: jump_if_false @BANKJO4_26038 
018A: $4191 = create_checkpoint_at -896.5 -341.0 13.4 
0004: $4134 = 1 // integer values 

:BANKJO4_26038
0051: return 

:BANKJO4_26040
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0001: wait 5 ms 
0164: disable_marker $4191 
0164: disable_marker $4131 
0164: disable_marker $4133 
0164: disable_marker $4132 
0164: disable_marker $4136 
03AC: clear_route 1 
03AC: clear_route 2 
018E: stop_sound $4117 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BANKJO4_26108 
011C: actor $PLAYER_ACTOR clear_objective 

:BANKJO4_26108
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANKJO4_26138 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:BANKJO4_26138
02EB: restore_camera_with_jumpcut 
01BC: put_object $1793 at -837.134 -901.672 12.03 
022A: remove_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0 
043C: set_game_sounds_disable_on_fade 1 
04FA: reset_sky_colors_with_fade 0 
0249: release_model #GDA 
0249: release_model #GDB 
0249: release_model #SWAT 
0249: release_model #GASGRENADE 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #TAXI 
0249: release_model #PYTHON 
0249: release_model #ENFORCER 
0249: release_model #WFYBU 
0249: release_model #HFYBU 
0249: release_model #WMORI 
0249: release_model #OD_CLUBOUT_DY 
0249: release_model #OD_CLUBOUT_NT 
0249: release_model #OD_CLUBNEON 
0249: release_model #OD_CLUBDOORS 
0249: release_model #OD_CLBDR_CLOSE 
0249: release_model #OD_CLBDR_OPEN 
0249: release_model #VEG_PALMKBB11 
0249: release_model #ODNROAD01_NT 
0249: release_model #ODNROAD01_DY 
0249: release_model #OD_CLUBBACK 
0249: release_model #MIAMIODNROADXA 
0249: release_model #LODD_BUILD2 
0249: release_model #SPAD_BUILDNEW 
0249: release_model #VEG_PALMBIG14 
034F: destroy_actor_with_fade $4128 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4130 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4129 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4122 // The actor fades away like a ghost 
0215: destroy_pickup $4202 
01C2: remove_references_to_actor $4107 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4108 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4109 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4110 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4111 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4112 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $4146 
01C3: remove_references_to_car $4147 
01C3: remove_references_to_car $4148 
01C3: remove_references_to_car $4135 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0050: gosub @BANKJO4_26700 
029B: $1823 = init_object #UNROCKETED_WIN1 at -899.851 -341.061 14.318 
01C7: remove_object_from_mission_cleanup_list $1823 
029B: $1824 = init_object #BNK_GRILL01 at -899.214 -333.656 21.0 
0392: object $1824 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1824 
0566: object $1824 set_interior 3 
029B: $1825 = init_object #BNK_GRILL01 at -899.214 -348.466 21.03 
0392: object $1825 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1825 
0566: object $1825 set_interior 3 
029B: $1826 = init_object #BNK_GRILL01 at -907.307 -336.618 23.7 
0392: object $1826 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1826 
0566: object $1826 set_interior 3 
029B: $1827 = init_object #BNK_GRILL01 at -907.307 -345.504 23.7 
0392: object $1827 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1827 
0566: object $1827 set_interior 3 
029B: $1828 = init_object #BNK_GRILL01 at -915.401 -336.6184 23.7 
0392: object $1828 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1828 
0566: object $1828 set_interior 3 
029B: $1829 = init_object #BNK_GRILL01 at -915.401 -345.5 23.7 
0392: object $1829 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1829 
0566: object $1829 set_interior 3 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:BANKJO4_26700
0108: destroy_object $1823 
0108: destroy_object $1824 
0108: destroy_object $1825 
0108: destroy_object $1826 
0108: destroy_object $1827 
0108: destroy_object $1828 
0108: destroy_object $1829 
009B: destroy_actor_instantly $4138 
009B: destroy_actor_instantly $4139 
009B: destroy_actor_instantly $4140 
009B: destroy_actor_instantly $4141 
009B: destroy_actor_instantly $4142 
009B: destroy_actor_instantly $4143 
009B: destroy_actor_instantly $4144 
009B: destroy_actor_instantly $4145 
009B: destroy_actor_instantly $4107 
009B: destroy_actor_instantly $4108 
009B: destroy_actor_instantly $4109 
009B: destroy_actor_instantly $4110 
009B: destroy_actor_instantly $4111 
009B: destroy_actor_instantly $4112 
009B: destroy_actor_instantly $4113 
009B: destroy_actor_instantly $4114 
009B: destroy_actor_instantly $4118 
009B: destroy_actor_instantly $4119 
009B: destroy_actor_instantly $4120 
009B: destroy_actor_instantly $4121 
0215: destroy_pickup $4150 
0215: destroy_pickup $4149 
0108: destroy_object $4151 
0108: destroy_object $4152 
0051: return 

:BANKJO4_26857
01BD: $360 = current_time_in_ms 
0084: $359 = $360 // integer values and handles 
0060: $359 -= $358 // integer values 
0051: return 

:BANKJO4_26880
00D6: if 
83D0:   not wav $4099 loaded 
004D: jump_if_false @BANKJO4_26973 
0001: wait 0 ms 
00D6: if 
0038:   $4212 == 1 // integer values 
004D: jump_if_false @BANKJO4_26966 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
004D: jump_if_false @BANKJO4_26966 

:BANKJO4_26966
0002: jump @BANKJO4_26880 

:BANKJO4_26973
03D1: play_wav $4099 
0051: return 

:BANKJO4_26980
00D6: if 
83D2:   not wav $4099 ended 
004D: jump_if_false @BANKJO4_27073 
0001: wait 0 ms 
00D6: if 
0038:   $4212 == 1 // integer values 
004D: jump_if_false @BANKJO4_27066 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
004D: jump_if_false @BANKJO4_27066 

:BANKJO4_27066
0002: jump @BANKJO4_26980 

:BANKJO4_27073
00BE: text_clear_all 
0051: return 

:BANKJO4_27077
00D6: if 
0038:   $4211 == 0 // integer values 
004D: jump_if_false @BANKJO4_27582 
00D6: if 
8118:   not actor $4138 dead 
004D: jump_if_false @BANKJO4_27133 
0372: set_actor $4138 anim 0 wait_state_time 0 ms 
0372: set_actor $4138 anim $4208 wait_state_time 999999 ms 

:BANKJO4_27133
00D6: if 
8118:   not actor $4139 dead 
004D: jump_if_false @BANKJO4_27171 
0372: set_actor $4139 anim 0 wait_state_time 0 ms 
0372: set_actor $4139 anim $4209 wait_state_time 999999 ms 

:BANKJO4_27171
00D6: if 
8118:   not actor $4140 dead 
004D: jump_if_false @BANKJO4_27209 
0372: set_actor $4140 anim 0 wait_state_time 0 ms 
0372: set_actor $4140 anim $4208 wait_state_time 999999 ms 

:BANKJO4_27209
00D6: if 
8118:   not actor $4141 dead 
004D: jump_if_false @BANKJO4_27247 
0372: set_actor $4141 anim 0 wait_state_time 0 ms 
0372: set_actor $4141 anim $4209 wait_state_time 999999 ms 

:BANKJO4_27247
00D6: if 
8118:   not actor $4142 dead 
004D: jump_if_false @BANKJO4_27285 
0372: set_actor $4142 anim 0 wait_state_time 0 ms 
0372: set_actor $4142 anim $4209 wait_state_time 999999 ms 

:BANKJO4_27285
00D6: if 
8118:   not actor $4143 dead 
004D: jump_if_false @BANKJO4_27323 
0372: set_actor $4143 anim 0 wait_state_time 0 ms 
0372: set_actor $4143 anim $4208 wait_state_time 999999 ms 

:BANKJO4_27323
00D6: if 
8118:   not actor $4144 dead 
004D: jump_if_false @BANKJO4_27361 
0372: set_actor $4144 anim 0 wait_state_time 0 ms 
0372: set_actor $4144 anim $4209 wait_state_time 999999 ms 

:BANKJO4_27361
00D6: if 
8118:   not actor $4145 dead 
004D: jump_if_false @BANKJO4_27399 
0372: set_actor $4145 anim 0 wait_state_time 0 ms 
0372: set_actor $4145 anim $4208 wait_state_time 999999 ms 

:BANKJO4_27399
00D6: if 
8118:   not actor $4109 dead 
004D: jump_if_false @BANKJO4_27437 
0372: set_actor $4109 anim 0 wait_state_time 0 ms 
0372: set_actor $4109 anim $4210 wait_state_time 999999 ms 

:BANKJO4_27437
00D6: if 
8118:   not actor $4108 dead 
004D: jump_if_false @BANKJO4_27475 
0372: set_actor $4108 anim 0 wait_state_time 0 ms 
0372: set_actor $4108 anim $4210 wait_state_time 999999 ms 

:BANKJO4_27475
00D6: if 
8118:   not actor $4107 dead 
004D: jump_if_false @BANKJO4_27513 
0372: set_actor $4107 anim 0 wait_state_time 0 ms 
0372: set_actor $4107 anim $4210 wait_state_time 999999 ms 

:BANKJO4_27513
00D6: if 
8118:   not actor $4122 dead 
004D: jump_if_false @BANKJO4_27575 
00D6: if 
0038:   $4206 == 1 // integer values 
004D: jump_if_false @BANKJO4_27566 
04EB: actor $4122 crouch 1 999999 ms 
0002: jump @BANKJO4_27575 

:BANKJO4_27566
04EB: actor $4122 crouch 0 0 ms 

:BANKJO4_27575
0004: $4211 = 1 // integer values 

:BANKJO4_27582
0051: return 

:BANKJO4_27584
00D6: if and
0118:   actor $4138 dead 
0039:   1@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27621 
000A: 0@ += 1 // integer values 
0006: 1@ = 1 // integer values 

:BANKJO4_27621
00D6: if and
0118:   actor $4139 dead 
0039:   2@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27658 
000A: 0@ += 1 // integer values 
0006: 2@ = 1 // integer values 

:BANKJO4_27658
00D6: if and
0118:   actor $4140 dead 
0039:   3@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27695 
000A: 0@ += 1 // integer values 
0006: 3@ = 1 // integer values 

:BANKJO4_27695
00D6: if and
0118:   actor $4141 dead 
0039:   4@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27732 
000A: 0@ += 1 // integer values 
0006: 4@ = 1 // integer values 

:BANKJO4_27732
00D6: if and
0118:   actor $4142 dead 
0039:   5@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27769 
000A: 0@ += 1 // integer values 
0006: 5@ = 1 // integer values 

:BANKJO4_27769
00D6: if and
0118:   actor $4143 dead 
0039:   6@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27806 
000A: 0@ += 1 // integer values 
0006: 6@ = 1 // integer values 

:BANKJO4_27806
00D6: if and
0118:   actor $4144 dead 
0039:   7@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27843 
000A: 0@ += 1 // integer values 
0006: 7@ = 1 // integer values 

:BANKJO4_27843
00D6: if and
0118:   actor $4145 dead 
0039:   8@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27880 
000A: 0@ += 1 // integer values 
0006: 8@ = 1 // integer values 

:BANKJO4_27880
00D6: if and
0118:   actor $4109 dead 
0039:   9@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27917 
000A: 0@ += 1 // integer values 
0006: 9@ = 1 // integer values 

:BANKJO4_27917
00D6: if and
0118:   actor $4108 dead 
0039:   10@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27954 
000A: 0@ += 1 // integer values 
0006: 10@ = 1 // integer values 

:BANKJO4_27954
00D6: if and
0118:   actor $4107 dead 
0039:   11@ == 0 // integer values 
004D: jump_if_false @BANKJO4_27991 
000A: 0@ += 1 // integer values 
0006: 11@ = 1 // integer values 

:BANKJO4_27991
00D6: if and
0019:   0@ > 2 // integer values 
0038:   $4187 == 0 // integer values 
004D: jump_if_false @BANKJO4_28326 
0084: $4188 = $4138 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4139 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4140 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4141 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4142 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4143 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4144 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4145 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4107 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4108 // integer values and handles 
0050: gosub @BANKJO4_28328 
0084: $4188 = $4109 // integer values and handles 
0050: gosub @BANKJO4_28328 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_28227 
011A: set_actor $4128 search_threat 2048 
011A: set_actor $4128 search_threat 64 
0291: set_actor $4128 attack_when_provoked 1 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_28227
00D6: if and
8118:   not actor $4130 dead 
0038:   $4163 == 0 // integer values 
004D: jump_if_false @BANKJO4_28280 
011A: set_actor $4130 search_threat 2048 
011A: set_actor $4130 search_threat 64 
0291: set_actor $4130 attack_when_provoked 1 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_28280
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0004: $4187 = 1 // integer values 

:BANKJO4_28326
0051: return 

:BANKJO4_28328
00D6: if 
8118:   not actor $4188 dead 
004D: jump_if_false @BANKJO4_28458 
0209: $4189 = random_int_in_ranges 0 2 
00D6: if 
0038:   $4189 == 0 // integer values 
004D: jump_if_false @BANKJO4_28418 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_28411 
0372: set_actor $4188 anim 0 wait_state_time 0 ms 
01CB: actor $4188 kill_actor $4128 
0350: set_actor $4188 maintain_position_when_attacked 0 

:BANKJO4_28411
0002: jump @BANKJO4_28458 

:BANKJO4_28418
00D6: if 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_28458 
0372: set_actor $4188 anim 0 wait_state_time 0 ms 
01CB: actor $4188 kill_actor $4130 
0350: set_actor $4188 maintain_position_when_attacked 0 

:BANKJO4_28458
0051: return 

:BANKJO4_28460
0164: disable_marker $4131 
0164: disable_marker $4133 
0051: return 

:BANKJO4_28472
00D6: if 
0057:   player $PLAYER_CHAR 0 -926.3 -330.0 12.4 -929.0 -327.67 15.0 
004D: jump_if_false @BANKJO4_28787 
00D6: if 
0038:   $4206 == 0 // integer values 
004D: jump_if_false @BANKJO4_28780 
009A: $4112 = create_actor_pedtype 4 model #GDA at -918.7 -353.3 16.8 
01ED: clear_actor $4112 threat_search 
011A: set_actor $4112 search_threat 1 
0173: set_actor $4112 z_angle_to 60.0 
04EB: actor $4112 crouch 1 300000 ms 
01B2: give_actor $4112 weapon 25 ammo 9999 // Load the weapon model before using this 
01BD: $358 = current_time_in_ms 
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_28708 
01E2: add_route_point 2 at -921.0 -340.0 13.4 
01E2: add_route_point 2 at -921.0 -333.0 13.4 
00A1: put_actor $4128 at -921.0 -340.0 12.4 
01E1: set_actor $4128 follow_route 2 3 
0411: set_actor $4128 use_pednode_seek 0 
011A: set_actor $4128 search_threat 64 

:BANKJO4_28708
009A: $4122 = create_actor_pedtype 4 model #WMORI at -963.8 -336.43 14.6 
0489: set_actor $4122 muted 1 
0173: set_actor $4122 z_angle_to 205.0 
01ED: clear_actor $4122 threat_search 
04EB: actor $4122 crouch 1 300000 ms 
0243: set_actor $4122 ped_stats_to 13 
0004: $4206 = 1 // integer values 

:BANKJO4_28780
0050: gosub @BANKJO4_27077 

:BANKJO4_28787
0051: return 

:BANKJO4_28789
00D6: if 
0118:   actor $4130 dead 
004D: jump_if_false @BANKJO4_28827 
0004: $4105 = 1 // integer values 
00BC: text_highpriority 'C_DEAD' 5000 ms 1  // ~r~Cam's dead!!

:BANKJO4_28827
0051: return 

:BANKJO4_28829
00D6: if 
0118:   actor $4128 dead 
004D: jump_if_false @BANKJO4_28867 
00BC: text_highpriority 'P_DEAD' 5000 ms 1  // ~r~Phil's dead!!
0004: $4105 = 1 // integer values 

:BANKJO4_28867
0051: return 

:BANKJO4_28869
00D6: if 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_29018 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $4128 radius 10.0 10.0 10.0 
004D: jump_if_false @BANKJO4_28958 
00D6: if 
0038:   $4124 == 1 // integer values 
004D: jump_if_false @BANKJO4_28951 
0164: disable_marker $4131 
0004: $4124 = 0 // integer values 

:BANKJO4_28951
0002: jump @BANKJO4_29011 

:BANKJO4_28958
00D6: if 
0038:   $4124 == 0 // integer values 
004D: jump_if_false @BANKJO4_29011 
0164: disable_marker $4131 
0187: $4131 = create_marker_above_actor $4128 
00BC: text_highpriority 'P_HIND' 5000 ms 1  // ~r~You've lost Phil!
0004: $4124 = 1 // integer values 

:BANKJO4_29011
0002: jump @BANKJO4_29040 

:BANKJO4_29018
00BC: text_highpriority 'P_DEAD' 5000 ms 1  // ~r~Phil's dead!!
0004: $4105 = 1 // integer values 

:BANKJO4_29040
00D6: if 
0118:   actor $4130 dead 
004D: jump_if_false @BANKJO4_29063 
0004: $4200 = 1 // integer values 

:BANKJO4_29063
0051: return 

:BANKJO4_29065
00D6: if 
0118:   actor $4122 dead 
004D: jump_if_false @BANKJO4_29103 
00BC: text_highpriority 'BM_DEAD' 5000 ms 1  // ~r~You needed the bank manager alive!!
0004: $4105 = 1 // integer values 

:BANKJO4_29103
0051: return 

:BANKJO4_29105
00D6: if 
00F6:   player $PLAYER_CHAR 0 -954.5 -341.87 14.6 radius 1.5 1.5 2.0 
004D: jump_if_false @BANKJO4_30038 
00D6: if 
0038:   $4196 == 0 // integer values 
004D: jump_if_false @BANKJO4_30031 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 0 250 ms 

:BANKJO4_29204
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_29228 
0001: wait 0 ms 
0002: jump @BANKJO4_29204 

:BANKJO4_29228
01BD: $358 = current_time_in_ms 
015F: set_camera_position -916.4 -330.55 15.86 0.0 rotation 0.0 0.0 
0160: point_camera -922.5 -338.75 13.44 switchstyle 2 
04C7: toggle_camera_green_scanlines 1 
016A: fade 1 250 ms 

:BANKJO4_29295
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_29319 
0001: wait 0 ms 
0002: jump @BANKJO4_29295 

:BANKJO4_29319
00BC: text_highpriority 'EXIT_1' 5000 ms 1  // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.

:BANKJO4_29334
00D6: if 
0038:   $4194 == 0 // integer values 
004D: jump_if_false @BANKJO4_29903 
0001: wait 0 ms 
0050: gosub @BANKJO4_26857 
00D6: if and
0018:   $359 > 2000 // integer values 
0038:   $4195 == 0 // integer values 
004D: jump_if_false @BANKJO4_29447 
015F: set_camera_position -910.7 -351.9 16.0 0.0 rotation 0.0 0.0 
0160: point_camera -901.5 -342.45 13.7 switchstyle 2 
0004: $4195 = 1 // integer values 

:BANKJO4_29447
00D6: if and
0018:   $359 > 4000 // integer values 
0038:   $4195 == 1 // integer values 
004D: jump_if_false @BANKJO4_29531 
015F: set_camera_position -926.3 -339.6 20.5 0.0 rotation 0.0 0.0 
0160: point_camera -931.0 -345.9 17.47 switchstyle 2 
0004: $4195 = 2 // integer values 

:BANKJO4_29531
00D6: if and
0018:   $359 > 6000 // integer values 
0038:   $4195 == 2 // integer values 
004D: jump_if_false @BANKJO4_29615 
015F: set_camera_position -959.0 -328.4 17.85 0.0 rotation 0.0 0.0 
0160: point_camera -963.5 -334.6 15.6 switchstyle 2 
0004: $4195 = 3 // integer values 

:BANKJO4_29615
00D6: if and
0018:   $359 > 8000 // integer values 
0038:   $4195 == 3 // integer values 
004D: jump_if_false @BANKJO4_29699 
015F: set_camera_position -933.4 -340.23 9.5 0.0 rotation 0.0 0.0 
0160: point_camera -936.67 -344.34 7.8 switchstyle 2 
0004: $4195 = 4 // integer values 

:BANKJO4_29699
00D6: if and
0018:   $359 > 10000 // integer values 
0038:   $4195 == 4 // integer values 
004D: jump_if_false @BANKJO4_29783 
015F: set_camera_position -936.8 -343.7 9.1 0.0 rotation 0.0 0.0 
0160: point_camera -942.15 -343.74 7.4 switchstyle 2 
0004: $4195 = 5 // integer values 

:BANKJO4_29783
00D6: if and
0018:   $359 > 12000 // integer values 
0038:   $4195 == 5 // integer values 
004D: jump_if_false @BANKJO4_29872 
015F: set_camera_position -916.4 -330.55 15.86 0.0 rotation 0.0 0.0 
0160: point_camera -922.5 -338.75 13.44 switchstyle 2 
01BD: $358 = current_time_in_ms 
0004: $4195 = 0 // integer values 

:BANKJO4_29872
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BANKJO4_29896 
0004: $4194 = 1 // integer values 

:BANKJO4_29896
0002: jump @BANKJO4_29334 

:BANKJO4_29903
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @BANKJO4_29931 
0001: wait 0 ms 
0002: jump @BANKJO4_29903 

:BANKJO4_29931
016A: fade 0 250 ms 

:BANKJO4_29938
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_29962 
0001: wait 0 ms 
0002: jump @BANKJO4_29938 

:BANKJO4_29962
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
04C7: toggle_camera_green_scanlines 0 
0004: $4194 = 0 // integer values 
0004: $4196 = 1 // integer values 
016A: fade 1 250 ms 

:BANKJO4_30007
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_30031 
0001: wait 0 ms 
0002: jump @BANKJO4_30007 

:BANKJO4_30031
0002: jump @BANKJO4_30045 

:BANKJO4_30038
0004: $4196 = 0 // integer values 

:BANKJO4_30045
0051: return 

:BANKJO4_30047
00D6: if 
0038:   $4187 == 0 // integer values 
004D: jump_if_false @BANKJO4_30070 
0110: clear_player $PLAYER_CHAR wanted_level 

:BANKJO4_30070
0051: return 

:BANKJO4_30072
0004: $4099 = 1 // integer values 
00D6: if 
0038:   $4153 == 0 // integer values 
004D: jump_if_false @BANKJO4_30190 
03CF: load_wav 'BNK4_1' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_1' 10000 ms 1  // I'll drive.
0050: gosub @BANKJO4_26980 
03CF: load_wav 'BNK4_2' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_2' 10000 ms 1  // Great. A passenger. Wait 'til I tell the group about this.
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
0004: $4153 = 1 // integer values 

:BANKJO4_30190
00D6: if and
8119:   not car $4135 wrecked 
0018:   $359 > 20000 // integer values 
004D: jump_if_false @BANKJO4_30766 
00D6: if and
00DC:   player $PLAYER_CHAR driving $4135 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_30766 
00D6: if and
00DB:   actor $4128 in_car $4135 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_30766 
00D6: if and
00DB:   actor $4129 in_car $4135 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_30766 
00D6: if 
00DB:   actor $4130 in_car $4135 
004D: jump_if_false @BANKJO4_30704 
00D6: if 
0038:   $4153 == 6 // integer values 
004D: jump_if_false @BANKJO4_30360 
00D6: if 
001A:   1 > $4154 // integer values 
004D: jump_if_false @BANKJO4_30348 
0004: $4154 = 1 // integer values 

:BANKJO4_30348
0004: $4153 = 7 // integer values 
01BD: $358 = current_time_in_ms 

:BANKJO4_30360
00D6: if 
0038:   $4153 == 5 // integer values 
004D: jump_if_false @BANKJO4_30429 
03CF: load_wav 'BNK4_3F' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3F' 10000 ms 1  // Yeah - HILARY.
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
0004: $4153 = 6 // integer values 

:BANKJO4_30429
00D6: if 
0038:   $4153 == 4 // integer values 
004D: jump_if_false @BANKJO4_30496 
03CF: load_wav 'BNK4_3E' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3E' 10000 ms 1  // Hey, shut up you two, or you can get out and walk.
0050: gosub @BANKJO4_26980 
0004: $4153 = 5 // integer values 

:BANKJO4_30496
00D6: if 
0038:   $4153 == 3 // integer values 
004D: jump_if_false @BANKJO4_30563 
03CF: load_wav 'BNK4_3D' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3D' 10000 ms 1  // Are too!
0050: gosub @BANKJO4_26980 
0004: $4153 = 4 // integer values 

:BANKJO4_30563
00D6: if 
0038:   $4153 == 2 // integer values 
004D: jump_if_false @BANKJO4_30630 
03CF: load_wav 'BNK4_3C' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3C' 10000 ms 1  // I am not!
0050: gosub @BANKJO4_26980 
0004: $4153 = 3 // integer values 

:BANKJO4_30630
00D6: if 
0038:   $4153 == 1 // integer values 
004D: jump_if_false @BANKJO4_30697 
03CF: load_wav 'BNK4_3B' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3B' 10000 ms 1  // Tommy, Hilary's taking up too much room!
0050: gosub @BANKJO4_26980 
0004: $4153 = 2 // integer values 

:BANKJO4_30697
0002: jump @BANKJO4_30766 

:BANKJO4_30704
00D6: if and
001A:   6 > $4153 // integer values 
0018:   $4153 > 1 // integer values 
004D: jump_if_false @BANKJO4_30766 
0004: $4153 = 7 // integer values 
00D6: if 
001A:   1 > $4154 // integer values 
004D: jump_if_false @BANKJO4_30766 
0004: $4154 = 1 // integer values 
01BD: $358 = current_time_in_ms 

:BANKJO4_30766
0051: return 

:BANKJO4_30768
0004: $4099 = 1 // integer values 
00D6: if and
0018:   $359 > 40000 // integer values 
0018:   $4154 > 0 // integer values 
004D: jump_if_false @BANKJO4_31046 
00D6: if 
8119:   not car $4135 wrecked 
004D: jump_if_false @BANKJO4_31046 
00D6: if and
00DC:   player $PLAYER_CHAR driving $4135 
8118:   not actor $4128 dead 
004D: jump_if_false @BANKJO4_31046 
00D6: if and
00DB:   actor $4128 in_car $4135 
8118:   not actor $4129 dead 
004D: jump_if_false @BANKJO4_31046 
00D6: if and
00DB:   actor $4129 in_car $4135 
8118:   not actor $4130 dead 
004D: jump_if_false @BANKJO4_31046 
00D6: if 
00DB:   actor $4130 in_car $4135 
004D: jump_if_false @BANKJO4_31046 
00D6: if 
0038:   $4154 == 2 // integer values 
004D: jump_if_false @BANKJO4_30977 
03CF: load_wav 'BNK4_3J' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3J' 10000 ms 1  // Yeah, you'll have somebody's eye out!
0050: gosub @BANKJO4_26980 
0004: $4154 = 3 // integer values 

:BANKJO4_30977
00D6: if 
0038:   $4154 == 1 // integer values 
004D: jump_if_false @BANKJO4_31046 
03CF: load_wav 'BNK4_3I' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3I' 10000 ms 1  // For god's sake, Phil, stop waving that thing around!
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
0004: $4154 = 2 // integer values 

:BANKJO4_31046
0051: return 

:BANKJO4_31048
0004: $4099 = 1 // integer values 
0084: $4156 = $4153 // integer values and handles 
0004: $4153 = 10 // integer values 
0084: $4157 = $4154 // integer values and handles 
0004: $4154 = 10 // integer values 
00D6: if 
0038:   $4155 == 7 // integer values 
004D: jump_if_false @BANKJO4_31175 
03CF: load_wav 'BNK4_3U' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3U' 10000 ms 1  // Don't mention it.
0050: gosub @BANKJO4_26980 
0004: $4160 = 1 // integer values 
0084: $4153 = $4156 // integer values and handles 
0084: $4154 = $4157 // integer values and handles 
0004: $4155 = 8 // integer values 

:BANKJO4_31175
00D6: if 
0038:   $4155 == 6 // integer values 
004D: jump_if_false @BANKJO4_31242 
03CF: load_wav 'BNK4_3T' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3T' 10000 ms 1  // You're right. Thanks, Cam.
0050: gosub @BANKJO4_26980 
0004: $4155 = 7 // integer values 

:BANKJO4_31242
00D6: if 
0038:   $4155 == 5 // integer values 
004D: jump_if_false @BANKJO4_31311 
03CF: load_wav 'BNK4_3S' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3S' 10000 ms 1  // All will pass or end and you must accept that.
0050: gosub @BANKJO4_26980 
00BE: text_clear_all 
0004: $4155 = 6 // integer values 

:BANKJO4_31311
00D6: if 
0038:   $4155 == 4 // integer values 
004D: jump_if_false @BANKJO4_31378 
03CF: load_wav 'BNK4_3R' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3R' 10000 ms 1  // Youth, loved ones, pizza,
0050: gosub @BANKJO4_26980 
0004: $4155 = 5 // integer values 

:BANKJO4_31378
00D6: if 
0038:   $4155 == 3 // integer values 
004D: jump_if_false @BANKJO4_31445 
03CF: load_wav 'BNK4_3Q' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3Q' 10000 ms 1  // You think all things will last.
0050: gosub @BANKJO4_26980 
0004: $4155 = 4 // integer values 

:BANKJO4_31445
00D6: if 
0038:   $4155 == 2 // integer values 
004D: jump_if_false @BANKJO4_31512 
03CF: load_wav 'BNK4_3P' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3P' 10000 ms 1  // What?
0050: gosub @BANKJO4_26980 
0004: $4155 = 3 // integer values 

:BANKJO4_31512
00D6: if 
0038:   $4155 == 1 // integer values 
004D: jump_if_false @BANKJO4_31579 
03CF: load_wav 'BNK4_3O' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3O' 10000 ms 1  // You cling to an illusion of permanence.
0050: gosub @BANKJO4_26980 
0004: $4155 = 2 // integer values 

:BANKJO4_31579
00D6: if 
0038:   $4155 == 0 // integer values 
004D: jump_if_false @BANKJO4_31646 
03CF: load_wav 'BNK4_3M' as $4099 
0050: gosub @BANKJO4_26880 
00BC: text_highpriority 'BNK4_3M' 10000 ms 1  // The car's ruined. RUINED!
0050: gosub @BANKJO4_26980 
0004: $4155 = 1 // integer values 

:BANKJO4_31646
0051: return 

:BANKJO4_31648
0084: $4170 = $4164 // integer values and handles 
0050: gosub @BANKJO4_31740 
0084: $4170 = $4165 // integer values and handles 
0050: gosub @BANKJO4_31740 
0084: $4170 = $4166 // integer values and handles 
0050: gosub @BANKJO4_31740 
0084: $4170 = $4167 // integer values and handles 
0050: gosub @BANKJO4_31740 
0084: $4170 = $4168 // integer values and handles 
0050: gosub @BANKJO4_31740 
0084: $4170 = $4169 // integer values and handles 
0050: gosub @BANKJO4_31740 
0051: return 

:BANKJO4_31740
01BB: store_object $4170 position_to $4171 $4172 $4173 
0400: create_coordinate $4177 $4178 $4179 from_object $4170 offset 0.0 0.0 0.2 
0086: $4174 = $4177 // floating-point values only 
0061: $4174 -= $4171 // floating-point values 
0086: $4175 = $4178 // floating-point values only 
0061: $4175 -= $4172 // floating-point values 
0086: $4176 = $4179 // floating-point values only 
0061: $4176 -= $4173 // floating-point values 
0437: scatter_particle 23 0.3 at $4171 $4172 $4173 $4174 $4175 $4176 
0051: return 

:BANKJO4_31860
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:BANKJO4_31889
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_31987 
0001: wait 0 ms 
034E: move_object $4151 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 
0002: jump @BANKJO4_31889 

:BANKJO4_31987
0055: put_player $PLAYER_CHAR at -938.56 -351.5 16.8 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
016A: fade 1 1500 ms 

:BANKJO4_32026
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_32124 
0001: wait 0 ms 
034E: move_object $4151 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 
0002: jump @BANKJO4_32026 

:BANKJO4_32124
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0051: return 

:BANKJO4_32140
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:BANKJO4_32155
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_32253 
0001: wait 0 ms 
034E: move_object $4151 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 
0002: jump @BANKJO4_32155 

:BANKJO4_32253
0055: put_player $PLAYER_CHAR at -937.84 -351.73 6.23 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
0051: return 

:BANKJO4_32287
016A: fade 1 1500 ms 

:BANKJO4_32294
00D6: if 
016B:   fading 
004D: jump_if_false @BANKJO4_32392 
0001: wait 0 ms 
034E: move_object $4151 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 
0002: jump @BANKJO4_32294 

:BANKJO4_32392
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0051: return 

//-------------Mission 25---------------
// Originally: Gun Runner

:PHIL1
03A4: name_thread 'PHIL1' 
0050: gosub @PHIL1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PHIL1_37 
0050: gosub @PHIL1_12326 

:PHIL1_37
0050: gosub @PHIL1_12408 
004E: end_thread 

:PHIL1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PHIL1' 
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 
0004: $4262 = 0 // integer values 
0004: $4263 = 0 // integer values 
0004: $4264 = 0 // integer values 
0004: $4265 = 0 // integer values 
0004: $4266 = 0 // integer values 
0004: $4267 = 0 // integer values 
0004: $4268 = 0 // integer values 
0004: $4269 = 0 // integer values 
0004: $4270 = 0 // integer values 
0004: $4271 = 2 // integer values 
0004: $4272 = 2 // integer values 
0004: $4273 = 2 // integer values 
0004: $4274 = 2 // integer values 
0004: $4275 = 0 // integer values 
0004: $4276 = 0 // integer values 
0004: $4277 = 1 // integer values 
0004: $4278 = 1 // integer values 
0004: $4279 = 1 // integer values 
0004: $4280 = 1 // integer values 
0004: $4281 = 0 // integer values 
0004: $4282 = 0 // integer values 
0004: $4283 = 0 // integer values 
0004: $4284 = 0 // integer values 
0004: $4285 = 0 // integer values 
0005: $4286 = 0.0 // floating-point values 
0004: $4287 = 0 // integer values 
0004: $4288 = 0 // integer values 
0004: $4289 = 0 // integer values 
0004: $4290 = 0 // integer values 
0004: $4291 = 0 // integer values 
0004: $4292 = 0 // integer values 
0004: $4293 = 0 // integer values 
0004: $4294 = 0 // integer values 
0004: $4295 = 0 // integer values 
0004: $4296 = 0 // integer values 
0004: $4297 = 0 // integer values 
0004: $4298 = 0 // integer values 
0004: $4299 = 0 // integer values 
0004: $4300 = 0 // integer values 
0004: $4302 = 0 // integer values 
0004: $4303 = 0 // integer values 
0004: $4304 = 0 // integer values 
0004: $4305 = 0 // integer values 
0004: $4306 = 0 // integer values 
0004: $4307 = 0 // integer values 
0004: $4308 = 0 // integer values 
0004: $4309 = 0 // integer values 
0004: $4310 = 0 // integer values 
0005: $95 = 0.0 // floating-point values 
0005: $96 = 0.0 // floating-point values 
0005: $97 = 0.0 // floating-point values 
0005: $4313 = 0.0 // floating-point values 
0005: $4314 = 0.0 // floating-point values 
0005: $4315 = 0.0 // floating-point values 
0005: $4316 = 0.0 // floating-point values 
0005: $4317 = 0.0 // floating-point values 
0005: $4318 = 0.0 // floating-point values 
0005: $4319 = 0.0 // floating-point values 
0005: $4320 = 0.0 // floating-point values 
0005: $4321 = 0.0 // floating-point values 
0005: $4322 = 0.0 // floating-point values 
0005: $4323 = 0.0 // floating-point values 
0005: $4324 = 0.0 // floating-point values 
0005: $4325 = 0.0 // floating-point values 
0005: $4326 = 0.0 // floating-point values 
0005: $4327 = 0.0 // floating-point values 
0005: $4328 = 0.0 // floating-point values 
0005: $4329 = 0.0 // floating-point values 
0005: $4330 = 0.0 // floating-point values 
0005: $4331 = 0.0 // floating-point values 
0005: $4332 = 0.0 // floating-point values 
0005: $4333 = 0.0 // floating-point values 
0005: $4334 = 0.0 // floating-point values 
0005: $4335 = 0.0 // floating-point values 
0005: $4336 = 0.0 // floating-point values 
0005: $4337 = 0.0 // floating-point values 
0005: $4338 = 0.0 // floating-point values 
0005: $4339 = 0.0 // floating-point values 
0005: $4340 = 0.0 // floating-point values 
0005: $4312 = 0.0 // floating-point values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
02F3: load_object #CUTOBJ01 'EXPLTRK' 
03CB: set_camera -1099.62 327.21 10.23 
038B: load_requested_models 

:PHIL1_816
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @PHIL1_846 
0001: wait 0 ms 
0002: jump @PHIL1_816 

:PHIL1_846
00D6: if 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @PHIL1_873 
0001: wait 0 ms 
0002: jump @PHIL1_846 

:PHIL1_873
0395: clear_area 1 at -1083.1 321.1 range 11.2 300.0 
02E4: load_cutscene_data 'PHIL_1' 
0244: set_cutscene_pos -1099.62 327.21 10.23 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $137 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $4341 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4341 'EXPLTRK' 
0395: clear_area 1 at -1098.8 342.6 range 10.2 1.0 
0055: put_player $PLAYER_CHAR at -1098.8 342.6 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 265.8 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PHIL1_1068
00D6: if 
001A:   2823 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1103 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1068 

:PHIL1_1103
00BC: text_highpriority 'PHIL1_A' 10000 ms 1  // Phil?

:PHIL1_1118
00D6: if 
001A:   3522 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1153 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1118 

:PHIL1_1153
00BC: text_highpriority 'PHIL1_B' 10000 ms 1  // RUN!

:PHIL1_1168
00D6: if 
001A:   5525 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1203 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1168 

:PHIL1_1203
00BC: text_highpriority 'PHIL1_C' 10000 ms 1  // Run

:PHIL1_1218
00D6: if 
001A:   8000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1253 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1218 

:PHIL1_1253
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL1_1342 
020C: create_explosion_with_radius 2 at -1091.6 327.6 10.5 
020C: create_explosion_with_radius 11 at -1091.6 327.6 10.5 
020C: create_explosion_with_radius 1 at -1091.6 327.6 10.5 
020C: create_explosion_with_radius 6 at -1091.6 327.6 10.5 

:PHIL1_1342
00D6: if 
001A:   13868 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1377 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1342 

:PHIL1_1377
00BC: text_highpriority 'PHIL1_O' 10000 ms 1  // Hoooooweeeeee!

:PHIL1_1392
00D6: if 
001A:   17669 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1427 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1392 

:PHIL1_1427
00BC: text_highpriority 'PHIL1_D' 10000 ms 1  // Never get a naked flame too close to one of Phil Cassidy's Boomshine stills!

:PHIL1_1442
00D6: if 
001A:   23022 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1477 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1442 

:PHIL1_1477
00BC: text_highpriority 'PHIL1_E' 10000 ms 1  // Shit Phil, you drink that stuff?

:PHIL1_1492
00D6: if 
001A:   25871 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1527 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1492 

:PHIL1_1527
00BC: text_highpriority 'PHIL1_F' 10000 ms 1  // Hell, you don't have to drink it

:PHIL1_1542
00D6: if 
001A:   28447 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1577 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1542 

:PHIL1_1577
00BC: text_highpriority 'PHIL1_G' 10000 ms 1  // - just a good whiff will set you off. Hoowwee!

:PHIL1_1592
00D6: if 
001A:   30702 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1627 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1592 

:PHIL1_1627
00BC: text_highpriority 'PHIL1_H' 10000 ms 1  // Listen Phil, you said you could fix me up with some firepower...

:PHIL1_1642
00D6: if 
001A:   34919 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1679 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1642 

:PHIL1_1679
00BC: text_highpriority 'PHIL1_I' 10000 ms 1  // Sure thing.

:PHIL1_1694
00D6: if 
001A:   36645 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1731 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1694 

:PHIL1_1731
00BC: text_highpriority 'PHIL1_J' 10000 ms 1  // There's some Mexican gun-runner been doing me for business of late.

:PHIL1_1746
00D6: if 
001A:   41023 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1783 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1746 

:PHIL1_1783
00BC: text_highpriority 'PHIL1_K' 10000 ms 1  // He does his weekly run about now.

:PHIL1_1798
00D6: if 
001A:   45336 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1835 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1798 

:PHIL1_1835
00BC: text_highpriority 'PHIL1_L' 10000 ms 1  // Ram his hardware off the back of his trucks before he goes to ground.

:PHIL1_1850
00D6: if 
001A:   49603 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1887 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1850 

:PHIL1_1887
00BC: text_highpriority 'PHIL1_M' 10000 ms 1  // And you'd be doing me a favor while you're at it.

:PHIL1_1902
00D6: if 
001A:   52389 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1939 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1902 

:PHIL1_1939
00BC: text_highpriority 'PHIL1_N' 10000 ms 1  // Then finish him off.

:PHIL1_1954
00D6: if 
001A:   53589 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_1991 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1954 

:PHIL1_1991
00BE: text_clear_all 

:PHIL1_1993
00D6: if 
001A:   54400 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL1_2030 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL1_1993 

:PHIL1_2030
016A: fade 0 1500 ms 
00BE: text_clear_all 

:PHIL1_2039
00D6: if 
016B:   fading 
004D: jump_if_false @PHIL1_2063 
0001: wait 0 ms 
0002: jump @PHIL1_2039 

:PHIL1_2063
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #WALTON 
0247: request_model #WMYCR 
0247: request_model #FAGGIO 
0247: request_model #GUNBOX 
0247: request_model #PATRIOT 

:PHIL1_2147
00D6: if or
8248:   not model #WALTON available 
8248:   not model #WMYCR available 
8248:   not model #FAGGIO available 
8248:   not model #GUNBOX available 
8248:   not model #PATRIOT available 
004D: jump_if_false @PHIL1_2193 
0001: wait 0 ms 
0002: jump @PHIL1_2147 

:PHIL1_2193
0247: request_model #PYTHON 
0247: request_model #SHOTGSPA 
0247: request_model #INGRAMSL 
0247: request_model #M60 
0247: request_model #UZI 

:PHIL1_2218
00D6: if or
8248:   not model #PYTHON available 
8248:   not model #SHOTGSPA available 
8248:   not model #INGRAMSL available 
8248:   not model #M60 available 
8248:   not model #UZI available 
004D: jump_if_false @PHIL1_2265 
0001: wait 0 ms 
0002: jump @PHIL1_2218 

:PHIL1_2265
03CF: load_wav 'PHIL1_2' as 1 
03CF: load_wav 'PHIL1_3' as 2 

:PHIL1_2289
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PHIL1_2319 
0001: wait 0 ms 
0002: jump @PHIL1_2289 

:PHIL1_2319
00BC: text_highpriority 'PHI1_01' 11000 ms 1  // ~g~Go and knock the arms off the back of the dealers' trucks.
0481:  3.0 
00A5: $4252 = create_car #PATRIOT at -1073.4 325.3 10.2 
0175: set_car $4252 z_angle_to 259.7 
032B: $4253 = create_weapon_pickup #BOMB 3 ammo 50000 at -1058.6 325.9 11.2 
016A: fade 1 1500 ms 
00A5: $4226 = create_car #WALTON at -757.6 23.9 9.9 
0229: set_car $4226 color_to 1 1 
0428: set_car $4226 avoid_level_transitions 1 
039C: set_car $4226 watertight 1 
0129: $4230 = create_actor 4 #WMYCR in_car $4226 driverseat 
00AD: set_car $4226 max_speed_to 15.0 
00AE: set_vehicle $4226 traffic_behavior_to 2 
00A8: set_car $4226 to_psycho_driver 
0428: set_car $4226 avoid_level_transitions 1 
0186: $4254 = create_marker_above_car $4226 
0107: $4248 = create_object #GUNBOX at -757.6 23.9 10.0 
0382: set_object $4248 collision_detection 0 
009A: $4246 = create_actor_pedtype 11 model #WMYCR at -757.6 23.9 10.0 
011A: set_actor $4246 search_threat 256 
011A: set_actor $4246 search_threat 128 
011A: set_actor $4246 search_threat 64 
0464: put_actor $4246 into_turret_on_car $4226 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 
00A5: $4227 = create_car #WALTON at -763.6 12.9 9.9 
0229: set_car $4227 color_to 1 1 
0428: set_car $4227 avoid_level_transitions 1 
039C: set_car $4227 watertight 1 
0129: $4231 = create_actor 4 #WMYCR in_car $4227 driverseat 
00AD: set_car $4227 max_speed_to 15.0 
00AE: set_vehicle $4227 traffic_behavior_to 2 
00A8: set_car $4227 to_psycho_driver 
0428: set_car $4227 avoid_level_transitions 1 
0186: $4255 = create_marker_above_car $4227 
0107: $4249 = create_object #GUNBOX at -763.6 12.9 10.0 
0382: set_object $4249 collision_detection 0 
00A5: $4228 = create_car #WALTON at -674.9 788.4 10.3 
0229: set_car $4228 color_to 1 1 
0428: set_car $4228 avoid_level_transitions 1 
039C: set_car $4228 watertight 1 
0129: $4232 = create_actor 4 #WMYCR in_car $4228 driverseat 
00AD: set_car $4228 max_speed_to 15.0 
00AE: set_vehicle $4228 traffic_behavior_to 2 
00A8: set_car $4228 to_psycho_driver 
0428: set_car $4228 avoid_level_transitions 1 
0186: $4256 = create_marker_above_car $4228 
009A: $4247 = create_actor_pedtype 11 model #WMYCR at -674.9 788.4 10.3 
011A: set_actor $4247 search_threat 256 
011A: set_actor $4247 search_threat 128 
011A: set_actor $4247 search_threat 64 
0464: put_actor $4247 into_turret_on_car $4228 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 
0107: $4250 = create_object #GUNBOX at -674.9 788.4 10.3 
0382: set_object $4250 collision_detection 0 
00A5: $4229 = create_car #WALTON at -674.9 777.1 10.3 
0229: set_car $4229 color_to 1 1 
0428: set_car $4229 avoid_level_transitions 1 
039C: set_car $4229 watertight 1 
0129: $4233 = create_actor 4 #WMYCR in_car $4229 driverseat 
00AD: set_car $4229 max_speed_to 15.0 
00AE: set_vehicle $4229 traffic_behavior_to 2 
00A8: set_car $4229 to_psycho_driver 
0428: set_car $4229 avoid_level_transitions 1 
0186: $4257 = create_marker_above_car $4229 
0107: $4251 = create_object #GUNBOX at -674.9 777.1 10.3 
0382: set_object $4251 collision_detection 0 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PHIL1_3224 
00A5: $4238 = create_car #FAGGIO at -844.0 -325.0 10.0 
0129: $4242 = create_actor 4 #WMYCR in_car $4238 driverseat 
00A5: $4239 = create_car #FAGGIO at -844.0 -325.0 10.0 
0129: $4243 = create_actor 4 #WMYCR in_car $4239 driverseat 
00A5: $4240 = create_car #FAGGIO at -844.0 -325.0 10.0 
0129: $4244 = create_actor 4 #WMYCR in_car $4240 driverseat 
00A5: $4241 = create_car #FAGGIO at -844.0 -325.0 10.0 
0129: $4245 = create_actor 4 #WMYCR in_car $4241 driverseat 

:PHIL1_3224
0001: wait 0 ms 
00D6: if 
0214:   pickup $4253 picked_up 
004D: jump_if_false @PHIL1_3279 
00D6: if 
0038:   $4311 == 0 // integer values 
004D: jump_if_false @PHIL1_3279 
03E5: text_box 'PHI1_HP'  // When using Detonator Grenades, throw a grenade then trigger the explosion at any time.
0004: $4311 = 1 // integer values 

:PHIL1_3279
00D6: if 
0038:   $4262 == 0 // integer values 
004D: jump_if_false @PHIL1_6786 
00D6: if 
0038:   $4287 == 4 // integer values 
004D: jump_if_false @PHIL1_3453 
00D6: if 
8119:   not car $4226 wrecked 
004D: jump_if_false @PHIL1_3344 
0164: disable_marker $4254 
0186: $4254 = create_marker_above_car $4226 

:PHIL1_3344
00D6: if 
8119:   not car $4227 wrecked 
004D: jump_if_false @PHIL1_3373 
0164: disable_marker $4255 
0186: $4255 = create_marker_above_car $4227 

:PHIL1_3373
00D6: if 
8119:   not car $4228 wrecked 
004D: jump_if_false @PHIL1_3402 
0164: disable_marker $4256 
0186: $4256 = create_marker_above_car $4228 

:PHIL1_3402
00D6: if 
8119:   not car $4229 wrecked 
004D: jump_if_false @PHIL1_3431 
0164: disable_marker $4257 
0186: $4257 = create_marker_above_car $4229 

:PHIL1_3431
00BC: text_highpriority 'PHI1_04' 11000 ms 1  // ~g~Now go and finish off the remaining arms dealers.
0004: $4262 = 1 // integer values 

:PHIL1_3453
00D6: if 
8119:   not car $4226 wrecked 
004D: jump_if_false @PHIL1_3828 
00D6: if 
0038:   $4271 == 2 // integer values 
004D: jump_if_false @PHIL1_3510 
035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.3 

:PHIL1_3510
0227: $4263 = car $4226 health 
00D6: if 
0038:   $4271 == 2 // integer values 
004D: jump_if_false @PHIL1_3705 
00D6: if or
001A:   970 > $4263 // integer values 
00DC:   player $PLAYER_CHAR driving $4226 
0366:   object $4248 damaged 
004D: jump_if_false @PHIL1_3705 
00D6: if 
0038:   $4292 == 0 // integer values 
004D: jump_if_false @PHIL1_3593 
0004: $4292 = 1 // integer values 

:PHIL1_3593
00D6: if 
0038:   $4267 == 0 // integer values 
004D: jump_if_false @PHIL1_3705 
0050: gosub @PHIL1_17018 
035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.8 
0382: set_object $4248 collision_detection 1 
0392: object $4248 toggle_in_moving_list 1 
038C: object $4248 scatter 0.0 0.0 3.0 
0188: $4258 = create_marker_above_object $4248 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4271 = 0 // integer values 

:PHIL1_3705
00D6: if 
001A:   300 > $4263 // integer values 
004D: jump_if_false @PHIL1_3821 
00D6: if 
8118:   not actor $4246 dead 
004D: jump_if_false @PHIL1_3778 
0465: remove_actor $4246 from_turret_mode 
00D6: if 
0038:   $4309 == 0 // integer values 
004D: jump_if_false @PHIL1_3778 
01CC: actor $4246 kill_player $PLAYER_CHAR 
0004: $4309 = 1 // integer values 

:PHIL1_3778
00D6: if 
8118:   not actor $4230 dead 
004D: jump_if_false @PHIL1_3821 
00D6: if 
00DB:   actor $4230 in_car $4226 
004D: jump_if_false @PHIL1_3821 
01D3: actor $4230 leave_car $4226 

:PHIL1_3821
0002: jump @PHIL1_3960 

:PHIL1_3828
00D6: if 
0038:   $4271 == 2 // integer values 
004D: jump_if_false @PHIL1_3960 
00D6: if 
0038:   $4292 == 0 // integer values 
004D: jump_if_false @PHIL1_3871 
0004: $4292 = 1 // integer values 

:PHIL1_3871
00D6: if 
0038:   $4267 == 0 // integer values 
004D: jump_if_false @PHIL1_3960 
0050: gosub @PHIL1_17018 
0382: set_object $4248 collision_detection 1 
0392: object $4248 toggle_in_moving_list 1 
038C: object $4248 scatter 0.0 0.0 3.0 
0188: $4258 = create_marker_above_object $4248 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4271 = 0 // integer values 

:PHIL1_3960
00D6: if 
8119:   not car $4227 wrecked 
004D: jump_if_false @PHIL1_4281 
00D6: if 
0038:   $4272 == 2 // integer values 
004D: jump_if_false @PHIL1_4017 
035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.3 

:PHIL1_4017
0227: $4264 = car $4227 health 
00D6: if 
0038:   $4272 == 2 // integer values 
004D: jump_if_false @PHIL1_4212 
00D6: if or
001A:   970 > $4264 // integer values 
00DC:   player $PLAYER_CHAR driving $4227 
0366:   object $4249 damaged 
004D: jump_if_false @PHIL1_4212 
00D6: if 
0038:   $4293 == 0 // integer values 
004D: jump_if_false @PHIL1_4100 
0004: $4293 = 1 // integer values 

:PHIL1_4100
00D6: if 
0038:   $4268 == 0 // integer values 
004D: jump_if_false @PHIL1_4212 
0050: gosub @PHIL1_17018 
035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.8 
0382: set_object $4249 collision_detection 1 
0392: object $4249 toggle_in_moving_list 1 
038C: object $4249 scatter 0.0 0.0 3.0 
0188: $4259 = create_marker_above_object $4249 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4272 = 0 // integer values 

:PHIL1_4212
00D6: if 
001A:   300 > $4264 // integer values 
004D: jump_if_false @PHIL1_4274 
00D6: if 
8118:   not actor $4231 dead 
004D: jump_if_false @PHIL1_4274 
00D6: if 
00DB:   actor $4231 in_car $4227 
004D: jump_if_false @PHIL1_4274 
01D3: actor $4231 leave_car $4227 

:PHIL1_4274
0002: jump @PHIL1_4413 

:PHIL1_4281
00D6: if 
0038:   $4272 == 2 // integer values 
004D: jump_if_false @PHIL1_4413 
00D6: if 
0038:   $4293 == 0 // integer values 
004D: jump_if_false @PHIL1_4324 
0004: $4293 = 1 // integer values 

:PHIL1_4324
00D6: if 
0038:   $4268 == 0 // integer values 
004D: jump_if_false @PHIL1_4413 
0050: gosub @PHIL1_17018 
0382: set_object $4249 collision_detection 1 
0392: object $4249 toggle_in_moving_list 1 
038C: object $4249 scatter 0.0 0.0 3.0 
0188: $4259 = create_marker_above_object $4249 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4272 = 0 // integer values 

:PHIL1_4413
00D6: if 
8119:   not car $4228 wrecked 
004D: jump_if_false @PHIL1_4788 
00D6: if 
0038:   $4273 == 2 // integer values 
004D: jump_if_false @PHIL1_4470 
035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.3 

:PHIL1_4470
0227: $4265 = car $4228 health 
00D6: if 
0038:   $4273 == 2 // integer values 
004D: jump_if_false @PHIL1_4665 
00D6: if or
001A:   970 > $4265 // integer values 
00DC:   player $PLAYER_CHAR driving $4228 
0366:   object $4250 damaged 
004D: jump_if_false @PHIL1_4665 
00D6: if 
0038:   $4294 == 0 // integer values 
004D: jump_if_false @PHIL1_4553 
0004: $4294 = 1 // integer values 

:PHIL1_4553
00D6: if 
0038:   $4269 == 0 // integer values 
004D: jump_if_false @PHIL1_4665 
0050: gosub @PHIL1_17018 
035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.8 
0382: set_object $4250 collision_detection 1 
0392: object $4250 toggle_in_moving_list 1 
038C: object $4250 scatter 0.0 0.0 3.0 
0188: $4260 = create_marker_above_object $4250 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4273 = 0 // integer values 

:PHIL1_4665
00D6: if 
001A:   300 > $4265 // integer values 
004D: jump_if_false @PHIL1_4781 
00D6: if 
8118:   not actor $4247 dead 
004D: jump_if_false @PHIL1_4738 
0465: remove_actor $4247 from_turret_mode 
00D6: if 
0038:   $4310 == 0 // integer values 
004D: jump_if_false @PHIL1_4738 
01CC: actor $4247 kill_player $PLAYER_CHAR 
0004: $4310 = 1 // integer values 

:PHIL1_4738
00D6: if 
8118:   not actor $4232 dead 
004D: jump_if_false @PHIL1_4781 
00D6: if 
00DB:   actor $4232 in_car $4228 
004D: jump_if_false @PHIL1_4781 
01D3: actor $4232 leave_car $4228 

:PHIL1_4781
0002: jump @PHIL1_4920 

:PHIL1_4788
00D6: if 
0038:   $4273 == 2 // integer values 
004D: jump_if_false @PHIL1_4920 
00D6: if 
0038:   $4294 == 0 // integer values 
004D: jump_if_false @PHIL1_4831 
0004: $4294 = 1 // integer values 

:PHIL1_4831
00D6: if 
0038:   $4269 == 0 // integer values 
004D: jump_if_false @PHIL1_4920 
0050: gosub @PHIL1_17018 
0382: set_object $4250 collision_detection 1 
0392: object $4250 toggle_in_moving_list 1 
038C: object $4250 scatter 0.0 0.0 3.0 
0188: $4260 = create_marker_above_object $4250 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4273 = 0 // integer values 

:PHIL1_4920
00D6: if 
8119:   not car $4229 wrecked 
004D: jump_if_false @PHIL1_5241 
00D6: if 
0038:   $4274 == 2 // integer values 
004D: jump_if_false @PHIL1_4977 
035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.3 

:PHIL1_4977
0227: $4266 = car $4229 health 
00D6: if 
0038:   $4274 == 2 // integer values 
004D: jump_if_false @PHIL1_5172 
00D6: if or
001A:   970 > $4266 // integer values 
00DC:   player $PLAYER_CHAR driving $4229 
0366:   object $4251 damaged 
004D: jump_if_false @PHIL1_5172 
00D6: if 
0038:   $4295 == 0 // integer values 
004D: jump_if_false @PHIL1_5060 
0004: $4295 = 1 // integer values 

:PHIL1_5060
00D6: if 
0038:   $4270 == 0 // integer values 
004D: jump_if_false @PHIL1_5172 
0050: gosub @PHIL1_17018 
035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.8 
0382: set_object $4251 collision_detection 1 
0392: object $4251 toggle_in_moving_list 1 
038C: object $4251 scatter 0.0 0.0 3.0 
0188: $4261 = create_marker_above_object $4251 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4274 = 0 // integer values 

:PHIL1_5172
00D6: if 
001A:   300 > $4266 // integer values 
004D: jump_if_false @PHIL1_5234 
00D6: if 
8118:   not actor $4233 dead 
004D: jump_if_false @PHIL1_5234 
00D6: if 
00DB:   actor $4233 in_car $4229 
004D: jump_if_false @PHIL1_5234 
01D3: actor $4233 leave_car $4229 

:PHIL1_5234
0002: jump @PHIL1_5373 

:PHIL1_5241
00D6: if 
0038:   $4274 == 2 // integer values 
004D: jump_if_false @PHIL1_5373 
00D6: if 
0038:   $4295 == 0 // integer values 
004D: jump_if_false @PHIL1_5284 
0004: $4295 = 1 // integer values 

:PHIL1_5284
00D6: if 
0038:   $4270 == 0 // integer values 
004D: jump_if_false @PHIL1_5373 
0050: gosub @PHIL1_17018 
0382: set_object $4251 collision_detection 1 
0392: object $4251 toggle_in_moving_list 1 
038C: object $4251 scatter 0.0 0.0 3.0 
0188: $4261 = create_marker_above_object $4251 
00BC: text_highpriority 'PHI1_02' 7000 ms 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $4274 = 0 // integer values 

:PHIL1_5373
00D6: if or
0038:   $4292 == 1 // integer values 
0038:   $4293 == 1 // integer values 
0038:   $4294 == 1 // integer values 
0038:   $4295 == 1 // integer values 
004D: jump_if_false @PHIL1_5490 
01C3: remove_references_to_car $4252 
00D6: if 
8118:   not actor $4246 dead 
004D: jump_if_false @PHIL1_5441 
01CC: actor $4246 kill_player $PLAYER_CHAR 

:PHIL1_5441
00D6: if 
8118:   not actor $4247 dead 
004D: jump_if_false @PHIL1_5465 
01CC: actor $4247 kill_player $PLAYER_CHAR 

:PHIL1_5465
00D6: if 
0038:   $4290 == 0 // integer values 
004D: jump_if_false @PHIL1_5490 
0004: $4290 = 1 // integer values 

:PHIL1_5490
00D6: if 
0038:   $4267 == 0 // integer values 
004D: jump_if_false @PHIL1_5667 
00D6: if 
0038:   $4271 == 0 // integer values 
004D: jump_if_false @PHIL1_5667 
00D6: if 
8366:   not object $4248 damaged 
004D: jump_if_false @PHIL1_5616 
01BB: store_object $4248 position_to $4329 $4330 $4331 
02CE: $4312 = ground_z $4329 $4330 $4331 
00D6: if 
0020:   $4312 > 9.0 // floating-point values 
004D: jump_if_false @PHIL1_5609 
0009: $4312 += 1.0 // floating-point values 
0086: $4331 = $4312 // floating-point values only 

:PHIL1_5609
0002: jump @PHIL1_5667 

:PHIL1_5616
0213: $4234 = create_pickup #PYTHON type 3 at $4329 $4330 $4331 
0164: disable_marker $4258 
03DC: $4258 = create_marker_above_pickup $4234 
01C4: remove_references_to_object $4248 // This object will now disappear when the player looks away 
0004: $4271 = 1 // integer values 
0008: $4275 += 1 // integer values 

:PHIL1_5667
00D6: if 
0038:   $4268 == 0 // integer values 
004D: jump_if_false @PHIL1_5844 
00D6: if 
0038:   $4272 == 0 // integer values 
004D: jump_if_false @PHIL1_5844 
00D6: if 
8366:   not object $4249 damaged 
004D: jump_if_false @PHIL1_5793 
01BB: store_object $4249 position_to $4332 $4333 $4334 
02CE: $4312 = ground_z $4332 $4333 $4334 
00D6: if 
0020:   $4312 > 9.0 // floating-point values 
004D: jump_if_false @PHIL1_5786 
0009: $4312 += 1.0 // floating-point values 
0086: $4334 = $4312 // floating-point values only 

:PHIL1_5786
0002: jump @PHIL1_5844 

:PHIL1_5793
0213: $4235 = create_pickup #SHOTGSPA type 3 at $4332 $4333 $4334 
0164: disable_marker $4259 
03DC: $4259 = create_marker_above_pickup $4235 
01C4: remove_references_to_object $4249 // This object will now disappear when the player looks away 
0004: $4272 = 1 // integer values 
0008: $4275 += 1 // integer values 

:PHIL1_5844
00D6: if 
0038:   $4269 == 0 // integer values 
004D: jump_if_false @PHIL1_6021 
00D6: if 
0038:   $4273 == 0 // integer values 
004D: jump_if_false @PHIL1_6021 
00D6: if 
8366:   not object $4250 damaged 
004D: jump_if_false @PHIL1_5970 
01BB: store_object $4250 position_to $4335 $4336 $4337 
02CE: $4312 = ground_z $4335 $4336 $4337 
00D6: if 
0020:   $4312 > 9.0 // floating-point values 
004D: jump_if_false @PHIL1_5963 
0009: $4312 += 1.0 // floating-point values 
0086: $4337 = $4312 // floating-point values only 

:PHIL1_5963
0002: jump @PHIL1_6021 

:PHIL1_5970
0213: $4236 = create_pickup #M60 type 3 at $4335 $4336 $4337 
0164: disable_marker $4260 
03DC: $4260 = create_marker_above_pickup $4236 
01C4: remove_references_to_object $4250 // This object will now disappear when the player looks away 
0004: $4273 = 1 // integer values 
0008: $4275 += 1 // integer values 

:PHIL1_6021
00D6: if 
0038:   $4270 == 0 // integer values 
004D: jump_if_false @PHIL1_6198 
00D6: if 
0038:   $4274 == 0 // integer values 
004D: jump_if_false @PHIL1_6198 
00D6: if 
8366:   not object $4251 damaged 
004D: jump_if_false @PHIL1_6147 
01BB: store_object $4251 position_to $4338 $4339 $4340 
02CE: $4312 = ground_z $4338 $4339 $4340 
00D6: if 
0020:   $4312 > 9.0 // floating-point values 
004D: jump_if_false @PHIL1_6140 
0009: $4312 += 1.0 // floating-point values 
0086: $4340 = $4312 // floating-point values only 

:PHIL1_6140
0002: jump @PHIL1_6198 

:PHIL1_6147
0213: $4237 = create_pickup #INGRAMSL type 3 at $4338 $4339 $4340 
0164: disable_marker $4261 
03DC: $4261 = create_marker_above_pickup $4237 
01C4: remove_references_to_object $4251 // This object will now disappear when the player looks away 
0004: $4274 = 1 // integer values 
0008: $4275 += 1 // integer values 

:PHIL1_6198
00D6: if 
0018:   $4275 > 0 // integer values 
004D: jump_if_false @PHIL1_6262 
00D6: if or
0038:   $4271 == 1 // integer values 
0038:   $4272 == 1 // integer values 
0038:   $4273 == 1 // integer values 
0038:   $4274 == 1 // integer values 
004D: jump_if_false @PHIL1_6262 
0050: gosub @PHIL1_12574 

:PHIL1_6262
00D6: if 
8038:   not  $4271 == 2 // integer values 
004D: jump_if_false @PHIL1_6309 
00D6: if 
0038:   $4302 == 0 // integer values 
004D: jump_if_false @PHIL1_6309 
03D1: play_wav 1 
0004: $4302 = 1 // integer values 

:PHIL1_6309
00D6: if 
8038:   not  $4273 == 2 // integer values 
004D: jump_if_false @PHIL1_6356 
00D6: if 
0038:   $4303 == 0 // integer values 
004D: jump_if_false @PHIL1_6356 
03D1: play_wav 2 
0004: $4303 = 1 // integer values 

:PHIL1_6356
00D6: if 
0038:   $4275 == 0 // integer values 
004D: jump_if_false @PHIL1_6786 
00D6: if 
8119:   not car $4226 wrecked 
004D: jump_if_false @PHIL1_6477 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4226 
004D: jump_if_false @PHIL1_6421 
0164: disable_marker $4254 
0002: jump @PHIL1_6477 

:PHIL1_6421
00D6: if 
0038:   $4267 == 0 // integer values 
004D: jump_if_false @PHIL1_6477 
00D6: if 
0038:   $4296 == 0 // integer values 
004D: jump_if_false @PHIL1_6477 
0164: disable_marker $4254 
0186: $4254 = create_marker_above_car $4226 
0004: $4296 = 1 // integer values 

:PHIL1_6477
00D6: if 
8119:   not car $4227 wrecked 
004D: jump_if_false @PHIL1_6580 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4227 
004D: jump_if_false @PHIL1_6524 
0164: disable_marker $4255 
0002: jump @PHIL1_6580 

:PHIL1_6524
00D6: if 
0038:   $4268 == 0 // integer values 
004D: jump_if_false @PHIL1_6580 
00D6: if 
0038:   $4297 == 0 // integer values 
004D: jump_if_false @PHIL1_6580 
0164: disable_marker $4255 
0186: $4255 = create_marker_above_car $4227 
0004: $4297 = 1 // integer values 

:PHIL1_6580
00D6: if 
8119:   not car $4228 wrecked 
004D: jump_if_false @PHIL1_6683 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4228 
004D: jump_if_false @PHIL1_6627 
0164: disable_marker $4256 
0002: jump @PHIL1_6683 

:PHIL1_6627
00D6: if 
0038:   $4269 == 0 // integer values 
004D: jump_if_false @PHIL1_6683 
00D6: if 
0038:   $4298 == 0 // integer values 
004D: jump_if_false @PHIL1_6683 
0164: disable_marker $4256 
0186: $4256 = create_marker_above_car $4228 
0004: $4298 = 1 // integer values 

:PHIL1_6683
00D6: if 
8119:   not car $4229 wrecked 
004D: jump_if_false @PHIL1_6786 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4229 
004D: jump_if_false @PHIL1_6730 
0164: disable_marker $4257 
0002: jump @PHIL1_6786 

:PHIL1_6730
00D6: if 
0038:   $4270 == 0 // integer values 
004D: jump_if_false @PHIL1_6786 
00D6: if 
0038:   $4299 == 0 // integer values 
004D: jump_if_false @PHIL1_6786 
0164: disable_marker $4257 
0186: $4257 = create_marker_above_car $4229 
0004: $4299 = 1 // integer values 

:PHIL1_6786
00D6: if 
8119:   not car $4226 wrecked 
004D: jump_if_false @PHIL1_6899 
00D6: if 
8118:   not actor $4230 dead 
004D: jump_if_false @PHIL1_6899 
00D6: if 
00DB:   actor $4230 in_car $4226 
004D: jump_if_false @PHIL1_6891 
0084: $4291 = $4292 // integer values and handles 
0084: $4308 = $4304 // integer values and handles 
0084: $4288 = $4226 // integer values and handles 
0084: $4289 = $4230 // integer values and handles 
0050: gosub @PHIL1_13184 
0084: $4304 = $4308 // integer values and handles 
0002: jump @PHIL1_6899 

:PHIL1_6891
01CC: actor $4230 kill_player $PLAYER_CHAR 

:PHIL1_6899
00D6: if 
8119:   not car $4227 wrecked 
004D: jump_if_false @PHIL1_7012 
00D6: if 
8118:   not actor $4231 dead 
004D: jump_if_false @PHIL1_7012 
00D6: if 
00DB:   actor $4231 in_car $4227 
004D: jump_if_false @PHIL1_7004 
0084: $4291 = $4293 // integer values and handles 
0084: $4308 = $4305 // integer values and handles 
0084: $4288 = $4227 // integer values and handles 
0084: $4289 = $4231 // integer values and handles 
0050: gosub @PHIL1_13184 
0084: $4305 = $4308 // integer values and handles 
0002: jump @PHIL1_7012 

:PHIL1_7004
01CC: actor $4231 kill_player $PLAYER_CHAR 

:PHIL1_7012
00D6: if 
8119:   not car $4228 wrecked 
004D: jump_if_false @PHIL1_7125 
00D6: if 
8118:   not actor $4232 dead 
004D: jump_if_false @PHIL1_7125 
00D6: if 
00DB:   actor $4232 in_car $4228 
004D: jump_if_false @PHIL1_7117 
0084: $4291 = $4294 // integer values and handles 
0084: $4308 = $4306 // integer values and handles 
0084: $4288 = $4228 // integer values and handles 
0084: $4289 = $4232 // integer values and handles 
0050: gosub @PHIL1_13184 
0084: $4306 = $4308 // integer values and handles 
0002: jump @PHIL1_7125 

:PHIL1_7117
01CC: actor $4232 kill_player $PLAYER_CHAR 

:PHIL1_7125
00D6: if 
8119:   not car $4229 wrecked 
004D: jump_if_false @PHIL1_7238 
00D6: if 
8118:   not actor $4233 dead 
004D: jump_if_false @PHIL1_7238 
00D6: if 
00DB:   actor $4233 in_car $4229 
004D: jump_if_false @PHIL1_7230 
0084: $4291 = $4295 // integer values and handles 
0084: $4308 = $4307 // integer values and handles 
0084: $4288 = $4229 // integer values and handles 
0084: $4289 = $4233 // integer values and handles 
0050: gosub @PHIL1_13184 
0084: $4307 = $4308 // integer values and handles 
0002: jump @PHIL1_7238 

:PHIL1_7230
01CC: actor $4233 kill_player $PLAYER_CHAR 

:PHIL1_7238
00D6: if 
0038:   $4287 == 2 // integer values 
004D: jump_if_false @PHIL1_7296 
00D6: if 
0038:   $4276 == 0 // integer values 
004D: jump_if_false @PHIL1_7296 
00BB: text_lowpriority 'PHI1_03' 7000 ms 1  // ~g~Looks like they have called for back up.
0004: $4276 = 1 // integer values 

:PHIL1_7296
00D6: if 
0038:   $4276 == 1 // integer values 
004D: jump_if_false @PHIL1_11350 
00D6: if 
0038:   $4281 == 4 // integer values 
004D: jump_if_false @PHIL1_11343 
00D6: if 
8118:   not actor $4242 dead 
004D: jump_if_false @PHIL1_8210 
00D6: if 
8119:   not car $4238 wrecked 
004D: jump_if_false @PHIL1_8153 
00D6: if 
00DB:   actor $4242 in_car $4238 
004D: jump_if_false @PHIL1_8081 
00D6: if 
0038:   $4282 == 1 // integer values 
004D: jump_if_false @PHIL1_7422 
00AF: set_car $4238 driver_behaviour_to 5 
00AE: set_vehicle $4238 traffic_behavior_to 2 
0004: $4282 = 0 // integer values 

:PHIL1_7422
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PHIL1_7732 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 12.0 12.0 
004D: jump_if_false @PHIL1_7511 
00AD: set_car $4238 max_speed_to 0.0 
01D3: actor $4242 leave_car $4238 
0002: jump @PHIL1_7725 

:PHIL1_7511
00D6: if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 14.0 14.0 
004D: jump_if_false @PHIL1_7562 
00AD: set_car $4238 max_speed_to 1.0 
0002: jump @PHIL1_7725 

:PHIL1_7562
00D6: if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 15.0 15.0 
004D: jump_if_false @PHIL1_7613 
00AD: set_car $4238 max_speed_to 2.0 
0002: jump @PHIL1_7725 

:PHIL1_7613
00D6: if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 18.0 18.0 
004D: jump_if_false @PHIL1_7664 
00AD: set_car $4238 max_speed_to 3.0 
0002: jump @PHIL1_7725 

:PHIL1_7664
00D6: if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 20.0 20.0 
004D: jump_if_false @PHIL1_7715 
00AD: set_car $4238 max_speed_to 4.0 
0002: jump @PHIL1_7725 

:PHIL1_7715
00AD: set_car $4238 max_speed_to 40.0 

:PHIL1_7725
0002: jump @PHIL1_7788 

:PHIL1_7732
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
004D: jump_if_false @PHIL1_7778 
01CA: actor $4242 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_7788 

:PHIL1_7778
00AD: set_car $4238 max_speed_to 40.0 

:PHIL1_7788
00D6: if 
8119:   not car $4238 wrecked 
004D: jump_if_false @PHIL1_8074 
00D6: if 
01AF:   car $4238 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
004D: jump_if_false @PHIL1_8011 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @PHIL1_8011 
00D6: if 
82CA:   not car $4238 bounding_sphere_visible 
004D: jump_if_false @PHIL1_8011 
00AA: store_car $4238 position_to $4323 $4324 $4325 
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_8011 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_8011 
00AB: put_car $4238 at $4323 $4324 $4325 
0175: set_car $4238 z_angle_to $4328 
0006: 16@ = 0 // integer values 

:PHIL1_8011
00D6: if 
81AF:   not car $4238 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
004D: jump_if_false @PHIL1_8074 
00AA: store_car $4238 position_to $4316 $4317 $4318 
0006: 16@ = 0 // integer values 

:PHIL1_8074
0002: jump @PHIL1_8146 

:PHIL1_8081
01C3: remove_references_to_car $4238 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
004D: jump_if_false @PHIL1_8132 
01CA: actor $4242 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_8146 

:PHIL1_8132
0004: $4282 = 1 // integer values 
0050: gosub @PHIL1_15170 

:PHIL1_8146
0002: jump @PHIL1_8203 

:PHIL1_8153
01C3: remove_references_to_car $4238 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
004D: jump_if_false @PHIL1_8203 
0004: $4282 = 1 // integer values 
0050: gosub @PHIL1_15170 

:PHIL1_8203
0002: jump @PHIL1_8333 

:PHIL1_8210
000C: $4281 -= 1 // integer values 
00D6: if 
840C:   not german_game 
004D: jump_if_false @PHIL1_8316 
00D6: if 
001A:   13 > $4301 // integer values 
004D: jump_if_false @PHIL1_8316 
00D6: if 
0038:   $4300 == 1 // integer values 
004D: jump_if_false @PHIL1_8316 
01E3: text_1number_styled 'BONUS' number 39500 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 39500 
0008: $4301 += 1 // integer values 

:PHIL1_8316
01C2: remove_references_to_actor $4242 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $4238 
0004: $4277 = 1 // integer values 

:PHIL1_8333
00D6: if 
8118:   not actor $4243 dead 
004D: jump_if_false @PHIL1_9211 
00D6: if 
8119:   not car $4239 wrecked 
004D: jump_if_false @PHIL1_9154 
00D6: if 
00DB:   actor $4243 in_car $4239 
004D: jump_if_false @PHIL1_9082 
00D6: if 
0038:   $4283 == 1 // integer values 
004D: jump_if_false @PHIL1_8423 
00AF: set_car $4239 driver_behaviour_to 5 
00AE: set_vehicle $4239 traffic_behavior_to 2 
0004: $4283 = 0 // integer values 

:PHIL1_8423
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PHIL1_8733 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 12.0 12.0 
004D: jump_if_false @PHIL1_8512 
00AD: set_car $4239 max_speed_to 0.0 
01D3: actor $4243 leave_car $4239 
0002: jump @PHIL1_8726 

:PHIL1_8512
00D6: if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 14.0 14.0 
004D: jump_if_false @PHIL1_8563 
00AD: set_car $4239 max_speed_to 1.0 
0002: jump @PHIL1_8726 

:PHIL1_8563
00D6: if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 15.0 15.0 
004D: jump_if_false @PHIL1_8614 
00AD: set_car $4239 max_speed_to 2.0 
0002: jump @PHIL1_8726 

:PHIL1_8614
00D6: if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 18.0 18.0 
004D: jump_if_false @PHIL1_8665 
00AD: set_car $4239 max_speed_to 3.0 
0002: jump @PHIL1_8726 

:PHIL1_8665
00D6: if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 20.0 20.0 
004D: jump_if_false @PHIL1_8716 
00AD: set_car $4239 max_speed_to 4.0 
0002: jump @PHIL1_8726 

:PHIL1_8716
00AD: set_car $4239 max_speed_to 40.0 

:PHIL1_8726
0002: jump @PHIL1_8789 

:PHIL1_8733
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
004D: jump_if_false @PHIL1_8779 
01CA: actor $4243 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_8789 

:PHIL1_8779
00AD: set_car $4239 max_speed_to 40.0 

:PHIL1_8789
00D6: if 
8119:   not car $4239 wrecked 
004D: jump_if_false @PHIL1_9075 
00D6: if 
01AF:   car $4239 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
004D: jump_if_false @PHIL1_9012 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @PHIL1_9012 
00D6: if 
82CA:   not car $4239 bounding_sphere_visible 
004D: jump_if_false @PHIL1_9012 
00AA: store_car $4239 position_to $4323 $4324 $4325 
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_9012 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_9012 
00AB: put_car $4239 at $4323 $4324 $4325 
0175: set_car $4239 z_angle_to $4328 
0006: 16@ = 0 // integer values 

:PHIL1_9012
00D6: if 
81AF:   not car $4239 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
004D: jump_if_false @PHIL1_9075 
00AA: store_car $4239 position_to $4316 $4317 $4318 
0006: 16@ = 0 // integer values 

:PHIL1_9075
0002: jump @PHIL1_9147 

:PHIL1_9082
01C3: remove_references_to_car $4239 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
004D: jump_if_false @PHIL1_9133 
01CA: actor $4243 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_9147 

:PHIL1_9133
0004: $4283 = 1 // integer values 
0050: gosub @PHIL1_15632 

:PHIL1_9147
0002: jump @PHIL1_9204 

:PHIL1_9154
01C3: remove_references_to_car $4239 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
004D: jump_if_false @PHIL1_9204 
0004: $4283 = 1 // integer values 
0050: gosub @PHIL1_15632 

:PHIL1_9204
0002: jump @PHIL1_9334 

:PHIL1_9211
000C: $4281 -= 1 // integer values 
00D6: if 
840C:   not german_game 
004D: jump_if_false @PHIL1_9317 
00D6: if 
001A:   13 > $4301 // integer values 
004D: jump_if_false @PHIL1_9317 
00D6: if 
0038:   $4300 == 1 // integer values 
004D: jump_if_false @PHIL1_9317 
01E3: text_1number_styled 'BONUS' number 40000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 40000 
0008: $4301 += 1 // integer values 

:PHIL1_9317
01C2: remove_references_to_actor $4243 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $4239 
0004: $4278 = 1 // integer values 

:PHIL1_9334
00D6: if 
8118:   not actor $4244 dead 
004D: jump_if_false @PHIL1_10212 
00D6: if 
8119:   not car $4240 wrecked 
004D: jump_if_false @PHIL1_10155 
00D6: if 
00DB:   actor $4244 in_car $4240 
004D: jump_if_false @PHIL1_10083 
00D6: if 
0038:   $4284 == 1 // integer values 
004D: jump_if_false @PHIL1_9424 
00AF: set_car $4240 driver_behaviour_to 5 
00AE: set_vehicle $4240 traffic_behavior_to 2 
0004: $4284 = 0 // integer values 

:PHIL1_9424
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PHIL1_9734 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 12.0 12.0 
004D: jump_if_false @PHIL1_9513 
00AD: set_car $4240 max_speed_to 0.0 
01D3: actor $4244 leave_car $4240 
0002: jump @PHIL1_9727 

:PHIL1_9513
00D6: if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 14.0 14.0 
004D: jump_if_false @PHIL1_9564 
00AD: set_car $4240 max_speed_to 1.0 
0002: jump @PHIL1_9727 

:PHIL1_9564
00D6: if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 15.0 15.0 
004D: jump_if_false @PHIL1_9615 
00AD: set_car $4240 max_speed_to 2.0 
0002: jump @PHIL1_9727 

:PHIL1_9615
00D6: if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 18.0 18.0 
004D: jump_if_false @PHIL1_9666 
00AD: set_car $4240 max_speed_to 3.0 
0002: jump @PHIL1_9727 

:PHIL1_9666
00D6: if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 20.0 20.0 
004D: jump_if_false @PHIL1_9717 
00AD: set_car $4240 max_speed_to 4.0 
0002: jump @PHIL1_9727 

:PHIL1_9717
00AD: set_car $4240 max_speed_to 40.0 

:PHIL1_9727
0002: jump @PHIL1_9790 

:PHIL1_9734
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
004D: jump_if_false @PHIL1_9780 
01CA: actor $4244 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_9790 

:PHIL1_9780
00AD: set_car $4240 max_speed_to 40.0 

:PHIL1_9790
00D6: if 
8119:   not car $4240 wrecked 
004D: jump_if_false @PHIL1_10076 
00D6: if 
01AF:   car $4240 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
004D: jump_if_false @PHIL1_10013 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @PHIL1_10013 
00D6: if 
82CA:   not car $4240 bounding_sphere_visible 
004D: jump_if_false @PHIL1_10013 
00AA: store_car $4240 position_to $4323 $4324 $4325 
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_10013 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_10013 
00AB: put_car $4240 at $4323 $4324 $4325 
0175: set_car $4240 z_angle_to $4328 
0006: 16@ = 0 // integer values 

:PHIL1_10013
00D6: if 
81AF:   not car $4240 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
004D: jump_if_false @PHIL1_10076 
00AA: store_car $4240 position_to $4316 $4317 $4318 
0006: 16@ = 0 // integer values 

:PHIL1_10076
0002: jump @PHIL1_10148 

:PHIL1_10083
01C3: remove_references_to_car $4240 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
004D: jump_if_false @PHIL1_10134 
01CA: actor $4244 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_10148 

:PHIL1_10134
0004: $4284 = 1 // integer values 
0050: gosub @PHIL1_16094 

:PHIL1_10148
0002: jump @PHIL1_10205 

:PHIL1_10155
01C3: remove_references_to_car $4240 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
004D: jump_if_false @PHIL1_10205 
0004: $4284 = 1 // integer values 
0050: gosub @PHIL1_16094 

:PHIL1_10205
0002: jump @PHIL1_10335 

:PHIL1_10212
000C: $4281 -= 1 // integer values 
00D6: if 
840C:   not german_game 
004D: jump_if_false @PHIL1_10318 
00D6: if 
001A:   13 > $4301 // integer values 
004D: jump_if_false @PHIL1_10318 
00D6: if 
0038:   $4300 == 1 // integer values 
004D: jump_if_false @PHIL1_10318 
01E3: text_1number_styled 'BONUS' number 40400 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 40400 
0008: $4301 += 1 // integer values 

:PHIL1_10318
01C2: remove_references_to_actor $4244 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $4240 
0004: $4279 = 1 // integer values 

:PHIL1_10335
00D6: if 
8118:   not actor $4245 dead 
004D: jump_if_false @PHIL1_11213 
00D6: if 
8119:   not car $4241 wrecked 
004D: jump_if_false @PHIL1_11156 
00D6: if 
00DB:   actor $4245 in_car $4241 
004D: jump_if_false @PHIL1_11084 
00D6: if 
0038:   $4285 == 1 // integer values 
004D: jump_if_false @PHIL1_10425 
00AF: set_car $4241 driver_behaviour_to 5 
00AE: set_vehicle $4241 traffic_behavior_to 2 
0004: $4285 = 0 // integer values 

:PHIL1_10425
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PHIL1_10735 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 12.0 12.0 
004D: jump_if_false @PHIL1_10514 
00AD: set_car $4241 max_speed_to 0.0 
01D3: actor $4245 leave_car $4241 
0002: jump @PHIL1_10728 

:PHIL1_10514
00D6: if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 14.0 14.0 
004D: jump_if_false @PHIL1_10565 
00AD: set_car $4241 max_speed_to 1.0 
0002: jump @PHIL1_10728 

:PHIL1_10565
00D6: if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 15.0 15.0 
004D: jump_if_false @PHIL1_10616 
00AD: set_car $4241 max_speed_to 2.0 
0002: jump @PHIL1_10728 

:PHIL1_10616
00D6: if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 18.0 18.0 
004D: jump_if_false @PHIL1_10667 
00AD: set_car $4241 max_speed_to 3.0 
0002: jump @PHIL1_10728 

:PHIL1_10667
00D6: if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 20.0 20.0 
004D: jump_if_false @PHIL1_10718 
00AD: set_car $4241 max_speed_to 4.0 
0002: jump @PHIL1_10728 

:PHIL1_10718
00AD: set_car $4241 max_speed_to 40.0 

:PHIL1_10728
0002: jump @PHIL1_10791 

:PHIL1_10735
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
004D: jump_if_false @PHIL1_10781 
01CA: actor $4245 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_10791 

:PHIL1_10781
00AD: set_car $4241 max_speed_to 40.0 

:PHIL1_10791
00D6: if 
8119:   not car $4241 wrecked 
004D: jump_if_false @PHIL1_11077 
00D6: if 
01AF:   car $4241 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
004D: jump_if_false @PHIL1_11014 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @PHIL1_11014 
00D6: if 
82CA:   not car $4241 bounding_sphere_visible 
004D: jump_if_false @PHIL1_11014 
00AA: store_car $4241 position_to $4323 $4324 $4325 
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_11014 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_11014 
00AB: put_car $4241 at $4323 $4324 $4325 
0175: set_car $4241 z_angle_to $4328 
0006: 16@ = 0 // integer values 

:PHIL1_11014
00D6: if 
81AF:   not car $4241 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
004D: jump_if_false @PHIL1_11077 
00AA: store_car $4241 position_to $4316 $4317 $4318 
0006: 16@ = 0 // integer values 

:PHIL1_11077
0002: jump @PHIL1_11149 

:PHIL1_11084
01C3: remove_references_to_car $4241 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
004D: jump_if_false @PHIL1_11135 
01CA: actor $4245 kill_player $PLAYER_CHAR 
0002: jump @PHIL1_11149 

:PHIL1_11135
0004: $4285 = 1 // integer values 
0050: gosub @PHIL1_16556 

:PHIL1_11149
0002: jump @PHIL1_11206 

:PHIL1_11156
01C3: remove_references_to_car $4241 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
004D: jump_if_false @PHIL1_11206 
0004: $4285 = 1 // integer values 
0050: gosub @PHIL1_16556 

:PHIL1_11206
0002: jump @PHIL1_11336 

:PHIL1_11213
000C: $4281 -= 1 // integer values 
00D6: if 
840C:   not german_game 
004D: jump_if_false @PHIL1_11319 
00D6: if 
001A:   10 > $4301 // integer values 
004D: jump_if_false @PHIL1_11319 
00D6: if 
0038:   $4300 == 1 // integer values 
004D: jump_if_false @PHIL1_11319 
01E3: text_1number_styled 'BONUS' number 40550 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 40550 
0008: $4301 += 1 // integer values 

:PHIL1_11319
01C2: remove_references_to_actor $4245 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $4241 
0004: $4280 = 1 // integer values 

:PHIL1_11336
0002: jump @PHIL1_11350 

:PHIL1_11343
0050: gosub @PHIL1_14455 

:PHIL1_11350
00D6: if 
0119:   car $4226 wrecked 
004D: jump_if_false @PHIL1_11402 
00D6: if 
8118:   not actor $4246 dead 
004D: jump_if_false @PHIL1_11392 
0465: remove_actor $4246 from_turret_mode 
0321: kill_actor $4246 

:PHIL1_11392
0164: disable_marker $4254 
01C3: remove_references_to_car $4226 

:PHIL1_11402
00D6: if 
0119:   car $4227 wrecked 
004D: jump_if_false @PHIL1_11428 
0164: disable_marker $4255 
01C3: remove_references_to_car $4227 

:PHIL1_11428
00D6: if 
0119:   car $4228 wrecked 
004D: jump_if_false @PHIL1_11480 
00D6: if 
8118:   not actor $4247 dead 
004D: jump_if_false @PHIL1_11470 
0465: remove_actor $4247 from_turret_mode 
0321: kill_actor $4247 

:PHIL1_11470
0164: disable_marker $4256 
01C3: remove_references_to_car $4228 

:PHIL1_11480
00D6: if 
0119:   car $4229 wrecked 
004D: jump_if_false @PHIL1_11506 
0164: disable_marker $4257 
01C3: remove_references_to_car $4229 

:PHIL1_11506
00D6: if 
8118:   not actor $4246 dead 
004D: jump_if_false @PHIL1_11579 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4226 
004D: jump_if_false @PHIL1_11579 
0465: remove_actor $4246 from_turret_mode 
00D6: if 
0038:   $4309 == 0 // integer values 
004D: jump_if_false @PHIL1_11579 
01CC: actor $4246 kill_player $PLAYER_CHAR 
0004: $4309 = 1 // integer values 

:PHIL1_11579
00D6: if 
8118:   not actor $4247 dead 
004D: jump_if_false @PHIL1_11652 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4228 
004D: jump_if_false @PHIL1_11652 
0465: remove_actor $4247 from_turret_mode 
00D6: if 
0038:   $4310 == 0 // integer values 
004D: jump_if_false @PHIL1_11652 
01CC: actor $4247 kill_player $PLAYER_CHAR 
0004: $4310 = 1 // integer values 

:PHIL1_11652
00D6: if 
0118:   actor $4246 dead 
004D: jump_if_false @PHIL1_11678 
0465: remove_actor $4246 from_turret_mode 
01C2: remove_references_to_actor $4246 // Like turning an actor into a random pedestrian 

:PHIL1_11678
00D6: if 
0118:   actor $4247 dead 
004D: jump_if_false @PHIL1_11704 
0465: remove_actor $4247 from_turret_mode 
01C2: remove_references_to_actor $4247 // Like turning an actor into a random pedestrian 

:PHIL1_11704
00D6: if 
0118:   actor $4230 dead 
004D: jump_if_false @PHIL1_11725 
01C2: remove_references_to_actor $4230 // Like turning an actor into a random pedestrian 

:PHIL1_11725
00D6: if 
0118:   actor $4231 dead 
004D: jump_if_false @PHIL1_11746 
01C2: remove_references_to_actor $4231 // Like turning an actor into a random pedestrian 

:PHIL1_11746
00D6: if 
0118:   actor $4232 dead 
004D: jump_if_false @PHIL1_11767 
01C2: remove_references_to_actor $4232 // Like turning an actor into a random pedestrian 

:PHIL1_11767
00D6: if 
0118:   actor $4233 dead 
004D: jump_if_false @PHIL1_11788 
01C2: remove_references_to_actor $4233 // Like turning an actor into a random pedestrian 

:PHIL1_11788
00D6: if 
0118:   actor $4246 dead 
004D: jump_if_false @PHIL1_11809 
01C2: remove_references_to_actor $4246 // Like turning an actor into a random pedestrian 

:PHIL1_11809
00D6: if 
0118:   actor $4247 dead 
004D: jump_if_false @PHIL1_11830 
01C2: remove_references_to_actor $4247 // Like turning an actor into a random pedestrian 

:PHIL1_11830
00D6: if 
0038:   $4262 == 1 // integer values 
004D: jump_if_false @PHIL1_11919 
00D6: if 
0119:   car $4226 wrecked 
004D: jump_if_false @PHIL1_11919 
00D6: if 
0119:   car $4227 wrecked 
004D: jump_if_false @PHIL1_11919 
00D6: if 
0119:   car $4228 wrecked 
004D: jump_if_false @PHIL1_11919 
00D6: if 
0119:   car $4229 wrecked 
004D: jump_if_false @PHIL1_11919 
0002: jump @PHIL1_12343 

:PHIL1_11919
00D6: if 
8119:   not car $4226 wrecked 
004D: jump_if_false @PHIL1_11994 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4226 radius 200.0 200.0 0 
004D: jump_if_false @PHIL1_11980 
0574:  $4226 1 
0002: jump @PHIL1_11987 

:PHIL1_11980
0574:  $4226 0 

:PHIL1_11987
0002: jump @PHIL1_12019 

:PHIL1_11994
00D6: if 
0038:   $4290 == 0 // integer values 
004D: jump_if_false @PHIL1_12019 
0004: $4290 = 1 // integer values 

:PHIL1_12019
00D6: if 
8119:   not car $4227 wrecked 
004D: jump_if_false @PHIL1_12094 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4227 radius 200.0 200.0 0 
004D: jump_if_false @PHIL1_12080 
0574:  $4227 1 
0002: jump @PHIL1_12087 

:PHIL1_12080
0574:  $4227 0 

:PHIL1_12087
0002: jump @PHIL1_12119 

:PHIL1_12094
00D6: if 
0038:   $4290 == 0 // integer values 
004D: jump_if_false @PHIL1_12119 
0004: $4290 = 1 // integer values 

:PHIL1_12119
00D6: if 
8119:   not car $4228 wrecked 
004D: jump_if_false @PHIL1_12194 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4228 radius 200.0 200.0 0 
004D: jump_if_false @PHIL1_12180 
0574:  $4228 1 
0002: jump @PHIL1_12187 

:PHIL1_12180
0574:  $4228 0 

:PHIL1_12187
0002: jump @PHIL1_12219 

:PHIL1_12194
00D6: if 
0038:   $4290 == 0 // integer values 
004D: jump_if_false @PHIL1_12219 
0004: $4290 = 1 // integer values 

:PHIL1_12219
00D6: if 
8119:   not car $4229 wrecked 
004D: jump_if_false @PHIL1_12294 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4229 radius 200.0 200.0 0 
004D: jump_if_false @PHIL1_12280 
0574:  $4229 1 
0002: jump @PHIL1_12287 

:PHIL1_12280
0574:  $4229 0 

:PHIL1_12287
0002: jump @PHIL1_12319 

:PHIL1_12294
00D6: if 
0038:   $4290 == 0 // integer values 
004D: jump_if_false @PHIL1_12319 
0004: $4290 = 1 // integer values 

:PHIL1_12319
0002: jump @PHIL1_3224 

:PHIL1_12326
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PHIL1_12343
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 41780 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 41780 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PHIL_1'  // Gun Runner
0164: disable_marker $253 
0004: $254 = 1 // integer values 
0051: return 

:PHIL1_12408
00D6: if 
8214:   not pickup $4253 picked_up 
004D: jump_if_false @PHIL1_12429 
0215: destroy_pickup $4253 

:PHIL1_12429
0164: disable_marker $4254 
0164: disable_marker $4255 
0164: disable_marker $4256 
0164: disable_marker $4257 
0164: disable_marker $4258 
0164: disable_marker $4259 
0164: disable_marker $4260 
0164: disable_marker $4261 
0108: destroy_object $4248 
0108: destroy_object $4249 
0108: destroy_object $4250 
0108: destroy_object $4251 
0249: release_model #WALTON 
0249: release_model #WMYCR 
0249: release_model #FAGGIO 
0249: release_model #PYTHON 
0249: release_model #SHOTGSPA 
0249: release_model #INGRAMSL 
0249: release_model #M60 
0249: release_model #GUNBOX 
0249: release_model #PATRIOT 
0249: release_model #UZI 
0215: destroy_pickup $4234 
0215: destroy_pickup $4235 
0215: destroy_pickup $4236 
0215: destroy_pickup $4237 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:PHIL1_12574
00D6: if 
0038:   $4267 == 0 // integer values 
004D: jump_if_false @PHIL1_12726 
00D6: if 
0038:   $4271 == 1 // integer values 
004D: jump_if_false @PHIL1_12726 
00D6: if 
0214:   pickup $4234 picked_up 
004D: jump_if_false @PHIL1_12726 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4258 
0008: $4287 += 1 // integer values 
000C: $4275 -= 1 // integer values 
0004: $4267 = 1 // integer values 
0004: $4271 = 0 // integer values 
00D6: if 
0038:   $4275 == 0 // integer values 
004D: jump_if_false @PHIL1_12724 
0004: $4296 = 0 // integer values 
0004: $4297 = 0 // integer values 
0004: $4298 = 0 // integer values 
0004: $4299 = 0 // integer values 

:PHIL1_12724
0051: return 

:PHIL1_12726
00D6: if 
0038:   $4268 == 0 // integer values 
004D: jump_if_false @PHIL1_12878 
00D6: if 
0038:   $4272 == 1 // integer values 
004D: jump_if_false @PHIL1_12878 
00D6: if 
0214:   pickup $4235 picked_up 
004D: jump_if_false @PHIL1_12878 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4259 
0008: $4287 += 1 // integer values 
000C: $4275 -= 1 // integer values 
0004: $4268 = 1 // integer values 
0004: $4272 = 0 // integer values 
00D6: if 
0038:   $4275 == 0 // integer values 
004D: jump_if_false @PHIL1_12876 
0004: $4296 = 0 // integer values 
0004: $4297 = 0 // integer values 
0004: $4298 = 0 // integer values 
0004: $4299 = 0 // integer values 

:PHIL1_12876
0051: return 

:PHIL1_12878
00D6: if 
0038:   $4269 == 0 // integer values 
004D: jump_if_false @PHIL1_13030 
00D6: if 
0038:   $4273 == 1 // integer values 
004D: jump_if_false @PHIL1_13030 
00D6: if 
0214:   pickup $4236 picked_up 
004D: jump_if_false @PHIL1_13030 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4260 
0008: $4287 += 1 // integer values 
000C: $4275 -= 1 // integer values 
0004: $4269 = 1 // integer values 
0004: $4273 = 0 // integer values 
00D6: if 
0038:   $4275 == 0 // integer values 
004D: jump_if_false @PHIL1_13028 
0004: $4296 = 0 // integer values 
0004: $4297 = 0 // integer values 
0004: $4298 = 0 // integer values 
0004: $4299 = 0 // integer values 

:PHIL1_13028
0051: return 

:PHIL1_13030
00D6: if 
0038:   $4270 == 0 // integer values 
004D: jump_if_false @PHIL1_13182 
00D6: if 
0038:   $4274 == 1 // integer values 
004D: jump_if_false @PHIL1_13182 
00D6: if 
0214:   pickup $4237 picked_up 
004D: jump_if_false @PHIL1_13182 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4261 
0008: $4287 += 1 // integer values 
000C: $4275 -= 1 // integer values 
0004: $4270 = 1 // integer values 
0004: $4274 = 0 // integer values 
00D6: if 
0038:   $4275 == 0 // integer values 
004D: jump_if_false @PHIL1_13180 
0004: $4296 = 0 // integer values 
0004: $4297 = 0 // integer values 
0004: $4298 = 0 // integer values 
0004: $4299 = 0 // integer values 

:PHIL1_13180
0051: return 

:PHIL1_13182
0051: return 

:PHIL1_13184
00D6: if 
0038:   $4290 == 1 // integer values 
004D: jump_if_false @PHIL1_13446 
00AA: store_car $4288 position_to $4313 $4314 $4315 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $4320 = $95 // floating-point values only 
0061: $4320 -= $4313 // floating-point values 
0086: $4321 = $96 // floating-point values only 
0061: $4321 -= $4314 // floating-point values 
0069: $4320 *= $4320 // floating-point values 
0069: $4321 *= $4321 // floating-point values 
0086: $4322 = $4320 // floating-point values only 
0059: $4322 += $4321 // floating-point values 
01FB: $4322 = square_root $4322 
0005: $4286 = 640.0 // floating-point values 
0071: $4286 /= $4322 // floating-point values 
00D6: if 
0020:   $4286 > 20.0 // floating-point values 
004D: jump_if_false @PHIL1_13351 
0005: $4286 = 20.0 // floating-point values 

:PHIL1_13351
00D6: if 
0038:   $4276 == 1 // integer values 
004D: jump_if_false @PHIL1_13407 
00D6: if 
0022:   20.0 > $4286 // floating-point values 
004D: jump_if_false @PHIL1_13400 
0005: $4286 = 20.0 // floating-point values 

:PHIL1_13400
0002: jump @PHIL1_13438 

:PHIL1_13407
00D6: if 
0022:   10.0 > $4286 // floating-point values 
004D: jump_if_false @PHIL1_13438 
0005: $4286 = 10.0 // floating-point values 

:PHIL1_13438
00AD: set_car $4288 max_speed_to $4286 

:PHIL1_13446
00D6: if 
0038:   $4291 == 1 // integer values 
004D: jump_if_false @PHIL1_13663 
00D6: if 
8118:   not actor $4289 dead 
004D: jump_if_false @PHIL1_13663 
00D6: if 
00DB:   actor $4289 in_car $4288 
004D: jump_if_false @PHIL1_13655 
00D6: if 
0038:   $4308 == 0 // integer values 
004D: jump_if_false @PHIL1_13531 
00AF: set_car $4288 driver_behaviour_to 3 
0004: $4308 = 1 // integer values 

:PHIL1_13531
00D6: if 
0038:   $4290 == 0 // integer values 
004D: jump_if_false @PHIL1_13648 
00D6: if 
8119:   not car $4226 wrecked 
004D: jump_if_false @PHIL1_13572 
00AE: set_vehicle $4226 traffic_behavior_to 2 

:PHIL1_13572
00D6: if 
8119:   not car $4227 wrecked 
004D: jump_if_false @PHIL1_13595 
00AE: set_vehicle $4227 traffic_behavior_to 2 

:PHIL1_13595
00D6: if 
8119:   not car $4228 wrecked 
004D: jump_if_false @PHIL1_13618 
00AE: set_vehicle $4228 traffic_behavior_to 2 

:PHIL1_13618
00D6: if 
8119:   not car $4229 wrecked 
004D: jump_if_false @PHIL1_13641 
00AE: set_vehicle $4229 traffic_behavior_to 2 

:PHIL1_13641
0004: $4290 = 1 // integer values 

:PHIL1_13648
0002: jump @PHIL1_13663 

:PHIL1_13655
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_13663
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4288 radius 80.0 80.0 0 
004D: jump_if_false @PHIL1_13708 
02AA: set_car $4288 immune_to_nonplayer 1 
0002: jump @PHIL1_13715 

:PHIL1_13708
02AA: set_car $4288 immune_to_nonplayer 0 

:PHIL1_13715
00D6: if 
8118:   not actor $4289 dead 
004D: jump_if_false @PHIL1_14051 
00D6: if 
00DB:   actor $4289 in_car $4288 
004D: jump_if_false @PHIL1_14043 
00D6: if 
8119:   not car $4288 wrecked 
004D: jump_if_false @PHIL1_14036 
00D6: if 
01AF:   car $4288 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
004D: jump_if_false @PHIL1_13973 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @PHIL1_13973 
00D6: if 
82CA:   not car $4288 bounding_sphere_visible 
004D: jump_if_false @PHIL1_13973 
00AA: store_car $4288 position_to $4313 $4314 $4315 
03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 
00D6: if 
838A:   not car_in_cube $4313 $4314 $4315 5.0 5.0 5.0 
004D: jump_if_false @PHIL1_13973 
00D6: if 
80C2:   not sphere_onscreen $4313 $4314 $4315 4.0 
004D: jump_if_false @PHIL1_13973 
00AB: put_car $4288 at $4313 $4314 $4315 
0175: set_car $4288 z_angle_to $4319 
0006: 16@ = 0 // integer values 

:PHIL1_13973
00D6: if 
81AF:   not car $4288 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
004D: jump_if_false @PHIL1_14036 
00AA: store_car $4288 position_to $4316 $4317 $4318 
0006: 16@ = 0 // integer values 

:PHIL1_14036
0002: jump @PHIL1_14051 

:PHIL1_14043
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_14051
00D6: if 
8118:   not actor $4289 dead 
004D: jump_if_false @PHIL1_14266 
00D6: if 
00DB:   actor $4289 in_car $4288 
004D: jump_if_false @PHIL1_14258 
00D6: if 
0119:   car $4288 wrecked 
004D: jump_if_false @PHIL1_14251 
00D6: if 
02BF:   car $4288 sunk 
004D: jump_if_false @PHIL1_14251 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4288 radius 50.0 50.0 0 
004D: jump_if_false @PHIL1_14251 
00D6: if 
82CA:   not car $4288 bounding_sphere_visible 
004D: jump_if_false @PHIL1_14251 
00AA: store_car $4288 position_to $4313 $4314 $4315 
03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 
00D6: if 
80C2:   not sphere_onscreen $4313 $4314 $4315 3.0 
004D: jump_if_false @PHIL1_14251 
00AB: put_car $4288 at $4313 $4314 $4315 
0175: set_car $4288 z_angle_to $4319 

:PHIL1_14251
0002: jump @PHIL1_14266 

:PHIL1_14258
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_14266
00D6: if 
8118:   not actor $4289 dead 
004D: jump_if_false @PHIL1_14453 
00D6: if 
00DB:   actor $4289 in_car $4288 
004D: jump_if_false @PHIL1_14445 
00D6: if and
01F4:   car $4288 flipped 
01C1:   car $4288 stopped 
004D: jump_if_false @PHIL1_14438 
00D6: if 
82CA:   not car $4288 bounding_sphere_visible 
004D: jump_if_false @PHIL1_14438 
03ED: set_car $4288 not_damaged_when_upside_down 1 
00AA: store_car $4288 position_to $4313 $4314 $4315 
03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 
00D6: if 
80C2:   not sphere_onscreen $4313 $4314 $4315 3.0 
004D: jump_if_false @PHIL1_14438 
00AB: put_car $4288 at $4313 $4314 $4315 
0175: set_car $4288 z_angle_to $4319 
03ED: set_car $4288 not_damaged_when_upside_down 0 

:PHIL1_14438
0002: jump @PHIL1_14453 

:PHIL1_14445
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_14453
0051: return 

:PHIL1_14455
00D6: if 
0038:   $4277 == 1 // integer values 
004D: jump_if_false @PHIL1_14627 
01C3: remove_references_to_car $4238 
01C2: remove_references_to_actor $4242 // Like turning an actor into a random pedestrian 
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @PHIL1_14537 
00A5: $4238 = create_car #FAGGIO at -984.7 -73.1 9.9 
0002: jump @PHIL1_14570 

:PHIL1_14537
00A5: $4238 = create_car #FAGGIO at -679.5 652.6 9.9 
0175: set_car $4238 z_angle_to 173.4 

:PHIL1_14570
0129: $4242 = create_actor 4 #WMYCR in_car $4238 driverseat 
01B2: give_actor $4242 weapon 23 ammo 30000 // Load the weapon model before using this 
02AA: set_car $4238 immune_to_nonplayer 1 
00AF: set_car $4238 driver_behaviour_to 5 
00AE: set_vehicle $4238 traffic_behavior_to 2 
0008: $4281 += 1 // integer values 
0004: $4277 = 0 // integer values 

:PHIL1_14627
00D6: if 
0038:   $4278 == 1 // integer values 
004D: jump_if_false @PHIL1_14799 
01C3: remove_references_to_car $4239 
01C2: remove_references_to_actor $4243 // Like turning an actor into a random pedestrian 
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @PHIL1_14709 
00A5: $4239 = create_car #FAGGIO at -984.7 -78.1 9.9 
0002: jump @PHIL1_14742 

:PHIL1_14709
00A5: $4239 = create_car #FAGGIO at -679.5 657.6 9.9 
0175: set_car $4239 z_angle_to 173.4 

:PHIL1_14742
0129: $4243 = create_actor 4 #WMYCR in_car $4239 driverseat 
01B2: give_actor $4243 weapon 23 ammo 30000 // Load the weapon model before using this 
02AA: set_car $4239 immune_to_nonplayer 1 
00AF: set_car $4239 driver_behaviour_to 5 
00AE: set_vehicle $4239 traffic_behavior_to 2 
0008: $4281 += 1 // integer values 
0004: $4278 = 0 // integer values 

:PHIL1_14799
00D6: if 
0038:   $4279 == 1 // integer values 
004D: jump_if_false @PHIL1_14971 
01C3: remove_references_to_car $4240 
01C2: remove_references_to_actor $4244 // Like turning an actor into a random pedestrian 
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @PHIL1_14881 
00A5: $4240 = create_car #FAGGIO at -984.7 -83.1 9.9 
0002: jump @PHIL1_14914 

:PHIL1_14881
00A5: $4240 = create_car #FAGGIO at -679.5 662.6 9.9 
0175: set_car $4240 z_angle_to 173.4 

:PHIL1_14914
0129: $4244 = create_actor 4 #WMYCR in_car $4240 driverseat 
01B2: give_actor $4244 weapon 23 ammo 30000 // Load the weapon model before using this 
02AA: set_car $4240 immune_to_nonplayer 1 
00AF: set_car $4240 driver_behaviour_to 5 
00AE: set_vehicle $4240 traffic_behavior_to 2 
0008: $4281 += 1 // integer values 
0004: $4279 = 0 // integer values 

:PHIL1_14971
00D6: if 
0038:   $4280 == 1 // integer values 
004D: jump_if_false @PHIL1_15143 
01C3: remove_references_to_car $4241 
01C2: remove_references_to_actor $4245 // Like turning an actor into a random pedestrian 
00D6: if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @PHIL1_15053 
00A5: $4241 = create_car #FAGGIO at -984.7 -88.1 9.9 
0002: jump @PHIL1_15086 

:PHIL1_15053
00A5: $4241 = create_car #FAGGIO at -679.5 667.6 9.9 
0175: set_car $4241 z_angle_to 173.4 

:PHIL1_15086
0129: $4245 = create_actor 4 #WMYCR in_car $4241 driverseat 
01B2: give_actor $4245 weapon 23 ammo 30000 // Load the weapon model before using this 
02AA: set_car $4241 immune_to_nonplayer 1 
00AF: set_car $4241 driver_behaviour_to 5 
00AE: set_vehicle $4241 traffic_behavior_to 2 
0008: $4281 += 1 // integer values 
0004: $4280 = 0 // integer values 

:PHIL1_15143
00D6: if 
0038:   $4300 == 0 // integer values 
004D: jump_if_false @PHIL1_15168 
0004: $4300 = 1 // integer values 

:PHIL1_15168
0051: return 

:PHIL1_15170
00D6: if 
0038:   $4282 == 1 // integer values 
004D: jump_if_false @PHIL1_15630 
00D6: if 
8118:   not actor $4242 dead 
004D: jump_if_false @PHIL1_15630 
00A0: store_actor $4242 position_to $4323 $4324 $4325 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4242 radius 50.0 50.0 
004D: jump_if_false @PHIL1_15417 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
004D: jump_if_false @PHIL1_15410 
0086: $4326 = $4323 // floating-point values only 
0009: $4326 += 20.0 // floating-point values 
0086: $4327 = $4324 // floating-point values only 
0009: $4327 += 20.0 // floating-point values 
000D: $4323 -= 20.0 // floating-point values 
000D: $4324 -= 20.0 // floating-point values 
01C3: remove_references_to_car $4238 
0327: $4238 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
00D6: if 
8038:   not  $4238 == -1 // integer values 
004D: jump_if_false @PHIL1_15410 
020A: set_car $4238 door_status_to 1 
00AD: set_car $4238 max_speed_to 0.0 
01D5: actor $4242 go_to_and_drive_car $4238 
0319: set_actor $4242 running 1 

:PHIL1_15410
0002: jump @PHIL1_15558 

:PHIL1_15417
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_15558 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_15558 
01C3: remove_references_to_car $4238 
00A5: $4238 = create_car #FAGGIO at $4323 $4324 $4325 
0175: set_car $4238 z_angle_to $4328 
00D6: if 
80DF:   not actor $4242 driving 
004D: jump_if_false @PHIL1_15558 
036A: put_actor $4242 in_car $4238 

:PHIL1_15558
00D6: if 
8119:   not car $4238 wrecked 
004D: jump_if_false @PHIL1_15630 
00D6: if 
8118:   not actor $4242 dead 
004D: jump_if_false @PHIL1_15630 
00D6: if 
00DB:   actor $4242 in_car $4238 
004D: jump_if_false @PHIL1_15630 
00AF: set_car $4238 driver_behaviour_to 5 
00AE: set_vehicle $4238 traffic_behavior_to 2 
0004: $4282 = 0 // integer values 

:PHIL1_15630
0051: return 

:PHIL1_15632
00D6: if 
0038:   $4283 == 1 // integer values 
004D: jump_if_false @PHIL1_16092 
00D6: if 
8118:   not actor $4243 dead 
004D: jump_if_false @PHIL1_16092 
00A0: store_actor $4243 position_to $4323 $4324 $4325 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4243 radius 50.0 50.0 
004D: jump_if_false @PHIL1_15879 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
004D: jump_if_false @PHIL1_15872 
0086: $4326 = $4323 // floating-point values only 
0009: $4326 += 20.0 // floating-point values 
0086: $4327 = $4324 // floating-point values only 
0009: $4327 += 20.0 // floating-point values 
000D: $4323 -= 20.0 // floating-point values 
000D: $4324 -= 20.0 // floating-point values 
01C3: remove_references_to_car $4239 
0327: $4239 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
00D6: if 
8038:   not  $4239 == -1 // integer values 
004D: jump_if_false @PHIL1_15872 
020A: set_car $4239 door_status_to 1 
00AD: set_car $4239 max_speed_to 0.0 
01D5: actor $4243 go_to_and_drive_car $4239 
0319: set_actor $4243 running 1 

:PHIL1_15872
0002: jump @PHIL1_16020 

:PHIL1_15879
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_16020 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_16020 
01C3: remove_references_to_car $4239 
00A5: $4239 = create_car #FAGGIO at $4323 $4324 $4325 
0175: set_car $4239 z_angle_to $4328 
00D6: if 
80DF:   not actor $4243 driving 
004D: jump_if_false @PHIL1_16020 
036A: put_actor $4243 in_car $4239 

:PHIL1_16020
00D6: if 
8119:   not car $4239 wrecked 
004D: jump_if_false @PHIL1_16092 
00D6: if 
8118:   not actor $4243 dead 
004D: jump_if_false @PHIL1_16092 
00D6: if 
00DB:   actor $4243 in_car $4239 
004D: jump_if_false @PHIL1_16092 
00AF: set_car $4239 driver_behaviour_to 5 
00AE: set_vehicle $4239 traffic_behavior_to 2 
0004: $4283 = 0 // integer values 

:PHIL1_16092
0051: return 

:PHIL1_16094
00D6: if 
0038:   $4284 == 1 // integer values 
004D: jump_if_false @PHIL1_16554 
00D6: if 
8118:   not actor $4244 dead 
004D: jump_if_false @PHIL1_16554 
00A0: store_actor $4244 position_to $4323 $4324 $4325 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4244 radius 50.0 50.0 
004D: jump_if_false @PHIL1_16341 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
004D: jump_if_false @PHIL1_16334 
0086: $4326 = $4323 // floating-point values only 
0009: $4326 += 20.0 // floating-point values 
0086: $4327 = $4324 // floating-point values only 
0009: $4327 += 20.0 // floating-point values 
000D: $4323 -= 20.0 // floating-point values 
000D: $4324 -= 20.0 // floating-point values 
01C3: remove_references_to_car $4240 
0327: $4240 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
00D6: if 
8038:   not  $4240 == -1 // integer values 
004D: jump_if_false @PHIL1_16334 
020A: set_car $4240 door_status_to 1 
00AD: set_car $4240 max_speed_to 0.0 
01D5: actor $4244 go_to_and_drive_car $4240 
0319: set_actor $4244 running 1 

:PHIL1_16334
0002: jump @PHIL1_16482 

:PHIL1_16341
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_16482 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_16482 
01C3: remove_references_to_car $4240 
00A5: $4240 = create_car #FAGGIO at $4323 $4324 $4325 
0175: set_car $4240 z_angle_to $4328 
00D6: if 
80DF:   not actor $4244 driving 
004D: jump_if_false @PHIL1_16482 
036A: put_actor $4244 in_car $4240 

:PHIL1_16482
00D6: if 
8119:   not car $4240 wrecked 
004D: jump_if_false @PHIL1_16554 
00D6: if 
8118:   not actor $4244 dead 
004D: jump_if_false @PHIL1_16554 
00D6: if 
00DB:   actor $4244 in_car $4240 
004D: jump_if_false @PHIL1_16554 
00AF: set_car $4240 driver_behaviour_to 5 
00AE: set_vehicle $4240 traffic_behavior_to 2 
0004: $4284 = 0 // integer values 

:PHIL1_16554
0051: return 

:PHIL1_16556
00D6: if 
0038:   $4285 == 1 // integer values 
004D: jump_if_false @PHIL1_17016 
00D6: if 
8118:   not actor $4245 dead 
004D: jump_if_false @PHIL1_17016 
00A0: store_actor $4245 position_to $4323 $4324 $4325 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4245 radius 50.0 50.0 
004D: jump_if_false @PHIL1_16803 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
004D: jump_if_false @PHIL1_16796 
0086: $4326 = $4323 // floating-point values only 
0009: $4326 += 20.0 // floating-point values 
0086: $4327 = $4324 // floating-point values only 
0009: $4327 += 20.0 // floating-point values 
000D: $4323 -= 20.0 // floating-point values 
000D: $4324 -= 20.0 // floating-point values 
01C3: remove_references_to_car $4241 
0327: $4241 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
00D6: if 
8038:   not  $4241 == -1 // integer values 
004D: jump_if_false @PHIL1_16796 
020A: set_car $4241 door_status_to 1 
00AD: set_car $4241 max_speed_to 0.0 
01D5: actor $4245 go_to_and_drive_car $4241 
0319: set_actor $4245 running 1 

:PHIL1_16796
0002: jump @PHIL1_16944 

:PHIL1_16803
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
00D6: if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
004D: jump_if_false @PHIL1_16944 
00D6: if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
004D: jump_if_false @PHIL1_16944 
01C3: remove_references_to_car $4241 
00A5: $4241 = create_car #FAGGIO at $4323 $4324 $4325 
0175: set_car $4241 z_angle_to $4328 
00D6: if 
80DF:   not actor $4245 driving 
004D: jump_if_false @PHIL1_16944 
036A: put_actor $4245 in_car $4241 

:PHIL1_16944
00D6: if 
8119:   not car $4241 wrecked 
004D: jump_if_false @PHIL1_17016 
00D6: if 
8118:   not actor $4245 dead 
004D: jump_if_false @PHIL1_17016 
00D6: if 
00DB:   actor $4245 in_car $4241 
004D: jump_if_false @PHIL1_17016 
00AF: set_car $4241 driver_behaviour_to 5 
00AE: set_vehicle $4241 traffic_behavior_to 2 
0004: $4285 = 0 // integer values 

:PHIL1_17016
0051: return 

:PHIL1_17018
00D6: if 
8119:   not car $4226 wrecked 
004D: jump_if_false @PHIL1_17046 
0164: disable_marker $4254 
0004: $4296 = 1 // integer values 

:PHIL1_17046
00D6: if 
8119:   not car $4227 wrecked 
004D: jump_if_false @PHIL1_17074 
0164: disable_marker $4255 
0004: $4297 = 1 // integer values 

:PHIL1_17074
00D6: if 
8119:   not car $4228 wrecked 
004D: jump_if_false @PHIL1_17102 
0164: disable_marker $4256 
0004: $4298 = 1 // integer values 

:PHIL1_17102
00D6: if 
8119:   not car $4229 wrecked 
004D: jump_if_false @PHIL1_17130 
0164: disable_marker $4257 
0004: $4299 = 1 // integer values 

:PHIL1_17130
0051: return 

//-------------Mission 26---------------
// Originally: Boomshine Saigon

:PHIL2
03A4: name_thread 'PHIL2' 
0050: gosub @PHIL2_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PHIL2_37 
0050: gosub @PHIL2_6994 

:PHIL2_37
0050: gosub @PHIL2_7089 
004E: end_thread 

:PHIL2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PHIL2' 
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 
0004: $4352 = 0 // integer values 
0004: $4353 = 0 // integer values 
0004: $4354 = 0 // integer values 
0004: $4355 = 0 // integer values 
0004: $4356 = 0 // integer values 
0004: $4357 = 100 // integer values 
0004: $4358 = 0 // integer values 
0004: $4359 = 0 // integer values 
0004: $4360 = 8 // integer values 
0004: $4361 = 255 // integer values 
0004: $4362 = 0 // integer values 
0004: $4363 = 0 // integer values 
0005: $95 = 0.0 // floating-point values 
0005: $96 = 0.0 // floating-point values 
0005: $97 = 0.0 // floating-point values 
0005: $4364 = 0.0 // floating-point values 
0005: $4365 = 0.0 // floating-point values 
0005: $4366 = 0.0 // floating-point values 
0005: $4367 = 0.0 // floating-point values 
0005: $4368 = 0.0 // floating-point values 
0005: $4369 = 0.0 // floating-point values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
02F3: load_object #CUTOBJ01 'PHILBMB' 
03CB: set_camera -1099.62 327.21 10.23 
038B: load_requested_models 

:PHIL2_332
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @PHIL2_362 
0001: wait 0 ms 
0002: jump @PHIL2_332 

:PHIL2_362
00D6: if 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @PHIL2_389 
0001: wait 0 ms 
0002: jump @PHIL2_362 

:PHIL2_389
0395: clear_area 1 at -1083.1 321.1 range 11.2 300.0 
02E4: load_cutscene_data 'PHIL_2' 
0244: set_cutscene_pos -1099.62 327.21 10.23 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $137 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $4370 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4370 'PHILBMB' 
0395: clear_area 1 at -1105.0 334.0 range 10.8 1.0 
0055: put_player $PLAYER_CHAR at -1105.0 334.0 10.8 
0171: set_player $PLAYER_CHAR z_angle_to 265.8 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PHIL2_584
00D6: if 
001A:   1073 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_619 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_584 

:PHIL2_619
00BC: text_highpriority 'PHIL2_A' 10000 ms 1  // Hey Phil, how's it goin?

:PHIL2_634
00D6: if 
001A:   2713 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_669 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_634 

:PHIL2_669
00BC: text_highpriority 'PHIL2_B' 10000 ms 1  // Heeyyyy, Tommy. Howyadoin'? Ish been too long...

:PHIL2_684
00D6: if 
001A:   8842 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_719 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_684 

:PHIL2_719
00BC: text_highpriority 'PHIL2_C' 10000 ms 1  // I swear you should lay off that boomshine, man -

:PHIL2_734
00D6: if 
001A:   10547 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_769 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_734 

:PHIL2_769
00BC: text_highpriority 'PHIL2_D' 10000 ms 1  // smells like paint stripper. Making my eyes burn...

:PHIL2_784
00D6: if 
001A:   13397 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_819 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_784 

:PHIL2_819
00BC: text_highpriority 'PHIL2_E' 10000 ms 1  // Shshs shhh youshelf Tommy,

:PHIL2_834
00D6: if 
001A:   16619 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_869 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_834 

:PHIL2_869
00BC: text_highpriority 'PHIL2_F' 10000 ms 1  // and come over here because there's someshin' I wanna show you.. someshin.

:PHIL2_884
00D6: if 
001A:   20734 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_919 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_884 

:PHIL2_919
00BC: text_highpriority 'PHIL2_G' 10000 ms 1  // Woof! God! Should I be able to smell that from way over here? I'm feeling woozy.

:PHIL2_934
00D6: if 
001A:   24299 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_969 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_934 

:PHIL2_969
00BC: text_highpriority 'PHIL2_H' 10000 ms 1  // Don'tchaworry about the shmell Tommy, you jush wash thish.

:PHIL2_984
00D6: if 
001A:   32636 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1019 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_984 

:PHIL2_1019
00BC: text_highpriority 'PHIL2_I' 10000 ms 1  // Shittycheapbatteriesh or shumin'. There'sh shum more on the bench.

:PHIL2_1034
00D6: if 
001A:   44824 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1071 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1034 

:PHIL2_1071
00BC: text_highpriority 'PHIL2_J' 10000 ms 1  // TA-DAAA!

:PHIL2_1086
00D6: if 
001A:   46000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1123 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1086 

:PHIL2_1123
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL2_1193 
020C: create_explosion_with_radius 2 at -1083.8 352.7 11.3 
020C: create_explosion_with_radius 11 at -1083.8 352.7 11.3 
020C: create_explosion_with_radius 6 at -1083.8 352.7 11.3 

:PHIL2_1193
00D6: if 
001A:   48307 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1230 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1193 

:PHIL2_1230
00BC: text_highpriority 'PHIL2_K' 10000 ms 1  // Aww Damn!
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL2_1294 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_1294 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 

:PHIL2_1294
00D6: if 
001A:   48807 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1331 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1294 

:PHIL2_1331
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL2_1380 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_1380 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 

:PHIL2_1380
00D6: if 
001A:   49307 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1417 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1380 

:PHIL2_1417
00BE: text_clear_all 

:PHIL2_1419
00D6: if 
001A:   49907 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1456 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1419 

:PHIL2_1456
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL2_1505 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_1505 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 

:PHIL2_1505
00D6: if 
001A:   50007 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1542 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1505 

:PHIL2_1542
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL2_1591 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_1591 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 

:PHIL2_1591
00D6: if 
001A:   51007 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1628 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1591 

:PHIL2_1628
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL2_1677 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_1677 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 

:PHIL2_1677
00D6: if 
001A:   52207 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1714 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1677 

:PHIL2_1714
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PHIL2_1763 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_1763 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 
0050: gosub @PHIL2_7155 

:PHIL2_1763
00BE: text_clear_all 

:PHIL2_1765
00D6: if 
001A:   53376 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PHIL2_1802 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PHIL2_1765 

:PHIL2_1802
016A: fade 0 1500 ms 
00BE: text_clear_all 

:PHIL2_1811
00D6: if 
016B:   fading 
004D: jump_if_false @PHIL2_1835 
0001: wait 0 ms 
0002: jump @PHIL2_1811 

:PHIL2_1835
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #PATRIOT 

:PHIL2_1900
00D6: if 
8248:   not model #PATRIOT available 
004D: jump_if_false @PHIL2_1927 
0001: wait 0 ms 
0002: jump @PHIL2_1900 

:PHIL2_1927
03CF: load_wav 'PHIL2_1' as 2 

:PHIL2_1939
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PHIL2_1965 
0001: wait 0 ms 
0002: jump @PHIL2_1939 

:PHIL2_1965
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PHIL2_2003 
018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 

:PHIL2_2003
023C: load_special_actor 1 'IGPHIL2' 

:PHIL2_2015
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @PHIL2_2041 
0001: wait 0 ms 
0002: jump @PHIL2_2015 

:PHIL2_2041
00A5: $4342 = create_car #PATRIOT at -1097.0 334.0 10.8 
0175: set_car $4342 z_angle_to 269.2 
0369: put_player $PLAYER_CHAR in_car $4342 
0373: set_camera_directly_behind_player 
01C8: $4343 = create_actor_pedtype 4 model #SPECIAL01 in_car $4342 passenger_seat 0 
04F5: unknown_actor $4343 kiss_player $PLAYER_CHAR on 1 
03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 
052C: set_player $PLAYER_CHAR drunk_visuals 255 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_2146 
0332: set_actor $4343 bleeding_to 1 

:PHIL2_2146
039E: set_actor $4343 locked_while_in_vehicle 1 
0526: set_actor $4343 stay_in_car_when_jacked 1 
015D: set_gamespeed 1.0 
018A: $4350 = create_checkpoint_at -871.6 -469.5 9.9 
03C4: set_status_text_to $4357 1 'PHI2_04'  // PHIL'S HEALTH:
0227: $4358 = car $4342 health 
0014: $4358 /= 10 // integer values 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
016A: fade 1 1500 ms 
00BC: text_highpriority 'PHI2_01' 5000 ms 1  // ~g~Quick, get Phil to the hospital.

:PHIL2_2253
0001: wait 0 ms 
00D6: if 
8119:   not car $4342 wrecked 
004D: jump_if_false @PHIL2_4302 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4342 
004D: jump_if_false @PHIL2_4302 
00D6: if 
0038:   $4363 == 0 // integer values 
004D: jump_if_false @PHIL2_4298 
00D6: if 
0038:   $4362 == 0 // integer values 
004D: jump_if_false @PHIL2_2593 
00D6: if 
001A:   85 > $4357 // integer values 
004D: jump_if_false @PHIL2_2593 
03CF: load_wav 'PHIL2_4' as 1 

:PHIL2_2358
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_2453 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_2424 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_2446 

:PHIL2_2424
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2446
0002: jump @PHIL2_2358 

:PHIL2_2453
00BC: text_highpriority 'PHI2_08' 5000 ms 1  // Watch out! Charlie in the tree line!
03D1: play_wav 1 

:PHIL2_2472
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_2572 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_2543 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_2565 

:PHIL2_2543
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2565
0002: jump @PHIL2_2472 

:PHIL2_2572
040D: unload_wav 1 
03D5: remove_text 'PHI2_08'  // Watch out! Charlie in the tree line!
0004: $4362 = 1 // integer values 

:PHIL2_2593
00D6: if 
0038:   $4362 == 1 // integer values 
004D: jump_if_false @PHIL2_2876 
00D6: if 
001A:   75 > $4357 // integer values 
004D: jump_if_false @PHIL2_2876 
03CF: load_wav 'PHIL2_5' as 1 

:PHIL2_2641
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_2736 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_2707 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_2729 

:PHIL2_2707
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2729
0002: jump @PHIL2_2641 

:PHIL2_2736
00BC: text_highpriority 'PHI2_09' 5000 ms 1  // Is it me or are the roads made of jelly?
03D1: play_wav 1 

:PHIL2_2755
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_2855 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_2826 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_2848 

:PHIL2_2826
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2848
0002: jump @PHIL2_2755 

:PHIL2_2855
040D: unload_wav 1 
03D5: remove_text 'PHI2_09'  // Is it me or are the roads made of jelly?
0004: $4362 = 2 // integer values 

:PHIL2_2876
00D6: if 
0038:   $4362 == 2 // integer values 
004D: jump_if_false @PHIL2_3159 
00D6: if 
001A:   65 > $4357 // integer values 
004D: jump_if_false @PHIL2_3159 
03CF: load_wav 'PHIL2_6' as 1 

:PHIL2_2924
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_3019 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_2990 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3012 

:PHIL2_2990
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3012
0002: jump @PHIL2_2924 

:PHIL2_3019
00BC: text_highpriority 'PHI2_10' 5000 ms 1  // Broken Spoon to Mother Hen, you copy?
03D1: play_wav 1 

:PHIL2_3038
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_3138 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_3109 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3131 

:PHIL2_3109
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3131
0002: jump @PHIL2_3038 

:PHIL2_3138
040D: unload_wav 1 
03D5: remove_text 'PHI2_10'  // Broken Spoon to Mother Hen, you copy?
0004: $4362 = 3 // integer values 

:PHIL2_3159
00D6: if 
0038:   $4362 == 3 // integer values 
004D: jump_if_false @PHIL2_3442 
00D6: if 
001A:   55 > $4357 // integer values 
004D: jump_if_false @PHIL2_3442 
03CF: load_wav 'PHIL2_7' as 1 

:PHIL2_3207
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_3302 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_3273 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3295 

:PHIL2_3273
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3295
0002: jump @PHIL2_3207 

:PHIL2_3302
00BC: text_highpriority 'PHI2_11' 5000 ms 1  // Spooney Wooney Woo Woo Woooo!
03D1: play_wav 1 

:PHIL2_3321
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_3421 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_3392 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3414 

:PHIL2_3392
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3414
0002: jump @PHIL2_3321 

:PHIL2_3421
040D: unload_wav 1 
03D5: remove_text 'PHI2_11'  // Spooney Wooney Woo Woo Woooo!
0004: $4362 = 4 // integer values 

:PHIL2_3442
00D6: if 
0038:   $4362 == 4 // integer values 
004D: jump_if_false @PHIL2_3725 
00D6: if 
001A:   45 > $4357 // integer values 
004D: jump_if_false @PHIL2_3725 
03CF: load_wav 'PHIL2_8' as 1 

:PHIL2_3490
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_3585 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_3556 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3578 

:PHIL2_3556
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3578
0002: jump @PHIL2_3490 

:PHIL2_3585
00BC: text_highpriority 'PHI2_12' 5000 ms 1  // He's come for me boy!
03D1: play_wav 1 

:PHIL2_3604
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_3704 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_3675 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3697 

:PHIL2_3675
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3697
0002: jump @PHIL2_3604 

:PHIL2_3704
040D: unload_wav 1 
03D5: remove_text 'PHI2_12'  // He's come for me boy!
0004: $4362 = 5 // integer values 

:PHIL2_3725
00D6: if 
0038:   $4362 == 5 // integer values 
004D: jump_if_false @PHIL2_4008 
00D6: if 
001A:   35 > $4357 // integer values 
004D: jump_if_false @PHIL2_4008 
03CF: load_wav 'PHIL2_9' as 1 

:PHIL2_3773
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_3868 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_3839 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3861 

:PHIL2_3839
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3861
0002: jump @PHIL2_3773 

:PHIL2_3868
00BC: text_highpriority 'PHI2_13' 5000 ms 1  // Black feathered wings beating all around...
03D1: play_wav 1 

:PHIL2_3887
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_3987 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_3958 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_3980 

:PHIL2_3958
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3980
0002: jump @PHIL2_3887 

:PHIL2_3987
040D: unload_wav 1 
03D5: remove_text 'PHI2_13'  // Black feathered wings beating all around...
0004: $4362 = 6 // integer values 

:PHIL2_4008
00D6: if 
0038:   $4362 == 6 // integer values 
004D: jump_if_false @PHIL2_4291 
00D6: if 
001A:   25 > $4357 // integer values 
004D: jump_if_false @PHIL2_4291 
03CF: load_wav 'PHIL210' as 1 

:PHIL2_4056
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_4151 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_4122 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_4144 

:PHIL2_4122
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_4144
0002: jump @PHIL2_4056 

:PHIL2_4151
00BC: text_highpriority 'PHI2_14' 5000 ms 1  // It's beautiful, man ... it's beautiful ... but so cold ...
03D1: play_wav 1 

:PHIL2_4170
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_4270 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_4241 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_4263 

:PHIL2_4241
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_4263
0002: jump @PHIL2_4170 

:PHIL2_4270
040D: unload_wav 1 
03D5: remove_text 'PHI2_14'  // It's beautiful, man ... it's beautiful ... but so cold ...
0004: $4362 = 7 // integer values 

:PHIL2_4291
0002: jump @PHIL2_4302 

:PHIL2_4298
040D: unload_wav 1 

:PHIL2_4302
00D6: if 
8119:   not car $4342 wrecked 
004D: jump_if_false @PHIL2_6927 
00D6: if and
01F4:   car $4342 flipped 
01C1:   car $4342 stopped 
004D: jump_if_false @PHIL2_4346 
0004: $4354 = 1 // integer values 

:PHIL2_4346
00D6: if and
80DC:   not player $PLAYER_CHAR driving $4342 
0038:   $4353 == 0 // integer values 
0038:   $4354 == 0 // integer values 
004D: jump_if_false @PHIL2_4419 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~g~Hey! Get back in the vehicle!
0186: $4349 = create_marker_above_car $4342 
0164: disable_marker $4350 
0164: disable_marker $4351 
0004: $4353 = 1 // integer values 

:PHIL2_4419
00D6: if and
00DC:   player $PLAYER_CHAR driving $4342 
0038:   $4353 == 1 // integer values 
004D: jump_if_false @PHIL2_4545 
0164: disable_marker $4349 
0164: disable_marker $4350 
0164: disable_marker $4351 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_4498 
018A: $4350 = create_checkpoint_at -871.6 -469.5 9.9 

:PHIL2_4498
00D6: if 
0038:   $4352 == 1 // integer values 
004D: jump_if_false @PHIL2_4536 
018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 

:PHIL2_4536
00BE: text_clear_all 
0004: $4353 = 0 // integer values 

:PHIL2_4545
0227: $4356 = car $4342 health 
0014: $4356 /= 10 // integer values 
00D6: if 
001C:   $4358 > $4356 // integer values 
004D: jump_if_false @PHIL2_4603 
0084: $4359 = $4358 // integer values and handles 
0060: $4359 -= $4356 // integer values 
0060: $4357 -= $4359 // integer values 

:PHIL2_4603
0084: $4358 = $4356 // integer values and handles 
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @PHIL2_4644 
000C: $4357 -= 1 // integer values 
0006: 16@ = 0 // integer values 

:PHIL2_4644
00D6: if 
001A:   1 > $4357 // integer values 
004D: jump_if_false @PHIL2_4705 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_4683 
0321: kill_actor $4343 

:PHIL2_4683
00BC: text_highpriority 'PHI2_03' 5000 ms 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump @PHIL2_6994 

:PHIL2_4705
00D6: if 
0019:   17@ > 20000 // integer values 
004D: jump_if_false @PHIL2_4761 
000C: $4360 -= 1 // integer values 
000C: $4361 -= 30 // integer values 
03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 
052C: set_player $PLAYER_CHAR drunk_visuals $4361 
0006: 17@ = 0 // integer values 

:PHIL2_4761
02E3: $4368 = car $4342 speed 
00D6: if 
0020:   $4368 > 5.0 // floating-point values 
004D: jump_if_false @PHIL2_5191 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @PHIL2_5191 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $4364 = $95 // floating-point values only 
0009: $4364 += 10.0 // floating-point values 
0086: $4365 = $96 // floating-point values only 
0009: $4365 += 10.0 // floating-point values 
0086: $4366 = $95 // floating-point values only 
000D: $4366 -= 10.0 // floating-point values 
0086: $4367 = $96 // floating-point values only 
000D: $4367 -= 10.0 // floating-point values 
0469: create_actor $4344 in area $4364 $4365 $4366 $4367 unknown 1 0 0 0 0 
00D6: if 
8038:   not  $4344 == -1 // integer values 
004D: jump_if_false @PHIL2_5186 
010D: set_player $PLAYER_CHAR wanted_level_to 1 
03CF: load_wav 'PHIL211' as 1 

:PHIL2_4958
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PHIL2_5053 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_5024 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_5046 

:PHIL2_5024
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_5046
0002: jump @PHIL2_4958 

:PHIL2_5053
00BC: text_highpriority 'PHI2_15' 5000 ms 1  // 10-4 we've got a drunk driver.
03D1: play_wav 1 

:PHIL2_5072
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_5172 
0001: wait 0 ms 
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_5143 
03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 
0002: jump @PHIL2_5165 

:PHIL2_5143
03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_5165
0002: jump @PHIL2_5072 

:PHIL2_5172
040D: unload_wav 1 
03D5: remove_text 'PHI2_15'  // 10-4 we've got a drunk driver.

:PHIL2_5186
01C2: remove_references_to_actor $4344 // Like turning an actor into a random pedestrian 

:PHIL2_5191
00D6: if 
0038:   $4352 == 0 // integer values 
004D: jump_if_false @PHIL2_5606 
00D6: if 
8119:   not car $4342 wrecked 
004D: jump_if_false @PHIL2_5606 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4342 
004D: jump_if_false @PHIL2_5606 
00D6: if 
01B0:   car $4342 stopped 1 -871.6 -469.5 9.9 radius 7.0 7.0 7.0 
004D: jump_if_false @PHIL2_5606 
0164: disable_marker $4350 
018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 
0004: $4363 = 1 // integer values 
00BC: text_highpriority 'PHI2_05' 5000 ms 1  // Not the hospital, man! Too many cops and Viet Cong!
03D1: play_wav 2 

:PHIL2_5343
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_5374 
0001: wait 0 ms 
0002: jump @PHIL2_5343 

:PHIL2_5374
040D: unload_wav 2 
03D5: remove_text 'PHI2_05'  // Not the hospital, man! Too many cops and Viet Cong!
03CF: load_wav 'PHIL2_2' as 2 

:PHIL2_5400
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PHIL2_5426 
0001: wait 0 ms 
0002: jump @PHIL2_5400 

:PHIL2_5426
00BC: text_highpriority 'PHI2_06' 5000 ms 1  // There's an ex-army surgeon owes me a few favors and a lawnmower.
03D1: play_wav 2 

:PHIL2_5445
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_5476 
0001: wait 0 ms 
0002: jump @PHIL2_5445 

:PHIL2_5476
040D: unload_wav 2 
03D5: remove_text 'PHI2_06'  // There's an ex-army surgeon owes me a few favors and a lawnmower.
03CF: load_wav 'PHIL2_3' as 2 

:PHIL2_5502
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PHIL2_5528 
0001: wait 0 ms 
0002: jump @PHIL2_5502 

:PHIL2_5528
00BC: text_highpriority 'PHI2_07' 5000 ms 1  // He's got a place down Little Havana - ooo look, a giant fish.
03D1: play_wav 2 

:PHIL2_5547
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_5578 
0001: wait 0 ms 
0002: jump @PHIL2_5547 

:PHIL2_5578
040D: unload_wav 2 
03D5: remove_text 'PHI2_07'  // He's got a place down Little Havana - ooo look, a giant fish.
0004: $4363 = 0 // integer values 
0004: $4352 = 1 // integer values 

:PHIL2_5606
00D6: if 
0038:   $4352 == 1 // integer values 
004D: jump_if_false @PHIL2_6920 
00D6: if 
8119:   not car $4342 wrecked 
004D: jump_if_false @PHIL2_6898 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4342 
004D: jump_if_false @PHIL2_6891 
00D6: if 
01B0:   car $4342 stopped 1 -1183.0 -664.2 10.5 radius 7.0 7.0 7.0 
004D: jump_if_false @PHIL2_6891 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_5789 
0174: $4369 = car $4342 z_angle 
00AB: put_car $4342 at -1183.0 -664.2 10.5 
0175: set_car $4342 z_angle_to $4369 
03E2: actor $4343 exit_car 
0245: set_actor $4343 walk_style_to 48 

:PHIL2_5789
015F: set_camera_position -1178.1 -676.3 15.5 0.0 rotation 0.0 0.0 
0160: point_camera -1183.7 -656.7 11.1 switchstyle 2 
03BA: clear_cars_from_cube -1190.0 -671.2 17.5 -1174.0 -657.2 3.5 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_5908 
011C: actor $4343 clear_objective 
0211: actor $4343 walk_to -1218.9 -665.1 

:PHIL2_5908
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 

:PHIL2_5922
0001: wait 0 ms 
00D6: if 
0019:   17@ > 500 // integer values 
004D: jump_if_false @PHIL2_5990 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_5983 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_5983 
0050: gosub @PHIL2_8127 

:PHIL2_5983
0006: 17@ = 0 // integer values 

:PHIL2_5990
00D6: if 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @PHIL2_6030 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0002: jump @PHIL2_6037 

:PHIL2_6030
0002: jump @PHIL2_5922 

:PHIL2_6037
0001: wait 0 ms 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_6174 
00D6: if 
0019:   17@ > 500 // integer values 
004D: jump_if_false @PHIL2_6121 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_6114 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_6114 
0050: gosub @PHIL2_8127 

:PHIL2_6114
0006: 17@ = 0 // integer values 

:PHIL2_6121
00D6: if or
00ED:   actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @PHIL2_6174 
0002: jump @PHIL2_6181 

:PHIL2_6174
0002: jump @PHIL2_6037 

:PHIL2_6181
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_6237 
011C: actor $4343 clear_objective 
00A1: put_actor $4343 at -1191.7 -664.3 10.5 
0211: actor $4343 walk_to -1218.9 -665.1 

:PHIL2_6237
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
015F: set_camera_position -1174.3 -664.2 15.9 0.0 rotation 0.0 0.0 
0160: point_camera -1184.5 -664.1 11.64 switchstyle 2 

:PHIL2_6302
0001: wait 0 ms 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_6439 
00D6: if 
0019:   17@ > 500 // integer values 
004D: jump_if_false @PHIL2_6386 
00D6: if 
8118:   not actor $4343 dead 
004D: jump_if_false @PHIL2_6379 
00D6: if and
840C:   not german_game 
840B:   not french_game 
004D: jump_if_false @PHIL2_6379 
0050: gosub @PHIL2_8127 

:PHIL2_6379
0006: 17@ = 0 // integer values 

:PHIL2_6386
00D6: if or
00ED:   actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @PHIL2_6439 
0002: jump @PHIL2_6446 

:PHIL2_6439
0002: jump @PHIL2_6302 

:PHIL2_6446
015D: set_gamespeed 1.0 
016A: fade 0 500 ms 

:PHIL2_6460
00D6: if 
016B:   fading 
004D: jump_if_false @PHIL2_6484 
0001: wait 0 ms 
0002: jump @PHIL2_6460 

:PHIL2_6484
009B: destroy_actor_instantly $4343 
0213: $4345 = create_pickup #M60 type 1 at -1105.9 335.3 11.1 
0213: $4346 = create_pickup #ROCKETLA type 1 at -1105.9 330.3 11.1 
0213: $4347 = create_pickup #MINIGUN type 1 at -1105.9 325.3 11.1 
0213: $4348 = create_pickup #BOMB type 1 at -1105.9 320.3 11.1 
03CB: set_camera -1038.4 309.7 20.9 
015F: set_camera_position -1038.4 309.7 20.9 0.0 rotation 0.0 0.0 
0160: point_camera -1065.6 322.1 21.7 switchstyle 2 
016A: fade 1 500 ms 

:PHIL2_6664
00D6: if 
016B:   fading 
004D: jump_if_false @PHIL2_6688 
0001: wait 0 ms 
0002: jump @PHIL2_6664 

:PHIL2_6688
0394: play_music 1 
00BA: text_styled 'PHI_AS1' 5000 ms 6  // PHILS PLACE ASSET COMPLETED
0001: wait 5000 ms 
03CB: set_camera -1093.2 345.0 14.3 
015F: set_camera_position -1093.2 345.0 14.3 0.0 rotation 0.0 0.0 
0160: point_camera -1110.1 331.3 11.0 switchstyle 2 
00BC: text_highpriority 'PHI_AS2' 6000 ms 1  // ~g~New Weapons available to purchase from Phils Place.
0001: wait 6000 ms 
016A: fade 0 500 ms 

:PHIL2_6807
00D6: if 
016B:   fading 
004D: jump_if_false @PHIL2_6831 
0001: wait 0 ms 
0002: jump @PHIL2_6807 

:PHIL2_6831
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
03CB: set_camera $95 $96 $97 
016A: fade 1 500 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
052C: set_player $PLAYER_CHAR drunk_visuals $4361 
0002: jump @PHIL2_7011 

:PHIL2_6891
0002: jump @PHIL2_6920 

:PHIL2_6898
00BC: text_highpriority 'PHI2_03' 5000 ms 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump @PHIL2_6994 

:PHIL2_6920
0002: jump @PHIL2_6949 

:PHIL2_6927
00BC: text_highpriority 'PHI2_03' 5000 ms 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump @PHIL2_6994 

:PHIL2_6949
00D6: if 
0118:   actor $4343 dead 
004D: jump_if_false @PHIL2_6987 
00BC: text_highpriority 'PHI2_03' 5000 ms 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump @PHIL2_6994 

:PHIL2_6987
0002: jump @PHIL2_2253 

:PHIL2_6994
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PHIL2_7011
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 42000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 42000 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PHIL_2'  // Boomshine Saigon
0164: disable_marker $253 
04CE: $253 = create_icon_marker_without_sphere $423 at $492 $493 $494 
0004: $255 = 1 // integer values 
0051: return 

:PHIL2_7089
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0249: release_model #PATRIOT 
01C2: remove_references_to_actor $4344 // Like turning an actor into a random pedestrian 
0003: shake_camera 0 
034F: destroy_actor_with_fade $4343 // The actor fades away like a ghost 
0296: unload_special_actor 1 
0164: disable_marker $4349 
0164: disable_marker $4350 
0164: disable_marker $4351 
0151: remove_status_text $4357 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:PHIL2_7155
00D6: if 
80E1:   not player 0 pressed_button 16 
004D: jump_if_false @PHIL2_8125 
0400: create_coordinate $95 $96 $97 from_object $137 offset 0.3 0.3 0.3 
0437: scatter_particle 76 0.1 at $95 $96 $97 0.0 0.0 0.0 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 

:PHIL2_8125
0051: return 

:PHIL2_8127
04C4: create_coordinate $95 $96 $97 from_actor $4343 offset -0.3 0.3 0.3 
0437: scatter_particle 76 0.1 at $95 $96 $97 0.0 0.0 0.0 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0051: return 

//-------------Mission 27---------------
// Originally: Recruitment Drive

:PORNO1
03A4: name_thread 'PORNO1' 
0050: gosub @PORNO1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PORNO1_37 
0050: gosub @PORNO1_11164 

:PORNO1_37
0050: gosub @PORNO1_11249 
004E: end_thread 

:PORNO1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PORN1' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
0004: $4387 = 0 // integer values 
0004: $4388 = 0 // integer values 
0004: $4386 = 0 // integer values 
0005: $4400 = 0.0 // floating-point values 
0004: $4389 = 0 // integer values 
0004: $4390 = 0 // integer values 
0004: $4391 = 0 // integer values 
0004: $4392 = 0 // integer values 
0004: $4393 = 0 // integer values 
0004: $4394 = 0 // integer values 
0004: $4395 = 0 // integer values 
0005: $4401 = 0.0 // floating-point values 
0005: $4402 = 0.0 // floating-point values 
0005: $4403 = 0.0 // floating-point values 
0005: $4404 = 0.0 // floating-point values 
0004: $4396 = 0 // integer values 
0004: $4397 = 0 // integer values 
0004: $4398 = 0 // integer values 
0005: $4399 = 0.0 // floating-point values 
03CF: load_wav 'MONO_3' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSJUGGZ' 
023C: load_special_actor 4 'CMRAMAN' 
023C: load_special_actor 5 'MPORNA' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
03CB: set_camera -86.0 929.0 9.764 
038B: load_requested_models 

:PORNO1_369
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @PORNO1_411 
0001: wait 0 ms 
0002: jump @PORNO1_369 

:PORNO1_411
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @PORNO1_443 
0001: wait 0 ms 
0002: jump @PORNO1_411 

:PORNO1_443
02E4: load_cutscene_data 'PORN_1' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $4405 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $4405 'CSJUGGZ' 
02E5: $197 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $197 'CMRAMAN' 
02E5: $164 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $164 'MPORNA' 
02E5: $209 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $209 'CS_CAM' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO1_695
00D6: if 
001A:   2533 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_730 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_695 

:PORNO1_730
00BC: text_highpriority 'POR1_A' 10000 ms 1  // Action.

:PORNO1_745
00D6: if 
001A:   3343 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_780 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_745 

:PORNO1_780
00BC: text_highpriority 'POR1_B' 10000 ms 1  // Whoa! Now that's big.

:PORNO1_795
00D6: if 
001A:   6008 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_830 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_795 

:PORNO1_830
00BC: text_highpriority 'POR1_C' 10000 ms 1  // 12 inches. That is regulation baby.

:PORNO1_845
00D6: if 
001A:   11226 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_880 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_845 

:PORNO1_880
00BC: text_highpriority 'POR1_D' 10000 ms 1  // CUT!! Who IS this idiot? You! YOU! Why are you in my space? WHY?

:PORNO1_895
00D6: if 
001A:   16462 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_930 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_895 

:PORNO1_930
00BC: text_highpriority 'POR1_E' 10000 ms 1  // What is all this crap?

:PORNO1_945
00D6: if 
001A:   18076 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_980 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_945 

:PORNO1_980
00BC: text_highpriority 'POR1_F' 10000 ms 1  // Aliens? Fishing poles?

:PORNO1_995
00D6: if 
001A:   20247 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1030 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_995 

:PORNO1_1030
00BC: text_highpriority 'POR1_G' 10000 ms 1  // Who's ever seen a shark that big?

:PORNO1_1045
00D6: if 
001A:   22282 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1080 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1045 

:PORNO1_1080
00BC: text_highpriority 'POR1_H' 10000 ms 1  // All this stuff's gotta go.

:PORNO1_1095
00D6: if 
001A:   24320 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1130 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1095 

:PORNO1_1130
00BC: text_highpriority 'POR1_I' 10000 ms 1  // Why'd you get in this business, ya prick?

:PORNO1_1145
00D6: if 
001A:   26352 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1180 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1145 

:PORNO1_1180
00BC: text_highpriority 'POR1_J' 10000 ms 1  // Huh?

:PORNO1_1195
00D6: if 
001A:   27126 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1230 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1195 

:PORNO1_1230
00BC: text_highpriority 'POR1_K' 10000 ms 1  // For the pussy, that's why! What is this??

:PORNO1_1245
00D6: if 
001A:   30127 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1280 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1245 

:PORNO1_1280
00BC: text_highpriority 'POR1_L' 10000 ms 1  // This is my art - SECURITY!

:PORNO1_1295
00D6: if 
001A:   34028 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1332 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1295 

:PORNO1_1332
00BC: text_highpriority 'POR1_M' 10000 ms 1  // Look, you pompous asshole, I own you now. I own all of this.

:PORNO1_1347
00D6: if 
001A:   38273 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1384 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1347 

:PORNO1_1384
00BC: text_highpriority 'POR1_N' 10000 ms 1  // We're gonna turn this place around...

:PORNO1_1399
00D6: if 
001A:   40013 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1436 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1399 

:PORNO1_1436
00BC: text_highpriority 'POR1_O' 10000 ms 1  // I'm gonna make you rich.

:PORNO1_1451
00D6: if 
001A:   42086 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1488 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1451 

:PORNO1_1488
00BC: text_highpriority 'POR1_P' 10000 ms 1  // Uh. You're - You - you're Tommy Vercetti? But I thought that you were...

:PORNO1_1503
00D6: if 
001A:   46091 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1540 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1503 

:PORNO1_1540
00BC: text_highpriority 'POR1_Q' 10000 ms 1  // That's right.

:PORNO1_1555
00D6: if 
001A:   47169 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1592 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1555 

:PORNO1_1592
00BC: text_highpriority 'POR1_R' 10000 ms 1  // We're gonna be making some changes around here and start making some real money.

:PORNO1_1607
00D6: if 
001A:   50143 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1644 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1607 

:PORNO1_1644
00BC: text_highpriority 'POR1_S' 10000 ms 1  // Actually, have you ever thought about, umm...

:PORNO1_1659
00D6: if 
001A:   52720 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1696 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1659 

:PORNO1_1696
00BC: text_highpriority 'POR1_T' 10000 ms 1  // But first we're going to need some good-looking broads.

:PORNO1_1711
00D6: if 
001A:   54090 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1748 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1711 

:PORNO1_1748
00BC: text_highpriority 'POR1_U' 10000 ms 1  // Yeh, girls are fine but you... whew!

:PORNO1_1763
00D6: if 
001A:   56976 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO1_1800 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO1_1763 

:PORNO1_1800
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @PORNO1_1846 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @PORNO1_1846 
03D1: play_wav 1 

:PORNO1_1846
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO1_1870 
0001: wait 0 ms 
0002: jump @PORNO1_1846 

:PORNO1_1870
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
03CB: set_camera -67.0 939.297 10.94 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #WMYPI 
0247: request_model #BMYCR 
0247: request_model #HMYRI 
0247: request_model #SENTINEL 
0247: request_model #BAT 
0247: request_model #TEC9 
0247: request_model #STRETCH 

:PORNO1_1996
00D6: if or
8248:   not model #WMYPI available 
8248:   not model #BMYCR available 
8248:   not model #HMYRI available 
004D: jump_if_false @PORNO1_2030 
0001: wait 0 ms 
0002: jump @PORNO1_1996 

:PORNO1_2030
00D6: if or
8248:   not model #SENTINEL available 
8248:   not model #BAT available 
8248:   not model #TEC9 available 
8248:   not model #STRETCH available 
004D: jump_if_false @PORNO1_2072 
0001: wait 0 ms 
0002: jump @PORNO1_2030 

:PORNO1_2072
023C: load_special_actor 1 'IGCANDY' 
023C: load_special_actor 2 'IGMERC' 

:PORNO1_2096
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @PORNO1_2126 
0001: wait 0 ms 
0002: jump @PORNO1_2096 

:PORNO1_2126
038B: load_requested_models 
018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 
016A: fade 1 1500 ms 
00BC: text_highpriority 'POR1_01' 5000 ms 1  // ~g~Candy Suxxx would be perfect for a starring role!
00BB: text_lowpriority 'POR1_23' 5000 ms 1  // ~g~Candy will be taking care of business ~h~Downtown~g~.
0481:  3.0 

:PORNO1_2192
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -448.3 1324.6 10.7 radius 1.0 1.0 2.0 
004D: jump_if_false @PORNO1_2307 
0001: wait 0 ms 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -448.3 1324.6 10.7 radius 20.0 20.0 20.0 
004D: jump_if_false @PORNO1_2300 
00DA: $4378 = player $PLAYER_CHAR car 

:PORNO1_2300
0002: jump @PORNO1_2192 

:PORNO1_2307
03CF: load_wav 'PORN1_1' as 1 
03CF: load_wav 'PORN1_2' as 2 

:PORNO1_2331
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_2361 
0001: wait 0 ms 
0002: jump @PORNO1_2331 

:PORNO1_2361
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car $4378 wrecked 
004D: jump_if_false @PORNO1_2456 
00D6: if 
01AD:   car $4378 sphere 0 near_point -448.3 1324.6 radius 30.0 30.0 
004D: jump_if_false @PORNO1_2456 
00AB: put_car $4378 at -441.9 1337.0 10.7 
0175: set_car $4378 z_angle_to 289.8 

:PORNO1_2456
03BA: clear_cars_from_cube -584.8 1320.7 5.5 -309.7 1360.2 15.5 
01EB: set_traffic_density_multiplier_to 0.0 
0055: put_player $PLAYER_CHAR at -448.3 1324.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 19.7 
015F: set_camera_position -445.3 1321.8 13.0 0.0 rotation 0.0 0.0 
0160: point_camera -450.3 1327.7 12.0 switchstyle 2 
00BC: text_highpriority 'POR1_26' 5000 ms 1  // ~g~Here's Candy, looks like she has been with Congressman Shrub again.
00A5: $4379 = create_car #STRETCH at -492.4 1335.8 10.4 
00AE: set_vehicle $4379 traffic_behavior_to 2 
0175: set_car $4379 z_angle_to 276.1 
0129: $4380 = create_actor 4 #HMYRI in_car $4379 driverseat 
0229: set_car $4379 color_to 34 34 
01C8: $4372 = create_actor_pedtype 5 model #SPECIAL01 in_car $4379 passenger_seat 2 
04F5: unknown_actor $4372 kiss_player $PLAYER_CHAR on 1 
01ED: clear_actor $4372 threat_search 
02A9: set_actor $4372 immune_to_nonplayer 1 
0245: set_actor $4372 walk_style_to 46 
0319: set_actor $4372 running 1 
0568: set_actor $4372 untargetable 1 
053C:  $4372 0 
04BA: set_car $4379 speed_instantly 15.0 
00AD: set_car $4379 max_speed_to 15.0 
00A7: car $4379 drive_to -448.4 1340.6 10.4 
0006: 17@ = 0 // integer values 

:PORNO1_2763
0001: wait 0 ms 
00D6: if 
8119:   not car $4379 wrecked 
004D: jump_if_false @PORNO1_2901 
00D6: if 
0019:   17@ > 7000 // integer values 
004D: jump_if_false @PORNO1_2809 
0002: jump @PORNO1_2908 

:PORNO1_2809
00D6: if 
81AF:   not car $4379 0 -448.4 1340.6 10.4 radius 4.0 4.0 4.0 
004D: jump_if_false @PORNO1_2884 
00A7: car $4379 drive_to -448.4 1340.6 10.4 
0002: jump @PORNO1_2901 

:PORNO1_2884
00AD: set_car $4379 max_speed_to 0.0 
0002: jump @PORNO1_2908 

:PORNO1_2901
0002: jump @PORNO1_2763 

:PORNO1_2908
00D6: if 
8119:   not car $4379 wrecked 
004D: jump_if_false @PORNO1_2958 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_2958 
00AD: set_car $4379 max_speed_to 0.0 
01D3: actor $4372 leave_car $4379 

:PORNO1_2958
0001: wait 0 ms 
00D6: if 
8119:   not car $4379 wrecked 
004D: jump_if_false @PORNO1_3321 
01E9: $4395 = car $4379 num_passengers 
00D6: if 
0038:   $4395 == 0 // integer values 
004D: jump_if_false @PORNO1_3314 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_3293 
02EB: restore_camera_with_jumpcut 
01D1: actor $4372 follow_actor $PLAYER_ACTOR 
01D1: actor $PLAYER_ACTOR follow_actor $4372 
00D6: if 
8119:   not car $4379 wrecked 
004D: jump_if_false @PORNO1_3084 
00AD: set_car $4379 max_speed_to 15.0 
00A7: car $4379 drive_to -338.6 1133.1 8.5 

:PORNO1_3084
00A5: $4371 = create_car #SENTINEL at -492.4 1335.8 10.4 
0175: set_car $4371 z_angle_to 276.1 
00AE: set_vehicle $4371 traffic_behavior_to 2 
02AA: set_car $4371 immune_to_nonplayer 1 
0129: $4373 = create_actor 4 #WMYPI in_car $4371 driverseat 
01B2: give_actor $4373 weapon 22 ammo 30000 // Load the weapon model before using this 
02A9: set_actor $4373 immune_to_nonplayer 1 
01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 
01B2: give_actor $4374 weapon 6 ammo 1 // Load the weapon model before using this 
01ED: clear_actor $4374 threat_search 
01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 
01B2: give_actor $4375 weapon 6 ammo 1 // Load the weapon model before using this 
01ED: clear_actor $4375 threat_search 
01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 
01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4376 threat_search 
0187: $4383 = create_marker_above_actor $4373 
04BA: set_car $4379 speed_instantly 15.0 
00AD: set_car $4371 max_speed_to 15.0 
00A7: car $4371 drive_to -448.4 1340.6 10.4 

:PORNO1_3293
0006: 17@ = 0 // integer values 
0002: jump @PORNO1_3328 
0002: jump @PORNO1_3321 

:PORNO1_3314
0002: jump @PORNO1_2958 

:PORNO1_3321
0002: jump @PORNO1_2958 

:PORNO1_3328
0001: wait 0 ms 
00D6: if 
0019:   17@ > 7000 // integer values 
004D: jump_if_false @PORNO1_3358 
0002: jump @PORNO1_3445 

:PORNO1_3358
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_3438 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4372 radius 2.0 2.0 
004D: jump_if_false @PORNO1_3438 
011C: actor $4372 clear_objective 
011C: actor $PLAYER_ACTOR clear_objective 
020E: actor $PLAYER_ACTOR look_at_actor $4372 
020F: actor $4372 look_at_player $PLAYER_CHAR 
0002: jump @PORNO1_3445 

:PORNO1_3438
0002: jump @PORNO1_3328 

:PORNO1_3445
015F: set_camera_position -450.2 1328.1 12.8 0.0 rotation 0.0 0.0 
0160: point_camera -449.9 1330.8 12.2 switchstyle 2 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_04' 4000 ms 1  // Yo, Candy. I'm looking for movie talent - you interested?
03D1: play_wav 1 

:PORNO1_3525
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PORNO1_3551 
0001: wait 0 ms 
0002: jump @PORNO1_3525 

:PORNO1_3551
040D: unload_wav 1 
03D5: remove_text 'POR1_04'  // Yo, Candy. I'm looking for movie talent - you interested?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_3600 
0372: set_actor $4372 anim 19 wait_state_time 10000 ms 

:PORNO1_3600
00D6: if 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_3640 
00D6: if 
8119:   not car $4371 wrecked 
004D: jump_if_false @PORNO1_3640 
01D3: actor $4373 leave_car $4371 

:PORNO1_3640
00BC: text_highpriority 'POR1_05' 4000 ms 1  // Sure! But, you'd have to talk to my agent...
03D1: play_wav 2 

:PORNO1_3659
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_3714 
00D6: if 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_3703 
020E: actor $4373 look_at_actor $PLAYER_ACTOR 

:PORNO1_3703
0001: wait 0 ms 
0002: jump @PORNO1_3659 

:PORNO1_3714
040D: unload_wav 2 
03D5: remove_text 'POR1_05'  // Sure! But, you'd have to talk to my agent...
03CF: load_wav 'PRN1_3A' as 1 
03CF: load_wav 'PORN1_3' as 2 

:PORNO1_3752
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_3782 
0001: wait 0 ms 
0002: jump @PORNO1_3752 

:PORNO1_3782
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_3831 
0372: set_actor $4372 anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_3831 
020E: actor $4372 look_at_actor $4373 

:PORNO1_3831
00BC: text_highpriority 'POR1_06' 4000 ms 1  // The HELL are you doin'?
03D1: play_wav 2 

:PORNO1_3850
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_3881 
0001: wait 0 ms 
0002: jump @PORNO1_3850 

:PORNO1_3881
040D: unload_wav 2 
03D5: remove_text 'POR1_06'  // The HELL are you doin'?
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -448.4 1340.6 10.4 
0211: actor $PLAYER_ACTOR walk_to -448.4 1333.6 
00BC: text_highpriority 'POR1_07' 4000 ms 1  // You should have stayed at home today!
03D1: play_wav 1 

:PORNO1_3949
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PORNO1_3975 
0001: wait 0 ms 
0002: jump @PORNO1_3949 

:PORNO1_3975
040D: unload_wav 1 
03D5: remove_text 'POR1_07'  // You should have stayed at home today!
03CF: load_wav 'PRN1_21' as 2 

:PORNO1_4001
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_4027 
0001: wait 0 ms 
0002: jump @PORNO1_4001 

:PORNO1_4027
00D6: if 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_4067 
00D6: if 
8119:   not car $4371 wrecked 
004D: jump_if_false @PORNO1_4067 
01D5: actor $4373 go_to_and_drive_car $4371 

:PORNO1_4067
00BC: text_highpriority 'POR1_7B' 4000 ms 1  // Can you believe this asshole?
03D1: play_wav 2 

:PORNO1_4086
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_4117 
0001: wait 0 ms 
0002: jump @PORNO1_4086 

:PORNO1_4117
040D: unload_wav 2 
03D5: remove_text 'POR1_7B'  // Can you believe this asshole?
00D6: if 
8118:   not actor $4374 dead 
004D: jump_if_false @PORNO1_4203 
00D6: if 
8118:   not actor $4375 dead 
004D: jump_if_false @PORNO1_4203 
00D6: if 
8118:   not actor $4376 dead 
004D: jump_if_false @PORNO1_4203 
01CA: actor $4374 kill_player $PLAYER_CHAR 
01CA: actor $4375 kill_player $PLAYER_CHAR 
01CA: actor $4376 kill_player $PLAYER_CHAR 

:PORNO1_4203
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_4240 
0350: set_actor $4372 maintain_position_when_attacked 1 
0004: $4392 = 1 // integer values 
0002: jump @PORNO1_4262 

:PORNO1_4240
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO1_11164 

:PORNO1_4262
0001: wait 1000 ms 
00D6: if 
8119:   not car $4379 wrecked 
004D: jump_if_false @PORNO1_4325 
00D6: if 
82CA:   not car $4379 bounding_sphere_visible 
004D: jump_if_false @PORNO1_4325 
00D6: if 
8118:   not actor $4380 dead 
004D: jump_if_false @PORNO1_4320 
009B: destroy_actor_instantly $4380 

:PORNO1_4320
00A6: destroy_car $4379 

:PORNO1_4325
011C: actor $PLAYER_ACTOR clear_objective 
01EB: set_traffic_density_multiplier_to 1.0 
01C3: remove_references_to_car $4378 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0164: disable_marker $4382 
00BC: text_highpriority 'POR1_02' 7000 ms 1  // ~g~ Go and take out Candy's pimp, then return and pick up Candy.
00D6: if 
8119:   not car $4371 wrecked 
004D: jump_if_false @PORNO1_4406 
03CC: car $4371 add_to_stuck_car_check 1.5 = 4000 

:PORNO1_4406
0001: wait 0 ms 
00D6: if 
0038:   $4386 == 0 // integer values 
004D: jump_if_false @PORNO1_5544 
00D6: if 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_5537 
00D6: if 
8119:   not car $4371 wrecked 
004D: jump_if_false @PORNO1_5530 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4371 radius 80.0 80.0 0 
004D: jump_if_false @PORNO1_4505 
02AA: set_car $4371 immune_to_nonplayer 1 
0002: jump @PORNO1_4512 

:PORNO1_4505
02AA: set_car $4371 immune_to_nonplayer 0 

:PORNO1_4512
0227: $4389 = car $4371 health 
00D6: if 
0018:   $4389 > 300 // integer values 
004D: jump_if_false @PORNO1_5510 
00D6: if 
00DB:   actor $4373 in_car $4371 
004D: jump_if_false @PORNO1_5491 
01E9: $4387 = car $4371 num_passengers 
00D6: if 
0038:   $4387 == 3 // integer values 
004D: jump_if_false @PORNO1_4909 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4371 radius 50.0 50.0 0 
004D: jump_if_false @PORNO1_4892 
00D6: if 
0038:   $4391 == 0 // integer values 
004D: jump_if_false @PORNO1_4647 
0006: 16@ = 0 // integer values 
0004: $4391 = 1 // integer values 

:PORNO1_4647
00AD: set_car $4371 max_speed_to 0.0 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @PORNO1_4773 
00D6: if 
8118:   not actor $4374 dead 
004D: jump_if_false @PORNO1_4766 
00D6: if 
8118:   not actor $4375 dead 
004D: jump_if_false @PORNO1_4766 
00D6: if 
8118:   not actor $4376 dead 
004D: jump_if_false @PORNO1_4766 
01CA: actor $4374 kill_player $PLAYER_CHAR 
01CA: actor $4375 kill_player $PLAYER_CHAR 
01CA: actor $4376 kill_player $PLAYER_CHAR 
0004: $4387 = 0 // integer values 
0004: $4390 = 0 // integer values 
0004: $4391 = 0 // integer values 

:PORNO1_4766
0002: jump @PORNO1_4885 

:PORNO1_4773
00D6: if 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @PORNO1_4885 
00D6: if 
8118:   not actor $4374 dead 
004D: jump_if_false @PORNO1_4885 
00D6: if 
8118:   not actor $4375 dead 
004D: jump_if_false @PORNO1_4885 
00D6: if 
8118:   not actor $4376 dead 
004D: jump_if_false @PORNO1_4885 
01CA: actor $4374 kill_player $PLAYER_CHAR 
01CA: actor $4375 kill_player $PLAYER_CHAR 
01CA: actor $4376 kill_player $PLAYER_CHAR 
0004: $4387 = 0 // integer values 
0004: $4390 = 0 // integer values 
0004: $4391 = 0 // integer values 

:PORNO1_4885
0002: jump @PORNO1_4902 

:PORNO1_4892
00AD: set_car $4371 max_speed_to 20.0 

:PORNO1_4902
0002: jump @PORNO1_5404 

:PORNO1_4909
00D6: if 
0038:   $4390 == 0 // integer values 
004D: jump_if_false @PORNO1_4939 
00A8: set_car $4371 to_psycho_driver 
0004: $4390 = 1 // integer values 

:PORNO1_4939
00AD: set_car $4371 max_speed_to 40.0 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $4371 radius 100.0 100.0 0 
004D: jump_if_false @PORNO1_5404 
00D6: if 
82CA:   not car $4371 bounding_sphere_visible 
004D: jump_if_false @PORNO1_5404 
00D6: if 
8118:   not actor $4374 dead 
004D: jump_if_false @PORNO1_5103 
00D6: if 
80DB:   not actor $4374 in_car $4371 
004D: jump_if_false @PORNO1_5096 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4374 radius 60.0 60.0 
004D: jump_if_false @PORNO1_5096 
0321: kill_actor $4374 
01C2: remove_references_to_actor $4374 // Like turning an actor into a random pedestrian 
01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 
01B2: give_actor $4374 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5096
0002: jump @PORNO1_5132 

:PORNO1_5103
01C2: remove_references_to_actor $4374 // Like turning an actor into a random pedestrian 
01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 
01B2: give_actor $4374 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5132
00D6: if 
8118:   not actor $4375 dead 
004D: jump_if_false @PORNO1_5239 
00D6: if 
80DB:   not actor $4375 in_car $4371 
004D: jump_if_false @PORNO1_5232 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4375 radius 60.0 60.0 
004D: jump_if_false @PORNO1_5232 
0321: kill_actor $4375 
01C2: remove_references_to_actor $4375 // Like turning an actor into a random pedestrian 
01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 
01B2: give_actor $4375 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5232
0002: jump @PORNO1_5268 

:PORNO1_5239
01C2: remove_references_to_actor $4375 // Like turning an actor into a random pedestrian 
01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 
01B2: give_actor $4375 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5268
00D6: if 
8118:   not actor $4376 dead 
004D: jump_if_false @PORNO1_5375 
00D6: if 
80DB:   not actor $4376 in_car $4371 
004D: jump_if_false @PORNO1_5368 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4376 radius 60.0 60.0 
004D: jump_if_false @PORNO1_5368 
0321: kill_actor $4376 
01C2: remove_references_to_actor $4376 // Like turning an actor into a random pedestrian 
01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 
01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5368
0002: jump @PORNO1_5404 

:PORNO1_5375
01C2: remove_references_to_actor $4376 // Like turning an actor into a random pedestrian 
01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 
01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5404
00D6: if 
0038:   $4386 == 0 // integer values 
004D: jump_if_false @PORNO1_5448 
00D6: if 
03CE:   car $4371 stuck 
004D: jump_if_false @PORNO1_5448 
0477: set_car $4371 action 2 time 1000 

:PORNO1_5448
00D6: if 
01F4:   car $4371 flipped 
004D: jump_if_false @PORNO1_5484 
01D3: actor $4373 leave_car $4371 
03CD: car $4371 remove_from_stuck_car_check 
0004: $4386 = 1 // integer values 

:PORNO1_5484
0002: jump @PORNO1_5503 

:PORNO1_5491
03CD: car $4371 remove_from_stuck_car_check 
0004: $4386 = 1 // integer values 

:PORNO1_5503
0002: jump @PORNO1_5530 

:PORNO1_5510
01D3: actor $4373 leave_car $4371 
03CD: car $4371 remove_from_stuck_car_check 
0004: $4386 = 1 // integer values 

:PORNO1_5530
0002: jump @PORNO1_5544 

:PORNO1_5537
0002: jump @PORNO1_6205 

:PORNO1_5544
00D6: if 
0038:   $4386 == 1 // integer values 
004D: jump_if_false @PORNO1_6027 
00D6: if 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_6020 
00D6: if 
0038:   $4388 == 0 // integer values 
004D: jump_if_false @PORNO1_5621 
0164: disable_marker $4383 
0187: $4383 = create_marker_above_actor $4373 
01C3: remove_references_to_car $4371 
0004: $4388 = 1 // integer values 

:PORNO1_5621
00D6: if 
8449:   not actor $4373 in_a_car 
004D: jump_if_false @PORNO1_5943 
01C3: remove_references_to_car $4371 

:PORNO1_5642
0001: wait 0 ms 
00D6: if 
8118:   not actor $4373 dead 
004D: jump_if_false @PORNO1_5936 
00A0: store_actor $4373 position_to $4400 $4401 $4404 
0086: $4402 = $4400 // floating-point values only 
0009: $4402 += 20.0 // floating-point values 
0086: $4403 = $4401 // floating-point values only 
0009: $4403 += 20.0 // floating-point values 
000D: $4400 -= 20.0 // floating-point values 
000D: $4401 -= 20.0 // floating-point values 
0327: $4371 = create_random_car_with_actors -1 in_area $4400 $4401 $4402 $4403 
00D6: if 
0038:   $4371 == -1 // integer values 
004D: jump_if_false @PORNO1_5793 
01C3: remove_references_to_car $4371 
0193: set_actor $4373 objective_to_act_like_ped 
0002: jump @PORNO1_5642 
0002: jump @PORNO1_5936 

:PORNO1_5793
01EA: $4387 = car $4371 max_passengers 
00D6: if 
001A:   3 > $4387 // integer values 
004D: jump_if_false @PORNO1_5848 
01C3: remove_references_to_car $4371 
011C: actor $4373 clear_objective 
0193: set_actor $4373 objective_to_act_like_ped 
0002: jump @PORNO1_5642 
0002: jump @PORNO1_5936 

:PORNO1_5848
0227: $4389 = car $4371 health 
00D6: if 
001A:   300 > $4389 // integer values 
004D: jump_if_false @PORNO1_5899 
01C3: remove_references_to_car $4371 
0193: set_actor $4373 objective_to_act_like_ped 
0002: jump @PORNO1_5642 
0002: jump @PORNO1_5936 

:PORNO1_5899
020A: set_car $4371 door_status_to 1 
00AD: set_car $4371 max_speed_to 0.0 
011C: actor $4373 clear_objective 
01D5: actor $4373 go_to_and_drive_car $4371 
0319: set_actor $4373 running 1 

:PORNO1_5936
0002: jump @PORNO1_6013 

:PORNO1_5943
0164: disable_marker $4383 
00D6: if 
8119:   not car $4371 wrecked 
004D: jump_if_false @PORNO1_5992 
0187: $4383 = create_marker_above_actor $4373 
00AE: set_vehicle $4371 traffic_behavior_to 2 
03CC: car $4371 add_to_stuck_car_check 1.5 = 4000 

:PORNO1_5992
0004: $4388 = 0 // integer values 
0004: $4386 = 0 // integer values 
0004: $4390 = 0 // integer values 

:PORNO1_6013
0002: jump @PORNO1_6027 

:PORNO1_6020
0002: jump @PORNO1_6205 

:PORNO1_6027
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_6176 
00D6: if 
00F0:   actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 
004D: jump_if_false @PORNO1_6140 
00D6: if 
0038:   $4392 == 0 // integer values 
004D: jump_if_false @PORNO1_6133 
01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 
0350: set_actor $4372 maintain_position_when_attacked 1 
0004: $4392 = 1 // integer values 

:PORNO1_6133
0002: jump @PORNO1_6169 

:PORNO1_6140
0350: set_actor $4372 maintain_position_when_attacked 0 
0239: actor $4372 run_to -448.3 1324.6 
0004: $4392 = 0 // integer values 

:PORNO1_6169
0002: jump @PORNO1_6198 

:PORNO1_6176
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO1_11164 

:PORNO1_6198
0002: jump @PORNO1_4406 

:PORNO1_6205
00BC: text_highpriority 'POR1_24' 7000 ms 1  // ~g~Go back and collect Candy.
0164: disable_marker $4383 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_6287 
0372: set_actor $4372 anim 0 wait_state_time 1 ms 
0173: set_actor $4372 z_angle_to 14.9 
0350: set_actor $4372 maintain_position_when_attacked 0 
018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 

:PORNO1_6287
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -448.3 1326.6 10.7 radius 1.0 1.0 2.0 
004D: jump_if_false @PORNO1_6517 
0001: wait 0 ms 
00D6: if 
0118:   actor $4372 dead 
004D: jump_if_false @PORNO1_6384 
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO1_11164 
0002: jump @PORNO1_6510 

:PORNO1_6384
00D6: if 
00F0:   actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 
004D: jump_if_false @PORNO1_6481 
00D6: if 
0038:   $4392 == 0 // integer values 
004D: jump_if_false @PORNO1_6474 
01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 
0350: set_actor $4372 maintain_position_when_attacked 1 
0004: $4392 = 1 // integer values 

:PORNO1_6474
0002: jump @PORNO1_6510 

:PORNO1_6481
0350: set_actor $4372 maintain_position_when_attacked 0 
0239: actor $4372 run_to -448.3 1324.6 
0004: $4392 = 0 // integer values 

:PORNO1_6510
0002: jump @PORNO1_6287 

:PORNO1_6517
01DF: tie_actor $4372 to_player $PLAYER_CHAR 
0004: $4393 = 1 // integer values 
0164: disable_marker $4382 
03CF: load_wav 'PRN1_16' as 1 

:PORNO1_6549
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_6575 
0001: wait 0 ms 
0002: jump @PORNO1_6549 

:PORNO1_6575
00BC: text_highpriority 'POR1_27' 4000 ms 1  // Come on, let's go.
03D1: play_wav 1 

:PORNO1_6594
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_6625 
0001: wait 0 ms 
0002: jump @PORNO1_6594 

:PORNO1_6625
040D: unload_wav 1 
03D5: remove_text 'POR1_19'  // Hey!
00BB: text_lowpriority 'POR1_12' 5000 ms 1  // ~g~Take Candy with you to meet up with Mercedes.
01C2: remove_references_to_actor $4374 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4375 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4376 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $4371 
009A: $4377 = create_actor_pedtype 5 model #SPECIAL02 at -902.3 800.2 10.4 
0173: set_actor $4377 z_angle_to 95.9 
04F5: unknown_actor $4377 kiss_player $PLAYER_CHAR on 1 
0245: set_actor $4377 walk_style_to 46 
0319: set_actor $4377 running 1 
053C:  $4377 0 
0372: set_actor $4377 anim 19 wait_state_time 86400000 ms 
0568: set_actor $4377 untargetable 1 
00A5: $4371 = create_car #SENTINEL at -858.0 796.5 10.9 
0175: set_car $4371 z_angle_to 187.1 
0376: $4374 = create_random_actor -887.5 800.5 10.3 
0376: $4375 = create_random_actor -888.5 800.5 10.3 
0376: $4376 = create_random_actor -888.6 801.2 10.3 
03F9: make_actors $4374 $4375 converse_in 86400000 ms 
03F9: make_actors $4376 $4375 converse_in 86400000 ms 
018A: $4384 = create_checkpoint_at -900.8 796.0 10.3 

:PORNO1_6897
00D6: if 
80F6:   not player $PLAYER_CHAR $4393 -900.8 796.0 10.3 radius 1.0 1.0 2.0 
004D: jump_if_false @PORNO1_7868 
0001: wait 0 ms 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_7782 
00D6: if 
0038:   $4393 == 1 // integer values 
004D: jump_if_false @PORNO1_7161 
00D6: if 
8320:   not actor $4372 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PORNO1_7161 
03CF: load_wav 'PRN1_13' as 1 

:PORNO1_7015
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_7041 
0001: wait 0 ms 
0002: jump @PORNO1_7015 

:PORNO1_7041
00BC: text_highpriority 'POR1_20' 4000 ms 1  // Tommy where are you going? Get back here!
03D1: play_wav 1 

:PORNO1_7060
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_7091 
0001: wait 0 ms 
0002: jump @PORNO1_7060 

:PORNO1_7091
040D: unload_wav 1 
03D5: remove_text 'POR1_20'  // Tommy where are you going? Get back here!
00BB: text_lowpriority 'POR1_25' 4000 ms 1  // ~g~You have left Candy behind, go and get her.
0164: disable_marker $4384 
0164: disable_marker $4382 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_7154 
0187: $4382 = create_marker_above_actor $4372 

:PORNO1_7154
0004: $4393 = 0 // integer values 

:PORNO1_7161
00D6: if 
0038:   $4393 == 0 // integer values 
004D: jump_if_false @PORNO1_7366 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 
004D: jump_if_false @PORNO1_7366 
01DF: tie_actor $4372 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_12' as 2 

:PORNO1_7235
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_7261 
0001: wait 0 ms 
0002: jump @PORNO1_7235 

:PORNO1_7261
00BC: text_highpriority 'POR1_19' 4000 ms 1  // Hey!
03D1: play_wav 2 

:PORNO1_7280
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_7311 
0001: wait 0 ms 
0002: jump @PORNO1_7280 

:PORNO1_7311
040D: unload_wav 2 
03D5: remove_text 'POR1_19'  // Hey!
0164: disable_marker $4384 
0164: disable_marker $4382 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_7359 
0187: $4384 = create_marker_above_actor $4377 

:PORNO1_7359
0004: $4393 = 1 // integer values 

:PORNO1_7366
00D6: if 
001A:   2 > $4396 // integer values 
004D: jump_if_false @PORNO1_7775 
00D6: if 
0320:   actor $4372 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PORNO1_7775 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PORNO1_7775 
03C1: $4381 = player $PLAYER_CHAR car_no_save 
00D6: if 
00DB:   actor $4372 in_car $4381 
004D: jump_if_false @PORNO1_7775 
0227: $4398 = car $4381 health 
02E3: $4399 = car $4381 speed 
00D6: if 
0020:   $4399 > 15.0 // floating-point values 
004D: jump_if_false @PORNO1_7775 
00D6: if 
0038:   $4396 == 0 // integer values 
004D: jump_if_false @PORNO1_7629 
00D6: if 
001A:   700 > $4398 // integer values 
004D: jump_if_false @PORNO1_7629 
03CF: load_wav 'PRN1_17' as 1 

:PORNO1_7532
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_7558 
0001: wait 0 ms 
0002: jump @PORNO1_7532 

:PORNO1_7558
00BC: text_highpriority 'POR1_28' 4000 ms 1  // Tommy be careful! My implants aren't insured yet!
03D1: play_wav 1 

:PORNO1_7577
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_7608 
0001: wait 0 ms 
0002: jump @PORNO1_7577 

:PORNO1_7608
040D: unload_wav 1 
03D5: remove_text 'POR1_28'  // Tommy be careful! My implants aren't insured yet!
0004: $4396 = 1 // integer values 

:PORNO1_7629
00D6: if 
0038:   $4396 == 1 // integer values 
004D: jump_if_false @PORNO1_7775 
00D6: if 
001A:   400 > $4398 // integer values 
004D: jump_if_false @PORNO1_7775 
03CF: load_wav 'PRN1_19' as 1 

:PORNO1_7678
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_7704 
0001: wait 0 ms 
0002: jump @PORNO1_7678 

:PORNO1_7704
00BC: text_highpriority 'POR1_30' 4000 ms 1  // I can't do porno after this!
03D1: play_wav 1 

:PORNO1_7723
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_7754 
0001: wait 0 ms 
0002: jump @PORNO1_7723 

:PORNO1_7754
040D: unload_wav 1 
03D5: remove_text 'POR1_30'  // I can't do porno after this!
0004: $4396 = 2 // integer values 

:PORNO1_7775
0002: jump @PORNO1_7804 

:PORNO1_7782
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO1_11164 

:PORNO1_7804
00D6: if 
0118:   actor $4377 dead 
004D: jump_if_false @PORNO1_7849 
00BC: text_highpriority 'POR1_18' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @PORNO1_11164 
0002: jump @PORNO1_7861 

:PORNO1_7849
0372: set_actor $4377 anim 25 wait_state_time 86400000 ms 

:PORNO1_7861
0002: jump @PORNO1_6897 

:PORNO1_7868
0164: disable_marker $4384 
0055: put_player $PLAYER_CHAR at -900.8 796.0 10.3 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_7936 
00A1: put_actor $4377 at -902.3 800.2 10.4 

:PORNO1_7936
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -897.3 799.7 12.5 0.0 rotation 0.0 0.0 
0160: point_camera -902.4 798.0 11.4 switchstyle 2 
03CF: load_wav 'PORN1_4' as 1 
03CF: load_wav 'PORN1_5' as 2 

:PORNO1_8022
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_8052 
0001: wait 0 ms 
0002: jump @PORNO1_8022 

:PORNO1_8052
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_8076 
020E: actor $PLAYER_ACTOR look_at_actor $4377 

:PORNO1_8076
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_08' 4000 ms 1  // Hey Mercedes!
03D1: play_wav 1 

:PORNO1_8105
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PORNO1_8131 
0001: wait 0 ms 
0002: jump @PORNO1_8105 

:PORNO1_8131
040D: unload_wav 1 
03D5: remove_text 'POR1_08'  // Hey Mercedes!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_8175 
053D:  $4377 

:PORNO1_8175
0001: wait 100 ms 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_8203 
01D1: actor $4377 follow_actor $PLAYER_ACTOR 

:PORNO1_8203
00BC: text_highpriority 'POR1_09' 4000 ms 1  // Hey Tommy! You wanna party?
03D1: play_wav 2 

:PORNO1_8222
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_8253 
0001: wait 0 ms 
0002: jump @PORNO1_8222 

:PORNO1_8253
040D: unload_wav 2 
03D5: remove_text 'POR1_09'  // Hey Tommy! You wanna party?
03CF: load_wav 'PORN1_6' as 1 
03CF: load_wav 'PORN1_7' as 2 

:PORNO1_8291
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_8321 
0001: wait 0 ms 
0002: jump @PORNO1_8291 

:PORNO1_8321
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_10' 4000 ms 1  // Not now sweets. You interested in doing some movies?
03D1: play_wav 1 

:PORNO1_8350
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PORNO1_8376 
0001: wait 0 ms 
0002: jump @PORNO1_8350 

:PORNO1_8376
040D: unload_wav 1 
03D5: remove_text 'POR1_10'  // Not now sweets. You interested in doing some movies?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00BC: text_highpriority 'POR1_11' 4000 ms 1  // Of course. As long as it's cheap and sleazy.
03D1: play_wav 2 

:PORNO1_8418
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_8449 
0001: wait 0 ms 
0002: jump @PORNO1_8418 

:PORNO1_8449
040D: unload_wav 2 
03D5: remove_text 'POR1_11'  // Of course. As long as it's cheap and sleazy.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'PORN1_8' as 1 

:PORNO1_8485
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_8511 
0001: wait 0 ms 
0002: jump @PORNO1_8485 

:PORNO1_8511
00BC: text_highpriority 'POR1_14' 4000 ms 1  // Heh heh - you're hired!
03D1: play_wav 1 

:PORNO1_8530
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PORNO1_8556 
0001: wait 0 ms 
0002: jump @PORNO1_8530 

:PORNO1_8556
040D: unload_wav 1 
03D5: remove_text 'POR1_14'  // Heh heh - you're hired!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_8610 
01DF: tie_actor $4377 to_player $PLAYER_CHAR 

:PORNO1_8610
0004: $4394 = 1 // integer values 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00BB: text_lowpriority 'POR1_13' 5000 ms 1  // ~g~Take the girls back to the Studio to meet Steve.
018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_8665
0001: wait 0 ms 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_9094 
00D6: if 
001A:   2 > $4397 // integer values 
004D: jump_if_false @PORNO1_9094 
00D6: if 
0320:   actor $4372 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PORNO1_9094 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PORNO1_9094 
03C1: $4381 = player $PLAYER_CHAR car_no_save 
00D6: if 
00DB:   actor $4372 in_car $4381 
004D: jump_if_false @PORNO1_9094 
0227: $4398 = car $4381 health 
02E3: $4399 = car $4381 speed 
00D6: if 
0020:   $4399 > 15.0 // floating-point values 
004D: jump_if_false @PORNO1_9094 
00D6: if 
0038:   $4397 == 0 // integer values 
004D: jump_if_false @PORNO1_8948 
00D6: if 
001A:   700 > $4398 // integer values 
004D: jump_if_false @PORNO1_8948 
03CF: load_wav 'PRN1_18' as 1 

:PORNO1_8851
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_8877 
0001: wait 0 ms 
0002: jump @PORNO1_8851 

:PORNO1_8877
00BC: text_highpriority 'POR1_29' 4000 ms 1  // You call that driving?
03D1: play_wav 1 

:PORNO1_8896
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_8927 
0001: wait 0 ms 
0002: jump @PORNO1_8896 

:PORNO1_8927
040D: unload_wav 1 
03D5: remove_text 'POR1_29'  // You call that driving?
0004: $4397 = 1 // integer values 

:PORNO1_8948
00D6: if 
0038:   $4397 == 1 // integer values 
004D: jump_if_false @PORNO1_9094 
00D6: if 
001A:   400 > $4398 // integer values 
004D: jump_if_false @PORNO1_9094 
03CF: load_wav 'PRN1_20' as 1 

:PORNO1_8997
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_9023 
0001: wait 0 ms 
0002: jump @PORNO1_8997 

:PORNO1_9023
00BC: text_highpriority 'POR1_31' 4000 ms 1  // What? Are you trying to kill me? I thought I was the star!
03D1: play_wav 1 

:PORNO1_9042
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_9073 
0001: wait 0 ms 
0002: jump @PORNO1_9042 

:PORNO1_9073
040D: unload_wav 1 
03D5: remove_text 'POR1_31'  // What? Are you trying to kill me? I thought I was the star!
0004: $4397 = 2 // integer values 

:PORNO1_9094
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_9531 
00D6: if 
0038:   $4393 == 1 // integer values 
004D: jump_if_false @PORNO1_9305 
00D6: if 
8320:   not actor $4372 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PORNO1_9305 
03CF: load_wav 'PRN1_13' as 1 

:PORNO1_9159
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_9185 
0001: wait 0 ms 
0002: jump @PORNO1_9159 

:PORNO1_9185
00BC: text_highpriority 'POR1_20' 4000 ms 1  // Tommy where are you going? Get back here!
03D1: play_wav 1 

:PORNO1_9204
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_9235 
0001: wait 0 ms 
0002: jump @PORNO1_9204 

:PORNO1_9235
040D: unload_wav 1 
03D5: remove_text 'POR1_20'  // Tommy where are you going? Get back here!
00BB: text_lowpriority 'POR1_25' 4000 ms 1  // ~g~You have left Candy behind, go and get her.
0164: disable_marker $4382 
0164: disable_marker $4385 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_9298 
0187: $4382 = create_marker_above_actor $4372 

:PORNO1_9298
0004: $4393 = 0 // integer values 

:PORNO1_9305
00D6: if 
0038:   $4393 == 0 // integer values 
004D: jump_if_false @PORNO1_9524 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 
004D: jump_if_false @PORNO1_9524 
01DF: tie_actor $4372 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_12' as 2 

:PORNO1_9379
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_9405 
0001: wait 0 ms 
0002: jump @PORNO1_9379 

:PORNO1_9405
00BC: text_highpriority 'POR1_19' 4000 ms 1  // Hey!
03D1: play_wav 2 

:PORNO1_9424
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_9455 
0001: wait 0 ms 
0002: jump @PORNO1_9424 

:PORNO1_9455
040D: unload_wav 2 
03D5: remove_text 'POR1_19'  // Hey!
0164: disable_marker $4382 
0164: disable_marker $4385 
00D6: if 
0038:   $4394 == 1 // integer values 
004D: jump_if_false @PORNO1_9517 
018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_9517
0004: $4393 = 1 // integer values 

:PORNO1_9524
0002: jump @PORNO1_9553 

:PORNO1_9531
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO1_11164 

:PORNO1_9553
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_9990 
00D6: if 
0038:   $4394 == 1 // integer values 
004D: jump_if_false @PORNO1_9764 
00D6: if 
8320:   not actor $4377 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PORNO1_9764 
03CF: load_wav 'PRN1_14' as 1 

:PORNO1_9618
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_9644 
0001: wait 0 ms 
0002: jump @PORNO1_9618 

:PORNO1_9644
00BC: text_highpriority 'POR1_21' 4000 ms 1  // Where are you going?
03D1: play_wav 1 

:PORNO1_9663
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_9694 
0001: wait 0 ms 
0002: jump @PORNO1_9663 

:PORNO1_9694
040D: unload_wav 1 
03D5: remove_text 'POR1_21'  // Where are you going?
00BC: text_highpriority 'TAXW3_1' 4000 ms 1  // ~g~Go and pick up Mercedes.
0164: disable_marker $4384 
0164: disable_marker $4385 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_9757 
0187: $4384 = create_marker_above_actor $4377 

:PORNO1_9757
0004: $4394 = 0 // integer values 

:PORNO1_9764
00D6: if 
0038:   $4394 == 0 // integer values 
004D: jump_if_false @PORNO1_9983 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $4377 radius 8.0 8.0 8.0 
004D: jump_if_false @PORNO1_9983 
01DF: tie_actor $4377 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_15' as 2 

:PORNO1_9838
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_9864 
0001: wait 0 ms 
0002: jump @PORNO1_9838 

:PORNO1_9864
00BC: text_highpriority 'POR1_22' 4000 ms 1  // Tommy, when are we going to spend some time alone together?
03D1: play_wav 2 

:PORNO1_9883
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_9914 
0001: wait 0 ms 
0002: jump @PORNO1_9883 

:PORNO1_9914
040D: unload_wav 2 
03D5: remove_text 'POR1_22'  // Tommy, when are we going to spend some time alone together?
0164: disable_marker $4384 
0164: disable_marker $4385 
00D6: if 
0038:   $4393 == 1 // integer values 
004D: jump_if_false @PORNO1_9976 
018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_9976
0004: $4394 = 1 // integer values 

:PORNO1_9983
0002: jump @PORNO1_10012 

:PORNO1_9990
00BC: text_highpriority 'POR1_18' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @PORNO1_11164 

:PORNO1_10012
00D6: if 
0038:   $4394 == 1 // integer values 
004D: jump_if_false @PORNO1_10263 
00D6: if 
0038:   $4393 == 1 // integer values 
004D: jump_if_false @PORNO1_10263 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_10263 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_10263 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
004D: jump_if_false @PORNO1_10263 
00D6: if 
00FE:   actor $4372 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
004D: jump_if_false @PORNO1_10263 
00D6: if 
00FE:   actor $4377 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
004D: jump_if_false @PORNO1_10263 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PORNO1_10256 
00DA: $4378 = player $PLAYER_CHAR car 
0174: $97 = car $4378 z_angle 

:PORNO1_10256
0002: jump @PORNO1_10270 

:PORNO1_10263
0002: jump @PORNO1_8665 

:PORNO1_10270
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car $4378 wrecked 
004D: jump_if_false @PORNO1_10325 
00AB: put_car $4378 at -54.0 942.1 9.8 
0175: set_car $4378 z_angle_to $97 

:PORNO1_10325
015F: set_camera_position -50.7 927.4 10.1 0.0 rotation 0.0 0.0 
0160: point_camera -85.3 960.7 22.7 switchstyle 2 
03CF: load_wav 'PRN1_10' as 1 
03CF: load_wav 'PORN1_9' as 2 

:PORNO1_10400
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO1_10430 
0001: wait 0 ms 
0002: jump @PORNO1_10400 

:PORNO1_10430
00BC: text_highpriority 'POR1_15' 4000 ms 1  // Tommy, you coming in for a warm-up?
03D1: play_wav 2 

:PORNO1_10449
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_10480 
0001: wait 0 ms 
0002: jump @PORNO1_10449 

:PORNO1_10480
040D: unload_wav 2 
03D5: remove_text 'POR1_15'  // Tommy, you coming in for a warm-up?
00BC: text_highpriority 'POR1_16' 4000 ms 1  // Maybe later, babe...
03D1: play_wav 1 

:PORNO1_10513
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PORNO1_10539 
0001: wait 0 ms 
0002: jump @PORNO1_10513 

:PORNO1_10539
040D: unload_wav 1 
03D5: remove_text 'POR1_16'  // Maybe later, babe...
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_10595 
01E0: clear_leader $4372 
00D6: if 
00DF:   actor $4372 driving 
004D: jump_if_false @PORNO1_10595 
03E2: actor $4372 exit_car 

:PORNO1_10595
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_10637 
01E0: clear_leader $4377 
00D6: if 
00DF:   actor $4377 driving 
004D: jump_if_false @PORNO1_10637 
03E2: actor $4377 exit_car 

:PORNO1_10637
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_10653 

:PORNO1_10653
00D6: if 
00DF:   actor $4372 driving 
004D: jump_if_false @PORNO1_10696 
0001: wait 0 ms 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_10689 

:PORNO1_10689
0002: jump @PORNO1_10653 

:PORNO1_10696
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_10712 

:PORNO1_10712
00D6: if 
00DF:   actor $4377 driving 
004D: jump_if_false @PORNO1_10755 
0001: wait 0 ms 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_10748 

:PORNO1_10748
0002: jump @PORNO1_10712 

:PORNO1_10755
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_10791 
011C: actor $4372 clear_objective 
0211: actor $4372 walk_to -75.25 930.9 

:PORNO1_10791
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_10827 
011C: actor $4377 clear_objective 
0211: actor $4377 walk_to -75.25 930.9 

:PORNO1_10827
015F: set_camera_position -63.3 933.9 12.9 0.0 rotation 0.0 0.0 
0160: point_camera -78.1 930.8 10.5 switchstyle 2 
00D6: if 
8118:   not actor $4377 dead 
004D: jump_if_false @PORNO1_10914 
00A1: put_actor $4377 at -62.3 933.6 9.9 

:PORNO1_10914
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_10950 
00A1: put_actor $4372 at -62.3 935.6 9.9 

:PORNO1_10950
0006: 17@ = 0 // integer values 

:PORNO1_10957
00D6: if and
80EC:   not actor $4372 0 -75.25 930.9 radius 1.0 1.0 
001B:   8000 > 17@ // integer values 
004D: jump_if_false @PORNO1_11030 
0001: wait 0 ms 
00D6: if 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_11023 

:PORNO1_11023
0002: jump @PORNO1_10957 

:PORNO1_11030
03CF: load_wav 'PRN1_11' as 1 

:PORNO1_11042
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO1_11068 
0001: wait 0 ms 
0002: jump @PORNO1_11042 

:PORNO1_11068
00BC: text_highpriority 'POR1_17' 4000 ms 1  // Whoa, cool shark!
03D1: play_wav 1 

:PORNO1_11087
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4372 dead 
004D: jump_if_false @PORNO1_11118 
0001: wait 0 ms 
0002: jump @PORNO1_11087 

:PORNO1_11118
040D: unload_wav 1 
03D5: remove_text 'POR1_17'  // Whoa, cool shark!
009B: destroy_actor_instantly $4372 
009B: destroy_actor_instantly $4377 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0002: jump @PORNO1_11181 

:PORNO1_11164
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PORNO1_11181
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 42250 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 42250 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_1'  // Recruitment Drive
004F: create_thread @PORN2  
0004: $257 = 1 // integer values 
0051: return 

:PORNO1_11249
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0249: release_model #WMYPI 
0249: release_model #BMYCR 
0249: release_model #HMYRI 
0249: release_model #SENTINEL 
0249: release_model #BAT 
0249: release_model #TEC9 
0249: release_model #STRETCH 
034F: destroy_actor_with_fade $4372 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4377 // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0164: disable_marker $4382 
0164: disable_marker $4384 
0164: disable_marker $4383 
0164: disable_marker $4385 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 28---------------
// Originally: Dildo Dodo

:PORNO2
03A4: name_thread 'PORNO2' 
0050: gosub @PORNO2_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PORNO2_37 
0050: gosub @PORNO2_7434 

:PORNO2_37
0050: gosub @PORNO2_7530 
004E: end_thread 

:PORNO2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PORN2' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
0004: $4414 = 6 // integer values 
0004: $4415 = 0 // integer values 
0004: $4416 = 0 // integer values 
0004: $4417 = 0 // integer values 
0004: $4418 = 0 // integer values 
0004: $4419 = 0 // integer values 
0004: $4420 = 0 // integer values 
0004: $4421 = 0 // integer values 
0004: $4422 = 100 // integer values 
0004: $4423 = 0 // integer values 
0004: $4424 = 0 // integer values 
0004: $4425 = 0 // integer values 
0005: $4436 = -703.0 // floating-point values 
0005: $4437 = -1496.0 // floating-point values 
0005: $4438 = 45.0 // floating-point values 
0005: $4439 = -601.0 // floating-point values 
0005: $4440 = 660.0 // floating-point values 
0005: $4441 = 44.0 // floating-point values 
0005: $4442 = -464.2 // floating-point values 
0005: $4443 = 1459.3 // floating-point values 
0005: $4444 = 40.0 // floating-point values 
0005: $4445 = -872.8 // floating-point values 
0005: $4446 = 805.8 // floating-point values 
0005: $4447 = 35.0 // floating-point values 
0005: $4448 = -1130.2 // floating-point values 
0005: $4449 = -182.7 // floating-point values 
0005: $4450 = 36.0 // floating-point values 
0005: $4451 = -867.4 // floating-point values 
0005: $4452 = -343.2 // floating-point values 
0005: $4453 = 40.0 // floating-point values 
0005: $95 = 0.0 // floating-point values 
0005: $96 = 0.0 // floating-point values 
0005: $97 = 0.0 // floating-point values 
0004: $4427 = 0 // integer values 
0004: $4428 = 0 // integer values 
0004: $4429 = 0 // integer values 
0004: $4430 = 0 // integer values 
0004: $4431 = 0 // integer values 
0004: $4432 = 0 // integer values 
0004: $4433 = 0 // integer values 
0004: $4434 = 0 // integer values 
0004: $4435 = 0 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSMERC' 
023C: load_special_actor 4 'CREWA' 
023C: load_special_actor 5 'CREWB' 
02F3: load_object #CUTOBJ01 'SCENERY' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
03CB: set_camera -86.0 929.0 9.764 
038B: load_requested_models 

:PORNO2_563
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @PORNO2_605 
0001: wait 0 ms 
0002: jump @PORNO2_563 

:PORNO2_605
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @PORNO2_637 
0001: wait 0 ms 
0002: jump @PORNO2_605 

:PORNO2_637
02E4: load_cutscene_data 'PORN_2' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $162 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $162 'CSMERC' 
02E5: $195 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $195 'CREWA' 
02E5: $196 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $196 'CREWB' 
02E5: $4454 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4454 'SCENERY' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO2_889
00D6: if 
001A:   6922 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_924 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_889 

:PORNO2_924
00BC: text_highpriority 'POR2_A' 10000 ms 1  // How's filming going, Steve?

:PORNO2_939
00D6: if 
001A:   8243 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_974 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_939 

:PORNO2_974
00BC: text_highpriority 'POR2_B' 10000 ms 1  // Well, Candy is a natural and that new girl - she's insatiable!

:PORNO2_989
00D6: if 
001A:   13374 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1024 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_989 

:PORNO2_1024
00BC: text_highpriority 'POR2_C' 10000 ms 1  // She went through half the cast and crew before I even took a light reading.

:PORNO2_1039
00D6: if 
001A:   17692 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1074 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1039 

:PORNO2_1074
00BC: text_highpriority 'POR2_D' 10000 ms 1  // Anyway, hey, tomorrow we're going on location to shoot the boat scenes -

:PORNO2_1089
00D6: if 
001A:   21037 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1124 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1089 

:PORNO2_1124
00BC: text_highpriority 'POR2_E' 10000 ms 1  // Boat scenes?! What boat scenes?

:PORNO2_1139
00D6: if 
001A:   23916 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1174 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1139 

:PORNO2_1174
00BC: text_highpriority 'POR2_F' 10000 ms 1  // The fishermen are in the throes of passion when this giant shark comes in -

:PORNO2_1189
00D6: if 
001A:   26964 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1224 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1189 

:PORNO2_1224
00BC: text_highpriority 'POR2_G' 10000 ms 1  // What'd I say about the giant shark?

:PORNO2_1239
00D6: if 
001A:   28660 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1274 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1239 

:PORNO2_1274
00BC: text_highpriority 'POR2_Q' 10000 ms 1  // Oh, boy.

:PORNO2_1289
00D6: if 
001A:   30017 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1324 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1289 

:PORNO2_1324
00BC: text_highpriority 'POR2_H' 10000 ms 1  // I said, 'NO GIANT SHARK', alright?

:PORNO2_1339
00D6: if 
001A:   33395 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1376 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1339 

:PORNO2_1376
00BC: text_highpriority 'POR2_I' 10000 ms 1  // Just keep the cameras pointed at the poontang!

:PORNO2_1391
00D6: if 
001A:   35819 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1428 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1391 

:PORNO2_1428
00BC: text_highpriority 'POR2_J' 10000 ms 1  // Ok ok, hey Tommy, a guy's gotta try, right?

:PORNO2_1443
00D6: if 
001A:   38651 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1480 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1443 

:PORNO2_1480
00BC: text_highpriority 'POR2_K' 10000 ms 1  // Get those flyers printed up?

:PORNO2_1495
00D6: if 
001A:   40472 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1532 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1495 

:PORNO2_1532
00BC: text_highpriority 'POR2_L' 10000 ms 1  // Yeah, but nobody's gonna let us distribute those things, I mean

:PORNO2_1547
00D6: if 
001A:   43374 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1584 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1547 

:PORNO2_1584
00BC: text_highpriority 'POR2_M' 10000 ms 1  // They're just too, uh, they're unimaginative.

:PORNO2_1599
00D6: if 
001A:   46300 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1636 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1599 

:PORNO2_1636
00BC: text_highpriority 'POR2_N' 10000 ms 1  // You don't worry about that.

:PORNO2_1651
00D6: if 
001A:   47862 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1688 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1651 

:PORNO2_1688
00BC: text_highpriority 'POR2_O' 10000 ms 1  // I've got my own ideas for distribution.

:PORNO2_1703
00D6: if 
001A:   49597 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1740 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1703 

:PORNO2_1740
00D6: if 
059A:   false 
004D: jump_if_false @PORNO2_1797 

:PORNO2_1753
00D6: if 
001A:   49697 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1790 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1753 

:PORNO2_1790
0002: jump @PORNO2_1910 

:PORNO2_1797
00BC: text_highpriority 'POR2_P' 10000 ms 1  // O.K. Hey, Candy, uh - in my trailer.

:PORNO2_1812
00D6: if 
001A:   50597 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1849 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1812 

:PORNO2_1849
00D6: if 
001A:   53376 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO2_1886 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO2_1849 

:PORNO2_1886
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @PORNO2_1910 
0001: wait 0 ms 
0002: jump @PORNO2_1886 

:PORNO2_1910
016A: fade 0 1500 ms 
00BE: text_clear_all 

:PORNO2_1919
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO2_1943 
0001: wait 0 ms 
0002: jump @PORNO2_1919 

:PORNO2_1943
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
03CB: set_camera -67.0 939.297 10.94 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #SKIMMER 

:PORNO2_2042
00D6: if 
8248:   not model #SKIMMER available 
004D: jump_if_false @PORNO2_2069 
0001: wait 0 ms 
0002: jump @PORNO2_2042 

:PORNO2_2069
01B6: set_weather 4 
00A5: $4406 = create_car #SKIMMER at -141.1 1030.4 7.5 
0175: set_car $4406 z_angle_to 180.0 
0186: $4407 = create_marker_above_car $4406 
016A: fade 1 1500 ms 
00BC: text_highpriority 'POR2_01' 7000 ms 1  // ~g~There is a seaplane that was used as a prop in some old indie film round the back of the studios.
00BB: text_lowpriority 'POR2_05' 5000 ms 1  // ~g~Use it to distribute the flyers around town.

:PORNO2_2151
0001: wait 0 ms 
00D6: if 
8119:   not car $4406 wrecked 
004D: jump_if_false @PORNO2_2204 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4406 
004D: jump_if_false @PORNO2_2197 
0002: jump @PORNO2_2218 

:PORNO2_2197
0002: jump @PORNO2_2211 

:PORNO2_2204
0002: jump @PORNO2_7434 

:PORNO2_2211
0002: jump @PORNO2_2151 

:PORNO2_2218
0164: disable_marker $4407 
00BC: text_highpriority 'POR2_02' 5000 ms 1  // ~g~Pick one of the checkpoints to start dropping the flyers from.
00BB: text_lowpriority 'POR2_03' 5000 ms 1  // ~g~Drop the flyers all the way to the end checkpoint.
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 
0006: 16@ = 0 // integer values 
03C4: set_status_text_to $4422 1 'DILDO'  // Skimmer Fuel:
0006: 17@ = 0 // integer values 

:PORNO2_2408
0001: wait 0 ms 
00D6: if 
8119:   not car $4406 wrecked 
004D: jump_if_false @PORNO2_6984 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4406 
004D: jump_if_false @PORNO2_2522 
00D6: if 
0038:   $4426 == 0 // integer values 
004D: jump_if_false @PORNO2_2522 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @PORNO2_2505 
03E5: text_box 'PLANE_4'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump @PORNO2_2515 

:PORNO2_2505
03E5: text_box 'PLANE_H'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:PORNO2_2515
0004: $4426 = 1 // integer values 

:PORNO2_2522
00D6: if 
0038:   $4421 == 0 // integer values 
004D: jump_if_false @PORNO2_3795 
00D6: if 
0038:   $4415 == 0 // integer values 
004D: jump_if_false @PORNO2_2748 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_2634 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4436 $4437 $4438 
0002: jump @PORNO2_2748 

:PORNO2_2634
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4408 
0005: $4436 = -872.0 // floating-point values 
0005: $4437 = -574.0 // floating-point values 
0005: $4438 = 55.0 // floating-point values 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 0 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 
0004: $4421 = 1 // integer values 
0004: $4415 = 1 // integer values 

:PORNO2_2748
00D6: if 
0038:   $4416 == 0 // integer values 
004D: jump_if_false @PORNO2_2956 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_2842 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4439 $4440 $4441 
0002: jump @PORNO2_2956 

:PORNO2_2842
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4408 
0164: disable_marker $4409 
0005: $4439 = -354.2 // floating-point values 
0005: $4440 = 1088.0 // floating-point values 
0005: $4441 = 47.0 // floating-point values 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 0 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 
0004: $4421 = 1 // integer values 
0004: $4416 = 1 // integer values 

:PORNO2_2956
00D6: if 
0038:   $4417 == 0 // integer values 
004D: jump_if_false @PORNO2_3164 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_3050 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4442 $4443 $4444 
0002: jump @PORNO2_3164 

:PORNO2_3050
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0005: $4442 = -861.4 // floating-point values 
0005: $4443 = 1084.8 // floating-point values 
0005: $4444 = 54.5 // floating-point values 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 0 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 
0004: $4421 = 1 // integer values 
0004: $4417 = 1 // integer values 

:PORNO2_3164
00D6: if 
0038:   $4418 == 0 // integer values 
004D: jump_if_false @PORNO2_3372 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_3258 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4445 $4446 $4447 
0002: jump @PORNO2_3372 

:PORNO2_3258
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0005: $4445 = -1070.8 // floating-point values 
0005: $4446 = 88.0 // floating-point values 
0005: $4447 = 35.0 // floating-point values 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 0 
0164: disable_marker $4412 
0164: disable_marker $4413 
0004: $4421 = 1 // integer values 
0004: $4418 = 1 // integer values 

:PORNO2_3372
00D6: if 
0038:   $4419 == 0 // integer values 
004D: jump_if_false @PORNO2_3580 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_3466 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4448 $4449 $4450 
0002: jump @PORNO2_3580 

:PORNO2_3466
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0005: $4448 = -1433.8 // floating-point values 
0005: $4449 = -807.1 // floating-point values 
0005: $4450 = 45.5 // floating-point values 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 0 
0164: disable_marker $4413 
0004: $4421 = 1 // integer values 
0004: $4419 = 1 // integer values 

:PORNO2_3580
00D6: if 
0038:   $4420 == 0 // integer values 
004D: jump_if_false @PORNO2_3788 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_3674 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4451 $4452 $4453 
0002: jump @PORNO2_3788 

:PORNO2_3674
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 
0005: $4451 = -771.9 // floating-point values 
0005: $4452 = 304.6 // floating-point values 
0005: $4453 = 50.1 // floating-point values 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 0 
0004: $4421 = 1 // integer values 
0004: $4420 = 1 // integer values 

:PORNO2_3788
0002: jump @PORNO2_5904 

:PORNO2_3795
0209: $4425 = random_int_in_ranges 1 7 
00D6: if 
0038:   $4425 == 1 // integer values 
004D: jump_if_false @PORNO2_3829 
0050: gosub @PORNO2_7605 

:PORNO2_3829
00D6: if 
0038:   $4425 == 2 // integer values 
004D: jump_if_false @PORNO2_3861 
0050: gosub @PORNO2_7605 
0050: gosub @PORNO2_7605 

:PORNO2_3861
00D6: if 
0038:   $4425 == 3 // integer values 
004D: jump_if_false @PORNO2_3900 
0050: gosub @PORNO2_7605 
0050: gosub @PORNO2_7605 
0050: gosub @PORNO2_7605 

:PORNO2_3900
00D6: if 
0038:   $4415 == 1 // integer values 
004D: jump_if_false @PORNO2_4234 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_3994 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4436 $4437 $4438 
0002: jump @PORNO2_4234 

:PORNO2_3994
000C: $4414 -= 1 // integer values 
00D6: if 
0038:   $4416 == 0 // integer values 
004D: jump_if_false @PORNO2_4040 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_4040
00D6: if 
0038:   $4417 == 0 // integer values 
004D: jump_if_false @PORNO2_4079 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_4079
00D6: if 
0038:   $4418 == 0 // integer values 
004D: jump_if_false @PORNO2_4118 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_4118
00D6: if 
0038:   $4419 == 0 // integer values 
004D: jump_if_false @PORNO2_4157 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_4157
00D6: if 
0038:   $4420 == 0 // integer values 
004D: jump_if_false @PORNO2_4196 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_4196
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4408 
0004: $4421 = 0 // integer values 
0004: $4415 = 2 // integer values 

:PORNO2_4234
00D6: if 
0038:   $4416 == 1 // integer values 
004D: jump_if_false @PORNO2_4568 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_4328 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4439 $4440 $4441 
0002: jump @PORNO2_4568 

:PORNO2_4328
000C: $4414 -= 1 // integer values 
00D6: if 
0038:   $4415 == 0 // integer values 
004D: jump_if_false @PORNO2_4374 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_4374
00D6: if 
0038:   $4417 == 0 // integer values 
004D: jump_if_false @PORNO2_4413 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_4413
00D6: if 
0038:   $4418 == 0 // integer values 
004D: jump_if_false @PORNO2_4452 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_4452
00D6: if 
0038:   $4419 == 0 // integer values 
004D: jump_if_false @PORNO2_4491 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_4491
00D6: if 
0038:   $4420 == 0 // integer values 
004D: jump_if_false @PORNO2_4530 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_4530
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4409 
0004: $4421 = 0 // integer values 
0004: $4416 = 2 // integer values 

:PORNO2_4568
00D6: if 
0038:   $4417 == 1 // integer values 
004D: jump_if_false @PORNO2_4902 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_4662 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4442 $4443 $4444 
0002: jump @PORNO2_4902 

:PORNO2_4662
000C: $4414 -= 1 // integer values 
00D6: if 
0038:   $4415 == 0 // integer values 
004D: jump_if_false @PORNO2_4708 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_4708
00D6: if 
0038:   $4416 == 0 // integer values 
004D: jump_if_false @PORNO2_4747 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_4747
00D6: if 
0038:   $4418 == 0 // integer values 
004D: jump_if_false @PORNO2_4786 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_4786
00D6: if 
0038:   $4419 == 0 // integer values 
004D: jump_if_false @PORNO2_4825 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_4825
00D6: if 
0038:   $4420 == 0 // integer values 
004D: jump_if_false @PORNO2_4864 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_4864
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4410 
0004: $4421 = 0 // integer values 
0004: $4417 = 2 // integer values 

:PORNO2_4902
00D6: if 
0038:   $4418 == 1 // integer values 
004D: jump_if_false @PORNO2_5236 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_4996 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4445 $4446 $4447 
0002: jump @PORNO2_5236 

:PORNO2_4996
000C: $4414 -= 1 // integer values 
00D6: if 
0038:   $4415 == 0 // integer values 
004D: jump_if_false @PORNO2_5042 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_5042
00D6: if 
0038:   $4416 == 0 // integer values 
004D: jump_if_false @PORNO2_5081 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_5081
00D6: if 
0038:   $4417 == 0 // integer values 
004D: jump_if_false @PORNO2_5120 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_5120
00D6: if 
0038:   $4419 == 0 // integer values 
004D: jump_if_false @PORNO2_5159 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_5159
00D6: if 
0038:   $4420 == 0 // integer values 
004D: jump_if_false @PORNO2_5198 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_5198
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4411 
0004: $4421 = 0 // integer values 
0004: $4418 = 2 // integer values 

:PORNO2_5236
00D6: if 
0038:   $4419 == 1 // integer values 
004D: jump_if_false @PORNO2_5570 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_5330 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4448 $4449 $4450 
0002: jump @PORNO2_5570 

:PORNO2_5330
000C: $4414 -= 1 // integer values 
00D6: if 
0038:   $4415 == 0 // integer values 
004D: jump_if_false @PORNO2_5376 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_5376
00D6: if 
0038:   $4416 == 0 // integer values 
004D: jump_if_false @PORNO2_5415 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_5415
00D6: if 
0038:   $4417 == 0 // integer values 
004D: jump_if_false @PORNO2_5454 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_5454
00D6: if 
0038:   $4418 == 0 // integer values 
004D: jump_if_false @PORNO2_5493 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_5493
00D6: if 
0038:   $4420 == 0 // integer values 
004D: jump_if_false @PORNO2_5532 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_5532
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4412 
0004: $4421 = 0 // integer values 
0004: $4419 = 2 // integer values 

:PORNO2_5570
00D6: if 
0038:   $4420 == 1 // integer values 
004D: jump_if_false @PORNO2_5904 
00D6: if 
80F5:   not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO2_5664 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4451 $4452 $4453 
0002: jump @PORNO2_5904 

:PORNO2_5664
000C: $4414 -= 1 // integer values 
00D6: if 
0038:   $4415 == 0 // integer values 
004D: jump_if_false @PORNO2_5710 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_5710
00D6: if 
0038:   $4416 == 0 // integer values 
004D: jump_if_false @PORNO2_5749 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_5749
00D6: if 
0038:   $4417 == 0 // integer values 
004D: jump_if_false @PORNO2_5788 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_5788
00D6: if 
0038:   $4418 == 0 // integer values 
004D: jump_if_false @PORNO2_5827 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_5827
00D6: if 
0038:   $4419 == 0 // integer values 
004D: jump_if_false @PORNO2_5866 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_5866
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4413 
0004: $4421 = 0 // integer values 
0004: $4420 = 2 // integer values 

:PORNO2_5904
00D6: if 
80DC:   not player $PLAYER_CHAR driving $4406 
004D: jump_if_false @PORNO2_6176 
01BD: $4435 = current_time_in_ms 
0084: $4429 = $4422 // integer values and handles 
0010: $4429 *= 5000 // integer values 
00D6: if 
0038:   $4427 == 0 // integer values 
004D: jump_if_false @PORNO2_6016 
01BD: $4428 = current_time_in_ms 
00D6: if 
0018:   $4429 > 30000 // integer values 
004D: jump_if_false @PORNO2_6001 
0004: $4430 = 30000 // integer values 
0002: jump @PORNO2_6009 

:PORNO2_6001
0084: $4430 = $4429 // integer values and handles 

:PORNO2_6009
0004: $4427 = 1 // integer values 

:PORNO2_6016
01BD: $4431 = current_time_in_ms 
0084: $4432 = $4431 // integer values and handles 
0060: $4432 -= $4428 // integer values 
0060: $4430 -= $4432 // integer values 
0084: $4428 = $4431 // integer values and handles 
0084: $4433 = $4430 // integer values and handles 
0014: $4433 /= 1000 // integer values 
01E5: text_1number_highpriority 'PORN2_9' $4433 flag 200 time 1  // ~g~You have ~1~ seconds to return to a Skimmer before the mission ends.
00D6: if 
001A:   1 > $4433 // integer values 
004D: jump_if_false @PORNO2_6153 
00D6: if 
001C:   $4435 > $4434 // integer values 
004D: jump_if_false @PORNO2_6146 
00BC: text_highpriority 'TAXI2' 3000 ms 1  // ~r~You're out of time!
0002: jump @PORNO2_7434 

:PORNO2_6146
0002: jump @PORNO2_6169 

:PORNO2_6153
0084: $4434 = $4435 // integer values and handles 
0008: $4434 += 1000 // integer values 

:PORNO2_6169
0002: jump @PORNO2_6183 

:PORNO2_6176
0004: $4427 = 0 // integer values 

:PORNO2_6183
00D6: if and
01F4:   car $4406 flipped 
01C1:   car $4406 stopped 
004D: jump_if_false @PORNO2_6211 
0004: $4424 = 1 // integer values 

:PORNO2_6211
00D6: if and
80DC:   not player $PLAYER_CHAR driving $4406 
0038:   $4423 == 0 // integer values 
0038:   $4424 == 0 // integer values 
004D: jump_if_false @PORNO2_6289 
0186: $4407 = create_marker_above_car $4406 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 
0004: $4423 = 1 // integer values 

:PORNO2_6289
00D6: if and
00DC:   player $PLAYER_CHAR driving $4406 
0038:   $4423 == 1 // integer values 
004D: jump_if_false @PORNO2_6977 
0164: disable_marker $4407 
00D6: if 
0038:   $4415 == 0 // integer values 
004D: jump_if_false @PORNO2_6359 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_6359
00D6: if 
0038:   $4416 == 0 // integer values 
004D: jump_if_false @PORNO2_6398 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_6398
00D6: if 
0038:   $4417 == 0 // integer values 
004D: jump_if_false @PORNO2_6437 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_6437
00D6: if 
0038:   $4418 == 0 // integer values 
004D: jump_if_false @PORNO2_6476 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_6476
00D6: if 
0038:   $4419 == 0 // integer values 
004D: jump_if_false @PORNO2_6515 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_6515
00D6: if 
0038:   $4420 == 0 // integer values 
004D: jump_if_false @PORNO2_6554 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_6554
00D6: if 
0038:   $4415 == 1 // integer values 
004D: jump_if_false @PORNO2_6623 
0164: disable_marker $4408 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 0 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 

:PORNO2_6623
00D6: if 
0038:   $4416 == 1 // integer values 
004D: jump_if_false @PORNO2_6692 
0164: disable_marker $4408 
0164: disable_marker $4409 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 0 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 

:PORNO2_6692
00D6: if 
0038:   $4417 == 1 // integer values 
004D: jump_if_false @PORNO2_6761 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 0 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 

:PORNO2_6761
00D6: if 
0038:   $4418 == 1 // integer values 
004D: jump_if_false @PORNO2_6830 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 0 
0164: disable_marker $4412 
0164: disable_marker $4413 

:PORNO2_6830
00D6: if 
0038:   $4419 == 1 // integer values 
004D: jump_if_false @PORNO2_6899 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 0 
0164: disable_marker $4413 

:PORNO2_6899
00D6: if 
0038:   $4420 == 1 // integer values 
004D: jump_if_false @PORNO2_6968 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 0 

:PORNO2_6968
00BE: text_clear_all 
0004: $4423 = 0 // integer values 

:PORNO2_6977
0002: jump @PORNO2_6991 

:PORNO2_6984
0002: jump @PORNO2_7434 

:PORNO2_6991
00D6: if 
0038:   $4422 == 0 // integer values 
004D: jump_if_false @PORNO2_7181 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4406 
004D: jump_if_false @PORNO2_7035 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:PORNO2_7035
00D6: if 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @PORNO2_7181 
03F5: set_vehicle $4406 apply_damage_rules 1 
020B: explode_car $4406 
00AA: store_car $4406 position_to $95 $96 $97 
020C: create_explosion_with_radius 2 at $95 $96 $97 
020C: create_explosion_with_radius 11 at $95 $96 $97 
020C: create_explosion_with_radius 1 at $95 $96 $97 
020C: create_explosion_with_radius 6 at $95 $96 $97 
039D: scatter_particles 17 0.8 0 0 0 11000 at $95 $96 $97 0.1 0.0 0.2 
0002: jump @PORNO2_7434 

:PORNO2_7181
00D6: if 
0018:   $4422 > 0 // integer values 
004D: jump_if_false @PORNO2_7239 
00D6: if 
0019:   17@ > 5000 // integer values 
004D: jump_if_false @PORNO2_7232 
000C: $4422 -= 1 // integer values 
0006: 17@ = 0 // integer values 

:PORNO2_7232
0002: jump @PORNO2_7246 

:PORNO2_7239
0004: $4422 = 0 // integer values 

:PORNO2_7246
00D6: if 
0018:   $4422 > 0 // integer values 
004D: jump_if_false @PORNO2_7402 
00D6: if 
001A:   10 > $4422 // integer values 
004D: jump_if_false @PORNO2_7402 
00D6: if 
8119:   not car $4406 wrecked 
004D: jump_if_false @PORNO2_7349 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4406 
004D: jump_if_false @PORNO2_7339 
00BC: text_highpriority 'POR2_04' 5000 ms 1  // ~r~LOW FUEL!!!
0002: jump @PORNO2_7349 

:PORNO2_7339
03D5: remove_text 'POR2_04'  // ~r~LOW FUEL!!!

:PORNO2_7349
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @PORNO2_7402 
00AA: store_car $4406 position_to $95 $96 $97 
018C: play_sound 35 at $95 $96 $97 
0006: 16@ = 0 // integer values 

:PORNO2_7402
00D6: if 
0038:   $4414 == 0 // integer values 
004D: jump_if_false @PORNO2_7427 
0002: jump @PORNO2_7451 

:PORNO2_7427
0002: jump @PORNO2_2408 

:PORNO2_7434
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PORNO2_7451
00BE: text_clear_all 
055A:  1 
01E3: text_1number_styled 'M_PASS' number 42500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 42500 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_2'  // Dildo Dodo
004F: create_thread @PORN3  
0004: $258 = 1 // integer values 
0051: return 

:PORNO2_7530
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0249: release_model #SKIMMER 
0151: remove_status_text $4414 
0151: remove_status_text $4422 
0164: disable_marker $4407 
0164: disable_marker $4408 
0164: disable_marker $4409 
0164: disable_marker $4410 
0164: disable_marker $4411 
0164: disable_marker $4412 
0164: disable_marker $4413 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B7: release_weather 
00D8: mission_cleanup 
0051: return 

:PORNO2_7605
0407: create_coordinate $95 $96 $97 from_car $4406 offset 0.0 -2.0 -2.0 
0437: scatter_particle 11 0.8 at $95 $96 $97 0.0 0.0 0.0 
0051: return 

//-------------Mission 29---------------
// Originally: Martha's Mug Shot

:PORNO3
03A4: name_thread 'PORNO3' 
0050: gosub @PORNO3_120 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PORNO3_111 
00D6: if 
0038:   $4487 == 1 // integer values 
004D: jump_if_false @PORNO3_104 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_104
0050: gosub @PORNO3_9207 

:PORNO3_111
0050: gosub @PORNO3_9317 
004E: end_thread 

:PORNO3_120
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PORN3' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
0004: $4479 = 0 // integer values 
0004: $4480 = 0 // integer values 
0004: $4481 = 0 // integer values 
0004: $4482 = 0 // integer values 
0004: $4483 = 0 // integer values 
0004: $4484 = 0 // integer values 
0004: $4485 = 0 // integer values 
0004: $4486 = 0 // integer values 
0004: $4487 = 0 // integer values 
0004: $4490 = 0 // integer values 
0004: $4492 = 0 // integer values 
0004: $4493 = 0 // integer values 
0004: $4494 = 0 // integer values 
0004: $4495 = 0 // integer values 
0004: $4496 = 0 // integer values 
0004: $4497 = 0 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSCANDY' 
023C: load_special_actor 4 'MPORNA' 
023C: load_special_actor 5 'CMRAMAN' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
03CB: set_camera -86.0 929.0 9.764 
038B: load_requested_models 

:PORNO3_392
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @PORNO3_434 
0001: wait 0 ms 
0002: jump @PORNO3_392 

:PORNO3_434
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @PORNO3_466 
0001: wait 0 ms 
0002: jump @PORNO3_434 

:PORNO3_466
02E4: load_cutscene_data 'PORN_3' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $165 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $165 'CSCANDY' 
02E5: $164 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $164 'MPORNA' 
02E5: $197 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $197 'CMRAMAN' 
02E5: $209 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $209 'CS_CAM' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO3_718
00D6: if 
001A:   5363 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_753 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_718 

:PORNO3_753
00BC: text_highpriority 'POR3_A' 10000 ms 1  // Ok, what's the problem now?

:PORNO3_768
00D6: if 
001A:   7267 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_803 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_768 

:PORNO3_803
00BC: text_highpriority 'POR3_B' 10000 ms 1  // SSShhhh!

:PORNO3_818
00D6: if 
001A:   8405 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_853 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_818 

:PORNO3_853
00BC: text_highpriority 'POR3_C' 10000 ms 1  // Well, after his close encounter with the nympho-invaders,

:PORNO3_868
00D6: if 
001A:   11940 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_903 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_868 

:PORNO3_903
00BC: text_highpriority 'POR3_D' 10000 ms 1  // our hero finds himself unable to think of anything but this huge phallic mountain -

:PORNO3_918
00D6: if 
001A:   17623 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_953 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_918 

:PORNO3_953
00BC: text_highpriority 'POR3_E' 10000 ms 1  // and that's when I want to do the scene with the vat of mashed potatoes, but then we, uh -

:PORNO3_968
00D6: if 
001A:   20572 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1003 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_968 

:PORNO3_1003
00BC: text_highpriority 'POR3_F' 10000 ms 1  // I don't give a crap about that!

:PORNO3_1018
00D6: if 
001A:   23405 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1053 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1018 

:PORNO3_1053
00BC: text_highpriority 'POR3_G' 10000 ms 1  // J - Just keep going, keep going!

:PORNO3_1068
00D6: if 
001A:   24264 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1103 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1068 

:PORNO3_1103
00D6: if 
001A:   25472 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1138 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1103 

:PORNO3_1138
00BC: text_highpriority 'POR3_I' 10000 ms 1  // You mentioned something about some legal problem on the phone?

:PORNO3_1153
00D6: if 
001A:   29817 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1188 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1153 

:PORNO3_1188
00BC: text_highpriority 'POR3_J' 10000 ms 1  // Congressman Alex Shrub has jumped on the pre-election bandwagon, he's going after the puritan vote.

:PORNO3_1203
00D6: if 
001A:   35410 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1240 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1203 

:PORNO3_1240
00BC: text_highpriority 'POR3_K' 10000 ms 1  // Rumors are he's gonna support measures to restrict, shall we say,

:PORNO3_1255
00D6: if 
001A:   38788 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1292 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1255 

:PORNO3_1292
00BC: text_highpriority 'POR3_L' 10000 ms 1  // the more fleshy aspects of this nation's great entertainment industry.

:PORNO3_1307
00D6: if 
001A:   44773 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1344 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1307 

:PORNO3_1344
00BC: text_highpriority 'POR3_M' 10000 ms 1  // Great.

:PORNO3_1359
00D6: if 
001A:   47875 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1396 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1359 

:PORNO3_1396
00BC: text_highpriority 'POR3_N' 10000 ms 1  // Candy! You know Shrub,

:PORNO3_1411
00D6: if 
001A:   50039 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1448 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1411 

:PORNO3_1448
00BC: text_highpriority 'POR3_O' 10000 ms 1  // you guys get up to anything kinky?

:PORNO3_1463
00D6: if 
001A:   53487 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1500 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1463 

:PORNO3_1500
00BC: text_highpriority 'POR3_P' 10000 ms 1  // Oh yeah, oh yeah, oh yeah! Yes yes yes YES OOOoooh!

:PORNO3_1515
00D6: if 
001A:   62879 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1552 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1515 

:PORNO3_1552
00BC: text_highpriority 'POR3_Q' 10000 ms 1  // Please - tell me you got that.

:PORNO3_1567
00D6: if 
001A:   64505 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1604 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1567 

:PORNO3_1604
00BC: text_highpriority 'POR3_R' 10000 ms 1  // Was that part of the, uh... or was she talking to..?

:PORNO3_1619
00D6: if 
001A:   66734 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1656 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1619 

:PORNO3_1656
00BC: text_highpriority 'POR3_S' 10000 ms 1  // Hey, I can never tell. Anyway...

:PORNO3_1671
00D6: if 
001A:   69061 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1708 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1671 

:PORNO3_1708
00BC: text_highpriority 'POR3_T' 10000 ms 1  // You're probably best following her after the shoot,

:PORNO3_1723
00D6: if 
001A:   72018 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1760 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1723 

:PORNO3_1760
00BC: text_highpriority 'POR3_U' 10000 ms 1  // see if she'll lead you to their new love nest.

:PORNO3_1775
00D6: if 
001A:   74686 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1812 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1775 

:PORNO3_1812
00BC: text_highpriority 'POR3_V' 10000 ms 1  // You got a camera?

:PORNO3_1827
00D6: if 
001A:   76802 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1864 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1827 

:PORNO3_1864
00BC: text_highpriority 'POR3_X' 10000 ms 1  // Yeah. Get him a camera.

:PORNO3_1879
00D6: if 
001A:   77802 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1916 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1879 

:PORNO3_1916
00BE: text_clear_all 

:PORNO3_1918
00D6: if 
001A:   78976 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO3_1955 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO3_1918 

:PORNO3_1955
016A: fade 0 1500 ms 
00BE: text_clear_all 

:PORNO3_1964
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO3_1988 
0001: wait 0 ms 
0002: jump @PORNO3_1964 

:PORNO3_1988
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
01EB: set_traffic_density_multiplier_to 0.75 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
03CB: set_camera -67.0 939.297 10.94 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 0 60000 
023C: load_special_actor 1 'IGCANDY' 
023C: load_special_actor 2 'IGALSCB' 

:PORNO3_2106
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @PORNO3_2136 
0001: wait 0 ms 
0002: jump @PORNO3_2106 

:PORNO3_2136
038B: load_requested_models 
0247: request_model #HMYRI 
0247: request_model #CAMERA 
0247: request_model #FBI 
0247: request_model #GDA 
0247: request_model #UZI 
0247: request_model #SPARROW 
0247: request_model #STRETCH 
0247: request_model #RANCHER 
0247: request_model #M4 

:PORNO3_2180
00D6: if or
8248:   not model #HMYRI available 
8248:   not model #CAMERA available 
8248:   not model #FBI available 
8248:   not model #GDA available 
8248:   not model #UZI available 
004D: jump_if_false @PORNO3_2224 
0001: wait 0 ms 
0002: jump @PORNO3_2180 

:PORNO3_2224
00D6: if or
8248:   not model #SPARROW available 
8248:   not model #STRETCH available 
8248:   not model #RANCHER available 
8248:   not model #M4 available 
004D: jump_if_false @PORNO3_2266 
0001: wait 0 ms 
0002: jump @PORNO3_2224 

:PORNO3_2266
0108: destroy_object $1815 
029B: $4466 = init_object #SPAD_DR_OPEN2 at 461.961 31.436 31.24 
01C7: remove_object_from_mission_cleanup_list $4466 
0108: destroy_object $1817 
029B: $4498 = init_object #PH_BUILD_DR_OPEN at 569.33 52.737 14.616 
01C7: remove_object_from_mission_cleanup_list $4498 
034D: rotate_object $4498 from_angle 350.0 to_angle 350.0 flag 0 
022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
01B1: give_player $PLAYER_CHAR weapon 36 ammo 50000 // Load the weapon model before using this 
0004: $4491 = 12 // integer values 
009A: $4456 = create_actor_pedtype 5 model #SPECIAL01 at -40.4 945.0 9.9 
04F5: unknown_actor $4456 kiss_player $PLAYER_CHAR on 1 
0245: set_actor $4456 walk_style_to 46 
01ED: clear_actor $4456 threat_search 
0173: set_actor $4456 z_angle_to 296.8 
02A9: set_actor $4456 immune_to_nonplayer 1 
0211: actor $4456 walk_to 9.2 964.4 
0187: $4475 = create_marker_above_actor $4456 
0568: set_actor $4456 untargetable 1 
00A5: $4457 = create_car #STRETCH at 18.8 961.6 10.6 
0175: set_car $4457 z_angle_to 360.1 
0229: set_car $4457 color_to 34 34 
00AE: set_vehicle $4457 traffic_behavior_to 2 
0129: $4458 = create_actor 4 #HMYRI in_car $4457 driverseat 
020A: set_car $4457 door_status_to 3 
00A9: set_car $4457 to_normal_driver 
02AA: set_car $4457 immune_to_nonplayer 1 
00A5: $4465 = create_car #SPARROW at -61.7 1019.0 9.9 
0175: set_car $4465 z_angle_to 356.2 
0186: $4478 = create_marker_above_car $4465 
016A: fade 1 1500 ms 
009A: $4455 = create_actor_pedtype 4 model #SPECIAL02 at 471.3 27.0 29.6 
01ED: clear_actor $4455 threat_search 
0350: set_actor $4455 maintain_position_when_attacked 1 
0173: set_actor $4455 z_angle_to 90.5 
009A: $4461 = create_actor_pedtype 4 model #FBI at 477.6 30.1 29.9 
0173: set_actor $4461 z_angle_to 286.6 
01B2: give_actor $4461 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4461 threat_search 
0243: set_actor $4461 ped_stats_to 16 
0291: set_actor $4461 attack_when_provoked 1 
0350: set_actor $4461 maintain_position_when_attacked 1 
02A9: set_actor $4461 immune_to_nonplayer 1 
009A: $4462 = create_actor_pedtype 4 model #FBI at 458.8 18.1 32.0 
01B2: give_actor $4462 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4462 threat_search 
0243: set_actor $4462 ped_stats_to 16 
0291: set_actor $4462 attack_when_provoked 1 
01E2: add_route_point 1 at 458.8 18.1 32.0 
01E2: add_route_point 1 at 472.0 18.1 32.0 
01E2: add_route_point 1 at 458.8 18.1 32.0 
01E1: set_actor $4462 follow_route 1 3 
02A9: set_actor $4462 immune_to_nonplayer 1 
009A: $4463 = create_actor_pedtype 4 model #FBI at 458.4 42.9 32.0 
01B2: give_actor $4463 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4463 threat_search 
0243: set_actor $4463 ped_stats_to 16 
0291: set_actor $4463 attack_when_provoked 1 
01E2: add_route_point 2 at 458.4 42.9 32.0 
01E2: add_route_point 2 at 472.0 42.9 32.0 
01E2: add_route_point 2 at 458.4 42.9 32.0 
01E1: set_actor $4463 follow_route 2 3 
02A9: set_actor $4463 immune_to_nonplayer 1 
009A: $4464 = create_actor_pedtype 4 model #FBI at 455.0 37.6 33.8 
01B2: give_actor $4464 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4464 threat_search 
0243: set_actor $4464 ped_stats_to 16 
0291: set_actor $4464 attack_when_provoked 1 
01E2: add_route_point 3 at 455.0 37.6 33.8 
01E2: add_route_point 3 at 455.0 23.8 33.8 
01E2: add_route_point 3 at 455.0 37.6 33.8 
01E1: set_actor $4464 follow_route 3 3 
02A9: set_actor $4464 immune_to_nonplayer 1 
009A: $4459 = create_actor_pedtype 4 model #GDA at 474.9 31.9 11.0 
0173: set_actor $4459 z_angle_to 269.6 
01B2: give_actor $4459 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4459 threat_search 
0243: set_actor $4459 ped_stats_to 16 
0291: set_actor $4459 attack_when_provoked 1 
0350: set_actor $4459 maintain_position_when_attacked 1 
02A9: set_actor $4459 immune_to_nonplayer 1 
009A: $4460 = create_actor_pedtype 4 model #GDA at 474.9 28.9 11.0 
0173: set_actor $4460 z_angle_to 269.6 
01B2: give_actor $4460 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4460 threat_search 
0243: set_actor $4460 ped_stats_to 16 
0291: set_actor $4460 attack_when_provoked 1 
0350: set_actor $4460 maintain_position_when_attacked 1 
02A9: set_actor $4460 immune_to_nonplayer 1 
0006: 16@ = 0 // integer values 
0293: $18 = get_controller_mode 

:PORNO3_3284
0001: wait 0 ms 
00D6: if 
0038:   $4488 == 0 // integer values 
004D: jump_if_false @PORNO3_3516 
00D6: if 
001B:   7000 > 16@ // integer values 
004D: jump_if_false @PORNO3_3490 
00D6: if 
0038:   $4489 == 0 // integer values 
004D: jump_if_false @PORNO3_3483 
00D6: if 
0038:   $18 == 0 // integer values 
004D: jump_if_false @PORNO3_3378 
03E5: text_box 'POR3_08'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004: $4489 = 1 // integer values 

:PORNO3_3378
00D6: if 
0038:   $18 == 1 // integer values 
004D: jump_if_false @PORNO3_3413 
03E5: text_box 'POR3_08'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004: $4489 = 1 // integer values 

:PORNO3_3413
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @PORNO3_3448 
03E5: text_box 'POR3_08'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004: $4489 = 1 // integer values 

:PORNO3_3448
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @PORNO3_3483 
03E5: text_box 'POR3_09'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target ~w~with the camera.
0004: $4489 = 1 // integer values 

:PORNO3_3483
0002: jump @PORNO3_3516 

:PORNO3_3490
0293: $18 = get_controller_mode 
0004: $4488 = 1 // integer values 
0006: 16@ = 0 // integer values 
0004: $4489 = 0 // integer values 

:PORNO3_3516
00D6: if 
0038:   $4488 == 1 // integer values 
004D: jump_if_false @PORNO3_3744 
00D6: if 
001B:   7000 > 16@ // integer values 
004D: jump_if_false @PORNO3_3718 
00D6: if 
0038:   $4489 == 0 // integer values 
004D: jump_if_false @PORNO3_3711 
00D6: if 
0038:   $18 == 0 // integer values 
004D: jump_if_false @PORNO3_3606 
03E5: text_box 'POR3_10'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $4489 = 1 // integer values 

:PORNO3_3606
00D6: if 
0038:   $18 == 1 // integer values 
004D: jump_if_false @PORNO3_3641 
03E5: text_box 'POR3_10'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $4489 = 1 // integer values 

:PORNO3_3641
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @PORNO3_3676 
03E5: text_box 'POR3_11'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $4489 = 1 // integer values 

:PORNO3_3676
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @PORNO3_3711 
03E5: text_box 'POR3_10'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $4489 = 1 // integer values 

:PORNO3_3711
0002: jump @PORNO3_3744 

:PORNO3_3718
0293: $18 = get_controller_mode 
0004: $4488 = 2 // integer values 
0006: 16@ = 0 // integer values 
0004: $4489 = 0 // integer values 

:PORNO3_3744
00D6: if 
0038:   $4488 == 2 // integer values 
004D: jump_if_false @PORNO3_3967 
00D6: if 
001B:   7000 > 16@ // integer values 
004D: jump_if_false @PORNO3_3946 
00D6: if 
0038:   $4489 == 0 // integer values 
004D: jump_if_false @PORNO3_3939 
00D6: if 
0038:   $18 == 0 // integer values 
004D: jump_if_false @PORNO3_3834 
03E5: text_box 'POR3_12'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $4489 = 1 // integer values 

:PORNO3_3834
00D6: if 
0038:   $18 == 1 // integer values 
004D: jump_if_false @PORNO3_3869 
03E5: text_box 'POR3_12'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $4489 = 1 // integer values 

:PORNO3_3869
00D6: if 
0038:   $18 == 2 // integer values 
004D: jump_if_false @PORNO3_3904 
03E5: text_box 'POR3_13'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $4489 = 1 // integer values 

:PORNO3_3904
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @PORNO3_3939 
03E5: text_box 'POR3_14'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $4489 = 1 // integer values 

:PORNO3_3939
0002: jump @PORNO3_3967 

:PORNO3_3946
0004: $4488 = 3 // integer values 
0006: 16@ = 0 // integer values 
0004: $4489 = 0 // integer values 

:PORNO3_3967
00D6: if 
0038:   $4488 == 3 // integer values 
004D: jump_if_false @PORNO3_4041 
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @PORNO3_4041 
00BC: text_highpriority 'POR3_01' 7000 ms 1  // ~g~Follow Candy's ~h~Stretch~g~.
00BB: text_lowpriority 'POR3_20' 5000 ms 1  // ~g~If you need transport, use the ~h~Sparrow~g~ round the back.
0004: $4488 = 4 // integer values 

:PORNO3_4041
00D6: if 
8119:   not car $4465 wrecked 
004D: jump_if_false @PORNO3_4095 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PORNO3_4088 
0164: disable_marker $4478 
03D5: remove_text 'POR3_20'  // ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:PORNO3_4088
0002: jump @PORNO3_4110 

:PORNO3_4095
0164: disable_marker $4478 
03D5: remove_text 'POR3_20'  // ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:PORNO3_4110
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_4555 
00D6: if 
8119:   not car $4457 wrecked 
004D: jump_if_false @PORNO3_4526 
00D6: if 
8118:   not actor $4458 dead 
004D: jump_if_false @PORNO3_4497 
00D6: if 
0038:   $4480 == 0 // integer values 
004D: jump_if_false @PORNO3_4387 
00D6: if 
00DB:   actor $4456 in_car $4457 
004D: jump_if_false @PORNO3_4327 
0362: put_actor $4456 at -862.0 -607.4 11.1 and_remove_from_car 
009B: destroy_actor_instantly $4456 
01C8: $4456 = create_actor_pedtype 5 model #SPECIAL01 in_car $4457 passenger_seat 2 
04F5: unknown_actor $4456 kiss_player $PLAYER_CHAR on 1 
0245: set_actor $4456 walk_style_to 46 
01ED: clear_actor $4456 threat_search 
02A9: set_actor $4456 immune_to_nonplayer 1 
00A7: car $4457 drive_to 485.9 31.3 10.7 
00AD: set_car $4457 max_speed_to 20.0 
0164: disable_marker $4475 
0187: $4475 = create_marker_above_actor $4456 
0006: 16@ = 0 // integer values 
0004: $4480 = 1 // integer values 
0002: jump @PORNO3_4380 

:PORNO3_4327
00D6: if 
00ED:   actor $4456 0 9.2 964.4 radius 1.0 1.0 
004D: jump_if_false @PORNO3_4380 
01D4: actor $4456 go_to_car $4457 and_enter_it_as_a_passenger 
0319: set_actor $4456 running 1 

:PORNO3_4380
0002: jump @PORNO3_4490 

:PORNO3_4387
00D6: if and
82CA:   not car $4457 bounding_sphere_visible 
81FC:   not player $PLAYER_CHAR near_car $4457 radius 170.0 170.0 0 
004D: jump_if_false @PORNO3_4445 
00BC: text_highpriority 'POR3_21' 5000 ms 1  // ~g~You lost Candy's Stretch!
0002: jump @PORNO3_9207 

:PORNO3_4445
00D6: if 
01AD:   car $4457 sphere 0 near_point 485.9 31.3 radius 15.0 15.0 
004D: jump_if_false @PORNO3_4490 
0002: jump @PORNO3_4765 

:PORNO3_4490
0002: jump @PORNO3_4519 

:PORNO3_4497
00BC: text_highpriority 'POR3_15' 5000 ms 1  // ~r~You trashed Candy's Stretch!
0002: jump @PORNO3_9207 

:PORNO3_4519
0002: jump @PORNO3_4548 

:PORNO3_4526
00BC: text_highpriority 'POR3_15' 5000 ms 1  // ~r~You trashed Candy's Stretch!
0002: jump @PORNO3_9207 

:PORNO3_4548
0002: jump @PORNO3_4577 

:PORNO3_4555
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO3_9207 

:PORNO3_4577
0050: gosub @PORNO3_9974 
00D6: if 
0038:   $4481 == 1 // integer values 
004D: jump_if_false @PORNO3_4624 
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO3_9207 

:PORNO3_4624
00D6: if 
0038:   $4481 == 2 // integer values 
004D: jump_if_false @PORNO3_4664 
00BC: text_highpriority 'POR3_02' 5000 ms 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
0002: jump @PORNO3_9207 

:PORNO3_4664
00D6: if 
0038:   $4481 == 3 // integer values 
004D: jump_if_false @PORNO3_4704 
00BC: text_highpriority 'POR3_03' 5000 ms 1  // ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
0002: jump @PORNO3_9207 

:PORNO3_4704
0050: gosub @PORNO3_10359 
0050: gosub @PORNO3_10651 
00D6: if 
0038:   $4481 == 4 // integer values 
004D: jump_if_false @PORNO3_4758 
00BC: text_highpriority 'POR3_19' 5000 ms 1  // ~r~You ran out of film!
0002: jump @PORNO3_9207 

:PORNO3_4758
0002: jump @PORNO3_3284 

:PORNO3_4765
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PORNO3_4780
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO3_4804 
0001: wait 0 ms 
0002: jump @PORNO3_4780 

:PORNO3_4804
00D6: if 
8119:   not car $4457 wrecked 
004D: jump_if_false @PORNO3_4850 
00AB: put_car $4457 at 485.9 31.3 9.8 
0175: set_car $4457 z_angle_to 196.8 

:PORNO3_4850
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0004: $4494 = 0 // integer values 
0004: $4495 = 0 // integer values 
00D6: if 
8119:   not car $4465 wrecked 
004D: jump_if_false @PORNO3_4917 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4465 
004D: jump_if_false @PORNO3_4917 
0519: lock_vehicle $4465 in_current_position 1 

:PORNO3_4917
03CB: set_camera 478.4 30.4 11.0 
03BA: clear_cars_from_cube 487.5 24.2 0.0 479.3 36.11 15.0 
016A: fade 1 500 ms 
015F: set_camera_position 473.99 27.96 13.03 0.0 rotation 0.0 0.0 
0160: point_camera 484.0 31.4 10.1 switchstyle 2 
0001: wait 500 ms 
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_5069 
00D6: if 
8119:   not car $4457 wrecked 
004D: jump_if_false @PORNO3_5069 
01D3: actor $4456 leave_car $4457 

:PORNO3_5069
0001: wait 0 ms 
00D6: if 
8119:   not car $4457 wrecked 
004D: jump_if_false @PORNO3_5227 
01E9: $4486 = car $4457 num_passengers 
00D6: if 
0038:   $4486 == 0 // integer values 
004D: jump_if_false @PORNO3_5220 
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_5213 
00D6: if 
8119:   not car $4457 wrecked 
004D: jump_if_false @PORNO3_5177 
00A7: car $4457 drive_to 479.0 -174.4 9.0 
00AD: set_car $4457 max_speed_to 20.0 

:PORNO3_5177
0319: set_actor $4456 running 0 
0211: actor $4456 walk_to 475.9 30.2 
0006: 16@ = 0 // integer values 
0002: jump @PORNO3_5234 

:PORNO3_5213
0002: jump @PORNO3_5227 

:PORNO3_5220
0002: jump @PORNO3_5069 

:PORNO3_5227
0002: jump @PORNO3_5069 

:PORNO3_5234
0001: wait 0 ms 
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_5312 
00D6: if or
00EC:   actor $4456 0 475.9 30.2 radius 1.0 1.0 
0019:   16@ > 7000 // integer values 
004D: jump_if_false @PORNO3_5312 
0192: set_actor $4456 objective_to_stand_still 
0002: jump @PORNO3_5319 

:PORNO3_5312
0002: jump @PORNO3_5234 

:PORNO3_5319
00A1: put_actor $4456 at 457.6 30.6 30.1 
0173: set_actor $4456 z_angle_to 270.0 
015F: set_camera_position 471.75 25.95 30.53 0.0 rotation 0.0 0.0 
0160: point_camera 429.69 57.3 24.51 switchstyle 2 
0006: 16@ = 0 // integer values 

:PORNO3_5407
0001: wait 0 ms 
00D6: if 
0019:   16@ > 12000 // integer values 
004D: jump_if_false @PORNO3_5437 
0002: jump @PORNO3_5779 

:PORNO3_5437
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_5772 
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_5772 
00D6: if 
0038:   $4492 == 0 // integer values 
004D: jump_if_false @PORNO3_5664 
00D6: if 
00EC:   actor $4456 0 463.8 31.4 radius 1.0 1.0 
004D: jump_if_false @PORNO3_5649 
04C2:  $4456 $4455 
03CF: load_wav 'PRN1_12' as 1 

:PORNO3_5545
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO3_5571 
0001: wait 0 ms 
0002: jump @PORNO3_5545 

:PORNO3_5571
00BC: text_highpriority 'POR1_19' 4000 ms 1  // Hey!
03D1: play_wav 1 

:PORNO3_5590
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_5621 
0001: wait 0 ms 
0002: jump @PORNO3_5590 

:PORNO3_5621
040D: unload_wav 1 
03D5: remove_text 'POR1_19'  // Hey!
0004: $4492 = 1 // integer values 
0002: jump @PORNO3_5664 

:PORNO3_5649
0211: actor $4456 walk_to 463.8 31.4 

:PORNO3_5664
00D6: if 
0038:   $4492 == 1 // integer values 
004D: jump_if_false @PORNO3_5772 
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_5772 
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_5772 
00D6: if 
00F2:   actor $4456 near_actor $4455 radius 2.0 2.0 0 
004D: jump_if_false @PORNO3_5764 
0192: set_actor $4456 objective_to_stand_still 
0002: jump @PORNO3_5779 
0002: jump @PORNO3_5772 

:PORNO3_5764
04C2:  $4456 $4455 

:PORNO3_5772
0002: jump @PORNO3_5407 

:PORNO3_5779
03CF: load_wav 'PORN3_1' as 1 
03CF: load_wav 'PORN3_2' as 2 

:PORNO3_5803
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO3_5833 
0001: wait 0 ms 
0002: jump @PORNO3_5803 

:PORNO3_5833
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_5859 
0372: set_actor $4455 anim 19 wait_state_time 10000 ms 

:PORNO3_5859
00BC: text_highpriority 'POR3_04' 4000 ms 1  // Uh, Candy, could you call me Martha?
03D1: play_wav 1 

:PORNO3_5878
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_5909 
0001: wait 0 ms 
0002: jump @PORNO3_5878 

:PORNO3_5909
040D: unload_wav 1 
03D5: remove_text 'POR3_04'  // Uh, Candy, could you call me Martha?
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_5948 
0372: set_actor $4455 anim 0 wait_state_time 10 ms 

:PORNO3_5948
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_5974 
0372: set_actor $4456 anim 19 wait_state_time 10000 ms 

:PORNO3_5974
00BC: text_highpriority 'POR3_05' 4000 ms 1  // Oh Alex - I mean Martha. Whatever you say...
03D1: play_wav 2 

:PORNO3_5993
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_6024 
0001: wait 0 ms 
0002: jump @PORNO3_5993 

:PORNO3_6024
040D: unload_wav 2 
03D5: remove_text 'POR3_05'  // Oh Alex - I mean Martha. Whatever you say...
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_6063 
0372: set_actor $4456 anim 0 wait_state_time 10 ms 

:PORNO3_6063
0001: wait 1000 ms 
00D6: if 
0038:   $4494 == 0 // integer values 
004D: jump_if_false @PORNO3_6131 
03CF: load_wav 'CAML' as 1 

:PORNO3_6098
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO3_6124 
0001: wait 0 ms 
0002: jump @PORNO3_6098 

:PORNO3_6124
0004: $4494 = 1 // integer values 

:PORNO3_6131
00D6: if 
0038:   $4495 == 0 // integer values 
004D: jump_if_false @PORNO3_6194 
03CF: load_wav 'CAMR' as 2 

:PORNO3_6161
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO3_6187 
0001: wait 0 ms 
0002: jump @PORNO3_6161 

:PORNO3_6187
0004: $4495 = 1 // integer values 

:PORNO3_6194
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
03CB: set_camera $95 $96 $97 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:PORNO3_6234
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO3_6258 
0001: wait 0 ms 
0002: jump @PORNO3_6234 

:PORNO3_6258
00D6: if 
8119:   not car $4465 wrecked 
004D: jump_if_false @PORNO3_6300 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4465 
004D: jump_if_false @PORNO3_6300 
0519: lock_vehicle $4465 in_current_position 0 

:PORNO3_6300
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
016A: fade 1 500 ms 
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_6412 
00A1: put_actor $4455 at 463.3 31.7 29.9 
0173: set_actor $4455 z_angle_to 245.8 
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_6412 
00A1: put_actor $4456 at 463.9 30.3 29.9 
0173: set_actor $4456 z_angle_to 44.8 

:PORNO3_6412
011C: actor $4455 clear_objective 
011C: actor $4456 clear_objective 
03F9: make_actors $4455 $4456 converse_in 86400000 ms 
018A: $4477 = create_checkpoint_at 559.0 17.6 51.7 
00BC: text_highpriority 'POR3_16' 7000 ms 1  // ~g~You need three good blackmail photographs of Alex Shrub with Candy.
00BB: text_lowpriority 'POR3_22' 7000 ms 1  // ~g~The WK Chariot Hotel across from his balcony should provide an ideal photo-grabbing location.
00BB: text_lowpriority 'POR3_23' 7000 ms 1  // ~g~There is a side door that will allow you access to the hotel.
03C4: set_status_text_to $4497 0 'POR3_24'  // PHOTOS TAKEN:
01EB: set_traffic_density_multiplier_to 1.0 

:PORNO3_6522
0001: wait 0 ms 
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_7022 
00D6: if 
04C5:   actor $4455 photographed 
004D: jump_if_false @PORNO3_6584 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $4497 += 1 // integer values 

:PORNO3_6584
00D6: if 
0018:   $4497 > 2 // integer values 
004D: jump_if_false @PORNO3_7022 
0151: remove_status_text $4497 
00D6: if 
8118:   not actor $4459 dead 
004D: jump_if_false @PORNO3_6683 
00A1: put_actor $4459 at 571.4 49.3 13.3 
0173: set_actor $4459 z_angle_to 185.6 
011A: set_actor $4459 search_threat 1 
01CA: actor $4459 kill_player $PLAYER_CHAR 
02E2: set_actor $4459 weapon_accuracy_to 90 
0223: set_actor $4459 health_to 150 

:PORNO3_6683
00D6: if 
8118:   not actor $4460 dead 
004D: jump_if_false @PORNO3_6759 
00A1: put_actor $4460 at 569.9 49.0 13.3 
0173: set_actor $4460 z_angle_to 185.6 
011A: set_actor $4460 search_threat 1 
01CA: actor $4460 kill_player $PLAYER_CHAR 
02E2: set_actor $4460 weapon_accuracy_to 90 
0223: set_actor $4460 health_to 150 

:PORNO3_6759
00D6: if 
0038:   $4490 == 0 // integer values 
004D: jump_if_false @PORNO3_6961 
0004: $4494 = 0 // integer values 
03CF: load_wav 'PORN3_3' as 1 

:PORNO3_6796
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO3_6822 
0001: wait 0 ms 
0002: jump @PORNO3_6796 

:PORNO3_6822
00BC: text_highpriority 'POR3_06' 4000 ms 1  // Martha, someone's watching.. how kinky.
03D1: play_wav 1 

:PORNO3_6841
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_6872 
0001: wait 0 ms 
0002: jump @PORNO3_6841 

:PORNO3_6872
040D: unload_wav 1 
03D5: remove_text 'POR3_06'  // Martha, someone's watching.. how kinky.
00D6: if 
0038:   $4494 == 0 // integer values 
004D: jump_if_false @PORNO3_6949 
03CF: load_wav 'CAML' as 1 

:PORNO3_6916
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO3_6942 
0001: wait 0 ms 
0002: jump @PORNO3_6916 

:PORNO3_6942
0004: $4494 = 1 // integer values 

:PORNO3_6949
0164: disable_marker $4477 
0004: $4490 = 1 // integer values 

:PORNO3_6961
0164: disable_marker $4475 
018A: $4476 = create_checkpoint_at -52.5 941.9 9.9 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 
00BC: text_highpriority 'POR3_17' 7000 ms 1  // ~g~Get back to the Porn Studios with the film.
0004: $4492 = 0 // integer values 
0002: jump @PORNO3_7210 

:PORNO3_7022
0050: gosub @PORNO3_9974 
00D6: if 
0038:   $4481 == 1 // integer values 
004D: jump_if_false @PORNO3_7069 
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO3_9207 

:PORNO3_7069
00D6: if 
0038:   $4481 == 2 // integer values 
004D: jump_if_false @PORNO3_7109 
00BC: text_highpriority 'POR3_02' 5000 ms 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
0002: jump @PORNO3_9207 

:PORNO3_7109
00D6: if 
0038:   $4481 == 3 // integer values 
004D: jump_if_false @PORNO3_7149 
00BC: text_highpriority 'POR3_03' 5000 ms 1  // ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
0002: jump @PORNO3_9207 

:PORNO3_7149
0050: gosub @PORNO3_10651 
00D6: if 
0038:   $4481 == 4 // integer values 
004D: jump_if_false @PORNO3_7196 
00BC: text_highpriority 'POR3_19' 5000 ms 1  // ~r~You ran out of film!
0002: jump @PORNO3_9207 

:PORNO3_7196
0050: gosub @PORNO3_10359 
0002: jump @PORNO3_6522 

:PORNO3_7210
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -52.5 941.9 9.9 radius 5.0 5.0 5.0 
004D: jump_if_false @PORNO3_7269 
0002: jump @PORNO3_9249 

:PORNO3_7269
00D6: if 
0038:   $4496 == 0 // integer values 
004D: jump_if_false @PORNO3_7947 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @PORNO3_7947 
01C2: remove_references_to_actor $4461 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4462 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4463 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4464 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4459 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4460 // Like turning an actor into a random pedestrian 
009A: $4467 = create_actor_pedtype 4 model #FBI at 14.3 966.0 9.9 
0173: set_actor $4467 z_angle_to 327.1 
01B2: give_actor $4467 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4467 threat_search 
0243: set_actor $4467 ped_stats_to 16 
0291: set_actor $4467 attack_when_provoked 1 
0350: set_actor $4467 maintain_position_when_attacked 1 
011A: set_actor $4467 search_threat 1 
01CA: actor $4467 kill_player $PLAYER_CHAR 
02E2: set_actor $4467 weapon_accuracy_to 90 
0223: set_actor $4467 health_to 150 
009A: $4468 = create_actor_pedtype 4 model #FBI at 13.2 960.4 9.9 
0173: set_actor $4468 z_angle_to 191.9 
01B2: give_actor $4468 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4468 threat_search 
0243: set_actor $4468 ped_stats_to 16 
0291: set_actor $4468 attack_when_provoked 1 
0350: set_actor $4468 maintain_position_when_attacked 1 
011A: set_actor $4468 search_threat 1 
01CA: actor $4468 kill_player $PLAYER_CHAR 
02E2: set_actor $4468 weapon_accuracy_to 90 
0223: set_actor $4468 health_to 150 
009A: $4471 = create_actor_pedtype 4 model #FBI at 10.1 965.7 9.9 
0173: set_actor $4471 z_angle_to 121.8 
01B2: give_actor $4471 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4471 threat_search 
0243: set_actor $4471 ped_stats_to 16 
0291: set_actor $4471 attack_when_provoked 1 
0350: set_actor $4471 maintain_position_when_attacked 1 
011A: set_actor $4471 search_threat 1 
01CA: actor $4471 kill_player $PLAYER_CHAR 
02E2: set_actor $4471 weapon_accuracy_to 90 
0223: set_actor $4471 health_to 150 
00A5: $4472 = create_car #RANCHER at 15.5 962.7 10.0 
0175: set_car $4472 z_angle_to 352.8 
009A: $4469 = create_actor_pedtype 4 model #FBI at -6.9 883.8 9.7 
0173: set_actor $4469 z_angle_to 254.8 
01B2: give_actor $4469 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4469 threat_search 
0243: set_actor $4469 ped_stats_to 16 
0291: set_actor $4469 attack_when_provoked 1 
0350: set_actor $4469 maintain_position_when_attacked 1 
011A: set_actor $4469 search_threat 1 
01CA: actor $4469 kill_player $PLAYER_CHAR 
02E2: set_actor $4469 weapon_accuracy_to 90 
0223: set_actor $4469 health_to 150 
009A: $4470 = create_actor_pedtype 4 model #FBI at -12.6 877.7 9.8 
0173: set_actor $4470 z_angle_to 222.4 
01B2: give_actor $4470 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4470 threat_search 
0243: set_actor $4470 ped_stats_to 16 
0291: set_actor $4470 attack_when_provoked 1 
0350: set_actor $4470 maintain_position_when_attacked 1 
011A: set_actor $4470 search_threat 1 
01CA: actor $4470 kill_player $PLAYER_CHAR 
02E2: set_actor $4470 weapon_accuracy_to 90 
0223: set_actor $4470 health_to 150 
00A5: $4473 = create_car #RANCHER at -5.8 887.2 9.8 
0175: set_car $4473 z_angle_to 187.0 
00A5: $4474 = create_car #RANCHER at -8.5 880.2 9.8 
0175: set_car $4474 z_angle_to 311.2 
0004: $4496 = 1 // integer values 

:PORNO3_7947
00D6: if 
8118:   not actor $4461 dead 
004D: jump_if_false @PORNO3_8295 
00D6: if 
0038:   $4482 == 0 // integer values 
004D: jump_if_false @PORNO3_8064 
00D6: if 
82CB:   not actor $4461 bounding_sphere_visible 
004D: jump_if_false @PORNO3_8064 
00A1: put_actor $4461 at 562.4 29.6 16.7 
0173: set_actor $4461 z_angle_to 271.4 
011A: set_actor $4461 search_threat 1 
01CA: actor $4461 kill_player $PLAYER_CHAR 
02E2: set_actor $4461 weapon_accuracy_to 90 
0223: set_actor $4461 health_to 150 
0004: $4482 = 1 // integer values 

:PORNO3_8064
00D6: if 
0038:   $4482 == 1 // integer values 
004D: jump_if_false @PORNO3_8295 
00D6: if 
02CB:   actor $4461 bounding_sphere_visible 
004D: jump_if_false @PORNO3_8295 
00D6: if 
0038:   $4490 == 1 // integer values 
004D: jump_if_false @PORNO3_8295 
0004: $4494 = 0 // integer values 
03CF: load_wav 'PORN3_4' as 1 

:PORNO3_8135
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO3_8161 
0001: wait 0 ms 
0002: jump @PORNO3_8135 

:PORNO3_8161
00BC: text_highpriority 'POR3_07' 4000 ms 1  // You! Give me that camera!
03D1: play_wav 1 

:PORNO3_8180
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4461 dead 
004D: jump_if_false @PORNO3_8211 
0001: wait 0 ms 
0002: jump @PORNO3_8180 

:PORNO3_8211
040D: unload_wav 1 
03D5: remove_text 'POR3_07'  // You! Give me that camera!
00D6: if 
0038:   $4494 == 0 // integer values 
004D: jump_if_false @PORNO3_8288 
03CF: load_wav 'CAML' as 1 

:PORNO3_8255
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO3_8281 
0001: wait 0 ms 
0002: jump @PORNO3_8255 

:PORNO3_8281
0004: $4494 = 1 // integer values 

:PORNO3_8288
0004: $4490 = 2 // integer values 

:PORNO3_8295
00D6: if 
8118:   not actor $4462 dead 
004D: jump_if_false @PORNO3_8419 
00D6: if 
0038:   $4483 == 0 // integer values 
004D: jump_if_false @PORNO3_8419 
00D6: if 
82CB:   not actor $4462 bounding_sphere_visible 
004D: jump_if_false @PORNO3_8419 
0350: set_actor $4462 maintain_position_when_attacked 1 
00A1: put_actor $4462 at 561.7 27.4 16.7 
0173: set_actor $4462 z_angle_to 302.4 
011A: set_actor $4462 search_threat 1 
01CA: actor $4462 kill_player $PLAYER_CHAR 
02E2: set_actor $4462 weapon_accuracy_to 90 
0223: set_actor $4462 health_to 150 
0004: $4483 = 1 // integer values 

:PORNO3_8419
00D6: if 
8118:   not actor $4463 dead 
004D: jump_if_false @PORNO3_8543 
00D6: if 
0038:   $4484 == 0 // integer values 
004D: jump_if_false @PORNO3_8543 
00D6: if 
82CB:   not actor $4463 bounding_sphere_visible 
004D: jump_if_false @PORNO3_8543 
0350: set_actor $4463 maintain_position_when_attacked 1 
00A1: put_actor $4463 at 574.2 24.2 11.7 
0173: set_actor $4463 z_angle_to 89.0 
011A: set_actor $4463 search_threat 1 
01CA: actor $4463 kill_player $PLAYER_CHAR 
02E2: set_actor $4463 weapon_accuracy_to 90 
0223: set_actor $4463 health_to 150 
0004: $4484 = 1 // integer values 

:PORNO3_8543
00D6: if 
8118:   not actor $4464 dead 
004D: jump_if_false @PORNO3_8667 
00D6: if 
0038:   $4485 == 0 // integer values 
004D: jump_if_false @PORNO3_8667 
00D6: if 
82CB:   not actor $4464 bounding_sphere_visible 
004D: jump_if_false @PORNO3_8667 
0350: set_actor $4464 maintain_position_when_attacked 1 
00A1: put_actor $4464 at 574.8 26.3 11.7 
0173: set_actor $4464 z_angle_to 107.0 
011A: set_actor $4464 search_threat 1 
01CA: actor $4464 kill_player $PLAYER_CHAR 
02E2: set_actor $4464 weapon_accuracy_to 90 
0223: set_actor $4464 health_to 150 
0004: $4485 = 1 // integer values 

:PORNO3_8667
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_8867 
00D6: if 
0038:   $4492 == 0 // integer values 
004D: jump_if_false @PORNO3_8783 
00D6: if 
00EC:   actor $4456 0 463.8 31.4 radius 1.0 1.0 
004D: jump_if_false @PORNO3_8768 
0211: actor $4456 walk_to 457.6 30.6 
0004: $4492 = 1 // integer values 
0002: jump @PORNO3_8783 

:PORNO3_8768
0211: actor $4456 walk_to 463.8 31.4 

:PORNO3_8783
00D6: if 
0038:   $4492 == 1 // integer values 
004D: jump_if_false @PORNO3_8867 
00D6: if 
8118:   not actor $4456 dead 
004D: jump_if_false @PORNO3_8867 
00D6: if 
00EC:   actor $4456 0 457.6 30.6 radius 1.0 1.0 
004D: jump_if_false @PORNO3_8867 
009B: destroy_actor_instantly $4456 
0004: $4492 = 2 // integer values 

:PORNO3_8867
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_9067 
00D6: if 
0038:   $4493 == 0 // integer values 
004D: jump_if_false @PORNO3_8983 
00D6: if 
00EC:   actor $4455 0 463.8 31.4 radius 1.0 1.0 
004D: jump_if_false @PORNO3_8968 
0211: actor $4455 walk_to 457.6 30.6 
0004: $4493 = 1 // integer values 
0002: jump @PORNO3_8983 

:PORNO3_8968
0211: actor $4455 walk_to 463.8 31.4 

:PORNO3_8983
00D6: if 
0038:   $4493 == 1 // integer values 
004D: jump_if_false @PORNO3_9067 
00D6: if 
8118:   not actor $4455 dead 
004D: jump_if_false @PORNO3_9067 
00D6: if 
00EC:   actor $4455 0 457.6 30.6 radius 1.0 1.0 
004D: jump_if_false @PORNO3_9067 
009B: destroy_actor_instantly $4455 
0004: $4493 = 2 // integer values 

:PORNO3_9067
0050: gosub @PORNO3_10359 
0050: gosub @PORNO3_10651 
00D6: if 
8038:   not  $4492 == 2 // integer values 
004D: jump_if_false @PORNO3_9137 
00D6: if 
0118:   actor $4456 dead 
004D: jump_if_false @PORNO3_9137 
00BC: text_highpriority 'POR1_03' 5000 ms 1  // ~r~Candy is dead!
0002: jump @PORNO3_9207 

:PORNO3_9137
00D6: if 
8038:   not  $4493 == 2 // integer values 
004D: jump_if_false @PORNO3_9200 
00D6: if 
0118:   actor $4455 dead 
004D: jump_if_false @PORNO3_9200 
00BC: text_highpriority 'POR3_02' 5000 ms 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 
0002: jump @PORNO3_9207 

:PORNO3_9200
0002: jump @PORNO3_7210 

:PORNO3_9207
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00D6: if 
0038:   $4481 == 2 // integer values 
004D: jump_if_false @PORNO3_9247 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 

:PORNO3_9247
0051: return 

:PORNO3_9249
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 42750 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 42750 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_3'  // Martha's Mug Shot
004F: create_thread @PORN4  
0004: $259 = 1 // integer values 
0051: return 

:PORNO3_9317
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $4488 = 3 // integer values 
034F: destroy_actor_with_fade $4456 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4455 // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #HMYRI 
0249: release_model #STRETCH 
0249: release_model #CAMERA 
0249: release_model #FBI 
0249: release_model #GDA 
0249: release_model #UZI 
0249: release_model #SPARROW 
0249: release_model #RANCHER 
0249: release_model #M4 
0151: remove_status_text $4497 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
017A: set_player $PLAYER_CHAR weapon 36 ammo_to 50000 
00D6: if 
0056:   player $PLAYER_CHAR 0 585.7 52.8 555.9 8.1 
004D: jump_if_false @PORNO3_9658 
016A: fade 0 400 ms 
0055: put_player $PLAYER_CHAR at 568.7 55.2 13.3 
00D6: if 
0038:   $4487 == 1 // integer values 
004D: jump_if_false @PORNO3_9595 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_9595
0108: destroy_object $4498 
029B: $1817 = init_object #PH_BUILD_DR_CLOSED at 569.925 52.0 14.616 
01C7: remove_object_from_mission_cleanup_list $1817 
034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 
016A: fade 1 400 ms 
0002: jump @PORNO3_9782 

:PORNO3_9658
00D6: if 
8038:   not  $259 == 1 // integer values 
004D: jump_if_false @PORNO3_9732 
0108: destroy_object $4498 
029B: $1817 = init_object #PH_BUILD_DR_CLOSED at 569.925 52.0 14.616 
01C7: remove_object_from_mission_cleanup_list $1817 
034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 
0002: jump @PORNO3_9782 

:PORNO3_9732
0108: destroy_object $1817 
029B: $4498 = init_object #PH_BUILD_DR_OPEN at 569.33 52.737 14.616 
01C7: remove_object_from_mission_cleanup_list $4498 
034D: rotate_object $4498 from_angle 350.0 to_angle 350.0 flag 0 

:PORNO3_9782
00D6: if 
0057:   player $PLAYER_CHAR 0 465.1 32.8 29.9 454.5 27.2 32.6 
004D: jump_if_false @PORNO3_9908 
016A: fade 0 400 ms 
0055: put_player $PLAYER_CHAR at 463.4 29.5 30.1 
0108: destroy_object $4466 
0108: destroy_object $1815 
029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1815 
016A: fade 1 400 ms 
0002: jump @PORNO3_9945 

:PORNO3_9908
0108: destroy_object $4466 
0108: destroy_object $1815 
029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1815 

:PORNO3_9945
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $4475 
0164: disable_marker $4476 
0164: disable_marker $4477 
0164: disable_marker $4478 
00D8: mission_cleanup 
0051: return 

:PORNO3_9974
00D6: if 
0118:   actor $4456 dead 
004D: jump_if_false @PORNO3_9997 
0004: $4481 = 1 // integer values 

:PORNO3_9997
00D6: if 
0118:   actor $4455 dead 
004D: jump_if_false @PORNO3_10020 
0004: $4481 = 2 // integer values 

:PORNO3_10020
00D6: if 
0118:   actor $4459 dead 
004D: jump_if_false @PORNO3_10043 
0004: $4481 = 3 // integer values 

:PORNO3_10043
00D6: if 
0118:   actor $4460 dead 
004D: jump_if_false @PORNO3_10066 
0004: $4481 = 3 // integer values 

:PORNO3_10066
00D6: if 
0118:   actor $4461 dead 
004D: jump_if_false @PORNO3_10089 
0004: $4481 = 3 // integer values 

:PORNO3_10089
00D6: if 
0118:   actor $4462 dead 
004D: jump_if_false @PORNO3_10112 
0004: $4481 = 3 // integer values 

:PORNO3_10112
00D6: if 
0118:   actor $4463 dead 
004D: jump_if_false @PORNO3_10135 
0004: $4481 = 3 // integer values 

:PORNO3_10135
00D6: if 
0118:   actor $4464 dead 
004D: jump_if_false @PORNO3_10158 
0004: $4481 = 3 // integer values 

:PORNO3_10158
00D6: if 
0057:   player $PLAYER_CHAR 0 477.3 14.8 29.4 448.6 45.5 38.2 
004D: jump_if_false @PORNO3_10357 
00D6: if 
8118:   not actor $4459 dead 
004D: jump_if_false @PORNO3_10230 
01CC: actor $4459 kill_player $PLAYER_CHAR 

:PORNO3_10230
00D6: if 
8118:   not actor $4460 dead 
004D: jump_if_false @PORNO3_10254 
01CC: actor $4460 kill_player $PLAYER_CHAR 

:PORNO3_10254
00D6: if 
8118:   not actor $4461 dead 
004D: jump_if_false @PORNO3_10278 
01CC: actor $4461 kill_player $PLAYER_CHAR 

:PORNO3_10278
00D6: if 
8118:   not actor $4462 dead 
004D: jump_if_false @PORNO3_10302 
01CC: actor $4462 kill_player $PLAYER_CHAR 

:PORNO3_10302
00D6: if 
8118:   not actor $4463 dead 
004D: jump_if_false @PORNO3_10326 
01CC: actor $4463 kill_player $PLAYER_CHAR 

:PORNO3_10326
00D6: if 
8118:   not actor $4464 dead 
004D: jump_if_false @PORNO3_10350 
01CC: actor $4464 kill_player $PLAYER_CHAR 

:PORNO3_10350
0004: $4481 = 3 // integer values 

:PORNO3_10357
0051: return 

:PORNO3_10359
00D6: if 
0038:   $4487 == 0 // integer values 
004D: jump_if_false @PORNO3_10504 
00D6: if 
00F5:   player $PLAYER_CHAR 0 563.4 26.8 47.6 radius 7.0 7.0 7.0 
004D: jump_if_false @PORNO3_10504 
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @PORNO3_10497 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_CHARIOT to #OD_WTSIGN 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODCHARIOT to #LODD_BUILDNEW 

:PORNO3_10497
0004: $4487 = 1 // integer values 

:PORNO3_10504
00D6: if 
0038:   $4487 == 1 // integer values 
004D: jump_if_false @PORNO3_10649 
00D6: if 
00F5:   player $PLAYER_CHAR 0 561.9 26.4 18.1 radius 7.0 7.0 7.0 
004D: jump_if_false @PORNO3_10649 
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @PORNO3_10642 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_10642
0004: $4487 = 0 // integer values 

:PORNO3_10649
0051: return 

:PORNO3_10651
0419: $4491 = player $PLAYER_CHAR weapon 36 ammo 
00D6: if 
0038:   $4491 == 0 // integer values 
004D: jump_if_false @PORNO3_10686 
0004: $4481 = 4 // integer values 

:PORNO3_10686
00D6: if 
0019:   17@ > 280 // integer values 
004D: jump_if_false @PORNO3_10892 
00D6: if 
0038:   $4494 == 1 // integer values 
004D: jump_if_false @PORNO3_10892 
00D6: if 
0038:   $4495 == 1 // integer values 
004D: jump_if_false @PORNO3_10892 
00D6: if 
02D7:   player $PLAYER_CHAR currentweapon == 36 
004D: jump_if_false @PORNO3_10892 
00D6: if 
00E1:   player 0 pressed_button 6 
004D: jump_if_false @PORNO3_10892 
00D6: if 
00E1:   player 0 pressed_button 17 
004D: jump_if_false @PORNO3_10892 
03D1: play_wav 1 
0004: $4494 = 0 // integer values 
03D1: play_wav 2 
0004: $4495 = 0 // integer values 
0006: 17@ = 0 // integer values 
00D6: if 
0038:   $4481 == 4 // integer values 
004D: jump_if_false @PORNO3_10892 

:PORNO3_10840
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PORNO3_10866 
0001: wait 0 ms 
0002: jump @PORNO3_10840 

:PORNO3_10866
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @PORNO3_10892 
0001: wait 0 ms 
0002: jump @PORNO3_10866 

:PORNO3_10892
00D6: if 
0038:   $4494 == 0 // integer values 
004D: jump_if_false @PORNO3_10955 
03CF: load_wav 'CAML' as 1 

:PORNO3_10922
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO3_10948 
0001: wait 0 ms 
0002: jump @PORNO3_10922 

:PORNO3_10948
0004: $4494 = 1 // integer values 

:PORNO3_10955
00D6: if 
0038:   $4495 == 0 // integer values 
004D: jump_if_false @PORNO3_11018 
03CF: load_wav 'CAMR' as 2 

:PORNO3_10985
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO3_11011 
0001: wait 0 ms 
0002: jump @PORNO3_10985 

:PORNO3_11011
0004: $4495 = 1 // integer values 

:PORNO3_11018
0051: return 

//-------------Mission 30---------------
// Originally: G-spotlight

:PORNO4
03A4: name_thread 'PORNO4' 
0050: gosub @PORNO4_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PORNO4_37 
0050: gosub @PORNO4_11334 

:PORNO4_37
0050: gosub @PORNO4_11598 
004E: end_thread 

:PORNO4_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PORN4' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
0004: $4525 = 0 // integer values 
0004: $4526 = 0 // integer values 
0004: $4527 = 0 // integer values 
0004: $4528 = 0 // integer values 
0004: $4529 = 0 // integer values 
0004: $4530 = 1 // integer values 
0004: $4531 = 0 // integer values 
0004: $61 = 0 // integer values 
0004: $4532 = 0 // integer values 
0004: $793 = 0 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSCANDY' 
023C: load_special_actor 4 'CMRAMAN' 
023C: load_special_actor 5 'MPORNA' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
03CB: set_camera -86.0 929.0 9.764 
038B: load_requested_models 

:PORNO4_276
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @PORNO4_318 
0001: wait 0 ms 
0002: jump @PORNO4_276 

:PORNO4_318
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @PORNO4_350 
0001: wait 0 ms 
0002: jump @PORNO4_318 

:PORNO4_350
02E4: load_cutscene_data 'PORN_4' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $165 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $165 'CSCANDY' 
02E5: $197 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $197 'CMRAMAN' 
02E5: $164 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $164 'MPORNA' 
02E5: $209 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $209 'CS_CAM' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
859A:   not false 
004D: jump_if_false @PORNO4_1716 

:PORNO4_615
00D6: if 
001A:   47 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_649 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_615 

:PORNO4_649
00BC: text_highpriority 'POR4_A' 10000 ms 1  // I'm sorry, but I just can't swallow this right now.

:PORNO4_664
00D6: if 
001A:   1741 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_699 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_664 

:PORNO4_699
00BC: text_highpriority 'POR4_B' 10000 ms 1  // Oh COME ON darling!

:PORNO4_714
00D6: if 
001A:   3291 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_749 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_714 

:PORNO4_749
00BC: text_highpriority 'POR4_C' 10000 ms 1  // He's hung like a sperm whale for pity's sake,

:PORNO4_764
00D6: if 
001A:   5700 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_799 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_764 

:PORNO4_799
00BC: text_highpriority 'POR4_D' 10000 ms 1  // how can you not feel the part?!

:PORNO4_814
00D6: if 
001A:   7244 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_849 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_814 

:PORNO4_849
00BC: text_highpriority 'POR4_E' 10000 ms 1  // But Stevie...

:PORNO4_864
00D6: if 
001A:   9917 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_899 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_864 

:PORNO4_899
00BC: text_highpriority 'POR4_F' 10000 ms 1  // How's my star director?

:PORNO4_914
00D6: if 
001A:   10414 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_949 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_914 

:PORNO4_949
00BC: text_highpriority 'POR4_G' 10000 ms 1  // Oh, man. The struggle between the artistic integrity and

:PORNO4_964
00D6: if 
001A:   13409 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_999 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_964 

:PORNO4_999
00BC: text_highpriority 'POR4_H' 10000 ms 1  // the humping, pumping action continues unabated.

:PORNO4_1014
00D6: if 
001A:   16161 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1049 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1014 

:PORNO4_1049
00BC: text_highpriority 'POR4_I' 10000 ms 1  // And before you ask, yes, all four videos will be released by their...

:PORNO4_1064
00D6: if 
001A:   19667 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1099 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1064 

:PORNO4_1099
00BC: text_highpriority 'POR4_J' 10000 ms 1  // Honey, can you PLEASE keep the anaconda in the shot,

:PORNO4_1114
00D6: if 
001A:   22706 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1149 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1114 

:PORNO4_1149
00BC: text_highpriority 'POR4_K' 10000 ms 1  // he costs more per hour than you do!

:PORNO4_1164
00D6: if 
001A:   24572 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1199 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1164 

:PORNO4_1199
00BC: text_highpriority 'POR4_L' 10000 ms 1  // Oh, sorry Steve.

:PORNO4_1214
00D6: if 
001A:   25843 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1249 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1214 

:PORNO4_1249
00BC: text_highpriority 'POR4_M' 10000 ms 1  // I was thinking, we need some kind of big stunt to really promote the launch.

:PORNO4_1264
00D6: if 
001A:   29291 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1299 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1264 

:PORNO4_1299
00BC: text_highpriority 'POR4_N' 10000 ms 1  // Something that will make a real impact on the City - you got any ideas?

:PORNO4_1314
00D6: if 
001A:   34272 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1351 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1314 

:PORNO4_1351
00BC: text_highpriority 'POR4_O' 10000 ms 1  // Well, in the old days they used to have gala events,

:PORNO4_1366
00D6: if 
001A:   37360 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1403 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1366 

:PORNO4_1403
00BC: text_highpriority 'POR4_P' 10000 ms 1  // stars, limos, the night sky crisscrossed with searchlights...

:PORNO4_1418
00D6: if 
001A:   42492 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1455 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1418 

:PORNO4_1455
00BC: text_highpriority 'POR4_Q' 10000 ms 1  // Searchlights! I've got an idea...

:PORNO4_1470
00D6: if 
001A:   45162 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1507 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1470 

:PORNO4_1507
00BC: text_highpriority 'POR4_R' 10000 ms 1  // ...yeah, yeah, yeah. The little sequined numbers, and the limos, oh, premieres

:PORNO4_1522
00D6: if 
001A:   50224 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1559 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1522 

:PORNO4_1559
00BC: text_highpriority 'POR4_S' 10000 ms 1  // Oh, yes ma'am, of course ma'am,

:PORNO4_1574
00D6: if 
001A:   53220 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1611 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1574 

:PORNO4_1611
016A: fade 0 3000 ms 
00BC: text_highpriority 'POR4_T' 10000 ms 1  // and the press, and the barrage of lights...

:PORNO4_1633
00D6: if 
001A:   54220 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1670 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1633 

:PORNO4_1670
00BE: text_clear_all 

:PORNO4_1672
00D6: if 
001A:   56064 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1709 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1672 

:PORNO4_1709
0002: jump @PORNO4_2362 

:PORNO4_1716
00D6: if 
001A:   194 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1751 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1716 

:PORNO4_1751
00BC: text_highpriority 'POR4_F' 10000 ms 1  // How's my star director?

:PORNO4_1766
00D6: if 
001A:   1394 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1801 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1766 

:PORNO4_1801
00BC: text_highpriority 'POR4_G' 10000 ms 1  // Oh, man. The struggle between the artistic integrity and

:PORNO4_1816
00D6: if 
001A:   4344 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1851 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1816 

:PORNO4_1851
00BC: text_highpriority 'POR4_H' 10000 ms 1  // the humping, pumping action continues unabated.

:PORNO4_1866
00D6: if 
001A:   7178 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1901 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1866 

:PORNO4_1901
00BC: text_highpriority 'POR4_I' 10000 ms 1  // And before you ask, yes, all four videos will be released by their...

:PORNO4_1916
00D6: if 
001A:   10656 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_1951 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1916 

:PORNO4_1951
00BC: text_highpriority 'POR4_J' 10000 ms 1  // Honey, can you PLEASE keep the anaconda in the shot,

:PORNO4_1966
00D6: if 
001A:   13704 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2001 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_1966 

:PORNO4_2001
00BC: text_highpriority 'POR4_K' 10000 ms 1  // he costs more per hour than you do!

:PORNO4_2016
00D6: if 
001A:   15550 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2051 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_2016 

:PORNO4_2051
00BC: text_highpriority 'POR4_L' 10000 ms 1  // Oh, sorry Steve.

:PORNO4_2066
00D6: if 
001A:   16828 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2101 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_2066 

:PORNO4_2101
00BC: text_highpriority 'POR4_M' 10000 ms 1  // I was thinking, we need some kind of big stunt to really promote the launch.

:PORNO4_2116
00D6: if 
001A:   20256 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2151 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_2116 

:PORNO4_2151
00BC: text_highpriority 'POR4_N' 10000 ms 1  // Something that will make a real impact on the City - you got any ideas?

:PORNO4_2166
00D6: if 
001A:   25295 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2201 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_2166 

:PORNO4_2201
00BC: text_highpriority 'POR4_O' 10000 ms 1  // Well, in the old days they used to have gala events,

:PORNO4_2216
00D6: if 
001A:   28750 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2251 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_2216 

:PORNO4_2251
00BC: text_highpriority 'POR4_P' 10000 ms 1  // stars, limos, the night sky crisscrossed with searchlights...

:PORNO4_2266
00D6: if 
001A:   33584 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2303 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_2266 

:PORNO4_2303
00BC: text_highpriority 'POR4_Q' 10000 ms 1  // Searchlights! I've got an idea...

:PORNO4_2318
00D6: if 
001A:   36184 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PORNO4_2355 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PORNO4_2318 

:PORNO4_2355
016A: fade 0 3000 ms 

:PORNO4_2362
00BE: text_clear_all 

:PORNO4_2364
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO4_2388 
0001: wait 0 ms 
0002: jump @PORNO4_2364 

:PORNO4_2388
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
03CB: set_camera -67.0 939.297 10.94 
00C0: set_current_time 17 0 
04E3: unknown_player $PLAYER_CHAR 3 60000 
0247: request_model #HFYBU 
0247: request_model #WFYBU 
0247: request_model #WMYBU 
0247: request_model #WMOBU 
0247: request_model #PCJ600 
0247: request_model #GDA 

:PORNO4_2513
00D6: if or
8248:   not model #HFYBU available 
8248:   not model #WFYBU available 
8248:   not model #WMYBU available 
8248:   not model #WMOBU available 
004D: jump_if_false @PORNO4_2551 
0001: wait 0 ms 
0002: jump @PORNO4_2513 

:PORNO4_2551
00D6: if or
8248:   not model #PCJ600 available 
8248:   not model #GDA available 
004D: jump_if_false @PORNO4_2582 
0001: wait 0 ms 
0002: jump @PORNO4_2551 

:PORNO4_2582
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PORNO4_2640 
018A: $4522 = create_checkpoint_at -483.5 853.0 9.9 
018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 

:PORNO4_2640
00A5: $4517 = create_car #PCJ600 at -6.4 957.1 9.4 
009A: $4518 = create_actor_pedtype 4 model #GDA at 0.3 958.3 9.9 
016A: fade 1 1500 ms 
00BC: text_highpriority 'POR4_01' 5000 ms 1  // ~g~Go ~y~Downtown~g~ and adjust the spotlight on top of the building.
00BB: text_lowpriority 'POR4_02' 5000 ms 1  // ~g~A fast bike will be needed to jump from roof to roof. The Security Guard usually drives a ~y~PCJ 600~g~ to work...
018A: $4521 = create_checkpoint_at 6.8 953.5 9.4 

:PORNO4_2744
0001: wait 0 ms 
00D6: if or
0038:   $4525 == 0 // integer values 
0038:   $4525 == 2 // integer values 
004D: jump_if_false @PORNO4_3172 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -487.9 837.7 10.0 radius 5.0 5.0 5.0 
004D: jump_if_false @PORNO4_3172 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0253: save_current_time 
015F: set_camera_position -456.4 851.2 25.9 0.0 rotation 0.0 0.0 
0160: point_camera -499.2 837.7 11.1 switchstyle 2 
00BE: text_clear_all 
0006: 16@ = 0 // integer values 

:PORNO4_2894
00D6: if 
001B:   1000 > 16@ // integer values 
004D: jump_if_false @PORNO4_3005 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PORNO4_2973 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PORNO4_2966 
0004: $61 = 0 // integer values 
0002: jump @PORNO4_3138 

:PORNO4_2966
0002: jump @PORNO4_2998 

:PORNO4_2973
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PORNO4_2998 
0004: $61 = 1 // integer values 

:PORNO4_2998
0002: jump @PORNO4_2894 

:PORNO4_3005
00BC: text_highpriority 'POR4_05' 5000 ms 1  // ~g~These stairs will lead round to a lower office.
0006: 16@ = 0 // integer values 

:PORNO4_3027
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @PORNO4_3138 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PORNO4_3106 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PORNO4_3099 
0004: $61 = 0 // integer values 
0002: jump @PORNO4_3138 

:PORNO4_3099
0002: jump @PORNO4_3131 

:PORNO4_3106
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PORNO4_3131 
0004: $61 = 1 // integer values 

:PORNO4_3131
0002: jump @PORNO4_3027 

:PORNO4_3138
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0254: restore_current_time 
02A3: enable_widescreen 0 
0164: disable_marker $4521 
0164: disable_marker $4522 
0004: $4525 = 3 // integer values 

:PORNO4_3172
00D6: if 
0038:   $4525 == 1 // integer values 
004D: jump_if_false @PORNO4_3222 
0164: disable_marker $4521 
018A: $4522 = create_checkpoint_at -487.9 837.7 10.0 
0004: $4525 = 2 // integer values 

:PORNO4_3222
00D6: if 
0038:   $4525 == 3 // integer values 
004D: jump_if_false @PORNO4_3267 
018A: $4519 = create_checkpoint_at -562.7 782.7 22.4 
0004: $4525 = 4 // integer values 

:PORNO4_3267
00D6: if 
0038:   $4525 == 5 // integer values 
004D: jump_if_false @PORNO4_3312 
018A: $4523 = create_checkpoint_at -528.2 774.5 98.0 
0004: $4525 = 6 // integer values 

:PORNO4_3312
00D6: if 
0038:   $4525 == 6 // integer values 
004D: jump_if_false @PORNO4_3960 
00D6: if 
0038:   $4531 == 0 // integer values 
004D: jump_if_false @PORNO4_3930 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -528.2 774.5 98.0 radius 5.0 5.0 5.0 
004D: jump_if_false @PORNO4_3930 
0164: disable_marker $4523 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0253: save_current_time 
015F: set_camera_position -531.8 817.6 99.1 0.0 rotation 0.0 0.0 
0160: point_camera -532.3 825.6 98.7 switchstyle 2 
0055: put_player $PLAYER_CHAR at -537.3 897.3 67.4 
0171: set_player $PLAYER_CHAR z_angle_to 4.5 
00BE: text_clear_all 
0001: wait 500 ms 
00BC: text_highpriority 'POR4_08' 5000 ms 1  // ~g~Smash through the window to start the course. You have until 07:00 before it gets too light to get up there unseen.
0006: 16@ = 0 // integer values 

:PORNO4_3524
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @PORNO4_3635 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PORNO4_3603 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PORNO4_3596 
0004: $61 = 0 // integer values 
0002: jump @PORNO4_3867 

:PORNO4_3596
0002: jump @PORNO4_3628 

:PORNO4_3603
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PORNO4_3628 
0004: $61 = 1 // integer values 

:PORNO4_3628
0002: jump @PORNO4_3524 

:PORNO4_3635
015F: set_camera_position -530.2 825.27 98.4 0.0 rotation 0.0 0.0 
0160: point_camera -529.6 901.06 72.1 switchstyle 2 
00BC: text_highpriority 'POR4_09' 5000 ms 1  // ~g~The pickups will show you which building to jump to next.
0006: 16@ = 0 // integer values 

:PORNO4_3708
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @PORNO4_3867 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_3779 

:PORNO4_3779
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PORNO4_3835 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PORNO4_3828 
0004: $61 = 0 // integer values 
0002: jump @PORNO4_3867 

:PORNO4_3828
0002: jump @PORNO4_3860 

:PORNO4_3835
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PORNO4_3860 
0004: $61 = 1 // integer values 

:PORNO4_3860
0002: jump @PORNO4_3708 

:PORNO4_3867
00BE: text_clear_all 
0055: put_player $PLAYER_CHAR at -528.2 774.5 96.5 
0171: set_player $PLAYER_CHAR z_angle_to 4.5 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0254: restore_current_time 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0004: $4525 = 7 // integer values 
0004: $4531 = 1 // integer values 

:PORNO4_3930
0164: disable_marker $4523 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 

:PORNO4_3960
00D6: if 
0038:   $4525 == 7 // integer values 
004D: jump_if_false @PORNO4_4058 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_4058 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -552.6 1074.7 52.4 
0004: $4525 = 8 // integer values 

:PORNO4_4058
00D6: if 
0038:   $4525 == 8 // integer values 
004D: jump_if_false @PORNO4_4175 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -552.6 1074.7 52.4 radius 15.0 15.0 15.0 
004D: jump_if_false @PORNO4_4175 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -645.7 1129.7 29.1 
0004: $4525 = 9 // integer values 

:PORNO4_4175
00D6: if 
0038:   $4525 == 9 // integer values 
004D: jump_if_false @PORNO4_4292 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -645.7 1129.7 29.1 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_4292 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -695.5 1130.3 32.6 
0004: $4525 = 10 // integer values 

:PORNO4_4292
00D6: if 
0038:   $4525 == 10 // integer values 
004D: jump_if_false @PORNO4_4409 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -695.5 1130.3 32.6 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_4409 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -800.6 1141.7 25.6 
0004: $4525 = 11 // integer values 

:PORNO4_4409
00D6: if 
0038:   $4525 == 11 // integer values 
004D: jump_if_false @PORNO4_4526 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -800.6 1141.7 25.6 radius 20.0 20.0 20.0 
004D: jump_if_false @PORNO4_4526 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -840.1 1194.3 16.7 
0004: $4525 = 12 // integer values 

:PORNO4_4526
00D6: if 
0038:   $4525 == 12 // integer values 
004D: jump_if_false @PORNO4_4624 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -840.1 1194.3 16.7 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_4624 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -792.4 1299.2 27.9 
0004: $4525 = 13 // integer values 

:PORNO4_4624
00D6: if 
0038:   $4525 == 13 // integer values 
004D: jump_if_false @PORNO4_4741 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -792.4 1299.2 27.9 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_4741 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -710.1 1302.5 20.6 
0004: $4525 = 14 // integer values 

:PORNO4_4741
00D6: if 
0038:   $4525 == 14 // integer values 
004D: jump_if_false @PORNO4_4858 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -710.1 1302.5 20.6 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_4858 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -681.8 1338.8 24.3 
0004: $4525 = 15 // integer values 

:PORNO4_4858
00D6: if 
0038:   $4525 == 15 // integer values 
004D: jump_if_false @PORNO4_4975 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -681.8 1338.8 24.3 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_4975 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -573.5 1365.4 16.6 
0004: $4525 = 16 // integer values 

:PORNO4_4975
00D6: if 
0038:   $4525 == 16 // integer values 
004D: jump_if_false @PORNO4_5092 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -573.5 1365.4 16.6 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_5092 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -482.0 1355.7 24.7 
0004: $4525 = 17 // integer values 

:PORNO4_5092
00D6: if 
0018:   $4525 > 16 // integer values 
004D: jump_if_false @PORNO4_5356 
00D6: if 
029F:   player $PLAYER_CHAR stopped 
004D: jump_if_false @PORNO4_5356 
00D6: if 
0038:   $4535 == 0 // integer values 
004D: jump_if_false @PORNO4_5356 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0253: save_current_time 
015F: set_camera_position -605.6 1371.6 23.1 0.0 rotation 0.0 0.0 
0160: point_camera -562.94 1373.14 14.81 switchstyle 2 
0001: wait 1000 ms 

:PORNO4_5213
00D6: if 
0030:   $4537 >= -140.0 // floating-point values 
004D: jump_if_false @PORNO4_5273 
0001: wait 0 ms 
0453: object $1807 set_rotation $4537 0.0 0.0 
007E: $4537 -= frame_delta_time * 1.0 // floating-point values 
0002: jump @PORNO4_5213 

:PORNO4_5273
0001: wait 1000 ms 
0164: disable_marker $4519 
00BC: text_highpriority 'POR4_11' 7000 ms 1  // ~g~Return to the ladder if you need access to the rooftops again.
0164: disable_marker $4519 
0167: $4519 = create_marker_at -574.2 1373.35 16.1 color 5 flag 2 
0166: set_marker $4519 brightness_to 1 
02EB: restore_camera_with_jumpcut 
0254: restore_current_time 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0004: $4535 = 1 // integer values 

:PORNO4_5356
00D6: if 
0038:   $4525 == 17 // integer values 
004D: jump_if_false @PORNO4_5473 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -482.0 1355.7 24.7 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_5473 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -410.6 1364.8 29.7 
0004: $4525 = 18 // integer values 

:PORNO4_5473
00D6: if 
0038:   $4525 == 18 // integer values 
004D: jump_if_false @PORNO4_5590 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -410.6 1364.8 29.7 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_5590 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -354.3 1385.0 27.0 
0004: $4525 = 19 // integer values 

:PORNO4_5590
00D6: if 
0038:   $4525 == 19 // integer values 
004D: jump_if_false @PORNO4_5707 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -354.3 1385.0 27.0 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_5707 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -283.3 1401.7 27.3 
0004: $4525 = 20 // integer values 

:PORNO4_5707
00D6: if 
0038:   $4525 == 20 // integer values 
004D: jump_if_false @PORNO4_5824 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -283.3 1401.7 27.3 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_5824 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -280.5 1335.0 27.1 
0004: $4525 = 21 // integer values 

:PORNO4_5824
00D6: if 
0038:   $4525 == 21 // integer values 
004D: jump_if_false @PORNO4_5941 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -280.5 1335.0 27.1 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_5941 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -277.1 1274.0 27.9 
0004: $4525 = 22 // integer values 

:PORNO4_5941
00D6: if 
0038:   $4525 == 22 // integer values 
004D: jump_if_false @PORNO4_6058 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -277.1 1274.0 27.9 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_6058 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -277.3 1216.3 42.6 
0004: $4525 = 23 // integer values 

:PORNO4_6058
00D6: if 
0038:   $4525 == 23 // integer values 
004D: jump_if_false @PORNO4_6175 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -277.3 1216.3 42.6 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_6175 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4524 
018A: $4524 = create_checkpoint_at -336.5 1047.8 38.7 
0004: $4525 = 24 // integer values 

:PORNO4_6175
00D6: if 
0038:   $4525 == 24 // integer values 
004D: jump_if_false @PORNO4_6253 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -336.5 1047.8 38.7 radius 10.0 10.0 10.0 
004D: jump_if_false @PORNO4_6253 
0164: disable_marker $4524 
0004: $4525 = 25 // integer values 

:PORNO4_6253
00D6: if 
0018:   $4525 > 24 // integer values 
004D: jump_if_false @PORNO4_6527 
00D6: if 
029F:   player $PLAYER_CHAR stopped 
004D: jump_if_false @PORNO4_6527 
00D6: if 
0038:   $4536 == 0 // integer values 
004D: jump_if_false @PORNO4_6527 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0253: save_current_time 
0005: $4537 = 0.0 // floating-point values 
015F: set_camera_position -303.3 858.4 21.0 0.0 rotation 0.0 0.0 
0160: point_camera -356.3 919.0 23.0 switchstyle 2 
0001: wait 3000 ms 
015F: set_camera_position -345.3 914.7 17.6 0.0 rotation 0.0 0.0 
0160: point_camera -368.9 909.8 16.8 switchstyle 2 
0001: wait 1000 ms 

:PORNO4_6440
00D6: if 
0030:   $4537 >= -150.0 // floating-point values 
004D: jump_if_false @PORNO4_6500 
0001: wait 0 ms 
0453: object $1808 set_rotation $4537 0.0 157.0 
007E: $4537 -= frame_delta_time * 1.0 // floating-point values 
0002: jump @PORNO4_6440 

:PORNO4_6500
0001: wait 1000 ms 
02EB: restore_camera_with_jumpcut 
0254: restore_current_time 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0004: $4536 = 1 // integer values 

:PORNO4_6527
00D6: if 
0038:   $4525 == 25 // integer values 
004D: jump_if_false @PORNO4_6572 
018A: $4520 = create_checkpoint_at -358.0 992.2 46.3 
0004: $4525 = 26 // integer values 

:PORNO4_6572
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
004D: jump_if_false @PORNO4_6633 
00D6: if 
0038:   $4525 == 0 // integer values 
004D: jump_if_false @PORNO4_6633 
00BE: text_clear_all 
00BC: text_highpriority 'POR4_03' 5000 ms 1  // ~g~You will need to get onto the roofs of the buildings. There should be a lift into one of the upper offices...
0004: $4525 = 1 // integer values 

:PORNO4_6633
00D6: if 
00F5:   player $PLAYER_CHAR 0 6.8 953.5 10.0 radius 80.0 80.0 80.0 
004D: jump_if_false @PORNO4_6760 
00D6: if 
0038:   $4530 == 0 // integer values 
004D: jump_if_false @PORNO4_6753 
00A5: $4517 = create_car #PCJ600 at -6.4 957.1 9.4 
009A: $4518 = create_actor_pedtype 4 model #GDA at 0.3 958.3 9.9 
0004: $4530 = 1 // integer values 

:PORNO4_6753
0002: jump @PORNO4_6795 

:PORNO4_6760
00D6: if 
0038:   $4530 == 1 // integer values 
004D: jump_if_false @PORNO4_6795 
01C2: remove_references_to_actor $4518 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $4517 
0004: $4530 = 0 // integer values 

:PORNO4_6795
00D6: if 
0038:   $4525 == 0 // integer values 
004D: jump_if_false @PORNO4_6854 
00D6: if 
0038:   $4530 == 1 // integer values 
004D: jump_if_false @PORNO4_6854 
00D6: if 
0119:   car $4517 wrecked 
004D: jump_if_false @PORNO4_6854 
0004: $4525 = 1 // integer values 

:PORNO4_6854
00D6: if 
00F8:   player $PLAYER_CHAR stopped 1 -562.5 782.3 21.8 radius 2.0 2.0 2.0 
004D: jump_if_false @PORNO4_9346 
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PORNO4_6933 
00BC: text_highpriority 'POR4_07' 5000 ms 1  // ~g~You will need a bike so you can jump from building to building.

:PORNO4_6933
00D6: if 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PORNO4_9346 
00D6: if 
0443:   player $PLAYER_CHAR in_a_car 
004D: jump_if_false @PORNO4_9346 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0253: save_current_time 
015F: set_camera_position -565.4 782.6 23.7 0.0 rotation 0.0 0.0 
0160: point_camera -556.8 782.0 22.8 switchstyle 2 
00DA: $4515 = player $PLAYER_CHAR car 
00AB: put_car $4515 at -562.5 782.3 21.8 
0175: set_car $4515 z_angle_to 264.8 
009A: $4513 = create_actor_pedtype 5 model #WMOBU at -556.2 783.0 21.8 
0173: set_actor $4513 z_angle_to 204.7 
009A: $4514 = create_actor_pedtype 5 model #WFYBU at -555.8 781.3 21.8 
0173: set_actor $4514 z_angle_to 12.4 
03F9: make_actors $4513 $4514 converse_in 86400000 ms 
0001: wait 1000 ms 
03CF: load_wav 'LIFTOP' as 1 

:PORNO4_7165
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO4_7191 
0001: wait 0 ms 
0002: jump @PORNO4_7165 

:PORNO4_7191
03CF: load_wav 'LIFTBEL' as 2 

:PORNO4_7203
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO4_7229 
0001: wait 0 ms 
0002: jump @PORNO4_7203 

:PORNO4_7229
03D1: play_wav 2 

:PORNO4_7233
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @PORNO4_7259 
0001: wait 0 ms 
0002: jump @PORNO4_7233 

:PORNO4_7259
040D: unload_wav 2 
03CF: load_wav 'LIFTRUN' as 2 

:PORNO4_7275
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO4_7301 
0001: wait 0 ms 
0002: jump @PORNO4_7275 

:PORNO4_7301
0006: 16@ = 0 // integer values 

:PORNO4_7308
0001: wait 0 ms 
03D1: play_wav 1 
034E: move_object $1801 to -559.476 784.807 23.279 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1802 to -559.476 779.64 23.279 speed 0.0 0.1 0.0 collision_check 0 
00D6: if 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @PORNO4_7416 
0002: jump @PORNO4_7423 

:PORNO4_7416
0002: jump @PORNO4_7308 

:PORNO4_7423
00D6: if 
8118:   not actor $4513 dead 
004D: jump_if_false @PORNO4_7473 
00D6: if 
8118:   not actor $4514 dead 
004D: jump_if_false @PORNO4_7473 
03F9: make_actors $4513 $4514 converse_in 10 ms 
022D: set_actor $4513 to_look_at_player $PLAYER_CHAR 

:PORNO4_7473
0001: wait 80 ms 
00D6: if 
8118:   not actor $4514 dead 
004D: jump_if_false @PORNO4_7501 
022D: set_actor $4514 to_look_at_player $PLAYER_CHAR 

:PORNO4_7501
0001: wait 100 ms 
03CF: load_wav 'INLIFT' as 1 

:PORNO4_7517
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO4_7543 
0001: wait 0 ms 
0002: jump @PORNO4_7517 

:PORNO4_7543
00D6: if 
8119:   not car $4515 wrecked 
004D: jump_if_false @PORNO4_7587 
03A2: set_vehicle $4515 action 3 
00AE: set_vehicle $4515 traffic_behavior_to 3 
0477: set_car $4515 action 8 time 1100 
03D1: play_wav 1 

:PORNO4_7587
0006: 16@ = 0 // integer values 

:PORNO4_7594
0001: wait 0 ms 
00D6: if 
8119:   not car $4515 wrecked 
004D: jump_if_false @PORNO4_7659 
00D6: if 
01AD:   car $4515 sphere 0 near_point -557.9 782.3 radius 1.3 1.3 
004D: jump_if_false @PORNO4_7659 
0002: jump @PORNO4_7692 

:PORNO4_7659
00D6: if 
0019:   16@ > 900 // integer values 
004D: jump_if_false @PORNO4_7685 
0002: jump @PORNO4_7692 

:PORNO4_7685
0002: jump @PORNO4_7594 

:PORNO4_7692
0477: set_car $4515 action 5 time 1 
00D6: if 
8118:   not actor $4513 dead 
004D: jump_if_false @PORNO4_7742 
022F: set_actor $4513 stop_looking 
01BE: set_actor $4513 to_look_at_spot -562.5 782.3 21.8 

:PORNO4_7742
0001: wait 80 ms 
00D6: if 
8118:   not actor $4514 dead 
004D: jump_if_false @PORNO4_7787 
022F: set_actor $4514 stop_looking 
01BE: set_actor $4514 to_look_at_spot -562.5 782.3 21.8 

:PORNO4_7787
0001: wait 1000 ms 
0006: 16@ = 0 // integer values 
03CF: load_wav 'LIFTCL' as 1 

:PORNO4_7811
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO4_7837 
0001: wait 0 ms 
0002: jump @PORNO4_7811 

:PORNO4_7837
0001: wait 0 ms 
034E: move_object $1801 to -559.476 783.107 23.279 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1802 to -559.476 781.34 23.279 speed 0.0 0.1 0.0 collision_check 0 
03D1: play_wav 1 
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @PORNO4_8087 
00D6: if 
0038:   $4528 == 0 // integer values 
004D: jump_if_false @PORNO4_8087 
009B: destroy_actor_instantly $4513 
009B: destroy_actor_instantly $4514 
009A: $4513 = create_actor_pedtype 5 model #WMOBU at -550.0 788.7 96.5 
0173: set_actor $4513 z_angle_to 90.6 
009A: $4514 = create_actor_pedtype 5 model #WFYBU at -550.0 787.2 96.5 
0173: set_actor $4514 z_angle_to 90.6 
00D6: if 
8119:   not car $4515 wrecked 
004D: jump_if_false @PORNO4_8080 
00AB: put_car $4515 at -551.5 787.9 96.5 
0175: set_car $4515 z_angle_to 269.4 

:PORNO4_8080
0004: $4528 = 1 // integer values 

:PORNO4_8087
00D6: if 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @PORNO4_8113 
0002: jump @PORNO4_8120 

:PORNO4_8113
0002: jump @PORNO4_7837 

:PORNO4_8120
03D1: play_wav 2 
015F: set_camera_position -553.3 786.1 100.0 0.0 rotation 0.0 0.0 
0160: point_camera -550.4 788.4 97.2 switchstyle 2 
0507: set_camera_interference 1 
0001: wait 5000 ms 
040D: unload_wav 1 
03CF: load_wav 'LIFTBEL' as 2 

:PORNO4_8200
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PORNO4_8226 
0001: wait 0 ms 
0002: jump @PORNO4_8200 

:PORNO4_8226
03D1: play_wav 2 

:PORNO4_8230
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @PORNO4_8256 
0001: wait 0 ms 
0002: jump @PORNO4_8230 

:PORNO4_8256
040D: unload_wav 2 
009A: $4505 = create_actor_pedtype 5 model #HFYBU at -564.4 784.4 96.5 
0173: set_actor $4505 z_angle_to 3.1 
009A: $4506 = create_actor_pedtype 5 model #WFYBU at -552.6 768.6 96.5 
0173: set_actor $4506 z_angle_to 179.0 
009A: $4507 = create_actor_pedtype 5 model #HFYBU at -537.9 787.6 96.5 
0173: set_actor $4507 z_angle_to 92.5 
009A: $4508 = create_actor_pedtype 5 model #HFYBU at -524.0 811.6 96.5 
0173: set_actor $4508 z_angle_to 108.6 
009A: $4509 = create_actor_pedtype 5 model #WMOBU at -524.0 810.0 96.5 
0173: set_actor $4509 z_angle_to 0.0 
03F9: make_actors $4508 $4509 converse_in 86400000 ms 
009A: $4510 = create_actor_pedtype 5 model #WMYBU at -529.5 826.9 96.5 
0173: set_actor $4510 z_angle_to 358.0 
009A: $4511 = create_actor_pedtype 5 model #WMYBU at -539.2 768.6 96.5 
0173: set_actor $4511 z_angle_to 6.5 
009A: $4512 = create_actor_pedtype 5 model #HFYBU at -540.2 769.3 96.5 
0173: set_actor $4512 z_angle_to 214.6 
03F9: make_actors $4511 $4512 converse_in 86400000 ms 
0004: $4527 = 1 // integer values 
0507: set_camera_interference 0 
015F: set_camera_position -557.0 787.7 99.0 0.0 rotation 0.0 0.0 
0160: point_camera -550.6 787.6 97.5 switchstyle 2 
0006: 16@ = 0 // integer values 
03CF: load_wav 'LIFTOP' as 1 

:PORNO4_8639
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO4_8665 
0001: wait 0 ms 
0002: jump @PORNO4_8639 

:PORNO4_8665
0001: wait 0 ms 
03D1: play_wav 1 
034E: move_object $1803 to -553.563 790.595 97.917 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1804 to -553.563 785.427 97.917 speed 0.0 0.1 0.0 collision_check 0 
00D6: if 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @PORNO4_8773 
0002: jump @PORNO4_8780 

:PORNO4_8773
0002: jump @PORNO4_8665 

:PORNO4_8780
00D6: if 
8119:   not car $4515 wrecked 
004D: jump_if_false @PORNO4_8813 
0477: set_car $4515 action 2 time 10000 
0006: 16@ = 0 // integer values 

:PORNO4_8813
0001: wait 0 ms 
00D6: if 
8119:   not car $4515 wrecked 
004D: jump_if_false @PORNO4_8878 
00D6: if 
01AD:   car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 
004D: jump_if_false @PORNO4_8878 
0002: jump @PORNO4_8911 

:PORNO4_8878
00D6: if 
0019:   16@ > 2500 // integer values 
004D: jump_if_false @PORNO4_8904 
0002: jump @PORNO4_8911 

:PORNO4_8904
0002: jump @PORNO4_8813 

:PORNO4_8911
0477: set_car $4515 action 5 time 1 
00D6: if 
81AD:   not car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 
004D: jump_if_false @PORNO4_8988 
00AB: put_car $4515 at -560.5 788.0 96.0 
0175: set_car $4515 z_angle_to 186.0 

:PORNO4_8988
0001: wait 1000 ms 
0006: 16@ = 0 // integer values 
03CF: load_wav 'LIFTCL' as 1 

:PORNO4_9012
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PORNO4_9038 
0001: wait 0 ms 
0002: jump @PORNO4_9012 

:PORNO4_9038
0001: wait 0 ms 
034E: move_object $1803 to -553.563 788.895 97.917 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1804 to -553.563 787.127 97.917 speed 0.0 0.1 0.0 collision_check 0 
03D1: play_wav 1 
00D6: if 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @PORNO4_9146 
0002: jump @PORNO4_9153 

:PORNO4_9146
0002: jump @PORNO4_9038 

:PORNO4_9153
01C2: remove_references_to_actor $4513 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4514 // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car $4515 wrecked 
004D: jump_if_false @PORNO4_9186 
03A2: set_vehicle $4515 action 0 

:PORNO4_9186
0004: $4528 = 0 // integer values 
0507: set_camera_interference 0 
02EB: restore_camera_with_jumpcut 
0254: restore_current_time 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00D6: if or
0038:   $4525 == 1 // integer values 
0038:   $4525 == 2 // integer values 
004D: jump_if_false @PORNO4_9249 
0164: disable_marker $4522 
0004: $4525 = 4 // integer values 

:PORNO4_9249
00D6: if 
0038:   $4525 == 4 // integer values 
004D: jump_if_false @PORNO4_9334 
00BE: text_clear_all 
00BC: text_highpriority 'POR4_06' 7000 ms 1  // ~g~Return to the lower office if you need access to the rooftops again.
0164: disable_marker $4519 
0167: $4519 = create_marker_at -562.7 782.7 22.4 color 5 flag 2 
0166: set_marker $4519 brightness_to 1 
0004: $4525 = 5 // integer values 
0002: jump @PORNO4_9346 

:PORNO4_9334
0164: disable_marker $4520 
0004: $4525 = 7 // integer values 

:PORNO4_9346
00D6: if 
00F5:   player $PLAYER_CHAR 0 -568.0 793.2 22.0 radius 40.0 40.0 40.0 
004D: jump_if_false @PORNO4_9704 
00D6: if 
0057:   player $PLAYER_CHAR 0 -576.9 836.2 15.0 -583.0 821.6 25.0 
004D: jump_if_false @PORNO4_9697 
00D6: if 
0038:   $4526 == 0 // integer values 
004D: jump_if_false @PORNO4_9697 
009A: $4499 = create_actor_pedtype 5 model #HFYBU at -571.5 776.5 21.8 
0173: set_actor $4499 z_angle_to 355.4 
009A: $4500 = create_actor_pedtype 5 model #WFYBU at -570.9 779.1 21.8 
0173: set_actor $4500 z_angle_to 171.2 
03F9: make_actors $4499 $4500 converse_in 86400000 ms 
009A: $4501 = create_actor_pedtype 5 model #WMYBU at -574.1 788.0 21.8 
0173: set_actor $4501 z_angle_to 278.0 
009A: $4502 = create_actor_pedtype 5 model #HFYBU at -571.2 810.6 21.8 
0173: set_actor $4502 z_angle_to 272.9 
009A: $4503 = create_actor_pedtype 5 model #HFYBU at -560.8 787.5 21.8 
0173: set_actor $4503 z_angle_to 278.8 
009A: $4504 = create_actor_pedtype 5 model #WMOBU at -569.4 810.5 21.8 
0173: set_actor $4504 z_angle_to 114.1 
03F9: make_actors $4502 $4504 converse_in 86400000 ms 
0004: $4526 = 1 // integer values 

:PORNO4_9697
0002: jump @PORNO4_9759 

:PORNO4_9704
00D6: if 
0038:   $4526 == 1 // integer values 
004D: jump_if_false @PORNO4_9759 
009B: destroy_actor_instantly $4499 
009B: destroy_actor_instantly $4500 
009B: destroy_actor_instantly $4501 
009B: destroy_actor_instantly $4502 
009B: destroy_actor_instantly $4503 
009B: destroy_actor_instantly $4504 
0004: $4526 = 0 // integer values 

:PORNO4_9759
00D6: if 
8118:   not actor $4501 dead 
004D: jump_if_false @PORNO4_9787 
0372: set_actor $4501 anim 24 wait_state_time 999999 ms 

:PORNO4_9787
00D6: if 
8118:   not actor $4503 dead 
004D: jump_if_false @PORNO4_9815 
0372: set_actor $4503 anim 25 wait_state_time 999999 ms 

:PORNO4_9815
00D6: if 
8118:   not actor $4504 dead 
004D: jump_if_false @PORNO4_9843 
0372: set_actor $4504 anim 24 wait_state_time 999999 ms 

:PORNO4_9843
00D6: if 
8118:   not actor $4505 dead 
004D: jump_if_false @PORNO4_9871 
0372: set_actor $4505 anim 24 wait_state_time 999999 ms 

:PORNO4_9871
00D6: if 
8118:   not actor $4506 dead 
004D: jump_if_false @PORNO4_9899 
0372: set_actor $4506 anim 25 wait_state_time 999999 ms 

:PORNO4_9899
00D6: if 
8118:   not actor $4507 dead 
004D: jump_if_false @PORNO4_9927 
0372: set_actor $4507 anim 24 wait_state_time 999999 ms 

:PORNO4_9927
00D6: if 
8118:   not actor $4511 dead 
004D: jump_if_false @PORNO4_9955 
0372: set_actor $4511 anim 24 wait_state_time 999999 ms 

:PORNO4_9955
00D6: if 
8057:   not player $PLAYER_CHAR 0 -568.6 765.4 90.9 -479.8 846.2 111.0 
004D: jump_if_false @PORNO4_10068 
00D6: if 
0038:   $4527 == 1 // integer values 
004D: jump_if_false @PORNO4_10068 
009B: destroy_actor_instantly $4505 
009B: destroy_actor_instantly $4506 
009B: destroy_actor_instantly $4507 
009B: destroy_actor_instantly $4508 
009B: destroy_actor_instantly $4509 
009B: destroy_actor_instantly $4510 
009B: destroy_actor_instantly $4511 
009B: destroy_actor_instantly $4512 
0004: $4527 = 0 // integer values 

:PORNO4_10068
00D6: if 
0038:   $4525 == 26 // integer values 
004D: jump_if_false @PORNO4_11278 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 -355.6 990.8 44.4 radius 1.0 1.0 2.0 
004D: jump_if_false @PORNO4_11278 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00BF: $4533 = current_time_hours, $4534 = current_time_minutes 
00D6: if 
0018:   $4533 > 16 // integer values 
004D: jump_if_false @PORNO4_10195 
00D6: if 
001A:   23 > $4533 // integer values 
004D: jump_if_false @PORNO4_10195 
00C0: set_current_time 23 0 

:PORNO4_10195
0395: clear_area 1 at -356.1 990.1 range 44.4 1.0 
0055: put_player $PLAYER_CHAR at -356.1 990.1 44.4 
0171: set_player $PLAYER_CHAR z_angle_to 260.5 
015F: set_camera_position -358.1 991.5 46.8 0.0 rotation 0.0 0.0 
0160: point_camera -355.2 990.3 46.1 switchstyle 2 
02E4: load_cutscene_data 'GSPOT' 
02E7: start_cutscene 
0001: wait 1000 ms 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 
0001: wait 2000 ms 
053D:  $PLAYER_ACTOR 
0108: destroy_object $1806 
0001: wait 500 ms 
029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 
0001: wait 500 ms 
0108: destroy_object $1806 
0001: wait 500 ms 
029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 
0001: wait 300 ms 
0108: destroy_object $1806 
0001: wait 200 ms 
029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 
0001: wait 100 ms 
0108: destroy_object $1806 
0001: wait 50 ms 
029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 
0001: wait 10 ms 
0108: destroy_object $1806 
0001: wait 10 ms 
029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 
0001: wait 10 ms 
0108: destroy_object $1806 
0001: wait 500 ms 
015F: set_camera_position -350.1 991.07 44.97 0.0 rotation 0.0 0.0 
0160: point_camera -478.2 969.8 137.3 switchstyle 2 
0001: wait 1000 ms 
0055: put_player $PLAYER_CHAR at -342.9 984.7 44.8 

:PORNO4_10603
00D6: if 
834D:   not rotate_object $1805 from_angle 360.0 to_angle 1.0 flag 0 
004D: jump_if_false @PORNO4_10642 
0001: wait 0 ms 
0002: jump @PORNO4_10603 

:PORNO4_10642
0001: wait 500 ms 
029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 
0001: wait 10 ms 
0108: destroy_object $4516 
0001: wait 10 ms 
029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 
0001: wait 10 ms 
0108: destroy_object $4516 
0001: wait 50 ms 
029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 
0001: wait 100 ms 
0108: destroy_object $4516 
0001: wait 200 ms 
029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 
0001: wait 300 ms 
0108: destroy_object $4516 
0001: wait 500 ms 
029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 
0001: wait 500 ms 
0108: destroy_object $4516 
0001: wait 500 ms 
029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 
01C7: remove_object_from_mission_cleanup_list $4516 
0001: wait 5000 ms 
02EA: end_cutscene 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
016A: fade 0 500 ms 

:PORNO4_10887
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO4_10911 
0001: wait 0 ms 
0002: jump @PORNO4_10887 

:PORNO4_10911
0055: put_player $PLAYER_CHAR at -2.8 985.9 10.9 
04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 $631 
03CB: set_camera 17.6 957.6 16.7 
015F: set_camera_position 39.5 940.1 21.8 0.0 rotation 0.0 0.0 
0160: point_camera 17.6 957.6 16.7 switchstyle 2 
016A: fade 1 500 ms 

:PORNO4_11026
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO4_11050 
0001: wait 0 ms 
0002: jump @PORNO4_11026 

:PORNO4_11050
0394: play_music 1 
00BA: text_styled 'POR_AS1' 5000 ms 6  // FILM STUDIO ASSET COMPLETED
0001: wait 5000 ms 
03CB: set_camera -4.0 961.5 9.7 
015F: set_camera_position 9.2 964.6 12.9 0.0 rotation 0.0 0.0 
0160: point_camera -4.0 961.5 9.7 switchstyle 2 
01E5: text_1number_highpriority 'POR_AS2' $631 flag 6000 time 1  // ~g~Inter Global Films will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait 6000 ms 
016A: fade 0 500 ms 

:PORNO4_11172
00D6: if 
016B:   fading 
004D: jump_if_false @PORNO4_11196 
0001: wait 0 ms 
0002: jump @PORNO4_11172 

:PORNO4_11196
0055: put_player $PLAYER_CHAR at -353.0 990.0 44.4 
0171: set_player $PLAYER_CHAR z_angle_to 102.5 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
03CB: set_camera $95 $96 $97 
016A: fade 1 500 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0002: jump @PORNO4_11351 

:PORNO4_11278
00C1: $4529 = minutes_to_current_time 7 0 
00D6: if 
0038:   $4529 == 0 // integer values 
004D: jump_if_false @PORNO4_11327 
00BC: text_highpriority 'POR4_10' 5000 ms 1  // ~r~It's too light to get up there unseen.
0002: jump @PORNO4_11334 

:PORNO4_11327
0002: jump @PORNO4_2744 

:PORNO4_11334
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PORNO4_11351
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 43000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 43000 
034E: move_object $1801 to -559.476 784.807 23.279 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $1802 to -559.476 779.64 23.279 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $1803 to -553.563 790.595 97.917 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $1804 to -553.563 785.427 97.917 speed 0.0 10.0 0.0 collision_check 0 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_4'  // G-spotlight
0164: disable_marker $256 
04CE: $256 = create_icon_marker_without_sphere $424 at $576 $577 $578 
0008: $1175 += 1 // integer values 
0004: $633 = 1 // integer values 
0004: $260 = 1 // integer values 
0051: return 

:PORNO4_11598
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker $4519 
0164: disable_marker $4520 
0164: disable_marker $4521 
0164: disable_marker $4522 
0164: disable_marker $4523 
0164: disable_marker $4524 
0249: release_model #HFYBU 
0249: release_model #WFYBU 
0249: release_model #WMYBU 
0249: release_model #WMOBU 
0249: release_model #PCJ600 
0249: release_model #GDA 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 31---------------
// Originally: Shakedown

:PROTEC1
03A4: name_thread 'PROTEC1' 
0050: gosub @PROTEC1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PROTEC1_37 
0050: gosub @PROTEC1_6937 

:PROTEC1_37
0050: gosub @PROTEC1_7051 
004E: end_thread 

:PROTEC1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PROT1' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0004: $4565 = 0 // integer values 
0004: $4566 = 301000 // integer values 
0004: $4567 = 0 // integer values 
0004: $4568 = 0 // integer values 
0004: $4569 = 0 // integer values 
0004: $4570 = 0 // integer values 
0004: $4571 = 0 // integer values 
0004: $4572 = 0 // integer values 
0004: $4573 = 0 // integer values 
0004: $4574 = 0 // integer values 
0004: $4575 = 0 // integer values 
0004: $4576 = 0 // integer values 
0004: $4577 = 0 // integer values 
0004: $4578 = 0 // integer values 
0004: $4579 = 0 // integer values 
0004: $4580 = 0 // integer values 
0004: $4581 = 0 // integer values 
0004: $4582 = 0 // integer values 
0004: $4583 = 0 // integer values 
0004: $4584 = 0 // integer values 
0004: $4585 = 0 // integer values 
0004: $4586 = 0 // integer values 
0004: $4587 = 0 // integer values 
0004: $4588 = 0 // integer values 
0004: $4589 = 0 // integer values 
0004: $4590 = 0 // integer values 
0004: $4591 = 0 // integer values 
0004: $4592 = 0 // integer values 
0004: $4593 = 0 // integer values 
0004: $4594 = 0 // integer values 
0004: $4595 = 0 // integer values 
0004: $4596 = 0 // integer values 
0004: $4597 = 0 // integer values 
0004: $4598 = 0 // integer values 
0004: $4599 = 0 // integer values 
0004: $4600 = 0 // integer values 
0004: $4601 = 0 // integer values 
0004: $4602 = 0 // integer values 
0004: $4603 = 0 // integer values 
04BB: select_interiour 2 // select render area 
0004: $991 = 1 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'CSAVERY' 
03CB: set_camera -378.62 -552.676 18.534 
038B: load_requested_models 

:PROTEC1_455
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @PROTEC1_493 
0001: wait 0 ms 
0002: jump @PROTEC1_455 

:PROTEC1_493
02E4: load_cutscene_data 'BUD_1' 
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $149 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $149 'CSAVERY' 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC1_684
00D6: if 
001A:   498 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_719 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_684 

:PROTEC1_719
00BC: text_highpriority 'PRO1_A' 10000 ms 1  // Oh, we gotta redecorate this place. We gotta make it look older.

:PROTEC1_734
00D6: if 
001A:   3470 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_769 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_734 

:PROTEC1_769
00BC: text_highpriority 'PRO1_B' 10000 ms 1  // I can't stand this look. Tommy, whadaya say? Whadaya say we put a bar in...

:PROTEC1_784
00D6: if 
001A:   7473 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_819 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_784 

:PROTEC1_819
00BC: text_highpriority 'PRO1_C' 10000 ms 1  // You're my lawyer, Rosenberg, not my interior decorator. Got it?

:PROTEC1_834
00D6: if 
001A:   11644 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_869 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_834 

:PROTEC1_869
00BC: text_highpriority 'PRO1_D' 10000 ms 1  // Listen to me,

:PROTEC1_884
00D6: if 
001A:   12448 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_919 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_884 

:PROTEC1_919
00BC: text_highpriority 'PRO1_E' 10000 ms 1  // The time to take over this town is now. It's all out there waiting for us.

:PROTEC1_934
00D6: if 
001A:   16477 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_969 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_934 

:PROTEC1_969
00BC: text_highpriority 'PRO1_F' 10000 ms 1  // We need to start seizing territory,

:PROTEC1_984
00D6: if 
001A:   18657 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1019 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_984 

:PROTEC1_1019
00BC: text_highpriority 'PRO1_G' 10000 ms 1  // let Vice City know we're the new players in town, know what I'm saying?

:PROTEC1_1034
00D6: if 
001A:   21849 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1069 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1034 

:PROTEC1_1069
00BC: text_highpriority 'PRO1_I' 10000 ms 1  // What you need is a legitimate front Tommy, real estate. It's never done me no harm.

:PROTEC1_1084
00D6: if 
001A:   26212 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1119 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1084 

:PROTEC1_1119
00BC: text_highpriority 'PRO1_J' 10000 ms 1  // We need to start using some muscle or we can kiss all that hard work goodbye.

:PROTEC1_1134
00D6: if 
001A:   30323 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1169 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1134 

:PROTEC1_1169
00BC: text_highpriority 'PRO1_K' 10000 ms 1  // Local businesses know Diaz is dead, and they're refusing to pay protection!

:PROTEC1_1184
00D6: if 
001A:   34351 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1221 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1184 

:PROTEC1_1221
00BC: text_highpriority 'PRO1_L' 10000 ms 1  // Ooh! We could try bribery...

:PROTEC1_1236
00D6: if 
001A:   36310 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1273 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1236 

:PROTEC1_1273
00BC: text_highpriority 'PRO1_M' 10000 ms 1  // Bribery? Screw bribery! I'll show you how to make 'em scared!

:PROTEC1_1288
00D6: if 
001A:   40077 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1325 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1288 

:PROTEC1_1325
00BC: text_highpriority 'PRO1_N' 10000 ms 1  // I'll be back here in five minutes...

:PROTEC1_1340
00D6: if 
001A:   41077 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1377 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1340 

:PROTEC1_1377
00BE: text_clear_all 

:PROTEC1_1379
00D6: if 
001A:   42112 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC1_1416 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC1_1379 

:PROTEC1_1416
016A: fade 0 1500 ms 
00BE: text_clear_all 

:PROTEC1_1425
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC1_1449 
0001: wait 0 ms 
0002: jump @PROTEC1_1425 

:PROTEC1_1449
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $991 = 0 // integer values 
04BB: select_interiour 0 // select render area 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
03CB: set_camera -375.9 -510.6 16.2 
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 360.0 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 3 60000 
0164: disable_marker $434 
0164: disable_marker $437 
0247: request_model #STINGER 

:PROTEC1_1585
00D6: if 
8248:   not model #STINGER available 
004D: jump_if_false @PROTEC1_1612 
0001: wait 0 ms 
0002: jump @PROTEC1_1585 

:PROTEC1_1612
00A5: $4538 = create_car #STINGER at -345.3 -524.6 11.5 
032B: $4539 = create_weapon_pickup #UZI 3 ammo 50000 at -347.8 -527.2 12.7 
016A: fade 1 1500 ms 
00BC: text_highpriority 'PRO1_11' 5000 ms 1  // ~g~Get to ~y~The North Point Mall~g~ in ~y~Vice Point~g~.
00BB: text_lowpriority 'PRO1_01' 5000 ms 1  // ~g~Do a hit and run on the shop fronts and the owners will be begging for protection.
00BB: text_lowpriority 'PRO1_13' 5000 ms 1  // ~g~You have five minutes to smash them all.
0540: unknown_player $PLAYER_CHAR window_washer_credibility 0 
018A: $4540 = create_checkpoint_at 459.9 1004.1 18.1 
018A: $4541 = create_checkpoint_at 467.2 1012.0 18.1 
018A: $4542 = create_checkpoint_at 457.5 1197.6 18.1 
018A: $4543 = create_checkpoint_at 463.8 1207.4 18.1 
018A: $4544 = create_checkpoint_at 466.8 1211.8 18.1 
018A: $4545 = create_checkpoint_at 369.9 1222.0 18.1 
018A: $4546 = create_checkpoint_at 369.9 1212.2 18.1 
018A: $4547 = create_checkpoint_at 356.5 1120.0 24.5 
018A: $4548 = create_checkpoint_at 356.6 1115.5 24.5 
018A: $4549 = create_checkpoint_at 361.1 1110.2 24.5 
018A: $4550 = create_checkpoint_at 364.2 1107.2 24.5 
018A: $4551 = create_checkpoint_at 367.0 1104.2 24.5 
018A: $4552 = create_checkpoint_at 369.2 1101.7 24.5 
018A: $4553 = create_checkpoint_at 403.1 1022.0 24.5 
018A: $4554 = create_checkpoint_at 403.1 1033.0 24.5 
018A: $4555 = create_checkpoint_at 406.7 1041.0 24.5 
018A: $4556 = create_checkpoint_at 421.0 1041.0 24.5 
018A: $4557 = create_checkpoint_at 425.1 1035.7 24.5 
018A: $4558 = create_checkpoint_at 425.1 1021.8 24.5 
018A: $4559 = create_checkpoint_at 403.1 1024.6 18.1 
018A: $4560 = create_checkpoint_at 403.1 1033.0 18.1 
018A: $4561 = create_checkpoint_at 406.7 1041.0 18.1 
018A: $4562 = create_checkpoint_at 421.0 1041.0 18.1 
018A: $4563 = create_checkpoint_at 425.1 1035.7 18.1 
018A: $4564 = create_checkpoint_at 425.1 1021.8 18.1 
014E: start_timer_at $4566 count_in_direction 1 

:PROTEC1_2229
0001: wait 0 ms 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @PROTEC1_5792 
00D6: if 
0038:   $4598 == 0 // integer values 
004D: jump_if_false @PROTEC1_2291 
00BC: text_highpriority 'PRO1_12' 5000 ms 1  // ~g~Smash the panes of glass in each shop front and the owners will be begging for new protection.
0004: $4598 = 1 // integer values 

:PROTEC1_2291
00D6: if 
0038:   $4567 == 25 // integer values 
004D: jump_if_false @PROTEC1_2323 
0004: $4565 = 1 // integer values 
0002: jump @PROTEC1_5792 

:PROTEC1_2323
00D6: if 
001A:   2 > $4568 // integer values 
004D: jump_if_false @PROTEC1_2523 
00D6: if 
0038:   $4573 == 0 // integer values 
004D: jump_if_false @PROTEC1_2432 
00D6: if 
0523:   unknown_glass_window_at 459.9 1004.1 19.7 broken 
004D: jump_if_false @PROTEC1_2432 
0008: $4568 += 1 // integer values 
0004: $4573 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4540 

:PROTEC1_2432
00D6: if 
0038:   $4574 == 0 // integer values 
004D: jump_if_false @PROTEC1_2523 
00D6: if 
0523:   unknown_glass_window_at 467.2 1012.0 19.7 broken 
004D: jump_if_false @PROTEC1_2523 
0008: $4568 += 1 // integer values 
0004: $4574 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4541 

:PROTEC1_2523
00D6: if 
0038:   $4568 == 2 // integer values 
004D: jump_if_false @PROTEC1_2645 
03CF: load_wav 'BUD1_1' as 1 

:PROTEC1_2553
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PROTEC1_2579 
0001: wait 0 ms 
0002: jump @PROTEC1_2553 

:PROTEC1_2579
00BC: text_highpriority 'PRO1_04' 4000 ms 1  // My livelihood, destroyed!
03D1: play_wav 1 

:PROTEC1_2598
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC1_2624 
0001: wait 0 ms 
0002: jump @PROTEC1_2598 

:PROTEC1_2624
040D: unload_wav 1 
03D5: remove_text 'PRO1_04'  // My livelihood, destroyed!
0004: $4568 = 3 // integer values 

:PROTEC1_2645
00D6: if 
0038:   $4568 == 3 // integer values 
004D: jump_if_false @PROTEC1_2767 
03CF: load_wav 'BUD1_9' as 2 

:PROTEC1_2675
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC1_2701 
0001: wait 0 ms 
0002: jump @PROTEC1_2675 

:PROTEC1_2701
00BC: text_highpriority 'PRO1_09' 4000 ms 1  // Vercetti. Remember the name.
03D1: play_wav 2 

:PROTEC1_2720
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @PROTEC1_2746 
0001: wait 0 ms 
0002: jump @PROTEC1_2720 

:PROTEC1_2746
040D: unload_wav 2 
03D5: remove_text 'PRO1_09'  // Vercetti. Remember the name.
0004: $4568 = 4 // integer values 

:PROTEC1_2767
00D6: if 
001A:   3 > $4569 // integer values 
004D: jump_if_false @PROTEC1_3058 
00D6: if 
0038:   $4575 == 0 // integer values 
004D: jump_if_false @PROTEC1_2876 
00D6: if 
0523:   unknown_glass_window_at 457.5 1197.6 19.7 broken 
004D: jump_if_false @PROTEC1_2876 
0008: $4569 += 1 // integer values 
0004: $4575 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4542 

:PROTEC1_2876
00D6: if 
0038:   $4576 == 0 // integer values 
004D: jump_if_false @PROTEC1_2967 
00D6: if 
0523:   unknown_glass_window_at 463.8 1207.4 19.7 broken 
004D: jump_if_false @PROTEC1_2967 
0008: $4569 += 1 // integer values 
0004: $4576 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4543 

:PROTEC1_2967
00D6: if 
0038:   $4577 == 0 // integer values 
004D: jump_if_false @PROTEC1_3058 
00D6: if 
0523:   unknown_glass_window_at 466.8 1211.8 19.7 broken 
004D: jump_if_false @PROTEC1_3058 
0008: $4569 += 1 // integer values 
0004: $4577 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4544 

:PROTEC1_3058
00D6: if 
0038:   $4569 == 3 // integer values 
004D: jump_if_false @PROTEC1_3180 
03CF: load_wav 'BUD1_2' as 1 

:PROTEC1_3088
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PROTEC1_3114 
0001: wait 0 ms 
0002: jump @PROTEC1_3088 

:PROTEC1_3114
00BC: text_highpriority 'PRO1_05' 4000 ms 1  // Ruined...RUINED!!
03D1: play_wav 1 

:PROTEC1_3133
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC1_3159 
0001: wait 0 ms 
0002: jump @PROTEC1_3133 

:PROTEC1_3159
040D: unload_wav 1 
03D5: remove_text 'PRO1_05'  // Ruined...RUINED!!
0004: $4569 = 4 // integer values 

:PROTEC1_3180
00D6: if 
001A:   2 > $4570 // integer values 
004D: jump_if_false @PROTEC1_3380 
00D6: if 
0038:   $4578 == 0 // integer values 
004D: jump_if_false @PROTEC1_3289 
00D6: if 
0523:   unknown_glass_window_at 369.9 1222.0 19.7 broken 
004D: jump_if_false @PROTEC1_3289 
0008: $4570 += 1 // integer values 
0004: $4578 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4545 

:PROTEC1_3289
00D6: if 
0038:   $4579 == 0 // integer values 
004D: jump_if_false @PROTEC1_3380 
00D6: if 
0523:   unknown_glass_window_at 369.9 1212.2 19.7 broken 
004D: jump_if_false @PROTEC1_3380 
0008: $4570 += 1 // integer values 
0004: $4579 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4546 

:PROTEC1_3380
00D6: if 
0038:   $4570 == 2 // integer values 
004D: jump_if_false @PROTEC1_3502 
03CF: load_wav 'BUD1_3' as 1 

:PROTEC1_3410
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PROTEC1_3436 
0001: wait 0 ms 
0002: jump @PROTEC1_3410 

:PROTEC1_3436
00BC: text_highpriority 'PRO1_06' 4000 ms 1  // I pay through the ass for protection!
03D1: play_wav 1 

:PROTEC1_3455
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC1_3481 
0001: wait 0 ms 
0002: jump @PROTEC1_3455 

:PROTEC1_3481
040D: unload_wav 1 
03D5: remove_text 'PRO1_06'  // I pay through the ass for protection!
0004: $4570 = 3 // integer values 

:PROTEC1_3502
00D6: if 
0038:   $4570 == 3 // integer values 
004D: jump_if_false @PROTEC1_3624 
03CF: load_wav 'BUD1_10' as 2 

:PROTEC1_3532
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC1_3558 
0001: wait 0 ms 
0002: jump @PROTEC1_3532 

:PROTEC1_3558
00BC: text_highpriority 'PRO1_10' 4000 ms 1  // I run this town now. ME!
03D1: play_wav 2 

:PROTEC1_3577
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @PROTEC1_3603 
0001: wait 0 ms 
0002: jump @PROTEC1_3577 

:PROTEC1_3603
040D: unload_wav 2 
03D5: remove_text 'PRO1_10'  // I run this town now. ME!
0004: $4570 = 4 // integer values 

:PROTEC1_3624
00D6: if 
001A:   6 > $4571 // integer values 
004D: jump_if_false @PROTEC1_4188 
00D6: if 
0038:   $4580 == 0 // integer values 
004D: jump_if_false @PROTEC1_3733 
00D6: if 
0523:   unknown_glass_window_at 356.5 1120.0 25.7 broken 
004D: jump_if_false @PROTEC1_3733 
0008: $4571 += 1 // integer values 
0004: $4580 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4547 

:PROTEC1_3733
00D6: if 
0038:   $4581 == 0 // integer values 
004D: jump_if_false @PROTEC1_3824 
00D6: if 
0523:   unknown_glass_window_at 356.6 1115.5 25.7 broken 
004D: jump_if_false @PROTEC1_3824 
0008: $4571 += 1 // integer values 
0004: $4581 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4548 

:PROTEC1_3824
00D6: if 
0038:   $4582 == 0 // integer values 
004D: jump_if_false @PROTEC1_3915 
00D6: if 
0523:   unknown_glass_window_at 361.1 1110.2 25.7 broken 
004D: jump_if_false @PROTEC1_3915 
0008: $4571 += 1 // integer values 
0004: $4582 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4549 

:PROTEC1_3915
00D6: if 
0038:   $4583 == 0 // integer values 
004D: jump_if_false @PROTEC1_4006 
00D6: if 
0523:   unknown_glass_window_at 364.2 1107.2 25.7 broken 
004D: jump_if_false @PROTEC1_4006 
0008: $4571 += 1 // integer values 
0004: $4583 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4550 

:PROTEC1_4006
00D6: if 
0038:   $4584 == 0 // integer values 
004D: jump_if_false @PROTEC1_4097 
00D6: if 
0523:   unknown_glass_window_at 367.0 1104.2 25.7 broken 
004D: jump_if_false @PROTEC1_4097 
0008: $4571 += 1 // integer values 
0004: $4584 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4551 

:PROTEC1_4097
00D6: if 
0038:   $4585 == 0 // integer values 
004D: jump_if_false @PROTEC1_4188 
00D6: if 
0523:   unknown_glass_window_at 369.2 1101.7 25.7 broken 
004D: jump_if_false @PROTEC1_4188 
0008: $4571 += 1 // integer values 
0004: $4585 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4552 

:PROTEC1_4188
00D6: if 
0038:   $4571 == 6 // integer values 
004D: jump_if_false @PROTEC1_4310 
03CF: load_wav 'BUD1_4' as 1 

:PROTEC1_4218
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PROTEC1_4244 
0001: wait 0 ms 
0002: jump @PROTEC1_4218 

:PROTEC1_4244
00BC: text_highpriority 'PRO1_07' 4000 ms 1  // My beautiful window display!
03D1: play_wav 1 

:PROTEC1_4263
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC1_4289 
0001: wait 0 ms 
0002: jump @PROTEC1_4263 

:PROTEC1_4289
040D: unload_wav 1 
03D5: remove_text 'PRO1_07'  // My beautiful window display!
0004: $4571 = 7 // integer values 

:PROTEC1_4310
00D6: if 
001A:   12 > $4572 // integer values 
004D: jump_if_false @PROTEC1_5420 
00D6: if 
0038:   $4586 == 0 // integer values 
004D: jump_if_false @PROTEC1_4419 
00D6: if 
0523:   unknown_glass_window_at 403.1 1022.0 25.7 broken 
004D: jump_if_false @PROTEC1_4419 
0008: $4572 += 1 // integer values 
0004: $4586 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4553 

:PROTEC1_4419
00D6: if 
0038:   $4587 == 0 // integer values 
004D: jump_if_false @PROTEC1_4510 
00D6: if 
0523:   unknown_glass_window_at 403.1 1033.0 25.7 broken 
004D: jump_if_false @PROTEC1_4510 
0008: $4572 += 1 // integer values 
0004: $4587 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4554 

:PROTEC1_4510
00D6: if 
0038:   $4588 == 0 // integer values 
004D: jump_if_false @PROTEC1_4601 
00D6: if 
0523:   unknown_glass_window_at 406.7 1041.0 25.7 broken 
004D: jump_if_false @PROTEC1_4601 
0008: $4572 += 1 // integer values 
0004: $4588 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4555 

:PROTEC1_4601
00D6: if 
0038:   $4589 == 0 // integer values 
004D: jump_if_false @PROTEC1_4692 
00D6: if 
0523:   unknown_glass_window_at 421.0 1041.0 25.7 broken 
004D: jump_if_false @PROTEC1_4692 
0008: $4572 += 1 // integer values 
0004: $4589 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4556 

:PROTEC1_4692
00D6: if 
0038:   $4590 == 0 // integer values 
004D: jump_if_false @PROTEC1_4783 
00D6: if 
0523:   unknown_glass_window_at 425.1 1035.7 25.7 broken 
004D: jump_if_false @PROTEC1_4783 
0008: $4572 += 1 // integer values 
0004: $4590 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4557 

:PROTEC1_4783
00D6: if 
0038:   $4591 == 0 // integer values 
004D: jump_if_false @PROTEC1_4874 
00D6: if 
0523:   unknown_glass_window_at 425.1 1021.8 25.7 broken 
004D: jump_if_false @PROTEC1_4874 
0008: $4572 += 1 // integer values 
0004: $4591 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4558 

:PROTEC1_4874
00D6: if 
0038:   $4592 == 0 // integer values 
004D: jump_if_false @PROTEC1_4965 
00D6: if 
0523:   unknown_glass_window_at 403.1 1024.6 19.7 broken 
004D: jump_if_false @PROTEC1_4965 
0008: $4572 += 1 // integer values 
0004: $4592 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4559 

:PROTEC1_4965
00D6: if 
0038:   $4593 == 0 // integer values 
004D: jump_if_false @PROTEC1_5056 
00D6: if 
0523:   unknown_glass_window_at 403.1 1033.0 19.7 broken 
004D: jump_if_false @PROTEC1_5056 
0008: $4572 += 1 // integer values 
0004: $4593 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4560 

:PROTEC1_5056
00D6: if 
0038:   $4594 == 0 // integer values 
004D: jump_if_false @PROTEC1_5147 
00D6: if 
0523:   unknown_glass_window_at 406.7 1041.0 19.7 broken 
004D: jump_if_false @PROTEC1_5147 
0008: $4572 += 1 // integer values 
0004: $4594 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4561 

:PROTEC1_5147
00D6: if 
0038:   $4595 == 0 // integer values 
004D: jump_if_false @PROTEC1_5238 
00D6: if 
0523:   unknown_glass_window_at 421.0 1041.0 19.7 broken 
004D: jump_if_false @PROTEC1_5238 
0008: $4572 += 1 // integer values 
0004: $4595 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4562 

:PROTEC1_5238
00D6: if 
0038:   $4596 == 0 // integer values 
004D: jump_if_false @PROTEC1_5329 
00D6: if 
0523:   unknown_glass_window_at 425.1 1035.7 19.7 broken 
004D: jump_if_false @PROTEC1_5329 
0008: $4572 += 1 // integer values 
0004: $4596 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4563 

:PROTEC1_5329
00D6: if 
0038:   $4597 == 0 // integer values 
004D: jump_if_false @PROTEC1_5420 
00D6: if 
0523:   unknown_glass_window_at 425.1 1021.8 19.7 broken 
004D: jump_if_false @PROTEC1_5420 
0008: $4572 += 1 // integer values 
0004: $4597 = 1 // integer values 
0008: $4567 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $4564 

:PROTEC1_5420
00D6: if 
0038:   $4572 == 12 // integer values 
004D: jump_if_false @PROTEC1_5542 
03CF: load_wav 'BUD1_5' as 1 

:PROTEC1_5450
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PROTEC1_5476 
0001: wait 0 ms 
0002: jump @PROTEC1_5450 

:PROTEC1_5476
00BC: text_highpriority 'PRO1_08' 4000 ms 1  // My store. My wonderful store.
03D1: play_wav 1 

:PROTEC1_5495
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC1_5521 
0001: wait 0 ms 
0002: jump @PROTEC1_5495 

:PROTEC1_5521
040D: unload_wav 1 
03D5: remove_text 'PRO1_08'  // My store. My wonderful store.
0004: $4572 = 13 // integer values 

:PROTEC1_5542
00D6: if 
0018:   $4567 > 4 // integer values 
004D: jump_if_false @PROTEC1_5592 
00D6: if 
0038:   $4599 == 0 // integer values 
004D: jump_if_false @PROTEC1_5592 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0004: $4599 = 1 // integer values 

:PROTEC1_5592
00D6: if 
0018:   $4567 > 9 // integer values 
004D: jump_if_false @PROTEC1_5642 
00D6: if 
0038:   $4600 == 0 // integer values 
004D: jump_if_false @PROTEC1_5642 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $4600 = 1 // integer values 

:PROTEC1_5642
00D6: if 
0018:   $4567 > 14 // integer values 
004D: jump_if_false @PROTEC1_5692 
00D6: if 
0038:   $4601 == 0 // integer values 
004D: jump_if_false @PROTEC1_5692 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0004: $4601 = 1 // integer values 

:PROTEC1_5692
00D6: if 
0018:   $4567 > 19 // integer values 
004D: jump_if_false @PROTEC1_5742 
00D6: if 
0038:   $4602 == 0 // integer values 
004D: jump_if_false @PROTEC1_5742 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
0004: $4602 = 1 // integer values 

:PROTEC1_5742
00D6: if 
0018:   $4567 > 24 // integer values 
004D: jump_if_false @PROTEC1_5792 
00D6: if 
0038:   $4603 == 0 // integer values 
004D: jump_if_false @PROTEC1_5792 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 
0004: $4603 = 1 // integer values 

:PROTEC1_5792
00D6: if 
0038:   $4566 == 0 // integer values 
004D: jump_if_false @PROTEC1_5832 
00BC: text_highpriority 'PRO1_03' 5000 ms 1  // ~r~This was supposed to be a hit and run, not a 'hit and have coffee'.
0002: jump @PROTEC1_6937 

:PROTEC1_5832
00D6: if 
0038:   $4565 == 1 // integer values 
004D: jump_if_false @PROTEC1_6930 
0215: destroy_pickup $PRINT_WORKS_ASSET 
0570: $634 = create_asset_radar_marker_with_icon 25 at $549 $550 $551 
018B: show_on_radar $634 2 
0518: $PRINT_WORKS_ASSET = create_available_asset_pickup 'PRNT_L' at $549 $550 $551 price $635  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Print Works for $~1~
004F: create_thread @COUBUY  
0215: destroy_pickup $CAR_SHOWROOM_ASSET 
0570: $624 = create_asset_radar_marker_with_icon 25 at $552 $553 $554 
018B: show_on_radar $624 2 
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup 'CAR_L' at $552 $553 $554 price $625  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Car Showroom for $~1~
004F: create_thread @CARBUY  
0215: destroy_pickup $FILM_STUDIO_ASSET 
0570: $629 = create_asset_radar_marker_with_icon 25 at $555 $556 $557 
018B: show_on_radar $629 2 
0518: $FILM_STUDIO_ASSET = create_available_asset_pickup 'PORN_L' at $555 $556 $557 price $630  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Film Studios for $~1~
004F: create_thread @PORNBUY  
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 
0570: $608 = create_asset_radar_marker_with_icon 25 at $558 $559 $560 
018B: show_on_radar $608 2 
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup 'ICE_L' at $558 $559 $560 price $609  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Ice Cream Factory for $~1~
004F: create_thread @ICEBUY  
0215: destroy_pickup $678 
0570: $619 = create_asset_radar_marker_with_icon 25 at $561 $562 $563 
018B: show_on_radar $619 2 
0518: $678 = create_available_asset_pickup 'TAXI_L' at $561 $562 $563 price $620  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Taxi Company for $~1~
004F: create_thread @TAXIBUY  
0215: destroy_pickup $679 
0570: $638 = create_asset_radar_marker_with_icon 25 at $564 $565 $566 
018B: show_on_radar $638 2 
0518: $679 = create_available_asset_pickup 'BANK_L' at $564 $565 $566 price $639  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase The Malibu for $~1~
004F: create_thread @BANKBUY  
0215: destroy_pickup $680 
0570: $603 = create_asset_radar_marker_with_icon 25 at $567 $568 $569 
018B: show_on_radar $603 2 
0518: $680 = create_available_asset_pickup 'BOAT_L' at $567 $568 $569 price $604  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Boatyard for $~1~
004F: create_thread @BOATBUY  
0215: destroy_pickup $615 
0518: $615 = create_available_asset_pickup 'STRP_L' at $570 $571 $572 price $614  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Pole Position Club for $~1~
0570: $613 = create_asset_radar_marker_with_icon 25 at $570 $571 $572 
018B: show_on_radar $613 2 
004F: create_thread @STRPBUY  
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
016A: fade 0 1500 ms 

:PROTEC1_6366
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC1_6390 
0001: wait 0 ms 
0002: jump @PROTEC1_6366 

:PROTEC1_6390
02A3: enable_widescreen 1 
00C0: set_current_time 22 0 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @PROTEC1_6422 
04BB: select_interiour 0 // select render area 

:PROTEC1_6422
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03CB: set_camera 475.4 -67.8 19.6 
016A: fade 1 1500 ms 
015F: set_camera_position 524.9 -88.8 15.6 0.0 rotation 0.0 0.0 
0160: point_camera 498.2 -74.0 13.6 switchstyle 2 
0006: 17@ = 0 // integer values 
00BC: text_highpriority 'BUYP1' 8000 ms 1  // You can now buy property in certain areas of the map.

:PROTEC1_6533
00D6: if 
8019:   not  17@ > 8000 // integer values 
004D: jump_if_false @PROTEC1_6587 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC1_6580 
0002: jump @PROTEC1_6790 

:PROTEC1_6580
0002: jump @PROTEC1_6533 

:PROTEC1_6587
0006: 17@ = 0 // integer values 
015F: set_camera_position 495.7 -79.5 12.6 0.0 rotation 0.0 0.0 
0160: point_camera 488.6 -79.7 12.3 switchstyle 2 
00BC: text_highpriority 'BUYP2' 8000 ms 1  // If you see a green house pickup, you can buy that property.

:PROTEC1_6660
00D6: if 
8019:   not  17@ > 8000 // integer values 
004D: jump_if_false @PROTEC1_6714 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC1_6707 
0002: jump @PROTEC1_6790 

:PROTEC1_6707
0002: jump @PROTEC1_6660 

:PROTEC1_6714
0006: 17@ = 0 // integer values 
00BC: text_highpriority 'BUYP3' 8000 ms 1  // Stand inside the pickup, then press the ~h~~k~~PED_ANSWER_PHONE~~w~ button to purchase that property.

:PROTEC1_6736
00D6: if 
8019:   not  17@ > 8000 // integer values 
004D: jump_if_false @PROTEC1_6790 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC1_6783 
0002: jump @PROTEC1_6790 

:PROTEC1_6783
0002: jump @PROTEC1_6736 

:PROTEC1_6790
016A: fade 0 1000 ms 

:PROTEC1_6797
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC1_6821 
0001: wait 0 ms 
0002: jump @PROTEC1_6797 

:PROTEC1_6821
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @PROTEC1_6843 
04BB: select_interiour 4 // select render area 

:PROTEC1_6843
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
03CB: set_camera $95 $96 $97 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
016A: fade 1 1000 ms 
0110: clear_player $PLAYER_CHAR wanted_level 
0002: jump @PROTEC1_6954 

:PROTEC1_6930
0002: jump @PROTEC1_2229 

:PROTEC1_6937
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PROTEC1_6954
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 43250 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 43250 
030C: progress_made += 1 
0318: set_latest_mission_passed 'BUD_1'  // Shakedown
0164: disable_marker $265 
02A7: $265 = create_icon_marker_and_sphere 29 at -397.4 -561.3 18.7 
004F: create_thread @PRO2  
0004: $856 = 1 // integer values 
0004: $266 = 1 // integer values 
0051: return 

:PROTEC1_7051
0004: $ONMISSION = 0 // integer values 
0540: unknown_player $PLAYER_CHAR window_washer_credibility 1 
0164: disable_marker $434 
0164: disable_marker $437 
04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
0164: disable_marker $4540 
0164: disable_marker $4541 
0164: disable_marker $4542 
0164: disable_marker $4543 
0164: disable_marker $4544 
0164: disable_marker $4545 
0164: disable_marker $4546 
0164: disable_marker $4547 
0164: disable_marker $4548 
0164: disable_marker $4549 
0164: disable_marker $4550 
0164: disable_marker $4551 
0164: disable_marker $4552 
0164: disable_marker $4553 
0164: disable_marker $4554 
0164: disable_marker $4555 
0164: disable_marker $4556 
0164: disable_marker $4557 
0164: disable_marker $4558 
0164: disable_marker $4559 
0164: disable_marker $4560 
0164: disable_marker $4561 
0164: disable_marker $4562 
0164: disable_marker $4563 
0164: disable_marker $4564 
00D6: if 
8214:   not pickup $4539 picked_up 
004D: jump_if_false @PROTEC1_7265 
0215: destroy_pickup $4539 

:PROTEC1_7265
0249: release_model #STINGER 
01B4: set_player $PLAYER_CHAR frozen_state 1 
014F: stop_timer $4566 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 32---------------
// Originally: Bar Brawl

:PROTEC2
03A4: name_thread 'PROTEC2' 
0050: gosub @PROTEC2_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PROTEC2_37 
0050: gosub @PROTEC2_12047 

:PROTEC2_37
0050: gosub @PROTEC2_12166 
004E: end_thread 

:PROTEC2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PROT2' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0004: $4629 = 0 // integer values 
0004: $4631 = 0 // integer values 
0004: $4630 = 0 // integer values 
0004: $61 = 0 // integer values 
0004: $4632 = 0 // integer values 
0004: $4633 = 0 // integer values 
0004: $4634 = 0 // integer values 
0004: $4635 = 301000 // integer values 
0004: $4636 = 0 // integer values 
0004: $4637 = 0 // integer values 
0004: $4638 = 0 // integer values 
0004: $4639 = 0 // integer values 
0004: $4621 = 0 // integer values 
0004: $4622 = 0 // integer values 
04BB: select_interiour 2 // select render area 
0215: destroy_pickup $2061 
0004: $991 = 1 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'DGOONA' 
023C: load_special_actor 4 'DGOONC' 
023C: load_special_actor 5 'CSAVERY' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'DRINK' 
03CB: set_camera -378.62 -552.676 18.534 
038B: load_requested_models 

:PROTEC2_323
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @PROTEC2_365 
0001: wait 0 ms 
0002: jump @PROTEC2_323 

:PROTEC2_365
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @PROTEC2_397 
0001: wait 0 ms 
0002: jump @PROTEC2_365 

:PROTEC2_397
02E4: load_cutscene_data 'BUD_2' 
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'DGOONA' 
02E5: $194 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $194 'DGOONC' 
02E5: $149 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $203 = create_cutscene_object #CUTOBJ01 
04BC:  'DCFAN' 
02E6: set_cutscene_anim $203 'DCFAN' 
02E5: $4640 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $4640 'DRINK01' 
02E5: $4641 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $4641 'DRINK02' 
02E5: $4642 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $4642 'DRINK03' 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC2_702
00D6: if 
001A:   5914 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_737 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_702 

:PROTEC2_737
00BC: text_highpriority 'PRO2_A' 10000 ms 1  // What's the problem?

:PROTEC2_752
00D6: if 
001A:   7399 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_787 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_752 

:PROTEC2_787
00BC: text_highpriority 'PRO2_B' 10000 ms 1  // Some bar is refusing to pay.

:PROTEC2_802
00D6: if 
001A:   9756 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_837 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_802 

:PROTEC2_837
00BC: text_highpriority 'PRO2_C' 10000 ms 1  // They reckon they're protected by a local gang of thugs.

:PROTEC2_852
00D6: if 
001A:   12705 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_887 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_852 

:PROTEC2_887
00BC: text_highpriority 'PRO2_D' 10000 ms 1  // But don't worry Tommy, I can handle it.

:PROTEC2_902
00D6: if 
001A:   16592 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_937 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_902 

:PROTEC2_937
00BC: text_highpriority 'PRO2_E' 10000 ms 1  // You call this handling it?

:PROTEC2_952
00D6: if 
001A:   19312 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_987 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_952 

:PROTEC2_987
00BC: text_highpriority 'PRO2_F' 10000 ms 1  // You two, off your asses...

:PROTEC2_1002
00D6: if 
001A:   21275 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_1037 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_1002 

:PROTEC2_1037
00BC: text_highpriority 'PRO2_G' 10000 ms 1  // Let's go.

:PROTEC2_1052
00D6: if 
001A:   22275 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_1087 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_1052 

:PROTEC2_1087
00BE: text_clear_all 

:PROTEC2_1089
00D6: if 
001A:   22784 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC2_1124 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC2_1089 

:PROTEC2_1124
016A: fade 0 1500 ms 
00BE: text_clear_all 

:PROTEC2_1133
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC2_1157 
0001: wait 0 ms 
0002: jump @PROTEC2_1133 

:PROTEC2_1157
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0213: $2061 = create_pickup #HEALTH type 2 at -406.2503 -566.4947 19.5804 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
04BB: select_interiour 0 // select render area 
0004: $991 = 0 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 
03CB: set_camera -375.9 -510.6 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 360.0 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 1 60000 
0247: request_model #UZI 
0247: request_model #BRASSKNUCKLE 
0247: request_model #M4 
0247: request_model #PCJ600 
0247: request_model #OCEANIC 
0247: request_model #SENTINEL 

:PROTEC2_1338
00D6: if or
8248:   not model #UZI available 
8248:   not model #BRASSKNUCKLE available 
8248:   not model #M4 available 
8248:   not model #PCJ600 available 
8248:   not model #OCEANIC available 
8248:   not model #SENTINEL available 
004D: jump_if_false @PROTEC2_1390 
0001: wait 0 ms 
0002: jump @PROTEC2_1338 

:PROTEC2_1390
0247: request_model #GDA 
0247: request_model #GDB 
0247: request_model #HMOST 
0247: request_model #SECURICA 

:PROTEC2_1407
00D6: if or
8248:   not model #GDA available 
8248:   not model #GDB available 
8248:   not model #HMOST available 
8248:   not model #SECURICA available 
004D: jump_if_false @PROTEC2_1446 
0001: wait 0 ms 
0002: jump @PROTEC2_1407 

:PROTEC2_1446
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PROTEC2_1484 
018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 

:PROTEC2_1484
009A: $4604 = create_actor_pedtype 13 model #SPECIAL03 at -368.8 -544.8 16.2 
04F5: unknown_actor $4604 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $4604 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4604 threat_search 
02A9: set_actor $4604 immune_to_nonplayer 1 
039E: set_actor $4604 locked_while_in_vehicle 1 
0243: set_actor $4604 ped_stats_to 16 
0291: set_actor $4604 attack_when_provoked 1 
0173: set_actor $4604 z_angle_to 281.0 
009A: $4605 = create_actor_pedtype 13 model #SPECIAL04 at -370.9 -546.8 16.2 
04F5: unknown_actor $4605 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $4605 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4605 threat_search 
02A9: set_actor $4605 immune_to_nonplayer 1 
039E: set_actor $4605 locked_while_in_vehicle 1 
0243: set_actor $4605 ped_stats_to 16 
0291: set_actor $4605 attack_when_provoked 1 
0173: set_actor $4605 z_angle_to 281.0 
01DF: tie_actor $4604 to_player $PLAYER_CHAR 
01DF: tie_actor $4605 to_player $PLAYER_CHAR 
0319: set_actor $4604 running 1 
0319: set_actor $4605 running 1 
00A5: $4615 = create_car #SENTINEL at -345.3 -524.6 11.5 
016A: fade 1 1500 ms 
00BC: text_highpriority 'PRO2_01' 11000 ms 1  // ~g~Take out the guards protecting the Front Page Bar and find out who supplied them.
0376: $4610 = create_random_actor 236.8 -1244.0 10.9 
0173: set_actor $4610 z_angle_to 320.4 
0376: $4611 = create_random_actor 237.5 -1243.0 10.9 
0173: set_actor $4611 z_angle_to 140.3 
03F9: make_actors $4610 $4611 converse_in 86400000 ms 
009A: $4607 = create_actor_pedtype 11 model #GDA at 243.1 -1243.4 10.0 
0173: set_actor $4607 z_angle_to 0.9 
01B2: give_actor $4607 weapon 23 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $4607 threat_search 
0243: set_actor $4607 ped_stats_to 16 
0187: $4623 = create_marker_above_actor $4607 
0350: set_actor $4607 maintain_position_when_attacked 1 
009A: $4608 = create_actor_pedtype 11 model #GDB at 243.2 -1239.9 10.0 
0173: set_actor $4608 z_angle_to 194.6 
01B2: give_actor $4608 weapon 23 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $4608 threat_search 
0243: set_actor $4608 ped_stats_to 16 
0187: $4624 = create_marker_above_actor $4608 
0350: set_actor $4608 maintain_position_when_attacked 1 
03F9: make_actors $4608 $4607 converse_in 86400000 ms 

:PROTEC2_1961
0001: wait 0 ms 
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_2025 
00D6: if 
8118:   not actor $4610 dead 
004D: jump_if_false @PROTEC2_2004 
01C2: remove_references_to_actor $4610 // Like turning an actor into a random pedestrian 

:PROTEC2_2004
00D6: if 
8118:   not actor $4611 dead 
004D: jump_if_false @PROTEC2_2025 
01C2: remove_references_to_actor $4610 // Like turning an actor into a random pedestrian 

:PROTEC2_2025
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_2127 
00D6: if 
8118:   not actor $4607 dead 
004D: jump_if_false @PROTEC2_2085 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor $4607 
004D: jump_if_false @PROTEC2_2085 
0004: $4629 = 1 // integer values 

:PROTEC2_2085
00D6: if 
8118:   not actor $4608 dead 
004D: jump_if_false @PROTEC2_2127 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor $4608 
004D: jump_if_false @PROTEC2_2127 
0004: $4629 = 1 // integer values 

:PROTEC2_2127
00D6: if 
0038:   $4632 == 0 // integer values 
004D: jump_if_false @PROTEC2_2353 
00D6: if 
8118:   not actor $4604 dead 
004D: jump_if_false @PROTEC2_2353 
00D6: if 
0320:   actor $4604 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC2_2353 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PROTEC2_2353 
00D6: if 
8449:   not actor $4604 in_a_car 
004D: jump_if_false @PROTEC2_2353 
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PROTEC2_2353 
00D6: if 
84AA:   not player $PLAYER_CHAR driving_heli 
004D: jump_if_false @PROTEC2_2353 
03CF: load_wav 'BUD2_1' as 1 

:PROTEC2_2256
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PROTEC2_2282 
0001: wait 0 ms 
0002: jump @PROTEC2_2256 

:PROTEC2_2282
00BC: text_highpriority 'PRO2_11' 4000 ms 1  // Get in the car, useless.
03D1: play_wav 1 

:PROTEC2_2301
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4604 dead 
004D: jump_if_false @PROTEC2_2332 
0001: wait 0 ms 
0002: jump @PROTEC2_2301 

:PROTEC2_2332
040D: unload_wav 1 
03D5: remove_text 'PRO2_11'  // Get in the car, useless.
0004: $4632 = 1 // integer values 

:PROTEC2_2353
00D6: if 
8118:   not actor $4607 dead 
004D: jump_if_false @PROTEC2_2467 
00D6: if 
8184:   not actor $4607 health >= 95 
004D: jump_if_false @PROTEC2_2412 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_2412 
0004: $4629 = 1 // integer values 

:PROTEC2_2412
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_2460 
0350: set_actor $4607 maintain_position_when_attacked 0 
011A: set_actor $4607 search_threat 1 
011A: set_actor $4607 search_threat 8192 
01CA: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_2460
0002: jump @PROTEC2_2502 

:PROTEC2_2467
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_2492 
0004: $4629 = 1 // integer values 

:PROTEC2_2492
0164: disable_marker $4623 
01C2: remove_references_to_actor $4607 // Like turning an actor into a random pedestrian 

:PROTEC2_2502
00D6: if 
8118:   not actor $4608 dead 
004D: jump_if_false @PROTEC2_2786 
00D6: if 
8184:   not actor $4608 health >= 95 
004D: jump_if_false @PROTEC2_2561 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_2561 
0004: $4629 = 1 // integer values 

:PROTEC2_2561
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_2779 
0350: set_actor $4608 maintain_position_when_attacked 0 
00D6: if 
0038:   $4630 == 0 // integer values 
004D: jump_if_false @PROTEC2_2686 
00D6: if 
80EC:   not actor $4608 0 240.2 -1241.8 radius 1.0 1.0 
004D: jump_if_false @PROTEC2_2664 
0239: actor $4608 run_to 240.2 -1241.8 
0002: jump @PROTEC2_2686 

:PROTEC2_2664
0239: actor $4608 run_to 242.9 -1241.5 
0004: $4630 = 1 // integer values 

:PROTEC2_2686
00D6: if 
0038:   $4630 == 1 // integer values 
004D: jump_if_false @PROTEC2_2779 
00D6: if 
80EC:   not actor $4608 0 242.9 -1241.5 radius 1.0 1.0 
004D: jump_if_false @PROTEC2_2764 
0239: actor $4608 run_to 242.9 -1241.5 
0002: jump @PROTEC2_2779 

:PROTEC2_2764
01D0: actor $4608 avoid_player $PLAYER_CHAR 
0004: $4630 = 2 // integer values 

:PROTEC2_2779
0002: jump @PROTEC2_2821 

:PROTEC2_2786
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_2811 
0004: $4629 = 1 // integer values 

:PROTEC2_2811
0164: disable_marker $4624 
01C2: remove_references_to_actor $4608 // Like turning an actor into a random pedestrian 

:PROTEC2_2821
00D6: if 
0118:   actor $4607 dead 
004D: jump_if_false @PROTEC2_4680 
00D6: if 
0118:   actor $4608 dead 
004D: jump_if_false @PROTEC2_4680 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 240.9 -1241.8 10.8 radius 1.0 1.0 2.0 
004D: jump_if_false @PROTEC2_4620 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0164: disable_marker $4628 
03EB: clear_small_messages_only 
009A: $4606 = create_actor_pedtype 4 model #HMOST at 235.6 -1236.0 13.3 
01ED: clear_actor $4606 threat_search 
01D1: actor $4606 follow_actor $PLAYER_ACTOR 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 233.1 -1240.6 11.9 
0568: set_actor $4606 untargetable 1 
015F: set_camera_position 245.88 -1241.78 13.24 0.0 rotation 0.0 0.0 
0160: point_camera 240.75 -1241.51 11.93 switchstyle 2 
0006: 16@ = 0 // integer values 

:PROTEC2_3041
0001: wait 0 ms 
00D6: if 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_4606 
00D6: if 
8118:   not actor $4604 dead 
004D: jump_if_false @PROTEC2_3127 
00D6: if 
00F3:   actor $4604 near_actor_on_foot $4606 radius 5.0 5.0 0 
004D: jump_if_false @PROTEC2_3127 
01E0: clear_leader $4604 
0291: set_actor $4604 attack_when_provoked 0 
0350: set_actor $4604 maintain_position_when_attacked 1 

:PROTEC2_3127
00D6: if 
8118:   not actor $4605 dead 
004D: jump_if_false @PROTEC2_3193 
00D6: if 
00F3:   actor $4605 near_actor_on_foot $4606 radius 5.0 5.0 0 
004D: jump_if_false @PROTEC2_3193 
01E0: clear_leader $4605 
0291: set_actor $4605 attack_when_provoked 0 
0350: set_actor $4605 maintain_position_when_attacked 1 

:PROTEC2_3193
00D6: if or
00F3:   actor $PLAYER_ACTOR near_actor_on_foot $4606 radius 2.0 2.0 0 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @PROTEC2_4606 
0001: wait 500 ms 
00D6: if 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_3274 
011C: actor $4606 clear_objective 
020F: actor $4606 look_at_player $PLAYER_CHAR 
020E: actor $PLAYER_ACTOR look_at_actor $4606 

:PROTEC2_3274
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'BUD2_2' as 1 
03CF: load_wav 'BUD2_3' as 2 

:PROTEC2_3308
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC2_3338 
0001: wait 0 ms 
0002: jump @PROTEC2_3308 

:PROTEC2_3338
00BC: text_highpriority 'PRO2_02' 4000 ms 1  // Your protection needs a little more protection.
03D1: play_wav 1 

:PROTEC2_3357
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC2_3464 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC2_3432 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PROTEC2_3425 
0004: $61 = 0 // integer values 
0002: jump @PROTEC2_4411 

:PROTEC2_3425
0002: jump @PROTEC2_3457 

:PROTEC2_3432
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PROTEC2_3457 
0004: $61 = 1 // integer values 

:PROTEC2_3457
0002: jump @PROTEC2_3357 

:PROTEC2_3464
040D: unload_wav 1 
03D5: remove_text 'PRO2_02'  // Your protection needs a little more protection.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_3513 
0372: set_actor $4606 anim 19 wait_state_time 20000 ms 

:PROTEC2_3513
00BC: text_highpriority 'PRO2_03' 4000 ms 1  // Aw hell, not again! I don't need this crap!
03D1: play_wav 2 

:PROTEC2_3532
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_3644 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC2_3612 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PROTEC2_3605 
0004: $61 = 0 // integer values 
0002: jump @PROTEC2_4411 

:PROTEC2_3605
0002: jump @PROTEC2_3637 

:PROTEC2_3612
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PROTEC2_3637 
0004: $61 = 1 // integer values 

:PROTEC2_3637
0002: jump @PROTEC2_3532 

:PROTEC2_3644
040D: unload_wav 2 
03D5: remove_text 'PRO2_03'  // Aw hell, not again! I don't need this crap!
03CF: load_wav 'BUD2_4' as 1 
03CF: load_wav 'BUD2_5' as 2 

:PROTEC2_3682
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC2_3712 
0001: wait 0 ms 
0002: jump @PROTEC2_3682 

:PROTEC2_3712
00BC: text_highpriority 'PRO2_04' 4000 ms 1  // These idiots operate out of DBP Security around the block.
03D1: play_wav 1 

:PROTEC2_3731
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_3843 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC2_3811 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PROTEC2_3804 
0004: $61 = 0 // integer values 
0002: jump @PROTEC2_4411 

:PROTEC2_3804
0002: jump @PROTEC2_3836 

:PROTEC2_3811
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PROTEC2_3836 
0004: $61 = 1 // integer values 

:PROTEC2_3836
0002: jump @PROTEC2_3731 

:PROTEC2_3843
040D: unload_wav 1 
03D5: remove_text 'PRO2_04'  // These idiots operate out of DBP Security around the block.
00BC: text_highpriority 'PRO2_05' 4000 ms 1  // You guys just sort it out amongst yourselves.
03D1: play_wav 2 

:PROTEC2_3876
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_3988 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC2_3956 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PROTEC2_3949 
0004: $61 = 0 // integer values 
0002: jump @PROTEC2_4411 

:PROTEC2_3949
0002: jump @PROTEC2_3981 

:PROTEC2_3956
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PROTEC2_3981 
0004: $61 = 1 // integer values 

:PROTEC2_3981
0002: jump @PROTEC2_3876 

:PROTEC2_3988
040D: unload_wav 2 
03D5: remove_text 'PRO2_05'  // You guys just sort it out amongst yourselves.
00D6: if 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_4027 
0372: set_actor $4606 anim 0 wait_state_time 100 ms 

:PROTEC2_4027
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'BUD2_6' as 1 
03CF: load_wav 'BUD2_7' as 2 

:PROTEC2_4061
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC2_4091 
0001: wait 0 ms 
0002: jump @PROTEC2_4061 

:PROTEC2_4091
00BC: text_highpriority 'PRO2_06' 4000 ms 1  // I'll be seeing you later.
03D1: play_wav 1 

:PROTEC2_4110
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC2_4217 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC2_4185 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PROTEC2_4178 
0004: $61 = 0 // integer values 
0002: jump @PROTEC2_4411 

:PROTEC2_4178
0002: jump @PROTEC2_4210 

:PROTEC2_4185
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PROTEC2_4210 
0004: $61 = 1 // integer values 

:PROTEC2_4210
0002: jump @PROTEC2_4110 

:PROTEC2_4217
040D: unload_wav 1 
03D5: remove_text 'PRO2_06'  // I'll be seeing you later.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_4266 
0372: set_actor $4606 anim 19 wait_state_time 20000 ms 

:PROTEC2_4266
00BC: text_highpriority 'PRO2_07' 4000 ms 1  // Yeah, yeah, whatever.
03D1: play_wav 2 

:PROTEC2_4285
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_4397 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @PROTEC2_4365 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @PROTEC2_4358 
0004: $61 = 0 // integer values 
0002: jump @PROTEC2_4411 

:PROTEC2_4358
0002: jump @PROTEC2_4390 

:PROTEC2_4365
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @PROTEC2_4390 
0004: $61 = 1 // integer values 

:PROTEC2_4390
0002: jump @PROTEC2_4285 

:PROTEC2_4397
040D: unload_wav 2 
03D5: remove_text 'PRO2_07'  // Yeah, yeah, whatever.

:PROTEC2_4411
03EB: clear_small_messages_only 
040D: unload_wav 1 
040D: unload_wav 2 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_4455 
0372: set_actor $4606 anim 0 wait_state_time 100 ms 

:PROTEC2_4455
00D6: if 
8118:   not actor $4604 dead 
004D: jump_if_false @PROTEC2_4493 
0291: set_actor $4604 attack_when_provoked 1 
0350: set_actor $4604 maintain_position_when_attacked 0 
01DF: tie_actor $4604 to_player $PLAYER_CHAR 

:PROTEC2_4493
00D6: if 
8118:   not actor $4605 dead 
004D: jump_if_false @PROTEC2_4531 
0291: set_actor $4605 attack_when_provoked 1 
0350: set_actor $4605 maintain_position_when_attacked 0 
01DF: tie_actor $4605 to_player $PLAYER_CHAR 

:PROTEC2_4531
011C: actor $PLAYER_ACTOR clear_objective 
00D6: if 
8118:   not actor $4606 dead 
004D: jump_if_false @PROTEC2_4557 
011C: actor $4606 clear_objective 

:PROTEC2_4557
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00BC: text_highpriority 'PRO2_08' 11000 ms 1  // ~g~DBP Security will know you are on your way, go and get them before they clear out.
014E: start_timer_at $4635 count_in_direction 1 
0004: $4629 = 0 // integer values 
0002: jump @PROTEC2_4687 

:PROTEC2_4606
0002: jump @PROTEC2_3041 
0002: jump @PROTEC2_4680 

:PROTEC2_4620
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_4680 
00BC: text_highpriority 'PRO2_09' 11000 ms 1  // ~g~Go and speak to the Front Page Bar Owner.
018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 
0004: $4629 = 2 // integer values 

:PROTEC2_4680
0002: jump @PROTEC2_1961 

:PROTEC2_4687
00A5: $4612 = create_car #OCEANIC at 346.8 -727.1 9.1 
0175: set_car $4612 z_angle_to 247.9 
04E1: open_trunk_of_car_fully $4612 
0107: $4616 = create_object #BRIEFCASE at 346.8 -727.1 9.1 
0107: $4617 = create_object #BRIEFCASE at 346.8 -727.1 9.1 
0107: $4618 = create_object #BRIEFCASE at 346.8 -727.1 9.1 
0382: set_object $4616 collision_detection 0 
0382: set_object $4617 collision_detection 0 
0382: set_object $4618 collision_detection 0 
009A: $4607 = create_actor_pedtype 11 model #GDB at 353.4 -732.9 9.6 
0173: set_actor $4607 z_angle_to 339.7 
01B2: give_actor $4607 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4607 threat_search 
0243: set_actor $4607 ped_stats_to 16 
0187: $4623 = create_marker_above_actor $4607 
0350: set_actor $4607 maintain_position_when_attacked 1 
02E2: set_actor $4607 weapon_accuracy_to 90 
0223: set_actor $4607 health_to 150 
009A: $4608 = create_actor_pedtype 11 model #GDA at 350.6 -731.9 9.6 
0173: set_actor $4608 z_angle_to 339.2 
01B2: give_actor $4608 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4608 threat_search 
0243: set_actor $4608 ped_stats_to 16 
0187: $4624 = create_marker_above_actor $4608 
0350: set_actor $4608 maintain_position_when_attacked 1 
02E2: set_actor $4608 weapon_accuracy_to 90 
0223: set_actor $4608 health_to 150 
009A: $4609 = create_actor_pedtype 11 model #GDA at 349.1 -726.2 9.6 
0173: set_actor $4609 z_angle_to 148.2 
01B2: give_actor $4609 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4609 threat_search 
0243: set_actor $4609 ped_stats_to 16 
0187: $4625 = create_marker_above_actor $4609 
02E2: set_actor $4609 weapon_accuracy_to 90 
0223: set_actor $4609 health_to 150 
04EB: actor $4609 crouch 1 86400000 ms 
009A: $4610 = create_actor_pedtype 11 model #GDB at 343.7 -725.2 9.2 
0173: set_actor $4610 z_angle_to 190.7 
01B2: give_actor $4610 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4610 threat_search 
0243: set_actor $4610 ped_stats_to 16 
0187: $4626 = create_marker_above_actor $4610 
02E2: set_actor $4610 weapon_accuracy_to 90 
0223: set_actor $4610 health_to 150 
009A: $4611 = create_actor_pedtype 11 model #GDA at 343.2 -726.4 9.2 
0173: set_actor $4611 z_angle_to 1.8 
01B2: give_actor $4611 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4611 threat_search 
0243: set_actor $4611 ped_stats_to 16 
0187: $4627 = create_marker_above_actor $4611 
02E2: set_actor $4611 weapon_accuracy_to 90 
0223: set_actor $4611 health_to 150 
03F9: make_actors $4610 $4611 converse_in 86400000 ms 
0006: 17@ = 0 // integer values 

:PROTEC2_5253
0001: wait 0 ms 
00D6: if 
0038:   $4635 == 0 // integer values 
004D: jump_if_false @PROTEC2_5297 
00BC: text_highpriority 'TAXI2' 5000 ms 1  // ~r~You're out of time!
0002: jump @PROTEC2_12047 

:PROTEC2_5297
00D6: if 
8119:   not car $4612 wrecked 
004D: jump_if_false @PROTEC2_5426 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4612 
004D: jump_if_false @PROTEC2_5357 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_5357 
0004: $4629 = 1 // integer values 

:PROTEC2_5357
035C: place_object $4616 relative_to_car $4612 offset 0.0 -2.0 0.0 
035C: place_object $4617 relative_to_car $4612 offset 0.0 -2.2 0.0 
035C: place_object $4618 relative_to_car $4612 offset 0.0 -2.4 0.0 

:PROTEC2_5426
00D6: if 
8118:   not actor $4607 dead 
004D: jump_if_false @PROTEC2_5585 
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @PROTEC2_5494 
00D6: if 
0123:   actor $4607 spotted_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC2_5494 
0004: $4629 = 1 // integer values 
0006: 17@ = 0 // integer values 

:PROTEC2_5494
00D6: if 
8184:   not actor $4607 health >= 95 
004D: jump_if_false @PROTEC2_5537 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_5537 
0004: $4629 = 1 // integer values 

:PROTEC2_5537
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_5578 
011A: set_actor $4607 search_threat 1 
011A: set_actor $4607 search_threat 8192 
01CA: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_5578
0002: jump @PROTEC2_5602 

:PROTEC2_5585
0004: $4629 = 1 // integer values 
0164: disable_marker $4623 
01C2: remove_references_to_actor $4607 // Like turning an actor into a random pedestrian 

:PROTEC2_5602
00D6: if 
8118:   not actor $4608 dead 
004D: jump_if_false @PROTEC2_5709 
00D6: if 
8184:   not actor $4608 health >= 95 
004D: jump_if_false @PROTEC2_5661 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_5661 
0004: $4629 = 1 // integer values 

:PROTEC2_5661
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_5702 
011A: set_actor $4608 search_threat 1 
011A: set_actor $4608 search_threat 8192 
01CA: actor $4608 kill_player $PLAYER_CHAR 

:PROTEC2_5702
0002: jump @PROTEC2_5726 

:PROTEC2_5709
0004: $4629 = 1 // integer values 
0164: disable_marker $4624 
01C2: remove_references_to_actor $4608 // Like turning an actor into a random pedestrian 

:PROTEC2_5726
00D6: if 
8118:   not actor $4609 dead 
004D: jump_if_false @PROTEC2_5973 
00D6: if 
8184:   not actor $4609 health >= 95 
004D: jump_if_false @PROTEC2_5785 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_5785 
0004: $4629 = 1 // integer values 

:PROTEC2_5785
00D6: if 
0038:   $4636 == 0 // integer values 
004D: jump_if_false @PROTEC2_5850 
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_5850 
0350: set_actor $4609 maintain_position_when_attacked 0 
011A: set_actor $4609 search_threat 1 
011A: set_actor $4609 search_threat 8192 
0004: $4636 = 1 // integer values 

:PROTEC2_5850
00D6: if 
0038:   $4636 == 1 // integer values 
004D: jump_if_false @PROTEC2_5890 
0239: actor $4609 run_to 355.6 -726.0 
0004: $4636 = 2 // integer values 

:PROTEC2_5890
00D6: if 
0038:   $4636 == 2 // integer values 
004D: jump_if_false @PROTEC2_5966 
00D6: if 
00EC:   actor $4609 0 355.6 -726.0 radius 2.0 2.0 
004D: jump_if_false @PROTEC2_5966 
011C: actor $4609 clear_objective 
01CA: actor $4609 kill_player $PLAYER_CHAR 
0004: $4636 = 3 // integer values 

:PROTEC2_5966
0002: jump @PROTEC2_5990 

:PROTEC2_5973
0004: $4629 = 1 // integer values 
0164: disable_marker $4625 
01C2: remove_references_to_actor $4609 // Like turning an actor into a random pedestrian 

:PROTEC2_5990
00D6: if 
8118:   not actor $4610 dead 
004D: jump_if_false @PROTEC2_6237 
00D6: if 
8184:   not actor $4610 health >= 95 
004D: jump_if_false @PROTEC2_6049 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_6049 
0004: $4629 = 1 // integer values 

:PROTEC2_6049
00D6: if 
0038:   $4637 == 0 // integer values 
004D: jump_if_false @PROTEC2_6114 
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_6114 
0350: set_actor $4610 maintain_position_when_attacked 0 
011A: set_actor $4610 search_threat 1 
011A: set_actor $4610 search_threat 8192 
0004: $4637 = 1 // integer values 

:PROTEC2_6114
00D6: if 
0038:   $4637 == 1 // integer values 
004D: jump_if_false @PROTEC2_6154 
0239: actor $4610 run_to 355.6 -726.0 
0004: $4637 = 2 // integer values 

:PROTEC2_6154
00D6: if 
0038:   $4637 == 2 // integer values 
004D: jump_if_false @PROTEC2_6230 
00D6: if 
00EC:   actor $4610 0 355.6 -726.0 radius 2.0 2.0 
004D: jump_if_false @PROTEC2_6230 
011C: actor $4610 clear_objective 
01CA: actor $4610 kill_player $PLAYER_CHAR 
0004: $4637 = 3 // integer values 

:PROTEC2_6230
0002: jump @PROTEC2_6254 

:PROTEC2_6237
0004: $4629 = 1 // integer values 
0164: disable_marker $4626 
01C2: remove_references_to_actor $4610 // Like turning an actor into a random pedestrian 

:PROTEC2_6254
00D6: if 
8118:   not actor $4611 dead 
004D: jump_if_false @PROTEC2_6501 
00D6: if 
8184:   not actor $4611 health >= 95 
004D: jump_if_false @PROTEC2_6313 
00D6: if 
0038:   $4629 == 0 // integer values 
004D: jump_if_false @PROTEC2_6313 
0004: $4629 = 1 // integer values 

:PROTEC2_6313
00D6: if 
0038:   $4638 == 0 // integer values 
004D: jump_if_false @PROTEC2_6378 
00D6: if 
0038:   $4629 == 1 // integer values 
004D: jump_if_false @PROTEC2_6378 
0350: set_actor $4611 maintain_position_when_attacked 0 
011A: set_actor $4611 search_threat 1 
011A: set_actor $4611 search_threat 8192 
0004: $4638 = 1 // integer values 

:PROTEC2_6378
00D6: if 
0038:   $4638 == 1 // integer values 
004D: jump_if_false @PROTEC2_6418 
0239: actor $4611 run_to 355.6 -726.0 
0004: $4638 = 2 // integer values 

:PROTEC2_6418
00D6: if 
0038:   $4638 == 2 // integer values 
004D: jump_if_false @PROTEC2_6494 
00D6: if 
00EC:   actor $4611 0 355.6 -726.0 radius 2.0 2.0 
004D: jump_if_false @PROTEC2_6494 
011C: actor $4611 clear_objective 
01CA: actor $4611 kill_player $PLAYER_CHAR 
0004: $4638 = 3 // integer values 

:PROTEC2_6494
0002: jump @PROTEC2_6518 

:PROTEC2_6501
0004: $4629 = 1 // integer values 
0164: disable_marker $4627 
01C2: remove_references_to_actor $4611 // Like turning an actor into a random pedestrian 

:PROTEC2_6518
00D6: if 
0118:   actor $4607 dead 
004D: jump_if_false @PROTEC2_6617 
00D6: if 
0118:   actor $4608 dead 
004D: jump_if_false @PROTEC2_6617 
00D6: if 
0118:   actor $4609 dead 
004D: jump_if_false @PROTEC2_6617 
00D6: if 
0118:   actor $4610 dead 
004D: jump_if_false @PROTEC2_6617 
00D6: if 
0118:   actor $4611 dead 
004D: jump_if_false @PROTEC2_6617 
01C3: remove_references_to_car $4612 
0004: $4629 = 0 // integer values 
0002: jump @PROTEC2_6624 

:PROTEC2_6617
0002: jump @PROTEC2_5253 

:PROTEC2_6624
0001: wait 2000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube 347.3 -703.4 5.0 397.4 -773.0 20.0 
015F: set_camera_position 353.54 -719.07 13.89 0.0 rotation 0.0 0.0 
0160: point_camera 365.18 -730.36 10.99 switchstyle 2 
0239: actor $PLAYER_ACTOR run_to 356.8 -724.7 
0001: wait 1000 ms 
020C: create_explosion_with_radius 2 at 366.4 -730.3 9.0 
020C: create_explosion_with_radius 11 at 366.4 -730.3 9.0 
020C: create_explosion_with_radius 6 at 366.4 -730.3 9.0 
039D: scatter_particles 17 0.8 0 0 0 11000 at 366.4 -730.3 9.0 0.1 0.0 0.2 
0001: wait 500 ms 
00A5: $4613 = create_car #PCJ600 at 359.0 -742.1 10.0 
0175: set_car $4613 z_angle_to 332.8 
00AE: set_vehicle $4613 traffic_behavior_to 2 
00AD: set_car $4613 max_speed_to 0.0 
02AA: set_car $4613 immune_to_nonplayer 1 
02AC: set_car $4613 immunities 1 1 1 1 1 
0129: $4607 = create_actor 5 #GDB in_car $4613 driverseat 
01B2: give_actor $4607 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4607 threat_search 
0243: set_actor $4607 ped_stats_to 16 
011A: set_actor $4607 search_threat 1 
011A: set_actor $4607 search_threat 8192 
0319: set_actor $4607 running 1 
02AB: set_actor $4607 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor $4607 immune_to_nonplayer 1 
0223: set_actor $4607 health_to 150 
0187: $4623 = create_marker_above_actor $4607 
0291: set_actor $4607 attack_when_provoked 1 
00A5: $4614 = create_car #PCJ600 at 357.5 -745.2 10.0 
0175: set_car $4614 z_angle_to 332.8 
00AE: set_vehicle $4614 traffic_behavior_to 3 
00AD: set_car $4614 max_speed_to 0.0 
02AA: set_car $4614 immune_to_nonplayer 1 
02AC: set_car $4614 immunities 1 1 1 1 1 
0129: $4608 = create_actor 5 #GDA in_car $4614 driverseat 
01B2: give_actor $4608 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4608 threat_search 
0243: set_actor $4608 ped_stats_to 16 
011A: set_actor $4608 search_threat 1 
011A: set_actor $4608 search_threat 8192 
0319: set_actor $4608 running 1 
02AB: set_actor $4608 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor $4608 immune_to_nonplayer 1 
0223: set_actor $4607 health_to 150 
0187: $4624 = create_marker_above_actor $4608 
04BD: set_car $4613 is_part_of_convoy 1 
04E0: car $4613 abandon_path_radius 255 
04BD: set_car $4614 is_part_of_convoy 1 
04E0: car $4614 abandon_path_radius 255 
0291: set_actor $4608 attack_when_provoked 1 
00A5: $4619 = create_car #SECURICA at 250.8 -1292.2 10.0 
0175: set_car $4619 z_angle_to 347.7 
00AE: set_vehicle $4619 traffic_behavior_to 2 
00AD: set_car $4619 max_speed_to 0.0 
04E0: car $4619 abandon_path_radius 15 
020A: set_car $4619 door_status_to 2 
0129: $4620 = create_actor 5 #GDA in_car $4619 driverseat 
01B2: give_actor $4620 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4620 threat_search 
0243: set_actor $4620 ped_stats_to 16 
011A: set_actor $4620 search_threat 1 
011A: set_actor $4620 search_threat 8192 
0319: set_actor $4620 running 1 
00D6: if 
8119:   not car $4613 wrecked 
004D: jump_if_false @PROTEC2_7395 
00A7: car $4613 drive_to 368.4 -726.3 10.1 
00AD: set_car $4613 max_speed_to 25.0 

:PROTEC2_7395
00D6: if 
8119:   not car $4614 wrecked 
004D: jump_if_false @PROTEC2_7441 
00A7: car $4614 drive_to 368.4 -726.3 10.1 
00AD: set_car $4614 max_speed_to 15.0 

:PROTEC2_7441
00D6: if 
8119:   not car $4613 wrecked 
004D: jump_if_false @PROTEC2_7466 
0158: camera_on_vehicle $4613 mode 15 switchstyle 2 

:PROTEC2_7466
0006: 16@ = 0 // integer values 

:PROTEC2_7473
0001: wait 0 ms 
00D6: if 
8119:   not car $4613 wrecked 
004D: jump_if_false @PROTEC2_7558 
00D6: if 
01AD:   car $4613 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 
004D: jump_if_false @PROTEC2_7558 
00A7: car $4613 drive_to 391.7 -743.9 10.9 
0004: $4633 = 1 // integer values 

:PROTEC2_7558
00D6: if 
8119:   not car $4614 wrecked 
004D: jump_if_false @PROTEC2_7649 
00D6: if 
01AD:   car $4614 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 
004D: jump_if_false @PROTEC2_7649 
00A7: car $4614 drive_to 391.7 -743.9 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4634 = 1 // integer values 

:PROTEC2_7649
00D6: if and
0038:   $4633 == 1 // integer values 
0038:   $4634 == 1 // integer values 
004D: jump_if_false @PROTEC2_7681 
0002: jump @PROTEC2_7714 

:PROTEC2_7681
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @PROTEC2_7707 
0002: jump @PROTEC2_7714 

:PROTEC2_7707
0002: jump @PROTEC2_7473 

:PROTEC2_7714
0004: $4629 = 0 // integer values 
00D6: if 
0038:   $4633 == 0 // integer values 
004D: jump_if_false @PROTEC2_7759 
00A7: car $4613 drive_to 391.7 -743.9 10.9 

:PROTEC2_7759
00D6: if 
0038:   $4634 == 0 // integer values 
004D: jump_if_false @PROTEC2_7797 
00A7: car $4614 drive_to 391.7 -743.9 10.9 

:PROTEC2_7797
0004: $4633 = 0 // integer values 
0004: $4634 = 0 // integer values 
00D6: if 
8119:   not car $4613 wrecked 
004D: jump_if_false @PROTEC2_7842 
02AC: set_car $4613 immunities 0 0 0 0 0 

:PROTEC2_7842
00D6: if 
8119:   not car $4614 wrecked 
004D: jump_if_false @PROTEC2_7873 
02AC: set_car $4614 immunities 0 0 0 0 0 

:PROTEC2_7873
00D6: if 
8118:   not actor $4607 dead 
004D: jump_if_false @PROTEC2_7904 
02AB: set_actor $4607 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC2_7904
00D6: if 
8118:   not actor $4608 dead 
004D: jump_if_false @PROTEC2_7935 
02AB: set_actor $4608 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC2_7935
0001: wait 2000 ms 
011C: actor $PLAYER_ACTOR clear_objective 
00BC: text_highpriority 'PRO2_10' 5000 ms 1  // ~g~Two more have made a run for it. Track them down and finish this.
0481:  3.5 
011C: actor $PLAYER_ACTOR clear_objective 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00D6: if 
8119:   not car $4619 wrecked 
004D: jump_if_false @PROTEC2_8018 
00AD: set_car $4619 max_speed_to 100.0 
00AF: set_car $4619 driver_behaviour_to 2 

:PROTEC2_8018
0001: wait 0 ms 
00D6: if 
0038:   $4639 == 0 // integer values 
004D: jump_if_false @PROTEC2_8108 
00D6: if 
0119:   car $4619 wrecked 
004D: jump_if_false @PROTEC2_8108 
01E3: text_1number_styled 'BONUS' number 43500 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 43500 
0004: $4639 = 1 // integer values 

:PROTEC2_8108
00D6: if 
0038:   $4635 == 0 // integer values 
004D: jump_if_false @PROTEC2_8148 
00BC: text_highpriority 'TAXI2' 5000 ms 1  // ~r~You're out of time!
0002: jump @PROTEC2_12047 

:PROTEC2_8148
00D6: if 
8119:   not car $4612 wrecked 
004D: jump_if_false @PROTEC2_8233 
035C: place_object $4616 relative_to_car $4612 offset 0.0 -2.0 0.0 
035C: place_object $4617 relative_to_car $4612 offset 0.0 -2.2 0.0 
035C: place_object $4618 relative_to_car $4612 offset 0.0 -2.4 0.0 

:PROTEC2_8233
00D6: if 
8118:   not actor $4607 dead 
004D: jump_if_false @PROTEC2_10112 
00D6: if 
8119:   not car $4613 wrecked 
004D: jump_if_false @PROTEC2_10092 
00D6: if 
00DB:   actor $4607 in_car $4613 
004D: jump_if_false @PROTEC2_9675 
00D6: if 
0038:   $4633 == 0 // integer values 
004D: jump_if_false @PROTEC2_8427 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_8362 
011C: actor $4607 clear_objective 
00A7: car $4613 drive_to 391.7 -743.9 10.9 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_8362
00D6: if 
01AD:   car $4613 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_8427 
02C2: car $4613 drive_to_point 300.3 -955.4 10.8 
0004: $4633 = 1 // integer values 

:PROTEC2_8427
00D6: if 
0038:   $4633 == 1 // integer values 
004D: jump_if_false @PROTEC2_8570 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_8505 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 300.3 -955.4 10.8 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_8505
00D6: if 
01AD:   car $4613 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_8570 
02C2: car $4613 drive_to_point 285.3 -1048.8 11.3 
0004: $4633 = 2 // integer values 

:PROTEC2_8570
00D6: if 
0038:   $4633 == 2 // integer values 
004D: jump_if_false @PROTEC2_8713 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_8648 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 285.3 -1048.8 10.8 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_8648
00D6: if 
01AD:   car $4613 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_8713 
02C2: car $4613 drive_to_point 257.9 -1206.8 11.3 
0004: $4633 = 3 // integer values 

:PROTEC2_8713
00D6: if 
0038:   $4633 == 3 // integer values 
004D: jump_if_false @PROTEC2_8856 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_8791 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 257.9 -1206.8 10.8 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_8791
00D6: if 
01AD:   car $4613 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_8856 
02C2: car $4613 drive_to_point 234.4 -1326.1 11.3 
0004: $4633 = 4 // integer values 

:PROTEC2_8856
00D6: if 
0038:   $4633 == 4 // integer values 
004D: jump_if_false @PROTEC2_8999 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_8934 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 234.4 -1326.1 10.8 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_8934
00D6: if 
01AD:   car $4613 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_8999 
02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 
0004: $4633 = 5 // integer values 

:PROTEC2_8999
00D6: if 
0038:   $4633 == 5 // integer values 
004D: jump_if_false @PROTEC2_9142 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_9077 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_9077
00D6: if 
01AD:   car $4613 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_9142 
02C2: car $4613 drive_to_point 169.0 -1525.2 11.3 
0004: $4633 = 6 // integer values 

:PROTEC2_9142
00D6: if 
0038:   $4633 == 6 // integer values 
004D: jump_if_false @PROTEC2_9285 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_9220 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 169.0 -1525.2 10.8 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_9220
00D6: if 
01AD:   car $4613 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_9285 
02C2: car $4613 drive_to_point 192.8 -1583.0 11.3 
0004: $4633 = 7 // integer values 

:PROTEC2_9285
00D6: if 
0038:   $4633 == 7 // integer values 
004D: jump_if_false @PROTEC2_9438 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_9363 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 192.8 -1583.0 10.8 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_9363
00D6: if 
01AD:   car $4613 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_9438 
02C2: car $4613 drive_to_point 240.5 -1689.2 11.3 
00AD: set_car $4613 max_speed_to 15.0 
0004: $4633 = 8 // integer values 

:PROTEC2_9438
00D6: if 
0038:   $4633 == 8 // integer values 
004D: jump_if_false @PROTEC2_9588 
00D6: if 
0038:   $4621 == 1 // integer values 
004D: jump_if_false @PROTEC2_9516 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 240.5 -1689.2 10.8 
00AD: set_car $4613 max_speed_to 25.0 
0004: $4621 = 0 // integer values 

:PROTEC2_9516
00D6: if 
01AD:   car $4613 sphere 0 near_point 240.5 -1689.2 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_9588 
0477: set_car $4613 action 5 time 10000 
00AD: set_car $4613 max_speed_to 0.0 
02AA: set_car $4613 immune_to_nonplayer 0 
0004: $4633 = 9 // integer values 

:PROTEC2_9588
00D6: if 
0038:   $4633 == 9 // integer values 
004D: jump_if_false @PROTEC2_9643 
01D3: actor $4607 leave_car $4613 
0239: actor $4607 run_to 258.7 -1703.0 
0006: 16@ = 0 // integer values 
0004: $4633 = 10 // integer values 

:PROTEC2_9643
00D6: if 
0018:   $4633 > 9 // integer values 
004D: jump_if_false @PROTEC2_9668 
0004: $4633 = 9 // integer values 

:PROTEC2_9668
0002: jump @PROTEC2_10085 

:PROTEC2_9675
00D6: if 
001A:   9 > $4633 // integer values 
004D: jump_if_false @PROTEC2_9807 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4607 radius 10.0 10.0 
004D: jump_if_false @PROTEC2_9739 
01CC: actor $4607 kill_player $PLAYER_CHAR 
0002: jump @PROTEC2_9793 

:PROTEC2_9739
00D6: if 
0202:   actor $4607 near_car $4613 radius 30.0 30.0 sphere 0 
004D: jump_if_false @PROTEC2_9785 
01D5: actor $4607 go_to_and_drive_car $4613 
0002: jump @PROTEC2_9793 

:PROTEC2_9785
01CC: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_9793
0004: $4621 = 1 // integer values 
0002: jump @PROTEC2_10085 

:PROTEC2_9807
00D6: if 
0038:   $4634 == 9 // integer values 
004D: jump_if_false @PROTEC2_9881 
00D6: if 
00DB:   actor $4607 in_car $4613 
004D: jump_if_false @PROTEC2_9852 
01D3: actor $4607 leave_car $4613 

:PROTEC2_9852
0239: actor $4607 run_to 258.7 -1703.0 
0006: 16@ = 0 // integer values 
0004: $4634 = 10 // integer values 

:PROTEC2_9881
00D6: if 
0038:   $4633 == 10 // integer values 
004D: jump_if_false @PROTEC2_10052 
00D6: if 
80EC:   not actor $4607 0 454.3 -1727.9 radius 5.0 5.0 
004D: jump_if_false @PROTEC2_10033 
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @PROTEC2_10026 
00D6: if 
8510:   not unknown_actor $4607 on_path 454.3 -1727.9 9.0 radius 1.0 
004D: jump_if_false @PROTEC2_10019 
009E: set_actor $4607 path 454.3 -1727.9 9.0 unknown 1.0 1 

:PROTEC2_10019
0006: 16@ = 0 // integer values 

:PROTEC2_10026
0002: jump @PROTEC2_10052 

:PROTEC2_10033
011C: actor $4607 clear_objective 
0350: set_actor $4607 maintain_position_when_attacked 1 
0004: $4633 = 11 // integer values 

:PROTEC2_10052
00D6: if 
0038:   $4633 == 11 // integer values 
004D: jump_if_false @PROTEC2_10085 
01CA: actor $4607 kill_player $PLAYER_CHAR 
0004: $4633 = 12 // integer values 

:PROTEC2_10085
0002: jump @PROTEC2_10105 

:PROTEC2_10092
01C3: remove_references_to_car $4613 
01CC: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_10105
0002: jump @PROTEC2_10117 

:PROTEC2_10112
0164: disable_marker $4623 

:PROTEC2_10117
00D6: if 
8118:   not actor $4608 dead 
004D: jump_if_false @PROTEC2_11996 
00D6: if 
8119:   not car $4614 wrecked 
004D: jump_if_false @PROTEC2_11976 
00D6: if 
00DB:   actor $4608 in_car $4614 
004D: jump_if_false @PROTEC2_11559 
00D6: if 
0038:   $4634 == 0 // integer values 
004D: jump_if_false @PROTEC2_10311 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_10246 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 391.7 -743.9 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_10246
00D6: if 
01AD:   car $4614 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_10311 
02C2: car $4614 drive_to_point 300.3 -955.4 10.8 
0004: $4634 = 1 // integer values 

:PROTEC2_10311
00D6: if 
0038:   $4634 == 1 // integer values 
004D: jump_if_false @PROTEC2_10454 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_10389 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 300.3 -955.4 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_10389
00D6: if 
01AD:   car $4614 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_10454 
02C2: car $4614 drive_to_point 285.3 -1048.8 11.3 
0004: $4634 = 2 // integer values 

:PROTEC2_10454
00D6: if 
0038:   $4634 == 2 // integer values 
004D: jump_if_false @PROTEC2_10597 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_10532 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 285.3 -1048.8 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_10532
00D6: if 
01AD:   car $4614 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_10597 
02C2: car $4614 drive_to_point 257.9 -1206.8 11.3 
0004: $4634 = 3 // integer values 

:PROTEC2_10597
00D6: if 
0038:   $4634 == 3 // integer values 
004D: jump_if_false @PROTEC2_10740 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_10675 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 257.9 -1206.8 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_10675
00D6: if 
01AD:   car $4614 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_10740 
02C2: car $4614 drive_to_point 234.4 -1326.1 11.3 
0004: $4634 = 4 // integer values 

:PROTEC2_10740
00D6: if 
0038:   $4634 == 4 // integer values 
004D: jump_if_false @PROTEC2_10883 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_10818 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 234.4 -1326.1 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_10818
00D6: if 
01AD:   car $4614 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_10883 
02C2: car $4614 drive_to_point 220.7 -1398.6 11.3 
0004: $4634 = 5 // integer values 

:PROTEC2_10883
00D6: if 
0038:   $4634 == 5 // integer values 
004D: jump_if_false @PROTEC2_11026 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_10961 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 220.7 -1398.6 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_10961
00D6: if 
01AD:   car $4614 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_11026 
02C2: car $4614 drive_to_point 169.0 -1525.2 11.3 
0004: $4634 = 6 // integer values 

:PROTEC2_11026
00D6: if 
0038:   $4634 == 6 // integer values 
004D: jump_if_false @PROTEC2_11179 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_11104 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 169.0 -1525.2 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_11104
00D6: if 
01AD:   car $4614 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_11179 
02C2: car $4614 drive_to_point 192.8 -1583.0 11.3 
00AD: set_car $4614 max_speed_to 15.0 
0004: $4634 = 7 // integer values 

:PROTEC2_11179
00D6: if 
0038:   $4634 == 7 // integer values 
004D: jump_if_false @PROTEC2_11322 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_11257 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 192.8 -1583.0 10.9 
00AD: set_car $4614 max_speed_to 23.0 
0004: $4622 = 0 // integer values 

:PROTEC2_11257
00D6: if 
01AD:   car $4614 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 
004D: jump_if_false @PROTEC2_11322 
02C2: car $4614 drive_to_point 240.5 -1689.2 11.3 
0004: $4634 = 8 // integer values 

:PROTEC2_11322
00D6: if 
0038:   $4634 == 8 // integer values 
004D: jump_if_false @PROTEC2_11472 
00D6: if 
0038:   $4622 == 1 // integer values 
004D: jump_if_false @PROTEC2_11400 
011C: actor $4608 clear_objective 
00A7: car $4614 drive_to 240.5 -1689.2 10.9 
00AD: set_car $4614 max_speed_to 15.0 
0004: $4622 = 0 // integer values 

:PROTEC2_11400
00D6: if 
01AD:   car $4614 sphere 0 near_point 240.5 -1689.2 radius 9.0 9.0 
004D: jump_if_false @PROTEC2_11472 
0477: set_car $4614 action 5 time 10000 
00AD: set_car $4614 max_speed_to 0.0 
02AA: set_car $4614 immune_to_nonplayer 0 
0004: $4634 = 9 // integer values 

:PROTEC2_11472
00D6: if 
0038:   $4634 == 9 // integer values 
004D: jump_if_false @PROTEC2_11527 
01D3: actor $4608 leave_car $4614 
0239: actor $4608 run_to 258.7 -1703.0 
0006: 16@ = 0 // integer values 
0004: $4634 = 10 // integer values 

:PROTEC2_11527
00D6: if 
0018:   $4634 > 9 // integer values 
004D: jump_if_false @PROTEC2_11552 
0004: $4634 = 9 // integer values 

:PROTEC2_11552
0002: jump @PROTEC2_11969 

:PROTEC2_11559
00D6: if 
001A:   9 > $4634 // integer values 
004D: jump_if_false @PROTEC2_11691 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4608 radius 10.0 10.0 
004D: jump_if_false @PROTEC2_11623 
01CC: actor $4608 kill_player $PLAYER_CHAR 
0002: jump @PROTEC2_11677 

:PROTEC2_11623
00D6: if 
0202:   actor $4608 near_car $4614 radius 30.0 30.0 sphere 0 
004D: jump_if_false @PROTEC2_11669 
01D5: actor $4608 go_to_and_drive_car $4614 
0002: jump @PROTEC2_11677 

:PROTEC2_11669
01CC: actor $4608 kill_player $PLAYER_CHAR 

:PROTEC2_11677
0004: $4622 = 1 // integer values 
0002: jump @PROTEC2_11969 

:PROTEC2_11691
00D6: if 
0038:   $4634 == 9 // integer values 
004D: jump_if_false @PROTEC2_11765 
00D6: if 
00DB:   actor $4608 in_car $4614 
004D: jump_if_false @PROTEC2_11736 
01D3: actor $4608 leave_car $4614 

:PROTEC2_11736
0239: actor $4608 run_to 258.7 -1703.0 
0006: 16@ = 0 // integer values 
0004: $4634 = 10 // integer values 

:PROTEC2_11765
00D6: if 
0038:   $4634 == 10 // integer values 
004D: jump_if_false @PROTEC2_11936 
00D6: if 
80EC:   not actor $4608 0 454.3 -1727.9 radius 5.0 5.0 
004D: jump_if_false @PROTEC2_11917 
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @PROTEC2_11910 
00D6: if 
8510:   not unknown_actor $4608 on_path 454.3 -1727.9 9.0 radius 1.0 
004D: jump_if_false @PROTEC2_11903 
009E: set_actor $4608 path 454.3 -1727.9 9.0 unknown 1.0 1 

:PROTEC2_11903
0006: 16@ = 0 // integer values 

:PROTEC2_11910
0002: jump @PROTEC2_11936 

:PROTEC2_11917
011C: actor $4608 clear_objective 
0350: set_actor $4608 maintain_position_when_attacked 1 
0004: $4634 = 11 // integer values 

:PROTEC2_11936
00D6: if 
0038:   $4634 == 11 // integer values 
004D: jump_if_false @PROTEC2_11969 
01CA: actor $4608 kill_player $PLAYER_CHAR 
0004: $4634 = 12 // integer values 

:PROTEC2_11969
0002: jump @PROTEC2_11989 

:PROTEC2_11976
01C3: remove_references_to_car $4614 
01CC: actor $4608 kill_player $PLAYER_CHAR 

:PROTEC2_11989
0002: jump @PROTEC2_12001 

:PROTEC2_11996
0164: disable_marker $4624 

:PROTEC2_12001
00D6: if 
0118:   actor $4607 dead 
004D: jump_if_false @PROTEC2_12040 
00D6: if 
0118:   actor $4608 dead 
004D: jump_if_false @PROTEC2_12040 
0002: jump @PROTEC2_12064 

:PROTEC2_12040
0002: jump @PROTEC2_8018 

:PROTEC2_12047
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PROTEC2_12064
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 43750 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 43750 
0318: set_latest_mission_passed 'BUD_2'  // Bar Brawl
030C: progress_made += 1 
0164: disable_marker $265 
02A7: $265 = create_icon_marker_and_sphere 29 at -348.5 -541.8 16.4 
004F: create_thread @PRO3  
0004: $267 = 1 // integer values 
0004: $848 = 1 // integer values 
0051: return 

:PROTEC2_12166
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
014F: stop_timer $4635 
0249: release_model #UZI 
0249: release_model #BRASSKNUCKLE 
0249: release_model #M4 
0249: release_model #PCJ600 
0249: release_model #GDA 
0249: release_model #GDB 
0249: release_model #HMOST 
0249: release_model #OCEANIC 
0249: release_model #SENTINEL 
0249: release_model #SECURICA 
034F: destroy_actor_with_fade $4604 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4605 // The actor fades away like a ghost 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0164: disable_marker $4623 
0164: disable_marker $4624 
0164: disable_marker $4625 
0164: disable_marker $4626 
0164: disable_marker $4627 
0164: disable_marker $4628 
0108: destroy_object $4616 
0108: destroy_object $4617 
0108: destroy_object $4618 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 33---------------
// Originally: Cop Land

:PROTEC3
03A4: name_thread 'PROTEC3' 
0050: gosub @PROTEC3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PROTEC3_37 
0050: gosub @PROTEC3_11888 

:PROTEC3_37
0050: gosub @PROTEC3_12083 
004E: end_thread 

:PROTEC3_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $ONMISSION = 1 // integer values 
0004: $1603 = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'PROT3' 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_143 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_143 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_143
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0004: $4680 = 0 // integer values 
0004: $4681 = 0 // integer values 
0004: $4682 = 1 // integer values 
0004: $4683 = 0 // integer values 
0004: $4684 = 0 // integer values 
0004: $4685 = 0 // integer values 
0004: $4686 = 0 // integer values 
0004: $4687 = 0 // integer values 
0004: $4688 = 0 // integer values 
0004: $4690 = 0 // integer values 
0004: $4691 = 0 // integer values 
0004: $4692 = 0 // integer values 
0004: $4665 = 0 // integer values 
0004: $4666 = 0 // integer values 
0004: $4667 = 0 // integer values 
0004: $4668 = 0 // integer values 
0004: $4674 = 0 // integer values 
0004: $4675 = 0 // integer values 
0005: $4689 = 0.0 // floating-point values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'DGOONA' 
03CB: set_camera -378.62 -552.676 18.534 
038B: load_requested_models 

:PROTEC3_356
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @PROTEC3_390 
0001: wait 0 ms 
0002: jump @PROTEC3_356 

:PROTEC3_390
02E4: load_cutscene_data 'BUD_3' 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'DGOONA' 
0395: clear_area 1 at -379.0 -539.6 range 19.8 60.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC3_537
00D6: if 
001A:   640 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_572 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_537 

:PROTEC3_572
00BC: text_highpriority 'PRO3_A' 10000 ms 1  // You moron! What were you thinking?!

:PROTEC3_587
00D6: if 
001A:   3260 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_622 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_587 

:PROTEC3_622
00BC: text_highpriority 'PRO3_B' 10000 ms 1  // Do you realize what this means?!

:PROTEC3_637
00D6: if 
001A:   5037 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_672 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_637 

:PROTEC3_672
00BC: text_highpriority 'PRO3_C' 10000 ms 1  // We could all be sunk!

:PROTEC3_687
00D6: if 
001A:   6257 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_722 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_687 

:PROTEC3_722
00BC: text_highpriority 'PRO3_D' 10000 ms 1  // The timer must have got screwed.

:PROTEC3_737
00D6: if 
001A:   8063 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_772 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_737 

:PROTEC3_772
00BC: text_highpriority 'PRO3_E' 10000 ms 1  // That place was wired to go up like a firework factory.

:PROTEC3_787
00D6: if 
001A:   10576 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_822 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_787 

:PROTEC3_822
00BC: text_highpriority 'PRO3_F' 10000 ms 1  // Then somebody tipped off the cops...

:PROTEC3_837
00D6: if 
001A:   12294 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_872 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_837 

:PROTEC3_872
00BC: text_highpriority 'PRO3_G' 10000 ms 1  // What's the problem, fellas?

:PROTEC3_887
00D6: if 
001A:   13350 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_922 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_887 

:PROTEC3_922
00BC: text_highpriority 'PRO3_H' 10000 ms 1  // Mike was supposed to torch some place in the mall,

:PROTEC3_937
00D6: if 
001A:   15890 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_972 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_937 

:PROTEC3_972
00BC: text_highpriority 'PRO3_I' 10000 ms 1  // but he screwed the fuses and now the cops are crawling all over it.

:PROTEC3_987
00D6: if 
001A:   19687 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1022 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_987 

:PROTEC3_1022
00BC: text_highpriority 'PRO3_J' 10000 ms 1  // We gotta get our stuff and get out of here!

:PROTEC3_1037
00D6: if 
001A:   21037 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1072 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1037 

:PROTEC3_1072
00BC: text_highpriority 'PRO3_K' 10000 ms 1  // Relax, both of you, let me think for a second!

:PROTEC3_1087
00D6: if 
001A:   23717 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1122 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1087 

:PROTEC3_1122
00BC: text_highpriority 'PRO3_L' 10000 ms 1  // Tommy Vercetti just doesn't cut and run.

:PROTEC3_1137
00D6: if 
001A:   29837 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1172 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1137 

:PROTEC3_1172
00BC: text_highpriority 'PRO3_M' 10000 ms 1  // The cops are gonna be going over that building with a fine toothed comb, right?

:PROTEC3_1187
00D6: if 
001A:   33146 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1224 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1187 

:PROTEC3_1224
00BC: text_highpriority 'PRO3_N' 10000 ms 1  // But that takes time.

:PROTEC3_1239
00D6: if 
001A:   34850 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1276 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1239 

:PROTEC3_1276
00BC: text_highpriority 'PRO3_O' 10000 ms 1  // We gotta go in and torch that place ourselves.

:PROTEC3_1291
00D6: if 
001A:   36855 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1328 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1291 

:PROTEC3_1328
00BC: text_highpriority 'PRO3_P' 10000 ms 1  // Yeah, but...

:PROTEC3_1343
00D6: if 
001A:   37233 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1380 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1343 

:PROTEC3_1380
00BC: text_highpriority 'PRO3_Q' 10000 ms 1  // No one but a cop could get within a mile of that place!

:PROTEC3_1395
00D6: if 
001A:   39659 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1432 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1395 

:PROTEC3_1432
00BC: text_highpriority 'PRO3_R' 10000 ms 1  // So we go as cops.

:PROTEC3_1447
00D6: if 
001A:   41424 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1484 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1447 

:PROTEC3_1484
00BC: text_highpriority 'PRO3_S' 10000 ms 1  // We gotta get uniforms - and we're gonna need a squad car.

:PROTEC3_1499
00D6: if 
001A:   44643 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1536 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1499 

:PROTEC3_1536
00BC: text_highpriority 'PRO3_T' 10000 ms 1  // All thanks to you Mike.

:PROTEC3_1551
00D6: if 
001A:   45615 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1588 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1551 

:PROTEC3_1588
00BC: text_highpriority 'PRO3_U' 10000 ms 1  // I'm sorry.

:PROTEC3_1603
00D6: if 
001A:   46434 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1640 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1603 

:PROTEC3_1640
00BC: text_highpriority 'PRO3_V' 10000 ms 1  // I got it.

:PROTEC3_1655
00D6: if 
001A:   48010 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1692 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1655 

:PROTEC3_1692
00BC: text_highpriority 'PRO3_W' 10000 ms 1  // What we got to do is lure the cops in with the finger,

:PROTEC3_1707
00D6: if 
001A:   50758 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1744 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1707 

:PROTEC3_1744
00BC: text_highpriority 'PRO3_X' 10000 ms 1  // put them in a lock-up

:PROTEC3_1759
00D6: if 
001A:   52122 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1796 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1759 

:PROTEC3_1796
00BC: text_highpriority 'PRO3_Y' 10000 ms 1  // and jump 'em.

:PROTEC3_1811
00D6: if 
001A:   52864 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1848 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1811 

:PROTEC3_1848
00BC: text_highpriority 'PRO3_Z' 10000 ms 1  // Good plan. Let's go!

:PROTEC3_1863
00D6: if 
001A:   54506 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1900 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1863 

:PROTEC3_1900
00BC: text_highpriority 'PRO3_A1' 10000 ms 1  // Alright.

:PROTEC3_1915
00D6: if 
001A:   55506 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1952 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1915 

:PROTEC3_1952
00BE: text_clear_all 

:PROTEC3_1954
00D6: if 
001A:   56320 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @PROTEC3_1991 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @PROTEC3_1954 

:PROTEC3_1991
016A: fade 0 1500 ms 
00BE: text_clear_all 

:PROTEC3_2000
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC3_2024 
0001: wait 0 ms 
0002: jump @PROTEC3_2000 

:PROTEC3_2024
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $991 = 0 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
0055: put_player $PLAYER_CHAR at -353.1 -526.4 11.7 
03CB: set_camera -353.1 -510.4 11.7 
0171: set_player $PLAYER_CHAR z_angle_to 304.3 
01B4: set_player $PLAYER_CHAR frozen_state 1 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0215: destroy_pickup $1297 
0215: destroy_pickup $1298 
0215: destroy_pickup $1284 
0215: destroy_pickup $1285 
0215: destroy_pickup $1286 
0215: destroy_pickup $1287 
0215: destroy_pickup $1288 
0215: destroy_pickup $1289 
0215: destroy_pickup $1290 
0215: destroy_pickup $1291 
0215: destroy_pickup $1292 
0215: destroy_pickup $1296 
0247: request_model #DYNAMITE 
0247: request_model #COP 
0247: request_model #ARMY 
0247: request_model #NITESTICK 
0247: request_model #BUDDYSHOT 
0247: request_model #M4 
0247: request_model #SENTINEL 
0247: request_model #POLICE 
0247: request_model #COLT45 

:PROTEC3_2246
00D6: if or
8248:   not model #COP available 
8248:   not model #ARMY available 
8248:   not model #DYNAMITE available 
8248:   not model #NITESTICK available 
004D: jump_if_false @PROTEC3_2285 
0001: wait 0 ms 
0002: jump @PROTEC3_2246 

:PROTEC3_2285
00D6: if or
8248:   not model #BUDDYSHOT available 
8248:   not model #M4 available 
8248:   not model #SENTINEL available 
8248:   not model #POLICE available 
8248:   not model #COLT45 available 
004D: jump_if_false @PROTEC3_2332 
0001: wait 0 ms 
0002: jump @PROTEC3_2285 

:PROTEC3_2332
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGBUDY2' 
023C: load_special_actor 3 'PLAYER6' 
038B: load_requested_models 

:PROTEC3_2370
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @PROTEC3_2404 
0001: wait 0 ms 
0002: jump @PROTEC3_2370 

:PROTEC3_2404
038B: load_requested_models 
03CF: load_wav 'BUD3_1A' as 1 
03CF: load_wav 'BUD3_1B' as 2 

:PROTEC3_2430
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC3_2460 
0001: wait 0 ms 
0002: jump @PROTEC3_2430 

:PROTEC3_2460
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 
04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 30 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'SHOP1' 0 20 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'SHOP1' 1 15 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'SHOP1' 0 13 0 0 0 0 0 0 0 0 0 1000 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PROTEC3_3045 
018A: $4676 = create_checkpoint_at 471.0 1028.0 19.1 
0469: create_actor $4644 in area 587.7 -70.7 551.6 -110.6 unknown 1 0 0 0 0 
018A: $4678 = create_checkpoint_at 157.4 -1277.0 9.4 

:PROTEC3_3045
009A: $LANCE_VANCE = create_actor_pedtype 13 model #SPECIAL01 at -351.3 -525.1 11.7 
0173: set_actor $LANCE_VANCE z_angle_to 124.3 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 
0319: set_actor $LANCE_VANCE running 1 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
009A: $4647 = create_actor_pedtype 4 model #ARMY at 464.3 1010.9 17.2 
0173: set_actor $4647 z_angle_to 37.9 
02A9: set_actor $4647 immune_to_nonplayer 1 
01B2: give_actor $4647 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4647 weapon_accuracy_to 90 
0350: set_actor $4647 maintain_position_when_attacked 1 
009A: $4648 = create_actor_pedtype 4 model #ARMY at 462.5 1009.0 17.2 
0173: set_actor $4648 z_angle_to 54.3 
02A9: set_actor $4648 immune_to_nonplayer 1 
01B2: give_actor $4648 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $4648 maintain_position_when_attacked 1 
02E2: set_actor $4647 weapon_accuracy_to 90 
0107: $4669 = create_object #DYNAMITE at 467.9 1004.8 18.9 
0382: set_object $4669 collision_detection 0 
0392: object $4669 toggle_in_moving_list 0 
0107: $4670 = create_object #DYNAMITE at 468.5 1004.4 18.9 
0382: set_object $4670 collision_detection 0 
0392: object $4670 toggle_in_moving_list 0 
0107: $4671 = create_object #DYNAMITE at 468.1 1004.8 18.9 
0382: set_object $4671 collision_detection 0 
0392: object $4671 toggle_in_moving_list 0 
0107: $4672 = create_object #DYNAMITE at 468.3 1004.5 18.9 
0382: set_object $4672 collision_detection 0 
0392: object $4672 toggle_in_moving_list 0 
0107: $4673 = create_object #DYNAMITE at 468.4 1004.3 18.9 
0382: set_object $4673 collision_detection 0 
0392: object $4673 toggle_in_moving_list 0 
0514: unknown_actor $LANCE_VANCE 6 0 
0514: unknown_actor $PLAYER_ACTOR 6 0 
0360: open_garage $690 
03DA: set_garage $690 camera_follows_player 
00A5: $4663 = create_car #SENTINEL at -345.3 -524.6 11.5 
00A5: $4664 = create_car #POLICE at 469.6 336.6 11.4 
020A: set_car $4664 door_status_to 1 
016A: fade 1 1500 ms 
0001: wait 1000 ms 
00BC: text_highpriority 'PRO3_01' 5000 ms 1  // Ok Lance, let's get the cops' attention!
03D1: play_wav 1 

:PROTEC3_3562
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC3_3588 
0001: wait 0 ms 
0002: jump @PROTEC3_3562 

:PROTEC3_3588
040D: unload_wav 1 
03D5: remove_text 'PRO3_01'  // Ok Lance, let's get the cops' attention!
00BB: text_lowpriority 'PRO3_21' 5000 ms 1  // ~g~Get a wanted level so the cops will follow you into the lock-up.
018A: $4677 = create_checkpoint_at 459.1 332.5 9.4 
0006: 16@ = 0 // integer values 

:PROTEC3_3644
0001: wait 0 ms 
00D6: if 
0038:   $4680 == 0 // integer values 
004D: jump_if_false @PROTEC3_6686 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_5346 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @PROTEC3_3839 
00D6: if 
0038:   $4685 == 0 // integer values 
004D: jump_if_false @PROTEC3_3839 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_3839 
00D6: if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_3839 
00BC: text_highpriority 'PRO3_19' 5000 ms 1  // Now that got them really irritated.
00BB: text_lowpriority 'PRO3_20' 5000 ms 1  // ~g~ Get two cops to follow you into the garage.
03D1: play_wav 2 

:PROTEC3_3787
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_3818 
0001: wait 0 ms 
0002: jump @PROTEC3_3787 

:PROTEC3_3818
040D: unload_wav 2 
03D5: remove_text 'PRO3_19'  // Now that got them really irritated.
0004: $4685 = 1 // integer values 

:PROTEC3_3839
00D6: if 
0056:   player $PLAYER_CHAR 0 466.1 325.5 448.1 335.2 
004D: jump_if_false @PROTEC3_5287 
00D6: if 
8038:   not  $4681 == 2 // integer values 
004D: jump_if_false @PROTEC3_4125 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @PROTEC3_4125 
00D6: if 
0038:   $4691 == 0 // integer values 
004D: jump_if_false @PROTEC3_4019 
00D6: if 
80C2:   not sphere_onscreen 444.6 348.4 10.7 2.0 
004D: jump_if_false @PROTEC3_4019 
009A: $4645 = create_actor_pedtype 4 model #COP at 444.6 348.4 10.7 
01CA: actor $4645 kill_player $PLAYER_CHAR 
011A: set_actor $4645 search_threat 1 
01B2: give_actor $4645 weapon 4 ammo 1 // Load the weapon model before using this 
0004: $4691 = 1 // integer values 

:PROTEC3_4019
00D6: if 
0038:   $4692 == 0 // integer values 
004D: jump_if_false @PROTEC3_4125 
00D6: if 
80C2:   not sphere_onscreen 472.1 347.8 10.6 2.0 
004D: jump_if_false @PROTEC3_4125 
009A: $4646 = create_actor_pedtype 4 model #COP at 472.1 347.8 10.6 
01CA: actor $4646 kill_player $PLAYER_CHAR 
011A: set_actor $4646 search_threat 1 
01B2: give_actor $4646 weapon 4 ammo 1 // Load the weapon model before using this 
0004: $4692 = 1 // integer values 

:PROTEC3_4125
00D6: if 
00A3:   actor $LANCE_VANCE 0 466.1 325.5 448.1 339.2 
004D: jump_if_false @PROTEC3_5221 
00D6: if 
0038:   $4681 == 0 // integer values 
004D: jump_if_false @PROTEC3_4655 
00D6: if 
0038:   $4691 == 1 // integer values 
004D: jump_if_false @PROTEC3_4336 
00D6: if 
8118:   not actor $4645 dead 
004D: jump_if_false @PROTEC3_4317 
00D6: if 
00A3:   actor $4645 0 466.1 325.5 448.1 337.2 
004D: jump_if_false @PROTEC3_4310 
00D6: if 
0038:   $4667 == 0 // integer values 
004D: jump_if_false @PROTEC3_4310 
00D6: if 
0038:   $4668 == 0 // integer values 
004D: jump_if_false @PROTEC3_4310 
0008: $4681 += 1 // integer values 
0004: $4667 = 1 // integer values 
0004: $4674 = 1 // integer values 

:PROTEC3_4310
0002: jump @PROTEC3_4336 

:PROTEC3_4317
01C2: remove_references_to_actor $4645 // Like turning an actor into a random pedestrian 
0004: $4691 = 0 // integer values 
0004: $4674 = 0 // integer values 

:PROTEC3_4336
00D6: if 
0038:   $4692 == 1 // integer values 
004D: jump_if_false @PROTEC3_4491 
00D6: if 
8118:   not actor $4646 dead 
004D: jump_if_false @PROTEC3_4472 
00D6: if 
00A3:   actor $4646 0 466.1 325.5 448.1 337.2 
004D: jump_if_false @PROTEC3_4465 
00D6: if 
0038:   $4667 == 0 // integer values 
004D: jump_if_false @PROTEC3_4465 
00D6: if 
0038:   $4668 == 0 // integer values 
004D: jump_if_false @PROTEC3_4465 
0008: $4681 += 1 // integer values 
0004: $4668 = 1 // integer values 
0004: $4675 = 1 // integer values 

:PROTEC3_4465
0002: jump @PROTEC3_4491 

:PROTEC3_4472
01C2: remove_references_to_actor $4646 // Like turning an actor into a random pedestrian 
0004: $4692 = 0 // integer values 
0004: $4675 = 0 // integer values 

:PROTEC3_4491
0469: create_actor $4643 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 
00D6: if 
8038:   not  $4643 == -1 // integer values 
004D: jump_if_false @PROTEC3_4655 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_4638 
00D6: if 
02F2:   actor $4643 model == #COP 
004D: jump_if_false @PROTEC3_4631 
00D6: if 
0038:   $4665 == 0 // integer values 
004D: jump_if_false @PROTEC3_4610 
0008: $4681 += 1 // integer values 
0004: $4665 = 1 // integer values 

:PROTEC3_4610
00D6: if 
00DF:   actor $4643 driving 
004D: jump_if_false @PROTEC3_4631 
03E2: actor $4643 exit_car 

:PROTEC3_4631
0002: jump @PROTEC3_4655 

:PROTEC3_4638
01C2: remove_references_to_actor $4643 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4644 // Like turning an actor into a random pedestrian 
0004: $4681 = 0 // integer values 

:PROTEC3_4655
00D6: if 
0038:   $4681 == 1 // integer values 
004D: jump_if_false @PROTEC3_5214 
00D6: if 
0038:   $4691 == 1 // integer values 
004D: jump_if_false @PROTEC3_4839 
00D6: if 
8118:   not actor $4645 dead 
004D: jump_if_false @PROTEC3_4820 
00D6: if 
00A3:   actor $4645 0 466.1 325.5 448.1 337.2 
004D: jump_if_false @PROTEC3_4813 
00D6: if 
0038:   $4674 == 0 // integer values 
004D: jump_if_false @PROTEC3_4813 
00D6: if 
001A:   2 > $4667 // integer values 
004D: jump_if_false @PROTEC3_4813 
00D6: if 
001A:   2 > $4668 // integer values 
004D: jump_if_false @PROTEC3_4813 
0008: $4681 += 1 // integer values 
0004: $4667 = 2 // integer values 

:PROTEC3_4813
0002: jump @PROTEC3_4839 

:PROTEC3_4820
01C2: remove_references_to_actor $4645 // Like turning an actor into a random pedestrian 
0004: $4691 = 0 // integer values 
0004: $4674 = 0 // integer values 

:PROTEC3_4839
00D6: if 
0038:   $4692 == 1 // integer values 
004D: jump_if_false @PROTEC3_5005 
00D6: if 
8118:   not actor $4646 dead 
004D: jump_if_false @PROTEC3_4986 
00D6: if 
00A3:   actor $4646 0 466.1 325.5 448.1 337.2 
004D: jump_if_false @PROTEC3_4979 
00D6: if 
0038:   $4675 == 0 // integer values 
004D: jump_if_false @PROTEC3_4979 
00D6: if 
001A:   2 > $4667 // integer values 
004D: jump_if_false @PROTEC3_4979 
00D6: if 
001A:   2 > $4668 // integer values 
004D: jump_if_false @PROTEC3_4979 
0008: $4681 += 1 // integer values 
0004: $4668 = 2 // integer values 

:PROTEC3_4979
0002: jump @PROTEC3_5005 

:PROTEC3_4986
01C2: remove_references_to_actor $4646 // Like turning an actor into a random pedestrian 
0004: $4692 = 0 // integer values 
0004: $4675 = 0 // integer values 

:PROTEC3_5005
0469: create_actor $4644 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 
00D6: if 
8038:   not  $4644 == -1 // integer values 
004D: jump_if_false @PROTEC3_5214 
00D6: if 
8118:   not actor $4644 dead 
004D: jump_if_false @PROTEC3_5197 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_5168 
00D6: if 
02F2:   actor $4644 model == #COP 
004D: jump_if_false @PROTEC3_5161 
00D6: if 
0038:   $4666 == 0 // integer values 
004D: jump_if_false @PROTEC3_5140 
0008: $4681 += 1 // integer values 
0004: $4666 = 1 // integer values 

:PROTEC3_5140
00D6: if 
00DF:   actor $4644 driving 
004D: jump_if_false @PROTEC3_5161 
03E2: actor $4644 exit_car 

:PROTEC3_5161
0002: jump @PROTEC3_5190 

:PROTEC3_5168
00BC: text_highpriority 'PRO3_05' 5000 ms 1  // ~r~You killed Lance!
0002: jump @PROTEC3_11888 

:PROTEC3_5190
0002: jump @PROTEC3_5214 

:PROTEC3_5197
01C2: remove_references_to_actor $4643 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4644 // Like turning an actor into a random pedestrian 
0004: $4681 = 0 // integer values 

:PROTEC3_5214
0002: jump @PROTEC3_5280 

:PROTEC3_5221
01C2: remove_references_to_actor $4643 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4644 // Like turning an actor into a random pedestrian 
0004: $4681 = 0 // integer values 
0004: $4665 = 0 // integer values 
0004: $4666 = 0 // integer values 
0004: $4667 = 0 // integer values 
0004: $4668 = 0 // integer values 
0004: $4674 = 0 // integer values 
0004: $4675 = 0 // integer values 

:PROTEC3_5280
0002: jump @PROTEC3_5346 

:PROTEC3_5287
01C2: remove_references_to_actor $4643 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4644 // Like turning an actor into a random pedestrian 
0004: $4681 = 0 // integer values 
0004: $4665 = 0 // integer values 
0004: $4666 = 0 // integer values 
0004: $4667 = 0 // integer values 
0004: $4668 = 0 // integer values 
0004: $4674 = 0 // integer values 
0004: $4675 = 0 // integer values 

:PROTEC3_5346
00D6: if 
0038:   $4681 == 2 // integer values 
004D: jump_if_false @PROTEC3_6599 
00D6: if 
8339:   not anything_in_cube_cornerA 465.2 339.8 5.0 cornerB 451.5 341.0 15.5 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @PROTEC3_6574 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_5446 
01ED: clear_actor $4643 threat_search 
01D2: actor $4643 follow_player $PLAYER_CHAR 

:PROTEC3_5446
00D6: if 
8118:   not actor $4644 dead 
004D: jump_if_false @PROTEC3_5475 
01ED: clear_actor $4644 threat_search 
01D2: actor $4644 follow_player $PLAYER_CHAR 

:PROTEC3_5475
00D6: if 
8118:   not actor $4645 dead 
004D: jump_if_false @PROTEC3_5504 
01ED: clear_actor $4645 threat_search 
01D2: actor $4645 follow_player $PLAYER_CHAR 

:PROTEC3_5504
00D6: if 
8118:   not actor $4646 dead 
004D: jump_if_false @PROTEC3_5533 
01ED: clear_actor $4646 threat_search 
01D2: actor $4646 follow_player $PLAYER_CHAR 

:PROTEC3_5533
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01F0: set_max_wanted_level_to 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position 460.0 350.5 14.1 0.0 rotation 0.0 0.0 
0160: point_camera 458.85 342.56 11.7 switchstyle 2 
0361: close_garage $690 

:PROTEC3_5618
00D6: if 
83B1:   not garage $690 door_closed 
004D: jump_if_false @PROTEC3_5645 
0001: wait 0 ms 
0002: jump @PROTEC3_5618 

:PROTEC3_5645
00D6: if 
0018:   $4665 > 0 // integer values 
004D: jump_if_false @PROTEC3_5684 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_5684 
0321: kill_actor $4643 

:PROTEC3_5684
00D6: if 
0018:   $4666 > 0 // integer values 
004D: jump_if_false @PROTEC3_5723 
00D6: if 
8118:   not actor $4644 dead 
004D: jump_if_false @PROTEC3_5723 
0321: kill_actor $4644 

:PROTEC3_5723
00D6: if 
0018:   $4667 > 0 // integer values 
004D: jump_if_false @PROTEC3_5762 
00D6: if 
8118:   not actor $4645 dead 
004D: jump_if_false @PROTEC3_5762 
0321: kill_actor $4645 

:PROTEC3_5762
00D6: if 
0018:   $4668 > 0 // integer values 
004D: jump_if_false @PROTEC3_5801 
00D6: if 
8118:   not actor $4646 dead 
004D: jump_if_false @PROTEC3_5801 
0321: kill_actor $4646 

:PROTEC3_5801
0591: unknown_clear_birds_from_airspace 466.1 325.5 448.1 339.2 
042B: clear_peds_from_cube 466.1 325.5 5.0 448.0 340.1 15.0 
03CF: load_wav 'BUD3_1' as 1 
03CF: load_wav 'BUD3_2' as 2 

:PROTEC3_5879
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC3_5909 
0001: wait 0 ms 
0002: jump @PROTEC3_5879 

:PROTEC3_5909
0164: disable_marker $4677 
0001: wait 2000 ms 
00BC: text_highpriority 'PRO3_09' 5000 ms 1  // Tie 'em up and gag 'em!
03D1: play_wav 1 

:PROTEC3_5938
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC3_5964 
0001: wait 0 ms 
0002: jump @PROTEC3_5938 

:PROTEC3_5964
040D: unload_wav 1 
03D5: remove_text 'PRO3_09'  // Tie 'em up and gag 'em!
00BC: text_highpriority 'PRO3_10' 5000 ms 1  // Ooo. Fits perfectly!
03D1: play_wav 2 

:PROTEC3_5997
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_6028 
0001: wait 0 ms 
0002: jump @PROTEC3_5997 

:PROTEC3_6028
040D: unload_wav 2 
03D5: remove_text 'PRO3_10'  // Ooo. Fits perfectly!
009B: destroy_actor_instantly $LANCE_VANCE 
009A: $LANCE_VANCE = create_actor_pedtype 4 model #SPECIAL02 at 456.4 338.7 10.8 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 
0319: set_actor $LANCE_VANCE running 1 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PROTEC3_6175 
0362: put_actor $PLAYER_ACTOR at 458.5 338.9 10.8 and_remove_from_car 
0002: jump @PROTEC3_6195 

:PROTEC3_6175
0055: put_player $PLAYER_CHAR at 458.5 338.9 10.8 

:PROTEC3_6195
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_6247 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_6247 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_6247
03CF: load_wav 'BUD3_3' as 1 
03CF: load_wav 'BUD3_4' as 2 

:PROTEC3_6271
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC3_6301 
0001: wait 0 ms 
0002: jump @PROTEC3_6271 

:PROTEC3_6301
00BC: text_highpriority 'PRO3_11' 5000 ms 1  // Bit tight around the crotch though...
03D1: play_wav 1 

:PROTEC3_6320
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC3_6346 
0001: wait 0 ms 
0002: jump @PROTEC3_6320 

:PROTEC3_6346
040D: unload_wav 1 
03D5: remove_text 'PRO3_11'  // Bit tight around the crotch though...
00BC: text_highpriority 'PRO3_12' 5000 ms 1  // Oh yeah yeah, mine too. Mine too.
03D1: play_wav 2 

:PROTEC3_6379
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_6410 
0001: wait 0 ms 
0002: jump @PROTEC3_6379 

:PROTEC3_6410
040D: unload_wav 2 
03D5: remove_text 'PRO3_12'  // Oh yeah yeah, mine too. Mine too.
03CF: load_wav 'BUD3_1C' as 1 
03CF: load_wav 'BUD3_5' as 2 

:PROTEC3_6448
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC3_6478 
0001: wait 0 ms 
0002: jump @PROTEC3_6448 

:PROTEC3_6478
009B: destroy_actor_instantly $4643 
009B: destroy_actor_instantly $4644 
009B: destroy_actor_instantly $4645 
009B: destroy_actor_instantly $4646 
0001: wait 2000 ms 
0360: open_garage $690 

:PROTEC3_6508
00D6: if 
83B0:   not garage $690 door_open 
004D: jump_if_false @PROTEC3_6535 
0001: wait 0 ms 
0002: jump @PROTEC3_6508 

:PROTEC3_6535
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0164: disable_marker $4676 
0004: $4685 = 0 // integer values 
0004: $4680 = 1 // integer values 
0002: jump @PROTEC3_6599 

:PROTEC3_6574
01C2: remove_references_to_actor $4643 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4644 // Like turning an actor into a random pedestrian 
00BC: text_highpriority 'PRO3_22' 5000 ms 1  // ~g~The lock-up door is blocked! You need to clear the door so it can close.

:PROTEC3_6599
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @PROTEC3_6686 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 
00D6: if 
8118:   not actor $4647 dead 
004D: jump_if_false @PROTEC3_6655 
0243: set_actor $4647 ped_stats_to 16 
01CC: actor $4647 kill_player $PLAYER_CHAR 

:PROTEC3_6655
00D6: if 
8118:   not actor $4648 dead 
004D: jump_if_false @PROTEC3_6686 
0243: set_actor $4648 ped_stats_to 16 
01CC: actor $4648 kill_player $PLAYER_CHAR 

:PROTEC3_6686
00D6: if 
0038:   $4680 == 1 // integer values 
004D: jump_if_false @PROTEC3_7167 
009A: $4649 = create_actor_pedtype 4 model #COP at 452.1 994.0 17.2 
0173: set_actor $4649 z_angle_to 171.9 
02A9: set_actor $4649 immune_to_nonplayer 1 
01B2: give_actor $4649 weapon 26 ammo 30000 // Load the weapon model before using this 
009A: $4650 = create_actor_pedtype 4 model #COP at 377.3 993.8 17.2 
0173: set_actor $4650 z_angle_to 172.1 
02A9: set_actor $4650 immune_to_nonplayer 1 
01B2: give_actor $4650 weapon 26 ammo 30000 // Load the weapon model before using this 
009A: $4651 = create_actor_pedtype 4 model #COP at 348.9 1122.3 17.2 
0173: set_actor $4651 z_angle_to 86.1 
02A9: set_actor $4651 immune_to_nonplayer 1 
01B2: give_actor $4651 weapon 17 ammo 30000 // Load the weapon model before using this 
009A: $4652 = create_actor_pedtype 4 model #COP at 478.9 1125.5 17.5 
0173: set_actor $4652 z_angle_to 259.1 
02A9: set_actor $4652 immune_to_nonplayer 1 
01B2: give_actor $4652 weapon 17 ammo 30000 // Load the weapon model before using this 
009A: $4653 = create_actor_pedtype 4 model #COP at 368.9 1208.5 24.5 
0173: set_actor $4653 z_angle_to 90.1 
02A9: set_actor $4653 immune_to_nonplayer 1 
01B2: give_actor $4653 weapon 17 ammo 30000 // Load the weapon model before using this 
009A: $4654 = create_actor_pedtype 4 model #COP at 380.5 1257.9 16.4 
0173: set_actor $4654 z_angle_to 353.1 
02A9: set_actor $4654 immune_to_nonplayer 1 
01B2: give_actor $4654 weapon 17 ammo 30000 // Load the weapon model before using this 
009A: $4655 = create_actor_pedtype 4 model #COP at 447.7 1257.1 17.3 
0173: set_actor $4655 z_angle_to 2.6 
02A9: set_actor $4655 immune_to_nonplayer 1 
01B2: give_actor $4655 weapon 17 ammo 30000 // Load the weapon model before using this 
04C0: create_police_roadblock_at 556.5 763.3 10.2 538.5 763.3 10.2 
04C0: create_police_roadblock_at 306.3 881.2 10.2 325.5 881.2 10.2 
018A: $4676 = create_checkpoint_at 468.0 1005.9 18.1 
00BB: text_lowpriority 'PRO3_02' 7000 ms 1  // ~g~ Take a cop car and go and plant the bomb at the Tarbrush Coffee Shop in the Mall.
0004: $4680 = 2 // integer values 

:PROTEC3_7167
00D6: if 
0038:   $4680 == 2 // integer values 
004D: jump_if_false @PROTEC3_10472 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @PROTEC3_7243 
00D6: if 
0038:   $4690 == 0 // integer values 
004D: jump_if_false @PROTEC3_7243 
00BC: text_highpriority 'PRO3_23' 5000 ms 1  // ~g~Walk into the marker to plant the bomb.
0004: $4690 = 1 // integer values 

:PROTEC3_7243
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_7505 
00D6: if or
00F5:   player $PLAYER_CHAR 0 556.5 763.3 10.2 radius 20.0 20.0 20.0 
00F5:   player $PLAYER_CHAR 0 306.3 881.2 10.2 radius 20.0 20.0 20.0 
004D: jump_if_false @PROTEC3_7505 
00D6: if 
0038:   $4685 == 0 // integer values 
004D: jump_if_false @PROTEC3_7505 
00D6: if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_7505 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PROTEC3_7505 
00DA: $4661 = player $PLAYER_CHAR car 
02E3: $4689 = car $4661 speed 
00D6: if 
0020:   $4689 > 10.0 // floating-point values 
004D: jump_if_false @PROTEC3_7505 
00BC: text_highpriority 'PRO3_13' 5000 ms 1  // Easy brother! No cop drives this bad!
03D1: play_wav 1 

:PROTEC3_7453
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_7484 
0001: wait 0 ms 
0002: jump @PROTEC3_7453 

:PROTEC3_7484
040D: unload_wav 1 
03D5: remove_text 'PRO3_13'  // Easy brother! No cop drives this bad!
0004: $4685 = 1 // integer values 

:PROTEC3_7505
00D6: if or
0057:   player $PLAYER_CHAR 0 436.2 995.1 17.3 468.7 988.7 19.7 
00F5:   player $PLAYER_CHAR 0 377.3 993.8 18.2 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 348.9 1122.3 18.2 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 478.9 1125.5 17.5 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 368.9 1208.5 25.5 radius 15.0 15.0 15.0 
004D: jump_if_false @PROTEC3_8183 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @PROTEC3_8183 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_7854 
00D6: if 
0038:   $4686 == 0 // integer values 
004D: jump_if_false @PROTEC3_7854 
00D6: if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_7854 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @PROTEC3_7854 
00BC: text_highpriority 'PRO3_14' 5000 ms 1  // Remember - smile at the other cops
03D1: play_wav 2 

:PROTEC3_7807
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @PROTEC3_7833 
0001: wait 0 ms 
0002: jump @PROTEC3_7807 

:PROTEC3_7833
040D: unload_wav 2 
03D5: remove_text 'PRO3_14'  // Remember - smile at the other cops
0004: $4686 = 1 // integer values 

:PROTEC3_7854
00D6: if 
0038:   $4686 == 1 // integer values 
004D: jump_if_false @PROTEC3_8048 
03CF: load_wav 'BUD3_6' as 1 
03CF: load_wav 'BUD3_7' as 2 

:PROTEC3_7896
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC3_7926 
0001: wait 0 ms 
0002: jump @PROTEC3_7896 

:PROTEC3_7926
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_8048 
00D6: if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_8048 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @PROTEC3_8048 
00BC: text_highpriority 'PRO3_15' 5000 ms 1  // Hey there officer. Nice badge, nice badge.
03D1: play_wav 1 

:PROTEC3_7996
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_8027 
0001: wait 0 ms 
0002: jump @PROTEC3_7996 

:PROTEC3_8027
040D: unload_wav 1 
03D5: remove_text 'PRO3_15'  // Hey there officer. Nice badge, nice badge.
0004: $4686 = 2 // integer values 

:PROTEC3_8048
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_8183 
00D6: if 
0038:   $4686 == 2 // integer values 
004D: jump_if_false @PROTEC3_8183 
00D6: if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_8183 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @PROTEC3_8183 
00BC: text_highpriority 'PRO3_16' 5000 ms 1  // Real smooth, Lance.
03D1: play_wav 2 

:PROTEC3_8136
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @PROTEC3_8162 
0001: wait 0 ms 
0002: jump @PROTEC3_8136 

:PROTEC3_8162
040D: unload_wav 2 
03D5: remove_text 'PRO3_16'  // Real smooth, Lance.
0004: $4686 = 3 // integer values 

:PROTEC3_8183
00D6: if 
0038:   $4684 == 0 // integer values 
004D: jump_if_false @PROTEC3_8285 
00D6: if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER6' 
004D: jump_if_false @PROTEC3_8250 
00D6: if 
0038:   $1003 == 1 // integer values 
004D: jump_if_false @PROTEC3_8250 
0004: $4684 = 1 // integer values 

:PROTEC3_8250
00D6: if or
0118:   actor $4647 dead 
0118:   actor $4648 dead 
004D: jump_if_false @PROTEC3_8278 
0004: $4684 = 1 // integer values 

:PROTEC3_8278
0002: jump @PROTEC3_8608 

:PROTEC3_8285
00BB: text_lowpriority 'PRO3_07' 5000 ms 1  // ~g~ You have blown your cover. Hurry up and plant the bomb!
00D6: if 
0038:   $4683 == 0 // integer values 
004D: jump_if_false @PROTEC3_8329 
01F0: set_max_wanted_level_to 6 
010D: set_player $PLAYER_CHAR wanted_level_to 4 

:PROTEC3_8329
00D6: if 
8118:   not actor $4649 dead 
004D: jump_if_false @PROTEC3_8360 
0243: set_actor $4649 ped_stats_to 16 
01CC: actor $4649 kill_player $PLAYER_CHAR 

:PROTEC3_8360
00D6: if 
8118:   not actor $4650 dead 
004D: jump_if_false @PROTEC3_8391 
0243: set_actor $4650 ped_stats_to 16 
01CC: actor $4650 kill_player $PLAYER_CHAR 

:PROTEC3_8391
00D6: if 
8118:   not actor $4651 dead 
004D: jump_if_false @PROTEC3_8422 
0243: set_actor $4651 ped_stats_to 16 
01CC: actor $4651 kill_player $PLAYER_CHAR 

:PROTEC3_8422
00D6: if 
8118:   not actor $4652 dead 
004D: jump_if_false @PROTEC3_8453 
0243: set_actor $4652 ped_stats_to 16 
01CC: actor $4652 kill_player $PLAYER_CHAR 

:PROTEC3_8453
00D6: if 
8118:   not actor $4653 dead 
004D: jump_if_false @PROTEC3_8484 
0243: set_actor $4653 ped_stats_to 16 
01CC: actor $4653 kill_player $PLAYER_CHAR 

:PROTEC3_8484
00D6: if 
8118:   not actor $4654 dead 
004D: jump_if_false @PROTEC3_8515 
0243: set_actor $4654 ped_stats_to 16 
01CC: actor $4654 kill_player $PLAYER_CHAR 

:PROTEC3_8515
00D6: if 
8118:   not actor $4655 dead 
004D: jump_if_false @PROTEC3_8546 
0243: set_actor $4655 ped_stats_to 16 
01CC: actor $4655 kill_player $PLAYER_CHAR 

:PROTEC3_8546
00D6: if 
8118:   not actor $4647 dead 
004D: jump_if_false @PROTEC3_8577 
0243: set_actor $4647 ped_stats_to 16 
01CC: actor $4647 kill_player $PLAYER_CHAR 

:PROTEC3_8577
00D6: if 
8118:   not actor $4648 dead 
004D: jump_if_false @PROTEC3_8608 
0243: set_actor $4648 ped_stats_to 16 
01CC: actor $4648 kill_player $PLAYER_CHAR 

:PROTEC3_8608
00D6: if 
0038:   $4683 == 0 // integer values 
004D: jump_if_false @PROTEC3_8860 
00D6: if 
00F6:   player $PLAYER_CHAR 1 468.0 1005.9 18.1 radius 1.0 1.0 2.0 
004D: jump_if_false @PROTEC3_8860 
0164: disable_marker $4676 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03CF: load_wav 'BUD3_8A' as 1 
03CF: load_wav 'BUD3_9A' as 2 

:PROTEC3_8710
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @PROTEC3_8740 
0001: wait 0 ms 
0002: jump @PROTEC3_8710 

:PROTEC3_8740
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0173: set_actor $PLAYER_ACTOR z_angle_to 232.0 
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 1000 ms 
0373: set_camera_directly_behind_player 
0001: wait 1000 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_8807 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 

:PROTEC3_8807
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_8846 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 

:PROTEC3_8846
0006: 17@ = 0 // integer values 
0004: $4683 = 1 // integer values 

:PROTEC3_8860
00D6: if 
0038:   $4683 == 1 // integer values 
004D: jump_if_false @PROTEC3_10472 
00D6: if 
0038:   $4687 == 0 // integer values 
004D: jump_if_false @PROTEC3_9093 
00BC: text_highpriority 'PRO3_17' 5000 ms 1  // Ok, timers are set, 5 seconds and ticking.
03D1: play_wav 1 

:PROTEC3_8915
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PROTEC3_8996 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
004D: jump_if_false @PROTEC3_8989 
0002: jump @PROTEC3_9149 

:PROTEC3_8989
0002: jump @PROTEC3_8915 

:PROTEC3_8996
040D: unload_wav 1 
03D5: remove_text 'PRO3_17'  // Ok, timers are set, 5 seconds and ticking.
0006: 17@ = 0 // integer values 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_9086 
00D6: if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_9086 
00BC: text_highpriority 'PRO3_18' 5000 ms 1  // 5 seconds?!! We got to get the hell out of here!
00BB: text_lowpriority 'PRO3_24' 5000 ms 1  // ~g~Get clear of the Cafe!
03D1: play_wav 2 

:PROTEC3_9086
0004: $4687 = 1 // integer values 

:PROTEC3_9093
00D6: if or
0019:   17@ > 6000 // integer values 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
004D: jump_if_false @PROTEC3_10472 

:PROTEC3_9149
00D6: if 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
004D: jump_if_false @PROTEC3_9248 
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PROTEC3_9218 
0579: stop_actor $PLAYER_ACTOR 

:PROTEC3_9218
0055: put_player $PLAYER_CHAR at 449.4 1007.1 18.1 
0171: set_player $PLAYER_CHAR z_angle_to 182.3 

:PROTEC3_9248
00D6: if 
8057:   not player $PLAYER_CHAR 0 458.7 1002.1 25.0 398.2 1095.3 15.7 
004D: jump_if_false @PROTEC3_9337 
00D6: if 
847E:   not player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false @PROTEC3_9317 
0579: stop_actor $PLAYER_ACTOR 

:PROTEC3_9317
0055: put_player $PLAYER_CHAR at 435.1 1030.4 18.1 

:PROTEC3_9337
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0009: $96 += 1.0 // floating-point values 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_9391 
00A1: put_actor $LANCE_VANCE at $95 $96 $97 

:PROTEC3_9391
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_9442 
02AB: set_actor $LANCE_VANCE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:PROTEC3_9442
015F: set_camera_position 450.5358 1023.133 22.5928 0.0 rotation 0.0 0.0 
0160: point_camera 451.2465 1022.443 22.4529 switchstyle 2 
020C: create_explosion_with_radius 2 at 471.5 1009.5 18.1 
020C: create_explosion_with_radius 11 at 471.5 1009.5 18.1 
020C: create_explosion_with_radius 1 at 471.5 1009.5 18.1 
020C: create_explosion_with_radius 6 at 471.5 1009.5 18.1 
0003: shake_camera 900 
0001: wait 1000 ms 
020C: create_explosion_with_radius 2 at 468.5 1010.1 18.1 
020C: create_explosion_with_radius 11 at 468.5 1010.1 18.1 
020C: create_explosion_with_radius 1 at 468.5 1010.1 18.1 
020C: create_explosion_with_radius 6 at 468.5 1010.1 18.1 
039D: scatter_particles 17 0.6 5 156 165 11000 at 468.5 1010.1 18.1 0.1 0.0 0.2 
020C: create_explosion_with_radius 2 at 466.5 1012.5 18.1 
020C: create_explosion_with_radius 11 at 466.5 1012.5 18.1 
020C: create_explosion_with_radius 1 at 466.5 1012.5 18.1 
0003: shake_camera 900 
0001: wait 1000 ms 
020C: create_explosion_with_radius 2 at 465.3 1005.6 18.1 
020C: create_explosion_with_radius 11 at 465.3 1005.6 18.1 
020C: create_explosion_with_radius 1 at 465.3 1005.6 18.1 
020C: create_explosion_with_radius 2 at 461.7 1002.3 18.1 
020C: create_explosion_with_radius 11 at 461.7 1002.3 18.1 
020C: create_explosion_with_radius 1 at 461.7 1002.3 18.1 
020C: create_explosion_with_radius 6 at 461.7 1002.3 18.1 
039D: scatter_particles 17 0.8 0 0 0 11000 at 461.7 1002.3 18.1 0.1 0.0 0.2 
0003: shake_camera 1800 
0001: wait 2000 ms 
020C: create_explosion_with_radius 6 at 463.9 1008.0 18.1 
020C: create_explosion_with_radius 6 at 464.3 1008.0 18.1 
020C: create_explosion_with_radius 6 at 464.9 1008.0 18.1 
020C: create_explosion_with_radius 6 at 465.3 1008.0 18.1 
020C: create_explosion_with_radius 6 at 465.9 1008.0 18.1 
039D: scatter_particles 4 3.0 0 0 0 11000 at 463.9 1008.0 18.1 0.2 0.0 0.1 
020C: create_explosion_with_radius 6 at 452.5358 1023.133 22.5928 
0003: shake_camera 1000 
0169: set_fade_color 255 255 255 
016A: fade 0 400 ms 
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @PROTEC3_10233 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_10233 
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSH to #ML_TARBRUSHDAMAGE 
00D6: if 
0038:   $4688 == 0 // integer values 
004D: jump_if_false @PROTEC3_10233 
0004: $4688 = 1 // integer values 

:PROTEC3_10233
016A: fade 1 400 ms 
02CF: $4656 = create_fire_at 471.5 1009.5 18.1 
02CF: $4657 = create_fire_at 468.5 1010.1 18.1 
02CF: $4658 = create_fire_at 465.3 1005.6 18.1 
02CF: $4659 = create_fire_at 461.7 1002.3 18.1 
02CF: $4660 = create_fire_at 463.9 1008.0 18.1 
0001: wait 3000 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0336: set_player $PLAYER_CHAR visible 1 
01F0: set_max_wanted_level_to 6 
010D: set_player $PLAYER_CHAR wanted_level_to 5 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_10414 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC3_10414
0004: $4684 = 1 // integer values 
00BC: text_highpriority 'PRO3_08' 5000 ms 1  // ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.
018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 
04C1: remove_references_to_roadblocks 
0004: $4680 = 3 // integer values 
0004: $4683 = 1 // integer values 

:PROTEC3_10472
00D6: if 
0038:   $4680 == 3 // integer values 
004D: jump_if_false @PROTEC3_11498 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 -378.2 -549.8 17.6 radius 3.0 3.0 3.0 
004D: jump_if_false @PROTEC3_11498 
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_11498 
00D6: if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_11498 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at -381.4 -532.3 16.1 
009A: $4643 = create_actor_pedtype 4 model #SPECIAL03 at -378.2 -549.8 17.6 
0173: set_actor $4643 z_angle_to 184.6 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_10669 
0239: actor $4643 run_to -378.4 -561.1 

:PROTEC3_10669
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_10735 
00A1: put_actor $LANCE_VANCE at -377.4 -547.9 16.7 
0173: set_actor $LANCE_VANCE z_angle_to 184.6 
01E0: clear_leader $LANCE_VANCE 
0239: actor $LANCE_VANCE run_to -378.4 -561.1 

:PROTEC3_10735
015F: set_camera_position -378.5 -546.1 21.2 0.0 rotation 0.0 0.0 
0160: point_camera -378.7 -553.7 19.6 switchstyle 2 
0001: wait 1000 ms 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_10822 
0239: actor $4643 run_to -378.4 -561.1 

:PROTEC3_10822
0006: 16@ = 0 // integer values 

:PROTEC3_10829
00D6: if and
80ED:   not actor $4643 0 -378.4 -561.1 radius 1.0 1.0 
8019:   not  16@ > 7000 // integer values 
004D: jump_if_false @PROTEC3_10902 
0001: wait 0 ms 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_10895 

:PROTEC3_10895
0002: jump @PROTEC3_10829 

:PROTEC3_10902
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_10923 
009B: destroy_actor_instantly $4643 

:PROTEC3_10923
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_10975 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PROTEC3_10975 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_10975
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_10996 
009B: destroy_actor_instantly $LANCE_VANCE 

:PROTEC3_10996
009A: $4643 = create_actor_pedtype 4 model #NULL at -378.4 -561.1 18.5 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_11051 
0239: actor $4643 run_to -378.2 -549.8 

:PROTEC3_11051
0006: 16@ = 0 // integer values 

:PROTEC3_11058
00D6: if and
80ED:   not actor $4643 0 -378.2 -549.8 radius 1.0 1.0 
8019:   not  16@ > 7000 // integer values 
004D: jump_if_false @PROTEC3_11131 
0001: wait 0 ms 
00D6: if 
8118:   not actor $4643 dead 
004D: jump_if_false @PROTEC3_11124 

:PROTEC3_11124
0002: jump @PROTEC3_11058 

:PROTEC3_11131
0001: wait 2000 ms 
009B: destroy_actor_instantly $4643 
0055: put_player $PLAYER_CHAR at -378.2 -549.8 17.6 
0171: set_player $PLAYER_CHAR z_angle_to 9.3 
0373: set_camera_directly_behind_player 
0164: disable_marker $4678 
016A: fade 0 500 ms 

:PROTEC3_11185
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC3_11209 
0001: wait 0 ms 
0002: jump @PROTEC3_11185 

:PROTEC3_11209
04A6: $4662 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $621 $621 
015F: set_camera_position -369.1 -467.9 22.7 0.0 rotation 0.0 0.0 
0160: point_camera -370.6 -533.8 18.0 switchstyle 2 
016A: fade 1 500 ms 

:PROTEC3_11293
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC3_11317 
0001: wait 0 ms 
0002: jump @PROTEC3_11293 

:PROTEC3_11317
0394: play_music 1 
00BA: text_styled 'PRO_AS1' 5000 ms 6  // PROTECTION RING ASSET COMPLETED
0001: wait 5000 ms 
015F: set_camera_position -377.1 -526.9 19.4 0.0 rotation 0.0 0.0 
0160: point_camera -377.6 -536.6 17.5 switchstyle 2 
01E5: text_1number_highpriority 'PRO_AS2' $621 flag 6000 time 1  // ~g~Vercetti Estate will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait 6000 ms 
016A: fade 0 500 ms 

:PROTEC3_11422
00D6: if 
016B:   fading 
004D: jump_if_false @PROTEC3_11446 
0001: wait 0 ms 
0002: jump @PROTEC3_11422 

:PROTEC3_11446
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
03CB: set_camera $95 $96 $97 
016A: fade 1 500 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0002: jump @PROTEC3_11951 

:PROTEC3_11498
00D6: if 
8118:   not actor $LANCE_VANCE dead 
004D: jump_if_false @PROTEC3_11859 
00D6: if 
0038:   $4682 == 1 // integer values 
004D: jump_if_false @PROTEC3_11615 
00D6: if 
8320:   not actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @PROTEC3_11615 
00D6: if 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @PROTEC3_11585 
00BC: text_highpriority 'PRO3_03' 5000 ms 1  // ~g~ You've left Lance behind, go and get him.

:PROTEC3_11585
0164: disable_marker $4677 
0164: disable_marker $4676 
0164: disable_marker $4678 
0187: $4679 = create_marker_above_actor $LANCE_VANCE 
0004: $4682 = 0 // integer values 

:PROTEC3_11615
00D6: if 
0038:   $4682 == 0 // integer values 
004D: jump_if_false @PROTEC3_11852 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $LANCE_VANCE radius 8.0 8.0 8.0 
004D: jump_if_false @PROTEC3_11852 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
00D6: if 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @PROTEC3_11711 
00BC: text_highpriority 'PRO3_04' 5000 ms 1  // ~g~ Let's go.

:PROTEC3_11711
0164: disable_marker $4679 
0164: disable_marker $4677 
0164: disable_marker $4676 
0164: disable_marker $4678 
00D6: if 
0038:   $4680 == 0 // integer values 
004D: jump_if_false @PROTEC3_11769 
018A: $4677 = create_checkpoint_at 457.4 335.28 9.4 

:PROTEC3_11769
00D6: if 
0038:   $4680 == 2 // integer values 
004D: jump_if_false @PROTEC3_11807 
018A: $4676 = create_checkpoint_at 471.5 1009.5 18.1 

:PROTEC3_11807
00D6: if 
0038:   $4680 == 3 // integer values 
004D: jump_if_false @PROTEC3_11845 
018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 

:PROTEC3_11845
0004: $4682 = 1 // integer values 

:PROTEC3_11852
0002: jump @PROTEC3_11881 

:PROTEC3_11859
00BC: text_highpriority 'PRO3_05' 5000 ms 1  // ~r~You killed Lance!
0002: jump @PROTEC3_11888 

:PROTEC3_11881
0002: jump @PROTEC3_3644 

:PROTEC3_11888
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00D6: if 
0038:   $4688 == 1 // integer values 
004D: jump_if_false @PROTEC3_11949 
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSHDAMAGE to #ML_TARBRUSH 

:PROTEC3_11949
0051: return 

:PROTEC3_11951
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 44000 time 5000 style 1  // MISSION PASSED! $~1~
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 
0004: $1269 = 1 // integer values 
004F: create_thread @CLOTH5  
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 44000 
030C: progress_made += 1 
0318: set_latest_mission_passed 'BUD_3'  // Cop Land
0164: disable_marker $265 
0164: disable_marker $234 
04CE: $234 = create_icon_marker_without_sphere 29 at -378.4 -536.9 17.2 
0008: $1175 += 1 // integer values 
0004: $268 = 1 // integer values 
0051: return 

:PROTEC3_12083
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F0: set_max_wanted_level_to 6 
034F: destroy_actor_with_fade $LANCE_VANCE // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #COP 
0249: release_model #ARMY 
0249: release_model #BUDDYSHOT 
0249: release_model #M4 
0249: release_model #SENTINEL 
0249: release_model #POLICE 
0249: release_model #DYNAMITE 
0249: release_model #NITESTICK 
0249: release_model #COLT45 
0108: destroy_object $4669 
0108: destroy_object $4670 
0108: destroy_object $4671 
0108: destroy_object $4672 
0108: destroy_object $4673 
0164: disable_marker $4678 
0164: disable_marker $4677 
0164: disable_marker $4676 
0164: disable_marker $4679 
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 30 0 0 50 0 50 0 0 0 0 10 
015C: set_zone_gang_info 'SHOP1' 0 20 0 0 50 0 50 0 0 0 0 10 
0152: set_zone_car_info 'SHOP1' 1 15 0 0 50 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SHOP1' 0 13 0 0 50 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
00D6: if 
0038:   $1278 == 1 // integer values 
004D: jump_if_false @PROTEC3_12729 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:PROTEC3_12729
00D6: if 
0038:   $1277 == 1 // integer values 
004D: jump_if_false @PROTEC3_12769 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:PROTEC3_12769
00D6: if 
0038:   $1300 == 1 // integer values 
004D: jump_if_false @PROTEC3_12809 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:PROTEC3_12809
00D6: if 
0038:   $1265 == 1 // integer values 
004D: jump_if_false @PROTEC3_12849 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:PROTEC3_12849
00D6: if 
0038:   $1266 == 1 // integer values 
004D: jump_if_false @PROTEC3_12889 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:PROTEC3_12889
00D6: if 
0038:   $1267 == 1 // integer values 
004D: jump_if_false @PROTEC3_12929 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:PROTEC3_12929
00D6: if 
0038:   $1268 == 1 // integer values 
004D: jump_if_false @PROTEC3_12969 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 

:PROTEC3_12969
00D6: if 
0038:   $268 == 0 // integer values 
004D: jump_if_false @PROTEC3_13027 
00D6: if 
0038:   $1269 == 1 // integer values 
004D: jump_if_false @PROTEC3_13027 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:PROTEC3_13027
00D6: if 
0038:   $1270 == 1 // integer values 
004D: jump_if_false @PROTEC3_13067 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:PROTEC3_13067
00D6: if 
0038:   $1271 == 1 // integer values 
004D: jump_if_false @PROTEC3_13107 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:PROTEC3_13107
00D6: if 
0038:   $1272 == 1 // integer values 
004D: jump_if_false @PROTEC3_13147 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:PROTEC3_13147
00D6: if 
0038:   $1276 == 1 // integer values 
004D: jump_if_false @PROTEC3_13187 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:PROTEC3_13187
03AE: remove_objects_from_cube 466.0 1023.0 14.1 476.0 1033.0 24.1 
031A: remove_all_fires 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $1603 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 34---------------
// Originally: Spilling the Beans

:COUNT1
03A4: name_thread 'COUNT1' 
0050: gosub @COUNT1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COUNT1_37 
0050: gosub @COUNT1_6503 

:COUNT1_37
0050: gosub @COUNT1_6586 
004E: end_thread 

:COUNT1_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $994 = 1 // integer values 
0004: $4694 = 0 // integer values 
0004: $4697 = 0 // integer values 
0004: $4695 = 0 // integer values 
0004: $4699 = 0 // integer values 
0004: $4700 = 0 // integer values 
0004: $4701 = 0 // integer values 
0004: $4698 = 0 // integer values 
0004: $4704 = 0 // integer values 
0004: $4703 = 0 // integer values 
0004: $4705 = 0 // integer values 
0004: $4708 = 0 // integer values 
0004: $4707 = 0 // integer values 
0004: $4709 = 0 // integer values 
0004: $4712 = 0 // integer values 
0004: $4711 = 0 // integer values 
0004: $4713 = 0 // integer values 
0004: $4716 = 0 // integer values 
0004: $4715 = 0 // integer values 
0004: $4717 = 0 // integer values 
0004: $4720 = 0 // integer values 
0004: $4719 = 0 // integer values 
0004: $4721 = 0 // integer values 
0004: $4724 = 0 // integer values 
0004: $4723 = 0 // integer values 
0004: $4725 = 0 // integer values 
0004: $4728 = 0 // integer values 
0004: $4727 = 0 // integer values 
0004: $4729 = 0 // integer values 
0004: $4732 = 0 // integer values 
0004: $4731 = 0 // integer values 
0004: $4733 = 0 // integer values 
0004: $4736 = 0 // integer values 
0004: $4735 = 0 // integer values 
0004: $4737 = 0 // integer values 
0004: $4739 = 0 // integer values 
0004: $4740 = 0 // integer values 
0004: $4741 = 0 // integer values 
0004: $4747 = 0 // integer values 
0004: $4743 = 0 // integer values 
0005: $4744 = 0.0 // floating-point values 
0005: $4745 = 0.0 // floating-point values 
0005: $4746 = 0.0 // floating-point values 
0004: $4750 = 0 // integer values 
0004: $4751 = 0 // integer values 
0004: $4752 = 0 // integer values 
0004: $4755 = 0 // integer values 
0004: $4757 = 0 // integer values 
0004: $4759 = 0 // integer values 
0004: $4761 = 0 // integer values 
0004: $4763 = 0 // integer values 
0004: $4765 = 0 // integer values 
0004: $4767 = 0 // integer values 
0004: $4769 = 0 // integer values 
0004: $4770 = 0 // integer values 
0004: $4771 = 0 // integer values 
0004: $4772 = 0 // integer values 
0004: $4775 = 0 // integer values 
0004: $4776 = 0 // integer values 
0004: $4777 = 0 // integer values 
0004: $4778 = 0 // integer values 
0004: $4779 = 0 // integer values 
0004: $4780 = 0 // integer values 
0004: $4781 = 0 // integer values 
0004: $4782 = 0 // integer values 
0004: $4785 = 0 // integer values 
0004: $4786 = 0 // integer values 
0004: $4748 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'COUNT1' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
04BB: select_interiour 18 // select render area 
03CB: set_camera -1070.05 -280.06 11.09 
038B: load_requested_models 

:COUNT1_623
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @COUNT1_653 
0001: wait 0 ms 
0002: jump @COUNT1_623 

:COUNT1_653
02E4: load_cutscene_data 'CNT_1A' 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $167 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $167 'CSKELLY' 
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT1_803
00D6: if 
001A:   11104 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_838 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_803 

:COUNT1_838
00BC: text_highpriority 'CM1_A' 10000 ms 1  // Mr. Vercetti? Hey. You bought the old print works?

:COUNT1_853
00D6: if 
001A:   15668 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_888 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_853 

:COUNT1_888
00BC: text_highpriority 'CM1_B' 10000 ms 1  // Yeah, my old man used to work on these.

:COUNT1_903
00D6: if 
001A:   18152 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_938 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_903 

:COUNT1_938
00BC: text_highpriority 'CM1_N' 10000 ms 1  // I used to spend the evenings with him, cleaning the rollers...

:COUNT1_953
00D6: if 
001A:   21286 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_988 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_953 

:COUNT1_988
00BC: text_highpriority 'CM1_C' 10000 ms 1  // I was going to follow him in his trade, but...I lived a different life.

:COUNT1_1003
00D6: if 
001A:   25141 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1038 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1003 

:COUNT1_1038
00BC: text_highpriority 'CM1_D' 10000 ms 1  // You planning on selling the old machinery, breaking it down?

:COUNT1_1053
00D6: if 
001A:   28808 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1088 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1053 

:COUNT1_1088
00BC: text_highpriority 'CM1_E' 10000 ms 1  // I'm thinking we might print something - a newspaper, a magazine...

:COUNT1_1103
00D6: if 
001A:   31680 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1138 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1103 

:COUNT1_1138
00BC: text_highpriority 'CM1_F' 10000 ms 1  // Oh, crap, sonny, low grade crap. I've always fancied printing money. It ain't too hard.

:COUNT1_1153
00D6: if 
001A:   37694 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1190 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1153 

:COUNT1_1190
00BC: text_highpriority 'CM1_G' 10000 ms 1  // You know, I've been doing it on a small scale for years.

:COUNT1_1205
00D6: if 
001A:   40520 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1242 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1205 

:COUNT1_1242
00BC: text_highpriority 'CM1_H' 10000 ms 1  // Really?

:COUNT1_1257
00D6: if 
001A:   41862 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1294 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1257 

:COUNT1_1294
00BC: text_highpriority 'CM1_I' 10000 ms 1  // Sure. But we'd need some good quality plates.

:COUNT1_1309
00D6: if 
001A:   46771 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1346 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1309 

:COUNT1_1346
00BC: text_highpriority 'CM1_J' 10000 ms 1  // Of course! There's a counterfeiting syndicate already operating in Florida.

:COUNT1_1361
00D6: if 
001A:   51081 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1398 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1361 

:COUNT1_1398
00BC: text_highpriority 'CM1_K' 10000 ms 1  // A syndicate?

:COUNT1_1413
00D6: if 
001A:   51973 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1450 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1413 

:COUNT1_1450
00BC: text_highpriority 'CM1_L' 10000 ms 1  // Yeah. Just rumors is all I've heard.

:COUNT1_1465
00D6: if 
001A:   54422 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1502 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1465 

:COUNT1_1502
00BC: text_highpriority 'CM1_M' 10000 ms 1  // I know a man who's good with rumors...

:COUNT1_1517
00D6: if 
001A:   56704 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1554 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1517 

:COUNT1_1554
00BE: text_clear_all 

:COUNT1_1556
00D6: if 
001A:   57968 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_1593 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_1556 

:COUNT1_1593
016A: fade 0 2000 ms 
00BE: text_clear_all 

:COUNT1_1602
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT1_1626 
0001: wait 0 ms 
0002: jump @COUNT1_1602 

:COUNT1_1626
04BB: select_interiour 0 // select render area 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
03CB: set_camera -1059.841 -278.7214 10.4044 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0556: create_cab -1047.664 -298.188 11.0 266.28 512.591 -74.9 9.573 189.24 
00D6: if 
0038:   $1580 == 0 // integer values 
004D: jump_if_false @COUNT1_1756 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 

:COUNT1_1756
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0247: request_model #GDA 
0247: request_model #GDB 
0247: request_model #MP5LNG 
0247: request_model #M4 
03CF: load_wav 'CNT1_1' as 2 

:COUNT1_1806
00D6: if or
8248:   not model #GDA available 
8248:   not model #GDB available 
8248:   not model #MP5LNG available 
8248:   not model #M4 available 
83D0:   not wav 2 loaded 
004D: jump_if_false @COUNT1_1850 
0001: wait 0 ms 
0002: jump @COUNT1_1806 

:COUNT1_1850
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT1_1874 
0001: wait 0 ms 
0002: jump @COUNT1_1850 

:COUNT1_1874
00D6: if 
0038:   $1580 == 0 // integer values 
004D: jump_if_false @COUNT1_2069 
0001: wait 100 ms 
0395: clear_area 0 at -1042.921 -304.553 range 12.463 1.0 
015F: set_camera_position -1042.921 -304.553 12.463 0.0 rotation 0.0 0.0 
0160: point_camera -1043.434 -303.718 12.266 switchstyle 2 
00BC: text_highpriority 'TAXSHRT' 10000 ms 1  // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
0006: 16@ = 0 // integer values 

:COUNT1_1993
00D6: if 
001B:   6000 > 16@ // integer values 
004D: jump_if_false @COUNT1_2023 
0001: wait 0 ms 
0002: jump @COUNT1_1993 

:COUNT1_2023
03D5: remove_text 'TAXSHRT'  // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $1580 = 1 // integer values 

:COUNT1_2069
00BC: text_highpriority 'CM1_5' 5000 ms 1  // ~g~Go and meet Kent Paul at the Malibu Club!
018A: $4749 = create_checkpoint_at 491.0 -77.7 10.4 
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 
0004: $1012 = 1 // integer values 
0004: $1011 = 0 // integer values 

:COUNT1_2145
00D6: if 
80F5:   not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 3.0 3.0 3.0 
004D: jump_if_false @COUNT1_2204 
0001: wait 0 ms 
0002: jump @COUNT1_2145 

:COUNT1_2204
01B4: set_player $PLAYER_CHAR frozen_state 0 
0164: disable_marker $4749 
0169: set_fade_color 0 0 0 
016A: fade 0 1500 ms 

:COUNT1_2231
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT1_2255 
0001: wait 0 ms 
0002: jump @COUNT1_2231 

:COUNT1_2255
01BD: $29 = current_time_in_ms 
0004: $30 = 0 // integer values 

:COUNT1_2267
00D6: if and
83EE:   not player $PLAYER_CHAR controllable 
001A:   5000 > $30 // integer values 
004D: jump_if_false @COUNT1_2323 
0001: wait 0 ms 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // integer values and handles 
0060: $30 -= $29 // integer values 
0002: jump @COUNT1_2267 

:COUNT1_2323
03EF: player $PLAYER_CHAR make_safe 
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
023C: load_special_actor 3 'FLOOZYA' 
04BB: select_interiour 17 // select render area 
03CB: set_camera 470.495 -57.014 10.04 
038B: load_requested_models 

:COUNT1_2395
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @COUNT1_2429 
0001: wait 0 ms 
0002: jump @COUNT1_2395 

:COUNT1_2429
04F9: set_extracolors 1 fade 0 
02E4: load_cutscene_data 'CNT_1B' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $142 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $174 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $174 'FLOOZYA' 
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COUNT1_2660 
00D9: $4784 = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car $4784 wrecked 
004D: jump_if_false @COUNT1_2623 
00AB: put_car $4784 at 496.3 -82.8 9.0 
0175: set_car $4784 z_angle_to 116.6 

:COUNT1_2623
0362: put_actor $PLAYER_ACTOR at 493.1 -82.4 9.8 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
0002: jump @COUNT1_2690 

:COUNT1_2660
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 

:COUNT1_2690
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT1_2712
00D6: if 
001A:   7872 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_2747 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_2712 

:COUNT1_2747
00BC: text_highpriority 'CM1_2A' 10000 ms 1  // Look at the arse on that!

:COUNT1_2762
00D6: if 
001A:   12284 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_2797 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_2762 

:COUNT1_2797
00BC: text_highpriority 'CM1_2B' 10000 ms 1  // Awright girl, it's your loss mate init!

:COUNT1_2812
00D6: if 
001A:   14399 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_2847 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_2812 

:COUNT1_2847
00BC: text_highpriority 'CM1_2C' 10000 ms 1  // Awright me ol'china, how's it hangin'?

:COUNT1_2862
00D6: if 
001A:   17102 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_2897 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_2862 

:COUNT1_2897
00BC: text_highpriority 'CM1_2D' 10000 ms 1  // What do you know about counterfeiting?

:COUNT1_2912
00D6: if 
001A:   18528 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_2947 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_2912 

:COUNT1_2947
00BC: text_highpriority 'CM1_2E' 10000 ms 1  // Oh I'm fine Paul, how 'bout you?

:COUNT1_2962
00D6: if 
001A:   20285 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_2997 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_2962 

:COUNT1_2997
00BC: text_highpriority 'CM1_2F' 10000 ms 1  // Come 'ere!

:COUNT1_3012
00D6: if 
001A:   21336 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3047 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3012 

:COUNT1_3047
00BC: text_highpriority 'CM1_2G' 10000 ms 1  // Awright! Awright! Awright!! You're obviously a busy man.

:COUNT1_3062
00D6: if 
001A:   24945 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3097 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3062 

:COUNT1_3097
00BC: text_highpriority 'CM1_2H' 10000 ms 1  // All I know about dodgy readys is the Triads supply the plates.

:COUNT1_3112
00D6: if 
001A:   31191 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3147 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3112 

:COUNT1_3147
00BC: text_highpriority 'CM1_2I' 10000 ms 1  // They've got a shipping company down the docks,

:COUNT1_3162
00D6: if 
001A:   33488 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3199 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3162 

:COUNT1_3199
00BC: text_highpriority 'CM1_2J' 10000 ms 1  // the boss man would know when the plates are coming in next!

:COUNT1_3214
00D6: if 
001A:   37791 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3251 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3214 

:COUNT1_3251
00BC: text_highpriority 'CM1_2K' 10000 ms 1  // Thanks Paul.

:COUNT1_3266
00D6: if 
001A:   40783 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3303 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3266 

:COUNT1_3303
00BC: text_highpriority 'CM1_2L' 10000 ms 1  // What's the matter with you, you maniac!

:COUNT1_3318
00D6: if 
001A:   43496 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3355 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3318 

:COUNT1_3355
00BC: text_highpriority 'CM1_2M' 10000 ms 1  // Give me another drink, lively!

:COUNT1_3370
00D6: if 
001A:   45120 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3407 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3370 

:COUNT1_3407
00BE: text_clear_all 

:COUNT1_3409
00D6: if 
001A:   47160 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT1_3446 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT1_3409 

:COUNT1_3446
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1011 = 1 // integer values 
0004: $1012 = 0 // integer values 
0004: $994 = 0 // integer values 
0004: $986 = 0 // integer values 
016A: fade 0 2000 ms 
00BE: text_clear_all 

:COUNT1_3515
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT1_3539 
0001: wait 0 ms 
0002: jump @COUNT1_3515 

:COUNT1_3539
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
03CB: set_camera 493.1 -82.4 9.8 
04E3: unknown_player $PLAYER_CHAR 2 60000 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00BC: text_highpriority 'CM1_1' 5000 ms 1  // ~g~Go to the Chartered Libertine Lines boat at the docks.
00BB: text_lowpriority 'CM1_2' 5000 ms 1  // ~g~The Shipping Officer will have the information that is required.
018A: $4693 = create_checkpoint_at -686.85 -1245.43 30.14 
03BC: $4773 = create_sphere -686.85 -1245.43 30.14 1.5 
0005: $98 = 0.0 // floating-point values 

:COUNT1_3716
00D6: if 
0022:   10.0 > $98 // floating-point values 
004D: jump_if_false @COUNT1_3768 
0001: wait 0 ms 
02CE: $98 = ground_z -686.85 -1245.43 30.14 
0002: jump @COUNT1_3716 

:COUNT1_3768
009A: $4696 = create_actor_pedtype 11 model #GDA at -662.12 -1326.81 15.26 
0008: $4751 += 1 // integer values 
01ED: clear_actor $4696 threat_search 
01B2: give_actor $4696 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4696 search_threat 1 
01E2: add_route_point 0 at -666.06 -1318.48 15.26 
01E2: add_route_point 0 at -673.8 -1302.02 15.26 
01E2: add_route_point 0 at -683.28 -1282.11 15.26 
01E2: add_route_point 0 at -693.41 -1258.63 15.24 
01E2: add_route_point 0 at -699.76 -1245.01 15.26 
01E2: add_route_point 0 at -693.41 -1258.63 15.24 
01E2: add_route_point 0 at -683.28 -1282.11 15.26 
01E2: add_route_point 0 at -673.8 -1302.02 15.26 
01E2: add_route_point 0 at -666.06 -1318.48 15.26 
01E2: add_route_point 0 at -662.12 -1326.81 15.26 
01E1: set_actor $4696 follow_route 0 3 
009A: $4702 = create_actor_pedtype 11 model #GDB at -659.26 -1330.93 15.26 
0008: $4751 += 1 // integer values 
01ED: clear_actor $4702 threat_search 
01B2: give_actor $4702 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4702 search_threat 1 
01E2: add_route_point 1 at -653.93 -1342.18 15.26 
01E2: add_route_point 1 at -647.19 -1355.4 15.27 
01E2: add_route_point 1 at -632.47 -1382.57 15.29 
01E2: add_route_point 1 at -647.19 -1355.4 15.27 
01E2: add_route_point 1 at -653.93 -1342.18 15.26 
01E2: add_route_point 1 at -659.26 -1330.93 15.26 
01E1: set_actor $4702 follow_route 1 3 
009A: $4706 = create_actor_pedtype 11 model #GDA at -609.85 -1381.29 15.25 
0008: $4751 += 1 // integer values 
01ED: clear_actor $4706 threat_search 
01B2: give_actor $4706 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4706 search_threat 1 
01E2: add_route_point 2 at -615.43 -1367.41 15.28 
01E2: add_route_point 2 at -620.06 -1355.03 15.28 
01E2: add_route_point 2 at -635.64 -1363.45 15.28 
01E2: add_route_point 2 at -620.06 -1355.03 15.28 
01E2: add_route_point 2 at -615.43 -1367.41 15.28 
01E2: add_route_point 2 at -609.85 -1381.29 15.25 
01E1: set_actor $4706 follow_route 2 3 
009A: $4710 = create_actor_pedtype 11 model #GDB at -627.04 -1339.79 15.27 
0008: $4751 += 1 // integer values 
01ED: clear_actor $4710 threat_search 
01B2: give_actor $4710 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4710 search_threat 1 
01E2: add_route_point 3 at -630.43 -1333.91 15.27 
01E2: add_route_point 3 at -634.26 -1322.39 15.27 
01E2: add_route_point 3 at -639.33 -1307.99 15.26 
01E2: add_route_point 3 at -642.71 -1303.6 15.26 
01E2: add_route_point 3 at -639.33 -1307.99 15.26 
01E2: add_route_point 3 at -634.26 -1322.39 15.27 
01E2: add_route_point 3 at -630.43 -1333.91 15.27 
01E2: add_route_point 3 at -627.04 -1339.79 15.27 
01E1: set_actor $4710 follow_route 3 3 
009A: $4714 = create_actor_pedtype 11 model #GDA at -653.46 -1279.55 15.26 
0008: $4751 += 1 // integer values 
01ED: clear_actor $4714 threat_search 
01B2: give_actor $4714 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4714 search_threat 1 
01E2: add_route_point 4 at -656.61 -1271.76 15.26 
01E2: add_route_point 4 at -660.34 -1262.76 15.26 
01E2: add_route_point 4 at -664.83 -1254.11 15.26 
01E2: add_route_point 4 at -660.34 -1262.76 15.26 
01E2: add_route_point 4 at -656.61 -1271.76 15.26 
01E2: add_route_point 4 at -653.46 -1279.55 15.26 
01E1: set_actor $4714 follow_route 4 3 
009A: $4718 = create_actor_pedtype 11 model #GDB at -691.13 -1260.5 31.93 
0008: $4751 += 1 // integer values 
0173: set_actor $4718 z_angle_to 180.0 
01ED: clear_actor $4718 threat_search 
01B2: give_actor $4718 weapon 26 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4718 search_threat 1 
0350: set_actor $4718 maintain_position_when_attacked 1 
009A: $4722 = create_actor_pedtype 11 model #GDA at -667.68 -1249.14 31.93 
0008: $4751 += 1 // integer values 
0173: set_actor $4722 z_angle_to 180.0 
01ED: clear_actor $4722 threat_search 
01B2: give_actor $4722 weapon 26 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4722 search_threat 1 
0350: set_actor $4722 maintain_position_when_attacked 1 
009A: $4726 = create_actor_pedtype 11 model #GDB at -690.94 -1218.18 15.28 
0008: $4751 += 1 // integer values 
01ED: clear_actor $4726 threat_search 
01B2: give_actor $4726 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4726 search_threat 1 
01E2: add_route_point 5 at -698.0 -1221.23 15.28 
01E2: add_route_point 5 at -690.94 -1218.18 15.28 
01E1: set_actor $4726 follow_route 5 3 
009A: $4730 = create_actor_pedtype 11 model #GDB at -690.69 -1229.06 22.46 
0008: $4751 += 1 // integer values 
0173: set_actor $4730 z_angle_to 33.0 
01ED: clear_actor $4730 threat_search 
01B2: give_actor $4730 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4730 search_threat 1 
0350: set_actor $4730 maintain_position_when_attacked 1 
009A: $4734 = create_actor_pedtype 11 model #GDB at -689.14 -1242.03 30.14 
0008: $4751 += 1 // integer values 
0173: set_actor $4734 z_angle_to 100.0 
01ED: clear_actor $4734 threat_search 
01B2: give_actor $4734 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4734 search_threat 1 
0350: set_actor $4734 maintain_position_when_attacked 1 
009A: $4738 = create_actor_pedtype 11 model #GDA at -670.709 -1296.564 18.94 
0008: $4751 += 1 // integer values 
0173: set_actor $4738 z_angle_to 146.102 
01ED: clear_actor $4738 threat_search 
01B2: give_actor $4738 weapon 26 ammo 30000 // Load the weapon model before using this 
011A: set_actor $4738 search_threat 1 
0350: set_actor $4738 maintain_position_when_attacked 1 

:COUNT1_5212
00D6: if 
001A:   2 > $4772 // integer values 
004D: jump_if_false @COUNT1_6111 
0001: wait 0 ms 
0008: $4782 += 1 // integer values 
00D6: if 
0018:   $4782 > 17 // integer values 
004D: jump_if_false @COUNT1_5266 
0004: $4782 = 0 // integer values 

:COUNT1_5266
00D6: if 
0028:   $4772 >= 1 // integer values 
004D: jump_if_false @COUNT1_5404 
00D6: if and
82B3:   not player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
82B3:   not player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
004D: jump_if_false @COUNT1_5404 
00D6: if 
0038:   $4786 == 0 // integer values 
004D: jump_if_false @COUNT1_5404 
0050: gosub @COUNT1_16457 

:COUNT1_5404
01BD: $4775 = current_time_in_ms 
00D6: if 
0038:   $4772 == 1 // integer values 
004D: jump_if_false @COUNT1_5543 
00D6: if or
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
004D: jump_if_false @COUNT1_5536 
0004: $4772 = 1 // integer values 
0002: jump @COUNT1_5543 

:COUNT1_5536
0004: $4772 = 2 // integer values 

:COUNT1_5543
0054: store_player $PLAYER_CHAR position_to $4744 $4745 $4746 
00D6: if or
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
004D: jump_if_false @COUNT1_5659 
0004: $4743 = 1 // integer values 

:COUNT1_5659
00D6: if 
0038:   $4694 == 0 // integer values 
004D: jump_if_false @COUNT1_5732 
00D6: if 
00E4:   player $PLAYER_CHAR 0 -686.85 -1245.43 radius 0.5 0.5 
004D: jump_if_false @COUNT1_5732 
03BD: destroy_sphere $4773 
0164: disable_marker $4693 
0004: $4694 = 1 // integer values 

:COUNT1_5732
00D6: if 
0038:   $4694 == 1 // integer values 
004D: jump_if_false @COUNT1_5903 
00D6: if 
0038:   $4771 == 0 // integer values 
004D: jump_if_false @COUNT1_5782 
0050: gosub @COUNT1_14330 
0002: jump @COUNT1_5903 

:COUNT1_5782
00D6: if 
0038:   $4772 == 0 // integer values 
004D: jump_if_false @COUNT1_5903 
00BC: text_highpriority 'CM1_6' 5000 ms 1  // ~g~Get the information back to the Print Works!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
018A: $4774 = create_checkpoint_at -1052.579 -282.013 10.279 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_5896 
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
0004: $4747 = 1 // integer values 
0004: $4741 = 1 // integer values 

:COUNT1_5896
0004: $4772 = 1 // integer values 

:COUNT1_5903
0050: gosub @COUNT1_6731 
00D6: if 
0038:   $4748 == 1 // integer values 
004D: jump_if_false @COUNT1_5942 
0006: 16@ = 0 // integer values 
0004: $4748 = 2 // integer values 

:COUNT1_5942
00D6: if 
0038:   $4748 == 2 // integer values 
004D: jump_if_false @COUNT1_6033 
00D6: if 
0029:   16@ >= 30000 // integer values 
004D: jump_if_false @COUNT1_6033 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_6033 
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
0004: $4747 = 1 // integer values 
0004: $4741 = 1 // integer values 

:COUNT1_6033
00D6: if 
0038:   $4741 == 1 // integer values 
004D: jump_if_false @COUNT1_6104 
00D6: if 
0038:   $4770 == 0 // integer values 
004D: jump_if_false @COUNT1_6083 
0006: 17@ = 0 // integer values 
0004: $4770 = 1 // integer values 

:COUNT1_6083
0050: gosub @COUNT1_12323 
0050: gosub @COUNT1_13338 
0050: gosub @COUNT1_13472 

:COUNT1_6104
0002: jump @COUNT1_5212 

:COUNT1_6111
0004: $123 = 1 // integer values 

:COUNT1_6118
00D6: if 
80F8:   not player $PLAYER_CHAR stopped $123 -1052.579 -282.013 10.279 radius 3.0 3.0 3.0 
004D: jump_if_false @COUNT1_6178 
0001: wait 0 ms 
0002: jump @COUNT1_6118 

:COUNT1_6178
0164: disable_marker $4774 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 0 at -1063.095 -286.61 range 14.163 1.0 
015F: set_camera_position -1063.095 -286.61 14.163 0.0 rotation 0.0 0.0 
0160: point_camera -1062.265 -286.498 13.616 switchstyle 2 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COUNT1_6368 
00DA: $4783 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $4783 

:COUNT1_6315
00D6: if 
00DC:   player $PLAYER_CHAR driving $4783 
004D: jump_if_false @COUNT1_6368 
0001: wait 0 ms 
00D6: if 
0119:   car $4783 wrecked 
004D: jump_if_false @COUNT1_6361 
0002: jump @COUNT1_6503 

:COUNT1_6361
0002: jump @COUNT1_6315 

:COUNT1_6368
0211: actor $PLAYER_ACTOR walk_to -1061.465 -287.322 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 

:COUNT1_6397
00D6: if 
001B:   4000 > 16@ // integer values 
004D: jump_if_false @COUNT1_6427 
0001: wait 0 ms 
0002: jump @COUNT1_6397 

:COUNT1_6427
02EB: restore_camera_with_jumpcut 
009F: set_actor $PLAYER_ACTOR idle 
0055: put_player $PLAYER_CHAR at -1059.214 -285.815 10.22 
0171: set_player $PLAYER_CHAR z_angle_to 289.0 
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
0001: wait 300 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0002: jump @COUNT1_6520 

:COUNT1_6503
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:COUNT1_6520
0004: $272 = 1 // integer values 
0318: set_latest_mission_passed 'CNT_1'  // Spilling the Beans
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASS' number 46000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 46000 
004F: create_thread @COU2  
0051: return 

:COUNT1_6586
0004: $ONMISSION = 0 // integer values 
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
03AC: clear_route 4 
03AC: clear_route 5 
0108: destroy_object $1013 
029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1011 = 1 // integer values 
0004: $1012 = 0 // integer values 
0004: $994 = 0 // integer values 
0004: $986 = 0 // integer values 
0557:  
0249: release_model #GDA 
0249: release_model #GDB 
0249: release_model #MP5LNG 
0249: release_model #M4 
0164: disable_marker $4774 
03BD: destroy_sphere $4773 
018E: stop_sound $4742 
0164: disable_marker $4693 
0164: disable_marker $4749 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:COUNT1_6731
00D6: if 
0038:   $4782 == 0 // integer values 
004D: jump_if_false @COUNT1_7482 
00D6: if 
0038:   $4697 == 0 // integer values 
004D: jump_if_false @COUNT1_7482 
00D6: if 
0118:   actor $4696 dead 
004D: jump_if_false @COUNT1_7032 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_7013 
00D6: if or
031D:   actor $4696 hit_by_weapon 12 
031D:   actor $4696 hit_by_weapon 13 
031D:   actor $4696 hit_by_weapon 15 
031D:   actor $4696 hit_by_weapon 16 
031D:   actor $4696 hit_by_weapon 17 
031D:   actor $4696 hit_by_weapon 18 
004D: jump_if_false @COUNT1_6868 
0004: $4748 = 1 // integer values 

:COUNT1_6868
00D6: if or
031D:   actor $4696 hit_by_weapon 19 
031D:   actor $4696 hit_by_weapon 20 
031D:   actor $4696 hit_by_weapon 21 
031D:   actor $4696 hit_by_weapon 27 
031D:   actor $4696 hit_by_weapon 22 
031D:   actor $4696 hit_by_weapon 26 
004D: jump_if_false @COUNT1_6928 
0004: $4748 = 1 // integer values 

:COUNT1_6928
00D6: if or
031D:   actor $4696 hit_by_weapon 25 
031D:   actor $4696 hit_by_weapon 23 
031D:   actor $4696 hit_by_weapon 42 
031D:   actor $4696 hit_by_weapon 31 
031D:   actor $4696 hit_by_weapon 32 
031D:   actor $4696 hit_by_weapon 33 
004D: jump_if_false @COUNT1_6988 
0004: $4748 = 1 // integer values 

:COUNT1_6988
00D6: if 
031D:   actor $4696 hit_by_weapon 11 
004D: jump_if_false @COUNT1_7013 
0004: $4748 = 1 // integer values 

:COUNT1_7013
01C2: remove_references_to_actor $4696 // Like turning an actor into a random pedestrian 
0004: $4697 = 1 // integer values 
0002: jump @COUNT1_7482 

:COUNT1_7032
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_7482 
00D6: if or
0123:   actor $4696 spotted_player $PLAYER_CHAR 
0480:   actor $4696 looking_at_death_of_actor_with_pedtype 11 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_7482 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_7399 
00D6: if 
0038:   $4695 == 0 // integer values 
004D: jump_if_false @COUNT1_7155 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4747 = 1 // integer values 
0004: $4695 = 1 // integer values 

:COUNT1_7155
00D6: if or
0038:   $4699 == 0 // integer values 
0038:   $4698 == 1 // integer values 
004D: jump_if_false @COUNT1_7392 
00D6: if 
0038:   $4700 == 0 // integer values 
004D: jump_if_false @COUNT1_7232 
009E: set_actor $4696 path -697.39 -1250.62 15.24 unknown 0.5 1 
0004: $4700 = 1 // integer values 

:COUNT1_7232
00D6: if 
0038:   $4700 == 1 // integer values 
004D: jump_if_false @COUNT1_7392 
00D6: if 
00ED:   actor $4696 0 -697.39 -1250.62 radius 1.0 1.0 
004D: jump_if_false @COUNT1_7392 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_7335 
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
0004: $4741 = 1 // integer values 

:COUNT1_7335
009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 
011A: set_actor $4696 search_threat 1 
01CA: actor $4696 kill_player $PLAYER_CHAR 
0004: $4747 = 1 // integer values 
0004: $4699 = 1 // integer values 
0004: $4700 = 2 // integer values 

:COUNT1_7392
0002: jump @COUNT1_7482 

:COUNT1_7399
00D6: if 
0038:   $4701 == 0 // integer values 
004D: jump_if_false @COUNT1_7453 
009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4696 kill_player $PLAYER_CHAR 
0004: $4701 = 1 // integer values 

:COUNT1_7453
009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4696 kill_player $PLAYER_CHAR 

:COUNT1_7482
00D6: if 
0038:   $4782 == 1 // integer values 
004D: jump_if_false @COUNT1_7996 
00D6: if 
0038:   $4704 == 0 // integer values 
004D: jump_if_false @COUNT1_7996 
00D6: if 
0118:   actor $4702 dead 
004D: jump_if_false @COUNT1_7783 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_7764 
00D6: if or
031D:   actor $4702 hit_by_weapon 12 
031D:   actor $4702 hit_by_weapon 13 
031D:   actor $4702 hit_by_weapon 15 
031D:   actor $4702 hit_by_weapon 16 
031D:   actor $4702 hit_by_weapon 17 
031D:   actor $4702 hit_by_weapon 18 
004D: jump_if_false @COUNT1_7619 
0004: $4748 = 1 // integer values 

:COUNT1_7619
00D6: if or
031D:   actor $4702 hit_by_weapon 19 
031D:   actor $4702 hit_by_weapon 20 
031D:   actor $4702 hit_by_weapon 21 
031D:   actor $4702 hit_by_weapon 27 
031D:   actor $4702 hit_by_weapon 22 
031D:   actor $4702 hit_by_weapon 26 
004D: jump_if_false @COUNT1_7679 
0004: $4748 = 1 // integer values 

:COUNT1_7679
00D6: if or
031D:   actor $4702 hit_by_weapon 25 
031D:   actor $4702 hit_by_weapon 23 
031D:   actor $4702 hit_by_weapon 42 
031D:   actor $4702 hit_by_weapon 31 
031D:   actor $4702 hit_by_weapon 32 
031D:   actor $4702 hit_by_weapon 33 
004D: jump_if_false @COUNT1_7739 
0004: $4748 = 1 // integer values 

:COUNT1_7739
00D6: if 
031D:   actor $4702 hit_by_weapon 11 
004D: jump_if_false @COUNT1_7764 
0004: $4748 = 1 // integer values 

:COUNT1_7764
01C2: remove_references_to_actor $4702 // Like turning an actor into a random pedestrian 
0004: $4704 = 1 // integer values 
0002: jump @COUNT1_7996 

:COUNT1_7783
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_7996 
00D6: if or
0480:   actor $4702 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4702 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_7996 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_7913 
00D6: if 
0038:   $4705 == 0 // integer values 
004D: jump_if_false @COUNT1_7913 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4705 = 1 // integer values 

:COUNT1_7913
00D6: if 
0038:   $4703 == 0 // integer values 
004D: jump_if_false @COUNT1_7967 
009E: set_actor $4702 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4702 kill_player $PLAYER_CHAR 
0004: $4703 = 1 // integer values 

:COUNT1_7967
009E: set_actor $4702 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4702 kill_player $PLAYER_CHAR 

:COUNT1_7996
00D6: if 
0038:   $4782 == 2 // integer values 
004D: jump_if_false @COUNT1_8510 
00D6: if 
0038:   $4708 == 0 // integer values 
004D: jump_if_false @COUNT1_8510 
00D6: if 
0118:   actor $4706 dead 
004D: jump_if_false @COUNT1_8297 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_8278 
00D6: if or
031D:   actor $4706 hit_by_weapon 12 
031D:   actor $4706 hit_by_weapon 13 
031D:   actor $4706 hit_by_weapon 15 
031D:   actor $4706 hit_by_weapon 16 
031D:   actor $4706 hit_by_weapon 17 
031D:   actor $4706 hit_by_weapon 18 
004D: jump_if_false @COUNT1_8133 
0004: $4748 = 1 // integer values 

:COUNT1_8133
00D6: if or
031D:   actor $4706 hit_by_weapon 19 
031D:   actor $4706 hit_by_weapon 20 
031D:   actor $4706 hit_by_weapon 21 
031D:   actor $4706 hit_by_weapon 27 
031D:   actor $4706 hit_by_weapon 22 
031D:   actor $4706 hit_by_weapon 26 
004D: jump_if_false @COUNT1_8193 
0004: $4748 = 1 // integer values 

:COUNT1_8193
00D6: if or
031D:   actor $4706 hit_by_weapon 25 
031D:   actor $4706 hit_by_weapon 23 
031D:   actor $4706 hit_by_weapon 42 
031D:   actor $4706 hit_by_weapon 31 
031D:   actor $4706 hit_by_weapon 32 
031D:   actor $4706 hit_by_weapon 33 
004D: jump_if_false @COUNT1_8253 
0004: $4748 = 1 // integer values 

:COUNT1_8253
00D6: if 
031D:   actor $4706 hit_by_weapon 11 
004D: jump_if_false @COUNT1_8278 
0004: $4748 = 1 // integer values 

:COUNT1_8278
01C2: remove_references_to_actor $4706 // Like turning an actor into a random pedestrian 
0004: $4708 = 1 // integer values 
0002: jump @COUNT1_8510 

:COUNT1_8297
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_8510 
00D6: if or
0480:   actor $4706 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4706 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_8510 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_8427 
00D6: if 
0038:   $4709 == 0 // integer values 
004D: jump_if_false @COUNT1_8427 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4709 = 1 // integer values 

:COUNT1_8427
00D6: if 
0038:   $4707 == 0 // integer values 
004D: jump_if_false @COUNT1_8481 
009E: set_actor $4706 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4706 kill_player $PLAYER_CHAR 
0004: $4707 = 1 // integer values 

:COUNT1_8481
009E: set_actor $4706 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4706 kill_player $PLAYER_CHAR 

:COUNT1_8510
00D6: if 
0038:   $4782 == 3 // integer values 
004D: jump_if_false @COUNT1_9024 
00D6: if 
0038:   $4712 == 0 // integer values 
004D: jump_if_false @COUNT1_9024 
00D6: if 
0118:   actor $4710 dead 
004D: jump_if_false @COUNT1_8811 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_8792 
00D6: if or
031D:   actor $4710 hit_by_weapon 12 
031D:   actor $4710 hit_by_weapon 13 
031D:   actor $4710 hit_by_weapon 15 
031D:   actor $4710 hit_by_weapon 16 
031D:   actor $4710 hit_by_weapon 17 
031D:   actor $4710 hit_by_weapon 18 
004D: jump_if_false @COUNT1_8647 
0004: $4748 = 1 // integer values 

:COUNT1_8647
00D6: if or
031D:   actor $4710 hit_by_weapon 19 
031D:   actor $4710 hit_by_weapon 20 
031D:   actor $4710 hit_by_weapon 21 
031D:   actor $4710 hit_by_weapon 27 
031D:   actor $4710 hit_by_weapon 22 
031D:   actor $4710 hit_by_weapon 26 
004D: jump_if_false @COUNT1_8707 
0004: $4748 = 1 // integer values 

:COUNT1_8707
00D6: if or
031D:   actor $4710 hit_by_weapon 25 
031D:   actor $4710 hit_by_weapon 23 
031D:   actor $4710 hit_by_weapon 42 
031D:   actor $4710 hit_by_weapon 31 
031D:   actor $4710 hit_by_weapon 32 
031D:   actor $4710 hit_by_weapon 33 
004D: jump_if_false @COUNT1_8767 
0004: $4748 = 1 // integer values 

:COUNT1_8767
00D6: if 
031D:   actor $4710 hit_by_weapon 11 
004D: jump_if_false @COUNT1_8792 
0004: $4748 = 1 // integer values 

:COUNT1_8792
01C2: remove_references_to_actor $4710 // Like turning an actor into a random pedestrian 
0004: $4712 = 1 // integer values 
0002: jump @COUNT1_9024 

:COUNT1_8811
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_9024 
00D6: if or
0480:   actor $4710 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4710 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_9024 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_8941 
00D6: if 
0038:   $4713 == 0 // integer values 
004D: jump_if_false @COUNT1_8941 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4713 = 1 // integer values 

:COUNT1_8941
00D6: if 
0038:   $4711 == 0 // integer values 
004D: jump_if_false @COUNT1_8995 
009E: set_actor $4710 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4710 kill_player $PLAYER_CHAR 
0004: $4711 = 1 // integer values 

:COUNT1_8995
009E: set_actor $4710 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4710 kill_player $PLAYER_CHAR 

:COUNT1_9024
00D6: if 
0038:   $4782 == 4 // integer values 
004D: jump_if_false @COUNT1_9538 
00D6: if 
0038:   $4716 == 0 // integer values 
004D: jump_if_false @COUNT1_9538 
00D6: if 
0118:   actor $4714 dead 
004D: jump_if_false @COUNT1_9325 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_9306 
00D6: if or
031D:   actor $4714 hit_by_weapon 12 
031D:   actor $4714 hit_by_weapon 13 
031D:   actor $4714 hit_by_weapon 15 
031D:   actor $4714 hit_by_weapon 16 
031D:   actor $4714 hit_by_weapon 17 
031D:   actor $4714 hit_by_weapon 18 
004D: jump_if_false @COUNT1_9161 
0004: $4748 = 1 // integer values 

:COUNT1_9161
00D6: if or
031D:   actor $4714 hit_by_weapon 19 
031D:   actor $4714 hit_by_weapon 20 
031D:   actor $4714 hit_by_weapon 21 
031D:   actor $4714 hit_by_weapon 27 
031D:   actor $4714 hit_by_weapon 22 
031D:   actor $4714 hit_by_weapon 26 
004D: jump_if_false @COUNT1_9221 
0004: $4748 = 1 // integer values 

:COUNT1_9221
00D6: if or
031D:   actor $4714 hit_by_weapon 25 
031D:   actor $4714 hit_by_weapon 23 
031D:   actor $4714 hit_by_weapon 42 
031D:   actor $4714 hit_by_weapon 31 
031D:   actor $4714 hit_by_weapon 32 
031D:   actor $4714 hit_by_weapon 33 
004D: jump_if_false @COUNT1_9281 
0004: $4748 = 1 // integer values 

:COUNT1_9281
00D6: if 
031D:   actor $4714 hit_by_weapon 11 
004D: jump_if_false @COUNT1_9306 
0004: $4748 = 1 // integer values 

:COUNT1_9306
01C2: remove_references_to_actor $4714 // Like turning an actor into a random pedestrian 
0004: $4716 = 1 // integer values 
0002: jump @COUNT1_9538 

:COUNT1_9325
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_9538 
00D6: if or
0480:   actor $4714 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4714 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_9538 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_9455 
00D6: if 
0038:   $4717 == 0 // integer values 
004D: jump_if_false @COUNT1_9455 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4717 = 1 // integer values 

:COUNT1_9455
00D6: if 
0038:   $4715 == 0 // integer values 
004D: jump_if_false @COUNT1_9509 
009E: set_actor $4714 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4714 kill_player $PLAYER_CHAR 
0004: $4715 = 1 // integer values 

:COUNT1_9509
009E: set_actor $4714 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4714 kill_player $PLAYER_CHAR 

:COUNT1_9538
00D6: if 
0038:   $4782 == 5 // integer values 
004D: jump_if_false @COUNT1_10002 
00D6: if 
0038:   $4720 == 0 // integer values 
004D: jump_if_false @COUNT1_10002 
00D6: if 
0118:   actor $4718 dead 
004D: jump_if_false @COUNT1_9839 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_9820 
00D6: if or
031D:   actor $4718 hit_by_weapon 12 
031D:   actor $4718 hit_by_weapon 13 
031D:   actor $4718 hit_by_weapon 15 
031D:   actor $4718 hit_by_weapon 16 
031D:   actor $4718 hit_by_weapon 17 
031D:   actor $4718 hit_by_weapon 18 
004D: jump_if_false @COUNT1_9675 
0004: $4748 = 1 // integer values 

:COUNT1_9675
00D6: if or
031D:   actor $4718 hit_by_weapon 19 
031D:   actor $4718 hit_by_weapon 20 
031D:   actor $4718 hit_by_weapon 21 
031D:   actor $4718 hit_by_weapon 27 
031D:   actor $4718 hit_by_weapon 22 
031D:   actor $4718 hit_by_weapon 26 
004D: jump_if_false @COUNT1_9735 
0004: $4748 = 1 // integer values 

:COUNT1_9735
00D6: if or
031D:   actor $4718 hit_by_weapon 25 
031D:   actor $4718 hit_by_weapon 23 
031D:   actor $4718 hit_by_weapon 42 
031D:   actor $4718 hit_by_weapon 31 
031D:   actor $4718 hit_by_weapon 32 
031D:   actor $4718 hit_by_weapon 33 
004D: jump_if_false @COUNT1_9795 
0004: $4748 = 1 // integer values 

:COUNT1_9795
00D6: if 
031D:   actor $4718 hit_by_weapon 11 
004D: jump_if_false @COUNT1_9820 
0004: $4748 = 1 // integer values 

:COUNT1_9820
01C2: remove_references_to_actor $4718 // Like turning an actor into a random pedestrian 
0004: $4720 = 1 // integer values 
0002: jump @COUNT1_10002 

:COUNT1_9839
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_10002 
00D6: if or
0480:   actor $4718 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4718 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_10002 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_9969 
00D6: if 
0038:   $4721 == 0 // integer values 
004D: jump_if_false @COUNT1_9969 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4721 = 1 // integer values 

:COUNT1_9969
00D6: if 
0038:   $4719 == 0 // integer values 
004D: jump_if_false @COUNT1_10002 
01CA: actor $4718 kill_player $PLAYER_CHAR 
0004: $4719 = 1 // integer values 

:COUNT1_10002
00D6: if 
0038:   $4782 == 6 // integer values 
004D: jump_if_false @COUNT1_10466 
00D6: if 
0038:   $4724 == 0 // integer values 
004D: jump_if_false @COUNT1_10466 
00D6: if 
0118:   actor $4722 dead 
004D: jump_if_false @COUNT1_10303 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_10284 
00D6: if or
031D:   actor $4722 hit_by_weapon 12 
031D:   actor $4722 hit_by_weapon 13 
031D:   actor $4722 hit_by_weapon 15 
031D:   actor $4722 hit_by_weapon 16 
031D:   actor $4722 hit_by_weapon 17 
031D:   actor $4722 hit_by_weapon 18 
004D: jump_if_false @COUNT1_10139 
0004: $4748 = 1 // integer values 

:COUNT1_10139
00D6: if or
031D:   actor $4722 hit_by_weapon 19 
031D:   actor $4722 hit_by_weapon 20 
031D:   actor $4722 hit_by_weapon 21 
031D:   actor $4722 hit_by_weapon 27 
031D:   actor $4722 hit_by_weapon 22 
031D:   actor $4722 hit_by_weapon 26 
004D: jump_if_false @COUNT1_10199 
0004: $4748 = 1 // integer values 

:COUNT1_10199
00D6: if or
031D:   actor $4722 hit_by_weapon 25 
031D:   actor $4722 hit_by_weapon 23 
031D:   actor $4722 hit_by_weapon 42 
031D:   actor $4722 hit_by_weapon 31 
031D:   actor $4722 hit_by_weapon 32 
031D:   actor $4722 hit_by_weapon 33 
004D: jump_if_false @COUNT1_10259 
0004: $4748 = 1 // integer values 

:COUNT1_10259
00D6: if 
031D:   actor $4722 hit_by_weapon 11 
004D: jump_if_false @COUNT1_10284 
0004: $4748 = 1 // integer values 

:COUNT1_10284
01C2: remove_references_to_actor $4722 // Like turning an actor into a random pedestrian 
0004: $4724 = 1 // integer values 
0002: jump @COUNT1_10466 

:COUNT1_10303
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_10466 
00D6: if or
0480:   actor $4722 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4722 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_10466 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_10433 
00D6: if 
0038:   $4725 == 0 // integer values 
004D: jump_if_false @COUNT1_10433 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4725 = 1 // integer values 

:COUNT1_10433
00D6: if 
0038:   $4723 == 0 // integer values 
004D: jump_if_false @COUNT1_10466 
01CA: actor $4722 kill_player $PLAYER_CHAR 
0004: $4723 = 1 // integer values 

:COUNT1_10466
00D6: if 
0038:   $4782 == 7 // integer values 
004D: jump_if_false @COUNT1_10980 
00D6: if 
0038:   $4728 == 0 // integer values 
004D: jump_if_false @COUNT1_10980 
00D6: if 
0118:   actor $4726 dead 
004D: jump_if_false @COUNT1_10767 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_10748 
00D6: if or
031D:   actor $4726 hit_by_weapon 12 
031D:   actor $4726 hit_by_weapon 13 
031D:   actor $4726 hit_by_weapon 15 
031D:   actor $4726 hit_by_weapon 16 
031D:   actor $4726 hit_by_weapon 17 
031D:   actor $4726 hit_by_weapon 18 
004D: jump_if_false @COUNT1_10603 
0004: $4748 = 1 // integer values 

:COUNT1_10603
00D6: if or
031D:   actor $4726 hit_by_weapon 19 
031D:   actor $4726 hit_by_weapon 20 
031D:   actor $4726 hit_by_weapon 21 
031D:   actor $4726 hit_by_weapon 27 
031D:   actor $4726 hit_by_weapon 22 
031D:   actor $4726 hit_by_weapon 26 
004D: jump_if_false @COUNT1_10663 
0004: $4748 = 1 // integer values 

:COUNT1_10663
00D6: if or
031D:   actor $4726 hit_by_weapon 25 
031D:   actor $4726 hit_by_weapon 23 
031D:   actor $4726 hit_by_weapon 42 
031D:   actor $4726 hit_by_weapon 31 
031D:   actor $4726 hit_by_weapon 32 
031D:   actor $4726 hit_by_weapon 33 
004D: jump_if_false @COUNT1_10723 
0004: $4748 = 1 // integer values 

:COUNT1_10723
00D6: if 
031D:   actor $4726 hit_by_weapon 11 
004D: jump_if_false @COUNT1_10748 
0004: $4748 = 1 // integer values 

:COUNT1_10748
01C2: remove_references_to_actor $4726 // Like turning an actor into a random pedestrian 
0004: $4728 = 1 // integer values 
0002: jump @COUNT1_10980 

:COUNT1_10767
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_10980 
00D6: if or
0480:   actor $4726 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4726 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_10980 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_10897 
00D6: if 
0038:   $4729 == 0 // integer values 
004D: jump_if_false @COUNT1_10897 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4729 = 1 // integer values 

:COUNT1_10897
00D6: if 
0038:   $4727 == 0 // integer values 
004D: jump_if_false @COUNT1_10951 
009E: set_actor $4726 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4726 kill_player $PLAYER_CHAR 
0004: $4727 = 1 // integer values 

:COUNT1_10951
009E: set_actor $4726 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4726 kill_player $PLAYER_CHAR 

:COUNT1_10980
00D6: if 
0038:   $4782 == 8 // integer values 
004D: jump_if_false @COUNT1_11444 
00D6: if 
0038:   $4732 == 0 // integer values 
004D: jump_if_false @COUNT1_11444 
00D6: if 
0118:   actor $4730 dead 
004D: jump_if_false @COUNT1_11281 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_11262 
00D6: if or
031D:   actor $4730 hit_by_weapon 12 
031D:   actor $4730 hit_by_weapon 13 
031D:   actor $4730 hit_by_weapon 15 
031D:   actor $4730 hit_by_weapon 16 
031D:   actor $4730 hit_by_weapon 17 
031D:   actor $4730 hit_by_weapon 18 
004D: jump_if_false @COUNT1_11117 
0004: $4748 = 1 // integer values 

:COUNT1_11117
00D6: if or
031D:   actor $4730 hit_by_weapon 19 
031D:   actor $4730 hit_by_weapon 20 
031D:   actor $4730 hit_by_weapon 21 
031D:   actor $4730 hit_by_weapon 27 
031D:   actor $4730 hit_by_weapon 22 
031D:   actor $4730 hit_by_weapon 26 
004D: jump_if_false @COUNT1_11177 
0004: $4748 = 1 // integer values 

:COUNT1_11177
00D6: if or
031D:   actor $4730 hit_by_weapon 25 
031D:   actor $4730 hit_by_weapon 23 
031D:   actor $4730 hit_by_weapon 42 
031D:   actor $4730 hit_by_weapon 31 
031D:   actor $4730 hit_by_weapon 32 
031D:   actor $4730 hit_by_weapon 33 
004D: jump_if_false @COUNT1_11237 
0004: $4748 = 1 // integer values 

:COUNT1_11237
00D6: if 
031D:   actor $4730 hit_by_weapon 11 
004D: jump_if_false @COUNT1_11262 
0004: $4748 = 1 // integer values 

:COUNT1_11262
01C2: remove_references_to_actor $4730 // Like turning an actor into a random pedestrian 
0004: $4732 = 1 // integer values 
0002: jump @COUNT1_11444 

:COUNT1_11281
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_11444 
00D6: if or
0480:   actor $4730 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4730 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_11444 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_11411 
00D6: if 
0038:   $4733 == 0 // integer values 
004D: jump_if_false @COUNT1_11411 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4733 = 1 // integer values 

:COUNT1_11411
00D6: if 
0038:   $4731 == 0 // integer values 
004D: jump_if_false @COUNT1_11444 
01CA: actor $4730 kill_player $PLAYER_CHAR 
0004: $4731 = 1 // integer values 

:COUNT1_11444
00D6: if 
0038:   $4782 == 9 // integer values 
004D: jump_if_false @COUNT1_11908 
00D6: if 
0038:   $4736 == 0 // integer values 
004D: jump_if_false @COUNT1_11908 
00D6: if 
0118:   actor $4734 dead 
004D: jump_if_false @COUNT1_11745 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_11726 
00D6: if or
031D:   actor $4734 hit_by_weapon 12 
031D:   actor $4734 hit_by_weapon 13 
031D:   actor $4734 hit_by_weapon 15 
031D:   actor $4734 hit_by_weapon 16 
031D:   actor $4734 hit_by_weapon 17 
031D:   actor $4734 hit_by_weapon 18 
004D: jump_if_false @COUNT1_11581 
0004: $4748 = 1 // integer values 

:COUNT1_11581
00D6: if or
031D:   actor $4734 hit_by_weapon 19 
031D:   actor $4734 hit_by_weapon 20 
031D:   actor $4734 hit_by_weapon 21 
031D:   actor $4734 hit_by_weapon 27 
031D:   actor $4734 hit_by_weapon 22 
031D:   actor $4734 hit_by_weapon 26 
004D: jump_if_false @COUNT1_11641 
0004: $4748 = 1 // integer values 

:COUNT1_11641
00D6: if or
031D:   actor $4734 hit_by_weapon 25 
031D:   actor $4734 hit_by_weapon 23 
031D:   actor $4734 hit_by_weapon 42 
031D:   actor $4734 hit_by_weapon 31 
031D:   actor $4734 hit_by_weapon 32 
031D:   actor $4734 hit_by_weapon 33 
004D: jump_if_false @COUNT1_11701 
0004: $4748 = 1 // integer values 

:COUNT1_11701
00D6: if 
031D:   actor $4734 hit_by_weapon 11 
004D: jump_if_false @COUNT1_11726 
0004: $4748 = 1 // integer values 

:COUNT1_11726
01C2: remove_references_to_actor $4734 // Like turning an actor into a random pedestrian 
0004: $4736 = 1 // integer values 
0002: jump @COUNT1_11908 

:COUNT1_11745
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_11908 
00D6: if or
0480:   actor $4734 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4734 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_11908 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_11875 
00D6: if 
0038:   $4737 == 0 // integer values 
004D: jump_if_false @COUNT1_11875 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4737 = 1 // integer values 

:COUNT1_11875
00D6: if 
0038:   $4735 == 0 // integer values 
004D: jump_if_false @COUNT1_11908 
01CA: actor $4734 kill_player $PLAYER_CHAR 
0004: $4735 = 1 // integer values 

:COUNT1_11908
00D6: if 
0038:   $4739 == 0 // integer values 
004D: jump_if_false @COUNT1_12321 
00D6: if 
0118:   actor $4738 dead 
004D: jump_if_false @COUNT1_12191 
000C: $4751 -= 1 // integer values 
00D6: if 
0038:   $4748 == 0 // integer values 
004D: jump_if_false @COUNT1_12172 
00D6: if or
031D:   actor $4738 hit_by_weapon 12 
031D:   actor $4738 hit_by_weapon 13 
031D:   actor $4738 hit_by_weapon 15 
031D:   actor $4738 hit_by_weapon 16 
031D:   actor $4738 hit_by_weapon 17 
031D:   actor $4738 hit_by_weapon 18 
004D: jump_if_false @COUNT1_12027 
0004: $4748 = 1 // integer values 

:COUNT1_12027
00D6: if or
031D:   actor $4738 hit_by_weapon 19 
031D:   actor $4738 hit_by_weapon 20 
031D:   actor $4738 hit_by_weapon 21 
031D:   actor $4738 hit_by_weapon 27 
031D:   actor $4738 hit_by_weapon 22 
031D:   actor $4738 hit_by_weapon 26 
004D: jump_if_false @COUNT1_12087 
0004: $4748 = 1 // integer values 

:COUNT1_12087
00D6: if or
031D:   actor $4738 hit_by_weapon 25 
031D:   actor $4738 hit_by_weapon 23 
031D:   actor $4738 hit_by_weapon 42 
031D:   actor $4738 hit_by_weapon 31 
031D:   actor $4738 hit_by_weapon 32 
031D:   actor $4738 hit_by_weapon 33 
004D: jump_if_false @COUNT1_12147 
0004: $4748 = 1 // integer values 

:COUNT1_12147
00D6: if 
031D:   actor $4738 hit_by_weapon 11 
004D: jump_if_false @COUNT1_12172 
0004: $4748 = 1 // integer values 

:COUNT1_12172
01C2: remove_references_to_actor $4738 // Like turning an actor into a random pedestrian 
0004: $4739 = 1 // integer values 
0002: jump @COUNT1_12321 

:COUNT1_12191
00D6: if 
0038:   $4743 == 1 // integer values 
004D: jump_if_false @COUNT1_12321 
00D6: if or
0480:   actor $4738 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4738 spotted_player $PLAYER_CHAR 
0038:   $4741 == 1 // integer values 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_12321 
00D6: if 
0038:   $4741 == 0 // integer values 
004D: jump_if_false @COUNT1_12321 
00D6: if 
0038:   $4740 == 0 // integer values 
004D: jump_if_false @COUNT1_12321 
00BC: text_highpriority 'CM1_3' 5000 ms 1  // ~g~You've been spotted!
0004: $4698 = 1 // integer values 
0004: $4747 = 1 // integer values 
0004: $4740 = 1 // integer values 

:COUNT1_12321
0051: return 

:COUNT1_12323
00D6: if 
002A:   40 >= $4750 // integer values 
004D: jump_if_false @COUNT1_13336 
00D6: if 
001A:   6 > $4751 // integer values 
004D: jump_if_false @COUNT1_13336 
00D6: if 
0038:   $4752 == 2 // integer values 
004D: jump_if_false @COUNT1_12391 
0006: 17@ = 0 // integer values 
0004: $4752 = 0 // integer values 

:COUNT1_12391
00D6: if 
8339:   not anything_in_cube_cornerA -693.25 -1257.23 14.0 cornerB -685.06 -1261.67 17.0 solid 0 car 1 actor 1 object 0 particle 0 
004D: jump_if_false @COUNT1_13336 
0004: $4785 = 3000 // integer values 
00D6: if 
002F:   17@ >= $4785 // integer values 
004D: jump_if_false @COUNT1_13336 
00D6: if 
0038:   $4752 == 0 // integer values 
004D: jump_if_false @COUNT1_13336 
0004: $4753 = -1 // integer values 
00D6: if or
0038:   $4755 == 0 // integer values 
0038:   $4755 == 2 // integer values 
004D: jump_if_false @COUNT1_12591 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4754 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4754 // integer values and handles 
0004: $4755 = 1 // integer values 
0002: jump @COUNT1_13249 

:COUNT1_12591
00D6: if or
0038:   $4757 == 0 // integer values 
0038:   $4757 == 2 // integer values 
004D: jump_if_false @COUNT1_12686 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4756 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4756 // integer values and handles 
0004: $4757 = 1 // integer values 
0002: jump @COUNT1_13249 

:COUNT1_12686
00D6: if or
0038:   $4759 == 0 // integer values 
0038:   $4759 == 2 // integer values 
004D: jump_if_false @COUNT1_12781 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4758 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4758 // integer values and handles 
0004: $4759 = 1 // integer values 
0002: jump @COUNT1_13249 

:COUNT1_12781
00D6: if or
0038:   $4761 == 0 // integer values 
0038:   $4761 == 2 // integer values 
004D: jump_if_false @COUNT1_12876 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4760 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4760 // integer values and handles 
0004: $4761 = 1 // integer values 
0002: jump @COUNT1_13249 

:COUNT1_12876
00D6: if or
0038:   $4763 == 0 // integer values 
0038:   $4763 == 2 // integer values 
004D: jump_if_false @COUNT1_12971 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4762 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4762 // integer values and handles 
0004: $4763 = 1 // integer values 
0002: jump @COUNT1_13249 

:COUNT1_12971
00D6: if or
0038:   $4765 == 0 // integer values 
0038:   $4765 == 2 // integer values 
004D: jump_if_false @COUNT1_13066 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4764 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4764 // integer values and handles 
0004: $4765 = 1 // integer values 
0002: jump @COUNT1_13249 

:COUNT1_13066
00D6: if or
0038:   $4767 == 0 // integer values 
0038:   $4767 == 2 // integer values 
004D: jump_if_false @COUNT1_13161 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4766 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4766 // integer values and handles 
0004: $4767 = 1 // integer values 
0002: jump @COUNT1_13249 

:COUNT1_13161
00D6: if or
0038:   $4769 == 0 // integer values 
0038:   $4769 == 2 // integer values 
004D: jump_if_false @COUNT1_13249 
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 
009A: $4768 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 
0084: $4753 = $4768 // integer values and handles 
0004: $4769 = 1 // integer values 

:COUNT1_13249
00D6: if 
8118:   not actor $4753 dead 
004D: jump_if_false @COUNT1_13336 
00D6: if 
8038:   not  $4753 == -1 // integer values 
004D: jump_if_false @COUNT1_13336 
0243: set_actor $4753 ped_stats_to 16 
0173: set_actor $4753 z_angle_to 204.71 
0239: actor $4753 run_to -688.4 -1262.07 
0008: $4751 += 1 // integer values 
0008: $4750 += 1 // integer values 
0004: $4752 = 1 // integer values 

:COUNT1_13336
0051: return 

:COUNT1_13338
00D6: if 
0038:   $4752 == 1 // integer values 
004D: jump_if_false @COUNT1_13470 
00D6: if 
8118:   not actor $4753 dead 
004D: jump_if_false @COUNT1_13463 
00D6: if 
00ED:   actor $4753 0 -688.4 -1262.07 radius 1.0 1.0 
004D: jump_if_false @COUNT1_13456 
01B2: give_actor $4753 weapon 25 ammo 30000 // Load the weapon model before using this 
009E: set_actor $4753 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4753 kill_player $PLAYER_CHAR 
0004: $4752 = 2 // integer values 

:COUNT1_13456
0002: jump @COUNT1_13470 

:COUNT1_13463
0004: $4752 = 2 // integer values 

:COUNT1_13470
0051: return 

:COUNT1_13472
00D6: if 
0038:   $4782 == 10 // integer values 
004D: jump_if_false @COUNT1_13579 
00D6: if 
0038:   $4755 == 1 // integer values 
004D: jump_if_false @COUNT1_13579 
00D6: if 
0118:   actor $4754 dead 
004D: jump_if_false @COUNT1_13550 
034F: destroy_actor_with_fade $4754 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4755 = 2 // integer values 
0002: jump @COUNT1_13579 

:COUNT1_13550
009E: set_actor $4754 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4754 kill_player $PLAYER_CHAR 

:COUNT1_13579
00D6: if 
0038:   $4782 == 11 // integer values 
004D: jump_if_false @COUNT1_13686 
00D6: if 
0038:   $4757 == 1 // integer values 
004D: jump_if_false @COUNT1_13686 
00D6: if 
0118:   actor $4756 dead 
004D: jump_if_false @COUNT1_13657 
034F: destroy_actor_with_fade $4756 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4757 = 2 // integer values 
0002: jump @COUNT1_13686 

:COUNT1_13657
009E: set_actor $4756 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4756 kill_player $PLAYER_CHAR 

:COUNT1_13686
00D6: if 
0038:   $4782 == 12 // integer values 
004D: jump_if_false @COUNT1_13793 
00D6: if 
0038:   $4759 == 1 // integer values 
004D: jump_if_false @COUNT1_13793 
00D6: if 
0118:   actor $4758 dead 
004D: jump_if_false @COUNT1_13764 
034F: destroy_actor_with_fade $4758 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4759 = 2 // integer values 
0002: jump @COUNT1_13793 

:COUNT1_13764
009E: set_actor $4758 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4758 kill_player $PLAYER_CHAR 

:COUNT1_13793
00D6: if 
0038:   $4782 == 13 // integer values 
004D: jump_if_false @COUNT1_13900 
00D6: if 
0038:   $4761 == 1 // integer values 
004D: jump_if_false @COUNT1_13900 
00D6: if 
0118:   actor $4760 dead 
004D: jump_if_false @COUNT1_13871 
034F: destroy_actor_with_fade $4760 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4761 = 2 // integer values 
0002: jump @COUNT1_13900 

:COUNT1_13871
009E: set_actor $4760 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4760 kill_player $PLAYER_CHAR 

:COUNT1_13900
00D6: if 
0038:   $4782 == 14 // integer values 
004D: jump_if_false @COUNT1_14007 
00D6: if 
0038:   $4763 == 1 // integer values 
004D: jump_if_false @COUNT1_14007 
00D6: if 
0118:   actor $4762 dead 
004D: jump_if_false @COUNT1_13978 
034F: destroy_actor_with_fade $4762 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4763 = 2 // integer values 
0002: jump @COUNT1_14007 

:COUNT1_13978
009E: set_actor $4762 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4762 kill_player $PLAYER_CHAR 

:COUNT1_14007
00D6: if 
0038:   $4782 == 15 // integer values 
004D: jump_if_false @COUNT1_14114 
00D6: if 
0038:   $4765 == 1 // integer values 
004D: jump_if_false @COUNT1_14114 
00D6: if 
0118:   actor $4764 dead 
004D: jump_if_false @COUNT1_14085 
034F: destroy_actor_with_fade $4764 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4765 = 2 // integer values 
0002: jump @COUNT1_14114 

:COUNT1_14085
009E: set_actor $4764 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4764 kill_player $PLAYER_CHAR 

:COUNT1_14114
00D6: if 
0038:   $4782 == 16 // integer values 
004D: jump_if_false @COUNT1_14221 
00D6: if 
0038:   $4767 == 1 // integer values 
004D: jump_if_false @COUNT1_14221 
00D6: if 
0118:   actor $4766 dead 
004D: jump_if_false @COUNT1_14192 
034F: destroy_actor_with_fade $4766 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4767 = 2 // integer values 
0002: jump @COUNT1_14221 

:COUNT1_14192
009E: set_actor $4766 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4766 kill_player $PLAYER_CHAR 

:COUNT1_14221
00D6: if 
0038:   $4782 == 17 // integer values 
004D: jump_if_false @COUNT1_14328 
00D6: if 
0038:   $4769 == 1 // integer values 
004D: jump_if_false @COUNT1_14328 
00D6: if 
0118:   actor $4768 dead 
004D: jump_if_false @COUNT1_14299 
034F: destroy_actor_with_fade $4768 // The actor fades away like a ghost 
000C: $4751 -= 1 // integer values 
0004: $4769 = 2 // integer values 
0002: jump @COUNT1_14328 

:COUNT1_14299
009E: set_actor $4768 path $4744 $4745 $4746 unknown 0.5 1 
01CA: actor $4768 kill_player $PLAYER_CHAR 

:COUNT1_14328
0051: return 

:COUNT1_14330
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0395: clear_area 0 at -684.9 -1248.98 range 30.14 2.0 
0395: clear_area 0 at -686.85 -1245.43 range 30.14 2.0 
015F: set_camera_position -691.09 -1242.906 31.45 0.0 rotation 0.0 0.0 
0160: point_camera -690.182 -1243.3 31.46 switchstyle 2 
0211: actor $PLAYER_ACTOR walk_to -684.9 -1248.98 
0006: 16@ = 0 // integer values 

:COUNT1_14484
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 
004D: jump_if_false @COUNT1_14897 
0001: wait 0 ms 
01BD: $4775 = current_time_in_ms 
00D6: if 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_14735 
00D6: if 
0038:   $4778 == 0 // integer values 
004D: jump_if_false @COUNT1_14582 
0084: $4776 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_14582
00D6: if 
0038:   $4778 == 1 // integer values 
004D: jump_if_false @COUNT1_14642 
0084: $4777 = $4775 // integer values and handles 
0060: $4777 -= $4776 // integer values 
00D6: if 
0028:   $4777 >= 1000 // integer values 
004D: jump_if_false @COUNT1_14642 
0004: $4778 = 2 // integer values 

:COUNT1_14642
00D6: if 
0038:   $4779 == 0 // integer values 
004D: jump_if_false @COUNT1_14675 
0084: $4781 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_14675
00D6: if 
0038:   $4779 == 1 // integer values 
004D: jump_if_false @COUNT1_14735 
0084: $4780 = $4775 // integer values and handles 
0060: $4780 -= $4781 // integer values 
00D6: if 
0028:   $4780 >= 1000 // integer values 
004D: jump_if_false @COUNT1_14735 
0004: $4779 = 2 // integer values 

:COUNT1_14735
00D6: if 
0029:   16@ >= 6000 // integer values 
004D: jump_if_false @COUNT1_14812 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 
004D: jump_if_false @COUNT1_14812 
00A1: put_actor $PLAYER_ACTOR at -684.9 -1248.98 30.14 

:COUNT1_14812
0050: gosub @COUNT1_6731 
00D6: if 
0038:   $4741 == 1 // integer values 
004D: jump_if_false @COUNT1_14890 
00D6: if 
0038:   $4770 == 0 // integer values 
004D: jump_if_false @COUNT1_14869 
0006: 17@ = 0 // integer values 
0004: $4770 = 1 // integer values 

:COUNT1_14869
0050: gosub @COUNT1_12323 
0050: gosub @COUNT1_13338 
0050: gosub @COUNT1_13472 

:COUNT1_14890
0002: jump @COUNT1_14484 

:COUNT1_14897
03D1: play_wav 2 
00BC: text_highpriority 'CNT1_1' 5000 ms 1  // Who are you? Oooof! Aaiieee! Not the face! Not the face!
03CF: load_wav 'CNT1_2' as 1 

:COUNT1_14928
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @COUNT1_15241 
0001: wait 0 ms 
01BD: $4775 = current_time_in_ms 
00D6: if 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_15156 
00D6: if 
0038:   $4778 == 0 // integer values 
004D: jump_if_false @COUNT1_15003 
0084: $4776 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_15003
00D6: if 
0038:   $4778 == 1 // integer values 
004D: jump_if_false @COUNT1_15063 
0084: $4777 = $4775 // integer values and handles 
0060: $4777 -= $4776 // integer values 
00D6: if 
0028:   $4777 >= 1000 // integer values 
004D: jump_if_false @COUNT1_15063 
0004: $4778 = 2 // integer values 

:COUNT1_15063
00D6: if 
0038:   $4779 == 0 // integer values 
004D: jump_if_false @COUNT1_15096 
0084: $4781 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_15096
00D6: if 
0038:   $4779 == 1 // integer values 
004D: jump_if_false @COUNT1_15156 
0084: $4780 = $4775 // integer values and handles 
0060: $4780 -= $4781 // integer values 
00D6: if 
0028:   $4780 >= 1000 // integer values 
004D: jump_if_false @COUNT1_15156 
0004: $4779 = 2 // integer values 

:COUNT1_15156
0050: gosub @COUNT1_6731 
00D6: if 
0038:   $4741 == 1 // integer values 
004D: jump_if_false @COUNT1_15234 
00D6: if 
0038:   $4770 == 0 // integer values 
004D: jump_if_false @COUNT1_15213 
0006: 17@ = 0 // integer values 
0004: $4770 = 1 // integer values 

:COUNT1_15213
0050: gosub @COUNT1_12323 
0050: gosub @COUNT1_13338 
0050: gosub @COUNT1_13472 

:COUNT1_15234
0002: jump @COUNT1_14928 

:COUNT1_15241
03D5: remove_text 'CNT1_1'  // Who are you? Oooof! Aaiieee! Not the face! Not the face!

:COUNT1_15251
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @COUNT1_15564 
0001: wait 0 ms 
01BD: $4775 = current_time_in_ms 
00D6: if 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_15479 
00D6: if 
0038:   $4778 == 0 // integer values 
004D: jump_if_false @COUNT1_15326 
0084: $4776 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_15326
00D6: if 
0038:   $4778 == 1 // integer values 
004D: jump_if_false @COUNT1_15386 
0084: $4777 = $4775 // integer values and handles 
0060: $4777 -= $4776 // integer values 
00D6: if 
0028:   $4777 >= 1000 // integer values 
004D: jump_if_false @COUNT1_15386 
0004: $4778 = 2 // integer values 

:COUNT1_15386
00D6: if 
0038:   $4779 == 0 // integer values 
004D: jump_if_false @COUNT1_15419 
0084: $4781 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_15419
00D6: if 
0038:   $4779 == 1 // integer values 
004D: jump_if_false @COUNT1_15479 
0084: $4780 = $4775 // integer values and handles 
0060: $4780 -= $4781 // integer values 
00D6: if 
0028:   $4780 >= 1000 // integer values 
004D: jump_if_false @COUNT1_15479 
0004: $4779 = 2 // integer values 

:COUNT1_15479
0050: gosub @COUNT1_6731 
00D6: if 
0038:   $4741 == 1 // integer values 
004D: jump_if_false @COUNT1_15557 
00D6: if 
0038:   $4770 == 0 // integer values 
004D: jump_if_false @COUNT1_15536 
0006: 17@ = 0 // integer values 
0004: $4770 = 1 // integer values 

:COUNT1_15536
0050: gosub @COUNT1_12323 
0050: gosub @COUNT1_13338 
0050: gosub @COUNT1_13472 

:COUNT1_15557
0002: jump @COUNT1_15251 

:COUNT1_15564
03D1: play_wav 1 
00BC: text_highpriority 'CNT1_2' 5000 ms 1  // Ok, I talk! I talk!

:COUNT1_15583
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @COUNT1_15896 
0001: wait 0 ms 
01BD: $4775 = current_time_in_ms 
00D6: if 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_15811 
00D6: if 
0038:   $4778 == 0 // integer values 
004D: jump_if_false @COUNT1_15658 
0084: $4776 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_15658
00D6: if 
0038:   $4778 == 1 // integer values 
004D: jump_if_false @COUNT1_15718 
0084: $4777 = $4775 // integer values and handles 
0060: $4777 -= $4776 // integer values 
00D6: if 
0028:   $4777 >= 1000 // integer values 
004D: jump_if_false @COUNT1_15718 
0004: $4778 = 2 // integer values 

:COUNT1_15718
00D6: if 
0038:   $4779 == 0 // integer values 
004D: jump_if_false @COUNT1_15751 
0084: $4781 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_15751
00D6: if 
0038:   $4779 == 1 // integer values 
004D: jump_if_false @COUNT1_15811 
0084: $4780 = $4775 // integer values and handles 
0060: $4780 -= $4781 // integer values 
00D6: if 
0028:   $4780 >= 1000 // integer values 
004D: jump_if_false @COUNT1_15811 
0004: $4779 = 2 // integer values 

:COUNT1_15811
0050: gosub @COUNT1_6731 
00D6: if 
0038:   $4741 == 1 // integer values 
004D: jump_if_false @COUNT1_15889 
00D6: if 
0038:   $4770 == 0 // integer values 
004D: jump_if_false @COUNT1_15868 
0006: 17@ = 0 // integer values 
0004: $4770 = 1 // integer values 

:COUNT1_15868
0050: gosub @COUNT1_12323 
0050: gosub @COUNT1_13338 
0050: gosub @COUNT1_13472 

:COUNT1_15889
0002: jump @COUNT1_15583 

:COUNT1_15896
03D5: remove_text 'CNT1_2'  // Ok, I talk! I talk!
00A1: put_actor $PLAYER_ACTOR at -685.59 -1247.87 30.14 
0173: set_actor $PLAYER_ACTOR z_angle_to 32.24 
0395: clear_area 0 at -686.85 -1245.43 range 30.14 2.0 
0395: clear_area 0 at -684.9 -1248.98 range 30.14 2.0 
0211: actor $PLAYER_ACTOR walk_to -686.85 -1245.43 
0006: 17@ = 0 // integer values 

:COUNT1_16006
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 
004D: jump_if_false @COUNT1_16419 
0001: wait 0 ms 
01BD: $4775 = current_time_in_ms 
00D6: if 
0038:   $4747 == 1 // integer values 
004D: jump_if_false @COUNT1_16257 
00D6: if 
0038:   $4778 == 0 // integer values 
004D: jump_if_false @COUNT1_16104 
0084: $4776 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_16104
00D6: if 
0038:   $4778 == 1 // integer values 
004D: jump_if_false @COUNT1_16164 
0084: $4777 = $4775 // integer values and handles 
0060: $4777 -= $4776 // integer values 
00D6: if 
0028:   $4777 >= 1000 // integer values 
004D: jump_if_false @COUNT1_16164 
0004: $4778 = 2 // integer values 

:COUNT1_16164
00D6: if 
0038:   $4779 == 0 // integer values 
004D: jump_if_false @COUNT1_16197 
0084: $4781 = $4775 // integer values and handles 
0004: $4778 = 1 // integer values 

:COUNT1_16197
00D6: if 
0038:   $4779 == 1 // integer values 
004D: jump_if_false @COUNT1_16257 
0084: $4780 = $4775 // integer values and handles 
0060: $4780 -= $4781 // integer values 
00D6: if 
0028:   $4780 >= 1000 // integer values 
004D: jump_if_false @COUNT1_16257 
0004: $4779 = 2 // integer values 

:COUNT1_16257
00D6: if 
0029:   17@ >= 4000 // integer values 
004D: jump_if_false @COUNT1_16334 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 
004D: jump_if_false @COUNT1_16334 
00A1: put_actor $PLAYER_ACTOR at -686.85 -1245.43 30.14 

:COUNT1_16334
0050: gosub @COUNT1_6731 
00D6: if 
0038:   $4741 == 1 // integer values 
004D: jump_if_false @COUNT1_16412 
00D6: if 
0038:   $4770 == 0 // integer values 
004D: jump_if_false @COUNT1_16391 
0006: 17@ = 0 // integer values 
0004: $4770 = 1 // integer values 

:COUNT1_16391
0050: gosub @COUNT1_12323 
0050: gosub @COUNT1_13338 
0050: gosub @COUNT1_13472 

:COUNT1_16412
0002: jump @COUNT1_16006 

:COUNT1_16419
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
0004: $4771 = 1 // integer values 
0051: return 

:COUNT1_16457
018E: stop_sound $4742 
01C2: remove_references_to_actor $4696 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4702 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4706 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4710 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4714 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4718 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4722 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4726 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4730 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4734 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4738 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4754 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4756 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4758 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4760 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4762 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4764 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4766 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4768 // Like turning an actor into a random pedestrian 
0004: $4786 = 1 // integer values 
0051: return 

//-------------Mission 35---------------
// Originally: Hit the Courier

:COUNT2
0050: gosub @COUNT2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COUNT2_27 
0050: gosub @COUNT2_18849 

:COUNT2_27
0050: gosub @COUNT2_19383 
004E: end_thread 

:COUNT2_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'COUNT2' 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'COUNT2' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
0004: $4811 = 0 // integer values 
0004: $4812 = 0 // integer values 
0004: $4819 = 0 // integer values 
0004: $4823 = 0 // integer values 
0004: $4824 = 0 // integer values 
0004: $4813 = 0 // integer values 
0004: $4828 = 0 // integer values 
0004: $4835 = 0 // integer values 
0004: $4815 = 0 // integer values 
0004: $4816 = 0 // integer values 
0004: $4817 = 0 // integer values 
0004: $4834 = 0 // integer values 
0004: $4814 = 0 // integer values 
0004: $4818 = 0 // integer values 
0004: $4820 = 0 // integer values 
0004: $4821 = 0 // integer values 
0004: $4822 = 0 // integer values 
0004: $4842 = 0 // integer values 
0004: $4825 = 0 // integer values 
0004: $4826 = 0 // integer values 
0004: $4827 = 0 // integer values 
0004: $4829 = 0 // integer values 
0004: $4830 = 0 // integer values 
0004: $4831 = 0 // integer values 
0004: $4832 = 0 // integer values 
0004: $4833 = 0 // integer values 
0004: $4836 = 0 // integer values 
0004: $4837 = 0 // integer values 
0004: $4838 = 0 // integer values 
0004: $4839 = 0 // integer values 
0004: $4840 = 0 // integer values 
0004: $4841 = 0 // integer values 
0004: $4843 = 0 // integer values 
0004: $4844 = 0 // integer values 
0004: $4845 = 0 // integer values 
0004: $4846 = 0 // integer values 
0004: $4847 = 0 // integer values 
0004: $4848 = 0 // integer values 
0004: $4849 = 0 // integer values 
0004: $4850 = 0 // integer values 
0005: $4853 = 0.0 // floating-point values 
0005: $4854 = 0.0 // floating-point values 
0005: $4855 = 0.0 // floating-point values 
0005: $4856 = 0.0 // floating-point values 
0005: $4857 = 0.0 // floating-point values 
0005: $4858 = 0.0 // floating-point values 
0005: $4859 = 0.0 // floating-point values 
0005: $4860 = 0.0 // floating-point values 
0005: $4861 = 0.0 // floating-point values 
0005: $4886 = 0.0 // floating-point values 
0007: 9@ = 0.0 // floating-point values 
0007: 10@ = 0.0 // floating-point values 
0007: 11@ = 0.0 // floating-point values 
0005: $4872 = 0.0 // floating-point values 
0005: $4873 = 0.0 // floating-point values 
0005: $4874 = 0.0 // floating-point values 
0007: 12@ = 0.0 // floating-point values 
0007: 13@ = 0.0 // floating-point values 
0004: $4851 = 0 // integer values 
0004: $2607 = 0 // integer values 
0004: $2560 = 0 // integer values 
0004: $2561 = 0 // integer values 
0004: $2562 = 0 // integer values 
0004: $2563 = 0 // integer values 
0004: $2565 = 0 // integer values 
0005: $6962 = 0.0 // floating-point values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
023C: load_special_actor 3 'CSBUDDY' 
04BB: select_interiour 18 // select render area 
03CB: set_camera -1071.56 -278.9497 12.3606 
038B: load_requested_models 

:COUNT2_669
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @COUNT2_703 
0001: wait 0 ms 
0002: jump @COUNT2_669 

:COUNT2_703
02E4: load_cutscene_data 'CNT_2' 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKELLY' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
0395: clear_area 1 at -1071.579 -281.4316 range 12.3068 3.0 
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT2_905
00D6: if 
001A:   1444 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_940 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_905 

:COUNT2_940
00BC: text_highpriority 'CNT2_B1' 10000 ms 1  // Alright, the courier's moving the plates from the docks today.

:COUNT2_955
00D6: if 
001A:   3750 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_990 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_955 

:COUNT2_990
00BC: text_highpriority 'CNT2_B2' 10000 ms 1  // I'm gonna go intercept them, grab the plates, lose any heat, and make my way back here.

:COUNT2_1005
00D6: if 
001A:   7974 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_1040 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_1005 

:COUNT2_1040
00BC: text_highpriority 'CNT2_B3' 10000 ms 1  // Now. Depending how well this goes,

:COUNT2_1055
00D6: if 
001A:   9975 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_1090 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_1055 

:COUNT2_1090
00BC: text_highpriority 'CNT2_B4' 10000 ms 1  // we may have five minutes to print the money before the counterfeit syndicate finds us, or we may have all year.

:COUNT2_1105
00D6: if 
001A:   14465 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_1140 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_1105 

:COUNT2_1140
00BC: text_highpriority 'CNT2_B5' 10000 ms 1  // Either way, I want green rolling off the presses five minutes after I get back. Got it?

:COUNT2_1155
00D6: if 
001A:   18722 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_1190 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_1155 

:COUNT2_1190
00BC: text_highpriority 'CNT2_B6' 10000 ms 1  // Don't you worry Tommy. We'll be ready.

:COUNT2_1205
00D6: if 
001A:   22232 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_1240 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_1205 

:COUNT2_1240
00BC: text_highpriority 'CNT2_B7' 10000 ms 1  // Me an'the boys will be around in the neighborhood case you need any heat taken care of.

:COUNT2_1255
00D6: if 
001A:   28537 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_1290 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_1255 

:COUNT2_1290
00BC: text_highpriority 'CNT2_B8' 10000 ms 1  // All right, everybody cool? All right. I'll catch you later...

:COUNT2_1305
00D6: if 
001A:   30268 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @COUNT2_1340 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @COUNT2_1305 

:COUNT2_1340
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:COUNT2_1357
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT2_1381 
0001: wait 0 ms 
0002: jump @COUNT2_1357 

:COUNT2_1381
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @COUNT2_1405 
0001: wait 0 ms 
0002: jump @COUNT2_1381 

:COUNT2_1405
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04BB: select_interiour 0 // select render area 
03CB: set_camera -1059.841 -278.7214 10.4044 
04E3: unknown_player $PLAYER_CHAR 3 60000 
0247: request_model #SENTINEL 
0247: request_model #COLT45 
0247: request_model #BRIEFCASE 
0247: request_model #MAVERICK 
0247: request_model #SNIPER 
0247: request_model #TEC9 
0247: request_model #HFORI 
0247: request_model #HFYBU 
0247: request_model #WFYRI 
0247: request_model #WFORI 
0247: request_model #BFYST 
0247: request_model #WFYBU 
0247: request_model #UZI 
0247: request_model #CHROMEGUN 
038B: load_requested_models 

:COUNT2_1525
00D6: if or
8248:   not model #SENTINEL available 
8248:   not model #COLT45 available 
8248:   not model #HFORI available 
8248:   not model #HFYBU available 
8248:   not model #WFYRI available 
8248:   not model #WFORI available 
004D: jump_if_false @COUNT2_1573 
0001: wait 0 ms 
0002: jump @COUNT2_1525 

:COUNT2_1573
00D6: if or
8248:   not model #BRIEFCASE available 
8248:   not model #MAVERICK available 
8248:   not model #SNIPER available 
8248:   not model #TEC9 available 
8248:   not model #BFYST available 
8248:   not model #WFYBU available 
004D: jump_if_false @COUNT2_1622 
0001: wait 0 ms 
0002: jump @COUNT2_1573 

:COUNT2_1622
00D6: if or
8248:   not model #CHROMEGUN available 
8248:   not model #UZI available 
004D: jump_if_false @COUNT2_1654 
0001: wait 0 ms 
0002: jump @COUNT2_1622 

:COUNT2_1654
00A5: $4791 = create_car #MAVERICK at 408.198 -1726.195 50.0 
0587:  $4791 0 
04BA: set_car $4791 speed_instantly 10.0 
0129: $4799 = create_actor 9 #WFORI in_car $4791 driverseat 
01B2: give_actor $4799 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4799 threat_search 
011A: set_actor $4799 search_threat 1 
011A: set_actor $4799 search_threat 4194304 
0243: set_actor $4799 ped_stats_to 16 
0319: set_actor $4799 running 1 
0245: set_actor $4799 walk_style_to 46 
0588:  $4799 0 
01C8: $4800 = create_actor_pedtype 9 model #HFYBU in_car $4791 passenger_seat 0 
01B2: give_actor $4800 weapon 19 ammo 6 // Load the weapon model before using this 
01ED: clear_actor $4800 threat_search 
011A: set_actor $4800 search_threat 1 
011A: set_actor $4800 search_threat 4194304 
0243: set_actor $4800 ped_stats_to 16 
0319: set_actor $4800 running 1 
0245: set_actor $4800 walk_style_to 46 
0588:  $4800 0 
0187: $4191 = create_marker_above_actor $4800 
0168: set_blip $4191 size 3 
04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 15 
04BA: set_car $4791 speed_instantly 15.0 
0004: $4812 = 1 // integer values 
016A: fade 1 1500 ms 

:COUNT2_1900
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT2_1924 
0001: wait 0 ms 
0002: jump @COUNT2_1900 

:COUNT2_1924
00BC: text_highpriority 'CNT2_01' 30000 ms 1  // ~g~The counterfeit plates ~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now.
018A: $4852 = create_checkpoint_at -683.1377 -1566.971 11.4 
0481:  10.0 
0482:  3.0 
00A5: $4787 = create_car #SENTINEL at -707.2035 -1549.606 11.4769 
0229: set_car $4787 color_to 10 0 
0175: set_car $4787 z_angle_to 66.0 
00AD: set_car $4787 max_speed_to 15.0 
0007: 2@ = 0.0 // floating-point values 
00AE: set_vehicle $4787 traffic_behavior_to 2 
02AA: set_car $4787 immune_to_nonplayer 1 
0466: unknown_car $4787 flag 0 
03ED: set_car $4787 not_damaged_when_upside_down 1 
00A9: set_car $4787 to_normal_driver 
04BD: set_car $4787 is_part_of_convoy 1 
00AF: set_car $4787 driver_behaviour_to 11 
00A5: $4788 = create_car #SENTINEL at -708.85 -1553.722 11.4936 
0229: set_car $4788 color_to 0 0 
0175: set_car $4788 z_angle_to 66.0 
00AD: set_car $4788 max_speed_to 15.0 
0007: 5@ = 0.0 // floating-point values 
00AE: set_vehicle $4788 traffic_behavior_to 2 
02AA: set_car $4788 immune_to_nonplayer 1 
0466: unknown_car $4788 flag 0 
03ED: set_car $4788 not_damaged_when_upside_down 1 
020A: set_car $4788 door_status_to 3 
00A9: set_car $4788 to_normal_driver 
04BD: set_car $4788 is_part_of_convoy 1 
00AF: set_car $4788 driver_behaviour_to 11 
00A5: $4789 = create_car #SENTINEL at -710.5004 -1557.811 11.5109 
0229: set_car $4789 color_to 10 0 
0175: set_car $4789 z_angle_to 66.0 
00AD: set_car $4789 max_speed_to 15.0 
0007: 8@ = 0.0 // floating-point values 
00AE: set_vehicle $4789 traffic_behavior_to 2 
02AA: set_car $4789 immune_to_nonplayer 1 
0466: unknown_car $4789 flag 0 
03ED: set_car $4789 not_damaged_when_upside_down 1 
00A9: set_car $4789 to_normal_driver 
04BD: set_car $4789 is_part_of_convoy 1 
00AF: set_car $4789 driver_behaviour_to 11 
009A: $4793 = create_actor_pedtype 9 model #HFORI at -718.9443 -1530.91 11.2232 
0173: set_actor $4793 z_angle_to 299.6208 
01B2: give_actor $4793 weapon 19 ammo 2 // Load the weapon model before using this 
01ED: clear_actor $4793 threat_search 
011A: set_actor $4793 search_threat 1 
011A: set_actor $4793 search_threat 4194304 
011A: set_actor $4793 search_threat 1048576 
0243: set_actor $4793 ped_stats_to 16 
0319: set_actor $4793 running 1 
0194: set_actor $4793 objective_to_guard_point -718.9443 -1530.91 11.2232 
0245: set_actor $4793 walk_style_to 46 
009A: $4794 = create_actor_pedtype 9 model #HFORI at -716.1127 -1533.785 11.2238 
0173: set_actor $4794 z_angle_to 258.1555 
01B2: give_actor $4794 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4794 threat_search 
011A: set_actor $4794 search_threat 1 
011A: set_actor $4794 search_threat 4194304 
011A: set_actor $4794 search_threat 1048576 
0243: set_actor $4794 ped_stats_to 16 
0319: set_actor $4794 running 1 
0372: set_actor $4794 anim 24 wait_state_time 60000000 ms 
0194: set_actor $4794 objective_to_guard_point -716.1127 -1533.785 11.2238 
0245: set_actor $4794 walk_style_to 46 
009A: $4795 = create_actor_pedtype 9 model #WFORI at -715.5613 -1535.627 11.2565 
0173: set_actor $4795 z_angle_to 16.6536 
01B2: give_actor $4795 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4795 threat_search 
011A: set_actor $4795 search_threat 1 
011A: set_actor $4795 search_threat 4194304 
011A: set_actor $4795 search_threat 1048576 
0243: set_actor $4795 ped_stats_to 16 
0319: set_actor $4795 running 1 
0372: set_actor $4795 anim 19 wait_state_time 60000000 ms 
0194: set_actor $4795 objective_to_guard_point -715.5613 -1535.627 11.2565 
0245: set_actor $4795 walk_style_to 46 
009A: $4796 = create_actor_pedtype 9 model #WFYRI at -710.0019 -1543.779 11.4329 
0173: set_actor $4796 z_angle_to 22.8506 
01B2: give_actor $4796 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4796 threat_search 
011A: set_actor $4796 search_threat 1 
011A: set_actor $4796 search_threat 4194304 
011A: set_actor $4796 search_threat 1048576 
0243: set_actor $4796 ped_stats_to 16 
0319: set_actor $4796 running 1 
0372: set_actor $4796 anim 13 wait_state_time 60000000 ms 
0194: set_actor $4796 objective_to_guard_point -710.0019 -1543.779 11.4329 
0245: set_actor $4796 walk_style_to 46 
009A: $4797 = create_actor_pedtype 9 model #WFORI at -681.0981 -1557.247 11.4438 
0173: set_actor $4797 z_angle_to 334.7375 
01B2: give_actor $4797 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4797 threat_search 
011A: set_actor $4797 search_threat 1 
011A: set_actor $4797 search_threat 4194304 
011A: set_actor $4797 search_threat 1048576 
0243: set_actor $4797 ped_stats_to 16 
0319: set_actor $4797 running 1 
0194: set_actor $4797 objective_to_guard_point -681.0981 -1557.247 11.4438 
0245: set_actor $4797 walk_style_to 46 
009A: $4798 = create_actor_pedtype 9 model #WFYBU at -679.4094 -1559.045 11.4483 
0173: set_actor $4798 z_angle_to 223.2479 
01B2: give_actor $4798 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4798 threat_search 
011A: set_actor $4798 search_threat 1 
011A: set_actor $4798 search_threat 4194304 
011A: set_actor $4798 search_threat 1048576 
0243: set_actor $4798 ped_stats_to 16 
0319: set_actor $4798 running 1 
0194: set_actor $4798 objective_to_guard_point -679.4094 -1559.045 11.4483 
0245: set_actor $4798 walk_style_to 46 
009A: $4802 = create_actor_pedtype 9 model #HFORI at -718.4953 -1560.214 13.858 
0173: set_actor $4802 z_angle_to 14.0515 
01B2: give_actor $4802 weapon 19 ammo 2 // Load the weapon model before using this 
01ED: clear_actor $4802 threat_search 
011A: set_actor $4802 search_threat 1 
011A: set_actor $4802 search_threat 4194304 
011A: set_actor $4802 search_threat 1048576 
0243: set_actor $4802 ped_stats_to 16 
0319: set_actor $4802 running 1 
0194: set_actor $4802 objective_to_guard_point -718.4953 -1560.214 13.858 
0245: set_actor $4802 walk_style_to 46 
009A: $4803 = create_actor_pedtype 9 model #WFYBU at -722.6389 -1557.029 13.8587 
0173: set_actor $4803 z_angle_to 344.0981 
01B2: give_actor $4803 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4803 threat_search 
011A: set_actor $4803 search_threat 1 
011A: set_actor $4803 search_threat 4194304 
011A: set_actor $4803 search_threat 1048576 
0243: set_actor $4803 ped_stats_to 16 
0319: set_actor $4803 running 1 
0194: set_actor $4803 objective_to_guard_point -722.6389 -1557.029 13.8587 
0245: set_actor $4803 walk_style_to 46 
009A: $4804 = create_actor_pedtype 9 model #WFYRI at -721.5871 -1542.477 13.8572 
0173: set_actor $4804 z_angle_to 344.0981 
01B2: give_actor $4804 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4804 threat_search 
011A: set_actor $4804 search_threat 1 
011A: set_actor $4804 search_threat 4194304 
011A: set_actor $4804 search_threat 1048576 
0243: set_actor $4804 ped_stats_to 16 
0319: set_actor $4804 running 1 
0194: set_actor $4804 objective_to_guard_point -721.5871 -1542.477 13.8572 
0245: set_actor $4804 walk_style_to 46 
009A: $4805 = create_actor_pedtype 9 model #WFYRI at -721.0208 -1548.822 11.4844 
0173: set_actor $4805 z_angle_to 263.0088 
01B2: give_actor $4805 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4805 threat_search 
011A: set_actor $4805 search_threat 1 
011A: set_actor $4805 search_threat 4194304 
011A: set_actor $4805 search_threat 1048576 
0243: set_actor $4805 ped_stats_to 16 
0319: set_actor $4805 running 1 
0194: set_actor $4805 objective_to_guard_point -721.0208 -1548.822 11.4844 
0245: set_actor $4805 walk_style_to 46 
009A: $4806 = create_actor_pedtype 9 model #BFYST at -703.3905 -1573.135 15.6165 
0173: set_actor $4806 z_angle_to 312.8055 
01B2: give_actor $4806 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4806 threat_search 
011A: set_actor $4806 search_threat 1 
011A: set_actor $4806 search_threat 4194304 
011A: set_actor $4806 search_threat 1048576 
0243: set_actor $4806 ped_stats_to 16 
0319: set_actor $4806 running 1 
04C6: actor $4806 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
0350: set_actor $4806 maintain_position_when_attacked 1 
0291: set_actor $4806 attack_when_provoked 1 
009A: $4807 = create_actor_pedtype 9 model #BFYST at -671.947 -1553.906 22.7296 
0173: set_actor $4807 z_angle_to 3.9435 
01B2: give_actor $4807 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4807 threat_search 
011A: set_actor $4807 search_threat 1 
011A: set_actor $4807 search_threat 4194304 
011A: set_actor $4807 search_threat 1048576 
0243: set_actor $4807 ped_stats_to 16 
0319: set_actor $4807 running 1 
04C6: actor $4807 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
0350: set_actor $4807 maintain_position_when_attacked 1 
0291: set_actor $4807 attack_when_provoked 1 
009A: $4808 = create_actor_pedtype 9 model #BFYST at -722.8923 -1528.647 15.904 
0173: set_actor $4808 z_angle_to 331.8096 
01B2: give_actor $4808 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4808 threat_search 
011A: set_actor $4808 search_threat 1 
011A: set_actor $4808 search_threat 4194304 
011A: set_actor $4808 search_threat 1048576 
0243: set_actor $4808 ped_stats_to 16 
0319: set_actor $4808 running 1 
04C6: actor $4808 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
0350: set_actor $4808 maintain_position_when_attacked 1 
0291: set_actor $4808 attack_when_provoked 1 
009A: $4809 = create_actor_pedtype 9 model #BFYST at -728.5547 -1554.013 21.8729 
0173: set_actor $4809 z_angle_to 275.5398 
01B2: give_actor $4809 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4809 threat_search 
011A: set_actor $4809 search_threat 1 
011A: set_actor $4809 search_threat 4194304 
011A: set_actor $4809 search_threat 1048576 
0243: set_actor $4809 ped_stats_to 16 
0319: set_actor $4809 running 1 
04C6: actor $4809 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
0350: set_actor $4809 maintain_position_when_attacked 1 
0291: set_actor $4809 attack_when_provoked 1 
009A: $4810 = create_actor_pedtype 9 model #WFYRI at -721.8732 -1500.1 10.3946 
0173: set_actor $4810 z_angle_to 44.3659 
01B2: give_actor $4810 weapon 19 ammo 9999 // Load the weapon model before using this 
0319: set_actor $4810 running 1 
0243: set_actor $4810 ped_stats_to 16 
0006: 16@ = 3000 // integer values 
0006: 17@ = 3000 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @COUNT2_4074 
00A5: $4791 = create_car #MAVERICK at 408.198 -1726.195 84.1376 

:COUNT2_4074
0001: wait 0 ms 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
01BD: $4811 = current_time_in_ms 
0008: $2565 += 1 // integer values 
00D6: if 
0018:   $2565 > 3 // integer values 
004D: jump_if_false @COUNT2_4129 
0004: $2565 = 0 // integer values 

:COUNT2_4129
00D6: if 
0038:   $2565 == 0 // integer values 
004D: jump_if_false @COUNT2_6206 
00D6: if 
0038:   $4843 == 0 // integer values 
004D: jump_if_false @COUNT2_4275 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_4275 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4791 
004D: jump_if_false @COUNT2_4275 
00D6: if 
8118:   not actor $4806 dead 
004D: jump_if_false @COUNT2_4234 
01B2: give_actor $4806 weapon 19 ammo 999 // Load the weapon model before using this 
01D9: actor $4806 destroy_car $4791 

:COUNT2_4234
00D6: if 
8118:   not actor $4807 dead 
004D: jump_if_false @COUNT2_4268 
01B2: give_actor $4807 weapon 19 ammo 999 // Load the weapon model before using this 
01D9: actor $4807 destroy_car $4791 

:COUNT2_4268
0004: $4843 = 1 // integer values 

:COUNT2_4275
00D6: if 
8118:   not actor $4793 dead 
004D: jump_if_false @COUNT2_5919 
00D6: if 
00DF:   actor $4793 driving 
004D: jump_if_false @COUNT2_5583 
01C3: remove_references_to_car $4787 
03C0: $4787 = actor $4793 car 
00AA: store_car $4787 position_to 0@ 1@ $447 
00D6: if 
0038:   $4816 == -1 // integer values 
004D: jump_if_false @COUNT2_4366 
0006: 16@ = 0 // integer values 
0004: $4816 = 0 // integer values 

:COUNT2_4366
00D6: if 
0038:   $4816 == 0 // integer values 
004D: jump_if_false @COUNT2_4716 
00D6: if 
0018:   $4812 > 4 // integer values 
004D: jump_if_false @COUNT2_4716 
00D6: if 
0019:   16@ > 2500 // integer values 
004D: jump_if_false @COUNT2_4716 
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_4543 
00AD: set_car $4787 max_speed_to 100.0 
0007: 2@ = 100.0 // floating-point values 
00AE: set_vehicle $4787 traffic_behavior_to 2 
00AF: set_car $4787 driver_behaviour_to 2 
0084: $4829 = $4811 // integer values and handles 
0004: $4816 = 1 // integer values 
0004: $4820 = 0 // integer values 
00D6: if 
0038:   $4812 == 7 // integer values 
004D: jump_if_false @COUNT2_4536 
0084: $4824 = $4811 // integer values and handles 
0008: $4824 += 250 // integer values 
0004: $4812 = 8 // integer values 

:COUNT2_4536
0002: jump @COUNT2_4716 

:COUNT2_4543
00D6: if 
0018:   $4812 > 6 // integer values 
004D: jump_if_false @COUNT2_4716 
00AD: set_car $4787 max_speed_to 15.0 
0007: 2@ = 15.0 // floating-point values 
00AE: set_vehicle $4787 traffic_behavior_to 2 
00D6: if 
0038:   $4836 == 0 // integer values 
004D: jump_if_false @COUNT2_4633 
00A7: car $4787 drive_to -1133.062 -342.2911 9.8989 
0002: jump @COUNT2_4653 

:COUNT2_4633
02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 

:COUNT2_4653
0004: $4816 = 2 // integer values 
0004: $4820 = 0 // integer values 
0084: $4829 = $4811 // integer values and handles 
00D6: if 
0038:   $4812 == 7 // integer values 
004D: jump_if_false @COUNT2_4716 
0004: $4812 = 8 // integer values 
0084: $4824 = $4811 // integer values and handles 
0008: $4824 += 750 // integer values 

:COUNT2_4716
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 
004D: jump_if_false @COUNT2_4761 
02AA: set_car $4787 immune_to_nonplayer 0 
0002: jump @COUNT2_4768 

:COUNT2_4761
02AA: set_car $4787 immune_to_nonplayer 1 

:COUNT2_4768
00D6: if 
00DC:   player $PLAYER_CHAR driving $4787 
004D: jump_if_false @COUNT2_4795 
01CA: actor $4793 kill_player $PLAYER_CHAR 

:COUNT2_4795
00D6: if 
0038:   $4839 == 0 // integer values 
004D: jump_if_false @COUNT2_4858 
00D6: if 
01AD:   car $4787 sphere 0 near_point -963.9817 322.1035 radius 3.0 3.0 
004D: jump_if_false @COUNT2_4858 
0004: $4839 = 1 // integer values 

:COUNT2_4858
00D6: if 
0038:   $4839 == 0 // integer values 
004D: jump_if_false @COUNT2_5025 
00D6: if 
8043:   not  2@ == 0.0 // floating-point values 
004D: jump_if_false @COUNT2_5025 
0084: $4880 = $4787 // integer values and handles 
0084: $4881 = $4820 // integer values and handles 
0084: $4882 = $4829 // integer values and handles 
0086: $4877 = $4853 // floating-point values only 
0086: $4878 = $4854 // floating-point values only 
0086: $4879 = $4855 // floating-point values only 
0050: gosub @COUNT2_20394 
0084: $4820 = $4881 // integer values and handles 
0084: $4829 = $4882 // integer values and handles 
0086: $4853 = $4877 // floating-point values only 
0086: $4854 = $4878 // floating-point values only 
0086: $4855 = $4879 // floating-point values only 
00D6: if 
0038:   $4820 == -9 // integer values 
004D: jump_if_false @COUNT2_5025 
046B: actor $4793 leave_car $4787 and_flee 
0004: $4820 = 0 // integer values 

:COUNT2_5025
00D6: if 
0018:   $4816 > 0 // integer values 
004D: jump_if_false @COUNT2_5576 
0227: $4825 = car $4787 health 
00D6: if 
0018:   $4814 > 0 // integer values 
004D: jump_if_false @COUNT2_5094 
00D6: if 
0038:   $4816 == 2 // integer values 
004D: jump_if_false @COUNT2_5094 
0004: $4816 = 0 // integer values 

:COUNT2_5094
00D6: if 
001A:   900 > $4825 // integer values 
004D: jump_if_false @COUNT2_5163 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_5163 
00D6: if 
0038:   $4816 == 2 // integer values 
004D: jump_if_false @COUNT2_5163 
0004: $4816 = 0 // integer values 
0004: $4814 = 1 // integer values 

:COUNT2_5163
00D6: if 
001A:   300 > $4825 // integer values 
004D: jump_if_false @COUNT2_5190 
046B: actor $4793 leave_car $4787 and_flee 

:COUNT2_5190
00AA: store_car $4787 position_to 0@ 1@ $447 
0088: $6958 = 0@ // floating-point values only 
000D: $6958 -= -963.9817 // floating-point values 
0088: $6959 = 1@ // floating-point values only 
000D: $6959 -= 322.1035 // floating-point values 
0069: $6958 *= $6958 // floating-point values 
0069: $6959 *= $6959 // floating-point values 
0059: $6958 += $6959 // floating-point values 
01FB: 9@ = square_root $6958 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_5466 
00D6: if 
0038:   $4836 == 0 // integer values 
004D: jump_if_false @COUNT2_5373 
00D6: if 
01AD:   car $4787 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
004D: jump_if_false @COUNT2_5373 
02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 
0004: $4836 = 1 // integer values 

:COUNT2_5373
0088: $4865 = 10@ // floating-point values only 
0067: $4865 -= 9@ // floating-point values 
00D6: if 
0020:   $4865 > 20.0 // floating-point values 
004D: jump_if_false @COUNT2_5446 
00AD: set_car $4787 max_speed_to 0.0 
0477: set_car $4787 action 1 time 100 
0007: 2@ = 0.0 // floating-point values 
0002: jump @COUNT2_5466 

:COUNT2_5446
00AD: set_car $4787 max_speed_to 15.0 
0007: 2@ = 15.0 // floating-point values 

:COUNT2_5466
00D6: if 
0038:   $4816 == 1 // integer values 
004D: jump_if_false @COUNT2_5569 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COUNT2_5569 
0084: $4867 = $4787 // integer values and handles 
0004: $4868 = -1 // integer values 
0050: gosub @COUNT2_19492 
0089: 2@ = $6962 // floating-point values only 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 
004D: jump_if_false @COUNT2_5569 
01CA: actor $4793 kill_player $PLAYER_CHAR 

:COUNT2_5569
0050: gosub @COUNT2_21092 

:COUNT2_5576
0002: jump @COUNT2_5912 

:COUNT2_5583
0004: $4816 = -1 // integer values 
00D6: if 
0018:   $4812 > 4 // integer values 
004D: jump_if_false @COUNT2_5912 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4793 radius 40.0 40.0 
004D: jump_if_false @COUNT2_5814 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COUNT2_5670 
01CA: actor $4793 kill_player $PLAYER_CHAR 
0002: jump @COUNT2_5807 

:COUNT2_5670
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4793 radius 25.0 25.0 
004D: jump_if_false @COUNT2_5716 
01CA: actor $4793 kill_player $PLAYER_CHAR 
0002: jump @COUNT2_5807 

:COUNT2_5716
0084: $4869 = $4793 // integer values and handles 
00D6: if 
8119:   not car $4787 wrecked 
004D: jump_if_false @COUNT2_5800 
00D6: if 
0202:   actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 
004D: jump_if_false @COUNT2_5786 
01D5: actor $4793 go_to_and_drive_car $4787 
0002: jump @COUNT2_5793 

:COUNT2_5786
0050: gosub @COUNT2_19759 

:COUNT2_5793
0002: jump @COUNT2_5807 

:COUNT2_5800
0050: gosub @COUNT2_19759 

:COUNT2_5807
0002: jump @COUNT2_5905 

:COUNT2_5814
0084: $4869 = $4793 // integer values and handles 
00D6: if 
8119:   not car $4787 wrecked 
004D: jump_if_false @COUNT2_5898 
00D6: if 
0202:   actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 
004D: jump_if_false @COUNT2_5884 
01D5: actor $4793 go_to_and_drive_car $4787 
0002: jump @COUNT2_5891 

:COUNT2_5884
0050: gosub @COUNT2_19759 

:COUNT2_5891
0002: jump @COUNT2_5905 

:COUNT2_5898
0050: gosub @COUNT2_19759 

:COUNT2_5905
0050: gosub @COUNT2_21092 

:COUNT2_5912
0002: jump @COUNT2_6206 

:COUNT2_5919
01C2: remove_references_to_actor $4793 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4794 dead 
004D: jump_if_false @COUNT2_6064 
0084: $4793 = $4794 // integer values and handles 
0004: $4794 = -1 // integer values 
00D6: if 
8118:   not actor $4795 dead 
004D: jump_if_false @COUNT2_6006 
01DE: tie_actor $4795 to_actor $4793 
00D6: if 
831F:   not unknown_actor $4795 hit_by_actor $4793 
004D: jump_if_false @COUNT2_6006 
01CC: actor $4795 kill_player $PLAYER_CHAR 

:COUNT2_6006
00D6: if 
8118:   not actor $4796 dead 
004D: jump_if_false @COUNT2_6057 
01DE: tie_actor $4796 to_actor $4793 
00D6: if 
831F:   not unknown_actor $4796 hit_by_actor $4793 
004D: jump_if_false @COUNT2_6057 
01CC: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_6057
0002: jump @COUNT2_6206 

:COUNT2_6064
01C2: remove_references_to_actor $4794 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4795 dead 
004D: jump_if_false @COUNT2_6158 
0084: $4793 = $4795 // integer values and handles 
0004: $4795 = -1 // integer values 
00D6: if 
8118:   not actor $4796 dead 
004D: jump_if_false @COUNT2_6151 
01DE: tie_actor $4796 to_actor $4793 
00D6: if 
831F:   not unknown_actor $4796 hit_by_actor $4793 
004D: jump_if_false @COUNT2_6151 
01CC: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_6151
0002: jump @COUNT2_6206 

:COUNT2_6158
01C2: remove_references_to_actor $4795 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4796 dead 
004D: jump_if_false @COUNT2_6201 
0084: $4793 = $4796 // integer values and handles 
0004: $4796 = -1 // integer values 
0002: jump @COUNT2_6206 

:COUNT2_6201
01C2: remove_references_to_actor $4796 // Like turning an actor into a random pedestrian 

:COUNT2_6206
00D6: if 
0038:   $2565 == 1 // integer values 
004D: jump_if_false @COUNT2_10234 
00D6: if 
0018:   $4812 > 4 // integer values 
004D: jump_if_false @COUNT2_6858 
00D6: if 
8118:   not actor $4793 dead 
004D: jump_if_false @COUNT2_6525 
00D6: if 
0038:   $4832 == 0 // integer values 
004D: jump_if_false @COUNT2_6434 
00D6: if 
8119:   not car $4787 wrecked 
004D: jump_if_false @COUNT2_6402 
00D6: if 
8118:   not actor $4794 dead 
004D: jump_if_false @COUNT2_6316 
01DE: tie_actor $4794 to_actor $4793 

:COUNT2_6316
00D6: if 
8118:   not actor $4795 dead 
004D: jump_if_false @COUNT2_6340 
01DE: tie_actor $4795 to_actor $4793 

:COUNT2_6340
00D6: if 
8118:   not actor $4796 dead 
004D: jump_if_false @COUNT2_6364 
01DE: tie_actor $4796 to_actor $4793 

:COUNT2_6364
00D6: if 
80DF:   not actor $4793 driving 
004D: jump_if_false @COUNT2_6395 
01D5: actor $4793 go_to_and_drive_car $4787 
0004: $4832 = 1 // integer values 

:COUNT2_6395
0002: jump @COUNT2_6427 

:COUNT2_6402
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_6427 
0004: $4814 = 1 // integer values 

:COUNT2_6427
0002: jump @COUNT2_6518 

:COUNT2_6434
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_6518 
00D6: if 
00DF:   actor $4793 driving 
004D: jump_if_false @COUNT2_6475 
0004: $4832 = 2 // integer values 

:COUNT2_6475
00D6: if 
0038:   $4832 == 1 // integer values 
004D: jump_if_false @COUNT2_6518 
011C: actor $4793 clear_objective 
009F: set_actor $4793 idle 
01CA: actor $4793 kill_player $PLAYER_CHAR 
0004: $4832 = 2 // integer values 

:COUNT2_6518
0002: jump @COUNT2_6550 

:COUNT2_6525
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_6550 
0004: $4814 = 1 // integer values 

:COUNT2_6550
00D6: if 
8118:   not actor $4802 dead 
004D: jump_if_false @COUNT2_6833 
00D6: if 
0038:   $4833 == 0 // integer values 
004D: jump_if_false @COUNT2_6742 
00D6: if 
8119:   not car $4789 wrecked 
004D: jump_if_false @COUNT2_6710 
00D6: if 
8118:   not actor $4803 dead 
004D: jump_if_false @COUNT2_6624 
01DE: tie_actor $4803 to_actor $4802 

:COUNT2_6624
00D6: if 
8118:   not actor $4804 dead 
004D: jump_if_false @COUNT2_6648 
01DE: tie_actor $4804 to_actor $4802 

:COUNT2_6648
00D6: if 
8118:   not actor $4805 dead 
004D: jump_if_false @COUNT2_6672 
01DE: tie_actor $4805 to_actor $4802 

:COUNT2_6672
00D6: if 
80DF:   not actor $4802 driving 
004D: jump_if_false @COUNT2_6703 
01D5: actor $4802 go_to_and_drive_car $4789 
0004: $4833 = 1 // integer values 

:COUNT2_6703
0002: jump @COUNT2_6735 

:COUNT2_6710
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_6735 
0004: $4814 = 1 // integer values 

:COUNT2_6735
0002: jump @COUNT2_6826 

:COUNT2_6742
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_6826 
00D6: if 
00DF:   actor $4802 driving 
004D: jump_if_false @COUNT2_6783 
0004: $4833 = 2 // integer values 

:COUNT2_6783
00D6: if 
0038:   $4833 == 1 // integer values 
004D: jump_if_false @COUNT2_6826 
011C: actor $4802 clear_objective 
009F: set_actor $4802 idle 
01CA: actor $4802 kill_player $PLAYER_CHAR 
0004: $4833 = 2 // integer values 

:COUNT2_6826
0002: jump @COUNT2_6858 

:COUNT2_6833
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_6858 
0004: $4814 = 1 // integer values 

:COUNT2_6858
00D6: if 
8118:   not actor $4810 dead 
004D: jump_if_false @COUNT2_7221 
00D6: if 
00E4:   player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 
004D: jump_if_false @COUNT2_6993 
00D6: if 
0038:   $4851 == 0 // integer values 
004D: jump_if_false @COUNT2_6986 
00D6: if 
0038:   $2563 == 0 // integer values 
004D: jump_if_false @COUNT2_6971 
0004: $2563 = 1 // integer values 
0084: $2588 = $4811 // integer values and handles 
0008: $2588 += 6000 // integer values 

:COUNT2_6971
01D2: actor $4810 follow_player $PLAYER_CHAR 
0004: $4851 = 1 // integer values 

:COUNT2_6986
0002: jump @COUNT2_7103 

:COUNT2_6993
00D6: if or
00E4:   player $PLAYER_CHAR 0 -706.433 -1512.958 radius 15.0 15.0 
00E4:   player $PLAYER_CHAR 0 -723.606 -1515.598 radius 15.0 15.0 
004D: jump_if_false @COUNT2_7073 
01CA: actor $4810 kill_player $PLAYER_CHAR 
0002: jump @COUNT2_7103 

:COUNT2_7073
00D6: if 
0038:   $4851 == 1 // integer values 
004D: jump_if_false @COUNT2_7103 
011C: actor $4810 clear_objective 
0004: $4851 = 0 // integer values 

:COUNT2_7103
00D6: if 
00E5:   player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 
004D: jump_if_false @COUNT2_7214 
00D6: if 
8038:   not  $4851 == 2 // integer values 
004D: jump_if_false @COUNT2_7214 
01ED: clear_actor $4810 threat_search 
011A: set_actor $4810 search_threat 1 
011A: set_actor $4810 search_threat 4194304 
011A: set_actor $4810 search_threat 1048576 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $4810 destroy_car $4790 
0004: $4851 = 2 // integer values 

:COUNT2_7214
0002: jump @COUNT2_7251 

:COUNT2_7221
01C2: remove_references_to_actor $4810 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7251 
0004: $4814 = 1 // integer values 

:COUNT2_7251
00D6: if 
0118:   actor $4793 dead 
004D: jump_if_false @COUNT2_7304 
01C2: remove_references_to_actor $4793 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7297 
0004: $4814 = 1 // integer values 

:COUNT2_7297
0002: jump @COUNT2_7337 

:COUNT2_7304
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7337 
01CA: actor $4793 kill_player $PLAYER_CHAR 

:COUNT2_7337
00D6: if 
0118:   actor $4794 dead 
004D: jump_if_false @COUNT2_7390 
01C2: remove_references_to_actor $4794 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7383 
0004: $4814 = 1 // integer values 

:COUNT2_7383
0002: jump @COUNT2_7423 

:COUNT2_7390
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7423 
01CA: actor $4794 kill_player $PLAYER_CHAR 

:COUNT2_7423
00D6: if 
0118:   actor $4795 dead 
004D: jump_if_false @COUNT2_7476 
01C2: remove_references_to_actor $4795 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7469 
0004: $4814 = 1 // integer values 

:COUNT2_7469
0002: jump @COUNT2_7509 

:COUNT2_7476
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7509 
01CA: actor $4795 kill_player $PLAYER_CHAR 

:COUNT2_7509
00D6: if 
0118:   actor $4796 dead 
004D: jump_if_false @COUNT2_7562 
01C2: remove_references_to_actor $4796 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7555 
0004: $4814 = 1 // integer values 

:COUNT2_7555
0002: jump @COUNT2_7595 

:COUNT2_7562
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7595 
01CA: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_7595
00D6: if 
0118:   actor $4797 dead 
004D: jump_if_false @COUNT2_7648 
01C2: remove_references_to_actor $4797 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7641 
0004: $4814 = 1 // integer values 

:COUNT2_7641
0002: jump @COUNT2_7681 

:COUNT2_7648
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7681 
01CA: actor $4797 kill_player $PLAYER_CHAR 

:COUNT2_7681
00D6: if 
0118:   actor $4798 dead 
004D: jump_if_false @COUNT2_7734 
01C2: remove_references_to_actor $4798 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7727 
0004: $4814 = 1 // integer values 

:COUNT2_7727
0002: jump @COUNT2_7767 

:COUNT2_7734
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7767 
01CA: actor $4798 kill_player $PLAYER_CHAR 

:COUNT2_7767
00D6: if 
0118:   actor $4802 dead 
004D: jump_if_false @COUNT2_7820 
01C2: remove_references_to_actor $4802 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7813 
0004: $4814 = 1 // integer values 

:COUNT2_7813
0002: jump @COUNT2_7853 

:COUNT2_7820
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7853 
01CA: actor $4802 kill_player $PLAYER_CHAR 

:COUNT2_7853
00D6: if 
0118:   actor $4803 dead 
004D: jump_if_false @COUNT2_7906 
01C2: remove_references_to_actor $4803 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7899 
0004: $4814 = 1 // integer values 

:COUNT2_7899
0002: jump @COUNT2_7939 

:COUNT2_7906
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_7939 
01CA: actor $4803 kill_player $PLAYER_CHAR 

:COUNT2_7939
00D6: if 
0118:   actor $4804 dead 
004D: jump_if_false @COUNT2_7992 
01C2: remove_references_to_actor $4804 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_7985 
0004: $4814 = 1 // integer values 

:COUNT2_7985
0002: jump @COUNT2_8025 

:COUNT2_7992
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_8025 
01CA: actor $4804 kill_player $PLAYER_CHAR 

:COUNT2_8025
00D6: if 
0118:   actor $4805 dead 
004D: jump_if_false @COUNT2_8078 
01C2: remove_references_to_actor $4805 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_8071 
0004: $4814 = 1 // integer values 

:COUNT2_8071
0002: jump @COUNT2_8111 

:COUNT2_8078
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_8111 
01CA: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_8111
00D6: if 
0118:   actor $4806 dead 
004D: jump_if_false @COUNT2_8164 
01C2: remove_references_to_actor $4806 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_8157 
0004: $4814 = 1 // integer values 

:COUNT2_8157
0002: jump @COUNT2_8197 

:COUNT2_8164
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_8197 
01CA: actor $4806 kill_player $PLAYER_CHAR 

:COUNT2_8197
00D6: if 
0118:   actor $4807 dead 
004D: jump_if_false @COUNT2_8250 
01C2: remove_references_to_actor $4807 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_8243 
0004: $4814 = 1 // integer values 

:COUNT2_8243
0002: jump @COUNT2_8283 

:COUNT2_8250
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_8283 
01CA: actor $4807 kill_player $PLAYER_CHAR 

:COUNT2_8283
00D6: if 
0118:   actor $4808 dead 
004D: jump_if_false @COUNT2_8336 
01C2: remove_references_to_actor $4808 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_8329 
0004: $4814 = 1 // integer values 

:COUNT2_8329
0002: jump @COUNT2_8369 

:COUNT2_8336
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_8369 
01CA: actor $4808 kill_player $PLAYER_CHAR 

:COUNT2_8369
00D6: if 
0118:   actor $4809 dead 
004D: jump_if_false @COUNT2_8422 
01C2: remove_references_to_actor $4809 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_8415 
0004: $4814 = 1 // integer values 

:COUNT2_8415
0002: jump @COUNT2_8455 

:COUNT2_8422
00D6: if and
0038:   $4814 == 1 // integer values 
001A:   7 > $4812 // integer values 
004D: jump_if_false @COUNT2_8455 
01CA: actor $4809 kill_player $PLAYER_CHAR 

:COUNT2_8455
00D6: if 
8118:   not actor $4800 dead 
004D: jump_if_false @COUNT2_9980 
00D6: if 
00DF:   actor $4800 driving 
004D: jump_if_false @COUNT2_8531 
00D6: if 
050D:   unknown_actor $4800 dead 
004D: jump_if_false @COUNT2_8517 
0004: $4823 = 0 // integer values 
0002: jump @COUNT2_8524 

:COUNT2_8517
0004: $4823 = 1 // integer values 

:COUNT2_8524
0002: jump @COUNT2_8564 

:COUNT2_8531
0004: $4823 = 0 // integer values 
00D6: if 
001C:   $4828 > $4811 // integer values 
004D: jump_if_false @COUNT2_8564 
0050: gosub @COUNT2_20994 

:COUNT2_8564
00D6: if 
0038:   $4812 == 1 // integer values 
004D: jump_if_false @COUNT2_8675 
00D6: if 
0100:   actor $4800 near_point_in_car -649.6716 -1590.727 40.0 radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @COUNT2_8675 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_8668 
04A2: heli $4791 fly_to -664.9825 -1579.252 25.0 speed 15 

:COUNT2_8668
0004: $4812 = 2 // integer values 

:COUNT2_8675
00D6: if 
0038:   $4812 == 2 // integer values 
004D: jump_if_false @COUNT2_8786 
00D6: if 
0100:   actor $4800 near_point_in_car -664.9825 -1579.252 25.0 radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @COUNT2_8786 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_8779 
04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 10 

:COUNT2_8779
0004: $4812 = 3 // integer values 

:COUNT2_8786
00D6: if 
0038:   $4812 == 3 // integer values 
004D: jump_if_false @COUNT2_8897 
00D6: if 
0100:   actor $4800 near_point_in_car -679.126 -1569.792 17.7605 radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @COUNT2_8897 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_8890 
04A2: heli $4791 fly_to -683.1377 -1566.971 11.4 speed 5 

:COUNT2_8890
0004: $4812 = 4 // integer values 

:COUNT2_8897
00D6: if 
0038:   $4812 == 4 // integer values 
004D: jump_if_false @COUNT2_9192 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_9192 
00D6: if 
00FE:   actor $4800 0 -683.1377 -1566.971 11.4 radius 3.0 3.0 3.0 
004D: jump_if_false @COUNT2_9192 
00D6: if 
81F3:   not car $4791 airborne 
004D: jump_if_false @COUNT2_9192 
00D6: if 
8119:   not car $4788 wrecked 
004D: jump_if_false @COUNT2_9122 
03E2: actor $4800 exit_car 
00D6: if 
8118:   not actor $4797 dead 
004D: jump_if_false @COUNT2_9040 
01DE: tie_actor $4797 to_actor $4800 

:COUNT2_9040
00D6: if 
8118:   not actor $4798 dead 
004D: jump_if_false @COUNT2_9064 
01DE: tie_actor $4798 to_actor $4800 

:COUNT2_9064
00D6: if 
8118:   not actor $4799 dead 
004D: jump_if_false @COUNT2_9088 
01DE: tie_actor $4799 to_actor $4800 

:COUNT2_9088
0004: $4812 = 5 // integer values 
00BC: text_highpriority 'CNT2_08' 5000 ms 1  // ~g~The ~r~courier~g~ with the plates has arrived at the docks.
0164: disable_marker $4852 
0002: jump @COUNT2_9192 

:COUNT2_9122
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_9160 
04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 60 

:COUNT2_9160
0004: $4812 = -1 // integer values 
00D6: if 
8038:   not  $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_9192 
0004: $4814 = 1 // integer values 

:COUNT2_9192
00D6: if 
0038:   $4812 == 5 // integer values 
004D: jump_if_false @COUNT2_9336 
00D6: if 
80DF:   not actor $4800 driving 
004D: jump_if_false @COUNT2_9336 
00D6: if 
8119:   not car $4788 wrecked 
004D: jump_if_false @COUNT2_9264 
01D5: actor $4800 go_to_and_drive_car $4788 
0004: $4812 = 6 // integer values 
0002: jump @COUNT2_9336 

:COUNT2_9264
00D6: if 
0038:   $2562 == 0 // integer values 
004D: jump_if_false @COUNT2_9305 
0004: $2562 = 1 // integer values 
0084: $2587 = $4811 // integer values and handles 
0008: $2587 += 6000 // integer values 

:COUNT2_9305
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_9336 
01D5: actor $4800 go_to_and_drive_car $4791 
0004: $4812 = -1 // integer values 

:COUNT2_9336
00D6: if 
0038:   $4812 == 6 // integer values 
004D: jump_if_false @COUNT2_9377 
00D6: if 
00DF:   actor $4800 driving 
004D: jump_if_false @COUNT2_9377 
0004: $4812 = 7 // integer values 

:COUNT2_9377
00D6: if 
0038:   $4812 == -1 // integer values 
004D: jump_if_false @COUNT2_9459 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_9459 
00D6: if 
00DB:   actor $4800 in_car $4791 
004D: jump_if_false @COUNT2_9459 
04A2: heli $4791 fly_to -664.9825 -1579.252 31.0306 speed 60 
0004: $4812 = -2 // integer values 

:COUNT2_9459
00D6: if 
0038:   $4812 == -2 // integer values 
004D: jump_if_false @COUNT2_9585 
00D6: if 
0100:   actor $4800 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @COUNT2_9585 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_9585 
04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 60 
00BC: text_highpriority 'CNT2_02' 5000 ms 1  // ~r~The plates courier has fled in the helicopter.
0002: jump @COUNT2_18849 

:COUNT2_9585
00D6: if 
0038:   $4819 == 1 // integer values 
004D: jump_if_false @COUNT2_9700 
01E0: clear_leader $4800 
00D6: if 
8118:   not actor $4797 dead 
004D: jump_if_false @COUNT2_9629 
01E0: clear_leader $4797 

:COUNT2_9629
00D6: if 
8118:   not actor $4798 dead 
004D: jump_if_false @COUNT2_9650 
01E0: clear_leader $4798 

:COUNT2_9650
00D6: if 
8118:   not actor $4799 dead 
004D: jump_if_false @COUNT2_9671 
01E0: clear_leader $4799 

:COUNT2_9671
0239: actor $4800 run_to -973.956 317.3278 
0411: set_actor $4800 use_pednode_seek 0 
0004: $4819 = 2 // integer values 

:COUNT2_9700
00D6: if 
0038:   $4819 == 2 // integer values 
004D: jump_if_false @COUNT2_9785 
00D6: if 
00ED:   actor $4800 0 -973.956 317.3278 radius 1.5 1.5 
004D: jump_if_false @COUNT2_9785 
0239: actor $4800 run_to -974.5215 266.5887 
0411: set_actor $4800 use_pednode_seek 0 
0004: $4819 = 3 // integer values 

:COUNT2_9785
00D6: if 
0038:   $4819 == 3 // integer values 
004D: jump_if_false @COUNT2_9870 
00D6: if 
00ED:   actor $4800 0 -974.5215 266.5887 radius 1.5 1.5 
004D: jump_if_false @COUNT2_9870 
0239: actor $4800 run_to -987.1808 266.6001 
0411: set_actor $4800 use_pednode_seek 0 
0004: $4819 = 4 // integer values 

:COUNT2_9870
00D6: if 
0038:   $4819 == 4 // integer values 
004D: jump_if_false @COUNT2_9973 
00D6: if 
00F0:   actor $4800 stopped 0 -987.1808 266.6001 radius 1.5 1.5 
004D: jump_if_false @COUNT2_9973 
0194: set_actor $4800 objective_to_guard_point -987.1808 266.6001 7.7758 
01B2: give_actor $4800 weapon 19 ammo 9999 // Load the weapon model before using this 
0173: set_actor $4800 z_angle_to 270.0 
0004: $4819 = 5 // integer values 

:COUNT2_9973
0002: jump @COUNT2_10234 

:COUNT2_9980
00D6: if 
0038:   $4823 == 1 // integer values 
004D: jump_if_false @COUNT2_10027 
00BC: text_highpriority 'CNT2_04' 5000 ms 1  // ~r~You destroyed the plates in the explosion!
0002: jump @COUNT2_18849 
0002: jump @COUNT2_10234 

:COUNT2_10027
00D6: if 
84AD:   not actor $4800 in_water 
004D: jump_if_false @COUNT2_10212 
00D6: if 
8038:   not  $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_10068 
0004: $4814 = 1 // integer values 

:COUNT2_10068
00D6: if 
0038:   $4834 == 0 // integer values 
004D: jump_if_false @COUNT2_10205 
0164: disable_marker $4191 
00D6: if 
056D:   actor $4800 defined 
004D: jump_if_false @COUNT2_10128 
04A5: get_dead_actor_pickup_coords $4800 store_to $445 $446 $447 
0002: jump @COUNT2_10150 

:COUNT2_10128
00BC: text_highpriority 'CNT2_04' 5000 ms 1  // ~r~You destroyed the plates in the explosion!
0002: jump @COUNT2_18849 

:COUNT2_10150
0213: $4792 = create_pickup #BRIEFCASE type 3 at $445 $446 $447 
03DC: $4191 = create_marker_above_pickup $4792 
00BC: text_highpriority 'CNT2_06' 5000 ms 1  // ~g~The courier has died and dropped the plates, get to them before anyone else.
0004: $4823 = 2 // integer values 
0004: $4834 = 1 // integer values 

:COUNT2_10205
0002: jump @COUNT2_10234 

:COUNT2_10212
00BC: text_highpriority 'CNT2_11' 5000 ms 1  // ~r~The plates are at the bottom of the sea!
0002: jump @COUNT2_18849 

:COUNT2_10234
00D6: if 
0038:   $4823 == 2 // integer values 
004D: jump_if_false @COUNT2_11060 
00D6: if 
8214:   not pickup $4792 picked_up 
004D: jump_if_false @COUNT2_11053 
00D6: if 
0038:   $2561 == 0 // integer values 
004D: jump_if_false @COUNT2_10309 
0004: $2561 = 1 // integer values 
0084: $2586 = $4811 // integer values and handles 
0008: $2586 += 6000 // integer values 

:COUNT2_10309
00D6: if 
8118:   not actor $4797 dead 
004D: jump_if_false @COUNT2_10557 
01E0: clear_leader $4797 
011C: actor $4797 clear_objective 
0239: actor $4797 run_to $445 $446 
0411: set_actor $4797 use_pednode_seek 0 
00D6: if 
00ED:   actor $4797 0 $445 $446 radius 1.0 1.0 
004D: jump_if_false @COUNT2_10550 
0164: disable_marker $4191 
0215: destroy_pickup $4792 
00BC: text_highpriority 'CNT2_07' 5000 ms 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
0004: $4834 = 0 // integer values 
0084: $4800 = $4797 // integer values and handles 
0004: $4797 = -1 // integer values 
0004: $4823 = 0 // integer values 
0004: $4818 = 1 // integer values 
0004: $4819 = 0 // integer values 
0187: $4191 = create_marker_above_actor $4800 
00D6: if 
8119:   not car $4788 wrecked 
004D: jump_if_false @COUNT2_10535 
00D6: if 
0185:   car $4788 health >= 400 
004D: jump_if_false @COUNT2_10513 
01D5: actor $4800 go_to_and_drive_car $4788 
0002: jump @COUNT2_10528 

:COUNT2_10513
0084: $4869 = $4800 // integer values and handles 
0050: gosub @COUNT2_19759 

:COUNT2_10528
0002: jump @COUNT2_10550 

:COUNT2_10535
0084: $4869 = $4800 // integer values and handles 
0050: gosub @COUNT2_19759 

:COUNT2_10550
0002: jump @COUNT2_11046 

:COUNT2_10557
00D6: if 
8118:   not actor $4798 dead 
004D: jump_if_false @COUNT2_10805 
01E0: clear_leader $4798 
011C: actor $4798 clear_objective 
0239: actor $4798 run_to $445 $446 
0411: set_actor $4798 use_pednode_seek 0 
00D6: if 
00ED:   actor $4798 0 $445 $446 radius 1.0 1.0 
004D: jump_if_false @COUNT2_10798 
0164: disable_marker $4191 
0215: destroy_pickup $4792 
00BC: text_highpriority 'CNT2_07' 5000 ms 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
0004: $4834 = 0 // integer values 
0084: $4800 = $4798 // integer values and handles 
0004: $4798 = -1 // integer values 
0004: $4823 = 0 // integer values 
0004: $4818 = 1 // integer values 
0004: $4819 = 0 // integer values 
0187: $4191 = create_marker_above_actor $4800 
00D6: if 
8119:   not car $4788 wrecked 
004D: jump_if_false @COUNT2_10783 
00D6: if 
0185:   car $4788 health >= 400 
004D: jump_if_false @COUNT2_10761 
01D5: actor $4800 go_to_and_drive_car $4788 
0002: jump @COUNT2_10776 

:COUNT2_10761
0084: $4869 = $4800 // integer values and handles 
0050: gosub @COUNT2_19759 

:COUNT2_10776
0002: jump @COUNT2_10798 

:COUNT2_10783
0084: $4869 = $4800 // integer values and handles 
0050: gosub @COUNT2_19759 

:COUNT2_10798
0002: jump @COUNT2_11046 

:COUNT2_10805
00D6: if 
8118:   not actor $4799 dead 
004D: jump_if_false @COUNT2_11046 
01E0: clear_leader $4799 
011C: actor $4799 clear_objective 
0239: actor $4799 run_to $445 $446 
0411: set_actor $4799 use_pednode_seek 0 
00D6: if 
00ED:   actor $4799 0 $445 $446 radius 1.0 1.0 
004D: jump_if_false @COUNT2_11046 
0164: disable_marker $4191 
0215: destroy_pickup $4792 
00BC: text_highpriority 'CNT2_07' 5000 ms 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
0004: $4834 = 0 // integer values 
0084: $4800 = $4799 // integer values and handles 
0004: $4799 = -1 // integer values 
0004: $4823 = 0 // integer values 
0004: $4818 = 1 // integer values 
0004: $4819 = 0 // integer values 
0187: $4191 = create_marker_above_actor $4800 
00D6: if 
8119:   not car $4788 wrecked 
004D: jump_if_false @COUNT2_11031 
00D6: if 
0185:   car $4788 health >= 400 
004D: jump_if_false @COUNT2_11009 
01D5: actor $4800 go_to_and_drive_car $4788 
0002: jump @COUNT2_11024 

:COUNT2_11009
0084: $4869 = $4800 // integer values and handles 
0050: gosub @COUNT2_19759 

:COUNT2_11024
0002: jump @COUNT2_11046 

:COUNT2_11031
0084: $4869 = $4800 // integer values and handles 
0050: gosub @COUNT2_19759 

:COUNT2_11046
0002: jump @COUNT2_11060 

:COUNT2_11053
0004: $4823 = 3 // integer values 

:COUNT2_11060
00D6: if and
0038:   $4818 == 1 // integer values 
0038:   $4823 == 1 // integer values 
004D: jump_if_false @COUNT2_11235 
00D6: if 
8118:   not actor $4800 dead 
004D: jump_if_false @COUNT2_11235 
01C3: remove_references_to_car $4788 
0004: $4788 = -1 // integer values 
00D9: $4788 = actor $4800 car // add to mission cleanup 
00AD: set_car $4788 max_speed_to 15.0 
0007: 5@ = 15.0 // floating-point values 
00AE: set_vehicle $4788 traffic_behavior_to 2 
00D6: if 
0038:   $4837 == 0 // integer values 
004D: jump_if_false @COUNT2_11193 
00A7: car $4788 drive_to -1133.062 -342.2911 9.8989 
0002: jump @COUNT2_11213 

:COUNT2_11193
02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 

:COUNT2_11213
0004: $4821 = 0 // integer values 
0084: $4830 = $4811 // integer values and handles 
0004: $4818 = 0 // integer values 

:COUNT2_11235
00D6: if 
0038:   $4823 == 3 // integer values 
004D: jump_if_false @COUNT2_11313 
0164: disable_marker $4191 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'CNT2_05' 5000 ms 1  // ~g~You have the counterfeit plates. Take them to the print works.
018A: $4191 = create_checkpoint_at $474 $475 $476 
0004: $4823 = 4 // integer values 

:COUNT2_11313
00D6: if 
0038:   $4823 == 4 // integer values 
004D: jump_if_false @COUNT2_11380 
00D6: if 
00F5:   player $PLAYER_CHAR 1 $474 $475 $476 radius 1.5 2.0 2.0 
004D: jump_if_false @COUNT2_11380 
0002: jump @COUNT2_18866 

:COUNT2_11380
00D6: if 
0018:   $4812 > 6 // integer values 
004D: jump_if_false @COUNT2_11626 
00D6: if 
8118:   not actor $4806 dead 
004D: jump_if_false @COUNT2_11626 
00D6: if 
8119:   not car $4791 wrecked 
004D: jump_if_false @COUNT2_11626 
00D6: if 
0038:   $4842 == 0 // integer values 
004D: jump_if_false @COUNT2_11530 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $4791 
004D: jump_if_false @COUNT2_11530 
00D6: if 
01AF:   car $4791 0 -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0 
004D: jump_if_false @COUNT2_11530 
01D5: actor $4806 go_to_and_drive_car $4791 
0004: $4842 = 1 // integer values 

:COUNT2_11530
00D6: if 
0038:   $4842 == 1 // integer values 
004D: jump_if_false @COUNT2_11626 
00D6: if 
00DB:   actor $4806 in_car $4791 
004D: jump_if_false @COUNT2_11626 
04A2: heli $4791 fly_to 408.198 -1726.195 84.1376 speed 50 
01C3: remove_references_to_car $4791 
01C2: remove_references_to_actor $4806 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4807 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4808 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4809 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $4810 // Like turning an actor into a random pedestrian 
0004: $4842 = 2 // integer values 

:COUNT2_11626
00D6: if 
0038:   $2565 == 2 // integer values 
004D: jump_if_false @COUNT2_14221 
00D6: if 
8119:   not car $4788 wrecked 
004D: jump_if_false @COUNT2_14199 
00AA: store_car $4788 position_to 3@ 4@ $447 
00D6: if 
0038:   $4835 == 1 // integer values 
004D: jump_if_false @COUNT2_12130 
00D6: if 
0038:   $4815 == 1 // integer values 
004D: jump_if_false @COUNT2_11717 
0004: $4815 = 2 // integer values 

:COUNT2_11717
00D6: if 
0038:   $4815 == 0 // integer values 
004D: jump_if_false @COUNT2_11955 
00D6: if 
001C:   $4811 > $4844 // integer values 
004D: jump_if_false @COUNT2_11955 
00D6: if 
8118:   not actor $4799 dead 
004D: jump_if_false @COUNT2_11797 
00D6: if 
00DB:   actor $4799 in_car $4788 
004D: jump_if_false @COUNT2_11797 
0084: $4801 = $4799 // integer values and handles 

:COUNT2_11797
00D6: if 
8118:   not actor $4798 dead 
004D: jump_if_false @COUNT2_11840 
00D6: if 
00DB:   actor $4798 in_car $4788 
004D: jump_if_false @COUNT2_11840 
0084: $4801 = $4798 // integer values and handles 

:COUNT2_11840
00D6: if 
8118:   not actor $4797 dead 
004D: jump_if_false @COUNT2_11883 
00D6: if 
00DB:   actor $4797 in_car $4788 
004D: jump_if_false @COUNT2_11883 
0084: $4801 = $4797 // integer values and handles 

:COUNT2_11883
00D6: if 
8118:   not actor $4801 dead 
004D: jump_if_false @COUNT2_11955 
00D6: if 
00DB:   actor $4801 in_car $4788 
004D: jump_if_false @COUNT2_11955 
00AA: store_car $4788 position_to $445 $446 $447 
0362: put_actor $4801 at $445 $446 -10.0 and_remove_from_car 
0004: $4815 = 1 // integer values 

:COUNT2_11955
00D6: if 
0038:   $4815 == 3 // integer values 
004D: jump_if_false @COUNT2_12050 
00D6: if 
8118:   not actor $4801 dead 
004D: jump_if_false @COUNT2_12043 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COUNT2_12028 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $4801 destroy_car $4790 
0002: jump @COUNT2_12036 

:COUNT2_12028
01CA: actor $4801 kill_player $PLAYER_CHAR 

:COUNT2_12036
0002: jump @COUNT2_12050 

:COUNT2_12043
0004: $4835 = 0 // integer values 

:COUNT2_12050
00D6: if 
0038:   $4815 == 2 // integer values 
004D: jump_if_false @COUNT2_12123 
00D6: if 
8118:   not actor $4801 dead 
004D: jump_if_false @COUNT2_12123 
0464: put_actor $4801 into_turret_on_car $4788 at_car_offset 0.0 -0.3 0.8 position 2 angle 360.0 with_weapon 22 
0004: $4815 = 3 // integer values 

:COUNT2_12123
0002: jump @COUNT2_12448 

:COUNT2_12130
00D6: if 
0018:   $4815 > 0 // integer values 
004D: jump_if_false @COUNT2_12448 
00D6: if 
8118:   not actor $4801 dead 
004D: jump_if_false @COUNT2_12436 
0465: remove_actor $4801 from_turret_mode 
0004: $4813 = 0 // integer values 

:COUNT2_12176
00D6: if 
8431:   not car $4788 car_passenger_seat_free $4813 
004D: jump_if_false @COUNT2_12209 
0008: $4813 += 1 // integer values 
0002: jump @COUNT2_12176 

:COUNT2_12209
00D6: if 
003A:   $4801 == $4797 // integer values and handles 
004D: jump_if_false @COUNT2_12256 
009B: destroy_actor_instantly $4797 
01C8: $4797 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 
0084: $4801 = $4797 // integer values and handles 

:COUNT2_12256
00D6: if 
003A:   $4801 == $4798 // integer values and handles 
004D: jump_if_false @COUNT2_12303 
009B: destroy_actor_instantly $4798 
01C8: $4798 = create_actor_pedtype 9 model #WFYBU in_car $4788 passenger_seat $4813 
0084: $4801 = $4798 // integer values and handles 

:COUNT2_12303
00D6: if 
003A:   $4801 == $4799 // integer values and handles 
004D: jump_if_false @COUNT2_12350 
009B: destroy_actor_instantly $4799 
01C8: $4799 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 
0084: $4801 = $4799 // integer values and handles 

:COUNT2_12350
01B2: give_actor $4801 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4801 threat_search 
011A: set_actor $4801 search_threat 1 
011A: set_actor $4801 search_threat 4194304 
011A: set_actor $4801 search_threat 1048576 
0243: set_actor $4801 ped_stats_to 16 
0319: set_actor $4801 running 1 
0084: $4844 = $4811 // integer values and handles 
0008: $4844 += 500 // integer values 
0004: $4815 = 0 // integer values 
0002: jump @COUNT2_12448 

:COUNT2_12436
0465: remove_actor $4801 from_turret_mode 
0004: $4815 = 0 // integer values 

:COUNT2_12448
00D6: if 
8118:   not actor $4800 dead 
004D: jump_if_false @COUNT2_12508 
00D6: if 
00DB:   actor $4800 in_car $4788 
004D: jump_if_false @COUNT2_12508 
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_12508 
0004: $4812 = 8 // integer values 

:COUNT2_12508
00D6: if 
0038:   $4812 == 8 // integer values 
004D: jump_if_false @COUNT2_12687 
00D6: if or
001C:   $4811 > $4824 // integer values 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_12687 
00AD: set_car $4788 max_speed_to 15.0 
0007: 5@ = 15.0 // floating-point values 
00AE: set_vehicle $4788 traffic_behavior_to 2 
00D6: if 
0038:   $4837 == 0 // integer values 
004D: jump_if_false @COUNT2_12629 
00A7: car $4788 drive_to -1133.062 -342.2911 9.8989 
01C2: remove_references_to_actor $4810 // Like turning an actor into a random pedestrian 
0002: jump @COUNT2_12649 

:COUNT2_12629
02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 

:COUNT2_12649
0004: $4821 = 0 // integer values 
0084: $4830 = $4811 // integer values and handles 
0084: $4824 = $4811 // integer values and handles 
0008: $4824 += 750 // integer values 
0004: $4812 = 9 // integer values 

:COUNT2_12687
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4788 radius 15.0 15.0 0 
004D: jump_if_false @COUNT2_12732 
02AA: set_car $4788 immune_to_nonplayer 0 
0002: jump @COUNT2_12739 

:COUNT2_12732
02AA: set_car $4788 immune_to_nonplayer 1 

:COUNT2_12739
00D6: if 
0038:   $4837 == 0 // integer values 
004D: jump_if_false @COUNT2_12822 
00D6: if 
01AD:   car $4788 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
004D: jump_if_false @COUNT2_12822 
02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 
0004: $4837 = 1 // integer values 

:COUNT2_12822
00D6: if 
0018:   $4812 > 8 // integer values 
004D: jump_if_false @COUNT2_13136 
00D6: if 
0038:   $4840 == 0 // integer values 
004D: jump_if_false @COUNT2_12903 
00D6: if 
01AD:   car $4788 sphere 0 near_point -971.6564 322.1157 radius 3.0 3.0 
004D: jump_if_false @COUNT2_12903 
0004: $4840 = 1 // integer values 

:COUNT2_12903
00D6: if 
0038:   $4840 == 0 // integer values 
004D: jump_if_false @COUNT2_13111 
00D6: if 
8043:   not  5@ == 0.0 // floating-point values 
004D: jump_if_false @COUNT2_13104 
0084: $4880 = $4788 // integer values and handles 
0084: $4881 = $4821 // integer values and handles 
0084: $4882 = $4830 // integer values and handles 
0086: $4877 = $4856 // floating-point values only 
0086: $4878 = $4857 // floating-point values only 
0086: $4879 = $4858 // floating-point values only 
0050: gosub @COUNT2_20394 
0084: $4821 = $4881 // integer values and handles 
0084: $4830 = $4882 // integer values and handles 
0086: $4856 = $4877 // floating-point values only 
0086: $4857 = $4878 // floating-point values only 
0086: $4858 = $4879 // floating-point values only 
00D6: if 
0018:   $4814 > 0 // integer values 
004D: jump_if_false @COUNT2_13104 
00D6: if 
0038:   $4821 == -9 // integer values 
004D: jump_if_false @COUNT2_13104 
00D6: if 
8118:   not actor $4800 dead 
004D: jump_if_false @COUNT2_13097 
046B: actor $4800 leave_car $4788 and_flee 

:COUNT2_13097
0004: $4821 = 0 // integer values 

:COUNT2_13104
0002: jump @COUNT2_13136 

:COUNT2_13111
00D6: if 
0038:   $4819 == 0 // integer values 
004D: jump_if_false @COUNT2_13136 
0004: $4819 = 1 // integer values 

:COUNT2_13136
0227: $4826 = car $4788 health 
00D6: if 
001A:   990 > $4826 // integer values 
004D: jump_if_false @COUNT2_13188 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_13188 
0004: $4814 = 1 // integer values 

:COUNT2_13188
00D6: if 
0018:   $4812 > 8 // integer values 
004D: jump_if_false @COUNT2_14185 
00D6: if 
001A:   300 > $4826 // integer values 
004D: jump_if_false @COUNT2_13301 
00AD: set_car $4788 max_speed_to 0.0 
0477: set_car $4788 action 1 time 100 
0007: 5@ = 0.0 // floating-point values 
00D6: if 
8118:   not actor $4800 dead 
004D: jump_if_false @COUNT2_13278 
046B: actor $4800 leave_car $4788 and_flee 

:COUNT2_13278
0084: $4828 = $4811 // integer values and handles 
0008: $4828 += 5000 // integer values 
0004: $4814 = 1 // integer values 

:COUNT2_13301
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_13779 
00D6: if 
8119:   not car $4787 wrecked 
004D: jump_if_false @COUNT2_13666 
0084: $4867 = $4788 // integer values and handles 
0084: $4868 = $4787 // integer values and handles 
0050: gosub @COUNT2_19492 
0089: 5@ = $6962 // floating-point values only 
00AA: store_car $4788 position_to 3@ 4@ $447 
0088: $6958 = 3@ // floating-point values only 
000D: $6958 -= -963.9817 // floating-point values 
0088: $6959 = 4@ // floating-point values only 
000D: $6959 -= 322.1035 // floating-point values 
0069: $6958 *= $6958 // floating-point values 
0069: $6959 *= $6959 // floating-point values 
0059: $6958 += $6959 // floating-point values 
01FB: 10@ = square_root $6958 
02F8: get_vehicle $4788 Z_angle_sine_to $6976 
02F9: get_vehicle $4788 Z_angle_cosine_to $6977 
00D6: if 
8119:   not car $4787 wrecked 
004D: jump_if_false @COUNT2_13494 
00AA: store_car $4787 position_to 0@ 1@ $447 

:COUNT2_13494
00AA: store_car $4788 position_to 3@ 4@ $447 
0088: $6958 = 3@ // floating-point values only 
0067: $6958 -= 0@ // floating-point values 
0069: $6976 *= $6958 // floating-point values 
0088: $6959 = 4@ // floating-point values only 
0067: $6959 -= 1@ // floating-point values 
0069: $6977 *= $6959 // floating-point values 
0086: $4864 = $6976 // floating-point values only 
0059: $4864 += $6977 // floating-point values 
0088: $6979 = 1@ // floating-point values only 
000D: $6979 -= 20.0 // floating-point values 
00D6: if 
0020:   $4864 > 0.0 // floating-point values 
004D: jump_if_false @COUNT2_13659 
00D6: if 
0027:   4@ > $6979 // floating-point values only 
004D: jump_if_false @COUNT2_13659 
00AD: set_car $4788 max_speed_to 0.0 
0477: set_car $4788 action 1 time 100 
0007: 5@ = 0.0 // floating-point values 

:COUNT2_13659
0002: jump @COUNT2_13686 

:COUNT2_13666
00AD: set_car $4788 max_speed_to 15.0 
0007: 5@ = 15.0 // floating-point values 

:COUNT2_13686
0088: $4866 = 11@ // floating-point values only 
0067: $4866 -= 10@ // floating-point values 
00D6: if 
0020:   $4866 > 20.0 // floating-point values 
004D: jump_if_false @COUNT2_13759 
00AD: set_car $4788 max_speed_to 0.0 
0477: set_car $4788 action 1 time 100 
0007: 5@ = 0.0 // floating-point values 
0002: jump @COUNT2_13779 

:COUNT2_13759
00AD: set_car $4788 max_speed_to 15.0 
0007: 5@ = 15.0 // floating-point values 

:COUNT2_13779
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_14171 
0086: $4862 = $95 // floating-point values only 
0067: $4862 -= 3@ // floating-point values 
0086: $4863 = $96 // floating-point values only 
0067: $4863 -= 4@ // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
0007: 5@ = 1000.0 // floating-point values 
0077: 5@ /= $4864 // floating-point values 
00D6: if 
0021:   5@ > 50.0 // floating-point values 
004D: jump_if_false @COUNT2_13918 
0007: 5@ = 50.0 // floating-point values 

:COUNT2_13918
00D6: if 
0023:   20.0 > 5@ // floating-point values 
004D: jump_if_false @COUNT2_13949 
0007: 5@ = 20.0 // floating-point values 

:COUNT2_13949
00AD: set_car $4788 max_speed_to 5@ 
00D6: if 
01FE:   player $PLAYER_CHAR near_car_in_car $4788 radius 20.0 20.0 0 
004D: jump_if_false @COUNT2_14157 
00D6: if 
020D:   car $4788 flipped 
004D: jump_if_false @COUNT2_14143 
00D6: if 
81C1:   not car $4788 stopped 
004D: jump_if_false @COUNT2_14129 
00D6: if 
0021:   5@ > 15.0 // floating-point values 
004D: jump_if_false @COUNT2_14115 
00D6: if and
031E:   vehicle $4788 hit_by_weapon 39 
8185:   not car $4788 health >= $4845 
004D: jump_if_false @COUNT2_14081 
0004: $4835 = 0 // integer values 
0002: jump @COUNT2_14088 

:COUNT2_14081
0004: $4835 = 1 // integer values 

:COUNT2_14088
0468: set_vehicle $4788 clear_last_weapon_damage 
0227: $4845 = car $4788 health 
000C: $4845 -= 25 // integer values 
0002: jump @COUNT2_14122 

:COUNT2_14115
0004: $4835 = 0 // integer values 

:COUNT2_14122
0002: jump @COUNT2_14136 

:COUNT2_14129
0004: $4835 = 0 // integer values 

:COUNT2_14136
0002: jump @COUNT2_14150 

:COUNT2_14143
0004: $4835 = 0 // integer values 

:COUNT2_14150
0002: jump @COUNT2_14164 

:COUNT2_14157
0004: $4835 = 0 // integer values 

:COUNT2_14164
0002: jump @COUNT2_14178 

:COUNT2_14171
0004: $4835 = 0 // integer values 

:COUNT2_14178
0002: jump @COUNT2_14192 

:COUNT2_14185
0004: $4835 = 0 // integer values 

:COUNT2_14192
0002: jump @COUNT2_14221 

:COUNT2_14199
0465: remove_actor $4797 from_turret_mode 
0465: remove_actor $4798 from_turret_mode 
0465: remove_actor $4799 from_turret_mode 
0004: $4835 = 0 // integer values 

:COUNT2_14221
00D6: if 
0038:   $2565 == 3 // integer values 
004D: jump_if_false @COUNT2_18006 
00D6: if 
8118:   not actor $4802 dead 
004D: jump_if_false @COUNT2_16029 
00D6: if 
00DF:   actor $4802 driving 
004D: jump_if_false @COUNT2_15693 
01C3: remove_references_to_car $4789 
03C0: $4789 = actor $4802 car 
00AA: store_car $4789 position_to 6@ 7@ $447 
00D6: if 
0038:   $4817 == -1 // integer values 
004D: jump_if_false @COUNT2_14330 
0006: 17@ = 0 // integer values 
0004: $4817 = 0 // integer values 

:COUNT2_14330
00D6: if 
0038:   $4812 == 9 // integer values 
004D: jump_if_false @COUNT2_14481 
00D6: if 
001C:   $4811 > $4824 // integer values 
004D: jump_if_false @COUNT2_14481 
00AD: set_car $4789 max_speed_to 15.0 
0007: 8@ = 15.0 // floating-point values 
00AE: set_vehicle $4789 traffic_behavior_to 2 
00D6: if 
0038:   $4838 == 0 // integer values 
004D: jump_if_false @COUNT2_14439 
00A7: car $4789 drive_to -1133.062 -342.2911 9.8989 
0002: jump @COUNT2_14459 

:COUNT2_14439
02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 

:COUNT2_14459
0004: $4822 = 0 // integer values 
0084: $4831 = $4811 // integer values and handles 
0004: $4812 = 10 // integer values 

:COUNT2_14481
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 
004D: jump_if_false @COUNT2_14526 
02AA: set_car $4789 immune_to_nonplayer 0 
0002: jump @COUNT2_14533 

:COUNT2_14526
02AA: set_car $4789 immune_to_nonplayer 1 

:COUNT2_14533
00D6: if 
0038:   $4817 == 0 // integer values 
004D: jump_if_false @COUNT2_14786 
00D6: if or
0018:   $4812 > 4 // integer values 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_14786 
00D6: if 
0019:   17@ > 2500 // integer values 
004D: jump_if_false @COUNT2_14786 
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_14669 
00AD: set_car $4789 max_speed_to 100.0 
0007: 8@ = 100.0 // floating-point values 
00AE: set_vehicle $4789 traffic_behavior_to 2 
00AF: set_car $4789 driver_behaviour_to 2 
0084: $4831 = $4811 // integer values and handles 
0004: $4817 = 1 // integer values 
0002: jump @COUNT2_14786 

:COUNT2_14669
00D6: if 
0018:   $4812 > 9 // integer values 
004D: jump_if_false @COUNT2_14786 
00AD: set_car $4789 max_speed_to 15.0 
0007: 8@ = 15.0 // floating-point values 
00AE: set_vehicle $4789 traffic_behavior_to 2 
00D6: if 
0038:   $4838 == 0 // integer values 
004D: jump_if_false @COUNT2_14759 
00A7: car $4789 drive_to -1133.062 -342.2911 9.8989 
0002: jump @COUNT2_14779 

:COUNT2_14759
02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 

:COUNT2_14779
0004: $4817 = 2 // integer values 

:COUNT2_14786
00D6: if 
0018:   $4817 > 0 // integer values 
004D: jump_if_false @COUNT2_15686 
00D6: if 
00DC:   player $PLAYER_CHAR driving $4789 
004D: jump_if_false @COUNT2_14831 
01CA: actor $4802 kill_player $PLAYER_CHAR 

:COUNT2_14831
00D6: if 
0018:   $4812 > 9 // integer values 
004D: jump_if_false @COUNT2_15211 
00D6: if 
0038:   $4841 == 0 // integer values 
004D: jump_if_false @COUNT2_14912 
00D6: if 
01AD:   car $4789 sphere 0 near_point -984.1348 322.0096 radius 3.0 3.0 
004D: jump_if_false @COUNT2_14912 
0004: $4841 = 1 // integer values 

:COUNT2_14912
00D6: if 
0038:   $4841 == 0 // integer values 
004D: jump_if_false @COUNT2_15079 
00D6: if 
8043:   not  8@ == 0.0 // floating-point values 
004D: jump_if_false @COUNT2_15079 
0084: $4880 = $4789 // integer values and handles 
0084: $4881 = $4822 // integer values and handles 
0084: $4882 = $4831 // integer values and handles 
0086: $4877 = $4859 // floating-point values only 
0086: $4878 = $4860 // floating-point values only 
0086: $4879 = $4861 // floating-point values only 
0050: gosub @COUNT2_20394 
0084: $4822 = $4881 // integer values and handles 
0084: $4831 = $4882 // integer values and handles 
0086: $4859 = $4877 // floating-point values only 
0086: $4860 = $4878 // floating-point values only 
0086: $4861 = $4879 // floating-point values only 
00D6: if 
0038:   $4822 == -9 // integer values 
004D: jump_if_false @COUNT2_15079 
046B: actor $4802 leave_car $4789 and_flee 
0004: $4822 = 0 // integer values 

:COUNT2_15079
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_15211 
00D6: if 
0038:   $4838 == 0 // integer values 
004D: jump_if_false @COUNT2_15180 
00D6: if 
01AD:   car $4789 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
004D: jump_if_false @COUNT2_15180 
02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 
0004: $4838 = 1 // integer values 

:COUNT2_15180
0084: $4867 = $4789 // integer values and handles 
0084: $4868 = $4788 // integer values and handles 
0050: gosub @COUNT2_19492 
0089: 8@ = $6962 // floating-point values only 

:COUNT2_15211
0227: $4827 = car $4789 health 
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_15269 
00D6: if 
0038:   $4817 == 2 // integer values 
004D: jump_if_false @COUNT2_15262 
0004: $4817 = 0 // integer values 

:COUNT2_15262
0002: jump @COUNT2_15480 

:COUNT2_15269
02F8: get_vehicle $4789 Z_angle_sine_to $6976 
02F9: get_vehicle $4789 Z_angle_cosine_to $6977 
00D6: if 
8119:   not car $4788 wrecked 
004D: jump_if_false @COUNT2_15315 
00AA: store_car $4788 position_to 3@ 4@ $447 

:COUNT2_15315
00AA: store_car $4789 position_to 6@ 7@ $447 
0088: $6958 = 6@ // floating-point values only 
0067: $6958 -= 3@ // floating-point values 
0069: $6976 *= $6958 // floating-point values 
0088: $6959 = 7@ // floating-point values only 
0067: $6959 -= 4@ // floating-point values 
0069: $6977 *= $6959 // floating-point values 
0086: $4864 = $6976 // floating-point values only 
0059: $4864 += $6977 // floating-point values 
0088: $6979 = 4@ // floating-point values only 
000D: $6979 -= 20.0 // floating-point values 
00D6: if 
0020:   $4864 > 0.0 // floating-point values 
004D: jump_if_false @COUNT2_15480 
00D6: if 
0027:   7@ > $6979 // floating-point values only 
004D: jump_if_false @COUNT2_15480 
00AD: set_car $4789 max_speed_to 0.0 
0477: set_car $4789 action 1 time 100 
0007: 8@ = 0.0 // floating-point values 

:COUNT2_15480
00D6: if 
001A:   900 > $4827 // integer values 
004D: jump_if_false @COUNT2_15549 
00D6: if 
0038:   $4814 == 0 // integer values 
004D: jump_if_false @COUNT2_15549 
00D6: if 
0038:   $4817 == 2 // integer values 
004D: jump_if_false @COUNT2_15549 
0004: $4817 = 0 // integer values 
0004: $4814 = 1 // integer values 

:COUNT2_15549
00D6: if 
001A:   300 > $4827 // integer values 
004D: jump_if_false @COUNT2_15576 
046B: actor $4802 leave_car $4789 and_flee 

:COUNT2_15576
00D6: if 
0038:   $4817 == 1 // integer values 
004D: jump_if_false @COUNT2_15679 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COUNT2_15679 
0084: $4867 = $4789 // integer values and handles 
0004: $4868 = -1 // integer values 
0050: gosub @COUNT2_19492 
0089: 8@ = $6962 // floating-point values only 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 
004D: jump_if_false @COUNT2_15679 
01CA: actor $4802 kill_player $PLAYER_CHAR 

:COUNT2_15679
0050: gosub @COUNT2_21413 

:COUNT2_15686
0002: jump @COUNT2_16022 

:COUNT2_15693
0004: $4817 = -1 // integer values 
00D6: if 
0018:   $4812 > 4 // integer values 
004D: jump_if_false @COUNT2_16022 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4802 radius 40.0 40.0 
004D: jump_if_false @COUNT2_15924 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COUNT2_15780 
01CA: actor $4802 kill_player $PLAYER_CHAR 
0002: jump @COUNT2_15917 

:COUNT2_15780
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4802 radius 25.0 25.0 
004D: jump_if_false @COUNT2_15826 
01CA: actor $4802 kill_player $PLAYER_CHAR 
0002: jump @COUNT2_15917 

:COUNT2_15826
0084: $4869 = $4802 // integer values and handles 
00D6: if 
8119:   not car $4789 wrecked 
004D: jump_if_false @COUNT2_15910 
00D6: if 
0202:   actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 
004D: jump_if_false @COUNT2_15896 
01D5: actor $4802 go_to_and_drive_car $4789 
0002: jump @COUNT2_15903 

:COUNT2_15896
0050: gosub @COUNT2_19759 

:COUNT2_15903
0002: jump @COUNT2_15917 

:COUNT2_15910
0050: gosub @COUNT2_19759 

:COUNT2_15917
0002: jump @COUNT2_16015 

:COUNT2_15924
0084: $4869 = $4802 // integer values and handles 
00D6: if 
8119:   not car $4789 wrecked 
004D: jump_if_false @COUNT2_16008 
00D6: if 
0202:   actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 
004D: jump_if_false @COUNT2_15994 
01D5: actor $4802 go_to_and_drive_car $4789 
0002: jump @COUNT2_16001 

:COUNT2_15994
0050: gosub @COUNT2_19759 

:COUNT2_16001
0002: jump @COUNT2_16015 

:COUNT2_16008
0050: gosub @COUNT2_19759 

:COUNT2_16015
0050: gosub @COUNT2_21413 

:COUNT2_16022
0002: jump @COUNT2_16316 

:COUNT2_16029
01C2: remove_references_to_actor $4802 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4803 dead 
004D: jump_if_false @COUNT2_16174 
0084: $4802 = $4803 // integer values and handles 
0004: $4803 = -1 // integer values 
00D6: if 
8118:   not actor $4804 dead 
004D: jump_if_false @COUNT2_16116 
01DE: tie_actor $4804 to_actor $4802 
00D6: if 
831F:   not unknown_actor $4804 hit_by_actor $4802 
004D: jump_if_false @COUNT2_16116 
01CC: actor $4804 kill_player $PLAYER_CHAR 

:COUNT2_16116
00D6: if 
8118:   not actor $4805 dead 
004D: jump_if_false @COUNT2_16167 
01DE: tie_actor $4805 to_actor $4802 
00D6: if 
831F:   not unknown_actor $4805 hit_by_actor $4802 
004D: jump_if_false @COUNT2_16167 
01CC: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_16167
0002: jump @COUNT2_16316 

:COUNT2_16174
01C2: remove_references_to_actor $4803 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4804 dead 
004D: jump_if_false @COUNT2_16268 
0084: $4802 = $4804 // integer values and handles 
0004: $4804 = -1 // integer values 
00D6: if 
8118:   not actor $4805 dead 
004D: jump_if_false @COUNT2_16261 
01DE: tie_actor $4805 to_actor $4802 
00D6: if 
831F:   not unknown_actor $4805 hit_by_actor $4802 
004D: jump_if_false @COUNT2_16261 
01CC: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_16261
0002: jump @COUNT2_16316 

:COUNT2_16268
01C2: remove_references_to_actor $4804 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $4805 dead 
004D: jump_if_false @COUNT2_16311 
0084: $4802 = $4805 // integer values and handles 
0004: $4805 = -1 // integer values 
0002: jump @COUNT2_16316 

:COUNT2_16311
01C2: remove_references_to_actor $4805 // Like turning an actor into a random pedestrian 

:COUNT2_16316
00D6: if 
0038:   $4837 == 1 // integer values 
004D: jump_if_false @COUNT2_16727 
00D6: if 
0038:   $4850 == 0 // integer values 
004D: jump_if_false @COUNT2_16727 
01C2: remove_references_to_actor $4806 // Like turning an actor into a random pedestrian 
009A: $4806 = create_actor_pedtype 9 model #BFYST at -987.1808 266.6001 7.7758 
01B2: give_actor $4806 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4806 threat_search 
011A: set_actor $4806 search_threat 1 
011A: set_actor $4806 search_threat 4194304 
011A: set_actor $4806 search_threat 1048576 
0243: set_actor $4806 ped_stats_to 16 
0319: set_actor $4806 running 1 
0245: set_actor $4806 walk_style_to 46 
01C2: remove_references_to_actor $4807 // Like turning an actor into a random pedestrian 
009A: $4807 = create_actor_pedtype 9 model #BFYST at -985.7646 266.4785 7.7755 
01B2: give_actor $4807 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4807 threat_search 
011A: set_actor $4807 search_threat 1 
011A: set_actor $4807 search_threat 4194304 
011A: set_actor $4807 search_threat 1048576 
0243: set_actor $4807 ped_stats_to 16 
0319: set_actor $4807 running 1 
0245: set_actor $4807 walk_style_to 46 
01C2: remove_references_to_actor $4808 // Like turning an actor into a random pedestrian 
009A: $4808 = create_actor_pedtype 9 model #BFYST at -984.2117 266.6248 7.7751 
01B2: give_actor $4808 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4808 threat_search 
011A: set_actor $4808 search_threat 1 
011A: set_actor $4808 search_threat 4194304 
011A: set_actor $4808 search_threat 1048576 
0243: set_actor $4808 ped_stats_to 16 
0319: set_actor $4808 running 1 
0245: set_actor $4808 walk_style_to 46 
01C2: remove_references_to_actor $4809 // Like turning an actor into a random pedestrian 
009A: $4809 = create_actor_pedtype 9 model #BFYST at -982.5906 266.5252 7.7803 
01B2: give_actor $4809 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4809 threat_search 
011A: set_actor $4809 search_threat 1 
011A: set_actor $4809 search_threat 4194304 
011A: set_actor $4809 search_threat 1048576 
0243: set_actor $4809 ped_stats_to 16 
0319: set_actor $4809 running 1 
0245: set_actor $4809 walk_style_to 46 
0004: $4850 = 1 // integer values 

:COUNT2_16727
00D6: if 
0038:   $4850 == 1 // integer values 
004D: jump_if_false @COUNT2_16912 
000B: 12@ += 3.0 // floating-point values 
00D6: if 
0021:   12@ > 90.0 // floating-point values 
004D: jump_if_false @COUNT2_16786 
0007: 12@ = 90.0 // floating-point values 

:COUNT2_16786
0177: set_object $1812 z_angle_to 12@ 
000F: 13@ -= 3.0 // floating-point values 
00D6: if 
0023:   0.0 > 13@ // floating-point values 
004D: jump_if_false @COUNT2_16835 
000B: 13@ += 360.0 // floating-point values 

:COUNT2_16835
00D6: if 
0023:   270.0 > 13@ // floating-point values 
004D: jump_if_false @COUNT2_16866 
0007: 13@ = 270.0 // floating-point values 

:COUNT2_16866
0177: set_object $1813 z_angle_to 13@ 
00D6: if and
0043:   12@ == 90.0 // floating-point values 
0043:   13@ == 270.0 // floating-point values 
004D: jump_if_false @COUNT2_16912 
0004: $4850 = 2 // integer values 

:COUNT2_16912
00D6: if 
0038:   $4850 == 2 // integer values 
004D: jump_if_false @COUNT2_18006 
00D6: if 
8118:   not actor $4800 dead 
004D: jump_if_false @COUNT2_17198 
00D6: if 
00A4:   actor $4800 0 -991.591 261.036 7.775 -983.0 271.96 11.506 
004D: jump_if_false @COUNT2_17198 
00D6: if 
8057:   not player $PLAYER_CHAR 0 -991.591 261.036 7.775 -981.068 271.96 11.506 
004D: jump_if_false @COUNT2_17198 
000F: 12@ -= 3.0 // floating-point values 
00D6: if 
0023:   0.0 > 12@ // floating-point values 
004D: jump_if_false @COUNT2_17083 
0007: 12@ = 0.0 // floating-point values 

:COUNT2_17083
0177: set_object $1812 z_angle_to 12@ 
000B: 13@ += 3.0 // floating-point values 
00D6: if 
0021:   13@ > 360.0 // floating-point values 
004D: jump_if_false @COUNT2_17132 
0007: 13@ = 0.0 // floating-point values 

:COUNT2_17132
0177: set_object $1813 z_angle_to 13@ 
00D6: if and
0043:   12@ == 0.0 // floating-point values 
0043:   13@ == 0.0 // floating-point values 
004D: jump_if_false @COUNT2_17198 
00BC: text_highpriority 'CNT2_03' 5000 ms 1  // ~r~The courier has arrived at his destination safely, you're too late!
009B: destroy_actor_instantly $4800 
0002: jump @COUNT2_18849 

:COUNT2_17198
00D6: if 
8118:   not actor $4806 dead 
004D: jump_if_false @COUNT2_17400 
00D6: if 
0038:   $4846 == 0 // integer values 
004D: jump_if_false @COUNT2_17292 
0211: actor $4806 walk_to -973.5972 266.4069 
00D6: if 
00ED:   actor $4806 0 -973.5972 266.4069 radius 1.0 1.0 
004D: jump_if_false @COUNT2_17292 
0004: $4846 = 1 // integer values 

:COUNT2_17292
00D6: if 
0038:   $4846 == 1 // integer values 
004D: jump_if_false @COUNT2_17400 
0211: actor $4806 walk_to -974.2487 262.6737 
00D6: if 
00F0:   actor $4806 stopped 0 -974.2487 262.6737 radius 1.0 1.0 
004D: jump_if_false @COUNT2_17400 
0194: set_actor $4806 objective_to_guard_point -974.2487 262.6737 10.2265 
0173: set_actor $4806 z_angle_to 321.3187 
0004: $4846 = 2 // integer values 

:COUNT2_17400
00D6: if 
8118:   not actor $4807 dead 
004D: jump_if_false @COUNT2_17602 
00D6: if 
0038:   $4847 == 0 // integer values 
004D: jump_if_false @COUNT2_17494 
0211: actor $4807 walk_to -973.5972 266.4069 
00D6: if 
00ED:   actor $4807 0 -973.5972 266.4069 radius 1.0 1.0 
004D: jump_if_false @COUNT2_17494 
0004: $4847 = 1 // integer values 

:COUNT2_17494
00D6: if 
0038:   $4847 == 1 // integer values 
004D: jump_if_false @COUNT2_17602 
0211: actor $4807 walk_to -969.084 282.6923 
00D6: if 
00F0:   actor $4807 stopped 0 -969.084 282.6923 radius 1.0 1.0 
004D: jump_if_false @COUNT2_17602 
0194: set_actor $4807 objective_to_guard_point -969.084 282.6923 10.2265 
0173: set_actor $4807 z_angle_to 159.319 
0004: $4847 = 2 // integer values 

:COUNT2_17602
00D6: if 
8118:   not actor $4808 dead 
004D: jump_if_false @COUNT2_17804 
00D6: if 
0038:   $4848 == 0 // integer values 
004D: jump_if_false @COUNT2_17696 
0211: actor $4808 walk_to -973.5972 266.4069 
00D6: if 
00ED:   actor $4808 0 -973.5972 266.4069 radius 1.0 1.0 
004D: jump_if_false @COUNT2_17696 
0004: $4848 = 1 // integer values 

:COUNT2_17696
00D6: if 
0038:   $4848 == 1 // integer values 
004D: jump_if_false @COUNT2_17804 
0211: actor $4808 walk_to -969.8824 263.6498 
00D6: if 
00F0:   actor $4808 stopped 0 -969.8824 263.6498 radius 1.0 1.0 
004D: jump_if_false @COUNT2_17804 
0194: set_actor $4808 objective_to_guard_point -969.8824 263.6498 10.2265 
0173: set_actor $4808 z_angle_to 12.6357 
0004: $4848 = 2 // integer values 

:COUNT2_17804
00D6: if 
8118:   not actor $4809 dead 
004D: jump_if_false @COUNT2_18006 
00D6: if 
0038:   $4849 == 0 // integer values 
004D: jump_if_false @COUNT2_17898 
0211: actor $4809 walk_to -973.5972 266.4069 
00D6: if 
00ED:   actor $4809 0 -973.5972 266.4069 radius 1.0 1.0 
004D: jump_if_false @COUNT2_17898 
0004: $4849 = 1 // integer values 

:COUNT2_17898
00D6: if 
0038:   $4849 == 1 // integer values 
004D: jump_if_false @COUNT2_18006 
0211: actor $4809 walk_to -977.6256 277.8756 
00D6: if 
00F0:   actor $4809 stopped 0 -977.6256 277.8756 radius 1.0 1.0 
004D: jump_if_false @COUNT2_18006 
0194: set_actor $4809 objective_to_guard_point -977.6256 277.8756 10.2265 
0173: set_actor $4809 z_angle_to 3.8761 
0004: $4849 = 2 // integer values 

:COUNT2_18006
00D6: if 
0038:   $4814 == 1 // integer values 
004D: jump_if_false @COUNT2_18184 
00D6: if 
0038:   $2560 == 3 // integer values 
004D: jump_if_false @COUNT2_18078 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COUNT2_18078 
0004: $2560 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COUNT2_4074 

:COUNT2_18078
00D6: if 
0038:   $2560 == 2 // integer values 
004D: jump_if_false @COUNT2_18122 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COUNT2_18122 
03D1: play_wav 1 
0004: $2560 = 3 // integer values 

:COUNT2_18122
00D6: if 
0038:   $2560 == 0 // integer values 
004D: jump_if_false @COUNT2_18184 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COUNT2_18184 
03CF: load_wav 'CNT2_1' as 1 
0004: $2560 = 2 // integer values 
0004: $2607 = 1 // integer values 

:COUNT2_18184
00D6: if 
0018:   $2561 > 0 // integer values 
004D: jump_if_false @COUNT2_18395 
00D6: if 
0038:   $2561 == 3 // integer values 
004D: jump_if_false @COUNT2_18256 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COUNT2_18256 
0004: $2561 = 4 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COUNT2_4074 

:COUNT2_18256
00D6: if 
0038:   $2561 == 2 // integer values 
004D: jump_if_false @COUNT2_18300 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COUNT2_18300 
03D1: play_wav 1 
0004: $2561 = 3 // integer values 

:COUNT2_18300
00D6: if 
0038:   $2561 == 1 // integer values 
004D: jump_if_false @COUNT2_18395 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COUNT2_18369 
03CF: load_wav 'CNT2_2' as 1 
0004: $2561 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COUNT2_18395 

:COUNT2_18369
00D6: if 
001C:   $4811 > $2586 // integer values 
004D: jump_if_false @COUNT2_18395 
0004: $2561 = 0 // integer values 

:COUNT2_18395
00D6: if 
0018:   $2562 > 0 // integer values 
004D: jump_if_false @COUNT2_18606 
00D6: if 
0038:   $2562 == 3 // integer values 
004D: jump_if_false @COUNT2_18467 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COUNT2_18467 
0004: $2562 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COUNT2_4074 

:COUNT2_18467
00D6: if 
0038:   $2562 == 2 // integer values 
004D: jump_if_false @COUNT2_18511 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COUNT2_18511 
03D1: play_wav 1 
0004: $2562 = 3 // integer values 

:COUNT2_18511
00D6: if 
0038:   $2562 == 1 // integer values 
004D: jump_if_false @COUNT2_18606 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COUNT2_18580 
03CF: load_wav 'CNT2_3' as 1 
0004: $2562 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COUNT2_18606 

:COUNT2_18580
00D6: if 
001C:   $4811 > $2587 // integer values 
004D: jump_if_false @COUNT2_18606 
0004: $2562 = 0 // integer values 

:COUNT2_18606
00D6: if 
0018:   $2563 > 0 // integer values 
004D: jump_if_false @COUNT2_18842 
00D6: if 
0038:   $2563 == 3 // integer values 
004D: jump_if_false @COUNT2_18688 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @COUNT2_18688 
03D5: remove_text 'CNT2_4'  // Private business. You're not welcome!
0004: $2563 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @COUNT2_4074 

:COUNT2_18688
00D6: if 
0038:   $2563 == 2 // integer values 
004D: jump_if_false @COUNT2_18747 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @COUNT2_18747 
00BC: text_highpriority 'CNT2_4' 5000 ms 1  // Private business. You're not welcome!
03D1: play_wav 1 
0004: $2563 = 3 // integer values 

:COUNT2_18747
00D6: if 
0038:   $2563 == 1 // integer values 
004D: jump_if_false @COUNT2_18842 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @COUNT2_18816 
03CF: load_wav 'CNT2_4' as 1 
0004: $2563 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @COUNT2_18842 

:COUNT2_18816
00D6: if 
001C:   $4811 > $2588 // integer values 
004D: jump_if_false @COUNT2_18842 
0004: $2563 = 0 // integer values 

:COUNT2_18842
0002: jump @COUNT2_4074 

:COUNT2_18849
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:COUNT2_18866
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0395: clear_area 1 at $549 $550 range $551 4.0 

:COUNT2_18917
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT2_18941 
0001: wait 0 ms 
0002: jump @COUNT2_18917 

:COUNT2_18941
04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 $636 
02A3: enable_widescreen 1 
015F: set_camera_position -1027.339 -281.6154 16.3511 0.0 rotation 0.0 0.0 
0160: point_camera -1028.162 -281.0542 16.273 switchstyle 2 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 

:COUNT2_19031
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT2_19055 
0001: wait 0 ms 
0002: jump @COUNT2_19031 

:COUNT2_19055
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
00BA: text_styled 'CNT2_09' 5000 ms 6  // PRINT WORKS ASSET COMPLETED
0001: wait 5000 ms 
015F: set_camera_position -1056.369 -273.4923 12.0057 0.0 rotation 0.0 0.0 
0160: point_camera -1057.288 -273.828 11.8015 switchstyle 2 
01E5: text_1number_highpriority 'CNT2_10' $636 flag 6000 time 1  // ~g~The print works will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait 6000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:COUNT2_19173
00D6: if 
016B:   fading 
004D: jump_if_false @COUNT2_19197 
0001: wait 0 ms 
0002: jump @COUNT2_19173 

:COUNT2_19197
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0164: disable_marker $271 
04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 
0004: $273 = 1 // integer values 
0008: $1175 += 1 // integer values 
0318: set_latest_mission_passed 'CNT_2'  // Hit the Courier
030C: progress_made += 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 47000 time 2500 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 47000 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0001: wait 0 ms 
0051: return 

:COUNT2_19383
0004: $ONMISSION = 0 // integer values 
0164: disable_marker $4191 
0164: disable_marker $4852 
0249: release_model #UZI 
0249: release_model #SENTINEL 
0249: release_model #COLT45 
0249: release_model #BRIEFCASE 
0249: release_model #MAVERICK 
0249: release_model #SNIPER 
0249: release_model #TEC9 
0249: release_model #HFORI 
0249: release_model #HFYBU 
0249: release_model #WFYRI 
0249: release_model #WFORI 
0249: release_model #BFYST 
0249: release_model #WFYBU 
0249: release_model #CHROMEGUN 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0177: set_object $1812 z_angle_to 0.0 
0177: set_object $1813 z_angle_to 0.0 
00D8: mission_cleanup 
0051: return 

:COUNT2_19492
00D6: if 
0038:   $4868 == -1 // integer values 
004D: jump_if_false @COUNT2_19531 
0054: store_player $PLAYER_CHAR position_to $6960 $6961 $6958 
0002: jump @COUNT2_19561 

:COUNT2_19531
00D6: if 
8119:   not car $4868 wrecked 
004D: jump_if_false @COUNT2_19561 
00AA: store_car $4868 position_to $6960 $6961 $6958 

:COUNT2_19561
00AA: store_car $4867 position_to $6956 $6957 $6958 
0086: $6958 = $6956 // floating-point values only 
0061: $6958 -= $6960 // floating-point values 
0086: $6959 = $6957 // floating-point values only 
0061: $6959 -= $6961 // floating-point values 
0069: $6958 *= $6958 // floating-point values 
0069: $6959 *= $6959 // floating-point values 
0059: $6958 += $6959 // floating-point values 
01FB: $6958 = square_root $6958 
0086: $6962 = $6958 // floating-point values only 
0009: $6962 += 3.0 // floating-point values 
00D6: if 
0020:   $6962 > 100.0 // floating-point values 
004D: jump_if_false @COUNT2_19688 
0005: $6962 = 100.0 // floating-point values 

:COUNT2_19688
00D6: if 
0022:   0.0 > $6962 // floating-point values 
004D: jump_if_false @COUNT2_19719 
0005: $6962 = 0.0 // floating-point values 

:COUNT2_19719
00AD: set_car $4867 max_speed_to $6962 
00D6: if 
0042:   $6962 == 0.0 // floating-point values 
004D: jump_if_false @COUNT2_19757 
0477: set_car $4867 action 1 time 100 

:COUNT2_19757
0051: return 

:COUNT2_19759
00D6: if 
0042:   $4886 == 919.9 // floating-point values 
004D: jump_if_false @COUNT2_19797 
00A5: $451 = create_car #SENTINEL at $4872 $4873 $4874 

:COUNT2_19797
00A0: store_actor $4869 position_to $4872 $4873 $4874 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 
004D: jump_if_false @COUNT2_20155 
0086: $4875 = $4872 // floating-point values only 
0009: $4875 += 20.0 // floating-point values 
0086: $4876 = $4873 // floating-point values only 
0009: $4876 += 20.0 // floating-point values 
000D: $4872 -= 20.0 // floating-point values 
000D: $4873 -= 20.0 // floating-point values 
01C3: remove_references_to_car $451 
0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 
00D6: if 
0038:   $451 == -1 // integer values 
004D: jump_if_false @COUNT2_19971 
00D6: if 
8118:   not actor $4869 dead 
004D: jump_if_false @COUNT2_19964 
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COUNT2_19964
0002: jump @COUNT2_20148 

:COUNT2_19971
0441: $4870 = car $451 model 
0227: $4871 = car $451 health 
00D6: if 
0018:   $4871 > 300 // integer values 
004D: jump_if_false @COUNT2_20140 
00D6: if or
0038:   $4870 == 116 // integer values 
0038:   $4870 == 106 // integer values 
0038:   $4870 == 122 // integer values 
0038:   $4870 == 117 // integer values 
0038:   $4870 == 97 // integer values 
0038:   $4870 == 107 // integer values 
004D: jump_if_false @COUNT2_20090 
00D6: if 
8118:   not actor $4869 dead 
004D: jump_if_false @COUNT2_20083 
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COUNT2_20083
0002: jump @COUNT2_20133 

:COUNT2_20090
00AD: set_car $451 max_speed_to 0.0 
0477: set_car $451 action 1 time 100 
00D6: if 
8118:   not actor $4869 dead 
004D: jump_if_false @COUNT2_20133 
01D5: actor $4869 go_to_and_drive_car $451 

:COUNT2_20133
0002: jump @COUNT2_20148 

:COUNT2_20140
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COUNT2_20148
0002: jump @COUNT2_20392 

:COUNT2_20155
03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 
00D6: if 
80C2:   not sphere_onscreen $4872 $4873 $4874 3.0 
004D: jump_if_false @COUNT2_20392 
00D6: if 
838A:   not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 
004D: jump_if_false @COUNT2_20303 
01C3: remove_references_to_car $451 
00A5: $451 = create_car #SENTINEL at $4872 $4873 $4874 
0175: set_car $451 z_angle_to $4886 
00D6: if 
8118:   not actor $4869 dead 
004D: jump_if_false @COUNT2_20296 
01D5: actor $4869 go_to_and_drive_car $451 

:COUNT2_20296
0002: jump @COUNT2_20392 

:COUNT2_20303
00D6: if 
8118:   not actor $4869 dead 
004D: jump_if_false @COUNT2_20392 
00D6: if 
00FF:   actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 
004D: jump_if_false @COUNT2_20392 
02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 
0239: actor $4869 run_to $4872 $4873 

:COUNT2_20392
0051: return 

:COUNT2_20394
01BD: $4887 = current_time_in_ms 
00D6: if 
8119:   not car $4880 wrecked 
004D: jump_if_false @COUNT2_20992 
00D6: if and
01F4:   car $4880 flipped 
01C1:   car $4880 stopped 
004D: jump_if_false @COUNT2_20590 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
004D: jump_if_false @COUNT2_20488 
03ED: set_car $4880 not_damaged_when_upside_down 0 
0004: $4881 = -9 // integer values 
0002: jump @COUNT2_20590 

:COUNT2_20488
00D6: if 
82CA:   not car $4880 bounding_sphere_visible 
004D: jump_if_false @COUNT2_20590 
00AA: store_car $4880 position_to $4883 $4884 $4885 
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
00D6: if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
004D: jump_if_false @COUNT2_20590 
00AB: put_car $4880 at $4883 $4884 $4885 
0175: set_car $4880 z_angle_to $4886 

:COUNT2_20590
00D6: if 
01AF:   car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
004D: jump_if_false @COUNT2_20929 
00D6: if 
0038:   $4881 == 0 // integer values 
004D: jump_if_false @COUNT2_20665 
0084: $4882 = $4887 // integer values and handles 
0004: $4881 = 1 // integer values 

:COUNT2_20665
0060: $4887 -= $4882 // integer values 
00D6: if 
0038:   $4881 == 1 // integer values 
004D: jump_if_false @COUNT2_20929 
00D6: if 
0018:   $4887 > 8000 // integer values 
004D: jump_if_false @COUNT2_20929 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
004D: jump_if_false @COUNT2_20770 
03ED: set_car $4880 not_damaged_when_upside_down 0 
0084: $4882 = $4887 // integer values and handles 
0004: $4881 = -9 // integer values 
0002: jump @COUNT2_20929 

:COUNT2_20770
00D6: if 
82CA:   not car $4880 bounding_sphere_visible 
004D: jump_if_false @COUNT2_20929 
00AA: store_car $4880 position_to $4883 $4884 $4885 
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
00D6: if 
838A:   not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 
004D: jump_if_false @COUNT2_20929 
00D6: if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
004D: jump_if_false @COUNT2_20929 
00AB: put_car $4880 at $4883 $4884 $4885 
0175: set_car $4880 z_angle_to $4886 
0450: car $4880 warp_to_player 
0084: $4882 = $4887 // integer values and handles 
0004: $4881 = 0 // integer values 

:COUNT2_20929
00D6: if 
81AF:   not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
004D: jump_if_false @COUNT2_20992 
00AA: store_car $4880 position_to $4877 $4878 $4879 
0004: $4881 = 0 // integer values 

:COUNT2_20992
0051: return 

:COUNT2_20994
00D6: if 
8118:   not actor $4797 dead 
004D: jump_if_false @COUNT2_21018 
01CA: actor $4797 kill_player $PLAYER_CHAR 

:COUNT2_21018
00D6: if 
8118:   not actor $4798 dead 
004D: jump_if_false @COUNT2_21042 
01CA: actor $4798 kill_player $PLAYER_CHAR 

:COUNT2_21042
00D6: if 
8118:   not actor $4799 dead 
004D: jump_if_false @COUNT2_21066 
01CA: actor $4799 kill_player $PLAYER_CHAR 

:COUNT2_21066
00D6: if 
8118:   not actor $4800 dead 
004D: jump_if_false @COUNT2_21090 
01CA: actor $4800 kill_player $PLAYER_CHAR 

:COUNT2_21090
0051: return 

:COUNT2_21092
00D6: if 
8118:   not actor $4793 dead 
004D: jump_if_false @COUNT2_21411 
00D6: if 
8118:   not actor $4794 dead 
004D: jump_if_false @COUNT2_21204 
00D6: if 
831F:   not unknown_actor $4794 hit_by_actor $4793 
004D: jump_if_false @COUNT2_21197 
00D6: if 
00F2:   actor $4794 near_actor $4793 radius 30.0 30.0 0 
004D: jump_if_false @COUNT2_21189 
01DE: tie_actor $4794 to_actor $4793 
0002: jump @COUNT2_21197 

:COUNT2_21189
01CC: actor $4794 kill_player $PLAYER_CHAR 

:COUNT2_21197
0002: jump @COUNT2_21209 

:COUNT2_21204
01C2: remove_references_to_actor $4794 // Like turning an actor into a random pedestrian 

:COUNT2_21209
00D6: if 
8118:   not actor $4795 dead 
004D: jump_if_false @COUNT2_21305 
00D6: if 
831F:   not unknown_actor $4795 hit_by_actor $4793 
004D: jump_if_false @COUNT2_21298 
00D6: if 
00F2:   actor $4795 near_actor $4793 radius 30.0 30.0 0 
004D: jump_if_false @COUNT2_21290 
01DE: tie_actor $4795 to_actor $4793 
0002: jump @COUNT2_21298 

:COUNT2_21290
01CC: actor $4795 kill_player $PLAYER_CHAR 

:COUNT2_21298
0002: jump @COUNT2_21310 

:COUNT2_21305
01C2: remove_references_to_actor $4795 // Like turning an actor into a random pedestrian 

:COUNT2_21310
00D6: if 
8118:   not actor $4796 dead 
004D: jump_if_false @COUNT2_21406 
00D6: if 
831F:   not unknown_actor $4796 hit_by_actor $4793 
004D: jump_if_false @COUNT2_21399 
00D6: if 
00F2:   actor $4796 near_actor $4793 radius 30.0 30.0 0 
004D: jump_if_false @COUNT2_21391 
01DE: tie_actor $4796 to_actor $4793 
0002: jump @COUNT2_21399 

:COUNT2_21391
01CC: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_21399
0002: jump @COUNT2_21411 

:COUNT2_21406
01C2: remove_references_to_actor $4796 // Like turning an actor into a random pedestrian 

:COUNT2_21411
0051: return 

:COUNT2_21413
00D6: if 
8118:   not actor $4802 dead 
004D: jump_if_false @COUNT2_21732 
00D6: if 
8118:   not actor $4803 dead 
004D: jump_if_false @COUNT2_21525 
00D6: if 
831F:   not unknown_actor $4803 hit_by_actor $4802 
004D: jump_if_false @COUNT2_21518 
00D6: if 
00F2:   actor $4803 near_actor $4802 radius 30.0 30.0 0 
004D: jump_if_false @COUNT2_21510 
01DE: tie_actor $4803 to_actor $4802 
0002: jump @COUNT2_21518 

:COUNT2_21510
01CC: actor $4803 kill_player $PLAYER_CHAR 

:COUNT2_21518
0002: jump @COUNT2_21530 

:COUNT2_21525
01C2: remove_references_to_actor $4803 // Like turning an actor into a random pedestrian 

:COUNT2_21530
00D6: if 
8118:   not actor $4804 dead 
004D: jump_if_false @COUNT2_21626 
00D6: if 
831F:   not unknown_actor $4804 hit_by_actor $4802 
004D: jump_if_false @COUNT2_21619 
00D6: if 
00F2:   actor $4804 near_actor $4802 radius 30.0 30.0 0 
004D: jump_if_false @COUNT2_21611 
01DE: tie_actor $4804 to_actor $4802 
0002: jump @COUNT2_21619 

:COUNT2_21611
01CC: actor $4804 kill_player $PLAYER_CHAR 

:COUNT2_21619
0002: jump @COUNT2_21631 

:COUNT2_21626
01C2: remove_references_to_actor $4804 // Like turning an actor into a random pedestrian 

:COUNT2_21631
00D6: if 
8118:   not actor $4805 dead 
004D: jump_if_false @COUNT2_21727 
00D6: if 
831F:   not unknown_actor $4805 hit_by_actor $4802 
004D: jump_if_false @COUNT2_21720 
00D6: if 
00F2:   actor $4805 near_actor $4802 radius 30.0 30.0 0 
004D: jump_if_false @COUNT2_21712 
01DE: tie_actor $4805 to_actor $4802 
0002: jump @COUNT2_21720 

:COUNT2_21712
01CC: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_21720
0002: jump @COUNT2_21732 

:COUNT2_21727
01C2: remove_references_to_actor $4805 // Like turning an actor into a random pedestrian 

:COUNT2_21732
0051: return 

//-------------Mission 36---------------
// Originally: Printworks Buy

:BUYPRO1
03A4: name_thread 'BUYPRO1' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $271 
0164: disable_marker $634 
030C: progress_made += 1 
015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO1_170
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO1_237 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_230 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
004F: create_thread @COU1  
004E: end_thread 

:BUYPRO1_230
0002: jump @BUYPRO1_170 

:BUYPRO1_237
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position -1027.339 -281.6154 16.3511 0.0 rotation 0.0 0.0 
0160: point_camera -1028.162 -281.0542 16.273 switchstyle 2 

:BUYPRO1_361
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO1_428 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_421 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
004F: create_thread @COU1  
004E: end_thread 

:BUYPRO1_421
0002: jump @BUYPRO1_361 

:BUYPRO1_428
01E3: text_1number_styled 'CNTBUY1' number $635 time 4000 style 6  // Printworks purchased: $~1~
0529: add $635 to_money_spent_on_property_stats 
0542: add_property 1 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 4000 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_515 
043C: set_game_sounds_disable_on_fade 1 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
004F: create_thread @COU1  
004E: end_thread 

:BUYPRO1_515
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:BUYPRO1_530
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO1_601 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_594 
043C: set_game_sounds_disable_on_fade 1 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
004F: create_thread @COU1  
004E: end_thread 

:BUYPRO1_594
0002: jump @BUYPRO1_530 

:BUYPRO1_601
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
004F: create_thread @COU1  
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 

:BUYPRO1_667
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO1_713 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_706 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:BUYPRO1_706
0002: jump @BUYPRO1_667 

:BUYPRO1_713
043C: set_game_sounds_disable_on_fade 1 
004F: create_thread @PSAVE8  
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 37---------------
// Originally: Sunshine Autos

:CARBUY1
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'CARBUY1' 
0001: wait 0 ms 
054C: use_GXT_table 'CARBUY' 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBJ' 
02F3: load_object #CUTOBJ01 'HLRYCAR' 
0247: request_model #SENTINEL 
038B: load_requested_models 

:CARBUY1_75
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #SENTINEL available 
004D: jump_if_false @CARBUY1_115 
0001: wait 0 ms 
0002: jump @CARBUY1_75 

:CARBUY1_115
00A5: $4890 = create_car #SENTINEL at -1033.211 -856.8564 12.0452 
0175: set_car $4890 z_angle_to 210.278 
0249: release_model #SENTINEL 
02E4: load_cutscene_data 'CAR_1' 
0244: set_cutscene_pos -1018.647 -877.935 12.045 
02E5: $4889 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $4889 'CSPLAY' 
02E5: $4888 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $4888 'CSBJ' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HLRYCAR' 
0395: clear_area 1 at -1007.303 -869.9353 range 11.8668 1.0 
0055: put_player $PLAYER_CHAR at -1007.303 -869.9353 11.8668 
0171: set_player $PLAYER_CHAR z_angle_to 30.0 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CARBUY1_325
00D6: if 
001A:   976 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_360 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_325 

:CARBUY1_360
00BC: text_highpriority 'CAR1_1' 10000 ms 1  // B.J. Smith. And you must be Mr. Vercetti.

:CARBUY1_375
00D6: if 
001A:   4506 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_410 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_375 

:CARBUY1_410
00BC: text_highpriority 'CAR1_2' 10000 ms 1  // Would you like the tour?

:CARBUY1_425
00D6: if 
001A:   6299 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_460 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_425 

:CARBUY1_460
00BC: text_highpriority 'CAR1_3' 10000 ms 1  // Might as well.

:CARBUY1_475
00D6: if 
001A:   7695 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_510 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_475 

:CARBUY1_510
00BC: text_highpriority 'CAR1_4' 10000 ms 1  // Well, I'm very sad to be selling the dealership to y'all.

:CARBUY1_525
00D6: if 
001A:   10390 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_560 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_525 

:CARBUY1_560
00BC: text_highpriority 'CAR1_5' 10000 ms 1  // This was my first investment after I turned pro.

:CARBUY1_575
00D6: if 
001A:   13170 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_610 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_575 

:CARBUY1_610
00BC: text_highpriority 'CAR1_6' 10000 ms 1  // But now it's time for me to move on.

:CARBUY1_625
00D6: if 
001A:   14855 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_660 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_625 

:CARBUY1_660
00BC: text_highpriority 'CAR1_7' 10000 ms 1  // You're leaving town?

:CARBUY1_675
00D6: if 
001A:   16114 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_710 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_675 

:CARBUY1_710
00BC: text_highpriority 'CAR1_8' 10000 ms 1  // Not in too much of a hurry, I hope?

:CARBUY1_725
00D6: if 
001A:   18118 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_760 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_725 

:CARBUY1_760
00BC: text_highpriority 'CAR1_9' 10000 ms 1  // No. I'm just coming out of retirement, and preparing for my future comeback.

:CARBUY1_775
00D6: if 
001A:   22505 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_810 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_775 

:CARBUY1_810
00BC: text_highpriority 'CAR1_10' 10000 ms 1  // The business wasn't too strong,

:CARBUY1_825
00D6: if 
001A:   23989 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_860 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_825 

:CARBUY1_860
00BC: text_highpriority 'CAR1_11' 10000 ms 1  // and my staff took it upon themselves to get a bit more

:CARBUY1_875
00D6: if 
001A:   26958 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_910 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_875 

:CARBUY1_910
00BC: text_highpriority 'CAR1_12' 10000 ms 1  // creative with the generation of wealth.

:CARBUY1_925
00D6: if 
001A:   35538 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_962 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_925 

:CARBUY1_962
00BC: text_highpriority 'CAR1_13' 10000 ms 1  // Obviously, I could wind down the business before I hand it over.

:CARBUY1_977
00D6: if 
001A:   39241 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_1014 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_977 

:CARBUY1_1014
00BC: text_highpriority 'CAR1_14' 10000 ms 1  // Hell, I could burn the place down if I wanted to.

:CARBUY1_1029
00D6: if 
001A:   43374 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_1066 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_1029 

:CARBUY1_1066
00BC: text_highpriority 'CAR1_15' 10000 ms 1  // This is prime development land.

:CARBUY1_1081
00D6: if 
001A:   45142 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_1118 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_1081 

:CARBUY1_1118
00BC: text_highpriority 'CAR1_16' 10000 ms 1  // Oh, I wouldn't worry about any of that.

:CARBUY1_1133
00D6: if 
001A:   48422 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_1170 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_1133 

:CARBUY1_1170
00BC: text_highpriority 'CAR1_17' 10000 ms 1  // This place seems perfect.

:CARBUY1_1185
00D6: if 
001A:   50000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_1222 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_1185 

:CARBUY1_1222
00BC: text_highpriority 'CAR1_18' 10000 ms 1  // Yeh it does, So I take it we have a deal?

:CARBUY1_1237
00D6: if 
001A:   53504 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CARBUY1_1274 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CARBUY1_1237 

:CARBUY1_1274
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:CARBUY1_1291
00D6: if 
016B:   fading 
004D: jump_if_false @CARBUY1_1315 
0001: wait 0 ms 
0002: jump @CARBUY1_1291 

:CARBUY1_1315
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CARBUY1_1339 
0001: wait 0 ms 
0002: jump @CARBUY1_1315 

:CARBUY1_1339
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0249: release_model #CUTOBJ01 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0001: wait 0 ms 
0001: wait 0 ms 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position -1017.024 -922.2878 19.0987 0.0 rotation 0.0 0.0 
0160: point_camera -1017.044 -921.3013 18.9361 switchstyle 2 
03EA: generate_cars_around_camera 1 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 

:CARBUY1_1455
00D6: if 
016B:   fading 
004D: jump_if_false @CARBUY1_1479 
0001: wait 0 ms 
0002: jump @CARBUY1_1455 

:CARBUY1_1479
0394: play_music 1 
01E3: text_1number_styled 'CARBUY' number $625 time 7000 style 6  // Car Showroom purchased: $~1~
0529: add $625 to_money_spent_on_property_stats 
0542: add_property 4 to_property_own_stats 
02FA: garage $692 change_to_type 27 
02FA: garage $693 change_to_type 28 
02FA: garage $694 change_to_type 29 
02FA: garage $695 change_to_type 30 
0001: wait 5000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:CARBUY1_1558
00D6: if 
016B:   fading 
004D: jump_if_false @CARBUY1_1582 
0001: wait 0 ms 
0002: jump @CARBUY1_1558 

:CARBUY1_1582
0189: $4891 = unknown_create_checkpoint_at -967.705 -827.3005 5.7702 
018B: show_on_radar $4891 1 
030C: progress_made += 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $624 
0570: $624 = create_asset_radar_marker_with_icon 26 at $552 $553 $554 
018B: show_on_radar $624 2 
029B: $1114 = init_object #LH_IMP_EXP01 at -981.754 -841.278 8.586 
01C7: remove_object_from_mission_cleanup_list $1114 
015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0 
004F: create_thread @RACES  
004F: create_thread @PSAVE3  
004F: create_thread @IMPORT1  
02FA: garage $687 change_to_type 8 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03EA: generate_cars_around_camera 0 
02EB: restore_camera_with_jumpcut 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 

//-------------Mission 38---------------
// Originally: Interglobal Films Buy

:BUYPRO2
03A4: name_thread 'BUYPRO2' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $256 
0164: disable_marker $629 
030C: progress_made += 1 
015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO2_170
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO2_237 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO2_230 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
004F: create_thread @PORN1  
004E: end_thread 

:BUYPRO2_230
0002: jump @BUYPRO2_170 

:BUYPRO2_237
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED 
0108: destroy_object $FILM_STUDIO_BACK_GATE_CLOSED 
029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object #CI_GATESOPEN at 10.273 963.308 12.258 
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_OPEN 
029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object #CI_BACKGATEOPEN at -14.381 884.12 13.542 
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_OPEN 
0108: destroy_object $1811 
029B: $1810 = init_object #CI_JETYGATESOPEN at -115.825 1028.55 11.334 
01C7: remove_object_from_mission_cleanup_list $1810 
0395: clear_area 1 at 10.1629 963.4605 range 9.8996 1.0 
0055: put_player $PLAYER_CHAR at 10.1629 963.4605 9.8996 
0171: set_player $PLAYER_CHAR z_angle_to 84.6334 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position 75.8516 976.8268 41.9825 0.0 rotation 0.0 0.0 
0160: point_camera 74.8664 976.7122 41.855 switchstyle 2 

:BUYPRO2_460
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO2_527 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO2_520 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
004F: create_thread @PORN1  
004E: end_thread 

:BUYPRO2_520
0002: jump @BUYPRO2_460 

:BUYPRO2_527
01E3: text_1number_styled 'PORNBUY' number $630 time 5000 style 6  // Film Studio purchased: $~1~
0529: add $630 to_money_spent_on_property_stats 
0542: add_property 2 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 4000 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO2_614 
043C: set_game_sounds_disable_on_fade 1 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
004F: create_thread @PORN1  
004E: end_thread 

:BUYPRO2_614
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:BUYPRO2_629
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO2_700 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO2_693 
043C: set_game_sounds_disable_on_fade 1 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
004F: create_thread @PORN1  
004E: end_thread 

:BUYPRO2_693
0002: jump @BUYPRO2_629 

:BUYPRO2_700
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
004F: create_thread @PORN1  
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 

:BUYPRO2_766
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO2_812 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO2_805 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:BUYPRO2_805
0002: jump @BUYPRO2_766 

:BUYPRO2_812
043C: set_game_sounds_disable_on_fade 1 
004F: create_thread @PSAVE9  
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 39---------------
// Originally: Cherry Popper Icecreams Buy

:ICECUT
03A4: name_thread 'ICECUT' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'ICECUT' 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03AF: set_streaming 0 
03AD: set_rubbish 0 
03CF: load_wav 'MONO_5' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSMAUDE' 
02F3: load_object #CUTOBJ01 'MCANE' 
038B: load_requested_models 
03CB: set_camera -873.5121 -574.0815 10.1528 

:ICECUT_121
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @ICECUT_156 
0001: wait 0 ms 
0002: jump @ICECUT_121 

:ICECUT_156
0247: request_model #MRWHOOP 

:ICECUT_161
00D6: if 
8248:   not model #MRWHOOP available 
004D: jump_if_false @ICECUT_188 
0001: wait 0 ms 
0002: jump @ICECUT_161 

:ICECUT_188
00A5: $4894 = create_car #MRWHOOP at -877.8974 -562.5469 10.2353 
0175: set_car $4894 z_angle_to 184.4191 
02E4: load_cutscene_data 'ICE_1' 
0244: set_cutscene_pos -873.5121 -574.0815 10.1528 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $4892 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $4892 'CSMAUDE' 
02E5: $4893 = create_cutscene_object #CUTOBJ01 
0524: unknown_cutscene_command $4893 $4892 34 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_328
00D6: if 
001A:   6929 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_363 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_328 

:ICECUT_363
00BC: text_highpriority 'ICC1_A' 10000 ms 1  // Who are you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_383
00D6: if 
001A:   8306 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_418 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_383 

:ICECUT_418
00BC: text_highpriority 'ICC1_B' 10000 ms 1  // Your new owner.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_438
00D6: if 
001A:   10381 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_473 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_438 

:ICECUT_473
00BC: text_highpriority 'ICC1_C' 10000 ms 1  // Were you now, or at any time, a child?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_493
00D6: if 
001A:   13633 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_528 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_493 

:ICECUT_528
00BC: text_highpriority 'ICC1_D' 10000 ms 1  // What are you talking about?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_548
00D6: if 
001A:   14189 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_583 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_548 

:ICECUT_583
00BC: text_highpriority 'ICC1_E' 10000 ms 1  // Were you a child?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_603
00D6: if 
001A:   15441 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_638 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_603 

:ICECUT_638
00BC: text_highpriority 'ICC1_F' 10000 ms 1  // Yes! Calm down! What's wrong with you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_658
00D6: if 
001A:   16881 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_693 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_658 

:ICECUT_693
00BC: text_highpriority 'ICC1_G' 10000 ms 1  // I knew it. A child.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_713
00D6: if 
001A:   20281 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_748 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_713 

:ICECUT_748
00BC: text_highpriority 'ICC1_H' 10000 ms 1  // A dirty, stinking, sniveling, snotting, vile, puking, crying little baby!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_768
00D6: if 
001A:   25045 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_803 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_768 

:ICECUT_803
00BC: text_highpriority 'ICC1_I' 10000 ms 1  // A baby.. an awful, horrible, disgusting little boo hoo.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_823
00D6: if 
001A:   29698 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_858 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_823 

:ICECUT_858
00BC: text_highpriority 'ICC1_J' 10000 ms 1  // Mommy doesn't love you. You little shit!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_878
00D6: if 
001A:   32513 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_913 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_878 

:ICECUT_913
00BC: text_highpriority 'ICC1_K' 10000 ms 1  // Ow! Calm down.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_933
00D6: if 
001A:   35215 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_970 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_933 

:ICECUT_970
00BC: text_highpriority 'ICC1_L' 10000 ms 1  // I HATE babies, and I hate children.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_990
00D6: if 
001A:   38544 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1027 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_990 

:ICECUT_1027
00BC: text_highpriority 'ICC1_M' 10000 ms 1  // They're dirty, sniveling, snotting, vile, puking little..
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1047
00D6: if 
001A:   40042 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1084 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1047 

:ICECUT_1084
00BC: text_highpriority 'ICC1_N' 10000 ms 1  // Enough already!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1104
00D6: if 
001A:   41685 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1141 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1104 

:ICECUT_1141
00BC: text_highpriority 'ICC1_O' 10000 ms 1  // What is wrong with you??
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1161
00D6: if 
001A:   43879 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1198 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1161 

:ICECUT_1198
00BC: text_highpriority 'ICC1_P' 10000 ms 1  // You make soft ice cream, okay? It's purely for kids.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1218
00D6: if 
001A:   48927 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1255 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1218 

:ICECUT_1255
00BC: text_highpriority 'ICC1_Q' 10000 ms 1  // What kind of psycho are you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1275
00D6: if 
001A:   51501 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1312 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1275 

:ICECUT_1312
00BC: text_highpriority 'ICC1_R' 10000 ms 1  // Just so I understand this, why make children happy if you hate them?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1332
00D6: if 
001A:   55814 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1369 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1332 

:ICECUT_1369
00BC: text_highpriority 'ICC1_S' 10000 ms 1  // Oh, you stupid, sniveling, snotty-
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1389
00D6: if 
001A:   59535 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1426 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1389 

:ICECUT_1426
00BC: text_highpriority 'ICC1_T' 10000 ms 1  // Shut up!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1446
00D6: if 
001A:   60379 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1483 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1446 

:ICECUT_1483
00BC: text_highpriority 'ICC1_U' 10000 ms 1  // - Brat!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1503
00D6: if 
001A:   62496 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1540 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1503 

:ICECUT_1540
00BC: text_highpriority 'ICC1_V' 10000 ms 1  // The ice cream is a front.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1560
00D6: if 
001A:   64801 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1597 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1560 

:ICECUT_1597
00BC: text_highpriority 'ICC1_W' 10000 ms 1  // We distribute other, non-dairy products.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1617
00D6: if 
001A:   68699 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1654 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1617 

:ICECUT_1654
00BC: text_highpriority 'ICC1_X' 10000 ms 1  // And if I see a kid, I put him to good use.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1674
00D6: if 
001A:   72778 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1711 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1674 

:ICECUT_1711
00BC: text_highpriority 'ICC1_Y' 10000 ms 1  // Don't I, kiddies? Yes - yes, I do. Mummy doesn't love you.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1731
00D6: if 
001A:   78390 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1768 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1731 

:ICECUT_1768
00BC: text_highpriority 'ICC1_Z' 10000 ms 1  // She HATES you!

:ICECUT_1783
00D6: if 
001A:   81000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ICECUT_1820 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ICECUT_1783 

:ICECUT_1820
03AD: set_rubbish 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @ICECUT_1870 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @ICECUT_1870 
03D1: play_wav 1 

:ICECUT_1870
00BE: text_clear_all 

:ICECUT_1872
00D6: if 
016B:   fading 
004D: jump_if_false @ICECUT_1896 
0001: wait 0 ms 
0002: jump @ICECUT_1872 

:ICECUT_1896
03AD: set_rubbish 1 
03CB: set_camera -839.512 -582.021 24.777 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
01C3: remove_references_to_car $4894 
00A6: destroy_car $4894 
0004: $338 = 1 // integer values 
0529: add $609 to_money_spent_on_property_stats 
0164: disable_marker $608 
0570: $608 = create_asset_radar_marker_with_icon 21 at -878.5 -575.1 11.2 
018B: show_on_radar $608 2 
015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0 
0542: add_property 3 to_property_own_stats 
004F: create_thread @PSAVE7  
0001: wait 1000 ms 
016A: fade 1 1500 ms 
034E: move_object $1819 to -866.689 -572.095 15.573 speed 0.0 0.0 4.5 collision_check 0 
0395: clear_area 1 at -874.324 -565.683 range 11.194 1.0 
0055: put_player $PLAYER_CHAR at -874.324 -565.683 11.194 
0171: set_player $PLAYER_CHAR z_angle_to 183.398 
01C4: remove_references_to_object $1819 // This object will now disappear when the player looks away 
015F: set_camera_position -839.512 -582.021 24.777 0.0 rotation 0.0 0.0 
0160: point_camera -840.451 -581.759 24.553 switchstyle 2 
0394: play_music 1 
01E3: text_1number_styled 'ICEBUY' number $609 time 7000 style 6  // Ice Cream Factory purchased: $~1~
0001: wait 7000 ms 
0004: $ONMISSION = 0 // integer values 
030C: progress_made += 1 
02EA: end_cutscene 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 40---------------
// Originally: Kaufman Cabs Buy

:TAXCUT
0004: $ONMISSION = 1 // integer values 
0108: destroy_object $1785 
03A4: name_thread 'TAXCUT' 
0001: wait 0 ms 
054C: use_GXT_table 'TAXICUT' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @TAXCUT_70 
0570: $619 = create_asset_radar_marker_with_icon 25 at $561 $562 $563 

:TAXCUT_70
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03AF: set_streaming 0 
03AD: set_rubbish 0 
0522:  
0247: request_model #KAUFMAN 

:TAXCUT_99
00D6: if 
8248:   not model #KAUFMAN available 
004D: jump_if_false @TAXCUT_126 
0001: wait 0 ms 
0002: jump @TAXCUT_99 

:TAXCUT_126
0395: clear_area 1 at -1001.7 198.8 range 11.4 4.0 
00A5: 3@ = create_car #KAUFMAN at -1001.7 198.8 11.3 
02AC: set_car 3@ immunities 1 1 1 1 1
01EC: make_car 3@ very_heavy 1
053F: set_car 3@ tires_vulnerable 0
0423: car 3@ improve_handling 1.5
0175: set_car 3@ z_angle_to 180.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDORIS' 
023C: load_special_actor 3 'CDRIVRA' 
023C: load_special_actor 4 'CDRIVRB' 
038B: load_requested_models 

:TAXCUT_233
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @TAXCUT_271 
0001: wait 0 ms 
0002: jump @TAXCUT_233 

:TAXCUT_271
02E4: load_cutscene_data 'TAX_1' 
0244: set_cutscene_pos -1002.4 202.0 10.4 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: 0@ = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim 0@ 'CSDORIS' 
02E5: 1@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 1@ 'CDRIVRA' 
02E5: 2@ = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim 2@ 'CDRIVRB' 
0395: clear_area 1 at -999.1 193.0 range 10.4 1.0 
0055: put_player $PLAYER_CHAR at -999.1 193.0 10.4 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
0001: wait 700 ms 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:TAXCUT_466
00D6: if 
001A:   10228 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_501 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_466 

:TAXCUT_501
00BC: text_highpriority 'TAXC_A' 10000 ms 1  // Guess you're the new owner.

:TAXCUT_516
00D6: if 
001A:   11538 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_551 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_516 

:TAXCUT_551
00BC: text_highpriority 'TAXC_B' 10000 ms 1  // What are you, mob? Cartel? You don't look Mexican...

:TAXCUT_566
00D6: if 
001A:   15232 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_601 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_566 

:TAXCUT_601
00BC: text_highpriority 'TAXC_C' 10000 ms 1  // Anyhoo, I guess you better get on with the 'things are gonna change around here' crap,

:TAXCUT_616
00D6: if 
001A:   19887 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_651 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_616 

:TAXCUT_651
00BC: text_highpriority 'TAXC_D' 10000 ms 1  // maybe threaten one of the drivers -

:TAXCUT_666
00D6: if 
001A:   22198 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_701 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_666 

:TAXCUT_701
00BC: text_highpriority 'TAXC_E' 10000 ms 1  // go steady on Ted over there, he's just had his hernia fixed.

:TAXCUT_716
00D6: if 
001A:   27570 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_751 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_716 

:TAXCUT_751
00BC: text_highpriority 'TAXC_F' 10000 ms 1  // Well, yeah. Things are going to change around here, lady.

:TAXCUT_766
00D6: if 
001A:   30477 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_801 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_766 

:TAXCUT_801
00BC: text_highpriority 'TAXC_G' 10000 ms 1  // Oh crap, sonny. Might as well leave this to me -

:TAXCUT_816
00D6: if 
001A:   33933 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_853 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_816 

:TAXCUT_853
00BC: text_highpriority 'TAXC_H' 10000 ms 1  // I've been doing this for years.

:TAXCUT_868
00D6: if 
001A:   36327 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_905 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_868 

:TAXCUT_905
00BC: text_highpriority 'TAXC_I' 10000 ms 1  // Now hear this.

:TAXCUT_920
00D6: if 
001A:   38262 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_957 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_920 

:TAXCUT_957
00BC: text_highpriority 'TAXC_J' 10000 ms 1  // We are now under new management and things are going to change around here again.

:TAXCUT_972
00D6: if 
001A:   43042 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1009 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_972 

:TAXCUT_1009
00BC: text_highpriority 'TAXC_K' 10000 ms 1  // Our new management, the

:TAXCUT_1024
00D6: if 
001A:   45254 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1061 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1024 

:TAXCUT_1061
00BC: text_highpriority 'TAXC_L' 10000 ms 1  // - Which gang are you?

:TAXCUT_1076
00D6: if 
001A:   46583 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1113 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1076 

:TAXCUT_1113
00BC: text_highpriority 'TAXC_M' 10000 ms 1  // Well, I'm not part of any gang actually.

:TAXCUT_1128
00D6: if 
001A:   48993 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1165 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1128 

:TAXCUT_1165
00BC: text_highpriority 'TAXC_N' 10000 ms 1  // What's your goddamned name, kid?

:TAXCUT_1180
00D6: if 
001A:   51083 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1217 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1180 

:TAXCUT_1217
00BC: text_highpriority 'TAXC_O' 10000 ms 1  // Vercetti, Tommy Vercetti.

:TAXCUT_1232
00D6: if 
001A:   52858 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1269 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1232 

:TAXCUT_1269
00BC: text_highpriority 'TAXC_P' 10000 ms 1  // Our new management, the Vercetti Gang,

:TAXCUT_1284
00D6: if 
001A:   55674 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1321 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1284 

:TAXCUT_1321
00BC: text_highpriority 'TAXC_Q' 10000 ms 1  // is gonna make sure we get no trouble.

:TAXCUT_1336
00D6: if 
001A:   57991 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1373 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1336 

:TAXCUT_1373
00BC: text_highpriority 'TAXC_R' 10000 ms 1  // Capiche? Out!

:TAXCUT_1388
00D6: if 
001A:   59837 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1425 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1388 

:TAXCUT_1425
00BC: text_highpriority 'TAXC_S' 10000 ms 1  // Did you like the 'capiche'? I liked the 'capiche'.

:TAXCUT_1440
00D6: if 
001A:   62496 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1477 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1440 

:TAXCUT_1477
00BC: text_highpriority 'TAXC_T' 10000 ms 1  // So this is how it's worked in the past,

:TAXCUT_1492
00D6: if 
001A:   64179 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1529 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1492 

:TAXCUT_1529
00BC: text_highpriority 'TAXC_U' 10000 ms 1  // We run the firm as usual.

:TAXCUT_1544
00D6: if 
001A:   65671 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1581 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1544 

:TAXCUT_1581
00BC: text_highpriority 'TAXC_V' 10000 ms 1  // If we get any trouble from rival firms, you beat the crap out of them.

:TAXCUT_1596
00D6: if 
001A:   68752 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1633 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1596 

:TAXCUT_1633
00BC: text_highpriority 'TAXC_W' 10000 ms 1  // Then they beat the crap out of us,

:TAXCUT_1648
00D6: if 
001A:   70262 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1685 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1648 

:TAXCUT_1685
00BC: text_highpriority 'TAXC_X' 10000 ms 1  // then you beat the crap out of them,

:TAXCUT_1700
00D6: if 
001A:   71555 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1737 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1700 

:TAXCUT_1737
00BC: text_highpriority 'TAXC_Y' 10000 ms 1  // etcetera, etcetera. You got it?

:TAXCUT_1752
00D6: if 
001A:   73865 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1789 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1752 

:TAXCUT_1789
00BC: text_highpriority 'TAXC_Z' 10000 ms 1  // Uh, yeah, I guess...

:TAXCUT_1804
00D6: if 
001A:   76173 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1841 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1804 

:TAXCUT_1841
00BC: text_highpriority 'TAXC_A1' 10000 ms 1  // Just grab a taxi from the garage if you feel like jumping in.

:TAXCUT_1856
00D6: if 
001A:   77173 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1893 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1856 

:TAXCUT_1893
00D6: if 
001A:   81852 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @TAXCUT_1930 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @TAXCUT_1893 

:TAXCUT_1930
016A: fade 0 1500 ms 
00BE: text_clear_all 

:TAXCUT_1939
00D6: if 
016B:   fading 
004D: jump_if_false @TAXCUT_1963 
0001: wait 0 ms 
0002: jump @TAXCUT_1939 

:TAXCUT_1963
03AD: set_rubbish 1 
02EA: end_cutscene 
03CB: set_camera -999.1 193.0 10.4 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #KAUFMAN 
0004: $307 = 1 // integer values 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
016A: fade 1 1500 ms 
03CB: set_camera -1017.904 207.165 15.09 
015F: set_camera_position -1018.54 207.931 15.185 0.0 rotation 0.0 0.0 
0160: point_camera -1017.904 207.165 15.09 switchstyle 2 
0394: play_music 1 
01E3: text_1number_styled 'TAXIBUY' number $620 time 7000 style 6  // Taxi Firm purchased: $~1~
0529: add $620 to_money_spent_on_property_stats 
0542: add_property 5 to_property_own_stats 
0001: wait 7000 ms 
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $619 
0164: disable_marker $306 
02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 
004F: create_thread @PSAVE4  
030C: progress_made += 1 
02EB: restore_camera_with_jumpcut 
015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 41---------------
// Originally: Malibu Club Buy

:BUYPRO3
03A4: name_thread 'BUYPRO3' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $247 
0164: disable_marker $638 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO3_68
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO3_142 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO3_135 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
004F: create_thread @BANK1  
0004: $1092 = 1 // integer values 
004E: end_thread 

:BUYPRO3_135
0002: jump @BUYPRO3_68 

:BUYPRO3_142
0395: clear_area 1 at 495.651 -84.2263 range 8.9929 1.0 
0055: put_player $PLAYER_CHAR at 495.651 -84.2263 8.9929 
0171: set_player $PLAYER_CHAR z_angle_to 47.6086 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position 505.4001 -107.8699 12.9888 0.0 rotation 0.0 0.0 
0160: point_camera 504.9025 -107.0028 12.9664 switchstyle 2 

:BUYPRO3_266
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO3_340 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO3_333 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
004F: create_thread @BANK1  
0004: $1092 = 1 // integer values 
004E: end_thread 

:BUYPRO3_333
0002: jump @BUYPRO3_266 

:BUYPRO3_340
01E3: text_1number_styled 'BANKBUY' number $639 time 5000 style 6  // The Malibu purchased: $~1~
0529: add $639 to_money_spent_on_property_stats 
0542: add_property 0 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 4000 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO3_434 
043C: set_game_sounds_disable_on_fade 1 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
004F: create_thread @BANK1  
0004: $1092 = 1 // integer values 
004E: end_thread 

:BUYPRO3_434
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:BUYPRO3_449
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO3_527 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO3_520 
043C: set_game_sounds_disable_on_fade 1 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
004F: create_thread @BANK1  
0004: $1092 = 1 // integer values 
004E: end_thread 

:BUYPRO3_520
0002: jump @BUYPRO3_449 

:BUYPRO3_527
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
004F: create_thread @BANK1  
0004: $1092 = 1 // integer values 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 

:BUYPRO3_600
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO3_646 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO3_639 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:BUYPRO3_639
0002: jump @BUYPRO3_600 

:BUYPRO3_646
043C: set_game_sounds_disable_on_fade 1 
004F: create_thread @PSAVE10  
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 42---------------
// Originally: The Boatyard Buy

:BOATBY
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'BOATBY' 
0001: wait 0 ms 
0108: destroy_object $1786 
054C: use_GXT_table 'BOATBUY' 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDWAYN' 
023C: load_special_actor 3 'CSJETRO' 
029B: 0@ = init_object #DK_REEF at -651.0 -1481.21 16.647 
01C7: remove_object_from_mission_cleanup_list 0@ 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BOATBY_140 
04CE: $603 = create_icon_marker_without_sphere 9 at -664.1 -1476.3 13.8 

:BOATBY_140
0001: wait 0 ms 
03CB: set_camera -649.7202 -1482.1 14.9076 
038B: load_requested_models 

:BOATBY_163
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @BOATBY_197 
0001: wait 0 ms 
0002: jump @BOATBY_163 

:BOATBY_197
0569:  'CSPLAY' 
0569:  'CSDWAYN' 
0569:  'CSJETRO' 
02E4: load_cutscene_data 'DRUG_1' 
0244: set_cutscene_pos -690.0 -1568.0 11.4 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: 1@ = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim 1@ 'CSDWAYN' 
02E5: 2@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 2@ 'CSJETRO' 
0395: clear_area 1 at -633.2 -1488.8 range 12.7 1.0 
0055: put_player $PLAYER_CHAR at -633.2 -1488.8 12.7 
0171: set_player $PLAYER_CHAR z_angle_to 250.0 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BOATBY_405
00D6: if 
001A:   142 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_440 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_405 

:BOATBY_440
00BC: text_highpriority 'DRUG_1' 10000 ms 1  // Hello? Hel-lo?! Hello?

:BOATBY_455
00D6: if 
001A:   9838 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_490 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_455 

:BOATBY_490
00BC: text_highpriority 'DRUG_2' 10000 ms 1  // Put it out. There's a dude here.

:BOATBY_505
00D6: if 
001A:   12335 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_540 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_505 

:BOATBY_540
00BC: text_highpriority 'DRUG_3' 10000 ms 1  // Hey suit dude! I guess you're the new owner?

:BOATBY_555
00D6: if 
001A:   14831 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_590 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_555 

:BOATBY_590
00BC: text_highpriority 'DRUG_4' 10000 ms 1  // Yeah. Which one of the boats is the fastest?

:BOATBY_605
00D6: if 
001A:   17624 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_640 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_605 

:BOATBY_640
00BC: text_highpriority 'DRUG_5' 10000 ms 1  // It's already in the water, dude,

:BOATBY_655
00D6: if 
001A:   19626 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_690 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_655 

:BOATBY_690
00BC: text_highpriority 'DRUG_6' 10000 ms 1  // I though you might want to try her out.

:BOATBY_705
00D6: if 
001A:   21916 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_740 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_705 

:BOATBY_740
00BC: text_highpriority 'DRUG_7' 10000 ms 1  // Dude, she's already running with a 300 horse power engine...

:BOATBY_755
00D6: if 
001A:   24845 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_790 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_755 

:BOATBY_790
00BC: text_highpriority 'DRUG_8' 10000 ms 1  // ...and the fiberglass hull, she just shoots through the waves.!

:BOATBY_805
00D6: if 
001A:   29051 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_840 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_805 

:BOATBY_840
00BC: text_highpriority 'DRUG_9' 10000 ms 1  // She can do like zero to sixty in four seconds flat dude...

:BOATBY_855
00D6: if 
001A:   33053 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_892 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_855 

:BOATBY_892
00BC: text_highpriority 'DRUG_10' 10000 ms 1  // and she can hold like twenty bales of the best Jamaican smoke right in the hull!

:BOATBY_907
00D6: if 
001A:   37627 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_944 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_907 

:BOATBY_944
00BC: text_highpriority 'DRUG_11' 10000 ms 1  // So go ahead dude, she's ready to fly!

:BOATBY_959
00D6: if 
001A:   40309 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_996 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_959 

:BOATBY_996
00BC: text_highpriority 'DRUG_12' 10000 ms 1  // Yo yo, uh, suit dude, you gotta light?

:BOATBY_1011
00D6: if 
001A:   44071 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_1048 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_1011 

:BOATBY_1048
00BC: text_highpriority 'DRUG_13' 10000 ms 1  // Dude?

:BOATBY_1063
00D6: if 
001A:   45000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BOATBY_1100 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BOATBY_1063 

:BOATBY_1100
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:BOATBY_1115
00D6: if 
016B:   fading 
004D: jump_if_false @BOATBY_1139 
0001: wait 0 ms 
0002: jump @BOATBY_1115 

:BOATBY_1139
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BOATBY_1163 
0001: wait 0 ms 
0002: jump @BOATBY_1139 

:BOATBY_1163
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0247: request_model #JETMAX 
0247: request_model #SQUALO 
038B: load_requested_models 

:BOATBY_1207
00D6: if or
8248:   not model #JETMAX available 
8248:   not model #SQUALO available 
004D: jump_if_false @BOATBY_1239 
0001: wait 0 ms 
0002: jump @BOATBY_1207 

:BOATBY_1239
00A5: 3@ = create_car #JETMAX at -586.6 -1512.2 5.0 
0175: set_car 3@ z_angle_to 253.0 
00A5: 4@ = create_car #SQUALO at -581.2 -1503.2 5.0 
0175: set_car 4@ z_angle_to 250.0 
0001: wait 0 ms 
0001: wait 0 ms 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
02A3: enable_widescreen 1 
03CB: set_camera -565.647 -1506.333 8.906 
015F: set_camera_position -564.65 -1506.31 8.99 0.0 rotation 0.0 0.0 
0160: point_camera -565.647 -1506.333 8.906 switchstyle 2 

:BOATBY_1407
00D6: if 
016B:   fading 
004D: jump_if_false @BOATBY_1431 
0001: wait 0 ms 
0002: jump @BOATBY_1407 

:BOATBY_1431
0394: play_music 1 
01E3: text_1number_styled 'BOATBUY' number $604 time 7000 style 6  // Boatyard purchased: $~1~
0529: add $604 to_money_spent_on_property_stats 
0542: add_property 6 to_property_own_stats 
0001: wait 7000 ms 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
030C: progress_made += 1 
0164: disable_marker $603 
0570: $603 = create_asset_radar_marker_with_icon 12 at -664.1 -1476.3 13.8 
018B: show_on_radar $603 2 
015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0 
004F: create_thread @PSAVE6  
004F: create_thread @COKRUN  
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0001: wait 0 ms 
0249: release_model #JETMAX 
0249: release_model #SQUALO 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 

//-------------Mission 43---------------
// Originally: Pole Position Club Buy

:BUYPRO4
03A4: name_thread 'BUYPRO4' 
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @BUYPRO4_58 
0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 
018B: show_on_radar $613 2 

:BUYPRO4_58
0001: wait 0 ms 
0164: disable_marker $613 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO4_104
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO4_176 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO4_169 
0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 
018B: show_on_radar $613 2 
0004: $999 = 1 // integer values 
004E: end_thread 

:BUYPRO4_169
0002: jump @BUYPRO4_104 

:BUYPRO4_176
0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 
018B: show_on_radar $613 2 
004F: create_thread @PSAVE5  
0004: $999 = 1 // integer values 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 
0004: $1271 = 1 // integer values 
004F: create_thread @CLOTH7  
0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0 
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 
0171: set_player $PLAYER_CHAR z_angle_to 218.0275 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position 112.9674 -1486.218 11.2691 0.0 rotation 0.0 0.0 
0160: point_camera 112.1791 -1485.63 11.4509 switchstyle 2 

:BUYPRO4_375
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO4_417 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO4_410 
004E: end_thread 

:BUYPRO4_410
0002: jump @BUYPRO4_375 

:BUYPRO4_417
01E3: text_1number_styled 'STRPBUY' number $614 time 5000 style 6  // Pole Position Club purchased: $~1~
0529: add $614 to_money_spent_on_property_stats 
0542: add_property 7 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 4000 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO4_479 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:BUYPRO4_479
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:BUYPRO4_494
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO4_540 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO4_533 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:BUYPRO4_533
0002: jump @BUYPRO4_494 

:BUYPRO4_540
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 

:BUYPRO4_581
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO4_605 
0001: wait 0 ms 
0002: jump @BUYPRO4_581 

:BUYPRO4_605
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 44---------------
// Originally: El Swanko Casa Buy

:BUYPRO5
03A4: name_thread 'BUYPRO5' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $660 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO5_63
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO5_136 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO5_129 
0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 
018B: show_on_radar $660 2 
004F: create_thread @SAVE1  
004E: end_thread 

:BUYPRO5_129
0002: jump @BUYPRO5_63 

:BUYPRO5_136
0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 
018B: show_on_radar $660 2 
004F: create_thread @SAVE1  
0395: clear_area 1 at 428.373 608.9806 range 11.6898 1.0 
0055: put_player $PLAYER_CHAR at 428.373 608.9806 11.6898 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position 415.9304 640.0891 12.9833 0.0 rotation 0.0 0.0 
0160: point_camera 416.2365 639.1425 13.0847 switchstyle 2 

:BUYPRO5_291
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO5_333 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO5_326 
004E: end_thread 

:BUYPRO5_326
0002: jump @BUYPRO5_291 

:BUYPRO5_333
0004: $1798 = 1 // integer values 
0004: $1303 = 1 // integer values 
01E3: text_1number_styled 'NBMNBUY' number $661 time 5000 style 6  // El Swanko Casa purchased: $~1~
0529: add $661 to_money_spent_on_property_stats 
0542: add_property 10 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 2000 ms 
00BC: text_highpriority 'BUYSAVE' 3000 ms 1  // ~g~You can now save your game here when not on a mission.
0001: wait 3000 ms 
015F: set_camera_position 427.813 650.6702 15.3209 0.0 rotation 0.0 0.0 
0160: point_camera 428.6758 650.2003 15.1346 switchstyle 2 
00BC: text_highpriority 'BUYGARG' 3000 ms 1  // ~g~You can also store vehicles in this garage.
02FA: garage $663 change_to_type 16 
0001: wait 3000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:BUYPRO5_500
00D6: if 
016B:   fading 
004D: jump_if_false @BUYPRO5_546 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO5_539 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:BUYPRO5_539
0002: jump @BUYPRO5_500 

:BUYPRO5_546
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0050: gosub @HELP_2932 
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 45---------------
// Originally: Links View Apartment Buy

:LNKVBUY
03A4: name_thread 'LNKVBUY' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $652 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:LNKVBUY_63
00D6: if 
016B:   fading 
004D: jump_if_false @LNKVBUY_136 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @LNKVBUY_129 
0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 
018B: show_on_radar $652 2 
004F: create_thread @SAVE2  
004E: end_thread 

:LNKVBUY_129
0002: jump @LNKVBUY_63 

:LNKVBUY_136
0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 
018B: show_on_radar $652 2 
004F: create_thread @SAVE2  
0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0 
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 
0171: set_player $PLAYER_CHAR z_angle_to 276.3156 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position 241.4097 420.0691 10.388 0.0 rotation 0.0 0.0 
0160: point_camera 242.141 419.4232 10.6071 switchstyle 2 

:LNKVBUY_291
00D6: if 
016B:   fading 
004D: jump_if_false @LNKVBUY_333 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @LNKVBUY_326 
004E: end_thread 

:LNKVBUY_326
0002: jump @LNKVBUY_291 

:LNKVBUY_333
0004: $1799 = 1 // integer values 
0004: $1304 = 1 // integer values 
01E3: text_1number_styled 'LNKVBUY' number $653 time 5000 style 6  // Links View Apartment purchased: $~1~
0529: add $653 to_money_spent_on_property_stats 
0542: add_property 9 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 2000 ms 
00BC: text_highpriority 'BUYSAVE' 3000 ms 1  // ~g~You can now save your game here when not on a mission.
0001: wait 3000 ms 
015F: set_camera_position 313.6496 390.976 14.5314 0.0 rotation 0.0 0.0 
0160: point_camera 313.0024 391.738 14.5534 switchstyle 2 
00BC: text_highpriority 'BUYGARG' 3000 ms 1  // ~g~You can also store vehicles in this garage.
02FA: garage $655 change_to_type 26 
0001: wait 3000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:LNKVBUY_500
00D6: if 
016B:   fading 
004D: jump_if_false @LNKVBUY_546 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @LNKVBUY_539 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:LNKVBUY_539
0002: jump @LNKVBUY_500 

:LNKVBUY_546
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0050: gosub @HELP_2932 
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 46---------------
// Originally: Hyman Condo Buy

:HYCOBUY
03A4: name_thread 'HYCOBUY' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $664 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:HYCOBUY_63
00D6: if 
016B:   fading 
004D: jump_if_false @HYCOBUY_136 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HYCOBUY_129 
0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 
018B: show_on_radar $664 2 
004F: create_thread @SAVE3  
004E: end_thread 

:HYCOBUY_129
0002: jump @HYCOBUY_63 

:HYCOBUY_136
0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 
018B: show_on_radar $664 2 
004F: create_thread @SAVE3  
0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0 
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 
0171: set_player $PLAYER_CHAR z_angle_to 200.4458 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position -905.0276 1352.564 50.7682 0.0 rotation 0.0 0.0 
0160: point_camera -904.088 1352.261 50.9287 switchstyle 2 

:HYCOBUY_291
00D6: if 
016B:   fading 
004D: jump_if_false @HYCOBUY_333 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HYCOBUY_326 
004E: end_thread 

:HYCOBUY_326
0002: jump @HYCOBUY_291 

:HYCOBUY_333
0004: $1795 = 1 // integer values 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 
0004: $1300 = 1 // integer values 
01E3: text_1number_styled 'HYCOBUY' number $665 time 5000 style 6  // Hyman Condo purchased: $~1~
0529: add $665 to_money_spent_on_property_stats 
0542: add_property 14 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 2000 ms 
00BC: text_highpriority 'BUYSAVE' 3000 ms 1  // ~g~You can now save your game here when not on a mission.
0001: wait 3000 ms 
015F: set_camera_position -848.3207 1292.835 11.4866 0.0 rotation 0.0 0.0 
0160: point_camera -847.6996 1293.611 11.5998 switchstyle 2 
00BC: text_highpriority 'BUYGARS' 3000 ms 1  // ~g~You can also store vehicles in these garages.
02FA: garage $667 change_to_type 17 
02FA: garage $668 change_to_type 18 
02FA: garage $669 change_to_type 24 
0001: wait 3000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:HYCOBUY_536
00D6: if 
016B:   fading 
004D: jump_if_false @HYCOBUY_582 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HYCOBUY_575 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:HYCOBUY_575
0002: jump @HYCOBUY_536 

:HYCOBUY_582
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0050: gosub @HELP_2932 
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 47---------------
// Originally: Ocean Heighs Aprt. Buy

:OCHEBUY
03A4: name_thread 'OCHEBUY' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $656 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:OCHEBUY_63
00D6: if 
016B:   fading 
004D: jump_if_false @OCHEBUY_136 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @OCHEBUY_129 
0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 
018B: show_on_radar $656 2 
004F: create_thread @SAVE5  
004E: end_thread 

:OCHEBUY_129
0002: jump @OCHEBUY_63 

:OCHEBUY_136
0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 
018B: show_on_radar $656 2 
004F: create_thread @SAVE5  
0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0 
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 
0171: set_player $PLAYER_CHAR z_angle_to 353.8286 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position -9.9202 -1467.05 10.114 0.0 rotation 0.0 0.0 
0160: point_camera -9.376 -1467.813 10.4639 switchstyle 2 

:OCHEBUY_291
00D6: if 
016B:   fading 
004D: jump_if_false @OCHEBUY_333 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @OCHEBUY_326 
004E: end_thread 

:OCHEBUY_326
0002: jump @OCHEBUY_291 

:OCHEBUY_333
0004: $1800 = 1 // integer values 
0004: $1305 = 1 // integer values 
01E3: text_1number_styled 'OCHEBUY' number $657 time 5000 style 6  // Ocean Heights Apartment purchased: $~1~
0529: add $657 to_money_spent_on_property_stats 
0542: add_property 12 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 2000 ms 
00BC: text_highpriority 'BUYSAVE' 3000 ms 1  // ~g~You can now save your game here when not on a mission.
0001: wait 3000 ms 
015F: set_camera_position 17.7346 -1467.674 18.6329 0.0 rotation 0.0 0.0 
0160: point_camera 18.0802 -1468.512 18.2106 switchstyle 2 
00BC: text_highpriority 'BUYGARG' 3000 ms 1  // ~g~You can also store vehicles in this garage.
02FA: garage $659 change_to_type 25 
0001: wait 3000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:OCHEBUY_500
00D6: if 
016B:   fading 
004D: jump_if_false @OCHEBUY_546 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @OCHEBUY_539 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:OCHEBUY_539
0002: jump @OCHEBUY_500 

:OCHEBUY_546
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0050: gosub @HELP_2932 
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 48---------------
// Originally: 1102 Washington Street Buy

:WASHBUY
03A4: name_thread 'WASHBUY' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $649 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:WASHBUY_63
00D6: if 
016B:   fading 
004D: jump_if_false @WASHBUY_136 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @WASHBUY_129 
0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 
018B: show_on_radar $649 2 
004F: create_thread @SAVE4  
004E: end_thread 

:WASHBUY_129
0002: jump @WASHBUY_63 

:WASHBUY_136
0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 
018B: show_on_radar $649 2 
004F: create_thread @SAVE4  
0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0 
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 
0171: set_player $PLAYER_CHAR z_angle_to 238.8605 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position 57.5999 -681.8762 10.4095 0.0 rotation 0.0 0.0 
0160: point_camera 57.8653 -682.802 10.6787 switchstyle 2 

:WASHBUY_291
00D6: if 
016B:   fading 
004D: jump_if_false @WASHBUY_333 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @WASHBUY_326 
004E: end_thread 

:WASHBUY_326
0002: jump @WASHBUY_291 

:WASHBUY_333
0004: $1796 = 1 // integer values 
0004: $1301 = 1 // integer values 
01E3: text_1number_styled 'WASHBUY' number $650 time 5000 style 6  // 1102 Washington Street purchased: $~1~
0529: add $650 to_money_spent_on_property_stats 
0542: add_property 11 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 2000 ms 
00BC: text_highpriority 'BUYSAVE' 3000 ms 1  // ~g~You can now save your game here when not on a mission.
0001: wait 3000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:WASHBUY_422
00D6: if 
016B:   fading 
004D: jump_if_false @WASHBUY_468 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @WASHBUY_461 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:WASHBUY_461
0002: jump @WASHBUY_422 

:WASHBUY_468
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0050: gosub @HELP_2932 
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 49---------------
// Originally: Vice Point Buy

:VCPTBUY
03A4: name_thread 'VCPTBUY' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $646 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:VCPTBUY_63
00D6: if 
016B:   fading 
004D: jump_if_false @VCPTBUY_136 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCPTBUY_129 
0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 
018B: show_on_radar $646 2 
004F: create_thread @SAVE6  
004E: end_thread 

:VCPTBUY_129
0002: jump @VCPTBUY_63 

:VCPTBUY_136
0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 
018B: show_on_radar $646 2 
004F: create_thread @SAVE6  
0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0 
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 
0171: set_player $PLAYER_CHAR z_angle_to 131.5277 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position 468.3571 1259.458 21.8848 0.0 rotation 0.0 0.0 
0160: point_camera 469.2978 1259.797 21.8834 switchstyle 2 

:VCPTBUY_291
00D6: if 
016B:   fading 
004D: jump_if_false @VCPTBUY_333 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCPTBUY_326 
004E: end_thread 

:VCPTBUY_326
0002: jump @VCPTBUY_291 

:VCPTBUY_333
0004: $1797 = 1 // integer values 
0004: $1302 = 1 // integer values 
01E3: text_1number_styled 'VCPTBUY' number $647 time 5000 style 6  // 3321 Vice Point purchased: $~1~
0529: add $647 to_money_spent_on_property_stats 
0542: add_property 8 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 2000 ms 
00BC: text_highpriority 'BUYSAVE' 3000 ms 1  // ~g~You can now save your game here when not on a mission.
0001: wait 3000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:VCPTBUY_422
00D6: if 
016B:   fading 
004D: jump_if_false @VCPTBUY_468 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCPTBUY_461 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:VCPTBUY_461
0002: jump @VCPTBUY_422 

:VCPTBUY_468
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0050: gosub @HELP_2932 
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 50---------------
// Originally: Skumole Shack Buy

:SKUMBUY
03A4: name_thread 'SKUMBUY' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0164: disable_marker $643 
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:SKUMBUY_63
00D6: if 
016B:   fading 
004D: jump_if_false @SKUMBUY_136 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SKUMBUY_129 
0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 
018B: show_on_radar $643 2 
004F: create_thread @SAVE7  
004E: end_thread 

:SKUMBUY_129
0002: jump @SKUMBUY_63 

:SKUMBUY_136
0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 
018B: show_on_radar $643 2 
004F: create_thread @SAVE7  
0395: clear_area 1 at -559.9 705.4 range 19.8 1.0 
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 
0171: set_player $PLAYER_CHAR z_angle_to 243.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
015F: set_camera_position -570.4593 708.1309 24.3593 0.0 rotation 0.0 0.0 
0160: point_camera -569.6928 707.5626 24.0599 switchstyle 2 

:SKUMBUY_291
00D6: if 
016B:   fading 
004D: jump_if_false @SKUMBUY_333 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SKUMBUY_326 
004E: end_thread 

:SKUMBUY_326
0002: jump @SKUMBUY_291 

:SKUMBUY_333
0004: $1794 = 1 // integer values 
0004: $1299 = 1 // integer values 
01E3: text_1number_styled 'SKUMBUY' number $644 time 5000 style 6  // Skumole Shack purchased: $~1~
0529: add $644 to_money_spent_on_property_stats 
0542: add_property 13 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0001: wait 2000 ms 
00BC: text_highpriority 'BUYSAVE' 3000 ms 1  // ~g~You can now save your game here when not on a mission.
0001: wait 3000 ms 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:SKUMBUY_422
00D6: if 
016B:   fading 
004D: jump_if_false @SKUMBUY_468 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SKUMBUY_461 
043C: set_game_sounds_disable_on_fade 1 
004E: end_thread 

:SKUMBUY_461
0002: jump @SKUMBUY_422 

:SKUMBUY_468
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
0050: gosub @HELP_2932 
043C: set_game_sounds_disable_on_fade 1 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------Mission 51---------------
// Originally: Cap the Collector

:CAP_1
0050: gosub @CAP_1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CAP_1_27 
0050: gosub @CAP_1_9159 

:CAP_1_27
0050: gosub @CAP_1_9281 
004E: end_thread 

:CAP_1_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'CAP_1' 
0001: wait 0 ms 
054C: use_GXT_table 'CAP_1' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
0004: $4895 = -1 // integer values 
0004: $4896 = -1 // integer values 
0004: $4897 = -1 // integer values 
0004: $4940 = 0 // integer values 
0004: $4941 = 0 // integer values 
0004: $4942 = 0 // integer values 
0004: $4943 = 0 // integer values 
0004: $4944 = 0 // integer values 
0004: $4945 = 0 // integer values 
0005: $4966 = 0.0 // floating-point values 
0005: $4967 = 0.0 // floating-point values 
0005: $4968 = 0.0 // floating-point values 
0005: $4969 = 0.0 // floating-point values 
0005: $4970 = 0.0 // floating-point values 
0004: $4898 = -1 // integer values 
0004: $4899 = -1 // integer values 
0004: $4900 = -1 // integer values 
0004: $4946 = 0 // integer values 
0004: $4947 = 0 // integer values 
0004: $4948 = 0 // integer values 
0004: $4949 = 0 // integer values 
0004: $4950 = 0 // integer values 
0004: $4951 = 0 // integer values 
0007: 0@ = 0.0 // floating-point values 
0007: 1@ = 0.0 // floating-point values 
0007: 2@ = 0.0 // floating-point values 
0007: 3@ = 0.0 // floating-point values 
0007: 4@ = 0.0 // floating-point values 
0004: $4901 = -1 // integer values 
0004: $4902 = -1 // integer values 
0004: $4903 = -1 // integer values 
0004: $4952 = 0 // integer values 
0004: $4953 = 0 // integer values 
0004: $4954 = 0 // integer values 
0004: $4955 = 0 // integer values 
0004: $4956 = 0 // integer values 
0004: $4957 = 0 // integer values 
0007: 5@ = 0.0 // floating-point values 
0007: 6@ = 0.0 // floating-point values 
0007: 7@ = 0.0 // floating-point values 
0007: 8@ = 0.0 // floating-point values 
0007: 9@ = 0.0 // floating-point values 
0004: $4904 = -1 // integer values 
0004: $4905 = -1 // integer values 
0004: $4906 = -1 // integer values 
0004: $4959 = 0 // integer values 
0004: $4960 = 0 // integer values 
0004: $4961 = 0 // integer values 
0004: $4962 = 0 // integer values 
0004: $4963 = 0 // integer values 
0004: $4964 = 0 // integer values 
0007: 10@ = 0.0 // floating-point values 
0007: 11@ = 0.0 // floating-point values 
0007: 12@ = 0.0 // floating-point values 
0007: 13@ = 0.0 // floating-point values 
0007: 14@ = 0.0 // floating-point values 
0004: $4916 = 0 // integer values 
0004: $4917 = 0 // integer values 
0004: $4918 = 0 // integer values 
0004: $4919 = 0 // integer values 
0004: $4920 = 0 // integer values 
0004: $4921 = 0 // integer values 
0004: $4922 = 0 // integer values 
0004: $4925 = 0 // integer values 
0004: $4926 = 0 // integer values 
0004: $4927 = 0 // integer values 
0004: $4928 = 0 // integer values 
0004: $4929 = 0 // integer values 
0004: $4930 = 0 // integer values 
0004: $4931 = 0 // integer values 
0004: $4932 = 0 // integer values 
0004: $4933 = 0 // integer values 
0004: $4934 = 0 // integer values 
0004: $4923 = 0 // integer values 
0004: $2607 = 0 // integer values 
0004: $2560 = 0 // integer values 
0004: $2561 = 0 // integer values 
0004: $2562 = 0 // integer values 
0004: $2563 = 0 // integer values 
0004: $2564 = 0 // integer values 
0004: $2567 = 0 // integer values 
0004: $2568 = 0 // integer values 
0004: $2569 = 0 // integer values 
0004: $2570 = 0 // integer values 
0004: $2571 = 0 // integer values 
0004: $2573 = 0 // integer values 
0004: $4935 = 0 // integer values 
0004: $4936 = 0 // integer values 
0004: $4937 = 0 // integer values 
0004: $4938 = 0 // integer values 
0004: $2797 = 0 // integer values 
0005: $4872 = 0.0 // floating-point values 
0005: $4873 = 0.0 // floating-point values 
0005: $4874 = 0.0 // floating-point values 
0004: $2585 = 0 // integer values 
0004: $2586 = 0 // integer values 
0004: $2587 = 0 // integer values 
0004: $2588 = 0 // integer values 
0004: $2589 = 0 // integer values 
0004: $2590 = 0 // integer values 
0004: $2591 = 0 // integer values 
0004: $2592 = 0 // integer values 
0004: $2593 = 0 // integer values 
0004: $2594 = 0 // integer values 
0004: $2596 = 0 // integer values 
0004: $4958 = 0 // integer values 
0004: $4965 = 0 // integer values 
0004: $4924 = 0 // integer values 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
023C: load_special_actor 3 'PRINTRA' 
023C: load_special_actor 4 'PRINTRB' 
023C: load_special_actor 5 'PRINTRC' 
04BB: select_interiour 18 // select render area 
03CB: set_camera -1071.56 -278.9497 12.3606 
038B: load_requested_models 

:CAP_1_999
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAP_1_1041 
0001: wait 0 ms 
0002: jump @CAP_1_999 

:CAP_1_1041
02E4: load_cutscene_data 'CAP_1' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $167 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $167 'CSKELLY' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'PRINTRA' 
02E5: $138 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $138 'PRINTRB' 
02E5: $129 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $129 'PRINTRC' 
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CAP_1_1259
00D6: if 
001A:   2420 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1294 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1259 

:CAP_1_1294
00BC: text_highpriority 'CAP_01' 10000 ms 1  // Ok, what's the emergency?

:CAP_1_1309
00D6: if 
001A:   5636 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1344 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1309 

:CAP_1_1344
00BC: text_highpriority 'CAP_02' 10000 ms 1  // WHO?

:CAP_1_1359
00D6: if 
001A:   6065 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1394 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1359 

:CAP_1_1394
00BC: text_highpriority 'CAP_03' 10000 ms 1  // Tommy...some mob thugs ...said they'd come to take their cut...

:CAP_1_1409
00D6: if 
001A:   10876 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1444 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1409 

:CAP_1_1444
00BC: text_highpriority 'CAP_04' 10000 ms 1  // ...said it was a Mr. Forello's money...I feel like crap.

:CAP_1_1459
00D6: if 
001A:   14640 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1494 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1459 

:CAP_1_1494
00BC: text_highpriority 'CAP_05' 10000 ms 1  // Forelli? SONNY Forelli?

:CAP_1_1509
00D6: if 
001A:   17053 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1544 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1509 

:CAP_1_1544
00BC: text_highpriority 'CAP_06' 10000 ms 1  // Yeah, that's the guy...I think...they were very insistent...

:CAP_1_1559
00D6: if 
001A:   20816 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1594 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1559 

:CAP_1_1594
00BC: text_highpriority 'CAP_07' 10000 ms 1  // Don't you worry, pop, I'm not angry with you.

:CAP_1_1609
00D6: if 
001A:   22129 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1644 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1609 

:CAP_1_1644
00BC: text_highpriority 'CAP_08' 10000 ms 1  // Get him to the hospital.

:CAP_1_1659
00D6: if 
001A:   24218 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1694 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1659 

:CAP_1_1694
00BC: text_highpriority 'CAP_09' 10000 ms 1  // Tommy...rip that guy a new asshole for me...

:CAP_1_1709
00D6: if 
001A:   27085 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1744 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1709 

:CAP_1_1744
00BC: text_highpriority 'CAP_10' 10000 ms 1  // I'm gonna rip him two!

:CAP_1_1759
00D6: if 
001A:   27367 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CAP_1_1794 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CAP_1_1759 

:CAP_1_1794
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
0001: wait 1000 ms 
00BE: text_clear_all 

:CAP_1_1816
00D6: if 
016B:   fading 
004D: jump_if_false @CAP_1_1840 
0001: wait 0 ms 
0002: jump @CAP_1_1816 

:CAP_1_1840
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CAP_1_1864 
0001: wait 0 ms 
0002: jump @CAP_1_1840 

:CAP_1_1864
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
04BB: select_interiour 0 // select render area 
03CB: set_camera -1059.841 -278.7214 10.4044 
023C: load_special_actor 1 'MBA' 
023C: load_special_actor 2 'MBB' 
0247: request_model #M4 
0247: request_model #CHROMEGUN 
0247: request_model #SANCHEZ 
038B: load_requested_models 

:CAP_1_1954
00D6: if or
8248:   not model #M4 available 
8248:   not model #CHROMEGUN available 
8248:   not model #SANCHEZ available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CAP_1_1999 
0001: wait 0 ms 
0002: jump @CAP_1_1954 

:CAP_1_1999
00D6: if 
0038:   $642 == 1 // integer values 
004D: jump_if_false @CAP_1_2060 
04CE: $4914 = create_icon_marker_without_sphere 13 at 499.791 -63.8411 10.4539 
0168: set_blip $4914 size 2 
0165: set_marker $4914 color_to 5 
0002: jump @CAP_1_2067 

:CAP_1_2060
0004: $4916 = 2 // integer values 

:CAP_1_2067
00D6: if 
0038:   $633 == 1 // integer values 
004D: jump_if_false @CAP_1_2119 
04CE: $4915 = create_icon_marker_without_sphere 15 at 8.5461 968.7767 9.8996 
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED 
0002: jump @CAP_1_2126 

:CAP_1_2119
0004: $4919 = 2 // integer values 

:CAP_1_2126
00D6: if 
0038:   $612 == 1 // integer values 
004D: jump_if_false @CAP_1_2173 
04CE: $4910 = create_icon_marker_without_sphere 21 at -863.9365 -576.4991 10.0646 
0002: jump @CAP_1_2180 

:CAP_1_2173
0004: $4920 = 2 // integer values 

:CAP_1_2180
00D6: if 
0038:   $623 == 1 // integer values 
004D: jump_if_false @CAP_1_2227 
04CE: $4911 = create_icon_marker_without_sphere 22 at -997.1398 189.8333 10.3916 
0002: jump @CAP_1_2234 

:CAP_1_2227
0004: $4921 = 2 // integer values 

:CAP_1_2234
00D6: if 
0038:   $607 == 1 // integer values 
004D: jump_if_false @CAP_1_2281 
04CE: $4912 = create_icon_marker_without_sphere 12 at -640.8567 -1491.843 12.758 
0002: jump @CAP_1_2288 

:CAP_1_2281
0004: $4917 = 2 // integer values 

:CAP_1_2288
00D6: if 
0038:   $628 == 1 // integer values 
004D: jump_if_false @CAP_1_2335 
04CE: $4913 = create_icon_marker_without_sphere 26 at -1014.468 -833.3465 12.0452 
0002: jump @CAP_1_2342 

:CAP_1_2335
0004: $4918 = 2 // integer values 

:CAP_1_2342
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CAP_1_2480 
04A6: $622 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 
04A6: $632 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 
04A6: $641 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 
04A6: $611 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 
04A6: $606 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 
04A6: $627 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 

:CAP_1_2480
00A5: $4899 = create_car #SANCHEZ at -866.8224 -448.586 9.8801 
0175: set_car $4899 z_angle_to 198.0 
02AA: set_car $4899 immune_to_nonplayer 1 
0466: unknown_car $4899 flag 0 
04BA: set_car $4899 speed_instantly 10.0 
0129: $4898 = create_actor 4 #SPECIAL01 in_car $4899 driverseat 
01B2: give_actor $4898 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4898 threat_search 
011A: set_actor $4898 search_threat 1 
0243: set_actor $4898 ped_stats_to 16 
0223: set_actor $4898 health_to 250 
0483: unknown_actor $4898 1150 
0291: set_actor $4898 attack_when_provoked 1 
0350: set_actor $4898 maintain_position_when_attacked 1 
0319: set_actor $4898 running 1 
01C8: $4900 = create_actor_pedtype 4 model #SPECIAL02 in_car $4899 passenger_seat 0 
01B2: give_actor $4900 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4900 threat_search 
011A: set_actor $4900 search_threat 1 
0243: set_actor $4900 ped_stats_to 16 
0223: set_actor $4900 health_to 250 
0291: set_actor $4900 attack_when_provoked 1 
0350: set_actor $4900 maintain_position_when_attacked 1 
0319: set_actor $4900 running 1 
01DE: tie_actor $4900 to_actor $4898 
0050: gosub @CAP_1_17812 
0089: 0@ = $4966 // floating-point values only 
0089: 1@ = $4967 // floating-point values only 
0089: 2@ = $4968 // floating-point values only 
00D6: if 
8119:   not car $4899 wrecked 
004D: jump_if_false @CAP_1_2773 
02C2: car $4899 drive_to_point 0@ 1@ 2@ 
00AD: set_car $4899 max_speed_to 100.0 
00AE: set_vehicle $4899 traffic_behavior_to 2 

:CAP_1_2773
0481:  10.0 

:CAP_1_2780
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
0038:   $4923 == 3 // integer values 
004D: jump_if_false @CAP_1_2940 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAP_1_2940 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
03CB: set_camera $445 $446 $447 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
00D6: if 
8118:   not actor $4898 dead 
004D: jump_if_false @CAP_1_2921 
0187: $4907 = create_marker_above_actor $4898 
0165: set_marker $4907 color_to 0 

:CAP_1_2921
04E3: unknown_player $PLAYER_CHAR 2 60000 
0004: $4923 = 4 // integer values 

:CAP_1_2940
00D6: if 
0038:   $4923 == 2 // integer values 
004D: jump_if_false @CAP_1_2999 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @CAP_1_2999 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
0004: $4923 = 3 // integer values 

:CAP_1_2999
00D6: if 
0038:   $4923 == 1 // integer values 
004D: jump_if_false @CAP_1_3084 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @CAP_1_3084 
00D6: if 
8119:   not car $4899 wrecked 
004D: jump_if_false @CAP_1_3077 
0158: camera_on_vehicle $4899 mode 18 switchstyle 2 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 2000 // integer values 

:CAP_1_3077
0004: $4923 = 2 // integer values 

:CAP_1_3084
00D6: if 
0038:   $4923 == 0 // integer values 
004D: jump_if_false @CAP_1_3314 
00D6: if 
001C:   $4811 > $2797 // integer values 
004D: jump_if_false @CAP_1_3314 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
03EA: generate_cars_around_camera 1 
015F: set_camera_position -856.1546 -497.3885 10.7677 0.0 rotation 0.0 0.0 
00D6: if 
8119:   not car $4899 wrecked 
004D: jump_if_false @CAP_1_3204 
0158: camera_on_vehicle $4899 mode 15 switchstyle 2 

:CAP_1_3204
00D6: if 
8118:   not actor $4898 dead 
004D: jump_if_false @CAP_1_3234 
00A0: store_actor $4898 position_to $445 $446 $447 

:CAP_1_3234
03CB: set_camera $445 $446 $447 
0084: $2797 = $4811 // integer values and handles 
0008: $2797 += 4000 // integer values 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
00BC: text_highpriority 'CAP1_B1' 20000 ms 1  // ~g~The Mafia is taxing your businesses. Find them and kill them.
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 20000 // integer values 
0004: $4923 = 1 // integer values 

:CAP_1_3314
00D6: if 
8118:   not actor $4898 dead 
004D: jump_if_false @CAP_1_3568 
0084: $4895 = $4898 // integer values and handles 
0084: $4896 = $4899 // integer values and handles 
0084: $4940 = $4946 // integer values and handles 
0088: $4966 = 0@ // floating-point values only 
0088: $4967 = 1@ // floating-point values only 
0088: $4968 = 2@ // floating-point values only 
0084: $4941 = $4947 // integer values and handles 
0088: $4969 = 3@ // floating-point values only 
0088: $4970 = 4@ // floating-point values only 
0084: $4942 = $4948 // integer values and handles 
0084: $4943 = $4949 // integer values and handles 
0084: $4897 = $4900 // integer values and handles 
0084: $4944 = $4950 // integer values and handles 
0084: $4945 = $4951 // integer values and handles 
0050: gosub @CAP_1_9662 
0084: $4898 = $4895 // integer values and handles 
0084: $4899 = $4896 // integer values and handles 
0084: $4946 = $4940 // integer values and handles 
0089: 0@ = $4966 // floating-point values only 
0089: 1@ = $4967 // floating-point values only 
0089: 2@ = $4968 // floating-point values only 
0084: $4947 = $4941 // integer values and handles 
0089: 3@ = $4969 // floating-point values only 
0089: 4@ = $4970 // floating-point values only 
0084: $4948 = $4942 // integer values and handles 
0084: $4949 = $4943 // integer values and handles 
0084: $4900 = $4897 // integer values and handles 
0084: $4950 = $4944 // integer values and handles 
0084: $4951 = $4945 // integer values and handles 
0002: jump @CAP_1_4230 

:CAP_1_3568
0164: disable_marker $4907 
00D6: if 
8118:   not actor $4900 dead 
004D: jump_if_false @CAP_1_3716 
00D6: if 
056D:   actor $4898 defined 
004D: jump_if_false @CAP_1_3619 
04A5: get_dead_actor_pickup_coords $4898 store_to $445 $446 $447 

:CAP_1_3619
00D6: if 
00EC:   actor $4900 0 $445 $446 radius 30.0 30.0 
004D: jump_if_false @CAP_1_3697 
0084: $4898 = $4900 // integer values and handles 
0004: $4900 = -1 // integer values 
0004: $4950 = 0 // integer values 
0187: $4907 = create_marker_above_actor $4898 
0165: set_marker $4907 color_to 0 
0002: jump @CAP_1_3709 

:CAP_1_3697
01C2: remove_references_to_actor $4900 // Like turning an actor into a random pedestrian 
0004: $4900 = -1 // integer values 

:CAP_1_3709
0002: jump @CAP_1_4230 

:CAP_1_3716
00D6: if 
8043:   not  0@ == 1E09 // floating-point values 
004D: jump_if_false @CAP_1_4230 
00D6: if 
0043:   0@ == -852.5533 // floating-point values 
004D: jump_if_false @CAP_1_3815 
00D6: if 
0038:   $4920 == 1 // integer values 
004D: jump_if_false @CAP_1_3783 
0004: $4920 = 0 // integer values 

:CAP_1_3783
00D6: if and
0038:   $4929 == 0 // integer values 
0038:   $4920 == 2 // integer values 
004D: jump_if_false @CAP_1_3815 
0004: $4920 = 0 // integer values 

:CAP_1_3815
00D6: if 
0043:   0@ == -1016.265 // floating-point values 
004D: jump_if_false @CAP_1_3893 
00D6: if 
0038:   $4921 == 1 // integer values 
004D: jump_if_false @CAP_1_3861 
0004: $4921 = 0 // integer values 

:CAP_1_3861
00D6: if and
0038:   $4930 == 0 // integer values 
0038:   $4921 == 2 // integer values 
004D: jump_if_false @CAP_1_3893 
0004: $4921 = 0 // integer values 

:CAP_1_3893
00D6: if 
0043:   0@ == -726.0752 // floating-point values 
004D: jump_if_false @CAP_1_3971 
00D6: if 
0038:   $4917 == 1 // integer values 
004D: jump_if_false @CAP_1_3939 
0004: $4917 = 0 // integer values 

:CAP_1_3939
00D6: if and
0038:   $4931 == 0 // integer values 
0038:   $4917 == 2 // integer values 
004D: jump_if_false @CAP_1_3971 
0004: $4917 = 0 // integer values 

:CAP_1_3971
00D6: if 
0043:   0@ == -1025.169 // floating-point values 
004D: jump_if_false @CAP_1_4049 
00D6: if 
0038:   $4918 == 1 // integer values 
004D: jump_if_false @CAP_1_4017 
0004: $4918 = 0 // integer values 

:CAP_1_4017
00D6: if and
0038:   $4933 == 0 // integer values 
0038:   $4918 == 2 // integer values 
004D: jump_if_false @CAP_1_4049 
0004: $4918 = 0 // integer values 

:CAP_1_4049
00D6: if 
0043:   0@ == 506.2871 // floating-point values 
004D: jump_if_false @CAP_1_4127 
00D6: if 
0038:   $4916 == 1 // integer values 
004D: jump_if_false @CAP_1_4095 
0004: $4916 = 0 // integer values 

:CAP_1_4095
00D6: if and
0038:   $4932 == 0 // integer values 
0038:   $4916 == 2 // integer values 
004D: jump_if_false @CAP_1_4127 
0004: $4916 = 0 // integer values 

:CAP_1_4127
00D6: if 
0043:   0@ == 17.6185 // floating-point values 
004D: jump_if_false @CAP_1_4205 
00D6: if 
0038:   $4919 == 1 // integer values 
004D: jump_if_false @CAP_1_4173 
0004: $4919 = 0 // integer values 

:CAP_1_4173
00D6: if and
0038:   $4934 == 0 // integer values 
0038:   $4919 == 2 // integer values 
004D: jump_if_false @CAP_1_4205 
0004: $4919 = 0 // integer values 

:CAP_1_4205
0007: 0@ = 1E09 // floating-point values 
00BC: text_highpriority 'CAP1B10' 5000 ms 1  // You've capped the Collectors. More are on their way.

:CAP_1_4230
00D6: if 
0038:   $4958 == 0 // integer values 
004D: jump_if_false @CAP_1_4579 
00D6: if 
0118:   actor $4898 dead 
004D: jump_if_false @CAP_1_4579 
00A5: $4902 = create_car #SANCHEZ at -830.2028 756.1009 9.8816 
0175: set_car $4902 z_angle_to 264.7463 
02AA: set_car $4902 immune_to_nonplayer 1 
0466: unknown_car $4902 flag 0 
04BA: set_car $4902 speed_instantly 10.0 
0129: $4901 = create_actor 4 #SPECIAL01 in_car $4902 driverseat 
01B2: give_actor $4901 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4901 threat_search 
011A: set_actor $4901 search_threat 1 
0243: set_actor $4901 ped_stats_to 16 
0223: set_actor $4901 health_to 250 
0483: unknown_actor $4901 1150 
0291: set_actor $4901 attack_when_provoked 1 
0350: set_actor $4901 maintain_position_when_attacked 1 
0319: set_actor $4901 running 1 
0187: $4908 = create_marker_above_actor $4901 
0165: set_marker $4908 color_to 0 
01C8: $4903 = create_actor_pedtype 4 model #SPECIAL02 in_car $4902 passenger_seat 0 
01B2: give_actor $4903 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4903 threat_search 
011A: set_actor $4903 search_threat 1 
0243: set_actor $4903 ped_stats_to 16 
0223: set_actor $4903 health_to 250 
0291: set_actor $4903 attack_when_provoked 1 
0350: set_actor $4903 maintain_position_when_attacked 1 
0319: set_actor $4903 running 1 
01DE: tie_actor $4903 to_actor $4901 
0050: gosub @CAP_1_17812 
0089: 5@ = $4966 // floating-point values only 
0089: 6@ = $4967 // floating-point values only 
0089: 7@ = $4968 // floating-point values only 
00D6: if 
8119:   not car $4902 wrecked 
004D: jump_if_false @CAP_1_4572 
02C2: car $4902 drive_to_point 5@ 6@ 7@ 
00AD: set_car $4902 max_speed_to 100.0 
00AE: set_vehicle $4902 traffic_behavior_to 2 

:CAP_1_4572
0004: $4958 = 1 // integer values 

:CAP_1_4579
00D6: if 
0118:   actor $4898 dead 
004D: jump_if_false @CAP_1_5511 
00D6: if 
8118:   not actor $4901 dead 
004D: jump_if_false @CAP_1_4849 
0084: $4895 = $4901 // integer values and handles 
0084: $4896 = $4902 // integer values and handles 
0084: $4940 = $4952 // integer values and handles 
0088: $4966 = 5@ // floating-point values only 
0088: $4967 = 6@ // floating-point values only 
0088: $4968 = 7@ // floating-point values only 
0084: $4941 = $4953 // integer values and handles 
0088: $4969 = 8@ // floating-point values only 
0088: $4970 = 9@ // floating-point values only 
0084: $4942 = $4954 // integer values and handles 
0084: $4943 = $4955 // integer values and handles 
0084: $4897 = $4903 // integer values and handles 
0084: $4944 = $4956 // integer values and handles 
0084: $4945 = $4957 // integer values and handles 
0050: gosub @CAP_1_9662 
0084: $4901 = $4895 // integer values and handles 
0084: $4902 = $4896 // integer values and handles 
0084: $4952 = $4940 // integer values and handles 
0089: 5@ = $4966 // floating-point values only 
0089: 6@ = $4967 // floating-point values only 
0089: 7@ = $4968 // floating-point values only 
0084: $4953 = $4941 // integer values and handles 
0089: 8@ = $4969 // floating-point values only 
0089: 9@ = $4970 // floating-point values only 
0084: $4954 = $4942 // integer values and handles 
0084: $4955 = $4943 // integer values and handles 
0084: $4903 = $4897 // integer values and handles 
0084: $4956 = $4944 // integer values and handles 
0084: $4957 = $4945 // integer values and handles 
0002: jump @CAP_1_5511 

:CAP_1_4849
0164: disable_marker $4908 
00D6: if 
8118:   not actor $4903 dead 
004D: jump_if_false @CAP_1_4997 
00D6: if 
056D:   actor $4901 defined 
004D: jump_if_false @CAP_1_4900 
04A5: get_dead_actor_pickup_coords $4901 store_to $445 $446 $447 

:CAP_1_4900
00D6: if 
00EC:   actor $4903 0 $445 $446 radius 30.0 30.0 
004D: jump_if_false @CAP_1_4978 
0084: $4901 = $4903 // integer values and handles 
0004: $4903 = -1 // integer values 
0004: $4956 = 0 // integer values 
0187: $4908 = create_marker_above_actor $4901 
0165: set_marker $4908 color_to 0 
0002: jump @CAP_1_4990 

:CAP_1_4978
01C2: remove_references_to_actor $4903 // Like turning an actor into a random pedestrian 
0004: $4903 = -1 // integer values 

:CAP_1_4990
0002: jump @CAP_1_5511 

:CAP_1_4997
00D6: if 
8043:   not  5@ == 1E09 // floating-point values 
004D: jump_if_false @CAP_1_5511 
00D6: if 
0043:   5@ == -852.5533 // floating-point values 
004D: jump_if_false @CAP_1_5096 
00D6: if 
0038:   $4920 == 1 // integer values 
004D: jump_if_false @CAP_1_5064 
0004: $4920 = 0 // integer values 

:CAP_1_5064
00D6: if and
0038:   $4929 == 0 // integer values 
0038:   $4920 == 2 // integer values 
004D: jump_if_false @CAP_1_5096 
0004: $4920 = 0 // integer values 

:CAP_1_5096
00D6: if 
0043:   5@ == -1016.265 // floating-point values 
004D: jump_if_false @CAP_1_5174 
00D6: if 
0038:   $4921 == 1 // integer values 
004D: jump_if_false @CAP_1_5142 
0004: $4921 = 0 // integer values 

:CAP_1_5142
00D6: if and
0038:   $4930 == 0 // integer values 
0038:   $4921 == 2 // integer values 
004D: jump_if_false @CAP_1_5174 
0004: $4921 = 0 // integer values 

:CAP_1_5174
00D6: if 
0043:   5@ == -726.0752 // floating-point values 
004D: jump_if_false @CAP_1_5252 
00D6: if 
0038:   $4917 == 1 // integer values 
004D: jump_if_false @CAP_1_5220 
0004: $4917 = 0 // integer values 

:CAP_1_5220
00D6: if and
0038:   $4931 == 0 // integer values 
0038:   $4917 == 2 // integer values 
004D: jump_if_false @CAP_1_5252 
0004: $4917 = 0 // integer values 

:CAP_1_5252
00D6: if 
0043:   5@ == -1025.169 // floating-point values 
004D: jump_if_false @CAP_1_5330 
00D6: if 
0038:   $4918 == 1 // integer values 
004D: jump_if_false @CAP_1_5298 
0004: $4918 = 0 // integer values 

:CAP_1_5298
00D6: if and
0038:   $4933 == 0 // integer values 
0038:   $4918 == 2 // integer values 
004D: jump_if_false @CAP_1_5330 
0004: $4918 = 0 // integer values 

:CAP_1_5330
00D6: if 
0043:   5@ == 506.2871 // floating-point values 
004D: jump_if_false @CAP_1_5408 
00D6: if 
0038:   $4916 == 1 // integer values 
004D: jump_if_false @CAP_1_5376 
0004: $4916 = 0 // integer values 

:CAP_1_5376
00D6: if and
0038:   $4932 == 0 // integer values 
0038:   $4916 == 2 // integer values 
004D: jump_if_false @CAP_1_5408 
0004: $4916 = 0 // integer values 

:CAP_1_5408
00D6: if 
0043:   5@ == 17.6185 // floating-point values 
004D: jump_if_false @CAP_1_5486 
00D6: if 
0038:   $4919 == 1 // integer values 
004D: jump_if_false @CAP_1_5454 
0004: $4919 = 0 // integer values 

:CAP_1_5454
00D6: if and
0038:   $4934 == 0 // integer values 
0038:   $4919 == 2 // integer values 
004D: jump_if_false @CAP_1_5486 
0004: $4919 = 0 // integer values 

:CAP_1_5486
0007: 5@ = 1E09 // floating-point values 
00BC: text_highpriority 'CAP1B10' 5000 ms 1  // You've capped the Collectors. More are on their way.

:CAP_1_5511
00D6: if 
0038:   $4965 == 0 // integer values 
004D: jump_if_false @CAP_1_5865 
00D6: if and
0118:   actor $4898 dead 
0118:   actor $4901 dead 
004D: jump_if_false @CAP_1_5865 
00A5: $4905 = create_car #SANCHEZ at -301.5698 1245.774 9.8718 
0175: set_car $4905 z_angle_to 181.6262 
02AA: set_car $4905 immune_to_nonplayer 1 
0466: unknown_car $4905 flag 0 
04BA: set_car $4905 speed_instantly 10.0 
0129: $4904 = create_actor 4 #SPECIAL01 in_car $4905 driverseat 
01B2: give_actor $4904 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4904 threat_search 
011A: set_actor $4904 search_threat 1 
0243: set_actor $4904 ped_stats_to 16 
0223: set_actor $4904 health_to 250 
0483: unknown_actor $4904 1150 
0291: set_actor $4904 attack_when_provoked 1 
0350: set_actor $4904 maintain_position_when_attacked 1 
0319: set_actor $4904 running 1 
0187: $4909 = create_marker_above_actor $4904 
0165: set_marker $4909 color_to 0 
01C8: $4906 = create_actor_pedtype 4 model #SPECIAL02 in_car $4905 passenger_seat 0 
01B2: give_actor $4906 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4906 threat_search 
011A: set_actor $4906 search_threat 1 
0243: set_actor $4906 ped_stats_to 16 
0223: set_actor $4906 health_to 250 
0291: set_actor $4906 attack_when_provoked 1 
0350: set_actor $4906 maintain_position_when_attacked 1 
0319: set_actor $4906 running 1 
01DE: tie_actor $4906 to_actor $4904 
0050: gosub @CAP_1_17812 
0089: 10@ = $4966 // floating-point values only 
0089: 11@ = $4967 // floating-point values only 
0089: 12@ = $4968 // floating-point values only 
00D6: if 
8119:   not car $4905 wrecked 
004D: jump_if_false @CAP_1_5858 
02C2: car $4905 drive_to_point 10@ 11@ 12@ 
00AD: set_car $4905 max_speed_to 100.0 
00AE: set_vehicle $4905 traffic_behavior_to 2 

:CAP_1_5858
0004: $4965 = 1 // integer values 

:CAP_1_5865
00D6: if and
0118:   actor $4898 dead 
0118:   actor $4901 dead 
004D: jump_if_false @CAP_1_6295 
00D6: if 
8118:   not actor $4904 dead 
004D: jump_if_false @CAP_1_6140 
0084: $4895 = $4904 // integer values and handles 
0084: $4896 = $4905 // integer values and handles 
0084: $4940 = $4959 // integer values and handles 
0088: $4966 = 10@ // floating-point values only 
0088: $4967 = 11@ // floating-point values only 
0088: $4968 = 12@ // floating-point values only 
0084: $4941 = $4960 // integer values and handles 
0088: $4969 = 13@ // floating-point values only 
0088: $4970 = 14@ // floating-point values only 
0084: $4942 = $4961 // integer values and handles 
0084: $4943 = $4962 // integer values and handles 
0084: $4897 = $4906 // integer values and handles 
0084: $4944 = $4963 // integer values and handles 
0084: $4945 = $4964 // integer values and handles 
0050: gosub @CAP_1_9662 
0084: $4904 = $4895 // integer values and handles 
0084: $4905 = $4896 // integer values and handles 
0084: $4959 = $4940 // integer values and handles 
0089: 10@ = $4966 // floating-point values only 
0089: 11@ = $4967 // floating-point values only 
0089: 12@ = $4968 // floating-point values only 
0084: $4960 = $4941 // integer values and handles 
0089: 13@ = $4969 // floating-point values only 
0089: 14@ = $4970 // floating-point values only 
0084: $4961 = $4942 // integer values and handles 
0084: $4962 = $4943 // integer values and handles 
0084: $4906 = $4897 // integer values and handles 
0084: $4963 = $4944 // integer values and handles 
0084: $4964 = $4945 // integer values and handles 
0002: jump @CAP_1_6295 

:CAP_1_6140
0164: disable_marker $4909 
00D6: if 
8118:   not actor $4906 dead 
004D: jump_if_false @CAP_1_6288 
00D6: if 
056D:   actor $4904 defined 
004D: jump_if_false @CAP_1_6191 
04A5: get_dead_actor_pickup_coords $4904 store_to $445 $446 $447 

:CAP_1_6191
00D6: if 
00EC:   actor $4906 0 $445 $446 radius 30.0 30.0 
004D: jump_if_false @CAP_1_6269 
0084: $4904 = $4906 // integer values and handles 
0004: $4906 = -1 // integer values 
0004: $4963 = 0 // integer values 
0187: $4909 = create_marker_above_actor $4904 
0165: set_marker $4909 color_to 0 
0002: jump @CAP_1_6281 

:CAP_1_6269
01C2: remove_references_to_actor $4906 // Like turning an actor into a random pedestrian 
0004: $4906 = -1 // integer values 

:CAP_1_6281
0002: jump @CAP_1_6295 

:CAP_1_6288
0002: jump @CAP_1_9176 

:CAP_1_6295
00D6: if and
0038:   $4918 == 2 // integer values 
0038:   $4917 == 2 // integer values 
0038:   $4920 == 2 // integer values 
0038:   $4921 == 2 // integer values 
004D: jump_if_false @CAP_1_6348 
0004: $4927 = 1 // integer values 
0002: jump @CAP_1_6355 

:CAP_1_6348
0004: $4927 = 0 // integer values 

:CAP_1_6355
00D6: if and
0038:   $4916 == 2 // integer values 
0038:   $4919 == 2 // integer values 
0038:   $4940 == 0 // integer values 
004D: jump_if_false @CAP_1_6401 
0004: $4928 = 1 // integer values 
0002: jump @CAP_1_6408 

:CAP_1_6401
0004: $4928 = 0 // integer values 

:CAP_1_6408
00D6: if and
0038:   $4927 == 1 // integer values 
0038:   $4928 == 1 // integer values 
004D: jump_if_false @CAP_1_6471 
00BC: text_highpriority 'CAP1_B8' 5000 ms 1  // ~r~The collector has taxed all of your businesses.
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0002: jump @CAP_1_9159 

:CAP_1_6471
00D6: if 
0018:   $2560 > 0 // integer values 
004D: jump_if_false @CAP_1_6711 
00D6: if 
0038:   $2560 == 3 // integer values 
004D: jump_if_false @CAP_1_6553 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_6553 
03D5: remove_text 'CAP1_2'  // You know the rules, Vercetti!
0004: $2560 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_6553
00D6: if 
0038:   $2560 == 2 // integer values 
004D: jump_if_false @CAP_1_6616 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_6616 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_6609 

:CAP_1_6609
0004: $2560 = 3 // integer values 

:CAP_1_6616
00D6: if 
0038:   $2560 == 1 // integer values 
004D: jump_if_false @CAP_1_6711 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_6685 
03CF: load_wav 'CAP1_2' as 1 
0004: $2560 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_6711 

:CAP_1_6685
00D6: if 
001C:   $4811 > $2585 // integer values 
004D: jump_if_false @CAP_1_6711 
0004: $2560 = 0 // integer values 

:CAP_1_6711
00D6: if 
0018:   $2561 > 0 // integer values 
004D: jump_if_false @CAP_1_6951 
00D6: if 
0038:   $2561 == 3 // integer values 
004D: jump_if_false @CAP_1_6793 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_6793 
03D5: remove_text 'CAP1_3'  // Mr. Forelli sends his regards!
0004: $2561 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_6793
00D6: if 
0038:   $2561 == 2 // integer values 
004D: jump_if_false @CAP_1_6856 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_6856 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_6849 

:CAP_1_6849
0004: $2561 = 3 // integer values 

:CAP_1_6856
00D6: if 
0038:   $2561 == 1 // integer values 
004D: jump_if_false @CAP_1_6951 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_6925 
03CF: load_wav 'CAP1_3' as 1 
0004: $2561 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_6951 

:CAP_1_6925
00D6: if 
001C:   $4811 > $2586 // integer values 
004D: jump_if_false @CAP_1_6951 
0004: $2561 = 0 // integer values 

:CAP_1_6951
00D6: if 
0018:   $2562 > 0 // integer values 
004D: jump_if_false @CAP_1_7191 
00D6: if 
0038:   $2562 == 3 // integer values 
004D: jump_if_false @CAP_1_7033 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_7033 
03D5: remove_text 'CAP1_4'  // It's the Harwood Butcher!
0004: $2562 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_7033
00D6: if 
0038:   $2562 == 2 // integer values 
004D: jump_if_false @CAP_1_7096 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_7096 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_7089 

:CAP_1_7089
0004: $2562 = 3 // integer values 

:CAP_1_7096
00D6: if 
0038:   $2562 == 1 // integer values 
004D: jump_if_false @CAP_1_7191 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_7165 
03CF: load_wav 'CAP1_4' as 1 
0004: $2562 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_7191 

:CAP_1_7165
00D6: if 
001C:   $4811 > $2587 // integer values 
004D: jump_if_false @CAP_1_7191 
0004: $2562 = 0 // integer values 

:CAP_1_7191
00D6: if 
0018:   $2563 > 0 // integer values 
004D: jump_if_false @CAP_1_7431 
00D6: if 
0038:   $2563 == 3 // integer values 
004D: jump_if_false @CAP_1_7273 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_7273 
03D5: remove_text 'CAP1_5'  // You tell Sonny - stay away!
0004: $2563 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_7273
00D6: if 
0038:   $2563 == 2 // integer values 
004D: jump_if_false @CAP_1_7336 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_7336 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_7329 

:CAP_1_7329
0004: $2563 = 3 // integer values 

:CAP_1_7336
00D6: if 
0038:   $2563 == 1 // integer values 
004D: jump_if_false @CAP_1_7431 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_7405 
03CF: load_wav 'CAP1_5' as 1 
0004: $2563 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_7431 

:CAP_1_7405
00D6: if 
001C:   $4811 > $2588 // integer values 
004D: jump_if_false @CAP_1_7431 
0004: $2563 = 0 // integer values 

:CAP_1_7431
00D6: if 
0018:   $2564 > 0 // integer values 
004D: jump_if_false @CAP_1_7712 
00D6: if 
0038:   $2564 == 3 // integer values 
004D: jump_if_false @CAP_1_7513 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_7513 
03D5: remove_text 'CAP1_6'  // Vice City is MINE now, NOT his.
0004: $2564 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_7513
00D6: if 
0038:   $2564 == 2 // integer values 
004D: jump_if_false @CAP_1_7576 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_7576 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_7569 

:CAP_1_7569
0004: $2564 = 3 // integer values 

:CAP_1_7576
00D6: if 
0038:   $2564 == 1 // integer values 
004D: jump_if_false @CAP_1_7671 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_7645 
03CF: load_wav 'CAP1_6' as 1 
0004: $2564 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_7671 

:CAP_1_7645
00D6: if 
001C:   $4811 > $2589 // integer values 
004D: jump_if_false @CAP_1_7671 
0004: $2564 = 0 // integer values 

:CAP_1_7671
00D6: if 
0038:   $2564 == 0 // integer values 
004D: jump_if_false @CAP_1_7712 
0084: $2589 = $4811 // integer values and handles 
0008: $2589 += 6000 // integer values 
0004: $2564 = 1 // integer values 

:CAP_1_7712
00D6: if 
0018:   $2567 > 0 // integer values 
004D: jump_if_false @CAP_1_7952 
00D6: if 
0038:   $2567 == 3 // integer values 
004D: jump_if_false @CAP_1_7794 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_7794 
03D5: remove_text 'CAP1_7'  // You think you can take me down, Vercetti?
0004: $2567 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_7794
00D6: if 
0038:   $2567 == 2 // integer values 
004D: jump_if_false @CAP_1_7857 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_7857 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_7850 

:CAP_1_7850
0004: $2567 = 3 // integer values 

:CAP_1_7857
00D6: if 
0038:   $2567 == 1 // integer values 
004D: jump_if_false @CAP_1_7952 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_7926 
03CF: load_wav 'CAP1_7' as 1 
0004: $2567 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_7952 

:CAP_1_7926
00D6: if 
001C:   $4811 > $2590 // integer values 
004D: jump_if_false @CAP_1_7952 
0004: $2567 = 0 // integer values 

:CAP_1_7952
00D6: if 
0018:   $2568 > 0 // integer values 
004D: jump_if_false @CAP_1_8192 
00D6: if 
0038:   $2568 == 3 // integer values 
004D: jump_if_false @CAP_1_8034 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_8034 
03D5: remove_text 'CAP1_8'  // We'll keep coming after you until you die, Vercetti.
0004: $2568 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_8034
00D6: if 
0038:   $2568 == 2 // integer values 
004D: jump_if_false @CAP_1_8097 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_8097 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_8090 

:CAP_1_8090
0004: $2568 = 3 // integer values 

:CAP_1_8097
00D6: if 
0038:   $2568 == 1 // integer values 
004D: jump_if_false @CAP_1_8192 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_8166 
03CF: load_wav 'CAP1_8' as 1 
0004: $2568 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_8192 

:CAP_1_8166
00D6: if 
001C:   $4811 > $2591 // integer values 
004D: jump_if_false @CAP_1_8192 
0004: $2568 = 0 // integer values 

:CAP_1_8192
00D6: if 
0018:   $2569 > 0 // integer values 
004D: jump_if_false @CAP_1_8432 
00D6: if 
0038:   $2569 == 3 // integer values 
004D: jump_if_false @CAP_1_8274 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_8274 
03D5: remove_text 'CAP1_9'  // You don't stand a chance, you psychotic prick.
0004: $2569 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_8274
00D6: if 
0038:   $2569 == 2 // integer values 
004D: jump_if_false @CAP_1_8337 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_8337 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_8330 

:CAP_1_8330
0004: $2569 = 3 // integer values 

:CAP_1_8337
00D6: if 
0038:   $2569 == 1 // integer values 
004D: jump_if_false @CAP_1_8432 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_8406 
03CF: load_wav 'CAP1_9' as 1 
0004: $2569 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_8432 

:CAP_1_8406
00D6: if 
001C:   $4811 > $2592 // integer values 
004D: jump_if_false @CAP_1_8432 
0004: $2569 = 0 // integer values 

:CAP_1_8432
00D6: if 
0018:   $2570 > 0 // integer values 
004D: jump_if_false @CAP_1_8672 
00D6: if 
0038:   $2570 == 3 // integer values 
004D: jump_if_false @CAP_1_8514 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_8514 
03D5: remove_text 'CAP1_10'  // I'll murder you Vercetti.
0004: $2570 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_8514
00D6: if 
0038:   $2570 == 2 // integer values 
004D: jump_if_false @CAP_1_8577 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_8577 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_8570 

:CAP_1_8570
0004: $2570 = 3 // integer values 

:CAP_1_8577
00D6: if 
0038:   $2570 == 1 // integer values 
004D: jump_if_false @CAP_1_8672 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_8646 
03CF: load_wav 'CAP1_10' as 1 
0004: $2570 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_8672 

:CAP_1_8646
00D6: if 
001C:   $4811 > $2593 // integer values 
004D: jump_if_false @CAP_1_8672 
0004: $2570 = 0 // integer values 

:CAP_1_8672
00D6: if 
0018:   $2571 > 0 // integer values 
004D: jump_if_false @CAP_1_8912 
00D6: if 
0038:   $2571 == 3 // integer values 
004D: jump_if_false @CAP_1_8754 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_8754 
03D5: remove_text 'CAP1_11'  // You always were a jerk.
0004: $2571 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_8754
00D6: if 
0038:   $2571 == 2 // integer values 
004D: jump_if_false @CAP_1_8817 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_8817 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_8810 

:CAP_1_8810
0004: $2571 = 3 // integer values 

:CAP_1_8817
00D6: if 
0038:   $2571 == 1 // integer values 
004D: jump_if_false @CAP_1_8912 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_8886 
03CF: load_wav 'CAP1_11' as 1 
0004: $2571 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_8912 

:CAP_1_8886
00D6: if 
001C:   $4811 > $2594 // integer values 
004D: jump_if_false @CAP_1_8912 
0004: $2571 = 0 // integer values 

:CAP_1_8912
00D6: if 
0018:   $2573 > 0 // integer values 
004D: jump_if_false @CAP_1_9152 
00D6: if 
0038:   $2573 == 3 // integer values 
004D: jump_if_false @CAP_1_8994 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAP_1_8994 
03D5: remove_text 'CAP1_12'  // You're going to die, Vercetti.
0004: $2573 = 0 // integer values 
0004: $2607 = 0 // integer values 
0002: jump @CAP_1_2780 

:CAP_1_8994
00D6: if 
0038:   $2573 == 2 // integer values 
004D: jump_if_false @CAP_1_9057 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAP_1_9057 
03D1: play_wav 1 
00D6: if 
001C:   $4811 > $2547 // integer values 
004D: jump_if_false @CAP_1_9050 

:CAP_1_9050
0004: $2573 = 3 // integer values 

:CAP_1_9057
00D6: if 
0038:   $2573 == 1 // integer values 
004D: jump_if_false @CAP_1_9152 
00D6: if 
0038:   $2607 == 0 // integer values 
004D: jump_if_false @CAP_1_9126 
03CF: load_wav 'CAP1_12' as 1 
0004: $2573 = 2 // integer values 
0004: $2607 = 1 // integer values 
0002: jump @CAP_1_9152 

:CAP_1_9126
00D6: if 
001C:   $4811 > $2596 // integer values 
004D: jump_if_false @CAP_1_9152 
0004: $2573 = 0 // integer values 

:CAP_1_9152
0002: jump @CAP_1_2780 

:CAP_1_9159
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:CAP_1_9176
0004: $269 = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 50000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'CAP_1'  // Cap the Collector
030C: progress_made += 1 
0164: disable_marker $271 
04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 
0215: destroy_pickup $637 
04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 $636 
0051: return 

:CAP_1_9281
00D6: if 
0038:   $4929 == 1 // integer values 
004D: jump_if_false @CAP_1_9324 
0215: destroy_pickup $611 
04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 $610 

:CAP_1_9324
00D6: if 
0038:   $4930 == 1 // integer values 
004D: jump_if_false @CAP_1_9367 
0215: destroy_pickup $622 
04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 $621 

:CAP_1_9367
00D6: if 
0038:   $4931 == 1 // integer values 
004D: jump_if_false @CAP_1_9410 
0215: destroy_pickup $606 
04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 $605 

:CAP_1_9410
00D6: if 
0038:   $4932 == 1 // integer values 
004D: jump_if_false @CAP_1_9453 
0215: destroy_pickup $641 
04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 $640 

:CAP_1_9453
00D6: if 
0038:   $4933 == 1 // integer values 
004D: jump_if_false @CAP_1_9496 
0215: destroy_pickup $627 
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 

:CAP_1_9496
00D6: if 
0038:   $4934 == 1 // integer values 
004D: jump_if_false @CAP_1_9539 
0215: destroy_pickup $632 
04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 $631 

:CAP_1_9539
034F: destroy_actor_with_fade $4898 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4900 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4901 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4903 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4904 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $4906 // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #M4 
0249: release_model #CHROMEGUN 
0249: release_model #SANCHEZ 
0164: disable_marker $4907 
0164: disable_marker $4908 
0164: disable_marker $4909 
0164: disable_marker $4910 
0164: disable_marker $4911 
0164: disable_marker $4912 
0164: disable_marker $4913 
0164: disable_marker $4914 
0164: disable_marker $4915 
03EA: generate_cars_around_camera 0 
03CD: car $4899 remove_from_stuck_car_check 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:CAP_1_9662
00D6: if 
0449:   actor $4895 in_a_car 
004D: jump_if_false @CAP_1_11593 
03C0: $4896 = actor $4895 car 
02AA: set_car $4896 immune_to_nonplayer 1 
0466: unknown_car $4896 flag 0 
00D6: if and
0038:   $4918 == 2 // integer values 
0038:   $4917 == 2 // integer values 
0038:   $4920 == 2 // integer values 
0038:   $4921 == 2 // integer values 
004D: jump_if_false @CAP_1_9753 
0004: $4925 = 1 // integer values 
0002: jump @CAP_1_9760 

:CAP_1_9753
0004: $4925 = 0 // integer values 

:CAP_1_9760
00D6: if and
0038:   $4916 == 2 // integer values 
0038:   $4919 == 2 // integer values 
0038:   $4940 == 0 // integer values 
004D: jump_if_false @CAP_1_9806 
0004: $4926 = 1 // integer values 
0002: jump @CAP_1_9813 

:CAP_1_9806
0004: $4926 = 0 // integer values 

:CAP_1_9813
00D6: if 
8118:   not actor $4897 dead 
004D: jump_if_false @CAP_1_9906 
00D6: if 
80F2:   not actor $4895 near_actor $4897 radius 20.0 20.0 0 
004D: jump_if_false @CAP_1_9899 
00D6: if 
031F:   unknown_actor $4897 hit_by_actor $4895 
004D: jump_if_false @CAP_1_9899 
01E0: clear_leader $4897 
01CC: actor $4897 kill_player $PLAYER_CHAR 
0483: unknown_actor $4897 0 

:CAP_1_9899
0002: jump @CAP_1_9911 

:CAP_1_9906
01C2: remove_references_to_actor $4897 // Like turning an actor into a random pedestrian 

:CAP_1_9911
00D6: if 
0038:   $4940 == 100 // integer values 
004D: jump_if_false @CAP_1_10344 
00D6: if and
0038:   $4925 == 1 // integer values 
0038:   $4926 == 1 // integer values 
004D: jump_if_false @CAP_1_9966 
00A8: set_car $4896 to_psycho_driver 
0002: jump @CAP_1_10320 

:CAP_1_9966
02C2: car $4896 drive_to_point $4966 $4967 $4968 
00D6: if 
0042:   $4966 == -852.5533 // floating-point values 
004D: jump_if_false @CAP_1_10032 
00BC: text_highpriority 'CAP1_D3' 5000 ms 1  // ~g~The Mafia is leaving the Ice Cream Factory!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 

:CAP_1_10032
00D6: if 
0042:   $4966 == -1016.265 // floating-point values 
004D: jump_if_false @CAP_1_10084 
00BC: text_highpriority 'CAP1_D5' 5000 ms 1  // ~g~The Mafia is leaving the Taxi Firm!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 

:CAP_1_10084
00D6: if 
0042:   $4966 == -726.0752 // floating-point values 
004D: jump_if_false @CAP_1_10136 
00BC: text_highpriority 'CAP1_D2' 5000 ms 1  // ~g~The Mafia is leaving the Boatyard!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 

:CAP_1_10136
00D6: if 
0042:   $4966 == -1025.169 // floating-point values 
004D: jump_if_false @CAP_1_10188 
00BC: text_highpriority 'CAP1_D4' 5000 ms 1  // ~g~The Mafia is leaving the Car Showroom!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 

:CAP_1_10188
00D6: if 
0042:   $4966 == 506.2871 // floating-point values 
004D: jump_if_false @CAP_1_10240 
00BC: text_highpriority 'CAP1_D9' 5000 ms 1  // ~g~The Mafia is leaving The Malibu!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 

:CAP_1_10240
00D6: if 
0042:   $4966 == 17.6185 // floating-point values 
004D: jump_if_false @CAP_1_10292 
00BC: text_highpriority 'CAP1_D0' 5000 ms 1  // ~g~The Mafia is leaving the film studio!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 

:CAP_1_10292
0050: gosub @CAP_1_17812 
00AF: set_car $4896 driver_behaviour_to 8 
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_10320
00AD: set_car $4896 max_speed_to 100.0 
00AE: set_vehicle $4896 traffic_behavior_to 2 
0004: $4940 = 0 // integer values 

:CAP_1_10344
00D6: if 
0038:   $4941 == 1 // integer values 
004D: jump_if_false @CAP_1_10430 
00D6: if and
0038:   $4925 == 1 // integer values 
0038:   $4926 == 1 // integer values 
004D: jump_if_false @CAP_1_10399 
00A8: set_car $4896 to_psycho_driver 
0002: jump @CAP_1_10413 

:CAP_1_10399
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_10413
00AD: set_car $4896 max_speed_to 100.0 
00AE: set_vehicle $4896 traffic_behavior_to 2 

:CAP_1_10430
0004: $4941 = 0 // integer values 
00D6: if 
00FE:   actor $4895 0 $4966 $4967 $4968 radius 35.0 35.0 35.0 
004D: jump_if_false @CAP_1_11152 
00AD: set_car $4896 max_speed_to 8.0 
00D6: if 
0038:   $4940 == 0 // integer values 
004D: jump_if_false @CAP_1_11145 
00D6: if 
00FE:   actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 
004D: jump_if_false @CAP_1_10559 
0477: set_car $4896 action 1 time 400 

:CAP_1_10559
00D6: if 
0101:   actor $4895 stopped_near_point $4966 $4967 $4968 radius 6.0 6.0 6.0 sphere 0 
004D: jump_if_false @CAP_1_11145 
0477: set_car $4896 action 1 time 200 
00D6: if 
0038:   $4920 == 1 // integer values 
004D: jump_if_false @CAP_1_10700 
00D6: if 
0042:   $4966 == -852.5533 // floating-point values 
004D: jump_if_false @CAP_1_10700 
00BC: text_highpriority 'CAP1_C3' 5000 ms 1  // ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 1 // integer values 
03E2: actor $4895 exit_car 
0004: $4920 = 2 // integer values 

:CAP_1_10700
00D6: if 
0038:   $4921 == 1 // integer values 
004D: jump_if_false @CAP_1_10789 
00D6: if 
0042:   $4966 == -1016.265 // floating-point values 
004D: jump_if_false @CAP_1_10789 
00BC: text_highpriority 'CAP1_C5' 5000 ms 1  // ~g~The Mafia has arrived at the Taxi Firm!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 2 // integer values 
03E2: actor $4895 exit_car 
0004: $4921 = 2 // integer values 

:CAP_1_10789
00D6: if 
0038:   $4917 == 1 // integer values 
004D: jump_if_false @CAP_1_10878 
00D6: if 
0042:   $4966 == -726.0752 // floating-point values 
004D: jump_if_false @CAP_1_10878 
00BC: text_highpriority 'CAP1_C2' 5000 ms 1  // ~g~The Mafia has arrived at the Boatyard!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 3 // integer values 
03E2: actor $4895 exit_car 
0004: $4917 = 2 // integer values 

:CAP_1_10878
00D6: if 
0038:   $4918 == 1 // integer values 
004D: jump_if_false @CAP_1_10967 
00D6: if 
0042:   $4966 == -1025.169 // floating-point values 
004D: jump_if_false @CAP_1_10967 
00BC: text_highpriority 'CAP1_C4' 5000 ms 1  // ~g~The Mafia has arrived at the Car Showroom!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 4 // integer values 
03E2: actor $4895 exit_car 
0004: $4918 = 2 // integer values 

:CAP_1_10967
00D6: if 
0038:   $4916 == 1 // integer values 
004D: jump_if_false @CAP_1_11056 
00D6: if 
0042:   $4966 == 506.2871 // floating-point values 
004D: jump_if_false @CAP_1_11056 
00BC: text_highpriority 'CAP1_C9' 5000 ms 1  // ~g~The Mafia has arrived at The Malibu!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 5 // integer values 
03E2: actor $4895 exit_car 
0004: $4916 = 2 // integer values 

:CAP_1_11056
00D6: if 
0038:   $4919 == 1 // integer values 
004D: jump_if_false @CAP_1_11145 
00D6: if 
0042:   $4966 == 17.6185 // floating-point values 
004D: jump_if_false @CAP_1_11145 
00BC: text_highpriority 'CAP1_C0' 5000 ms 1  // ~g~The Mafia has arrived at the film studio!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 6 // integer values 
03E2: actor $4895 exit_car 
0004: $4919 = 2 // integer values 

:CAP_1_11145
0002: jump @CAP_1_11586 

:CAP_1_11152
00D6: if 
0038:   $4940 == 0 // integer values 
004D: jump_if_false @CAP_1_11586 
00D6: if 
00EC:   actor $4895 0 $4969 $4970 radius 4.0 4.0 
004D: jump_if_false @CAP_1_11453 
00D6: if 
001C:   $4811 > $4942 // integer values 
004D: jump_if_false @CAP_1_11446 
00D6: if 
82CA:   not car $4896 bounding_sphere_visible 
004D: jump_if_false @CAP_1_11446 
00AA: store_car $4896 position_to $7465 $7466 $7467 
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
00D6: if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 3.0 
004D: jump_if_false @CAP_1_11446 
00D6: if 
80C2:   not sphere_onscreen $7465 $7466 $7467 4.0 
004D: jump_if_false @CAP_1_11446 
00AB: put_car $4896 at $7465 $7466 $7467 
039F: car $4896 race_to $4966 $4967 
00AD: set_car $4896 max_speed_to 100.0 
00AE: set_vehicle $4896 traffic_behavior_to 2 
0084: $4942 = $4811 // integer values and handles 
0008: $4942 += 4000 // integer values 
00D6: if and
0038:   $4925 == 1 // integer values 
0038:   $4926 == 1 // integer values 
004D: jump_if_false @CAP_1_11432 
00A8: set_car $4896 to_psycho_driver 
0002: jump @CAP_1_11446 

:CAP_1_11432
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_11446
0002: jump @CAP_1_11483 

:CAP_1_11453
00AA: store_car $4896 position_to $4969 $4970 $447 
0084: $4942 = $4811 // integer values and handles 
0008: $4942 += 4000 // integer values 

:CAP_1_11483
00D6: if 
001C:   $4811 > $4943 // integer values 
004D: jump_if_false @CAP_1_11586 
00AD: set_car $4896 max_speed_to 100.0 
00AE: set_vehicle $4896 traffic_behavior_to 2 
00D6: if and
0038:   $4925 == 1 // integer values 
0038:   $4926 == 1 // integer values 
004D: jump_if_false @CAP_1_11556 
00A8: set_car $4896 to_psycho_driver 
0002: jump @CAP_1_11570 

:CAP_1_11556
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_11570
0084: $4943 = $4811 // integer values and handles 
0008: $4943 += 2000 // integer values 

:CAP_1_11586
0002: jump @CAP_1_16807 

:CAP_1_11593
00D6: if 
001C:   $4811 > $4924 // integer values 
004D: jump_if_false @CAP_1_11633 
011C: actor $4895 clear_objective 
0084: $4924 = $4811 // integer values and handles 
0008: $4924 += 1500 // integer values 

:CAP_1_11633
00D6: if or
0038:   $4940 == 0 // integer values 
0038:   $4940 == 100 // integer values 
004D: jump_if_false @CAP_1_12894 
00D6: if 
0038:   $4941 == 0 // integer values 
004D: jump_if_false @CAP_1_12442 
00D6: if and
00FE:   actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 
0038:   $4940 == 0 // integer values 
004D: jump_if_false @CAP_1_12236 
00D6: if 
0038:   $4920 == 1 // integer values 
004D: jump_if_false @CAP_1_11809 
00D6: if 
0042:   $4966 == -852.5533 // floating-point values 
004D: jump_if_false @CAP_1_11809 
00BC: text_highpriority 'CAP1_C3' 5000 ms 1  // ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 1 // integer values 
0004: $4920 = 2 // integer values 

:CAP_1_11809
00D6: if 
0038:   $4921 == 1 // integer values 
004D: jump_if_false @CAP_1_11893 
00D6: if 
0042:   $4966 == -1016.265 // floating-point values 
004D: jump_if_false @CAP_1_11893 
00BC: text_highpriority 'CAP1_C5' 5000 ms 1  // ~g~The Mafia has arrived at the Taxi Firm!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 2 // integer values 
0004: $4921 = 2 // integer values 

:CAP_1_11893
00D6: if 
0038:   $4917 == 1 // integer values 
004D: jump_if_false @CAP_1_11977 
00D6: if 
0042:   $4966 == -726.0752 // floating-point values 
004D: jump_if_false @CAP_1_11977 
00BC: text_highpriority 'CAP1_C2' 5000 ms 1  // ~g~The Mafia has arrived at the Boatyard!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 3 // integer values 
0004: $4917 = 2 // integer values 

:CAP_1_11977
00D6: if 
0038:   $4918 == 1 // integer values 
004D: jump_if_false @CAP_1_12061 
00D6: if 
0042:   $4966 == -1025.169 // floating-point values 
004D: jump_if_false @CAP_1_12061 
00BC: text_highpriority 'CAP1_C4' 5000 ms 1  // ~g~The Mafia has arrived at the Car Showroom!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 4 // integer values 
0004: $4918 = 2 // integer values 

:CAP_1_12061
00D6: if 
0038:   $4916 == 1 // integer values 
004D: jump_if_false @CAP_1_12145 
00D6: if 
0042:   $4966 == 506.2871 // floating-point values 
004D: jump_if_false @CAP_1_12145 
00BC: text_highpriority 'CAP1_C9' 5000 ms 1  // ~g~The Mafia has arrived at The Malibu!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 5 // integer values 
0004: $4916 = 2 // integer values 

:CAP_1_12145
00D6: if 
0038:   $4919 == 1 // integer values 
004D: jump_if_false @CAP_1_12229 
00D6: if 
0042:   $4966 == 17.6185 // floating-point values 
004D: jump_if_false @CAP_1_12229 
00BC: text_highpriority 'CAP1_C0' 5000 ms 1  // ~g~The Mafia has arrived at the film studio!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0004: $4940 = 6 // integer values 
0004: $4919 = 2 // integer values 

:CAP_1_12229
0002: jump @CAP_1_12442 

:CAP_1_12236
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 
004D: jump_if_false @CAP_1_12434 
00D6: if 
8119:   not car $4896 wrecked 
004D: jump_if_false @CAP_1_12412 
00D6: if 
82BF:   not car $4896 sunk 
004D: jump_if_false @CAP_1_12390 
00D6: if 
0203:   actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 
004D: jump_if_false @CAP_1_12368 
01D5: actor $4895 go_to_and_drive_car $4896 
0084: $4945 = $4811 // integer values and handles 
0008: $4945 += 8000 // integer values 
0004: $4941 = 1 // integer values 
0002: jump @CAP_1_12383 

:CAP_1_12368
0084: $4869 = $4895 // integer values and handles 
0050: gosub @CAP_1_18163 

:CAP_1_12383
0002: jump @CAP_1_12405 

:CAP_1_12390
0084: $4869 = $4895 // integer values and handles 
0050: gosub @CAP_1_18163 

:CAP_1_12405
0002: jump @CAP_1_12427 

:CAP_1_12412
0084: $4869 = $4895 // integer values and handles 
0050: gosub @CAP_1_18163 

:CAP_1_12427
0002: jump @CAP_1_12442 

:CAP_1_12434
01CC: actor $4895 kill_player $PLAYER_CHAR 

:CAP_1_12442
00D6: if 
0038:   $4941 == 1 // integer values 
004D: jump_if_false @CAP_1_12887 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 
004D: jump_if_false @CAP_1_12879 
00D6: if 
8119:   not car $4896 wrecked 
004D: jump_if_false @CAP_1_12857 
00D6: if 
82BF:   not car $4896 sunk 
004D: jump_if_false @CAP_1_12835 
00D6: if 
0203:   actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 
004D: jump_if_false @CAP_1_12813 
01D5: actor $4895 go_to_and_drive_car $4896 
00D6: if 
001C:   $4811 > $4945 // integer values 
004D: jump_if_false @CAP_1_12806 
00D6: if 
82CA:   not car $4896 bounding_sphere_visible 
004D: jump_if_false @CAP_1_12806 
00D6: if 
82CB:   not actor $4895 bounding_sphere_visible 
004D: jump_if_false @CAP_1_12806 
011C: actor $4895 clear_objective 
00AA: store_car $4896 position_to $445 $446 $447 
0174: $4886 = car $4896 z_angle 
00A6: destroy_car $4896 
00A5: $4896 = create_car #SANCHEZ at $445 $446 $447 
0175: set_car $4896 z_angle_to $4886 
02AA: set_car $4896 immune_to_nonplayer 1 
0466: unknown_car $4896 flag 0 
036A: put_actor $4895 in_car $4896 
00D6: if 
8118:   not actor $4897 dead 
004D: jump_if_false @CAP_1_12806 
00D6: if 
0431:   car $4896 car_passenger_seat_free 0 
004D: jump_if_false @CAP_1_12806 
01C8: $4897 = create_actor_pedtype 4 model #SPECIAL02 in_car $4896 passenger_seat 0 
01B2: give_actor $4897 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4897 threat_search 
011A: set_actor $4897 search_threat 1 
0243: set_actor $4897 ped_stats_to 16 
0223: set_actor $4897 health_to 250 
0291: set_actor $4897 attack_when_provoked 1 
0350: set_actor $4897 maintain_position_when_attacked 1 
0319: set_actor $4897 running 1 
01DE: tie_actor $4897 to_actor $4895 

:CAP_1_12806
0002: jump @CAP_1_12828 

:CAP_1_12813
0084: $4869 = $4895 // integer values and handles 
0050: gosub @CAP_1_18163 

:CAP_1_12828
0002: jump @CAP_1_12850 

:CAP_1_12835
0084: $4869 = $4895 // integer values and handles 
0050: gosub @CAP_1_18163 

:CAP_1_12850
0002: jump @CAP_1_12872 

:CAP_1_12857
0084: $4869 = $4895 // integer values and handles 
0050: gosub @CAP_1_18163 

:CAP_1_12872
0002: jump @CAP_1_12887 

:CAP_1_12879
01CC: actor $4895 kill_player $PLAYER_CHAR 

:CAP_1_12887
0002: jump @CAP_1_16807 

:CAP_1_12894
00D6: if 
8119:   not car $4896 wrecked 
004D: jump_if_false @CAP_1_12919 
0477: set_car $4896 action 1 time 17 

:CAP_1_12919
00D6: if 
0038:   $4940 == 1 // integer values 
004D: jump_if_false @CAP_1_12962 
0239: actor $4895 run_to $558 $559 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 30 // integer values 

:CAP_1_12962
00D6: if 
0038:   $4940 == 30 // integer values 
004D: jump_if_false @CAP_1_13189 
00D6: if 
0571:  $4895 
004D: jump_if_false @CAP_1_13043 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
004D: jump_if_false @CAP_1_13043 
00A1: put_actor $4895 at $558 $559 10.5 

:CAP_1_13043
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_13077 
0239: actor $4895 run_to $558 $559 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_13077
00D6: if 
00ED:   actor $4895 0 $558 $559 radius 1.0 1.0 
004D: jump_if_false @CAP_1_13189 
00BC: text_highpriority 'CAP1_B3' 5000 ms 1  // ~g~The Mafia has taxed the Ice Cream Factory!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0164: disable_marker $4910 
0058: $4944 += $610 // integer values 
03FE: set_actor $4895 money $4944 
0004: $4929 = 1 // integer values 
0215: destroy_pickup $611 
0004: $4941 = 0 // integer values 
0004: $4940 = 100 // integer values 

:CAP_1_13189
00D6: if 
0038:   $4940 == 2 // integer values 
004D: jump_if_false @CAP_1_13252 
0239: actor $4895 run_to -1009.286 196.7185 
0411: set_actor $4895 use_pednode_seek 0 
0084: $2274 = $4811 // integer values and handles 
0008: $2274 += 5000 // integer values 
0004: $4940 = 7 // integer values 

:CAP_1_13252
00D6: if 
0038:   $4940 == 7 // integer values 
004D: jump_if_false @CAP_1_13438 
00D6: if 
0571:  $4895 
004D: jump_if_false @CAP_1_13337 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
004D: jump_if_false @CAP_1_13337 
00A1: put_actor $4895 at -1009.286 196.7185 10.5 

:CAP_1_13337
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_13375 
0239: actor $4895 run_to -1009.286 196.7185 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_13375
00D6: if 
00ED:   actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 
004D: jump_if_false @CAP_1_13438 
0239: actor $4895 run_to $582 $583 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 8 // integer values 

:CAP_1_13438
00D6: if 
0038:   $4940 == 8 // integer values 
004D: jump_if_false @CAP_1_13610 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_13490 
0239: actor $4895 run_to $582 $583 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_13490
00D6: if 
00ED:   actor $4895 0 $582 $583 radius 1.0 1.0 
004D: jump_if_false @CAP_1_13610 
00BC: text_highpriority 'CAP1_B5' 5000 ms 1  // ~g~The Mafia has taxed the Taxi Firm!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0164: disable_marker $4911 
0058: $4944 += $621 // integer values 
03FE: set_actor $4895 money $4944 
0004: $4930 = 1 // integer values 
0215: destroy_pickup $622 
0239: actor $4895 run_to -1009.286 196.7185 
0004: $4940 = 9 // integer values 

:CAP_1_13610
00D6: if 
0038:   $4940 == 9 // integer values 
004D: jump_if_false @CAP_1_13718 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_13666 
0239: actor $4895 run_to -1009.286 196.7185 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_13666
00D6: if 
00ED:   actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 
004D: jump_if_false @CAP_1_13718 
0004: $4941 = 0 // integer values 
0004: $4940 = 100 // integer values 

:CAP_1_13718
00D6: if 
0038:   $4940 == 3 // integer values 
004D: jump_if_false @CAP_1_13765 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 10 // integer values 

:CAP_1_13765
00D6: if 
0038:   $4940 == 10 // integer values 
004D: jump_if_false @CAP_1_13955 
00D6: if 
0571:  $4895 
004D: jump_if_false @CAP_1_13850 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
004D: jump_if_false @CAP_1_13850 
00A1: put_actor $4895 at -725.3655 -1501.66 10.8 

:CAP_1_13850
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_13888 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_13888
00D6: if 
00ED:   actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 
004D: jump_if_false @CAP_1_13955 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 11 // integer values 

:CAP_1_13955
00D6: if 
0038:   $4940 == 11 // integer values 
004D: jump_if_false @CAP_1_14078 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14011 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14011
00D6: if 
00ED:   actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14078 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 12 // integer values 

:CAP_1_14078
00D6: if 
0038:   $4940 == 12 // integer values 
004D: jump_if_false @CAP_1_14201 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14134 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14134
00D6: if 
00ED:   actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14201 
0239: actor $4895 run_to -642.8112 -1496.429 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 13 // integer values 

:CAP_1_14201
00D6: if 
0038:   $4940 == 13 // integer values 
004D: jump_if_false @CAP_1_14320 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14257 
0239: actor $4895 run_to -642.8112 -1496.429 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14257
00D6: if 
00ED:   actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14320 
0239: actor $4895 run_to $579 $580 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 14 // integer values 

:CAP_1_14320
00D6: if 
0038:   $4940 == 14 // integer values 
004D: jump_if_false @CAP_1_14492 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14372 
0239: actor $4895 run_to $579 $580 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14372
00D6: if 
00ED:   actor $4895 0 $579 $580 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14492 
0239: actor $4895 run_to -642.8112 -1496.429 
00BC: text_highpriority 'CAP1_B2' 5000 ms 1  // ~g~The Mafia has taxed the Boatyard!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0215: destroy_pickup $606 
0004: $4931 = 1 // integer values 
0058: $4944 += $605 // integer values 
03FE: set_actor $4895 money $4944 
0164: disable_marker $4912 
0004: $4940 = 15 // integer values 

:CAP_1_14492
00D6: if 
0038:   $4940 == 15 // integer values 
004D: jump_if_false @CAP_1_14615 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14548 
0239: actor $4895 run_to -642.8112 -1496.429 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14548
00D6: if 
00ED:   actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14615 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 16 // integer values 

:CAP_1_14615
00D6: if 
0038:   $4940 == 16 // integer values 
004D: jump_if_false @CAP_1_14738 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14671 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14671
00D6: if 
00ED:   actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14738 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 17 // integer values 

:CAP_1_14738
00D6: if 
0038:   $4940 == 17 // integer values 
004D: jump_if_false @CAP_1_14861 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14794 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14794
00D6: if 
00ED:   actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14861 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 18 // integer values 

:CAP_1_14861
00D6: if 
0038:   $4940 == 18 // integer values 
004D: jump_if_false @CAP_1_14969 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_14917 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_14917
00D6: if 
00ED:   actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 
004D: jump_if_false @CAP_1_14969 
0004: $4941 = 0 // integer values 
0004: $4940 = 100 // integer values 

:CAP_1_14969
00D6: if 
0038:   $4940 == 4 // integer values 
004D: jump_if_false @CAP_1_15016 
0239: actor $4895 run_to -1023.79 -901.9847 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 40 // integer values 

:CAP_1_15016
00D6: if 
0038:   $4940 == 40 // integer values 
004D: jump_if_false @CAP_1_15202 
00D6: if 
0571:  $4895 
004D: jump_if_false @CAP_1_15101 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
004D: jump_if_false @CAP_1_15101 
00A1: put_actor $4895 at -1023.79 -901.9847 13.8 

:CAP_1_15101
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_15139 
0239: actor $4895 run_to -1023.79 -901.9847 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15139
00D6: if 
00ED:   actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 
004D: jump_if_false @CAP_1_15202 
0239: actor $4895 run_to $552 $553 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 41 // integer values 

:CAP_1_15202
00D6: if 
0038:   $4940 == 41 // integer values 
004D: jump_if_false @CAP_1_15381 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_15254 
0239: actor $4895 run_to $552 $553 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15254
00D6: if 
00ED:   actor $4895 0 $552 $553 radius 1.0 1.0 
004D: jump_if_false @CAP_1_15381 
0239: actor $4895 run_to -1023.79 -901.9847 
00BC: text_highpriority 'CAP1_B4' 5000 ms 1  // ~g~The Mafia has taxed the Car Showroom!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0215: destroy_pickup $627 
0004: $4933 = 1 // integer values 
0058: $4944 += $626 // integer values 
03FE: set_actor $4895 money $4944 
0164: disable_marker $4913 
0004: $4941 = 0 // integer values 
0004: $4940 = 42 // integer values 

:CAP_1_15381
00D6: if 
0038:   $4940 == 42 // integer values 
004D: jump_if_false @CAP_1_15489 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_15437 
0239: actor $4895 run_to -1023.79 -901.9847 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15437
00D6: if 
00ED:   actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 
004D: jump_if_false @CAP_1_15489 
0004: $4941 = 0 // integer values 
0004: $4940 = 100 // integer values 

:CAP_1_15489
00D6: if 
0038:   $4940 == 5 // integer values 
004D: jump_if_false @CAP_1_15552 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 
0084: $2274 = $4811 // integer values and handles 
0008: $2274 += 5000 // integer values 
0004: $4940 = 20 // integer values 

:CAP_1_15552
00D6: if 
0038:   $4940 == 20 // integer values 
004D: jump_if_false @CAP_1_15742 
00D6: if 
0571:  $4895 
004D: jump_if_false @CAP_1_15637 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
004D: jump_if_false @CAP_1_15637 
00A1: put_actor $4895 at 501.5787 -81.769 9.5 

:CAP_1_15637
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_15675 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15675
00D6: if 
00ED:   actor $4895 0 501.5787 -81.769 radius 1.0 1.0 
004D: jump_if_false @CAP_1_15742 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 21 // integer values 

:CAP_1_15742
00D6: if 
0038:   $4940 == 21 // integer values 
004D: jump_if_false @CAP_1_15861 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_15798 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15798
00D6: if 
00ED:   actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 
004D: jump_if_false @CAP_1_15861 
0239: actor $4895 run_to $564 $565 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 23 // integer values 

:CAP_1_15861
00D6: if 
0038:   $4940 == 23 // integer values 
004D: jump_if_false @CAP_1_16040 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_15913 
0239: actor $4895 run_to $564 $565 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15913
00D6: if 
00ED:   actor $4895 0 $564 $565 radius 1.0 1.0 
004D: jump_if_false @CAP_1_16040 
00BC: text_highpriority 'CAP1_B9' 5000 ms 1  // ~g~The mafia has taxed The Malibu!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0164: disable_marker $4914 
0215: destroy_pickup $641 
0058: $4944 += $640 // integer values 
03FE: set_actor $4895 money $4944 
0004: $4932 = 1 // integer values 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 25 // integer values 

:CAP_1_16040
00D6: if 
0038:   $4940 == 25 // integer values 
004D: jump_if_false @CAP_1_16163 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_16096 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16096
00D6: if 
00ED:   actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 
004D: jump_if_false @CAP_1_16163 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 26 // integer values 

:CAP_1_16163
00D6: if 
0038:   $4940 == 26 // integer values 
004D: jump_if_false @CAP_1_16271 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_16219 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16219
00D6: if 
00ED:   actor $4895 0 501.5787 -81.769 radius 1.0 1.0 
004D: jump_if_false @CAP_1_16271 
0004: $4941 = 0 // integer values 
0004: $4940 = 100 // integer values 

:CAP_1_16271
00D6: if 
0038:   $4940 == 6 // integer values 
004D: jump_if_false @CAP_1_16334 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 
0084: $2274 = $4811 // integer values and handles 
0008: $2274 += 5000 // integer values 
0004: $4940 = 27 // integer values 

:CAP_1_16334
00D6: if 
0038:   $4940 == 27 // integer values 
004D: jump_if_false @CAP_1_16520 
00D6: if 
0571:  $4895 
004D: jump_if_false @CAP_1_16419 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
004D: jump_if_false @CAP_1_16419 
00A1: put_actor $4895 at 12.285 963.0108 10.5 

:CAP_1_16419
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_16457 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16457
00D6: if 
00ED:   actor $4895 0 12.285 963.0108 radius 1.0 1.0 
004D: jump_if_false @CAP_1_16520 
0239: actor $4895 run_to $576 $577 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 28 // integer values 

:CAP_1_16520
00D6: if 
0038:   $4940 == 28 // integer values 
004D: jump_if_false @CAP_1_16699 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_16572 
0239: actor $4895 run_to $576 $577 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16572
00D6: if 
00ED:   actor $4895 0 $576 $577 radius 1.0 1.0 
004D: jump_if_false @CAP_1_16699 
00BC: text_highpriority 'CAP1_B0' 5000 ms 1  // ~g~The mafia has taxed the film studio!
0084: $2547 = $4811 // integer values and handles 
0008: $2547 += 5000 // integer values 
0058: $4944 += $631 // integer values 
03FE: set_actor $4895 money $4944 
0164: disable_marker $4915 
0215: destroy_pickup $632 
0004: $4934 = 1 // integer values 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 
0004: $4940 = 29 // integer values 

:CAP_1_16699
00D6: if 
0038:   $4940 == 29 // integer values 
004D: jump_if_false @CAP_1_16807 
00D6: if 
04FF:  $4895 
004D: jump_if_false @CAP_1_16755 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16755
00D6: if 
00ED:   actor $4895 0 12.285 963.0108 radius 1.0 1.0 
004D: jump_if_false @CAP_1_16807 
0004: $4941 = 0 // integer values 
0004: $4940 = 100 // integer values 

:CAP_1_16807
00D6: if 
00EA:   player $PLAYER_CHAR 0 $4895 radius 40.0 40.0 
004D: jump_if_false @CAP_1_17810 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @CAP_1_17037 
00D6: if 
001C:   $4811 > $4935 // integer values 
004D: jump_if_false @CAP_1_17037 
00D6: if 
0038:   $4936 == 1 // integer values 
004D: jump_if_false @CAP_1_16955 
00D6: if 
0038:   $2564 == 0 // integer values 
004D: jump_if_false @CAP_1_16932 
0004: $2564 = 1 // integer values 
0084: $2589 = $4811 // integer values and handles 
0008: $2589 += 6000 // integer values 

:CAP_1_16932
0008: $4936 += 1 // integer values 
0084: $4935 = $4811 // integer values and handles 
0008: $4935 += 3000 // integer values 

:CAP_1_16955
00D6: if 
0038:   $4936 == 0 // integer values 
004D: jump_if_false @CAP_1_17037 
00D6: if 
0038:   $2563 == 0 // integer values 
004D: jump_if_false @CAP_1_17014 
0004: $2563 = 1 // integer values 
0084: $2588 = $4811 // integer values and handles 
0008: $2588 += 6000 // integer values 

:CAP_1_17014
0008: $4936 += 1 // integer values 
0084: $4935 = $4811 // integer values and handles 
0008: $4935 += 3000 // integer values 

:CAP_1_17037
00D6: if 
02E0:   actor $4895 firing_weapon 
004D: jump_if_false @CAP_1_17810 
00D6: if 
001C:   $4811 > $4937 // integer values 
004D: jump_if_false @CAP_1_17810 
00D6: if 
0038:   $4938 == 8 // integer values 
004D: jump_if_false @CAP_1_17154 
00D6: if 
0038:   $2571 == 0 // integer values 
004D: jump_if_false @CAP_1_17131 
0004: $2571 = 1 // integer values 
0084: $2594 = $4811 // integer values and handles 
0008: $2594 += 6000 // integer values 

:CAP_1_17131
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17154
00D6: if 
0038:   $4938 == 7 // integer values 
004D: jump_if_false @CAP_1_17236 
00D6: if 
0038:   $2570 == 0 // integer values 
004D: jump_if_false @CAP_1_17213 
0004: $2570 = 1 // integer values 
0084: $2593 = $4811 // integer values and handles 
0008: $2593 += 6000 // integer values 

:CAP_1_17213
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17236
00D6: if 
0038:   $4938 == 6 // integer values 
004D: jump_if_false @CAP_1_17318 
00D6: if 
0038:   $2567 == 0 // integer values 
004D: jump_if_false @CAP_1_17295 
0004: $2567 = 1 // integer values 
0084: $2590 = $4811 // integer values and handles 
0008: $2590 += 6000 // integer values 

:CAP_1_17295
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17318
00D6: if 
0038:   $4938 == 5 // integer values 
004D: jump_if_false @CAP_1_17400 
00D6: if 
0038:   $2569 == 0 // integer values 
004D: jump_if_false @CAP_1_17377 
0004: $2569 = 1 // integer values 
0084: $2592 = $4811 // integer values and handles 
0008: $2592 += 6000 // integer values 

:CAP_1_17377
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17400
00D6: if 
0038:   $4938 == 4 // integer values 
004D: jump_if_false @CAP_1_17482 
00D6: if 
0038:   $2568 == 0 // integer values 
004D: jump_if_false @CAP_1_17459 
0004: $2568 = 1 // integer values 
0084: $2591 = $4811 // integer values and handles 
0008: $2591 += 6000 // integer values 

:CAP_1_17459
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17482
00D6: if 
0038:   $4938 == 3 // integer values 
004D: jump_if_false @CAP_1_17564 
00D6: if 
0038:   $2561 == 0 // integer values 
004D: jump_if_false @CAP_1_17541 
0004: $2561 = 1 // integer values 
0084: $2586 = $4811 // integer values and handles 
0008: $2586 += 6000 // integer values 

:CAP_1_17541
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17564
00D6: if 
0038:   $4938 == 2 // integer values 
004D: jump_if_false @CAP_1_17646 
00D6: if 
0038:   $2560 == 0 // integer values 
004D: jump_if_false @CAP_1_17623 
0004: $2560 = 1 // integer values 
0084: $2585 = $4811 // integer values and handles 
0008: $2585 += 6000 // integer values 

:CAP_1_17623
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17646
00D6: if 
0038:   $4938 == 1 // integer values 
004D: jump_if_false @CAP_1_17728 
00D6: if 
0038:   $2573 == 0 // integer values 
004D: jump_if_false @CAP_1_17705 
0004: $2573 = 1 // integer values 
0084: $2596 = $4811 // integer values and handles 
0008: $2596 += 6000 // integer values 

:CAP_1_17705
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17728
00D6: if 
0038:   $4938 == 0 // integer values 
004D: jump_if_false @CAP_1_17810 
00D6: if 
0038:   $2562 == 0 // integer values 
004D: jump_if_false @CAP_1_17787 
0004: $2562 = 1 // integer values 
0084: $2587 = $4811 // integer values and handles 
0008: $2587 += 6000 // integer values 

:CAP_1_17787
0008: $4938 += 1 // integer values 
0084: $4937 = $4811 // integer values and handles 
0008: $4937 += 3000 // integer values 

:CAP_1_17810
0051: return 

:CAP_1_17812
00D6: if 
0038:   $4917 == 0 // integer values 
004D: jump_if_false @CAP_1_17869 
0005: $4966 = -726.0752 // floating-point values 
0005: $4967 = -1494.487 // floating-point values 
0005: $4968 = 10.3799 // floating-point values 
0004: $4917 = 1 // integer values 
0051: return 

:CAP_1_17869
00D6: if 
0038:   $4918 == 0 // integer values 
004D: jump_if_false @CAP_1_17926 
0005: $4966 = -1025.169 // floating-point values 
0005: $4967 = -904.9712 // floating-point values 
0005: $4968 = 13.2096 // floating-point values 
0004: $4918 = 1 // integer values 
0051: return 

:CAP_1_17926
00D6: if 
0038:   $4916 == 0 // integer values 
004D: jump_if_false @CAP_1_17983 
0005: $4966 = 506.2871 // floating-point values 
0005: $4967 = -82.8296 // floating-point values 
0005: $4968 = 9.2532 // floating-point values 
0004: $4916 = 1 // integer values 
0051: return 

:CAP_1_17983
00D6: if 
0038:   $4920 == 0 // integer values 
004D: jump_if_false @CAP_1_18040 
0005: $4966 = -852.5533 // floating-point values 
0005: $4967 = -568.4194 // floating-point values 
0005: $4968 = 10.0567 // floating-point values 
0004: $4920 = 1 // integer values 
0051: return 

:CAP_1_18040
00D6: if 
0038:   $4921 == 0 // integer values 
004D: jump_if_false @CAP_1_18097 
0005: $4966 = -1016.265 // floating-point values 
0005: $4967 = 199.9105 // floating-point values 
0005: $4968 = 10.2062 // floating-point values 
0004: $4921 = 1 // integer values 
0051: return 

:CAP_1_18097
00D6: if 
0038:   $4919 == 0 // integer values 
004D: jump_if_false @CAP_1_18154 
0005: $4966 = 17.6185 // floating-point values 
0005: $4967 = 962.106 // floating-point values 
0005: $4968 = 9.727 // floating-point values 
0004: $4919 = 1 // integer values 
0051: return 

:CAP_1_18154
0004: $4922 = 5 // integer values 
0051: return 

:CAP_1_18163
00D6: if 
8118:   not actor $4869 dead 
004D: jump_if_false @CAP_1_18705 
00D6: if 
0042:   $4886 == 919.9 // floating-point values 
004D: jump_if_false @CAP_1_18217 
00A5: $451 = create_car #SANCHEZ at $4872 $4873 $4874 

:CAP_1_18217
00A0: store_actor $4869 position_to $4872 $4873 $4874 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4869 radius 30.0 30.0 
004D: jump_if_false @CAP_1_18484 
0086: $4875 = $4872 // floating-point values only 
0009: $4875 += 40.0 // floating-point values 
0086: $4876 = $4873 // floating-point values only 
0009: $4876 += 40.0 // floating-point values 
000D: $4872 -= 40.0 // floating-point values 
000D: $4873 -= 40.0 // floating-point values 
01C3: remove_references_to_car $451 
0004: $451 = -1 // integer values 
0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 
00D6: if or
0038:   $451 == -1 // integer values 
003A:   $4899 == $451 // integer values and handles 
004D: jump_if_false @CAP_1_18390 
01CC: actor $4869 kill_player $PLAYER_CHAR 
0002: jump @CAP_1_18477 

:CAP_1_18390
00D6: if 
0185:   car $451 health >= 400 
004D: jump_if_false @CAP_1_18457 
046D: $6898 = actor $4869 car_free_seats // members_in_group 
01EA: $4939 = car $451 max_passengers 
020A: set_car $451 door_status_to 1 
00AD: set_car $451 max_speed_to 0.0 
01D5: actor $4869 go_to_and_drive_car $451 
0002: jump @CAP_1_18477 

:CAP_1_18457
01CC: actor $4869 kill_player $PLAYER_CHAR 
01C3: remove_references_to_car $451 
0004: $451 = -1 // integer values 

:CAP_1_18477
0002: jump @CAP_1_18705 

:CAP_1_18484
03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 
00D6: if 
80C2:   not sphere_onscreen $4872 $4873 $4874 3.0 
004D: jump_if_false @CAP_1_18705 
00D6: if 
838A:   not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 
004D: jump_if_false @CAP_1_18632 
00D6: if 
0248:   model #SANCHEZ available 
004D: jump_if_false @CAP_1_18625 
01C3: remove_references_to_car $451 
00A5: $451 = create_car #SANCHEZ at $4872 $4873 $4874 
0175: set_car $451 z_angle_to $4886 
01D5: actor $4869 go_to_and_drive_car $451 

:CAP_1_18625
0002: jump @CAP_1_18705 

:CAP_1_18632
00D6: if 
00FF:   actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 
004D: jump_if_false @CAP_1_18705 
02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 
0239: actor $4869 run_to $4872 $4873 

:CAP_1_18705
0051: return 

//-------------Mission 52---------------
// Originally: Keep your Friends Close...

:FIN_1
0050: gosub @FIN_1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @FIN_1_27 
0050: gosub @FIN_1_27117 

:FIN_1_27
0050: gosub @FIN_1_27446 
004E: end_thread 

:FIN_1_36
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'FIN_1' 
0001: wait 0 ms 
0108: destroy_object $1788 
054C: use_GXT_table 'FINALE' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
0005: $5014 = -373.2288 // floating-point values 
0005: $5015 = -597.0028 // floating-point values 
0005: $5016 = 24.7818 // floating-point values 
0004: $5018 = 0 // integer values 
0004: $5019 = -1 // integer values 
0004: $5024 = 0 // integer values 
0004: $5025 = 0 // integer values 
0004: $5027 = -1 // integer values 
0004: $5028 = 0 // integer values 
0004: $5029 = 0 // integer values 
0004: $5030 = 0 // integer values 
0004: $5031 = 0 // integer values 
0005: $5033 = 0.0 // floating-point values 
0005: $5034 = 0.0 // floating-point values 
0005: $5035 = 0.0 // floating-point values 
0004: $5067 = -1 // integer values 
0004: $5068 = 0 // integer values 
0004: $5069 = 0 // integer values 
0004: $5070 = 0 // integer values 
0004: $5072 = -1 // integer values 
0004: $5073 = 0 // integer values 
0004: $5074 = 0 // integer values 
0004: $5075 = 0 // integer values 
0004: $5077 = -1 // integer values 
0004: $5078 = 0 // integer values 
0004: $5079 = 0 // integer values 
0004: $5080 = 0 // integer values 
0004: $5082 = -1 // integer values 
0004: $5083 = 0 // integer values 
0004: $5084 = 0 // integer values 
0004: $5085 = 0 // integer values 
0004: $5087 = -1 // integer values 
0004: $5088 = 0 // integer values 
0004: $5089 = 0 // integer values 
0004: $5090 = 0 // integer values 
0004: $5092 = -1 // integer values 
0004: $5093 = 0 // integer values 
0004: $5094 = 0 // integer values 
0004: $5095 = 0 // integer values 
0004: $5097 = -1 // integer values 
0004: $5098 = 0 // integer values 
0004: $5099 = 0 // integer values 
0004: $5100 = 0 // integer values 
0004: $5102 = -1 // integer values 
0004: $5103 = 0 // integer values 
0004: $5104 = 0 // integer values 
0004: $5105 = 0 // integer values 
0004: $5107 = -1 // integer values 
0004: $5108 = 0 // integer values 
0004: $5109 = 0 // integer values 
0004: $5110 = 0 // integer values 
0004: $4974 = 0 // integer values 
0004: $4983 = 0 // integer values 
0004: $4984 = 0 // integer values 
0004: $4979 = 0 // integer values 
0004: $4975 = 0 // integer values 
0004: $4989 = 0 // integer values 
0004: $4990 = 0 // integer values 
0004: $4991 = 0 // integer values 
0004: $4992 = 0 // integer values 
0004: $5052 = 0 // integer values 
0004: $5054 = 0 // integer values 
0004: $5056 = 0 // integer values 
0004: $5057 = 0 // integer values 
0004: $5058 = 0 // integer values 
0004: $5059 = 0 // integer values 
0004: $5060 = 0 // integer values 
0004: $5062 = 0 // integer values 
0004: $5063 = 0 // integer values 
0004: $5064 = 0 // integer values 
0004: $5065 = 0 // integer values 
0004: $5071 = 0 // integer values 
0004: $5076 = 0 // integer values 
0004: $5081 = 0 // integer values 
0004: $5086 = 0 // integer values 
0004: $5091 = 0 // integer values 
0004: $5096 = 0 // integer values 
0004: $5101 = 0 // integer values 
0004: $5106 = 0 // integer values 
0004: $5111 = 0 // integer values 
0007: 0@ = 0.0 // floating-point values 
0007: 1@ = 0.0 // floating-point values 
0007: 2@ = 0.0 // floating-point values 
0007: 3@ = 0.0 // floating-point values 
0007: 4@ = 0.0 // floating-point values 
0007: 5@ = 0.0 // floating-point values 
0007: 6@ = 0.0 // floating-point values 
0007: 7@ = 0.0 // floating-point values 
0007: 8@ = 0.0 // floating-point values 
0007: 9@ = 0.0 // floating-point values 
0007: 10@ = 0.0 // floating-point values 
0007: 11@ = 0.0 // floating-point values 
0007: 12@ = 0.0 // floating-point values 
0007: 13@ = 0.0 // floating-point values 
0007: 14@ = 0.0 // floating-point values 
0005: $5112 = 0.0 // floating-point values 
0005: $5113 = 0.0 // floating-point values 
0005: $5114 = 0.0 // floating-point values 
0005: $5115 = 0.0 // floating-point values 
0005: $5116 = 0.0 // floating-point values 
0005: $5117 = 0.0 // floating-point values 
0005: $5118 = 0.0 // floating-point values 
0005: $5119 = 0.0 // floating-point values 
0005: $5120 = 0.0 // floating-point values 
0005: $5121 = 0.0 // floating-point values 
0005: $5122 = 0.0 // floating-point values 
0005: $5123 = 0.0 // floating-point values 
0004: $5020 = 0 // integer values 
0004: $4976 = 0 // integer values 
0004: $5039 = 0 // integer values 
0004: $5040 = 0 // integer values 
0004: $5026 = 0 // integer values 
0004: $5021 = 0 // integer values 
0004: $5022 = 0 // integer values 
010B: $4985 = player $PLAYER_CHAR money 
04BB: select_interiour 2 // select render area 
0004: $991 = 1 // integer values 
022B: create_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451 90.643 
03AD: set_rubbish 0 
04F9: set_extracolors 7 fade 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
03CB: set_camera -378.466 -596.1799 24.7818 
038B: load_requested_models 

:FIN_1_1140
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @FIN_1_1174 
0001: wait 0 ms 
0002: jump @FIN_1_1140 

:FIN_1_1174
0569:  'CSPLAY' 
0569:  'CSKEN' 
0569:  'CSBUDDY' 
02E4: load_cutscene_data 'FIN' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_1328
00D6: if 
001A:   1085 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1363 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1328 

:FIN_1_1363
00BC: text_highpriority 'FIN1_01' 10000 ms 1  // What's going on?

:FIN_1_1378
00D6: if 
001A:   1924 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1413 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1378 

:FIN_1_1413
00BC: text_highpriority 'FIN1_02' 10000 ms 1  // Tommy! Oh good, good. Listen, listen. Uh, listen,

:FIN_1_1428
00D6: if 
001A:   5027 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1463 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1428 

:FIN_1_1463
00BC: text_highpriority 'FIN1_03' 10000 ms 1  // I like fish. I love fish.

:FIN_1_1478
00D6: if 
001A:   7525 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1513 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1478 

:FIN_1_1513
00BC: text_highpriority 'FIN1_04' 10000 ms 1  // I love them as pets in bowls, or as food on a plate,

:FIN_1_1528
00D6: if 
001A:   10739 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1563 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1528 

:FIN_1_1563
00BC: text_highpriority 'FIN1_05' 10000 ms 1  // but as much as I love em, I don't want to sleep with them.

:FIN_1_1578
00D6: if 
001A:   13469 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1613 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1578 

:FIN_1_1613
00BC: text_highpriority 'FIN1_06' 10000 ms 1  // Okay, but right now your Italian brothers are coming from up there to fit me with some cement shoes, and I...

:FIN_1_1628
00D6: if 
001A:   19005 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1663 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1628 

:FIN_1_1663
00BC: text_highpriority 'FIN1_07' 10000 ms 1  // Shut up Ken. Sit down.

:FIN_1_1678
00D6: if 
001A:   24137 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1713 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1678 

:FIN_1_1713
00BC: text_highpriority 'FIN1_08' 10000 ms 1  // Lance, what the hell's going on?

:FIN_1_1728
00D6: if 
001A:   26080 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1763 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1728 

:FIN_1_1763
00BC: text_highpriority 'FIN1_09' 10000 ms 1  // It's your friends up north Tommy. They ain't too happy you capped their man.

:FIN_1_1778
00D6: if 
001A:   30104 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1813 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1778 

:FIN_1_1813
00BC: text_highpriority 'FIN1_10' 10000 ms 1  // They're coming down to see the business today.

:FIN_1_1828
00D6: if 
001A:   32108 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1863 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1828 

:FIN_1_1863
00BC: text_highpriority 'FIN1_11' 10000 ms 1  // They took longer than I thought...

:FIN_1_1878
00D6: if 
001A:   34187 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1915 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1878 

:FIN_1_1915
00BC: text_highpriority 'FIN1_12' 10000 ms 1  // Guys, we gotta make this final we gotta leave no doubt that this is my operation. Mine!

:FIN_1_1930
00D6: if 
001A:   39927 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_1967 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1930 

:FIN_1_1967
00BC: text_highpriority 'FIN1_13' 10000 ms 1  // Ken, you get the first run of counterfeit cash and put three mil in briefcases.

:FIN_1_1982
00D6: if 
001A:   45104 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2019 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_1982 

:FIN_1_2019
00BC: text_highpriority 'FIN1_14' 10000 ms 1  // Lance, you get the guys together...

:FIN_1_2034
00D6: if 
001A:   52998 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2071 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2034 

:FIN_1_2071
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:FIN_1_2088
00D6: if 
016B:   fading 
004D: jump_if_false @FIN_1_2112 
0001: wait 0 ms 
0002: jump @FIN_1_2088 

:FIN_1_2112
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FIN_1_2136 
0001: wait 0 ms 
0002: jump @FIN_1_2112 

:FIN_1_2136
03AD: set_rubbish 1 
02EA: end_cutscene 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'CSSONNY' 
023C: load_special_actor 5 'SFRENDA' 
023C: load_special_actor 6 'SGOONA' 
023C: load_special_actor 7 'SGOONB' 
02F3: load_object #CUTOBJ01 'DELCASE' 
03CB: set_camera -378.466 -596.1799 24.7818 
038B: load_requested_models 

:FIN_1_2258
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
004D: jump_if_false @FIN_1_2304 
0001: wait 0 ms 
0002: jump @FIN_1_2258 

:FIN_1_2304
00D6: if or
823D:   not special_actor 7 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @FIN_1_2335 
0001: wait 0 ms 
0002: jump @FIN_1_2304 

:FIN_1_2335
02E4: load_cutscene_data 'FIN_2' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $138 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $138 'CSSONNY' 
02E5: $127 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $127 'SFRENDA' 
02E5: $129 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'DELCASE' 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_2560
00D6: if 
001A:   3853 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2595 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2560 

:FIN_1_2595
00BC: text_highpriority 'FIN2_01' 10000 ms 1  // Tommy!

:FIN_1_2610
00D6: if 
001A:   6297 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2645 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2610 

:FIN_1_2645
00BC: text_highpriority 'FIN2_02' 10000 ms 1  // What? No big hugs for your old buddy?

:FIN_1_2660
00D6: if 
001A:   8417 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2695 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2660 

:FIN_1_2695
00BC: text_highpriority 'FIN2_03' 10000 ms 1  // I've had fifteen years out of the loop,

:FIN_1_2710
00D6: if 
001A:   10472 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2745 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2710 

:FIN_1_2745
00BC: text_highpriority 'FIN2_04' 10000 ms 1  // I'm a bit rusty on family etiquette.

:FIN_1_2760
00D6: if 
001A:   12387 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2795 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2760 

:FIN_1_2795
00BC: text_highpriority 'FIN2_05' 10000 ms 1  // Always angry, eh Tommy.

:FIN_1_2810
00D6: if 
001A:   13627 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2845 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2810 

:FIN_1_2845
00BC: text_highpriority 'FIN2_06' 10000 ms 1  // Didn't I say your temper would get you into trouble, huh?

:FIN_1_2860
00D6: if 
001A:   16943 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2895 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2860 

:FIN_1_2895
00BC: text_highpriority 'FIN2_07' 10000 ms 1  // There's three mil in the cases...

:FIN_1_2910
00D6: if 
001A:   18730 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2945 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2910 

:FIN_1_2945
00BC: text_highpriority 'FIN2_08' 10000 ms 1  // How many was it? Ten? No, eleven men.

:FIN_1_2960
00D6: if 
001A:   22330 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_2995 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_2960 

:FIN_1_2995
00BC: text_highpriority 'FIN2_09' 10000 ms 1  // That's how you get to be called the Harwood Butcher! Heh-heh-heh!

:FIN_1_3010
00D6: if 
001A:   25267 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3045 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3010 

:FIN_1_3045
00BC: text_highpriority 'FIN2_10' 10000 ms 1  // You sent me to kill one man, ONE MAN. They knew I was coming Sonny...

:FIN_1_3060
00D6: if 
001A:   30987 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3095 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3060 

:FIN_1_3095
00BC: text_highpriority 'FIN2_11' 10000 ms 1  // Tommy, Tommy, watch your tone.

:FIN_1_3110
00D6: if 
001A:   32780 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3147 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3110 

:FIN_1_3147
00BC: text_highpriority 'FIN2_12' 10000 ms 1  // Anyone would think you blame me for that unfortunate set of circumstances.

:FIN_1_3162
00D6: if 
001A:   36617 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3199 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3162 

:FIN_1_3199
00BC: text_highpriority 'FIN2_13' 10000 ms 1  // Just take the money...

:FIN_1_3214
00D6: if 
001A:   37728 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3251 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3214 

:FIN_1_3251
00BC: text_highpriority 'FIN2_14' 10000 ms 1  // Get the damn cash.

:FIN_1_3266
00D6: if 
001A:   40994 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3303 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3266 

:FIN_1_3303
00BC: text_highpriority 'FIN2_15' 10000 ms 1  // You know, Tommy? I did what I could for you, I pulled strings, called in favors.

:FIN_1_3318
00D6: if 
001A:   45718 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3355 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3318 

:FIN_1_3355
00BC: text_highpriority 'FIN2_16' 10000 ms 1  // I was your friend, Tommy. I hoped you'd see sense, see what's good for business.

:FIN_1_3370
00D6: if 
001A:   49615 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3407 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3370 

:FIN_1_3407
00BC: text_highpriority 'FIN2_17' 10000 ms 1  // I trusted you, Tommy, and you disappointed me.

:FIN_1_3422
00D6: if 
001A:   53574 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3459 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3422 

:FIN_1_3459
00BC: text_highpriority 'FIN2_18' 10000 ms 1  // But at least someone in your chicken shit organization knows how to do business,

:FIN_1_3474
00D6: if 
001A:   58188 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3511 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3474 

:FIN_1_3511
00BC: text_highpriority 'FIN2_19' 10000 ms 1  // Isn't that right, Lance?

:FIN_1_3526
00D6: if 
001A:   60272 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3563 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3526 

:FIN_1_3563
00BC: text_highpriority 'FIN2_20' 10000 ms 1  // I'm sorry Tommy. This is Vice City. This is business.

:FIN_1_3578
00D6: if 
001A:   66249 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3615 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3578 

:FIN_1_3615
00BC: text_highpriority 'FIN2_21' 10000 ms 1  // You sold us out...

:FIN_1_3630
00D6: if 
001A:   68133 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3667 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3630 

:FIN_1_3667
00BC: text_highpriority 'FIN2_22' 10000 ms 1  // No. I sold YOU out, Tommy, I sold YOU out.

:FIN_1_3682
00D6: if 
001A:   73431 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3719 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3682 

:FIN_1_3719
00BC: text_highpriority 'FIN2_23' 10000 ms 1  // The real cash is upstairs in the safe.

:FIN_1_3734
00D6: if 
001A:   76741 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3771 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3734 

:FIN_1_3771
00BC: text_highpriority 'FIN2_24' 10000 ms 1  // Tommy, what was the big plan?

:FIN_1_3786
00D6: if 
001A:   78116 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3823 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3786 

:FIN_1_3823
00BC: text_highpriority 'FIN2_25' 10000 ms 1  // You think I'd just take the fake cash?

:FIN_1_3838
00D6: if 
001A:   80094 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3875 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3838 

:FIN_1_3875
00BC: text_highpriority 'FIN2_26' 10000 ms 1  // Save face and run away with my tail between my legs?!

:FIN_1_3890
00D6: if 
001A:   83916 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3927 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3890 

:FIN_1_3927
00BC: text_highpriority 'FIN2_27' 10000 ms 1  // No.

:FIN_1_3942
00D6: if 
001A:   84910 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_3979 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3942 

:FIN_1_3979
00BC: text_highpriority 'FIN2_28' 10000 ms 1  // I just wanted to piss you off before I kill you.

:FIN_1_3994
00D6: if 
001A:   86980 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_4031 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_3994 

:FIN_1_4031
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:FIN_1_4048
00D6: if 
016B:   fading 
004D: jump_if_false @FIN_1_4072 
0001: wait 0 ms 
0002: jump @FIN_1_4048 

:FIN_1_4072
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FIN_1_4096 
0001: wait 0 ms 
0002: jump @FIN_1_4072 

:FIN_1_4096
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0249: release_model #CUTOBJ01 
03DE: set_pedestrians_density_multiplier_to 1.0 
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 
0247: request_model #STRETCH 
0247: request_model #RUGER 
0247: request_model #TEC9 
0247: request_model #COLT45 
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGSONNY' 
023C: load_special_actor 3 'MBA' 
023C: load_special_actor 4 'MBB' 
038B: load_requested_models 

:FIN_1_4236
00D6: if or
8248:   not model #STRETCH available 
8248:   not model #TEC9 available 
8248:   not model #RUGER available 
8248:   not model #COLT45 available 
004D: jump_if_false @FIN_1_4278 
0001: wait 0 ms 
0002: jump @FIN_1_4236 

:FIN_1_4278
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @FIN_1_4316 
0001: wait 0 ms 
0002: jump @FIN_1_4278 

:FIN_1_4316
015C: set_zone_gang_info 'GANG1' 1 14 0 0 300 0 0 0 700 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 14 0 0 300 0 0 0 700 0 0 0 
03F1: pedtype 13 add_threat 512 
03F1: pedtype 9 add_threat 8192 
03F1: pedtype 9 add_threat 1 
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 17 
0235: set_gang 2 models_to #SPECIAL03 #SPECIAL04 
0514: unknown_actor $PLAYER_ACTOR 6 0 
04BB: select_interiour 2 // select render area 
0004: $991 = 1 // integer values 
03AD: set_rubbish 0 
04F9: set_extracolors 7 fade 0 
03CB: set_camera -378.466 -596.1799 24.7818 
0482:  2.0 
0395: clear_area 1 at -378.466 -596.1799 range 24.7818 1.0 
0055: put_player $PLAYER_CHAR at -378.466 -596.1799 24.7818 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0225: $7451 = player $PLAYER_CHAR health 
00D6: if 
8018:   not  $7451 > 100 // integer values 
004D: jump_if_false @FIN_1_4575 
0222: set_player $PLAYER_CHAR health_to 100 

:FIN_1_4575
035E: set_player $PLAYER_CHAR armour_to 200 
00A5: $4971 = create_car #STRETCH at -386.1734 -515.6445 11.7682 
0175: set_car $4971 z_angle_to 123.5502 
02AA: set_car $4971 immune_to_nonplayer 1 
00A5: $4972 = create_car #STRETCH at -375.7929 -514.4023 11.7776 
0175: set_car $4972 z_angle_to 75.6302 
02AA: set_car $4972 immune_to_nonplayer 1 
00A5: $4973 = create_car #STRETCH at -366.1754 -517.2399 11.7561 
0175: set_car $4973 z_angle_to 60.5286 
02AA: set_car $4973 immune_to_nonplayer 1 
00A9: set_car $4971 to_normal_driver 
00A9: set_car $4972 to_normal_driver 
00A9: set_car $4973 to_normal_driver 
00AF: set_car $4971 driver_behaviour_to 11 
00AF: set_car $4972 driver_behaviour_to 11 
00AF: set_car $4973 driver_behaviour_to 11 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FIN_1_5216 
01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5067 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5072 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5077 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5082 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5087 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5092 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5097 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5102 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5107 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5041 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5042 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5043 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5044 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5045 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5046 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5047 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5048 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5049 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5050 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
01C8: $5051 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
0213: $2061 = create_pickup #HEALTH type 2 at -336.6208 -568.994 11.6022 
0213: $4977 = create_pickup #BODYARMOUR type 2 at -336.6208 -570.994 11.6022 
032B: $4978 = create_weapon_pickup #TEC9 2 ammo 50000 at -336.6208 -572.994 11.6022 
032B: $4980 = create_weapon_pickup #TEC9 2 ammo 50000 at -336.6208 -572.994 11.6022 
0213: $4988 = create_pickup #HEALTH type 2 at -336.6208 -568.994 11.6022 
0213: $4993 = create_pickup #HEALTH type 2 at -336.6208 -568.994 11.6022 

:FIN_1_5216
0215: destroy_pickup $2061 
0215: destroy_pickup $4977 
0215: destroy_pickup $4978 
0215: destroy_pickup $4980 
0213: $2061 = create_pickup #HEALTH type 2 at -406.2503 -566.4947 19.5804 
0213: $4977 = create_pickup #BODYARMOUR type 2 at -406.2992 -564.582 19.5804 
032B: $4978 = create_weapon_pickup #PYTHON 2 ammo 50000 at -401.7512 -566.0168 19.5804 
032B: $4980 = create_weapon_pickup #PYTHON 3 ammo 50000 at -374.4366 -587.5957 25.3355 
01BD: $4811 = current_time_in_ms 
0084: $5018 = $4811 // integer values and handles 
0008: $5018 += 60000 // integer values 
0084: $5024 = $4811 // integer values and handles 
0008: $5024 += 120000 // integer values 

:FIN_1_5379
00D6: if 
016B:   fading 
004D: jump_if_false @FIN_1_5403 
0001: wait 0 ms 
0002: jump @FIN_1_5379 

:FIN_1_5403
00BC: text_highpriority 'FIN_B3' 5000 ms 1  // ~g~The Mafia are trying to steal your money. Defend the safe.
010B: $4985 = player $PLAYER_CHAR money 
04E3: unknown_player $PLAYER_CHAR 2 60000 

:FIN_1_5438
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -354.419 -569.529 30.0 radius 200.0 120.0 30.0 
004D: jump_if_false @FIN_1_5534 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
00D6: if 
0038:   $4992 == 0 // integer values 
004D: jump_if_false @FIN_1_5527 
0004: $4992 = 1 // integer values 

:FIN_1_5527
0002: jump @FIN_1_5559 

:FIN_1_5534
00D6: if 
0038:   $4992 == 1 // integer values 
004D: jump_if_false @FIN_1_5559 
0004: $4992 = 0 // integer values 

:FIN_1_5559
00D6: if 
8183:   not player $PLAYER_CHAR health > 70 
004D: jump_if_false @FIN_1_5703 
00D6: if 
0038:   $4983 == 1 // integer values 
004D: jump_if_false @FIN_1_5696 
00BC: text_highpriority 'FIN_B4' 6000 ms 1  // ~g~You are close to death, get some ~w~health~g~ from downstairs.
00D6: if 
0038:   $4979 == 0 // integer values 
004D: jump_if_false @FIN_1_5689 
018A: $4986 = create_checkpoint_at -406.2503 -566.4947 19.5804 
0165: set_marker $4986 color_to 3 
018A: $4982 = create_checkpoint_at -335.625 -571.77 11.0 
0165: set_marker $4982 color_to 3 
0004: $4979 = 1 // integer values 

:FIN_1_5689
0004: $4983 = 0 // integer values 

:FIN_1_5696
0002: jump @FIN_1_5728 

:FIN_1_5703
00D6: if 
0038:   $4983 == 0 // integer values 
004D: jump_if_false @FIN_1_5728 
0004: $4983 = 1 // integer values 

:FIN_1_5728
00D6: if or
0038:   $5070 == 2 // integer values 
0038:   $5075 == 2 // integer values 
0038:   $5080 == 2 // integer values 
0038:   $5085 == 2 // integer values 
0038:   $5090 == 2 // integer values 
004D: jump_if_false @FIN_1_5788 
0004: $4989 = 1 // integer values 
0002: jump @FIN_1_5795 

:FIN_1_5788
0004: $4989 = 0 // integer values 

:FIN_1_5795
00D6: if or
0038:   $5095 == 2 // integer values 
0038:   $5100 == 2 // integer values 
0038:   $5105 == 2 // integer values 
0038:   $5110 == 2 // integer values 
004D: jump_if_false @FIN_1_5848 
0004: $4990 = 1 // integer values 
0002: jump @FIN_1_5855 

:FIN_1_5848
0004: $4990 = 0 // integer values 

:FIN_1_5855
00D6: if or
0038:   $4989 == 1 // integer values 
0038:   $4990 == 1 // integer values 
004D: jump_if_false @FIN_1_5948 
00D6: if 
0038:   $4984 == 1 // integer values 
004D: jump_if_false @FIN_1_5941 
00BC: text_highpriority 'FIN_B5' 5000 ms 1  // ~g~The Mafia is stealing your money, defend the ~c~safe
018A: $4987 = create_checkpoint_at $5014 $5015 $5016 
0165: set_marker $4987 color_to 6 
0004: $4984 = 0 // integer values 

:FIN_1_5941
0002: jump @FIN_1_5978 

:FIN_1_5948
00D6: if 
0038:   $4984 == 0 // integer values 
004D: jump_if_false @FIN_1_5978 
0164: disable_marker $4987 
0004: $4984 = 1 // integer values 

:FIN_1_5978
00D6: if 
0038:   $5019 == -1 // integer values 
004D: jump_if_false @FIN_1_6162 
00D6: if 
001C:   $4811 > $5018 // integer values 
004D: jump_if_false @FIN_1_6162 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -378.523 -579.67 27.284 radius 6.0 4.0 3.0 
004D: jump_if_false @FIN_1_6077 
0004: $5019 = 0 // integer values 
0002: jump @FIN_1_6162 

:FIN_1_6077
00D6: if 
00F5:   player $PLAYER_CHAR 0 -378.551 -591.784 28.232 radius 8.114 8.0 3.44 
004D: jump_if_false @FIN_1_6147 
00BC: text_highpriority 'FIN_B1' 200 ms 1  // ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
0002: jump @FIN_1_6162 

:FIN_1_6147
00BC: text_highpriority 'DEFSAFE' 200 ms 1  // ~g~Get back to the safe and defend it.

:FIN_1_6162
00D6: if 
0038:   $5019 == 0 // integer values 
004D: jump_if_false @FIN_1_6541 
009B: destroy_actor_instantly $5067 
009B: destroy_actor_instantly $5072 
009B: destroy_actor_instantly $5077 
009B: destroy_actor_instantly $5082 
009B: destroy_actor_instantly $5087 
009B: destroy_actor_instantly $5092 
009B: destroy_actor_instantly $5097 
009B: destroy_actor_instantly $5102 
009B: destroy_actor_instantly $5107 
009B: destroy_actor_instantly $5041 
009B: destroy_actor_instantly $5042 
009B: destroy_actor_instantly $5043 
009B: destroy_actor_instantly $5044 
009B: destroy_actor_instantly $5045 
009B: destroy_actor_instantly $5046 
009B: destroy_actor_instantly $5047 
009B: destroy_actor_instantly $5048 
009B: destroy_actor_instantly $5049 
009B: destroy_actor_instantly $5050 
009B: destroy_actor_instantly $5051 
009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -357.6711 -559.5632 26.5411 
0050: gosub @FIN_1_18539 
03CF: load_wav 'FIN_3' as 1 
03CF: load_wav 'FIN_1B' as 2 
0239: actor $5017 run_to -362.1062 -559.4869 
0411: set_actor $5017 use_pednode_seek 0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0004: $4976 = 1 // integer values 
0395: clear_area 1 at -378.0434 -579.1422 range 18.5385 2.0 
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 
009A: $4981 = create_actor_pedtype 4 model #NULL at -378.4288 -582.1033 24.2735 
01B2: give_actor $4981 weapon 18 ammo 9 // Load the weapon model before using this 
020E: actor $4981 look_at_actor $5017 
01ED: clear_actor $4981 threat_search 
0489: set_actor $4981 muted 1 
015F: set_camera_position -379.238 -583.7946 26.1261 0.0 rotation 0.0 0.0 
0160: point_camera -378.7026 -582.9524 26.0619 switchstyle 2 
0004: $5019 = 1 // integer values 

:FIN_1_6541
00D6: if 
0018:   $5019 > 0 // integer values 
004D: jump_if_false @FIN_1_11196 
00D6: if 
8118:   not actor $5017 dead 
004D: jump_if_false @FIN_1_11056 
00D6: if and
001A:   12 > $5019 // integer values 
0018:   $5019 > 4 // integer values 
004D: jump_if_false @FIN_1_6650 
00D6: if 
001C:   $4811 > $5018 // integer values 
004D: jump_if_false @FIN_1_6650 
00BC: text_highpriority 'FIN_B1' 5000 ms 1  // ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
0084: $5018 = $4811 // integer values and handles 
0008: $5018 += 10000 // integer values 

:FIN_1_6650
00D6: if 
0038:   $5019 == 1 // integer values 
004D: jump_if_false @FIN_1_6787 
00D6: if 
00F0:   actor $5017 stopped 0 -362.1062 -559.4869 radius 1.0 1.0 
004D: jump_if_false @FIN_1_6787 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FIN_1_6787 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_6745 
04C6: actor $5017 do_kung_fu_stance_towards_actor $4981 

:FIN_1_6745
03D1: play_wav 1 
00BC: text_highpriority 'FIN_3' 5000 ms 1  // No one to cover your ass now, eh Tommy?
0084: $5018 = $4811 // integer values and handles 
0008: $5018 += 500 // integer values 
0004: $5019 = 2 // integer values 

:FIN_1_6787
00D6: if 
0038:   $5019 == 2 // integer values 
004D: jump_if_false @FIN_1_7007 
00D6: if 
001C:   $4811 > $5018 // integer values 
004D: jump_if_false @FIN_1_7007 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_6848 
0172: $975 = actor $4981 z_angle 

:FIN_1_6848
0009: $975 += 12.0 // floating-point values 
00D6: if 
0020:   $975 > 325.2151 // floating-point values 
004D: jump_if_false @FIN_1_6970 
0005: $975 = 325.2151 // floating-point values 
00D6: if and
03D2:   wav 1 ended 
03D0:   wav 2 loaded 
004D: jump_if_false @FIN_1_6970 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_1B' 5000 ms 1  // You're going down, you back stabbing prick!
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_6951 
04C6: actor $4981 do_kung_fu_stance_towards_actor $5017 

:FIN_1_6951
03CF: load_wav 'FIN_2B' as 1 
0004: $5019 = 3 // integer values 

:FIN_1_6970
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_7007 
0173: set_actor $4981 z_angle_to $975 
022F: set_actor $4981 stop_looking 
022C: set_actor $4981 to_look_at_actor $5017 

:FIN_1_7007
00D6: if 
0038:   $5019 == 3 // integer values 
004D: jump_if_false @FIN_1_7170 
00D6: if and
03D2:   wav 2 ended 
03D0:   wav 1 loaded 
004D: jump_if_false @FIN_1_7170 
015F: set_camera_position -362.8571 -557.6577 28.198 0.0 rotation 0.0 0.0 
0160: point_camera -362.9028 -558.6328 27.9812 switchstyle 2 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_2B' 5000 ms 1  // Oh you think so!
03CF: load_wav 'FIN_1A' as 2 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_7147 
022F: set_actor $4981 stop_looking 

:FIN_1_7147
0084: $5018 = $4811 // integer values and handles 
0008: $5018 += 1100 // integer values 
0004: $5019 = 4 // integer values 

:FIN_1_7170
00D6: if 
0038:   $5019 == 4 // integer values 
004D: jump_if_false @FIN_1_7246 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @FIN_1_7246 
00D6: if 
001C:   $4811 > $5018 // integer values 
004D: jump_if_false @FIN_1_7246 
011C: actor $PLAYER_ACTOR clear_objective 
03CF: load_wav 'FIN_4' as 1 
0004: $5019 = 5 // integer values 

:FIN_1_7246
00D6: if 
0038:   $5019 == 5 // integer values 
004D: jump_if_false @FIN_1_7562 
00D6: if 
0038:   $5020 == 2 // integer values 
004D: jump_if_false @FIN_1_7419 
009B: destroy_actor_instantly $4981 
0395: clear_area 1 at -378.4288 -582.1033 range 24.2735 2.0 
0055: put_player $PLAYER_CHAR at -378.4288 -582.1033 24.2735 
0171: set_player $PLAYER_CHAR z_angle_to $975 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0222: set_player $PLAYER_CHAR health_to 200 
035E: set_player $PLAYER_CHAR armour_to 200 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0084: $5026 = $4811 // integer values and handles 
0008: $5026 += 400 // integer values 
0004: $4976 = 0 // integer values 
00BC: text_highpriority 'FIN_B1' 10000 ms 1  // ~g~Go and kill ~y~Lance Vance~g~ the backstabber.

:FIN_1_7419
0008: $5020 += 1 // integer values 
00D6: if 
0018:   $5020 > 2 // integer values 
004D: jump_if_false @FIN_1_7562 
00D6: if or
031D:   actor $5017 hit_by_weapon 47 
00F5:   player $PLAYER_CHAR 0 -378.523 -561.41 29.034 radius 18.0 6.0 2.5 
004D: jump_if_false @FIN_1_7535 
0502: unknown_actor $5017 sprint_to -335.4508 -560.4796 
0411: set_actor $5017 use_pednode_seek 0 
0004: $5019 = 6 // integer values 
0002: jump @FIN_1_7562 

:FIN_1_7535
00D6: if 
001C:   $4811 > $5026 // integer values 
004D: jump_if_false @FIN_1_7562 
01CA: actor $5017 kill_player $PLAYER_CHAR 

:FIN_1_7562
00D6: if 
0038:   $5019 == 6 // integer values 
004D: jump_if_false @FIN_1_7669 
00D6: if 
00ED:   actor $5017 0 -347.6153 -559.3744 radius 2.0 2.0 
004D: jump_if_false @FIN_1_7669 
009B: destroy_actor_instantly $5017 
009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -335.4508 -560.4796 26.538 
0050: gosub @FIN_1_18539 
01CA: actor $5017 kill_player $PLAYER_CHAR 
0004: $5019 = 7 // integer values 

:FIN_1_7669
00D6: if 
0038:   $5019 == 7 // integer values 
004D: jump_if_false @FIN_1_7872 
00D6: if 
02E0:   actor $5017 firing_weapon 
004D: jump_if_false @FIN_1_7710 
0004: $5019 = 8 // integer values 

:FIN_1_7710
00D6: if or
00F5:   player $PLAYER_CHAR 0 -347.4754 -559.3594 27.5816 radius 2.0 2.0 2.0 
031D:   actor $5017 hit_by_weapon 47 
004D: jump_if_false @FIN_1_7772 
0004: $5019 = 8 // integer values 

:FIN_1_7772
00D6: if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
004D: jump_if_false @FIN_1_7872 
0004: $5018 = -9999 // integer values 
0004: $5019 = 12 // integer values 

:FIN_1_7872
00D6: if 
0038:   $5019 == 8 // integer values 
004D: jump_if_false @FIN_1_8074 
00D6: if or
00F5:   player $PLAYER_CHAR 0 -347.4754 -559.3594 27.5816 radius 2.0 2.0 2.0 
031D:   actor $5017 hit_by_weapon 47 
004D: jump_if_false @FIN_1_7974 
0502: unknown_actor $5017 sprint_to -334.3681 -579.2608 
0411: set_actor $5017 use_pednode_seek 0 
0004: $5019 = 9 // integer values 

:FIN_1_7974
00D6: if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
004D: jump_if_false @FIN_1_8074 
0004: $5018 = -9999 // integer values 
0004: $5019 = 12 // integer values 

:FIN_1_8074
00D6: if 
0038:   $5019 == 9 // integer values 
004D: jump_if_false @FIN_1_8181 
00D6: if 
00ED:   actor $5017 0 -336.135 -567.6742 radius 2.0 2.0 
004D: jump_if_false @FIN_1_8181 
009B: destroy_actor_instantly $5017 
009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -334.3681 -579.2608 26.5109 
0050: gosub @FIN_1_18539 
01CA: actor $5017 kill_player $PLAYER_CHAR 
0004: $5019 = 10 // integer values 

:FIN_1_8181
00D6: if 
0038:   $5019 == 10 // integer values 
004D: jump_if_false @FIN_1_8384 
00D6: if 
02E0:   actor $5017 firing_weapon 
004D: jump_if_false @FIN_1_8222 
0004: $5019 = 11 // integer values 

:FIN_1_8222
00D6: if or
00F5:   player $PLAYER_CHAR 0 -336.1548 -565.9336 27.5698 radius 2.0 2.0 2.0 
031D:   actor $5017 hit_by_weapon 47 
004D: jump_if_false @FIN_1_8284 
0004: $5019 = 11 // integer values 

:FIN_1_8284
00D6: if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
004D: jump_if_false @FIN_1_8384 
0004: $5018 = -9999 // integer values 
0004: $5019 = 12 // integer values 

:FIN_1_8384
00D6: if 
0038:   $5019 == 11 // integer values 
004D: jump_if_false @FIN_1_8586 
00D6: if or
00F5:   player $PLAYER_CHAR 0 -336.1548 -565.9336 27.5698 radius 2.0 2.0 2.0 
031D:   actor $5017 hit_by_weapon 47 
004D: jump_if_false @FIN_1_8486 
0502: unknown_actor $5017 sprint_to -325.5564 -578.9694 
0411: set_actor $5017 use_pednode_seek 0 
0004: $5019 = 12 // integer values 

:FIN_1_8486
00D6: if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
004D: jump_if_false @FIN_1_8586 
0004: $5018 = -9999 // integer values 
0004: $5019 = 12 // integer values 

:FIN_1_8586
00D6: if 
0038:   $5019 == 12 // integer values 
004D: jump_if_false @FIN_1_8723 
00D6: if or
00ED:   actor $5017 0 -330.0031 -578.982 radius 2.0 2.0 
0038:   $5018 == -9999 // integer values 
004D: jump_if_false @FIN_1_8723 
009B: destroy_actor_instantly $5017 
009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -317.6072 -580.8336 32.5255 
0173: set_actor $5017 z_angle_to 80.6458 
04EB: actor $5017 crouch 1 999999 ms 
0050: gosub @FIN_1_18539 
01CA: actor $5017 kill_player $PLAYER_CHAR 
0004: $5019 = 13 // integer values 

:FIN_1_8723
00D6: if 
0038:   $5019 == 13 // integer values 
004D: jump_if_false @FIN_1_8928 
00D6: if or
00F5:   player $PLAYER_CHAR 0 -323.0355 -573.3547 28.5367 radius 2.0 2.0 2.0 
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
031D:   actor $5017 hit_by_weapon 47 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
004D: jump_if_false @FIN_1_8928 
04EB: actor $5017 crouch 0 200 ms 
0084: $5018 = $4811 // integer values and handles 
000C: $5018 -= 1000 // integer values 
0004: $5019 = 14 // integer values 
00D6: if 
0038:   $4991 == 0 // integer values 
004D: jump_if_false @FIN_1_8928 
0004: $4991 = 1 // integer values 

:FIN_1_8928
00D6: if 
0038:   $5019 == 14 // integer values 
004D: jump_if_false @FIN_1_9139 
00D6: if or
00F5:   player $PLAYER_CHAR 0 -323.0355 -573.3547 28.5367 radius 2.0 2.0 2.0 
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
031D:   actor $5017 hit_by_weapon 47 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
004D: jump_if_false @FIN_1_9139 
04EB: actor $5017 crouch 0 200 ms 
0502: unknown_actor $5017 sprint_to -318.4535 -583.2459 
0411: set_actor $5017 use_pednode_seek 0 
00D6: if 
0038:   $4991 == 0 // integer values 
004D: jump_if_false @FIN_1_9132 
0004: $4991 = 1 // integer values 

:FIN_1_9132
0004: $5019 = 15 // integer values 

:FIN_1_9139
00D6: if 
0038:   $5019 == 15 // integer values 
004D: jump_if_false @FIN_1_9224 
00D6: if 
00ED:   actor $5017 0 -318.4535 -583.2459 radius 1.0 1.0 
004D: jump_if_false @FIN_1_9224 
0502: unknown_actor $5017 sprint_to -330.377 -582.4593 
0411: set_actor $5017 use_pednode_seek 0 
0004: $5019 = 16 // integer values 

:FIN_1_9224
00D6: if 
0038:   $5019 == 16 // integer values 
004D: jump_if_false @FIN_1_9309 
00D6: if 
00ED:   actor $5017 0 -330.377 -582.4593 radius 1.0 1.0 
004D: jump_if_false @FIN_1_9309 
0502: unknown_actor $5017 sprint_to -330.2176 -576.3726 
0411: set_actor $5017 use_pednode_seek 0 
0004: $5019 = 17 // integer values 

:FIN_1_9309
00D6: if and
0018:   $5019 > 4 // integer values 
001A:   18 > $5019 // integer values 
004D: jump_if_false @FIN_1_9384 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
0020:   $97 > 35.9013 // floating-point values 
004D: jump_if_false @FIN_1_9384 
0004: $5018 = -9999 // integer values 
0004: $5019 = 17 // integer values 

:FIN_1_9384
00D6: if 
0038:   $5019 == 17 // integer values 
004D: jump_if_false @FIN_1_10426 
00D6: if or
00ED:   actor $5017 0 -330.2176 -576.3726 radius 2.0 2.0 
0038:   $5018 == -9999 // integer values 
004D: jump_if_false @FIN_1_10426 
009B: destroy_actor_instantly $5041 
009B: destroy_actor_instantly $5042 
009B: destroy_actor_instantly $5043 
009B: destroy_actor_instantly $5044 
009B: destroy_actor_instantly $5045 
009B: destroy_actor_instantly $5046 
009B: destroy_actor_instantly $5047 
009B: destroy_actor_instantly $5048 
009B: destroy_actor_instantly $5049 
009B: destroy_actor_instantly $5050 
009B: destroy_actor_instantly $5051 
009B: destroy_actor_instantly $5017 
009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -361.9369 -571.6255 35.9036 
0050: gosub @FIN_1_18539 
0223: set_actor $5017 health_to 500 
01CA: actor $5017 kill_player $PLAYER_CHAR 
009A: $5041 = create_actor_pedtype 9 model #SPECIAL03 at -358.986 -573.551 35.9023 
0084: $5027 = $5041 // integer values and handles 
0050: gosub @FIN_1_18638 
0350: set_actor $5041 maintain_position_when_attacked 0 
01CA: actor $5041 kill_player $PLAYER_CHAR 
009A: $5042 = create_actor_pedtype 9 model #SPECIAL04 at -360.4153 -581.7871 35.9036 
0084: $5027 = $5042 // integer values and handles 
0050: gosub @FIN_1_18638 
01CA: actor $5042 kill_player $PLAYER_CHAR 
009A: $5044 = create_actor_pedtype 9 model #SPECIAL04 at -358.8662 -572.5509 35.9024 
0084: $5027 = $5044 // integer values and handles 
0050: gosub @FIN_1_18638 
04EB: actor $5044 crouch 1 99999999 ms 
01CA: actor $5044 kill_player $PLAYER_CHAR 
009A: $5045 = create_actor_pedtype 9 model #SPECIAL03 at -360.1348 -576.5894 35.9036 
0084: $5027 = $5045 // integer values and handles 
0050: gosub @FIN_1_18638 
01CA: actor $5045 kill_player $PLAYER_CHAR 
009A: $5046 = create_actor_pedtype 9 model #SPECIAL04 at -359.1239 -578.4683 35.9022 
0084: $5027 = $5046 // integer values and handles 
0050: gosub @FIN_1_18638 
0350: set_actor $5046 maintain_position_when_attacked 0 
01CA: actor $5046 kill_player $PLAYER_CHAR 
009A: $5047 = create_actor_pedtype 9 model #SPECIAL03 at -357.0746 -575.2473 35.9037 
0084: $5027 = $5047 // integer values and handles 
0050: gosub @FIN_1_18638 
01CA: actor $5047 kill_player $PLAYER_CHAR 
029B: $4994 = init_object #BARREL2 at -359.73 -580.773 36.291 
0392: object $4994 toggle_in_moving_list 0 
029B: $4995 = init_object #BARREL2 at -358.514 -581.288 36.291 
0392: object $4995 toggle_in_moving_list 0 
029B: $4996 = init_object #BARREL2 at -358.991 -582.344 36.291 
0392: object $4996 toggle_in_moving_list 0 
029B: $4997 = init_object #BARREL2 at -360.921 -573.17 37.412 
0392: object $4997 toggle_in_moving_list 0 
029B: $4998 = init_object #BARREL2 at -361.612 -573.052 36.291 
0392: object $4998 toggle_in_moving_list 0 
029B: $4999 = init_object #BARREL2 at -360.718 -573.451 36.291 
0392: object $4999 toggle_in_moving_list 0 
029B: $5000 = init_object #BARREL2 at -361.612 -573.947 36.291 
0392: object $5000 toggle_in_moving_list 0 
029B: $5001 = init_object #BARREL2 at -360.917 -572.457 36.291 
0392: object $5001 toggle_in_moving_list 0 
029B: $5002 = init_object #BARREL2 at -360.024 -571.964 36.291 
0392: object $5002 toggle_in_moving_list 0 
029B: $5003 = init_object #BARREL2 at -360.917 -571.564 36.291 
0392: object $5003 toggle_in_moving_list 0 
029B: $5004 = init_object #BARREL4 at -365.268 -581.761 36.281 
0392: object $5004 toggle_in_moving_list 0 
035D: make_object $5004 targetable 
029B: $5007 = init_object #BARREL2 at -344.03 -574.41 36.291 
0392: object $5007 toggle_in_moving_list 0 
029B: $5008 = init_object #BARREL2 at -344.646 -575.077 36.291 
0392: object $5008 toggle_in_moving_list 0 
029B: $5009 = init_object #BARREL2 at -344.081 -575.753 36.291 
0392: object $5009 toggle_in_moving_list 0 
029B: $5010 = init_object #BARREL2 at -343.878 -576.62 36.291 
0392: object $5010 toggle_in_moving_list 0 
029B: $5011 = init_object #BARREL2 at -344.491 -577.278 36.291 
0392: object $5011 toggle_in_moving_list 0 
029B: $5012 = init_object #BARREL2 at -344.317 -576.168 37.412 
0392: object $5012 toggle_in_moving_list 0 
029B: $5013 = init_object #BARREL2 at -344.691 -576.371 36.291 
0392: object $5013 toggle_in_moving_list 0 
0215: destroy_pickup $4993 
0213: $4993 = create_pickup #HEALTH type 2 at -408.2314 -586.6186 38.5 
0004: $5019 = 18 // integer values 

:FIN_1_10426
00D6: if 
0038:   $5019 == 18 // integer values 
004D: jump_if_false @FIN_1_10487 
00D6: if 
031D:   actor $5017 hit_by_weapon 47 
004D: jump_if_false @FIN_1_10487 
00D6: if 
0038:   $4991 == 3 // integer values 
004D: jump_if_false @FIN_1_10487 
0004: $4991 = 4 // integer values 

:FIN_1_10487
00D6: if 
0018:   $5019 > 17 // integer values 
004D: jump_if_false @FIN_1_10526 
00D6: if 
0118:   actor $5041 dead 
004D: jump_if_false @FIN_1_10526 
01C2: remove_references_to_actor $5041 // Like turning an actor into a random pedestrian 

:FIN_1_10526
00D6: if 
0018:   $5019 > 17 // integer values 
004D: jump_if_false @FIN_1_10565 
00D6: if 
0118:   actor $5042 dead 
004D: jump_if_false @FIN_1_10565 
01C2: remove_references_to_actor $5042 // Like turning an actor into a random pedestrian 

:FIN_1_10565
00D6: if 
0018:   $5019 > 17 // integer values 
004D: jump_if_false @FIN_1_10604 
00D6: if 
0118:   actor $5043 dead 
004D: jump_if_false @FIN_1_10604 
01C2: remove_references_to_actor $5043 // Like turning an actor into a random pedestrian 

:FIN_1_10604
00D6: if 
0018:   $5019 > 17 // integer values 
004D: jump_if_false @FIN_1_10643 
00D6: if 
0118:   actor $5044 dead 
004D: jump_if_false @FIN_1_10643 
01C2: remove_references_to_actor $5044 // Like turning an actor into a random pedestrian 

:FIN_1_10643
00D6: if 
0018:   $5019 > 17 // integer values 
004D: jump_if_false @FIN_1_10682 
00D6: if 
0118:   actor $5045 dead 
004D: jump_if_false @FIN_1_10682 
01C2: remove_references_to_actor $5045 // Like turning an actor into a random pedestrian 

:FIN_1_10682
00D6: if 
0018:   $5019 > 17 // integer values 
004D: jump_if_false @FIN_1_10721 
00D6: if 
0118:   actor $5046 dead 
004D: jump_if_false @FIN_1_10721 
01C2: remove_references_to_actor $5046 // Like turning an actor into a random pedestrian 

:FIN_1_10721
00D6: if 
0018:   $5019 > 17 // integer values 
004D: jump_if_false @FIN_1_10760 
00D6: if 
0118:   actor $5047 dead 
004D: jump_if_false @FIN_1_10760 
01C2: remove_references_to_actor $5047 // Like turning an actor into a random pedestrian 

:FIN_1_10760
00D6: if 
0038:   $4991 == 1 // integer values 
004D: jump_if_false @FIN_1_10819 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @FIN_1_10819 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_1A' 5000 ms 1  // Come here you double-crossing piece of shit!
0004: $4991 = 2 // integer values 

:FIN_1_10819
00D6: if 
0038:   $4991 == 2 // integer values 
004D: jump_if_false @FIN_1_10894 
00D6: if and
03D2:   wav 2 ended 
03D0:   wav 1 loaded 
004D: jump_if_false @FIN_1_10894 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_4' 5000 ms 1  // You're history, Tommy, history
03CF: load_wav 'FIN_1C' as 2 
0004: $4991 = 3 // integer values 

:FIN_1_10894
00D6: if 
0038:   $4991 == 4 // integer values 
004D: jump_if_false @FIN_1_10969 
00D6: if and
03D2:   wav 1 ended 
03D0:   wav 2 loaded 
004D: jump_if_false @FIN_1_10969 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_1C' 5000 ms 1  // This is the last dance for lance vance!
03CF: load_wav 'FIN_2C' as 1 
0004: $4991 = 5 // integer values 

:FIN_1_10969
00D6: if 
0038:   $4991 == 5 // integer values 
004D: jump_if_false @FIN_1_11044 
00D6: if and
03D2:   wav 2 ended 
03D0:   wav 1 loaded 
004D: jump_if_false @FIN_1_11044 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_2C' 5000 ms 1  // I said I had enough of that at school!
03CF: load_wav 'FIN_5' as 2 
0004: $4991 = 6 // integer values 

:FIN_1_11044
0467: set_actor $5017 clear_last_weapon_damage 
0002: jump @FIN_1_11196 

:FIN_1_11056
00D6: if 
8038:   not  $5019 == -11 // integer values 
004D: jump_if_false @FIN_1_11196 
00D6: if 
0038:   $4991 == 6 // integer values 
004D: jump_if_false @FIN_1_11133 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @FIN_1_11133 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_5' 5000 ms 1  // You picked the wrong side, Lance...
0004: $4991 = 7 // integer values 

:FIN_1_11133
01C2: remove_references_to_actor $5017 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5041 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5042 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5043 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5044 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5045 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5046 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5047 // Like turning an actor into a random pedestrian 
0084: $5018 = $4811 // integer values and handles 
0008: $5018 += 3000 // integer values 
0004: $5019 = -11 // integer values 

:FIN_1_11196
00D6: if or
0018:   $5060 > 1 // integer values 
0038:   $5060 == -1 // integer values 
004D: jump_if_false @FIN_1_11490 
00D6: if 
0038:   $5062 == 0 // integer values 
004D: jump_if_false @FIN_1_11342 
009A: $5048 = create_actor_pedtype 9 model #SPECIAL03 at -357.9117 -560.4049 18.5529 
0350: set_actor $5048 maintain_position_when_attacked 1 
01B2: give_actor $5048 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5048 weapon_accuracy_to 75 
01ED: clear_actor $5048 threat_search 
011A: set_actor $5048 search_threat 1 
0291: set_actor $5048 attack_when_provoked 1 
0243: set_actor $5048 ped_stats_to 16 
0239: actor $5048 run_to -365.2909 -557.8369 
0411: set_actor $5048 use_pednode_seek 0 
0004: $5062 = 1 // integer values 

:FIN_1_11342
00D6: if 
8118:   not actor $5048 dead 
004D: jump_if_false @FIN_1_11478 
00D6: if 
0038:   $5062 == 1 // integer values 
004D: jump_if_false @FIN_1_11445 
00D6: if 
00F0:   actor $5048 stopped 0 -365.2909 -557.8369 radius 1.0 1.0 
004D: jump_if_false @FIN_1_11445 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_11438 
04C6: actor $5048 do_kung_fu_stance_towards_actor $4981 

:FIN_1_11438
0004: $5062 = 2 // integer values 

:FIN_1_11445
00D6: if 
0038:   $5062 == 10 // integer values 
004D: jump_if_false @FIN_1_11471 
01CA: actor $5048 kill_player $PLAYER_CHAR 

:FIN_1_11471
0002: jump @FIN_1_11490 

:FIN_1_11478
01C2: remove_references_to_actor $5048 // Like turning an actor into a random pedestrian 
0004: $5062 = -1 // integer values 

:FIN_1_11490
00D6: if or
0018:   $5060 > 1 // integer values 
0038:   $5060 == -1 // integer values 
004D: jump_if_false @FIN_1_11784 
00D6: if 
0038:   $5063 == 0 // integer values 
004D: jump_if_false @FIN_1_11636 
009A: $5049 = create_actor_pedtype 9 model #SPECIAL04 at -358.561 -560.1335 26.5396 
0350: set_actor $5049 maintain_position_when_attacked 1 
01B2: give_actor $5049 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5049 weapon_accuracy_to 75 
01ED: clear_actor $5049 threat_search 
011A: set_actor $5049 search_threat 1 
0291: set_actor $5049 attack_when_provoked 1 
0243: set_actor $5049 ped_stats_to 16 
0239: actor $5049 run_to -380.1727 -560.6678 
0411: set_actor $5049 use_pednode_seek 0 
0004: $5063 = 1 // integer values 

:FIN_1_11636
00D6: if 
8118:   not actor $5049 dead 
004D: jump_if_false @FIN_1_11772 
00D6: if 
0038:   $5063 == 1 // integer values 
004D: jump_if_false @FIN_1_11739 
00D6: if 
00F0:   actor $5049 stopped 0 -380.1727 -560.6678 radius 1.0 1.0 
004D: jump_if_false @FIN_1_11739 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_11732 
04C6: actor $5049 do_kung_fu_stance_towards_actor $4981 

:FIN_1_11732
0004: $5063 = 2 // integer values 

:FIN_1_11739
00D6: if 
0038:   $5063 == 10 // integer values 
004D: jump_if_false @FIN_1_11765 
01CA: actor $5049 kill_player $PLAYER_CHAR 

:FIN_1_11765
0002: jump @FIN_1_11784 

:FIN_1_11772
01C2: remove_references_to_actor $5049 // Like turning an actor into a random pedestrian 
0004: $5063 = -1 // integer values 

:FIN_1_11784
00D6: if or
0018:   $5063 > 0 // integer values 
0038:   $5063 == -1 // integer values 
004D: jump_if_false @FIN_1_12139 
00D6: if 
0038:   $5064 == 0 // integer values 
004D: jump_if_false @FIN_1_11973 
00D6: if 
838A:   not car_in_cube -358.561 -560.1335 26.5396 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_11973 
009A: $5050 = create_actor_pedtype 9 model #SPECIAL03 at -358.561 -560.1335 26.5396 
0350: set_actor $5050 maintain_position_when_attacked 1 
01B2: give_actor $5050 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5050 weapon_accuracy_to 75 
01ED: clear_actor $5050 threat_search 
011A: set_actor $5050 search_threat 1 
0291: set_actor $5050 attack_when_provoked 1 
0243: set_actor $5050 ped_stats_to 16 
0239: actor $5050 run_to -375.5527 -560.7495 
0411: set_actor $5050 use_pednode_seek 0 
0004: $5064 = 1 // integer values 

:FIN_1_11973
00D6: if 
0018:   $5064 > 0 // integer values 
004D: jump_if_false @FIN_1_12139 
00D6: if 
8118:   not actor $5050 dead 
004D: jump_if_false @FIN_1_12127 
00D6: if 
0038:   $5064 == 1 // integer values 
004D: jump_if_false @FIN_1_12094 
00D6: if 
00F0:   actor $5050 stopped 0 -375.5527 -560.7495 radius 1.0 1.0 
004D: jump_if_false @FIN_1_12094 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_12087 
04C6: actor $5050 do_kung_fu_stance_towards_actor $4981 

:FIN_1_12087
0004: $5064 = 2 // integer values 

:FIN_1_12094
00D6: if 
0038:   $5064 == 10 // integer values 
004D: jump_if_false @FIN_1_12120 
01CA: actor $5050 kill_player $PLAYER_CHAR 

:FIN_1_12120
0002: jump @FIN_1_12139 

:FIN_1_12127
01C2: remove_references_to_actor $5050 // Like turning an actor into a random pedestrian 
0004: $5064 = -1 // integer values 

:FIN_1_12139
00D6: if or
0018:   $5064 > 1 // integer values 
0038:   $5064 == -1 // integer values 
004D: jump_if_false @FIN_1_12503 
00D6: if 
0038:   $5065 == 0 // integer values 
004D: jump_if_false @FIN_1_12285 
009A: $5051 = create_actor_pedtype 9 model #SPECIAL04 at -358.561 -560.1335 26.5396 
0350: set_actor $5051 maintain_position_when_attacked 1 
01B2: give_actor $5051 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5051 weapon_accuracy_to 75 
01ED: clear_actor $5051 threat_search 
011A: set_actor $5051 search_threat 1 
0291: set_actor $5051 attack_when_provoked 1 
0243: set_actor $5051 ped_stats_to 16 
0239: actor $5051 run_to -365.4941 -560.3325 
0411: set_actor $5051 use_pednode_seek 0 
0004: $5065 = 1 // integer values 

:FIN_1_12285
00D6: if 
8118:   not actor $5051 dead 
004D: jump_if_false @FIN_1_12491 
00D6: if 
0038:   $5065 == 1 // integer values 
004D: jump_if_false @FIN_1_12390 
00D6: if 
00F0:   actor $5051 stopped 0 -365.4941 -560.3325 radius 1.0 1.0 
004D: jump_if_false @FIN_1_12390 
04EB: actor $5051 crouch 1 15000 ms 
0084: $5066 = $4811 // integer values and handles 
0008: $5066 += 800 // integer values 
0004: $5065 = 2 // integer values 

:FIN_1_12390
00D6: if 
0038:   $5065 == 2 // integer values 
004D: jump_if_false @FIN_1_12458 
00D6: if 
001C:   $4811 > $5066 // integer values 
004D: jump_if_false @FIN_1_12458 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_12451 
04C6: actor $5051 do_kung_fu_stance_towards_actor $4981 

:FIN_1_12451
0004: $5065 = 3 // integer values 

:FIN_1_12458
00D6: if 
0038:   $5065 == 10 // integer values 
004D: jump_if_false @FIN_1_12484 
01CA: actor $5051 kill_player $PLAYER_CHAR 

:FIN_1_12484
0002: jump @FIN_1_12503 

:FIN_1_12491
01C2: remove_references_to_actor $5051 // Like turning an actor into a random pedestrian 
0004: $5065 = -1 // integer values 

:FIN_1_12503
00D6: if and
0038:   $5025 == 0 // integer values 
0038:   $5019 == -11 // integer values 
004D: jump_if_false @FIN_1_13387 
00D6: if 
001C:   $4811 > $5024 // integer values 
004D: jump_if_false @FIN_1_13387 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -378.671 -588.595 28.17 radius 8.5 13.0 4.0 
004D: jump_if_false @FIN_1_13387 
009B: destroy_actor_instantly $5067 
009B: destroy_actor_instantly $5072 
009B: destroy_actor_instantly $5077 
009B: destroy_actor_instantly $5082 
009B: destroy_actor_instantly $5087 
009B: destroy_actor_instantly $5092 
009B: destroy_actor_instantly $5097 
009B: destroy_actor_instantly $5102 
009B: destroy_actor_instantly $5107 
009B: destroy_actor_instantly $5041 
009B: destroy_actor_instantly $5042 
009B: destroy_actor_instantly $5043 
009B: destroy_actor_instantly $5044 
009B: destroy_actor_instantly $5045 
009B: destroy_actor_instantly $5046 
009B: destroy_actor_instantly $5047 
009B: destroy_actor_instantly $5048 
009B: destroy_actor_instantly $5049 
009B: destroy_actor_instantly $5050 
009B: destroy_actor_instantly $5051 
0004: $4976 = 1 // integer values 
009A: $5023 = create_actor_pedtype 21 model #SPECIAL02 at -378.4445 -556.8553 18.5385 
0173: set_actor $5023 z_angle_to 180.0 
01ED: clear_actor $5023 threat_search 
0243: set_actor $5023 ped_stats_to 16 
01B2: give_actor $5023 weapon 27 ammo 9999 // Load the weapon model before using this 
0350: set_actor $5023 maintain_position_when_attacked 1 
0223: set_actor $5023 health_to 1000 
02E2: set_actor $5023 weapon_accuracy_to 100 
02A9: set_actor $5023 immune_to_nonplayer 1 
0291: set_actor $5023 attack_when_provoked 1 
04F5: unknown_actor $5023 kiss_player $PLAYER_CHAR on 1 
0446: set_actor $5023 dismemberment_possible 0 
054A: set_actor $5023 can_be_shot_in_a_car 0 
0514: unknown_actor $5023 6 0 
0514: unknown_actor $5023 2 0 
03CF: load_wav 'FIN_11A' as 1 
03CF: load_wav 'FIN_11B' as 2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 
0395: clear_area 1 at -378.0434 -579.1422 range 18.5385 2.0 
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 
009A: $4981 = create_actor_pedtype 4 model #NULL at -378.7225 -581.9664 24.2737 
01B2: give_actor $4981 weapon 18 ammo 9 // Load the weapon model before using this 
01ED: clear_actor $4981 threat_search 
0211: actor $4981 walk_to -378.7615 -578.0532 
0411: set_actor $4981 use_pednode_seek 0 
0489: set_actor $4981 muted 1 
009A: $5041 = create_actor_pedtype 9 model #SPECIAL03 at -377.4021 -556.0059 18.6338 
0350: set_actor $5041 maintain_position_when_attacked 1 
01B2: give_actor $5041 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5041 weapon_accuracy_to 75 
01ED: clear_actor $5041 threat_search 
011A: set_actor $5041 search_threat 1 
0291: set_actor $5041 attack_when_provoked 1 
0243: set_actor $5041 ped_stats_to 16 
04C6: actor $5041 do_kung_fu_stance_towards_actor $4981 
009A: $5042 = create_actor_pedtype 9 model #SPECIAL04 at -379.5223 -556.0323 18.6338 
0350: set_actor $5042 maintain_position_when_attacked 1 
01B2: give_actor $5042 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5042 weapon_accuracy_to 75 
01ED: clear_actor $5042 threat_search 
011A: set_actor $5042 search_threat 1 
0291: set_actor $5042 attack_when_provoked 1 
0243: set_actor $5042 ped_stats_to 16 
03CF: load_wav 'FIN_11A' as 1 
03CF: load_wav 'FIN_11B' as 2 
04C6: actor $5042 do_kung_fu_stance_towards_actor $4981 
015F: set_camera_position -380.8234 -580.5767 26.8352 0.0 rotation 0.0 0.0 
0160: point_camera -380.5664 -579.6381 26.6052 switchstyle 2 
0004: $5052 = 1 // integer values 
0084: $5053 = $4811 // integer values and handles 
0008: $5053 += 1500 // integer values 
0004: $5054 = 1 // integer values 
0084: $5055 = $4811 // integer values and handles 
0008: $5055 += 2000 // integer values 
0004: $5056 = 0 // integer values 
0004: $5057 = 0 // integer values 
0004: $5058 = 0 // integer values 
0004: $5059 = 0 // integer values 
0004: $5060 = 0 // integer values 
0004: $5062 = 0 // integer values 
0004: $5063 = 0 // integer values 
0004: $5064 = 0 // integer values 
0004: $5065 = 0 // integer values 
01CA: actor $5023 kill_player $PLAYER_CHAR 
0004: $5025 = 1 // integer values 

:FIN_1_13387
00D6: if 
0018:   $5025 > 0 // integer values 
004D: jump_if_false @FIN_1_14836 
00D6: if 
8118:   not actor $5023 dead 
004D: jump_if_false @FIN_1_14735 
00D6: if 
0038:   $5025 == 1 // integer values 
004D: jump_if_false @FIN_1_13500 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_13500 
00D6: if 
00ED:   actor $4981 0 -378.7615 -578.0532 radius 1.0 1.0 
004D: jump_if_false @FIN_1_13500 
0004: $5025 = 2 // integer values 

:FIN_1_13500
00D6: if 
0038:   $5025 == 2 // integer values 
004D: jump_if_false @FIN_1_13559 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FIN_1_13559 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_11A' 5000 ms 1  // You took fifteen years from me Sonny...
0004: $5025 = 3 // integer values 

:FIN_1_13559
00D6: if 
0038:   $5025 == 3 // integer values 
004D: jump_if_false @FIN_1_13658 
00D6: if and
03D0:   wav 2 loaded 
03D2:   wav 1 ended 
004D: jump_if_false @FIN_1_13658 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_11B' 5000 ms 1  // And now I'm gonna make you pay!
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_13639 
04C6: actor $4981 do_kung_fu_stance_towards_actor $5023 

:FIN_1_13639
03CF: load_wav 'FIN_12A' as 1 
0004: $5025 = 4 // integer values 

:FIN_1_13658
00D6: if 
0038:   $5025 == 4 // integer values 
004D: jump_if_false @FIN_1_13799 
00D6: if and
03D0:   wav 1 loaded 
03D2:   wav 2 ended 
004D: jump_if_false @FIN_1_13799 
015F: set_camera_position -382.2642 -559.3823 20.6255 0.0 rotation 0.0 0.0 
0160: point_camera -381.31 -559.3243 20.3318 switchstyle 2 
0211: actor $5023 walk_to -378.5504 -558.9965 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_12A' 5000 ms 1  // You still don't get it do you!
03CF: load_wav 'FIN_12B' as 2 
0004: $5025 = 5 // integer values 

:FIN_1_13799
00D6: if 
0038:   $5025 == 5 // integer values 
004D: jump_if_false @FIN_1_13874 
00D6: if and
03D0:   wav 2 loaded 
03D2:   wav 1 ended 
004D: jump_if_false @FIN_1_13874 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_12B' 5000 ms 1  // I OWN you, Tommy.
03CF: load_wav 'FIN_12C' as 1 
0004: $5025 = 6 // integer values 

:FIN_1_13874
00D6: if 
0038:   $5025 == 6 // integer values 
004D: jump_if_false @FIN_1_14015 
00D6: if and
03D0:   wav 1 loaded 
03D2:   wav 2 ended 
004D: jump_if_false @FIN_1_14015 
0211: actor $5023 walk_to -378.5504 -558.9965 
03D1: play_wav 1 
015F: set_camera_position -381.7876 -555.27 20.6022 0.0 rotation 0.0 0.0 
0160: point_camera -381.1512 -556.0339 20.4956 switchstyle 2 
00BC: text_highpriority 'FIN_12C' 5000 ms 1  // Those fifteen years were mine to spend!
03CF: load_wav 'FIN_13' as 2 
0004: $5025 = 7 // integer values 

:FIN_1_14015
00D6: if 
0038:   $5025 == 7 // integer values 
004D: jump_if_false @FIN_1_14085 
00D6: if and
03D0:   wav 2 loaded 
03D2:   wav 1 ended 
004D: jump_if_false @FIN_1_14085 
0084: $5024 = $4811 // integer values and handles 
0008: $5024 += 2000 // integer values 
0372: set_actor $5023 anim 3 wait_state_time 2000 ms 
0004: $5025 = 8 // integer values 

:FIN_1_14085
00D6: if 
0038:   $5025 == 8 // integer values 
004D: jump_if_false @FIN_1_14599 
00D6: if 
001C:   $4811 > $5024 // integer values 
004D: jump_if_false @FIN_1_14599 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_13' 5000 ms 1  // Get him boys, he never understood a thing.
03CF: load_wav 'FINKILL' as 1 
0084: $5026 = $4811 // integer values and handles 
0008: $5026 += 500 // integer values 
009B: destroy_actor_instantly $4981 
0395: clear_area 1 at -378.7374 -578.8705 range 24.2774 2.0 
0055: put_player $PLAYER_CHAR at -378.7374 -578.8705 24.2774 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0222: set_player $PLAYER_CHAR health_to 200 
035E: set_player $PLAYER_CHAR armour_to 200 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor $5041 dead 
004D: jump_if_false @FIN_1_14298 
011C: actor $5041 clear_objective 

:FIN_1_14298
00D6: if 
8118:   not actor $5042 dead 
004D: jump_if_false @FIN_1_14319 
011C: actor $5042 clear_objective 

:FIN_1_14319
00D6: if 
8118:   not actor $5043 dead 
004D: jump_if_false @FIN_1_14340 
011C: actor $5043 clear_objective 

:FIN_1_14340
00D6: if 
8118:   not actor $5044 dead 
004D: jump_if_false @FIN_1_14361 
011C: actor $5044 clear_objective 

:FIN_1_14361
00D6: if 
8118:   not actor $5045 dead 
004D: jump_if_false @FIN_1_14382 
011C: actor $5045 clear_objective 

:FIN_1_14382
00D6: if 
8118:   not actor $5046 dead 
004D: jump_if_false @FIN_1_14403 
011C: actor $5046 clear_objective 

:FIN_1_14403
00D6: if 
8118:   not actor $5047 dead 
004D: jump_if_false @FIN_1_14424 
011C: actor $5047 clear_objective 

:FIN_1_14424
00D6: if 
8118:   not actor $5048 dead 
004D: jump_if_false @FIN_1_14445 
011C: actor $5048 clear_objective 

:FIN_1_14445
00D6: if 
8118:   not actor $5049 dead 
004D: jump_if_false @FIN_1_14466 
011C: actor $5049 clear_objective 

:FIN_1_14466
00D6: if 
8118:   not actor $5050 dead 
004D: jump_if_false @FIN_1_14487 
011C: actor $5050 clear_objective 

:FIN_1_14487
00D6: if 
8118:   not actor $5051 dead 
004D: jump_if_false @FIN_1_14508 
011C: actor $5051 clear_objective 

:FIN_1_14508
0004: $4976 = 0 // integer values 
0215: destroy_pickup $4988 
0213: $4988 = create_pickup #HEALTH type 2 at -378.568 -598.7501 25.4 
0215: destroy_pickup $4980 
032B: $4980 = create_weapon_pickup #SHOTGSPA 3 ammo 50000 at -374.4366 -587.5957 25.3355 
00BB: text_lowpriority 'FIN_B2' 5000 ms 1  // ~g~Kill ~p~Sonny~g~ and finish this once and for all.
0004: $5025 = 9 // integer values 

:FIN_1_14599
00D6: if 
0038:   $5025 == 9 // integer values 
004D: jump_if_false @FIN_1_14728 
00D6: if 
001C:   $4811 > $5026 // integer values 
004D: jump_if_false @FIN_1_14728 
0004: $5052 = 10 // integer values 
0004: $5054 = 10 // integer values 
0004: $5056 = 10 // integer values 
0004: $5057 = 10 // integer values 
0004: $5058 = 10 // integer values 
0004: $5059 = 10 // integer values 
0004: $5060 = 10 // integer values 
0004: $5062 = 10 // integer values 
0004: $5063 = 10 // integer values 
0004: $5064 = 10 // integer values 
0004: $5065 = 10 // integer values 
01CA: actor $5023 kill_player $PLAYER_CHAR 
0004: $5025 = 10 // integer values 

:FIN_1_14728
0002: jump @FIN_1_14836 

:FIN_1_14735
00D6: if 
8038:   not  $5025 == -11 // integer values 
004D: jump_if_false @FIN_1_14836 
01C2: remove_references_to_actor $5023 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5041 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5042 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5043 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5044 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5045 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5046 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5047 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5048 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5049 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5050 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5051 // Like turning an actor into a random pedestrian 
0084: $5024 = $4811 // integer values and handles 
0008: $5024 += 3000 // integer values 
0004: $5025 = -11 // integer values 

:FIN_1_14836
00D6: if 
8118:   not actor $5041 dead 
004D: jump_if_false @FIN_1_15108 
00D6: if 
0038:   $5052 == 1 // integer values 
004D: jump_if_false @FIN_1_14918 
00D6: if 
001C:   $4811 > $5053 // integer values 
004D: jump_if_false @FIN_1_14918 
0239: actor $5041 run_to -376.9825 -559.1848 
0411: set_actor $5041 use_pednode_seek 0 
0004: $5052 = 2 // integer values 

:FIN_1_14918
00D6: if 
0038:   $5052 == 2 // integer values 
004D: jump_if_false @FIN_1_15007 
00D6: if 
00F0:   actor $5041 stopped 0 -376.9825 -559.1848 radius 1.0 1.0 
004D: jump_if_false @FIN_1_15007 
04EB: actor $5041 crouch 1 15000 ms 
0084: $5053 = $4811 // integer values and handles 
0008: $5053 += 800 // integer values 
0004: $5052 = 3 // integer values 

:FIN_1_15007
00D6: if 
0038:   $5052 == 3 // integer values 
004D: jump_if_false @FIN_1_15075 
00D6: if 
001C:   $4811 > $5053 // integer values 
004D: jump_if_false @FIN_1_15075 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_15068 
04C6: actor $5041 do_kung_fu_stance_towards_actor $4981 

:FIN_1_15068
0004: $5052 = 4 // integer values 

:FIN_1_15075
00D6: if 
0038:   $5052 == 10 // integer values 
004D: jump_if_false @FIN_1_15101 
01CA: actor $5041 kill_player $PLAYER_CHAR 

:FIN_1_15101
0002: jump @FIN_1_15120 

:FIN_1_15108
01C2: remove_references_to_actor $5041 // Like turning an actor into a random pedestrian 
0004: $5052 = -1 // integer values 

:FIN_1_15120
00D6: if 
8118:   not actor $5042 dead 
004D: jump_if_false @FIN_1_15322 
00D6: if 
0038:   $5054 == 1 // integer values 
004D: jump_if_false @FIN_1_15202 
00D6: if 
001C:   $4811 > $5055 // integer values 
004D: jump_if_false @FIN_1_15202 
0239: actor $5042 run_to -382.3959 -563.701 
0411: set_actor $5042 use_pednode_seek 0 
0004: $5054 = 2 // integer values 

:FIN_1_15202
00D6: if 
0038:   $5054 == 2 // integer values 
004D: jump_if_false @FIN_1_15289 
00D6: if 
00F0:   actor $5042 stopped 0 -382.3959 -563.701 radius 1.0 1.0 
004D: jump_if_false @FIN_1_15289 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_15282 
04C6: actor $5042 do_kung_fu_stance_towards_actor $4981 

:FIN_1_15282
0004: $5054 = 3 // integer values 

:FIN_1_15289
00D6: if 
0038:   $5054 == 10 // integer values 
004D: jump_if_false @FIN_1_15315 
01CA: actor $5042 kill_player $PLAYER_CHAR 

:FIN_1_15315
0002: jump @FIN_1_15334 

:FIN_1_15322
01C2: remove_references_to_actor $5042 // Like turning an actor into a random pedestrian 
0004: $5054 = -1 // integer values 

:FIN_1_15334
00D6: if or
0018:   $5054 > 1 // integer values 
0038:   $5054 == -1 // integer values 
004D: jump_if_false @FIN_1_15798 
00D6: if 
0038:   $5056 == 0 // integer values 
004D: jump_if_false @FIN_1_15480 
009A: $5043 = create_actor_pedtype 9 model #SPECIAL04 at -384.182 -553.5216 18.5431 
0350: set_actor $5043 maintain_position_when_attacked 1 
01B2: give_actor $5043 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5043 weapon_accuracy_to 75 
01ED: clear_actor $5043 threat_search 
011A: set_actor $5043 search_threat 1 
0291: set_actor $5043 attack_when_provoked 1 
0243: set_actor $5043 ped_stats_to 16 
0239: actor $5043 run_to -379.5186 -553.2346 
0411: set_actor $5043 use_pednode_seek 0 
0004: $5056 = 1 // integer values 

:FIN_1_15480
00D6: if 
8118:   not actor $5043 dead 
004D: jump_if_false @FIN_1_15786 
00D6: if 
0038:   $5056 == 1 // integer values 
004D: jump_if_false @FIN_1_15581 
00D6: if 
00ED:   actor $5043 0 -379.5186 -553.2346 radius 1.0 1.0 
004D: jump_if_false @FIN_1_15581 
0239: actor $5043 run_to -379.5223 -556.0323 
0411: set_actor $5043 use_pednode_seek 0 
0004: $5056 = 2 // integer values 

:FIN_1_15581
00D6: if 
0038:   $5056 == 2 // integer values 
004D: jump_if_false @FIN_1_15666 
00D6: if 
00ED:   actor $5043 0 -379.5223 -556.0323 radius 1.0 1.0 
004D: jump_if_false @FIN_1_15666 
0239: actor $5043 run_to -383.4772 -558.1151 
0411: set_actor $5043 use_pednode_seek 0 
0004: $5056 = 3 // integer values 

:FIN_1_15666
00D6: if 
0038:   $5056 == 3 // integer values 
004D: jump_if_false @FIN_1_15753 
00D6: if 
00F0:   actor $5043 stopped 0 -383.4772 -558.1151 radius 1.0 1.0 
004D: jump_if_false @FIN_1_15753 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_15746 
04C6: actor $5043 do_kung_fu_stance_towards_actor $4981 

:FIN_1_15746
0004: $5056 = 4 // integer values 

:FIN_1_15753
00D6: if 
0038:   $5056 == 10 // integer values 
004D: jump_if_false @FIN_1_15779 
01CA: actor $5043 kill_player $PLAYER_CHAR 

:FIN_1_15779
0002: jump @FIN_1_15798 

:FIN_1_15786
01C2: remove_references_to_actor $5043 // Like turning an actor into a random pedestrian 
0004: $5056 = -1 // integer values 

:FIN_1_15798
00D6: if or
0018:   $5052 > 1 // integer values 
0038:   $5052 == -1 // integer values 
004D: jump_if_false @FIN_1_16262 
00D6: if 
0038:   $5057 == 0 // integer values 
004D: jump_if_false @FIN_1_15944 
009A: $5044 = create_actor_pedtype 9 model #SPECIAL03 at -373.98 -553.4843 18.5448 
0350: set_actor $5044 maintain_position_when_attacked 1 
01B2: give_actor $5044 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5044 weapon_accuracy_to 75 
01ED: clear_actor $5044 threat_search 
011A: set_actor $5044 search_threat 1 
0291: set_actor $5044 attack_when_provoked 1 
0243: set_actor $5044 ped_stats_to 16 
0239: actor $5044 run_to -377.2835 -553.6105 
0411: set_actor $5044 use_pednode_seek 0 
0004: $5057 = 1 // integer values 

:FIN_1_15944
00D6: if 
8118:   not actor $5044 dead 
004D: jump_if_false @FIN_1_16250 
00D6: if 
0038:   $5057 == 1 // integer values 
004D: jump_if_false @FIN_1_16045 
00D6: if 
00ED:   actor $5044 0 -377.2835 -553.6105 radius 1.0 1.0 
004D: jump_if_false @FIN_1_16045 
0239: actor $5044 run_to -377.4021 -556.0059 
0411: set_actor $5044 use_pednode_seek 0 
0004: $5057 = 2 // integer values 

:FIN_1_16045
00D6: if 
0038:   $5057 == 2 // integer values 
004D: jump_if_false @FIN_1_16130 
00D6: if 
00ED:   actor $5044 0 -377.4021 -556.0059 radius 1.0 1.0 
004D: jump_if_false @FIN_1_16130 
0239: actor $5044 run_to -373.7734 -558.1152 
0411: set_actor $5044 use_pednode_seek 0 
0004: $5057 = 3 // integer values 

:FIN_1_16130
00D6: if 
0038:   $5057 == 3 // integer values 
004D: jump_if_false @FIN_1_16217 
00D6: if 
00F0:   actor $5044 stopped 0 -373.7734 -558.1152 radius 1.0 1.0 
004D: jump_if_false @FIN_1_16217 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_16210 
04C6: actor $5044 do_kung_fu_stance_towards_actor $4981 

:FIN_1_16210
0004: $5057 = 4 // integer values 

:FIN_1_16217
00D6: if 
0038:   $5057 == 10 // integer values 
004D: jump_if_false @FIN_1_16243 
01CA: actor $5044 kill_player $PLAYER_CHAR 

:FIN_1_16243
0002: jump @FIN_1_16262 

:FIN_1_16250
01C2: remove_references_to_actor $5044 // Like turning an actor into a random pedestrian 
0004: $5057 = -1 // integer values 

:FIN_1_16262
00D6: if or
0018:   $5057 > 1 // integer values 
0038:   $5057 == -1 // integer values 
004D: jump_if_false @FIN_1_16641 
00D6: if 
0038:   $5058 == 0 // integer values 
004D: jump_if_false @FIN_1_16408 
009A: $5045 = create_actor_pedtype 9 model #SPECIAL04 at -373.98 -553.4843 18.5448 
0350: set_actor $5045 maintain_position_when_attacked 1 
01B2: give_actor $5045 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5045 weapon_accuracy_to 75 
01ED: clear_actor $5045 threat_search 
011A: set_actor $5045 search_threat 1 
0291: set_actor $5045 attack_when_provoked 1 
0243: set_actor $5045 ped_stats_to 16 
0239: actor $5045 run_to -377.2835 -553.6105 
0411: set_actor $5045 use_pednode_seek 0 
0004: $5058 = 1 // integer values 

:FIN_1_16408
00D6: if 
8118:   not actor $5045 dead 
004D: jump_if_false @FIN_1_16629 
00D6: if 
0038:   $5058 == 1 // integer values 
004D: jump_if_false @FIN_1_16509 
00D6: if 
00ED:   actor $5045 0 -377.2835 -553.6105 radius 1.0 1.0 
004D: jump_if_false @FIN_1_16509 
0239: actor $5045 run_to -377.4021 -556.0059 
0411: set_actor $5045 use_pednode_seek 0 
0004: $5058 = 2 // integer values 

:FIN_1_16509
00D6: if 
0038:   $5058 == 2 // integer values 
004D: jump_if_false @FIN_1_16596 
00D6: if 
00F0:   actor $5045 stopped 0 -377.4021 -556.0059 radius 1.0 1.0 
004D: jump_if_false @FIN_1_16596 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_16589 
04C6: actor $5045 do_kung_fu_stance_towards_actor $4981 

:FIN_1_16589
0004: $5058 = 3 // integer values 

:FIN_1_16596
00D6: if 
0038:   $5058 == 10 // integer values 
004D: jump_if_false @FIN_1_16622 
01CA: actor $5045 kill_player $PLAYER_CHAR 

:FIN_1_16622
0002: jump @FIN_1_16641 

:FIN_1_16629
01C2: remove_references_to_actor $5045 // Like turning an actor into a random pedestrian 
0004: $5058 = -1 // integer values 

:FIN_1_16641
00D6: if or
0018:   $5056 > 1 // integer values 
0038:   $5056 == -1 // integer values 
004D: jump_if_false @FIN_1_17020 
00D6: if 
0038:   $5059 == 0 // integer values 
004D: jump_if_false @FIN_1_16787 
009A: $5046 = create_actor_pedtype 9 model #SPECIAL04 at -384.182 -553.5216 18.5431 
0350: set_actor $5046 maintain_position_when_attacked 1 
01B2: give_actor $5046 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5046 weapon_accuracy_to 75 
01ED: clear_actor $5046 threat_search 
011A: set_actor $5046 search_threat 1 
0291: set_actor $5046 attack_when_provoked 1 
0243: set_actor $5046 ped_stats_to 16 
0239: actor $5046 run_to -379.5186 -553.2346 
0411: set_actor $5046 use_pednode_seek 0 
0004: $5059 = 1 // integer values 

:FIN_1_16787
00D6: if 
8118:   not actor $5046 dead 
004D: jump_if_false @FIN_1_17008 
00D6: if 
0038:   $5059 == 1 // integer values 
004D: jump_if_false @FIN_1_16888 
00D6: if 
00ED:   actor $5046 0 -379.5186 -553.2346 radius 1.0 1.0 
004D: jump_if_false @FIN_1_16888 
0239: actor $5046 run_to -379.5223 -556.0323 
0411: set_actor $5046 use_pednode_seek 0 
0004: $5059 = 2 // integer values 

:FIN_1_16888
00D6: if 
0038:   $5059 == 2 // integer values 
004D: jump_if_false @FIN_1_16975 
00D6: if 
00F0:   actor $5046 stopped 0 -379.5223 -556.0323 radius 1.0 1.0 
004D: jump_if_false @FIN_1_16975 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_16968 
04C6: actor $5046 do_kung_fu_stance_towards_actor $4981 

:FIN_1_16968
0004: $5059 = 3 // integer values 

:FIN_1_16975
00D6: if 
0038:   $5059 == 10 // integer values 
004D: jump_if_false @FIN_1_17001 
01CA: actor $5046 kill_player $PLAYER_CHAR 

:FIN_1_17001
0002: jump @FIN_1_17020 

:FIN_1_17008
01C2: remove_references_to_actor $5046 // Like turning an actor into a random pedestrian 
0004: $5059 = -1 // integer values 

:FIN_1_17020
00D6: if or
0018:   $5057 > 2 // integer values 
0038:   $5057 == -1 // integer values 
004D: jump_if_false @FIN_1_17384 
00D6: if 
0038:   $5060 == 0 // integer values 
004D: jump_if_false @FIN_1_17166 
009A: $5047 = create_actor_pedtype 9 model #SPECIAL03 at -357.9117 -560.4049 18.5529 
0350: set_actor $5047 maintain_position_when_attacked 1 
01B2: give_actor $5047 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5047 weapon_accuracy_to 75 
01ED: clear_actor $5047 threat_search 
011A: set_actor $5047 search_threat 1 
0291: set_actor $5047 attack_when_provoked 1 
0243: set_actor $5047 ped_stats_to 16 
0239: actor $5047 run_to -370.8983 -561.2952 
0411: set_actor $5047 use_pednode_seek 0 
0004: $5060 = 1 // integer values 

:FIN_1_17166
00D6: if 
8118:   not actor $5047 dead 
004D: jump_if_false @FIN_1_17372 
00D6: if 
0038:   $5060 == 1 // integer values 
004D: jump_if_false @FIN_1_17271 
00D6: if 
00F0:   actor $5047 stopped 0 -370.8983 -561.2952 radius 1.0 1.0 
004D: jump_if_false @FIN_1_17271 
04EB: actor $5047 crouch 1 15000 ms 
0084: $5061 = $4811 // integer values and handles 
0008: $5061 += 800 // integer values 
0004: $5060 = 2 // integer values 

:FIN_1_17271
00D6: if 
0038:   $5060 == 2 // integer values 
004D: jump_if_false @FIN_1_17339 
00D6: if 
001C:   $4811 > $5061 // integer values 
004D: jump_if_false @FIN_1_17339 
00D6: if 
8118:   not actor $4981 dead 
004D: jump_if_false @FIN_1_17332 
04C6: actor $5047 do_kung_fu_stance_towards_actor $4981 

:FIN_1_17332
0004: $5060 = 3 // integer values 

:FIN_1_17339
00D6: if 
0038:   $5060 == 10 // integer values 
004D: jump_if_false @FIN_1_17365 
01CA: actor $5047 kill_player $PLAYER_CHAR 

:FIN_1_17365
0002: jump @FIN_1_17384 

:FIN_1_17372
01C2: remove_references_to_actor $5047 // Like turning an actor into a random pedestrian 
0004: $5060 = -1 // integer values 

:FIN_1_17384
00D6: if and
0038:   $5025 == -11 // integer values 
0038:   $5019 == -11 // integer values 
004D: jump_if_false @FIN_1_17443 
00D6: if and
001C:   $4811 > $5024 // integer values 
001C:   $4811 > $5018 // integer values 
004D: jump_if_false @FIN_1_17443 
0002: jump @FIN_1_22886 

:FIN_1_17443
00D6: if 
0038:   $4976 == 0 // integer values 
004D: jump_if_false @FIN_1_18532 
00D6: if 
8118:   not actor $5067 dead 
004D: jump_if_false @FIN_1_17524 
0084: $5027 = $5067 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_17517 
0002: jump @FIN_1_27117 

:FIN_1_17517
0002: jump @FIN_1_17580 

:FIN_1_17524
01C2: remove_references_to_actor $5067 // Like turning an actor into a random pedestrian 
0004: $5067 = -1 // integer values 
0004: $5068 = 0 // integer values 
0004: $5069 = 0 // integer values 
0004: $5070 = 0 // integer values 
0084: $5027 = $5067 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5067 = $5027 // integer values and handles 

:FIN_1_17580
00D6: if 
8118:   not actor $5072 dead 
004D: jump_if_false @FIN_1_17643 
0084: $5027 = $5072 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_17636 
0002: jump @FIN_1_27117 

:FIN_1_17636
0002: jump @FIN_1_17699 

:FIN_1_17643
01C2: remove_references_to_actor $5072 // Like turning an actor into a random pedestrian 
0004: $5072 = -1 // integer values 
0004: $5073 = 0 // integer values 
0004: $5074 = 0 // integer values 
0004: $5075 = 0 // integer values 
0084: $5027 = $5072 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5072 = $5027 // integer values and handles 

:FIN_1_17699
00D6: if 
8118:   not actor $5077 dead 
004D: jump_if_false @FIN_1_17762 
0084: $5027 = $5077 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_17755 
0002: jump @FIN_1_27117 

:FIN_1_17755
0002: jump @FIN_1_17818 

:FIN_1_17762
01C2: remove_references_to_actor $5077 // Like turning an actor into a random pedestrian 
0004: $5077 = -1 // integer values 
0004: $5078 = 0 // integer values 
0004: $5079 = 0 // integer values 
0004: $5080 = 0 // integer values 
0084: $5027 = $5077 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5077 = $5027 // integer values and handles 

:FIN_1_17818
00D6: if 
8118:   not actor $5082 dead 
004D: jump_if_false @FIN_1_17881 
0084: $5027 = $5082 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_17874 
0002: jump @FIN_1_27117 

:FIN_1_17874
0002: jump @FIN_1_17937 

:FIN_1_17881
01C2: remove_references_to_actor $5082 // Like turning an actor into a random pedestrian 
0004: $5082 = -1 // integer values 
0004: $5083 = 0 // integer values 
0004: $5084 = 0 // integer values 
0004: $5085 = 0 // integer values 
0084: $5027 = $5082 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5082 = $5027 // integer values and handles 

:FIN_1_17937
00D6: if 
8118:   not actor $5087 dead 
004D: jump_if_false @FIN_1_18000 
0084: $5027 = $5087 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_17993 
0002: jump @FIN_1_27117 

:FIN_1_17993
0002: jump @FIN_1_18056 

:FIN_1_18000
01C2: remove_references_to_actor $5087 // Like turning an actor into a random pedestrian 
0004: $5087 = -1 // integer values 
0004: $5088 = 0 // integer values 
0004: $5089 = 0 // integer values 
0004: $5090 = 0 // integer values 
0084: $5027 = $5087 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5087 = $5027 // integer values and handles 

:FIN_1_18056
00D6: if 
8118:   not actor $5092 dead 
004D: jump_if_false @FIN_1_18119 
0084: $5027 = $5092 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_18112 
0002: jump @FIN_1_27117 

:FIN_1_18112
0002: jump @FIN_1_18175 

:FIN_1_18119
01C2: remove_references_to_actor $5092 // Like turning an actor into a random pedestrian 
0004: $5092 = -1 // integer values 
0004: $5093 = 0 // integer values 
0004: $5094 = 0 // integer values 
0004: $5095 = 0 // integer values 
0084: $5027 = $5092 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5092 = $5027 // integer values and handles 

:FIN_1_18175
00D6: if 
8118:   not actor $5097 dead 
004D: jump_if_false @FIN_1_18238 
0084: $5027 = $5097 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_18231 
0002: jump @FIN_1_27117 

:FIN_1_18231
0002: jump @FIN_1_18294 

:FIN_1_18238
01C2: remove_references_to_actor $5097 // Like turning an actor into a random pedestrian 
0004: $5097 = -1 // integer values 
0004: $5098 = 0 // integer values 
0004: $5099 = 0 // integer values 
0004: $5100 = 0 // integer values 
0084: $5027 = $5097 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5097 = $5027 // integer values and handles 

:FIN_1_18294
00D6: if 
8118:   not actor $5102 dead 
004D: jump_if_false @FIN_1_18357 
0084: $5027 = $5102 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_18350 
0002: jump @FIN_1_27117 

:FIN_1_18350
0002: jump @FIN_1_18413 

:FIN_1_18357
01C2: remove_references_to_actor $5102 // Like turning an actor into a random pedestrian 
0004: $5102 = -1 // integer values 
0004: $5103 = 0 // integer values 
0004: $5104 = 0 // integer values 
0004: $5105 = 0 // integer values 
0084: $5027 = $5102 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5102 = $5027 // integer values and handles 

:FIN_1_18413
00D6: if 
8118:   not actor $5107 dead 
004D: jump_if_false @FIN_1_18476 
0084: $5027 = $5107 // integer values and handles 
0050: gosub @FIN_1_20345 
00D6: if 
0038:   $4975 == 1 // integer values 
004D: jump_if_false @FIN_1_18469 
0002: jump @FIN_1_27117 

:FIN_1_18469
0002: jump @FIN_1_18532 

:FIN_1_18476
01C2: remove_references_to_actor $5107 // Like turning an actor into a random pedestrian 
0004: $5107 = -1 // integer values 
0004: $5108 = 0 // integer values 
0004: $5109 = 0 // integer values 
0004: $5110 = 0 // integer values 
0084: $5027 = $5107 // integer values and handles 
0050: gosub @FIN_1_18691 
0084: $5107 = $5027 // integer values and handles 

:FIN_1_18532
0002: jump @FIN_1_5438 

:FIN_1_18539
0489: set_actor $5017 muted 1 
01ED: clear_actor $5017 threat_search 
0243: set_actor $5017 ped_stats_to 16 
011A: set_actor $5017 search_threat 1 
01B2: give_actor $5017 weapon 27 ammo 9999 // Load the weapon model before using this 
0223: set_actor $5017 health_to 1000 
02E2: set_actor $5017 weapon_accuracy_to 85 
0350: set_actor $5017 maintain_position_when_attacked 1 
02A9: set_actor $5017 immune_to_nonplayer 1 
0514: unknown_actor $5017 6 0 
0514: unknown_actor $5017 2 0 
0446: set_actor $5017 dismemberment_possible 0 
054A: set_actor $5017 can_be_shot_in_a_car 0 
0051: return 

:FIN_1_18638
0350: set_actor $5027 maintain_position_when_attacked 1 
01B2: give_actor $5027 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5027 threat_search 
011A: set_actor $5027 search_threat 1 
0291: set_actor $5027 attack_when_provoked 1 
0243: set_actor $5027 ped_stats_to 16 
020E: actor $5027 look_at_actor $PLAYER_ACTOR 
0051: return 

:FIN_1_18691
0209: $5031 = random_int_in_ranges 0 11 
00D6: if 
0038:   $5031 == 0 // integer values 
004D: jump_if_false @FIN_1_18841 
00D6: if 
8119:   not car $4971 wrecked 
004D: jump_if_false @FIN_1_18839 
00D6: if 
0431:   car $4971 car_passenger_seat_free 1 
004D: jump_if_false @FIN_1_18830 
00AA: store_car $4971 position_to $445 $446 $447 
00D6: if 
80C2:   not sphere_onscreen $445 $446 $447 4.0 
004D: jump_if_false @FIN_1_18821 
01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_18823 

:FIN_1_18821
0051: return 

:FIN_1_18823
0002: jump @FIN_1_18832 

:FIN_1_18830
0051: return 

:FIN_1_18832
0002: jump @FIN_1_18841 

:FIN_1_18839
0051: return 

:FIN_1_18841
00D6: if 
0038:   $5031 == 1 // integer values 
004D: jump_if_false @FIN_1_18982 
00D6: if 
8119:   not car $4972 wrecked 
004D: jump_if_false @FIN_1_18980 
00D6: if 
0431:   car $4972 car_passenger_seat_free 1 
004D: jump_if_false @FIN_1_18971 
00AA: store_car $4972 position_to $445 $446 $447 
00D6: if 
80C2:   not sphere_onscreen $445 $446 $447 4.0 
004D: jump_if_false @FIN_1_18962 
01C8: $5027 = create_actor_pedtype 9 model #SPECIAL04 in_car $4972 passenger_seat 1 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_18964 

:FIN_1_18962
0051: return 

:FIN_1_18964
0002: jump @FIN_1_18973 

:FIN_1_18971
0051: return 

:FIN_1_18973
0002: jump @FIN_1_18982 

:FIN_1_18980
0051: return 

:FIN_1_18982
00D6: if 
0038:   $5031 == 2 // integer values 
004D: jump_if_false @FIN_1_19123 
00D6: if 
8119:   not car $4973 wrecked 
004D: jump_if_false @FIN_1_19121 
00D6: if 
0431:   car $4973 car_passenger_seat_free 1 
004D: jump_if_false @FIN_1_19112 
00AA: store_car $4973 position_to $445 $446 $447 
00D6: if 
80C2:   not sphere_onscreen $445 $446 $447 4.0 
004D: jump_if_false @FIN_1_19103 
01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4973 passenger_seat 1 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_19105 

:FIN_1_19103
0051: return 

:FIN_1_19105
0002: jump @FIN_1_19114 

:FIN_1_19112
0051: return 

:FIN_1_19114
0002: jump @FIN_1_19123 

:FIN_1_19121
0051: return 

:FIN_1_19123
00D6: if 
0038:   $5031 == 3 // integer values 
004D: jump_if_false @FIN_1_19266 
00D6: if 
838A:   not car_in_cube -354.0382 -527.9669 11.7155 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_19264 
00D6: if 
80C2:   not sphere_onscreen -354.0382 -527.9669 11.7155 2.0 
004D: jump_if_false @FIN_1_19255 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -354.0382 -527.9669 11.7155 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_19257 

:FIN_1_19255
0051: return 

:FIN_1_19257
0002: jump @FIN_1_19266 

:FIN_1_19264
0051: return 

:FIN_1_19266
00D6: if 
0038:   $5031 == 4 // integer values 
004D: jump_if_false @FIN_1_19409 
00D6: if 
838A:   not car_in_cube -390.1438 -541.0243 16.2431 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_19407 
00D6: if 
80C2:   not sphere_onscreen -390.1438 -541.0243 16.2431 2.0 
004D: jump_if_false @FIN_1_19398 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -390.1438 -541.0243 16.2431 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_19400 

:FIN_1_19398
0051: return 

:FIN_1_19400
0002: jump @FIN_1_19409 

:FIN_1_19407
0051: return 

:FIN_1_19409
00D6: if 
0038:   $5031 == 5 // integer values 
004D: jump_if_false @FIN_1_19552 
00D6: if 
838A:   not car_in_cube -458.3071 -606.5378 11.7988 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_19550 
00D6: if 
80C2:   not sphere_onscreen -458.3071 -606.5378 11.7988 2.0 
004D: jump_if_false @FIN_1_19541 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -458.3071 -606.5378 11.7988 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_19543 

:FIN_1_19541
0051: return 

:FIN_1_19543
0002: jump @FIN_1_19552 

:FIN_1_19550
0051: return 

:FIN_1_19552
00D6: if 
0038:   $5031 == 6 // integer values 
004D: jump_if_false @FIN_1_19695 
00D6: if 
838A:   not car_in_cube -455.4113 -561.619 11.762 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_19693 
00D6: if 
80C2:   not sphere_onscreen -455.4113 -561.619 11.762 2.0 
004D: jump_if_false @FIN_1_19684 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -455.4113 -561.619 11.762 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_19686 

:FIN_1_19684
0051: return 

:FIN_1_19686
0002: jump @FIN_1_19695 

:FIN_1_19693
0051: return 

:FIN_1_19695
00D6: if 
0038:   $5031 == 7 // integer values 
004D: jump_if_false @FIN_1_19838 
00D6: if 
838A:   not car_in_cube -412.1893 -605.7213 16.2433 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_19836 
00D6: if 
80C2:   not sphere_onscreen -412.1893 -605.7213 16.2433 2.0 
004D: jump_if_false @FIN_1_19827 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -412.1893 -605.7213 16.2433 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_19829 

:FIN_1_19827
0051: return 

:FIN_1_19829
0002: jump @FIN_1_19838 

:FIN_1_19836
0051: return 

:FIN_1_19838
00D6: if 
0038:   $5031 == 8 // integer values 
004D: jump_if_false @FIN_1_19981 
00D6: if 
838A:   not car_in_cube -370.0882 -615.1937 9.3386 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_19979 
00D6: if 
80C2:   not sphere_onscreen -370.0882 -615.1937 9.3386 2.0 
004D: jump_if_false @FIN_1_19970 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -370.0882 -615.1937 9.3386 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_19972 

:FIN_1_19970
0051: return 

:FIN_1_19972
0002: jump @FIN_1_19981 

:FIN_1_19979
0051: return 

:FIN_1_19981
00D6: if 
0038:   $5031 == 9 // integer values 
004D: jump_if_false @FIN_1_20124 
00D6: if 
838A:   not car_in_cube -335.9248 -579.002 18.5231 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_20122 
00D6: if 
80C2:   not sphere_onscreen -335.9248 -579.002 18.5231 2.0 
004D: jump_if_false @FIN_1_20113 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -335.9248 -579.002 18.5231 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_20115 

:FIN_1_20113
0051: return 

:FIN_1_20115
0002: jump @FIN_1_20124 

:FIN_1_20122
0051: return 

:FIN_1_20124
00D6: if 
0038:   $5031 == 10 // integer values 
004D: jump_if_false @FIN_1_20267 
00D6: if 
838A:   not car_in_cube -329.9831 -582.3398 34.5103 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_20265 
00D6: if 
80C2:   not sphere_onscreen -329.9831 -582.3398 34.5103 2.0 
004D: jump_if_false @FIN_1_20256 
009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -329.9831 -582.3398 34.5103 
0004: $5031 = -1 // integer values 
0002: jump @FIN_1_20258 

:FIN_1_20256
0051: return 

:FIN_1_20258
0002: jump @FIN_1_20267 

:FIN_1_20265
0051: return 

:FIN_1_20267
00D6: if 
0038:   $5031 == -1 // integer values 
004D: jump_if_false @FIN_1_20343 
0350: set_actor $5027 maintain_position_when_attacked 1 
01B2: give_actor $5027 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5027 threat_search 
011A: set_actor $5027 search_threat 1 
0483: unknown_actor $5027 1500 
0291: set_actor $5027 attack_when_provoked 1 
0243: set_actor $5027 ped_stats_to 16 
02E2: set_actor $5027 weapon_accuracy_to 75 

:FIN_1_20343
0051: return 

:FIN_1_20345
00D6: if 
003A:   $5027 == $5067 // integer values and handles 
004D: jump_if_false @FIN_1_20450 
0084: $5029 = $5068 // integer values and handles 
0084: $5030 = $5069 // integer values and handles 
0084: $5028 = $5070 // integer values and handles 
0005: $5033 = -373.7542 // floating-point values 
0005: $5034 = -590.6248 // floating-point values 
0005: $5035 = 24.2896 // floating-point values 
0084: $5032 = $5071 // integer values and handles 
0088: $5036 = 0@ // floating-point values only 
0088: $5037 = 1@ // floating-point values only 
0088: $5038 = 2@ // floating-point values only 

:FIN_1_20450
00D6: if 
003A:   $5027 == $5072 // integer values and handles 
004D: jump_if_false @FIN_1_20555 
0084: $5029 = $5073 // integer values and handles 
0084: $5030 = $5074 // integer values and handles 
0084: $5028 = $5075 // integer values and handles 
0005: $5033 = -381.0802 // floating-point values 
0005: $5034 = -595.4677 // floating-point values 
0005: $5035 = 24.7818 // floating-point values 
0084: $5032 = $5076 // integer values and handles 
0088: $5036 = 3@ // floating-point values only 
0088: $5037 = 4@ // floating-point values only 
0088: $5038 = 5@ // floating-point values only 

:FIN_1_20555
00D6: if 
003A:   $5027 == $5077 // integer values and handles 
004D: jump_if_false @FIN_1_20660 
0084: $5029 = $5078 // integer values and handles 
0084: $5030 = $5079 // integer values and handles 
0084: $5028 = $5080 // integer values and handles 
0005: $5033 = -378.687 // floating-point values 
0005: $5034 = -597.9142 // floating-point values 
0005: $5035 = 24.7818 // floating-point values 
0084: $5032 = $5081 // integer values and handles 
0088: $5036 = 6@ // floating-point values only 
0088: $5037 = 7@ // floating-point values only 
0088: $5038 = 8@ // floating-point values only 

:FIN_1_20660
00D6: if 
003A:   $5027 == $5082 // integer values and handles 
004D: jump_if_false @FIN_1_20765 
0084: $5029 = $5083 // integer values and handles 
0084: $5030 = $5084 // integer values and handles 
0084: $5028 = $5085 // integer values and handles 
0005: $5033 = -382.3163 // floating-point values 
0005: $5034 = -589.9626 // floating-point values 
0005: $5035 = 24.2934 // floating-point values 
0084: $5032 = $5086 // integer values and handles 
0088: $5036 = 9@ // floating-point values only 
0088: $5037 = 10@ // floating-point values only 
0088: $5038 = 11@ // floating-point values only 

:FIN_1_20765
00D6: if 
003A:   $5027 == $5087 // integer values and handles 
004D: jump_if_false @FIN_1_20870 
0084: $5029 = $5088 // integer values and handles 
0084: $5030 = $5089 // integer values and handles 
0084: $5028 = $5090 // integer values and handles 
0005: $5033 = -379.9821 // floating-point values 
0005: $5034 = -591.7104 // floating-point values 
0005: $5035 = 24.5318 // floating-point values 
0084: $5032 = $5091 // integer values and handles 
0088: $5036 = 12@ // floating-point values only 
0088: $5037 = 13@ // floating-point values only 
0088: $5038 = 14@ // floating-point values only 

:FIN_1_20870
00D6: if 
003A:   $5027 == $5092 // integer values and handles 
004D: jump_if_false @FIN_1_20975 
0084: $5029 = $5093 // integer values and handles 
0084: $5030 = $5094 // integer values and handles 
0084: $5028 = $5095 // integer values and handles 
0005: $5033 = -380.1006 // floating-point values 
0005: $5034 = -586.4345 // floating-point values 
0005: $5035 = 24.2804 // floating-point values 
0084: $5032 = $5096 // integer values and handles 
0086: $5036 = $5112 // floating-point values only 
0086: $5037 = $5113 // floating-point values only 
0086: $5038 = $5114 // floating-point values only 

:FIN_1_20975
00D6: if 
003A:   $5027 == $5097 // integer values and handles 
004D: jump_if_false @FIN_1_21080 
0084: $5029 = $5098 // integer values and handles 
0084: $5030 = $5099 // integer values and handles 
0084: $5028 = $5100 // integer values and handles 
0005: $5033 = -374.6616 // floating-point values 
0005: $5034 = -586.1156 // floating-point values 
0005: $5035 = 24.2952 // floating-point values 
0084: $5032 = $5101 // integer values and handles 
0086: $5036 = $5115 // floating-point values only 
0086: $5037 = $5116 // floating-point values only 
0086: $5038 = $5117 // floating-point values only 

:FIN_1_21080
00D6: if 
003A:   $5027 == $5102 // integer values and handles 
004D: jump_if_false @FIN_1_21185 
0084: $5029 = $5103 // integer values and handles 
0084: $5030 = $5104 // integer values and handles 
0084: $5028 = $5105 // integer values and handles 
0005: $5033 = -376.7446 // floating-point values 
0005: $5034 = -586.6362 // floating-point values 
0005: $5035 = 24.2921 // floating-point values 
0084: $5032 = $5106 // integer values and handles 
0086: $5036 = $5118 // floating-point values only 
0086: $5037 = $5119 // floating-point values only 
0086: $5038 = $5120 // floating-point values only 

:FIN_1_21185
00D6: if 
003A:   $5027 == $5107 // integer values and handles 
004D: jump_if_false @FIN_1_21290 
0084: $5029 = $5108 // integer values and handles 
0084: $5030 = $5109 // integer values and handles 
0084: $5028 = $5110 // integer values and handles 
0005: $5033 = -378.8374 // floating-point values 
0005: $5034 = -591.7079 // floating-point values 
0005: $5035 = 24.5318 // floating-point values 
0084: $5032 = $5111 // integer values and handles 
0086: $5036 = $5121 // floating-point values only 
0086: $5037 = $5122 // floating-point values only 
0086: $5038 = $5123 // floating-point values only 

:FIN_1_21290
00D6: if 
0038:   $5028 == 0 // integer values 
004D: jump_if_false @FIN_1_21434 
00D6: if 
00FF:   actor $5027 0 $5014 $5015 $5016 radius 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_21434 
00D6: if 
04FF:  $5027 
004D: jump_if_false @FIN_1_21434 
0173: set_actor $5027 z_angle_to 226.1973 
03FE: set_actor $5027 money $5030 
0549:  $5027 
009F: set_actor $5027 idle 
011C: actor $5027 clear_objective 
04EB: actor $5027 crouch 1 999999999 ms 
0084: $5022 = $4811 // integer values and handles 
0008: $5022 += 1000 // integer values 
0004: $5028 = 2 // integer values 

:FIN_1_21434
00D6: if 
0038:   $5028 == 0 // integer values 
004D: jump_if_false @FIN_1_21872 
00D6: if 
001C:   $4811 > $5029 // integer values 
004D: jump_if_false @FIN_1_21688 
00D6: if 
80DF:   not actor $5027 driving 
004D: jump_if_false @FIN_1_21683 
0004: $5021 = 0 // integer values 
00D6: if or
0038:   $5070 == 2 // integer values 
0038:   $5075 == 2 // integer values 
0038:   $5080 == 2 // integer values 
0038:   $5085 == 2 // integer values 
0038:   $5090 == 2 // integer values 
004D: jump_if_false @FIN_1_21547 
0004: $5021 = 1 // integer values 

:FIN_1_21547
00D6: if or
0038:   $5095 == 2 // integer values 
0038:   $5100 == 2 // integer values 
0038:   $5105 == 2 // integer values 
0038:   $5110 == 2 // integer values 
004D: jump_if_false @FIN_1_21593 
0004: $5021 = 1 // integer values 

:FIN_1_21593
00D6: if 
0038:   $5021 == 0 // integer values 
004D: jump_if_false @FIN_1_21639 
009E: set_actor $5027 path $5014 $5015 $5016 unknown 4.0 1 
0002: jump @FIN_1_21660 

:FIN_1_21639
009E: set_actor $5027 path $5033 $5034 $5035 unknown 3.0 1 

:FIN_1_21660
0084: $5029 = $4811 // integer values and handles 
0008: $5029 += 1000 // integer values 
0002: jump @FIN_1_21688 

:FIN_1_21683
03E2: actor $5027 exit_car 

:FIN_1_21688
00D6: if 
8042:   not  $5033 == 0.0 // floating-point values 
004D: jump_if_false @FIN_1_21872 
00D6: if 
00FF:   actor $5027 0 $5033 $5034 $5035 radius 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_21872 
011C: actor $5027 clear_objective 
0549:  $5027 
009F: set_actor $5027 idle 
00D6: if 
8057:   not player $PLAYER_CHAR 0 -386.123 -599.355 24.786 -370.926 -584.437 31.667 
004D: jump_if_false @FIN_1_21841 
01BE: set_actor $5027 to_look_at_spot -378.4397 -582.1611 24.2722 
0002: jump @FIN_1_21849 

:FIN_1_21841
01CA: actor $5027 kill_player $PLAYER_CHAR 

:FIN_1_21849
0084: $5029 = $4811 // integer values and handles 
0008: $5029 += 3000 // integer values 
0004: $5028 = 3 // integer values 

:FIN_1_21872
00D6: if 
0038:   $5028 == 2 // integer values 
004D: jump_if_false @FIN_1_22058 
00D6: if 
00FF:   actor $5027 0 $5014 $5015 $5016 radius 1.0 1.0 2.0 
004D: jump_if_false @FIN_1_22051 
00D6: if 
04FF:  $5027 
004D: jump_if_false @FIN_1_22051 
00D6: if 
001C:   $4811 > $5022 // integer values 
004D: jump_if_false @FIN_1_21979 
04EB: actor $5027 crouch 1 999999999 ms 

:FIN_1_21979
010B: $4974 = player $PLAYER_CHAR money 
00D6: if 
001A:   1 > $4974 // integer values 
004D: jump_if_false @FIN_1_22029 
00BC: text_highpriority 'FIN_B7' 5000 ms 1  // ~r~The mafia has stolen all your money.
0004: $4975 = 1 // integer values 
0051: return 

:FIN_1_22029
0109: player $PLAYER_CHAR money += -1 
0008: $5030 += 1 // integer values 
03FE: set_actor $5027 money $5030 

:FIN_1_22051
0002: jump @FIN_1_22209 

:FIN_1_22058
00D6: if 
80A4:   not actor $5027 0 -386.507 -600.089 24.286 -370.542 -583.413 31.667 
004D: jump_if_false @FIN_1_22209 
00D6: if 
00FF:   actor $5027 0 $5036 $5037 $5038 radius 2.0 2.0 2.0 
004D: jump_if_false @FIN_1_22179 
00D6: if 
001C:   $5032 > $4811 // integer values 
004D: jump_if_false @FIN_1_22172 
01C2: remove_references_to_actor $5027 // Like turning an actor into a random pedestrian 

:FIN_1_22172
0002: jump @FIN_1_22209 

:FIN_1_22179
0084: $5032 = $4811 // integer values and handles 
0008: $5032 += 5000 // integer values 
00A0: store_actor $5027 position_to $5036 $5037 $5038 

:FIN_1_22209
00D6: if 
003A:   $5027 == $5067 // integer values and handles 
004D: jump_if_false @FIN_1_22284 
0084: $5068 = $5029 // integer values and handles 
0084: $5069 = $5030 // integer values and handles 
0084: $5070 = $5028 // integer values and handles 
0084: $5071 = $5032 // integer values and handles 
0089: 0@ = $5036 // floating-point values only 
0089: 1@ = $5037 // floating-point values only 
0089: 2@ = $5038 // floating-point values only 

:FIN_1_22284
00D6: if 
003A:   $5027 == $5072 // integer values and handles 
004D: jump_if_false @FIN_1_22359 
0084: $5073 = $5029 // integer values and handles 
0084: $5074 = $5030 // integer values and handles 
0084: $5075 = $5028 // integer values and handles 
0084: $5076 = $5032 // integer values and handles 
0089: 3@ = $5036 // floating-point values only 
0089: 4@ = $5037 // floating-point values only 
0089: 5@ = $5038 // floating-point values only 

:FIN_1_22359
00D6: if 
003A:   $5027 == $5077 // integer values and handles 
004D: jump_if_false @FIN_1_22434 
0084: $5078 = $5029 // integer values and handles 
0084: $5079 = $5030 // integer values and handles 
0084: $5080 = $5028 // integer values and handles 
0084: $5081 = $5032 // integer values and handles 
0089: 6@ = $5036 // floating-point values only 
0089: 7@ = $5037 // floating-point values only 
0089: 8@ = $5038 // floating-point values only 

:FIN_1_22434
00D6: if 
003A:   $5027 == $5082 // integer values and handles 
004D: jump_if_false @FIN_1_22509 
0084: $5083 = $5029 // integer values and handles 
0084: $5084 = $5030 // integer values and handles 
0084: $5085 = $5028 // integer values and handles 
0084: $5086 = $5032 // integer values and handles 
0089: 9@ = $5036 // floating-point values only 
0089: 10@ = $5037 // floating-point values only 
0089: 11@ = $5038 // floating-point values only 

:FIN_1_22509
00D6: if 
003A:   $5027 == $5087 // integer values and handles 
004D: jump_if_false @FIN_1_22584 
0084: $5088 = $5029 // integer values and handles 
0084: $5089 = $5030 // integer values and handles 
0084: $5090 = $5028 // integer values and handles 
0084: $5091 = $5032 // integer values and handles 
0089: 12@ = $5036 // floating-point values only 
0089: 13@ = $5037 // floating-point values only 
0089: 14@ = $5038 // floating-point values only 

:FIN_1_22584
00D6: if 
003A:   $5027 == $5092 // integer values and handles 
004D: jump_if_false @FIN_1_22659 
0084: $5093 = $5029 // integer values and handles 
0084: $5094 = $5030 // integer values and handles 
0084: $5095 = $5028 // integer values and handles 
0084: $5096 = $5032 // integer values and handles 
0086: $5112 = $5036 // floating-point values only 
0086: $5113 = $5037 // floating-point values only 
0086: $5114 = $5038 // floating-point values only 

:FIN_1_22659
00D6: if 
003A:   $5027 == $5097 // integer values and handles 
004D: jump_if_false @FIN_1_22734 
0084: $5098 = $5029 // integer values and handles 
0084: $5099 = $5030 // integer values and handles 
0084: $5100 = $5028 // integer values and handles 
0084: $5101 = $5032 // integer values and handles 
0086: $5115 = $5036 // floating-point values only 
0086: $5116 = $5037 // floating-point values only 
0086: $5117 = $5038 // floating-point values only 

:FIN_1_22734
00D6: if 
003A:   $5027 == $5102 // integer values and handles 
004D: jump_if_false @FIN_1_22809 
0084: $5103 = $5029 // integer values and handles 
0084: $5104 = $5030 // integer values and handles 
0084: $5105 = $5028 // integer values and handles 
0084: $5106 = $5032 // integer values and handles 
0086: $5118 = $5036 // floating-point values only 
0086: $5119 = $5037 // floating-point values only 
0086: $5120 = $5038 // floating-point values only 

:FIN_1_22809
00D6: if 
003A:   $5027 == $5107 // integer values and handles 
004D: jump_if_false @FIN_1_22884 
0084: $5108 = $5029 // integer values and handles 
0084: $5109 = $5030 // integer values and handles 
0084: $5110 = $5028 // integer values and handles 
0084: $5111 = $5032 // integer values and handles 
0086: $5121 = $5036 // floating-point values only 
0086: $5122 = $5037 // floating-point values only 
0086: $5123 = $5038 // floating-point values only 

:FIN_1_22884
0051: return 

:FIN_1_22886
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 0 

:FIN_1_22914
00D6: if 
016B:   fading 
004D: jump_if_false @FIN_1_22938 
0001: wait 0 ms 
0002: jump @FIN_1_22914 

:FIN_1_22938
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 
009B: destroy_actor_instantly $5067 
009B: destroy_actor_instantly $5072 
009B: destroy_actor_instantly $5077 
009B: destroy_actor_instantly $5082 
009B: destroy_actor_instantly $5087 
009B: destroy_actor_instantly $5092 
009B: destroy_actor_instantly $5097 
009B: destroy_actor_instantly $5102 
009B: destroy_actor_instantly $5107 
009B: destroy_actor_instantly $5023 
009B: destroy_actor_instantly $5017 
009B: destroy_actor_instantly $5041 
009B: destroy_actor_instantly $5042 
009B: destroy_actor_instantly $5043 
009B: destroy_actor_instantly $5044 
009B: destroy_actor_instantly $5045 
009B: destroy_actor_instantly $5046 
009B: destroy_actor_instantly $5047 
009B: destroy_actor_instantly $5048 
009B: destroy_actor_instantly $5049 
009B: destroy_actor_instantly $5050 
009B: destroy_actor_instantly $5051 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'MFOUR' 
038B: load_requested_models 

:FIN_1_23134
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @FIN_1_23169 
0001: wait 0 ms 
0002: jump @FIN_1_23134 

:FIN_1_23169
02E4: load_cutscene_data 'FINALE' 
0451: load_end_of_game_audio 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
04BB: select_interiour 2 // select render area 
0004: $991 = 1 // integer values 
03AD: set_rubbish 0 
04F9: set_extracolors 7 fade 0 
03CB: set_camera -378.466 -596.1799 24.7818 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'MFOUR01' 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
043F: play_cutscene_music 
043C: set_game_sounds_disable_on_fade 0 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_23350
00D6: if 
001A:   12797 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23385 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23350 

:FIN_1_23385
00BC: text_highpriority 'FIN3_01' 10000 ms 1  // Tommy?

:FIN_1_23400
00D6: if 
001A:   14715 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23435 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23400 

:FIN_1_23435
00BC: text_highpriority 'FIN3_02' 10000 ms 1  // Oh my god, Tommy! What happened?

:FIN_1_23450
00D6: if 
001A:   17875 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23485 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23450 

:FIN_1_23485
00BC: text_highpriority 'FIN3_03' 10000 ms 1  // What does it look like?

:FIN_1_23500
00D6: if 
001A:   19401 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23535 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23500 

:FIN_1_23535
00BC: text_highpriority 'FIN3_04' 10000 ms 1  // It looks like you ruined your suit!

:FIN_1_23550
00D6: if 
001A:   21176 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23585 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23550 

:FIN_1_23585
00BC: text_highpriority 'FIN3_05' 10000 ms 1  // and Tommy, that was a beautiful suit! Tommy, what on earth happened?

:FIN_1_23600
00D6: if 
001A:   26212 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23635 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23600 

:FIN_1_23635
00BC: text_highpriority 'FIN3_06' 10000 ms 1  // I had a disagreement with a business associate, you know how it is.

:FIN_1_23650
00D6: if 
001A:   29463 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23685 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23650 

:FIN_1_23685
00BC: text_highpriority 'FIN3_07' 10000 ms 1  // Tommy, I have a disagreement, I send them an angry letter.

:FIN_1_23700
00D6: if 
001A:   32477 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23735 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23700 

:FIN_1_23735
00BC: text_highpriority 'FIN3_08' 10000 ms 1  // Maybe I pee in their mailbox. I don't start World War III.

:FIN_1_23750
00D6: if 
001A:   36719 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23787 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23750 

:FIN_1_23787
00BC: text_highpriority 'FIN3_09' 10000 ms 1  // You know, maybe you should speak to my shrink...

:FIN_1_23802
00D6: if 
001A:   39025 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23839 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23802 

:FIN_1_23839
00BC: text_highpriority 'FIN3_10' 10000 ms 1  // That stupid prick, Lance...

:FIN_1_23854
00D6: if 
001A:   41031 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23891 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23854 

:FIN_1_23891
00BC: text_highpriority 'FIN3_11' 10000 ms 1  // Tommy. I never liked that guy, okay?

:FIN_1_23906
00D6: if 
001A:   43337 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23943 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23906 

:FIN_1_23943
00BC: text_highpriority 'FIN3_12' 10000 ms 1  // He's neurotic, he's insecure, he's self-centered - the guy's an asshole!

:FIN_1_23958
00D6: if 
001A:   47738 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_23995 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_23958 

:FIN_1_23995
00BC: text_highpriority 'FIN3_13' 10000 ms 1  // I'm glad you took him out!

:FIN_1_24010
00D6: if 
001A:   49016 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24047 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24010 

:FIN_1_24047
00BC: text_highpriority 'FIN3_14' 10000 ms 1  // I don't think we're gonna be getting any more heat from up north either...

:FIN_1_24062
00D6: if 
001A:   54048 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24099 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24062 

:FIN_1_24099
00BC: text_highpriority 'FIN3_15' 10000 ms 1  // ...'cause there ain't no 'up north', anymore.

:FIN_1_24114
00D6: if 
001A:   57610 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24151 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24114 

:FIN_1_24151
00BC: text_highpriority 'FIN3_16' 10000 ms 1  // It's all down south now.

:FIN_1_24166
00D6: if 
001A:   59960 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24203 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24166 

:FIN_1_24203
00BC: text_highpriority 'FIN3_17' 10000 ms 1  // Wait, does that mean what I think it means..? Tommy, baby!

:FIN_1_24218
00D6: if 
001A:   62722 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24255 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24218 

:FIN_1_24255
00BC: text_highpriority 'FIN3_18' 10000 ms 1  // What do you think it means?

:FIN_1_24270
00D6: if 
001A:   64406 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24307 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24270 

:FIN_1_24307
00BC: text_highpriority 'FIN3_19' 10000 ms 1  // That we're in charge... I mean, that you're in charge. Oh, Tommy!

:FIN_1_24322
00D6: if 
001A:   69535 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24359 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24322 

:FIN_1_24359
00BC: text_highpriority 'FIN3_20' 10000 ms 1  // You know, Ken. I think this could be the beginning of a beautiful business relationship....

:FIN_1_24374
00D6: if 
001A:   74550 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24411 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24374 

:FIN_1_24411
00BC: text_highpriority 'FIN3_21' 10000 ms 1  // After all, you're a conniving, backstabbing, two-bit thief

:FIN_1_24426
00D6: if 
001A:   77761 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24463 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24426 

:FIN_1_24463
00BC: text_highpriority 'FIN3_22' 10000 ms 1  // and I'm a convicted psychotic killer and drug dealer.

:FIN_1_24478
00D6: if 
001A:   81486 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24515 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24478 

:FIN_1_24515
00BC: text_highpriority 'FIN3_23' 10000 ms 1  // I know. Ain't it just beautiful?

:FIN_1_24530
00D6: if 
001A:   86784 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @FIN_1_24567 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @FIN_1_24530 

:FIN_1_24567
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:FIN_1_24584
00D6: if 
016B:   fading 
004D: jump_if_false @FIN_1_24608 
0001: wait 0 ms 
0002: jump @FIN_1_24584 

:FIN_1_24608
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FIN_1_24632 
0001: wait 0 ms 
0002: jump @FIN_1_24608 

:FIN_1_24632
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
04BB: select_interiour 0 // select render area 
0004: $991 = 0 // integer values 
03AD: set_rubbish 1 
04FA: reset_sky_colors_with_fade 0 
0055: put_player $PLAYER_CHAR at 198.4252 -434.6284 9.5332 
0434: show_credits 
0004: $61 = 0 // integer values 
03EA: generate_cars_around_camera 1 
01BD: $4811 = current_time_in_ms 
0001: wait 0 ms 
0001: wait 0 ms 
02A3: enable_widescreen 1 
01BD: $4811 = current_time_in_ms 
0084: $5040 = $4811 // integer values and handles 
01B6: set_weather 0 

:FIN_1_24761
00D6: if 
8436:   not reached_end_of_credits 
004D: jump_if_false @FIN_1_26913 
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @FIN_1_24827 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @FIN_1_24820 
0435: end_credits 

:FIN_1_24820
0002: jump @FIN_1_24834 

:FIN_1_24827
0004: $61 = 1 // integer values 

:FIN_1_24834
00D6: if 
0038:   $5039 == 0 // integer values 
004D: jump_if_false @FIN_1_24980 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_24980 
015F: set_camera_position 315.4413 -606.3295 10.9994 0.0 rotation 0.0 0.0 
0160: point_camera 315.8044 -605.4032 11.1004 switchstyle 2 
00C0: set_current_time 18 0 
009B: destroy_actor_instantly $5027 
009A: $5027 = create_actor_pedtype 4 model #MALE01 at 315.4413 -606.3295 10.9994 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_24980
00D6: if 
0038:   $5039 == 1 // integer values 
004D: jump_if_false @FIN_1_25055 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25055 
0169: set_fade_color 0 0 1 
016A: fade 1 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25055
00D6: if 
0038:   $5039 == 2 // integer values 
004D: jump_if_false @FIN_1_25130 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25130 
0169: set_fade_color 0 0 1 
016A: fade 0 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 3500 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25130
00D6: if 
0038:   $5039 == 3 // integer values 
004D: jump_if_false @FIN_1_25276 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25276 
015F: set_camera_position -57.009 -1579.473 11.6604 0.0 rotation 0.0 0.0 
0160: point_camera -57.1214 -1578.485 11.765 switchstyle 2 
00C0: set_current_time 14 0 
009B: destroy_actor_instantly $5027 
009A: $5027 = create_actor_pedtype 4 model #MALE01 at -57.009 -1579.473 11.6604 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25276
00D6: if 
0038:   $5039 == 4 // integer values 
004D: jump_if_false @FIN_1_25351 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25351 
0169: set_fade_color 0 0 1 
016A: fade 1 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25351
00D6: if 
0038:   $5039 == 5 // integer values 
004D: jump_if_false @FIN_1_25426 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25426 
0169: set_fade_color 0 0 1 
016A: fade 0 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 3500 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25426
00D6: if 
0038:   $5039 == 6 // integer values 
004D: jump_if_false @FIN_1_25572 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25572 
015F: set_camera_position -31.4477 -942.5128 11.2897 0.0 rotation 0.0 0.0 
0160: point_camera -30.4814 -942.2845 11.4088 switchstyle 2 
00C0: set_current_time 15 0 
009B: destroy_actor_instantly $5027 
009A: $5027 = create_actor_pedtype 4 model #MALE01 at -31.4477 -942.5128 11.2897 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25572
00D6: if 
0038:   $5039 == 7 // integer values 
004D: jump_if_false @FIN_1_25647 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25647 
0169: set_fade_color 0 0 1 
016A: fade 1 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25647
00D6: if 
0038:   $5039 == 8 // integer values 
004D: jump_if_false @FIN_1_25722 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25722 
0169: set_fade_color 0 0 1 
016A: fade 0 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 3500 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25722
00D6: if 
0038:   $5039 == 9 // integer values 
004D: jump_if_false @FIN_1_25868 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25868 
015F: set_camera_position 527.1948 -1101.658 12.3979 0.0 rotation 0.0 0.0 
0160: point_camera 526.1959 -1101.612 12.4088 switchstyle 2 
00C0: set_current_time 12 0 
009B: destroy_actor_instantly $5027 
009A: $5027 = create_actor_pedtype 4 model #MALE01 at 527.1948 -1101.658 12.3979 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25868
00D6: if 
0038:   $5039 == 10 // integer values 
004D: jump_if_false @FIN_1_25943 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_25943 
0169: set_fade_color 0 0 1 
016A: fade 1 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_25943
00D6: if 
0038:   $5039 == 11 // integer values 
004D: jump_if_false @FIN_1_26018 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26018 
0169: set_fade_color 0 0 1 
016A: fade 0 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 3500 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26018
00D6: if 
0038:   $5039 == 12 // integer values 
004D: jump_if_false @FIN_1_26164 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26164 
015F: set_camera_position 329.8244 -1123.419 29.418 0.0 rotation 0.0 0.0 
0160: point_camera 329.5483 -1122.458 29.4027 switchstyle 2 
00C0: set_current_time 2 0 
009B: destroy_actor_instantly $5027 
009A: $5027 = create_actor_pedtype 4 model #MALE01 at 329.8244 -1123.419 29.418 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26164
00D6: if 
0038:   $5039 == 13 // integer values 
004D: jump_if_false @FIN_1_26239 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26239 
0169: set_fade_color 0 0 1 
016A: fade 1 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26239
00D6: if 
0038:   $5039 == 14 // integer values 
004D: jump_if_false @FIN_1_26314 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26314 
0169: set_fade_color 0 0 1 
016A: fade 0 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 3500 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26314
00D6: if 
0038:   $5039 == 15 // integer values 
004D: jump_if_false @FIN_1_26460 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26460 
015F: set_camera_position 420.3749 -179.7319 12.2077 0.0 rotation 0.0 0.0 
0160: point_camera 420.3214 -178.7335 12.193 switchstyle 2 
00C0: set_current_time 11 0 
009B: destroy_actor_instantly $5027 
009A: $5027 = create_actor_pedtype 4 model #MALE01 at 420.3749 -179.7319 12.2077 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26460
00D6: if 
0038:   $5039 == 16 // integer values 
004D: jump_if_false @FIN_1_26535 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26535 
0169: set_fade_color 0 0 1 
016A: fade 1 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26535
00D6: if 
0038:   $5039 == 17 // integer values 
004D: jump_if_false @FIN_1_26610 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26610 
0169: set_fade_color 0 0 1 
016A: fade 0 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 3500 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26610
00D6: if 
0038:   $5039 == 18 // integer values 
004D: jump_if_false @FIN_1_26756 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26756 
015F: set_camera_position -397.3825 22.9746 47.9553 0.0 rotation 0.0 0.0 
0160: point_camera -396.5451 23.4814 47.7505 switchstyle 2 
00C0: set_current_time 5 45 
009B: destroy_actor_instantly $5027 
009A: $5027 = create_actor_pedtype 4 model #MALE01 at -391.2471 26.5135 25.2721 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26756
00D6: if 
0038:   $5039 == 19 // integer values 
004D: jump_if_false @FIN_1_26831 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26831 
0169: set_fade_color 0 0 1 
016A: fade 1 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 20000 // integer values 
0008: $5039 += 1 // integer values 

:FIN_1_26831
00D6: if 
0038:   $5039 == 20 // integer values 
004D: jump_if_false @FIN_1_26906 
00D6: if 
001C:   $4811 > $5040 // integer values 
004D: jump_if_false @FIN_1_26906 
0169: set_fade_color 0 0 1 
016A: fade 0 3000 ms 
0084: $5040 = $4811 // integer values and handles 
0008: $5040 += 3500 // integer values 
0004: $5039 = 21 // integer values 

:FIN_1_26906
0002: jump @FIN_1_24761 

:FIN_1_26913
043C: set_game_sounds_disable_on_fade 1 
0440: stop_cutscene_music 
009B: destroy_actor_instantly $5027 
02A3: enable_widescreen 0 
03EA: generate_cars_around_camera 0 
01B7: release_weather 
0395: clear_area 1 at -379.2 -536.4 range 16.2 1.0 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
04BB: select_interiour 0 // select render area 
0004: $991 = 0 // integer values 
03AD: set_rubbish 1 
04FA: reset_sky_colors_with_fade 0 
03CB: set_camera -379.2 -536.4 16.2 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03DE: set_pedestrians_density_multiplier_to 1.0 
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0002: jump @FIN_1_27218 

:FIN_1_27117
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
03F2: pedtype 13 remove_threat 512 
03F2: pedtype 9 remove_threat 8192 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 6 primary_weapon_to 22 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0235: set_gang 2 models_to #SGA #SGB 
0514: unknown_actor $PLAYER_ACTOR 6 1 
010B: $4974 = player $PLAYER_CHAR money 
0010: $4974 *= -1 // integer values 
0109: player $PLAYER_CHAR money += $4974 
0109: player $PLAYER_CHAR money += $4985 
0051: return 

:FIN_1_27218
0004: $270 = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 2500000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 2500000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'FIN_1'  // Keep your Friends Close...
030C: progress_made += 1 
03F2: pedtype 13 remove_threat 512 
03F2: pedtype 9 remove_threat 8192 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 6 primary_weapon_to 23 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0235: set_gang 2 models_to #SGA #SGB 
0514: unknown_actor $PLAYER_ACTOR 6 1 
004F: create_thread @GANGMEM  
057C:  1 
0164: disable_marker $234 
0164: disable_marker $265 
04CE: $265 = create_icon_marker_without_sphere 29 at -378.3 -579.8 24.5 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0038:   $2097 == 0 // integer values 
004D: jump_if_false @FIN_1_27427 
03E5: text_box 'PICK10'  // Hunter now available from the Army Barracks!
014C: set_parked_car_generator $1979 cars_to_generate_to 101 
0004: $2097 = 1 // integer values 
0002: jump @FIN_1_27444 

:FIN_1_27427
03E5: text_box 'APACHE'  // Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2098 cars_to_generate_to 101 

:FIN_1_27444
0051: return 

:FIN_1_27446
0164: disable_marker $4986 
0164: disable_marker $4987 
0164: disable_marker $4982 
015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451 90.643 
0249: release_model #STRETCH 
0249: release_model #COLT45 
0249: release_model #RUGER 
0249: release_model #TEC9 
034F: destroy_actor_with_fade $5067 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5072 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5077 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5082 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5087 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5092 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5097 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5102 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5107 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5023 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5017 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5041 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5042 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5043 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5044 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5045 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5046 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5047 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5048 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5049 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5050 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $5051 // The actor fades away like a ghost 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0215: destroy_pickup $4993 
0215: destroy_pickup $4988 
0215: destroy_pickup $4980 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 53---------------
// Originally: Alloy Wheels of Steel

:BIKE1
03A4: name_thread 'BIKE1' 
0050: gosub @BIKE1_74 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BIKE1_37 
0050: gosub @BIKE1_6983 

:BIKE1_37
0050: gosub @BIKE1_7359 
004E: end_thread 
0004: $5271 = 0 // integer values 
0004: $5272 = 0 // integer values 
0004: $5273 = 0 // integer values 
0004: $5274 = 0 // integer values 

:BIKE1_74
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $5134 = 0 // integer values 
0004: $5145 = 0 // integer values 
0005: $5137 = 7.0 // floating-point values 
0004: $5136 = 100 // integer values 
0004: $5157 = 0 // integer values 
0005: $5149 = 7.0 // floating-point values 
0004: $5148 = 100 // integer values 
0004: $5170 = 0 // integer values 
0005: $5162 = 7.0 // floating-point values 
0004: $5161 = 100 // integer values 
0004: $5251 = 0 // integer values 
0004: $5255 = 0 // integer values 
0004: $5263 = 100 // integer values 
0005: $5260 = 0.0 // floating-point values 
0005: $5261 = 0.0 // floating-point values 
0005: $5257 = 0.0 // floating-point values 
0005: $5258 = 0.0 // floating-point values 
0005: $5259 = 0.0 // floating-point values 
0004: $5262 = 0 // integer values 
0004: $5264 = 0 // integer values 
0004: $5265 = 0 // integer values 
0004: $5266 = 0 // integer values 
0004: $5267 = 0 // integer values 
0004: $5268 = 0 // integer values 
0004: $5253 = 0 // integer values 
0004: $5270 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BIKE1' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSBIGM' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'MGOONA' 
0247: request_model #BKA 
0247: request_model #BKB 
02F3: load_object #CUTOBJ01 'POOLQ' 
02F3: load_object #CUTOBJ02 'POLBALS' 
04BB: select_interiour 11 // select render area 
03CB: set_camera -597.02 642.46 11.0 
04F9: set_extracolors 15 fade 0 
038B: load_requested_models 

:BIKE1_424
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #BKA available 
8248:   not model #BKB available 
004D: jump_if_false @BIKE1_466 
0001: wait 0 ms 
0002: jump @BIKE1_424 

:BIKE1_466
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @BIKE1_498 
0001: wait 0 ms 
0002: jump @BIKE1_466 

:BIKE1_498
02E4: load_cutscene_data 'BIKE_1' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $155 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $155 'CSBIGM' 
02E5: $125 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $144 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $144 'MGOONA' 
02E5: $168 = create_cutscene_object #BKA 
02E6: set_cutscene_anim $168 'BKA' 
02E5: $169 = create_cutscene_object #BKB 
02E6: set_cutscene_anim $169 'BKB' 
02E5: $158 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $158 'POOLQ01' 
02E5: $159 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $159 'POOLQ02' 
02E5: $160 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $160 'POLBALS' 
0395: clear_area 1 at -597.25 655.87 range 10.06 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE1_771
00D6: if 
001A:   5467 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_806 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_771 

:BIKE1_806
00BC: text_highpriority 'BM1_A' 10000 ms 1  // Where's Baker?

:BIKE1_821
00D6: if 
001A:   11136 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_856 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_821 

:BIKE1_856
00BC: text_highpriority 'BM1_B' 10000 ms 1  // I'm looking for Big Mitch Baker...

:BIKE1_871
00D6: if 
001A:   13361 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_906 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_871 

:BIKE1_906
00BC: text_highpriority 'BM1_C' 10000 ms 1  // Who's lookin'?

:BIKE1_921
00D6: if 
001A:   14457 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_956 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_921 

:BIKE1_956
00BC: text_highpriority 'BM1_D' 10000 ms 1  // Tommy Vercetti.

:BIKE1_971
00D6: if 
001A:   16423 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1006 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_971 

:BIKE1_1006
00BC: text_highpriority 'BM1_E' 10000 ms 1  // Vercetti

:BIKE1_1021
00D6: if 
001A:   18634 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1056 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1021 

:BIKE1_1056
00BC: text_highpriority 'BM1_F' 10000 ms 1  // You don't look like the law, so that's bought you a minute.

:BIKE1_1071
00D6: if 
001A:   21688 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1106 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1071 

:BIKE1_1106
00BC: text_highpriority 'BM1_G' 10000 ms 1  // You better talk fast.

:BIKE1_1121
00D6: if 
001A:   22905 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1156 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1121 

:BIKE1_1156
00BC: text_highpriority 'BM1_H' 10000 ms 1  // Kent Paul said you might be interested in pulling security for a gig he's got set up.

:BIKE1_1171
00D6: if 
001A:   26588 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1206 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1171 

:BIKE1_1206
00BC: text_highpriority 'BM1_I' 10000 ms 1  // Kent Paul? Sheesh! No wonder he sent ya.

:BIKE1_1221
00D6: if 
001A:   30208 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1256 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1221 

:BIKE1_1256
00BC: text_highpriority 'BM1_J' 10000 ms 1  // The last time he was here he left through the window in nothing but his limey birthday suit.

:BIKE1_1271
00D6: if 
001A:   34442 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1308 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1271 

:BIKE1_1308
00BC: text_highpriority 'BM1_K' 10000 ms 1  // Are you interested or not?

:BIKE1_1323
00D6: if 
001A:   36593 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1360 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1323 

:BIKE1_1360
00BC: text_highpriority 'BM1_L' 10000 ms 1  // We only do favors for our own.

:BIKE1_1375
00D6: if 
001A:   39183 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1412 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1375 

:BIKE1_1412
00BC: text_highpriority 'BM1_M' 10000 ms 1  // How do I join?

:BIKE1_1427
00D6: if 
001A:   41838 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1464 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1427 

:BIKE1_1464
00BC: text_highpriority 'BM1_N' 10000 ms 1  // This ain't no country club, boy. Can you handle a bike?

:BIKE1_1479
00D6: if 
001A:   45261 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1516 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1479 

:BIKE1_1516
00BC: text_highpriority 'BM1_O' 10000 ms 1  // Can you sit on a stool and drink?

:BIKE1_1531
00D6: if 
001A:   47270 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1568 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1531 

:BIKE1_1568
00BC: text_highpriority 'BM1_P' 10000 ms 1  // Cougar, Zeppelin, go see how this girl handles a bike...

:BIKE1_1583
00D6: if 
001A:   51712 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1620 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1583 

:BIKE1_1620
00BE: text_clear_all 

:BIKE1_1622
00D6: if 
001A:   55482 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE1_1659 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE1_1622 

:BIKE1_1659
016A: fade 0 2000 ms 

:BIKE1_1666
00D6: if 
016B:   fading 
004D: jump_if_false @BIKE1_1690 
0001: wait 0 ms 
0002: jump @BIKE1_1666 

:BIKE1_1690
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #BKA 
0249: release_model #BKB 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04FA: reset_sky_colors_with_fade 0 
04BB: select_interiour 0 // select render area 
03CB: set_camera -597.25 655.87 10.06 
04E3: unknown_player $PLAYER_CHAR 1 60000 
0481:  6.0 
041E: set_radio_station 4 -1 
0004: $5254 = 18 // integer values 
0005: $5131 = -592.65 // floating-point values 
0005: $5132 = 667.08 // floating-point values 
0005: $5133 = 9.91 // floating-point values 
0005: $5187 = -537.77 // floating-point values 
0005: $5188 = 674.27 // floating-point values 
0005: $5189 = 9.9 // floating-point values 
0005: $5190 = -478.51 // floating-point values 
0005: $5191 = 803.08 // floating-point values 
0005: $5192 = 9.91 // floating-point values 
0005: $5193 = -387.36 // floating-point values 
0005: $5194 = 1017.69 // floating-point values 
0005: $5195 = 8.46 // floating-point values 
0005: $5196 = -300.36 // floating-point values 
0005: $5197 = 1285.44 // floating-point values 
0005: $5198 = 10.59 // floating-point values 
0005: $5199 = -487.11 // floating-point values 
0005: $5200 = 1337.11 // floating-point values 
0005: $5201 = 10.59 // floating-point values 
0005: $5202 = -735.62 // floating-point values 
0005: $5203 = 1314.6 // floating-point values 
0005: $5204 = 10.59 // floating-point values 
0005: $5205 = -817.54 // floating-point values 
0005: $5206 = 1374.86 // floating-point values 
0005: $5207 = 10.41 // floating-point values 
0005: $5208 = -880.23 // floating-point values 
0005: $5209 = 1441.79 // floating-point values 
0005: $5210 = 10.74 // floating-point values 
0005: $5211 = -683.27 // floating-point values 
0005: $5212 = 1465.76 // floating-point values 
0005: $5213 = 10.92 // floating-point values 
0005: $5214 = -776.75 // floating-point values 
0005: $5215 = 1383.71 // floating-point values 
0005: $5216 = 10.86 // floating-point values 
0005: $5217 = -873.98 // floating-point values 
0005: $5218 = 1328.55 // floating-point values 
0005: $5219 = 10.29 // floating-point values 
0005: $5220 = -869.53 // floating-point values 
0005: $5221 = 1107.01 // floating-point values 
0005: $5222 = 9.9 // floating-point values 
0005: $5223 = -873.4 // floating-point values 
0005: $5224 = 953.7 // floating-point values 
0005: $5225 = 9.9 // floating-point values 
0005: $5226 = -871.27 // floating-point values 
0005: $5227 = 775.91 // floating-point values 
0005: $5228 = 9.9 // floating-point values 
0005: $5229 = -726.25 // floating-point values 
0005: $5230 = 749.28 // floating-point values 
0005: $5231 = 9.92 // floating-point values 
0005: $5232 = -623.68 // floating-point values 
0005: $5233 = 743.44 // floating-point values 
0005: $5234 = 9.42 // floating-point values 
0005: $5235 = -516.6 // floating-point values 
0005: $5236 = 733.58 // floating-point values 
0005: $5237 = 9.65 // floating-point values 
0005: $5238 = -596.92 // floating-point values 
0005: $5239 = 666.82 // floating-point values 
0005: $5240 = 9.91 // floating-point values 
0005: $5138 = -592.65 // floating-point values 
0005: $5139 = 665.35 // floating-point values 
0005: $5140 = 9.91 // floating-point values 
0005: $5150 = -592.65 // floating-point values 
0005: $5151 = 663.15 // floating-point values 
0005: $5152 = 9.91 // floating-point values 
0005: $5163 = -592.65 // floating-point values 
0005: $5164 = 661.26 // floating-point values 
0005: $5165 = 9.91 // floating-point values 
0005: $5176 = 270.0 // floating-point values 
0005: $5181 = -648.52 // floating-point values 
0005: $5182 = 629.85 // floating-point values 
0005: $5183 = 8.0 // floating-point values 
0005: $5184 = -499.21 // floating-point values 
0005: $5185 = 702.38 // floating-point values 
0005: $5186 = 15.0 // floating-point values 
0004: $5269 = 0 // integer values 
0247: request_model #BKA 
0247: request_model #BKB 
0247: request_model #ANGEL 
0247: request_model #UZI 
03CF: load_wav 'BIKEREV' as 1 
03CF: load_wav 'BIKE1_1' as 2 

:BIKE1_2564
00D6: if or
8248:   not model #BKA available 
8248:   not model #BKB available 
8248:   not model #ANGEL available 
8248:   not model #UZI available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @BIKE1_2612 
0001: wait 0 ms 
0002: jump @BIKE1_2564 

:BIKE1_2612
01EB: set_traffic_density_multiplier_to 0.5 
03BA: clear_cars_from_cube $5181 $5182 $5183 $5184 $5185 $5186 
01E8: create_forbidden_for_cars_cube $5181 $5182 $5183 $5184 $5185 $5186 
00A5: $5144 = create_car #ANGEL at $5138 $5139 $5140 
0423: car $5144 improve_handling 2.0 
0175: set_car $5144 z_angle_to $5176 
00AE: set_vehicle $5144 traffic_behavior_to 2 
00AD: set_car $5144 max_speed_to 63.0 
02AA: set_car $5144 immune_to_nonplayer 1 
0129: $5135 = create_actor 4 #BKA in_car $5144 driverseat 
0489: set_actor $5135 muted 1 
04D8: set_actor $5135 drown 0 
01ED: clear_actor $5135 threat_search 
011C: actor $5135 clear_objective 
02A9: set_actor $5135 immune_to_nonplayer 1 
00A9: set_car $5144 to_normal_driver 
00A5: $5156 = create_car #ANGEL at $5150 $5151 $5152 
0423: car $5156 improve_handling 2.0 
0175: set_car $5156 z_angle_to $5176 
00AE: set_vehicle $5156 traffic_behavior_to 2 
00AD: set_car $5156 max_speed_to 63.0 
02AA: set_car $5156 immune_to_nonplayer 1 
0129: $5147 = create_actor 4 #BKB in_car $5156 driverseat 
0489: set_actor $5147 muted 1 
04D8: set_actor $5147 drown 0 
01ED: clear_actor $5147 threat_search 
011C: actor $5147 clear_objective 
02A9: set_actor $5147 immune_to_nonplayer 1 
00A9: set_car $5156 to_normal_driver 
00A5: $5169 = create_car #ANGEL at $5163 $5164 $5165 
0423: car $5169 improve_handling 2.0 
0175: set_car $5169 z_angle_to $5176 
00AE: set_vehicle $5169 traffic_behavior_to 2 
00AD: set_car $5169 max_speed_to 63.0 
02AA: set_car $5169 immune_to_nonplayer 1 
0129: $5160 = create_actor 4 #BKA in_car $5169 driverseat 
0489: set_actor $5160 muted 1 
04D8: set_actor $5160 drown 0 
01ED: clear_actor $5160 threat_search 
011C: actor $5160 clear_objective 
02A9: set_actor $5160 immune_to_nonplayer 1 
00A9: set_car $5169 to_normal_driver 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0336: set_player $PLAYER_CHAR visible 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
018A: $5247 = create_checkpoint_at $5131 $5132 $5133 
00BC: text_highpriority 'BM1_1' 5000 ms 1  // ~g~Get a Freeway or an Angel and get to the starting grid.

:BIKE1_3060
00D6: if or
80F8:   not player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 
0038:   $5269 == 0 // integer values 
004D: jump_if_false @BIKE1_4023 
0001: wait 0 ms 
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL 
004D: jump_if_false @BIKE1_3154 
0004: $5269 = 1 // integer values 
0002: jump @BIKE1_3161 

:BIKE1_3154
0004: $5269 = 0 // integer values 

:BIKE1_3161
00D6: if 
00F8:   player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 
004D: jump_if_false @BIKE1_3277 
00D6: if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #ANGEL 
004D: jump_if_false @BIKE1_3270 
00D6: if 
0038:   $5265 == 0 // integer values 
004D: jump_if_false @BIKE1_3270 
00BC: text_highpriority 'BM1_2' 5000 ms 1  // ~g~You need a Freeway or an Angel to compete!
0004: $5265 = 1 // integer values 

:BIKE1_3270
0002: jump @BIKE1_3284 

:BIKE1_3277
0004: $5265 = 0 // integer values 

:BIKE1_3284
00D6: if 
0119:   car $5144 wrecked 
004D: jump_if_false @BIKE1_3329 
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 
0002: jump @BIKE1_3362 

:BIKE1_3329
00D6: if 
0546:   unknown_player $PLAYER_CHAR angel_bike $5144 
004D: jump_if_false @BIKE1_3362 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3362
00D6: if 
0119:   car $5156 wrecked 
004D: jump_if_false @BIKE1_3407 
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 
0002: jump @BIKE1_3440 

:BIKE1_3407
00D6: if 
0546:   unknown_player $PLAYER_CHAR angel_bike $5156 
004D: jump_if_false @BIKE1_3440 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3440
00D6: if 
0119:   car $5169 wrecked 
004D: jump_if_false @BIKE1_3485 
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 
0002: jump @BIKE1_3518 

:BIKE1_3485
00D6: if 
0546:   unknown_player $PLAYER_CHAR angel_bike $5169 
004D: jump_if_false @BIKE1_3518 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3518
0227: $5249 = car $5144 health 
00D6: if or
002A:   999 >= $5249 // integer values 
0496:   vehicle $5144 tire 4 deflated 
004D: jump_if_false @BIKE1_3566 
0004: $5249 = 9 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3566
00D6: if 
8118:   not actor $5135 dead 
004D: jump_if_false @BIKE1_3662 
0226: $5136 = actor $5135 health 
00D6: if 
002A:   99 >= $5136 // integer values 
004D: jump_if_false @BIKE1_3622 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3622
00D6: if 
80DB:   not actor $5135 in_car $5144 
004D: jump_if_false @BIKE1_3655 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3655
0002: jump @BIKE1_3684 

:BIKE1_3662
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_3684
0227: $5159 = car $5156 health 
00D6: if or
002A:   999 >= $5159 // integer values 
0496:   vehicle $5156 tire 4 deflated 
004D: jump_if_false @BIKE1_3732 
0004: $5159 = 9 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3732
00D6: if 
8118:   not actor $5147 dead 
004D: jump_if_false @BIKE1_3828 
0226: $5148 = actor $5147 health 
00D6: if 
002A:   99 >= $5148 // integer values 
004D: jump_if_false @BIKE1_3788 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3788
00D6: if 
80DB:   not actor $5147 in_car $5156 
004D: jump_if_false @BIKE1_3821 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3821
0002: jump @BIKE1_3850 

:BIKE1_3828
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_3850
0227: $5172 = car $5169 health 
00D6: if or
002A:   999 >= $5172 // integer values 
0496:   vehicle $5169 tire 4 deflated 
004D: jump_if_false @BIKE1_3898 
0004: $5172 = 9 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3898
00D6: if 
8118:   not actor $5160 dead 
004D: jump_if_false @BIKE1_3994 
0226: $5161 = actor $5160 health 
00D6: if 
002A:   99 >= $5161 // integer values 
004D: jump_if_false @BIKE1_3954 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3954
00D6: if 
80DB:   not actor $5160 in_car $5169 
004D: jump_if_false @BIKE1_3987 
0004: $5262 = 1 // integer values 
0002: jump @BIKE1_4023 

:BIKE1_3987
0002: jump @BIKE1_4016 

:BIKE1_3994
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_4016
0002: jump @BIKE1_3060 

:BIKE1_4023
03D1: play_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'BIKE1_1' 5000 ms 1  // All right, fancy clothes. Let's see what you can do.
00D6: if or
0038:   $5249 == 9 // integer values 
0038:   $5262 == 1 // integer values 
0038:   $5159 == 9 // integer values 
0038:   $5172 == 9 // integer values 
004D: jump_if_false @BIKE1_4107 
00BA: text_styled 'RACE1' 1200 ms 4  // ~g~3..2..1.. GO GO GO!
0002: jump @BIKE1_4369 

:BIKE1_4107
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BIKE1_4223 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4223
0001: wait 1000 ms 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BIKE1_4287 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4287
0001: wait 1000 ms 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BIKE1_4351 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4351
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:BIKE1_4369
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @BIKE1_4394 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4394
00D6: if 
0119:   car $5144 wrecked 
004D: jump_if_false @BIKE1_4439 
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 
0002: jump @BIKE1_4452 

:BIKE1_4439
03CC: car $5144 add_to_stuck_car_check 1.0 = 2000 

:BIKE1_4452
00D6: if 
8118:   not actor $5135 dead 
004D: jump_if_false @BIKE1_4482 
0489: set_actor $5135 muted 0 
0002: jump @BIKE1_4504 

:BIKE1_4482
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_4504
00D6: if 
0119:   car $5156 wrecked 
004D: jump_if_false @BIKE1_4549 
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 
0002: jump @BIKE1_4562 

:BIKE1_4549
03CC: car $5156 add_to_stuck_car_check 1.0 = 2000 

:BIKE1_4562
00D6: if 
8118:   not actor $5147 dead 
004D: jump_if_false @BIKE1_4592 
0489: set_actor $5147 muted 0 
0002: jump @BIKE1_4614 

:BIKE1_4592
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_4614
00D6: if 
0119:   car $5169 wrecked 
004D: jump_if_false @BIKE1_4659 
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 
0002: jump @BIKE1_4672 

:BIKE1_4659
03CC: car $5169 add_to_stuck_car_check 1.0 = 2000 

:BIKE1_4672
00D6: if 
8118:   not actor $5160 dead 
004D: jump_if_false @BIKE1_4702 
0489: set_actor $5160 muted 0 
0002: jump @BIKE1_4724 

:BIKE1_4702
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_4724
0164: disable_marker $5247 
0162: tie_marker $5146 to_actor $5135 1 1 
0162: tie_marker $5158 to_actor $5147 1 1 
0162: tie_marker $5171 to_actor $5160 1 1 
0050: gosub @BIKE1_7450 
0086: $5125 = $5241 // floating-point values only 
0086: $5126 = $5242 // floating-point values only 
0086: $5127 = $5243 // floating-point values only 
0086: $5128 = $5244 // floating-point values only 
0086: $5129 = $5245 // floating-point values only 
0086: $5130 = $5246 // floating-point values only 
0086: $5141 = $5241 // floating-point values only 
0086: $5142 = $5242 // floating-point values only 
0086: $5143 = $5243 // floating-point values only 
0086: $5153 = $5241 // floating-point values only 
0086: $5154 = $5242 // floating-point values only 
0086: $5155 = $5243 // floating-point values only 
0086: $5166 = $5241 // floating-point values only 
0086: $5167 = $5242 // floating-point values only 
0086: $5168 = $5243 // floating-point values only 
018A: $5247 = create_checkpoint_at $5125 $5126 $5127 
0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 flag 2 
0168: set_blip $5248 size 2 
0166: set_marker $5248 brightness_to 1 
00D6: if 
8118:   not actor $5135 dead 
004D: jump_if_false @BIKE1_5010 
00D6: if 
8119:   not car $5144 wrecked 
004D: jump_if_false @BIKE1_5003 
00D6: if 
00DB:   actor $5135 in_car $5144 
004D: jump_if_false @BIKE1_5003 
00A7: car $5144 drive_to $5141 $5142 $5143 

:BIKE1_5003
0002: jump @BIKE1_5032 

:BIKE1_5010
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_5032
0001: wait 70 ms 
00D6: if 
8118:   not actor $5147 dead 
004D: jump_if_false @BIKE1_5108 
00D6: if 
8119:   not car $5156 wrecked 
004D: jump_if_false @BIKE1_5101 
00D6: if 
00DB:   actor $5147 in_car $5156 
004D: jump_if_false @BIKE1_5101 
00A7: car $5156 drive_to $5153 $5154 $5155 

:BIKE1_5101
0002: jump @BIKE1_5130 

:BIKE1_5108
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_5130
0001: wait 90 ms 
00D6: if 
8118:   not actor $5160 dead 
004D: jump_if_false @BIKE1_5206 
00D6: if 
8119:   not car $5169 wrecked 
004D: jump_if_false @BIKE1_5199 
00D6: if 
00DB:   actor $5160 in_car $5169 
004D: jump_if_false @BIKE1_5199 
00A7: car $5169 drive_to $5166 $5167 $5168 

:BIKE1_5199
0002: jump @BIKE1_5228 

:BIKE1_5206
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_5228
03C3: set_timer_with_text_to $5253 type 0 text 'R_TIME'  // RACE TIME:

:BIKE1_5243
00D6: if 
001C:   $5254 > $5134 // integer values 
004D: jump_if_false @BIKE1_6956 
0001: wait 0 ms 
0004: $5252 = 0 // integer values 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $5125 $5126 $5127 radius 6.0 6.0 6.0 
004D: jump_if_false @BIKE1_5531 
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL 
004D: jump_if_false @BIKE1_5531 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $5134 += 1 // integer values 
0164: disable_marker $5247 
0164: disable_marker $5248 
0084: $5251 = $5134 // integer values and handles 
0050: gosub @BIKE1_7450 
0086: $5125 = $5241 // floating-point values only 
0086: $5126 = $5242 // floating-point values only 
0086: $5127 = $5243 // floating-point values only 
0086: $5128 = $5244 // floating-point values only 
0086: $5129 = $5245 // floating-point values only 
0086: $5130 = $5246 // floating-point values only 
00D6: if 
003A:   $5134 == $5254 // integer values and handles 
004D: jump_if_false @BIKE1_5467 
0002: jump @BIKE1_7000 

:BIKE1_5467
018A: $5247 = create_checkpoint_at $5125 $5126 $5127 
00D6: if 
001A:   17 > $5134 // integer values 
004D: jump_if_false @BIKE1_5531 
0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 flag 2 
0166: set_marker $5248 brightness_to 1 
0168: set_blip $5248 size 2 

:BIKE1_5531
00D6: if 
8118:   not actor $5135 dead 
004D: jump_if_false @BIKE1_5912 
00D6: if 
8119:   not car $5144 wrecked 
004D: jump_if_false @BIKE1_5905 
0084: $5250 = $5144 // integer values and handles 
0084: $5251 = $5145 // integer values and handles 
0084: $5256 = $5135 // integer values and handles 
0086: $5241 = $5141 // floating-point values only 
0086: $5242 = $5142 // floating-point values only 
0086: $5243 = $5143 // floating-point values only 
0084: $5271 = $5272 // integer values and handles 
0050: gosub @BIKE1_10522 
0050: gosub @BIKE1_8640 
0050: gosub @BIKE1_10774 
0050: gosub @BIKE1_9482 
0084: $5135 = $5256 // integer values and handles 
0084: $5144 = $5250 // integer values and handles 
0084: $5272 = $5271 // integer values and handles 
00D6: if and
00FE:   actor $5135 0 $5141 $5142 $5143 radius $5137 $5137 $5137 
00DD:   actor $5135 driving_vehicle_type #ANGEL 
004D: jump_if_false @BIKE1_5905 
0008: $5145 += 1 // integer values 
0084: $5251 = $5145 // integer values and handles 
0050: gosub @BIKE1_7450 
0086: $5141 = $5241 // floating-point values only 
0086: $5142 = $5242 // floating-point values only 
0086: $5143 = $5243 // floating-point values only 
00D6: if 
0038:   $5145 == 17 // integer values 
004D: jump_if_false @BIKE1_5789 
0005: $5137 = 6.0 // floating-point values 

:BIKE1_5789
00D6: if 
003A:   $5145 == $5254 // integer values and handles 
004D: jump_if_false @BIKE1_5830 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @BIKE1_6983 

:BIKE1_5830
00D6: if 
00DB:   actor $5135 in_car $5144 
004D: jump_if_false @BIKE1_5905 
00D6: if 
0042:   $5137 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_5891 
00A7: car $5144 drive_to $5141 $5142 $5143 
0002: jump @BIKE1_5905 

:BIKE1_5891
02C2: car $5144 drive_to_point $5141 $5142 $5143 

:BIKE1_5905
0002: jump @BIKE1_5934 

:BIKE1_5912
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_5934
00D6: if 
8118:   not actor $5147 dead 
004D: jump_if_false @BIKE1_6315 
00D6: if 
8119:   not car $5156 wrecked 
004D: jump_if_false @BIKE1_6308 
0084: $5250 = $5156 // integer values and handles 
0084: $5251 = $5157 // integer values and handles 
0084: $5256 = $5147 // integer values and handles 
0086: $5241 = $5153 // floating-point values only 
0086: $5242 = $5154 // floating-point values only 
0086: $5243 = $5155 // floating-point values only 
0084: $5271 = $5273 // integer values and handles 
0050: gosub @BIKE1_10522 
0050: gosub @BIKE1_8640 
0050: gosub @BIKE1_10774 
0050: gosub @BIKE1_9482 
0084: $5147 = $5256 // integer values and handles 
0084: $5156 = $5250 // integer values and handles 
0084: $5273 = $5271 // integer values and handles 
00D6: if and
00FE:   actor $5147 0 $5153 $5154 $5155 radius $5149 $5149 $5149 
00DD:   actor $5147 driving_vehicle_type #ANGEL 
004D: jump_if_false @BIKE1_6308 
0008: $5157 += 1 // integer values 
0084: $5251 = $5157 // integer values and handles 
0050: gosub @BIKE1_7450 
0086: $5153 = $5241 // floating-point values only 
0086: $5154 = $5242 // floating-point values only 
0086: $5155 = $5243 // floating-point values only 
00D6: if 
0038:   $5157 == 17 // integer values 
004D: jump_if_false @BIKE1_6192 
0005: $5149 = 6.0 // floating-point values 

:BIKE1_6192
00D6: if 
003A:   $5157 == $5254 // integer values and handles 
004D: jump_if_false @BIKE1_6233 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @BIKE1_6983 

:BIKE1_6233
00D6: if 
00DB:   actor $5147 in_car $5156 
004D: jump_if_false @BIKE1_6308 
00D6: if 
0042:   $5149 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_6294 
00A7: car $5156 drive_to $5153 $5154 $5155 
0002: jump @BIKE1_6308 

:BIKE1_6294
02C2: car $5156 drive_to_point $5153 $5154 $5155 

:BIKE1_6308
0002: jump @BIKE1_6337 

:BIKE1_6315
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_6337
00D6: if 
8118:   not actor $5160 dead 
004D: jump_if_false @BIKE1_6718 
00D6: if 
8119:   not car $5169 wrecked 
004D: jump_if_false @BIKE1_6711 
0084: $5250 = $5169 // integer values and handles 
0084: $5251 = $5170 // integer values and handles 
0084: $5256 = $5160 // integer values and handles 
0086: $5241 = $5166 // floating-point values only 
0086: $5242 = $5167 // floating-point values only 
0086: $5243 = $5168 // floating-point values only 
0084: $5271 = $5274 // integer values and handles 
0050: gosub @BIKE1_10522 
0050: gosub @BIKE1_8640 
0050: gosub @BIKE1_10774 
0050: gosub @BIKE1_9482 
0084: $5160 = $5256 // integer values and handles 
0084: $5169 = $5250 // integer values and handles 
0084: $5274 = $5271 // integer values and handles 
00D6: if and
00FE:   actor $5160 0 $5166 $5167 $5168 radius $5162 $5162 $5162 
00DD:   actor $5160 driving_vehicle_type #ANGEL 
004D: jump_if_false @BIKE1_6711 
0008: $5170 += 1 // integer values 
0084: $5251 = $5170 // integer values and handles 
0050: gosub @BIKE1_7450 
0086: $5166 = $5241 // floating-point values only 
0086: $5167 = $5242 // floating-point values only 
0086: $5168 = $5243 // floating-point values only 
00D6: if 
0038:   $5170 == 17 // integer values 
004D: jump_if_false @BIKE1_6595 
0005: $5162 = 6.0 // floating-point values 

:BIKE1_6595
00D6: if 
003A:   $5170 == $5254 // integer values and handles 
004D: jump_if_false @BIKE1_6636 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @BIKE1_6983 

:BIKE1_6636
00D6: if 
00DB:   actor $5160 in_car $5169 
004D: jump_if_false @BIKE1_6711 
00D6: if 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_6697 
00A7: car $5169 drive_to $5166 $5167 $5168 
0002: jump @BIKE1_6711 

:BIKE1_6697
02C2: car $5169 drive_to_point $5166 $5167 $5168 

:BIKE1_6711
0002: jump @BIKE1_6740 

:BIKE1_6718
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_6740
00D6: if 
0038:   $5252 == 0 // integer values 
004D: jump_if_false @BIKE1_6772 
00BC: text_highpriority 'FIRST' 100 ms 1  // ~b~1st

:BIKE1_6772
00D6: if 
0038:   $5252 == 1 // integer values 
004D: jump_if_false @BIKE1_6804 
00BC: text_highpriority 'SECOND' 100 ms 1  // ~b~2nd

:BIKE1_6804
00D6: if 
0038:   $5252 == 2 // integer values 
004D: jump_if_false @BIKE1_6836 
00BC: text_highpriority 'THIRD' 100 ms 1  // ~b~3rd

:BIKE1_6836
00D6: if 
0038:   $5252 == 3 // integer values 
004D: jump_if_false @BIKE1_6868 
00BC: text_highpriority 'FOURTH' 100 ms 1  // ~b~4th

:BIKE1_6868
00D6: if 
0038:   $5134 == 17 // integer values 
004D: jump_if_false @BIKE1_6920 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $5125 $5126 $5127 
0002: jump @BIKE1_6949 

:BIKE1_6920
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $5125 $5126 $5127 

:BIKE1_6949
0002: jump @BIKE1_5243 

:BIKE1_6956
014F: stop_timer $5253 
03CD: car $5144 remove_from_stuck_car_check 
03CD: car $5156 remove_from_stuck_car_check 
03CD: car $5169 remove_from_stuck_car_check 
0002: jump @BIKE1_7000 

:BIKE1_6983
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BIKE1_7000
0004: $275 = 1 // integer values 
0318: set_latest_mission_passed 'BIKE_1'  // Alloy Wheels of Steel
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $1559 == 1 // integer values 
004D: jump_if_false @BIKE1_7060 
018E: stop_sound $1556 
0004: $1559 = 0 // integer values 

:BIKE1_7060
00D6: if 
0038:   $1560 == 1 // integer values 
004D: jump_if_false @BIKE1_7090 
018E: stop_sound $1557 
0004: $1560 = 0 // integer values 

:BIKE1_7090
00D6: if 
0038:   $1561 == 1 // integer values 
004D: jump_if_false @BIKE1_7120 
018E: stop_sound $1558 
0004: $1561 = 0 // integer values 

:BIKE1_7120
00D6: if 
0038:   $1560 == 0 // integer values 
004D: jump_if_false @BIKE1_7167 
018D: $1557 = create_sound 37 at -596.018 640.916 12.0 
0004: $1560 = 1 // integer values 

:BIKE1_7167
0084: $5267 = $5253 // integer values and handles 
0014: $5267 /= 1000 // integer values 
042E: downdate_integer_stat 0 to $5267 
0084: $5266 = $5267 // integer values and handles 
0014: $5266 /= 60 // integer values 
0084: $5268 = $5266 // integer values and handles 
0010: $5268 *= 60 // integer values 
0060: $5267 -= $5268 // integer values 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
00D6: if 
0028:   $5267 >= 10 // integer values 
004D: jump_if_false @BIKE1_7300 
02FD: text_2numbers_lowpriority 'RACETM' $5266 $5267 5000 flag 1  // ~b~RACE TIME: ~1~:~1~
0002: jump @BIKE1_7321 

:BIKE1_7300
02FD: text_2numbers_lowpriority 'RACETM2' $5266 $5267 5000 flag 1  // ~b~RACE TIME: ~1~:0~1~

:BIKE1_7321
00D6: if 
040C:   german_game 
004D: jump_if_false @BIKE1_7349 
004F: create_thread @BIK3  
0002: jump @BIKE1_7357 

:BIKE1_7349
004F: create_thread @BIK2  

:BIKE1_7357
0051: return 

:BIKE1_7359
0004: $ONMISSION = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube $5181 $5182 $5183 $5184 $5185 $5186 
0164: disable_marker $5247 
0164: disable_marker $5248 
0164: disable_marker $5146 
0164: disable_marker $5158 
0164: disable_marker $5171 
0249: release_model #BKA 
0249: release_model #BKB 
0249: release_model #ANGEL 
0249: release_model #UZI 
014F: stop_timer $5253 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:BIKE1_7450
00D6: if 
0038:   $5251 == 0 // integer values 
004D: jump_if_false @BIKE1_7516 
0086: $5241 = $5187 // floating-point values only 
0086: $5242 = $5188 // floating-point values only 
0086: $5243 = $5189 // floating-point values only 
0086: $5244 = $5190 // floating-point values only 
0086: $5245 = $5191 // floating-point values only 
0086: $5246 = $5192 // floating-point values only 

:BIKE1_7516
00D6: if 
0038:   $5251 == 1 // integer values 
004D: jump_if_false @BIKE1_7582 
0086: $5241 = $5190 // floating-point values only 
0086: $5242 = $5191 // floating-point values only 
0086: $5243 = $5192 // floating-point values only 
0086: $5244 = $5193 // floating-point values only 
0086: $5245 = $5194 // floating-point values only 
0086: $5246 = $5195 // floating-point values only 

:BIKE1_7582
00D6: if 
0038:   $5251 == 2 // integer values 
004D: jump_if_false @BIKE1_7648 
0086: $5241 = $5193 // floating-point values only 
0086: $5242 = $5194 // floating-point values only 
0086: $5243 = $5195 // floating-point values only 
0086: $5244 = $5196 // floating-point values only 
0086: $5245 = $5197 // floating-point values only 
0086: $5246 = $5198 // floating-point values only 

:BIKE1_7648
00D6: if 
0038:   $5251 == 3 // integer values 
004D: jump_if_false @BIKE1_7714 
0086: $5241 = $5196 // floating-point values only 
0086: $5242 = $5197 // floating-point values only 
0086: $5243 = $5198 // floating-point values only 
0086: $5244 = $5199 // floating-point values only 
0086: $5245 = $5200 // floating-point values only 
0086: $5246 = $5201 // floating-point values only 

:BIKE1_7714
00D6: if 
0038:   $5251 == 4 // integer values 
004D: jump_if_false @BIKE1_7780 
0086: $5241 = $5199 // floating-point values only 
0086: $5242 = $5200 // floating-point values only 
0086: $5243 = $5201 // floating-point values only 
0086: $5244 = $5202 // floating-point values only 
0086: $5245 = $5203 // floating-point values only 
0086: $5246 = $5204 // floating-point values only 

:BIKE1_7780
00D6: if 
0038:   $5251 == 5 // integer values 
004D: jump_if_false @BIKE1_7846 
0086: $5241 = $5202 // floating-point values only 
0086: $5242 = $5203 // floating-point values only 
0086: $5243 = $5204 // floating-point values only 
0086: $5244 = $5205 // floating-point values only 
0086: $5245 = $5206 // floating-point values only 
0086: $5246 = $5207 // floating-point values only 

:BIKE1_7846
00D6: if 
0038:   $5251 == 6 // integer values 
004D: jump_if_false @BIKE1_7912 
0086: $5241 = $5205 // floating-point values only 
0086: $5242 = $5206 // floating-point values only 
0086: $5243 = $5207 // floating-point values only 
0086: $5244 = $5208 // floating-point values only 
0086: $5245 = $5209 // floating-point values only 
0086: $5246 = $5210 // floating-point values only 

:BIKE1_7912
00D6: if 
0038:   $5251 == 7 // integer values 
004D: jump_if_false @BIKE1_7978 
0086: $5241 = $5208 // floating-point values only 
0086: $5242 = $5209 // floating-point values only 
0086: $5243 = $5210 // floating-point values only 
0086: $5244 = $5211 // floating-point values only 
0086: $5245 = $5212 // floating-point values only 
0086: $5246 = $5213 // floating-point values only 

:BIKE1_7978
00D6: if 
0038:   $5251 == 8 // integer values 
004D: jump_if_false @BIKE1_8044 
0086: $5241 = $5211 // floating-point values only 
0086: $5242 = $5212 // floating-point values only 
0086: $5243 = $5213 // floating-point values only 
0086: $5244 = $5214 // floating-point values only 
0086: $5245 = $5215 // floating-point values only 
0086: $5246 = $5216 // floating-point values only 

:BIKE1_8044
00D6: if 
0038:   $5251 == 9 // integer values 
004D: jump_if_false @BIKE1_8110 
0086: $5241 = $5214 // floating-point values only 
0086: $5242 = $5215 // floating-point values only 
0086: $5243 = $5216 // floating-point values only 
0086: $5244 = $5217 // floating-point values only 
0086: $5245 = $5218 // floating-point values only 
0086: $5246 = $5219 // floating-point values only 

:BIKE1_8110
00D6: if 
0038:   $5251 == 10 // integer values 
004D: jump_if_false @BIKE1_8176 
0086: $5241 = $5217 // floating-point values only 
0086: $5242 = $5218 // floating-point values only 
0086: $5243 = $5219 // floating-point values only 
0086: $5244 = $5220 // floating-point values only 
0086: $5245 = $5221 // floating-point values only 
0086: $5246 = $5222 // floating-point values only 

:BIKE1_8176
00D6: if 
0038:   $5251 == 11 // integer values 
004D: jump_if_false @BIKE1_8242 
0086: $5241 = $5220 // floating-point values only 
0086: $5242 = $5221 // floating-point values only 
0086: $5243 = $5222 // floating-point values only 
0086: $5244 = $5223 // floating-point values only 
0086: $5245 = $5224 // floating-point values only 
0086: $5246 = $5225 // floating-point values only 

:BIKE1_8242
00D6: if 
0038:   $5251 == 12 // integer values 
004D: jump_if_false @BIKE1_8308 
0086: $5241 = $5223 // floating-point values only 
0086: $5242 = $5224 // floating-point values only 
0086: $5243 = $5225 // floating-point values only 
0086: $5244 = $5226 // floating-point values only 
0086: $5245 = $5227 // floating-point values only 
0086: $5246 = $5228 // floating-point values only 

:BIKE1_8308
00D6: if 
0038:   $5251 == 13 // integer values 
004D: jump_if_false @BIKE1_8374 
0086: $5241 = $5226 // floating-point values only 
0086: $5242 = $5227 // floating-point values only 
0086: $5243 = $5228 // floating-point values only 
0086: $5244 = $5229 // floating-point values only 
0086: $5245 = $5230 // floating-point values only 
0086: $5246 = $5231 // floating-point values only 

:BIKE1_8374
00D6: if 
0038:   $5251 == 14 // integer values 
004D: jump_if_false @BIKE1_8440 
0086: $5241 = $5229 // floating-point values only 
0086: $5242 = $5230 // floating-point values only 
0086: $5243 = $5231 // floating-point values only 
0086: $5244 = $5232 // floating-point values only 
0086: $5245 = $5233 // floating-point values only 
0086: $5246 = $5234 // floating-point values only 

:BIKE1_8440
00D6: if 
0038:   $5251 == 15 // integer values 
004D: jump_if_false @BIKE1_8506 
0086: $5241 = $5232 // floating-point values only 
0086: $5242 = $5233 // floating-point values only 
0086: $5243 = $5234 // floating-point values only 
0086: $5244 = $5235 // floating-point values only 
0086: $5245 = $5236 // floating-point values only 
0086: $5246 = $5237 // floating-point values only 

:BIKE1_8506
00D6: if 
0038:   $5251 == 16 // integer values 
004D: jump_if_false @BIKE1_8572 
0086: $5241 = $5235 // floating-point values only 
0086: $5242 = $5236 // floating-point values only 
0086: $5243 = $5237 // floating-point values only 
0086: $5244 = $5238 // floating-point values only 
0086: $5245 = $5239 // floating-point values only 
0086: $5246 = $5240 // floating-point values only 

:BIKE1_8572
00D6: if 
0038:   $5251 == 17 // integer values 
004D: jump_if_false @BIKE1_8638 
0086: $5241 = $5238 // floating-point values only 
0086: $5242 = $5239 // floating-point values only 
0086: $5243 = $5240 // floating-point values only 
0086: $5244 = $5238 // floating-point values only 
0086: $5245 = $5239 // floating-point values only 
0086: $5246 = $5240 // floating-point values only 

:BIKE1_8638
0051: return 

:BIKE1_8640
0227: $5249 = car $5250 health 
00D6: if 
001A:   500 > $5249 // integer values 
004D: jump_if_false @BIKE1_8675 
0224: set_car $5250 health_to 1000 

:BIKE1_8675
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_9280 
00D6: if 
8118:   not actor $5256 dead 
004D: jump_if_false @BIKE1_9280 
00D6: if 
03CE:   car $5250 stuck 
004D: jump_if_false @BIKE1_9280 
00D6: if and
82CA:   not car $5250 bounding_sphere_visible 
80FB:   not player $PLAYER_CHAR 0 $5256 radius 30.0 30.0 30.0 
004D: jump_if_false @BIKE1_9280 
00AA: store_car $5250 position_to $5173 $5174 $5175 
02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5173 $5174 $5175 
00D6: if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
004D: jump_if_false @BIKE1_9033 
00D6: if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
004D: jump_if_false @BIKE1_9026 
00AB: put_car $5250 at $5173 $5174 $5175 
039F: car $5250 race_to $5241 $5242 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_9019 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_8988 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0002: jump @BIKE1_9019 

:BIKE1_8988
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_9019
0004: $5255 = 0 // integer values 

:BIKE1_9026
0002: jump @BIKE1_9280 

:BIKE1_9033
04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 
00D6: if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
004D: jump_if_false @BIKE1_9280 
00D6: if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
004D: jump_if_false @BIKE1_9280 
00AB: put_car $5250 at $5173 $5174 $5175 
039F: car $5250 race_to $5241 $5242 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_9273 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_9242 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0002: jump @BIKE1_9273 

:BIKE1_9242
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_9273
0004: $5255 = 0 // integer values 

:BIKE1_9280
0084: $5270 = $5134 // integer values and handles 
000C: $5270 -= 2 // integer values 
00D6: if 
001C:   $5270 > $5251 // integer values 
004D: jump_if_false @BIKE1_9480 
00D6: if 
8119:   not car $5250 wrecked 
004D: jump_if_false @BIKE1_9480 
00D6: if 
8118:   not actor $5256 dead 
004D: jump_if_false @BIKE1_9480 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_9480 
00D6: if 
82CA:   not car $5250 bounding_sphere_visible 
004D: jump_if_false @BIKE1_9480 
00D6: if 
838A:   not car_in_cube $5241 $5242 $5243 4.0 4.0 3.0 
004D: jump_if_false @BIKE1_9480 
00D6: if 
80C2:   not sphere_onscreen $5241 $5242 $5243 4.0 
004D: jump_if_false @BIKE1_9480 
00AB: put_car $5250 at $5241 $5242 $5243 
039F: car $5250 race_to $5125 $5126 
04BA: set_car $5250 speed_instantly 30.0 

:BIKE1_9480
0051: return 

:BIKE1_9482
00D6: if 
8118:   not actor $5256 dead 
004D: jump_if_false @BIKE1_10520 
0226: $5263 = actor $5256 health 
00D6: if 
80DF:   not actor $5256 driving 
004D: jump_if_false @BIKE1_10359 
0004: $5271 = 1 // integer values 
00D6: if 
82CB:   not actor $5256 bounding_sphere_visible 
004D: jump_if_false @BIKE1_10165 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $5256 radius 20.0 20.0 10.0 
004D: jump_if_false @BIKE1_10158 
00A0: store_actor $5256 position_to $5257 $5258 $5259 
02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 
00D6: if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
004D: jump_if_false @BIKE1_10158 
00D6: if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
004D: jump_if_false @BIKE1_9879 
03CD: car $5250 remove_from_stuck_car_check 
01C3: remove_references_to_car $5250 
00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 
03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_9872 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_9841 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0002: jump @BIKE1_9872 

:BIKE1_9841
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_9872
0002: jump @BIKE1_10158 

:BIKE1_9879
04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 
00D6: if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
004D: jump_if_false @BIKE1_10158 
00D6: if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
004D: jump_if_false @BIKE1_10158 
03CD: car $5250 remove_from_stuck_car_check 
01C3: remove_references_to_car $5250 
00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 
03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_10158 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_10127 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0002: jump @BIKE1_10158 

:BIKE1_10127
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_10158
0002: jump @BIKE1_10352 

:BIKE1_10165
00D6: if 
8119:   not car $5250 wrecked 
004D: jump_if_false @BIKE1_10332 
0319: set_actor $5256 running 1 
01D5: actor $5256 go_to_and_drive_car $5250 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_10325 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_10294 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0002: jump @BIKE1_10325 

:BIKE1_10294
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_10325
0002: jump @BIKE1_10352 

:BIKE1_10332
01CA: actor $5256 kill_player $PLAYER_CHAR 
01B2: give_actor $5256 weapon 23 ammo 300000 // Load the weapon model before using this 

:BIKE1_10352
0002: jump @BIKE1_10520 

:BIKE1_10359
00D6: if 
0038:   $5271 == 1 // integer values 
004D: jump_if_false @BIKE1_10520 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_10520 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_10482 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0004: $5271 = 0 // integer values 
0002: jump @BIKE1_10520 

:BIKE1_10482
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 
0004: $5271 = 0 // integer values 

:BIKE1_10520
0051: return 

:BIKE1_10522
00D6: if 
003A:   $5134 == $5251 // integer values and handles 
004D: jump_if_false @BIKE1_10746 
00A0: store_actor $5256 position_to $5173 $5174 $5175 
0086: $5177 = $5173 // floating-point values only 
0061: $5177 -= $5125 // floating-point values 
0086: $5178 = $5174 // floating-point values only 
0061: $5178 -= $5126 // floating-point values 
0069: $5177 *= $5177 // floating-point values 
0069: $5178 *= $5178 // floating-point values 
0086: $5179 = $5177 // floating-point values only 
0059: $5179 += $5178 // floating-point values 
01FB: $5180 = square_root $5179 
0054: store_player $PLAYER_CHAR position_to $5173 $5174 $5175 
0086: $5177 = $5173 // floating-point values only 
0061: $5177 -= $5125 // floating-point values 
0086: $5178 = $5174 // floating-point values only 
0061: $5178 -= $5126 // floating-point values 
0069: $5177 *= $5177 // floating-point values 
0069: $5178 *= $5178 // floating-point values 
0086: $5179 = $5177 // floating-point values only 
0059: $5179 += $5178 // floating-point values 
01FB: $5124 = square_root $5179 
00D6: if 
0024:   $5124 > $5180 // floating-point values only 
004D: jump_if_false @BIKE1_10739 
0008: $5252 += 1 // integer values 

:BIKE1_10739
0002: jump @BIKE1_10772 

:BIKE1_10746
00D6: if 
001C:   $5251 > $5134 // integer values 
004D: jump_if_false @BIKE1_10772 
0008: $5252 += 1 // integer values 

:BIKE1_10772
0051: return 

:BIKE1_10774
00D6: if 
8118:   not actor $5256 dead 
004D: jump_if_false @BIKE1_11532 
00D6: if 
04AD:   actor $5256 in_water 
004D: jump_if_false @BIKE1_11525 
00D6: if 
82CB:   not actor $5256 bounding_sphere_visible 
004D: jump_if_false @BIKE1_11525 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $5256 radius 10.0 10.0 10.0 
004D: jump_if_false @BIKE1_11525 
00A0: store_actor $5256 position_to $5257 $5258 $5259 
02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 
00D6: if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
004D: jump_if_false @BIKE1_11201 
00D6: if 
8118:   not actor $5256 dead 
004D: jump_if_false @BIKE1_11172 
00D6: if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
004D: jump_if_false @BIKE1_11165 
03CD: car $5250 remove_from_stuck_car_check 
01C3: remove_references_to_car $5250 
00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 
03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_11165 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_11134 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0002: jump @BIKE1_11165 

:BIKE1_11134
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_11165
0002: jump @BIKE1_11194 

:BIKE1_11172
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_11194
0002: jump @BIKE1_11525 

:BIKE1_11201
04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 
00D6: if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
004D: jump_if_false @BIKE1_11525 
00D6: if 
8118:   not actor $5256 dead 
004D: jump_if_false @BIKE1_11503 
00D6: if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
004D: jump_if_false @BIKE1_11496 
03CD: car $5250 remove_from_stuck_car_check 
01C3: remove_references_to_car $5250 
00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 
03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
00D6: if 
00DB:   actor $5256 in_car $5250 
004D: jump_if_false @BIKE1_11496 
00D6: if or
0042:   $5137 == 7.0 // floating-point values 
0042:   $5149 == 7.0 // floating-point values 
0042:   $5162 == 7.0 // floating-point values 
004D: jump_if_false @BIKE1_11465 
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
00A7: car $5250 drive_to $5241 $5242 $5243 
0002: jump @BIKE1_11496 

:BIKE1_11465
00AE: set_vehicle $5250 traffic_behavior_to 2 
00AD: set_car $5250 max_speed_to 63.0 
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_11496
0002: jump @BIKE1_11525 

:BIKE1_11503
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_11525
0002: jump @BIKE1_11554 

:BIKE1_11532
00BC: text_highpriority 'BM1_3' 5000 ms 1  // ~r~The racers have been attacked!
0002: jump @BIKE1_6983 

:BIKE1_11554
0051: return 

//-------------Mission 54---------------
// Originally: Messing with the Man

:BIKE2
03A4: name_thread 'BIKE2' 
0050: gosub @BIKE2_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BIKE2_37 
0050: gosub @BIKE2_1894 

:BIKE2_37
0050: gosub @BIKE2_2109 
004E: end_thread 

:BIKE2_46
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0004: $5275 = 0 // integer values 
0004: $5276 = 0 // integer values 
0004: $5277 = 0 // integer values 
0004: $5278 = 0 // integer values 
0004: $5279 = 0 // integer values 
0004: $5280 = 0 // integer values 
0004: $5281 = 121000 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BIKE2' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSBIGM' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'MGOONA' 
023C: load_special_actor 4 'MSERVER' 
04BB: select_interiour 11 // select render area 
03CB: set_camera -597.02 642.46 11.0 
04F9: set_extracolors 15 fade 0 
038B: load_requested_models 

:BIKE2_220
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
004D: jump_if_false @BIKE2_258 
0001: wait 0 ms 
0002: jump @BIKE2_220 

:BIKE2_258
02E4: load_cutscene_data 'BIKE_3' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $155 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $155 'CSBIGM' 
02E5: $125 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $144 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $144 'MGOONA' 
02E5: $156 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $156 'MSERVER' 
0395: clear_area 1 at -597.25 655.87 range 10.06 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE2_448
00D6: if 
001A:   3004 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_483 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_448 

:BIKE2_483
00BC: text_highpriority 'BM2_A' 10000 ms 1  // Ah, got ya again.

:BIKE2_498
00D6: if 
001A:   5135 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_533 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_498 

:BIKE2_533
00BC: text_highpriority 'BM2_B' 10000 ms 1  // Hey Vercetti.

:BIKE2_548
00D6: if 
001A:   6423 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_583 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_548 

:BIKE2_583
00BC: text_highpriority 'BM2_C' 10000 ms 1  // Cougar says you can handle a bike pretty good.

:BIKE2_598
00D6: if 
001A:   8568 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_633 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_598 

:BIKE2_633
00BC: text_highpriority 'BM2_D' 10000 ms 1  // Yeah, how many more errands am I gonna to have to run?

:BIKE2_648
00D6: if 
001A:   10974 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_683 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_648 

:BIKE2_683
00BC: text_highpriority 'BM2_E' 10000 ms 1  // I'm a very busy man.

:BIKE2_698
00D6: if 
001A:   12703 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_733 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_698 

:BIKE2_733
00BC: text_highpriority 'BM2_F' 10000 ms 1  // If it's a fight that's gonna settle this then bring it on.

:BIKE2_748
00D6: if 
001A:   14662 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_783 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_748 

:BIKE2_783
00BC: text_highpriority 'BM2_G' 10000 ms 1  // Being one of us ain't just about brawlin'. It's about being part of a family.

:BIKE2_798
00D6: if 
001A:   18829 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_833 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_798 

:BIKE2_833
00BC: text_highpriority 'BM2_H' 10000 ms 1  // Yeah, I've been part of a family before alright. It didn't work out.

:BIKE2_848
00D6: if 
001A:   21584 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_883 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_848 

:BIKE2_883
00BC: text_highpriority 'BM2_I' 10000 ms 1  // Yeah, right, but this family takes care of its own.

:BIKE2_898
00D6: if 
001A:   24017 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_933 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_898 

:BIKE2_933
00BC: text_highpriority 'BM2_J' 10000 ms 1  // We don't ask a man to do the dirty work and then let him do fifteen years hard time.

:BIKE2_948
00D6: if 
001A:   28016 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_983 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_948 

:BIKE2_983
00BC: text_highpriority 'BM2_K' 10000 ms 1  // Yeah, that's right. I've done my homework.

:BIKE2_998
00D6: if 
001A:   30132 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1033 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_998 

:BIKE2_1033
00BC: text_highpriority 'BM2_L' 10000 ms 1  // This here's the biggest family of misfits, outcasts and badasses.

:BIKE2_1048
00D6: if 
001A:   34034 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1085 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_1048 

:BIKE2_1085
00BC: text_highpriority 'BM2_M' 10000 ms 1  // Hell, some of us has even been betrayed by our own country.

:BIKE2_1100
00D6: if 
001A:   36593 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1137 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_1100 

:BIKE2_1137
00BC: text_highpriority 'BM2_N' 10000 ms 1  // I was locked up during 'Nam. Ugly business.

:BIKE2_1152
00D6: if 
001A:   38862 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1189 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_1152 

:BIKE2_1189
00BC: text_highpriority 'BM2_O' 10000 ms 1  // Which is why I'm gonna ask you to go mess with the man.

:BIKE2_1204
00D6: if 
001A:   41401 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1241 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_1204 

:BIKE2_1241
00BC: text_highpriority 'BM2_P' 10000 ms 1  // This whole damn country needs a kick in the ass, and we're the ones to deliver it.

:BIKE2_1256
00D6: if 
001A:   44782 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1293 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_1256 

:BIKE2_1293
00BC: text_highpriority 'BM2_Q' 10000 ms 1  // So get out there, grab a bike and show this city how pissed you are!

:BIKE2_1308
00D6: if 
001A:   49441 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1345 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_1308 

:BIKE2_1345
00BC: text_highpriority 'BM2_R' 10000 ms 1  // Alright, alright.

:BIKE2_1360
00D6: if 
001A:   50560 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE2_1397 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE2_1360 

:BIKE2_1397
00BE: text_clear_all 
016A: fade 0 2000 ms 
00BE: text_clear_all 

:BIKE2_1408
00D6: if 
016B:   fading 
004D: jump_if_false @BIKE2_1432 
0001: wait 0 ms 
0002: jump @BIKE2_1408 

:BIKE2_1432
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
03CB: set_camera -597.25 655.87 10.06 
04E3: unknown_player $PLAYER_CHAR 2 60000 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00BC: text_highpriority 'BM2_2' 5000 ms 1  // ~g~You must fill the Chaos Meter in the time given to show us how much of a badass you are!
03C4: set_status_text_to $5275 1 'BM2_1'  // CHAOSMETER:
03C7: set_sensitivity_to_crime_to 3.0 
0006: 16@ = 0 // integer values 
014E: start_timer_at $5281 count_in_direction 1 

:BIKE2_1564
00D6: if 
0038:   $5276 == 0 // integer values 
004D: jump_if_false @BIKE2_1887 
0001: wait 0 ms 
00D6: if 
0038:   $5281 == 0 // integer values 
004D: jump_if_false @BIKE2_1626 
00BC: text_highpriority 'BM2_4' 5000 ms 1  // ~r~You failed to fill the Chaos Meter in time!
0002: jump @BIKE2_1894 

:BIKE2_1626
00D6: if 
0038:   $5280 == 0 // integer values 
004D: jump_if_false @BIKE2_1676 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @BIKE2_1676 
03C7: set_sensitivity_to_crime_to 1.0 
0004: $5280 = 1 // integer values 

:BIKE2_1676
00D6: if 
0038:   $5275 == 100 // integer values 
004D: jump_if_false @BIKE2_1701 
0004: $5276 = 1 // integer values 

:BIKE2_1701
04BF: $5277 = unknown_player $PLAYER_CHAR chaos_level 
00D6: if 
0028:   $5277 >= 25 // integer values 
004D: jump_if_false @BIKE2_1880 
00D6: if 
0038:   $5278 == 0 // integer values 
004D: jump_if_false @BIKE2_1850 
00D6: if 
002A:   99 >= $5275 // integer values 
004D: jump_if_false @BIKE2_1796 
0008: $5275 += 5 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0002: jump @BIKE2_1803 

:BIKE2_1796
0004: $5275 = 100 // integer values 

:BIKE2_1803
00D6: if 
0038:   $5279 == 0 // integer values 
004D: jump_if_false @BIKE2_1843 
00BC: text_highpriority 'BM2_3' 5000 ms 1  // ~g~This sound indicates that you have filled a part of the meter, continue to do so.
0004: $5279 = 1 // integer values 

:BIKE2_1843
0004: $5278 = 1 // integer values 

:BIKE2_1850
00D6: if 
0038:   $5278 == 1 // integer values 
004D: jump_if_false @BIKE2_1880 
04BE: unknown_reset_player $PLAYER_CHAR chaos_level 
0004: $5278 = 0 // integer values 

:BIKE2_1880
0002: jump @BIKE2_1564 

:BIKE2_1887
0002: jump @BIKE2_1911 

:BIKE2_1894
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BIKE2_1911
0004: $276 = 1 // integer values 
0318: set_latest_mission_passed 'BIKE_2'  // Messing with the Man
030C: progress_made += 1 
0394: play_music 1 
00D6: if 
0038:   $1559 == 1 // integer values 
004D: jump_if_false @BIKE2_1966 
018E: stop_sound $1556 
0004: $1559 = 0 // integer values 

:BIKE2_1966
00D6: if 
0038:   $1560 == 1 // integer values 
004D: jump_if_false @BIKE2_1996 
018E: stop_sound $1557 
0004: $1560 = 0 // integer values 

:BIKE2_1996
00D6: if 
0038:   $1561 == 1 // integer values 
004D: jump_if_false @BIKE2_2026 
018E: stop_sound $1558 
0004: $1561 = 0 // integer values 

:BIKE2_2026
00D6: if 
0038:   $1561 == 0 // integer values 
004D: jump_if_false @BIKE2_2073 
018D: $1558 = create_sound 38 at -596.018 640.916 12.0 
0004: $1561 = 1 // integer values 

:BIKE2_2073
01E3: text_1number_styled 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 20000 
004F: create_thread @BIK3  
0051: return 

:BIKE2_2109
0004: $ONMISSION = 0 // integer values 
014F: stop_timer $5281 
0151: remove_status_text $5275 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 55---------------
// Originally: Hog Tied

:BIKE3
03A4: name_thread 'BIKE3' 
0050: gosub @BIKE3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BIKE3_37 
0050: gosub @BIKE3_4985 

:BIKE3_37
0050: gosub @BIKE3_5065 
004E: end_thread 

:BIKE3_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $5291 = 0 // integer values 
0004: $5291 = 0 // integer values 
0004: $5292 = 0 // integer values 
0004: $5293 = 0 // integer values 
0004: $5294 = 0 // integer values 
0004: $5295 = 0 // integer values 
0004: $5296 = 0 // integer values 
0004: $5297 = 0 // integer values 
0004: $5298 = 0 // integer values 
0004: $5299 = 0 // integer values 
0004: $5300 = 0 // integer values 
0004: $5301 = 0 // integer values 
0004: $5302 = 0 // integer values 
0004: $5310 = 0 // integer values 
0004: $5312 = 0 // integer values 
0004: $5314 = 0 // integer values 
0004: $5316 = 0 // integer values 
0004: $5318 = 0 // integer values 
0004: $5320 = 0 // integer values 
0004: $5322 = 0 // integer values 
0004: $5324 = 0 // integer values 
0004: $5326 = 0 // integer values 
0004: $5328 = 0 // integer values 
0004: $5330 = 0 // integer values 
0004: $5332 = 0 // integer values 
0004: $5334 = 0 // integer values 
0004: $5336 = 0 // integer values 
0004: $5338 = 0 // integer values 
0004: $5340 = 0 // integer values 
0004: $5305 = 0 // integer values 
0004: $5307 = 0 // integer values 
0004: $5308 = 0 // integer values 
0004: $5341 = 0 // integer values 
0005: $5342 = 0.0 // floating-point values 
0005: $5343 = 0.0 // floating-point values 
0005: $5344 = 0.0 // floating-point values 
0004: $5354 = 0 // integer values 
0004: $5355 = 0 // integer values 
0004: $5360 = 0 // integer values 
0004: $5362 = 0 // integer values 
0004: $5363 = 0 // integer values 
0004: $5364 = 0 // integer values 
0004: $5365 = 0 // integer values 
0004: $5366 = 0 // integer values 
0004: $5367 = 0 // integer values 
0004: $5368 = 0 // integer values 
0004: $5369 = 0 // integer values 
0004: $5370 = 0 // integer values 
0004: $5371 = 0 // integer values 
0004: $5372 = 0 // integer values 
0004: $5373 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BIKE3' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBIGM' 
023C: load_special_actor 3 'MSERVER' 
04BB: select_interiour 11 // select render area 
03CB: set_camera -597.02 642.46 11.0 
04F9: set_extracolors 15 fade 0 
038B: load_requested_models 

:BIKE3_522
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @BIKE3_556 
0001: wait 0 ms 
0002: jump @BIKE3_522 

:BIKE3_556
02E4: load_cutscene_data 'BIKE_2' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $155 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $155 'CSBIGM' 
02E5: $157 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $157 'MSERVER' 
0395: clear_area 1 at -597.25 655.87 range 10.06 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE3_726
00D6: if 
001A:   4538 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_761 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_726 

:BIKE3_761
00BC: text_highpriority 'BM3_A' 10000 ms 1  // Hey there, Mitch.

:BIKE3_776
00D6: if 
001A:   6581 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_811 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_776 

:BIKE3_811
00BC: text_highpriority 'BM3_B' 10000 ms 1  // Well, if it ain't 'bad ass' Vercetti.

:BIKE3_826
00D6: if 
001A:   8775 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_861 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_826 

:BIKE3_861
00BC: text_highpriority 'BM3_C' 10000 ms 1  // Now I wanna see how good you can fight for your patch.

:BIKE3_876
00D6: if 
001A:   11662 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_911 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_876 

:BIKE3_911
00BC: text_highpriority 'BM3_D' 10000 ms 1  // A local street gang made the mistake of stealing my hog...

:BIKE3_926
00D6: if 
001A:   14895 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_961 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_926 

:BIKE3_961
00BC: text_highpriority 'BM3_E' 10000 ms 1  // probably because of some machismo thing or somethin'.

:BIKE3_976
00D6: if 
001A:   17616 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_1011 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_976 

:BIKE3_1011
00BC: text_highpriority 'BM3_F' 10000 ms 1  // Me and the boys would go over there and teach them a lesson in respect an'all.

:BIKE3_1026
00D6: if 
001A:   22783 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_1061 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_1026 

:BIKE3_1061
00BC: text_highpriority 'BM3_G' 10000 ms 1  // Anyways.

:BIKE3_1076
00D6: if 
001A:   24681 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_1111 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_1076 

:BIKE3_1111
00BC: text_highpriority 'BM3_H' 10000 ms 1  // Then I got to thinking - this would make a good initiation for you.

:BIKE3_1126
00D6: if 
001A:   28415 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_1161 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_1126 

:BIKE3_1161
00BC: text_highpriority 'BM3_I' 10000 ms 1  // You get my bike back, you can tell Paul he's got his security.

:BIKE3_1176
00D6: if 
001A:   32256 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_1211 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_1176 

:BIKE3_1211
00BE: text_clear_all 

:BIKE3_1213
00D6: if 
001A:   37916 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @BIKE3_1250 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @BIKE3_1213 

:BIKE3_1250
016A: fade 0 2000 ms 
00BE: text_clear_all 

:BIKE3_1259
00D6: if 
016B:   fading 
004D: jump_if_false @BIKE3_1283 
0001: wait 0 ms 
0002: jump @BIKE3_1259 

:BIKE3_1283
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
03CB: set_camera -597.25 655.87 10.06 
04E3: unknown_player $PLAYER_CHAR 1 60000 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0247: request_model #DOONTOON50 
0247: request_model #ROAD_DOWNTOWN_NEW2 
0247: request_model #ROAD_DOWNTOWN02 
0247: request_model #AMMUNATION_DT 
0247: request_model #DOONTOON19 
0247: request_model #DT_COMPOUND_ROOF 
0247: request_model #DOONTOON51 
0247: request_model #LODNTOON28 
0247: request_model #AMMU_WINDOWS1 

:BIKE3_1406
00D6: if or
8248:   not model #DOONTOON50 available 
8248:   not model #ROAD_DOWNTOWN_NEW2 available 
8248:   not model #ROAD_DOWNTOWN02 available 
8248:   not model #AMMUNATION_DT available 
8248:   not model #DOONTOON19 available 
8248:   not model #DT_COMPOUND_ROOF available 
004D: jump_if_false @BIKE3_1458 
0001: wait 0 ms 
0002: jump @BIKE3_1406 

:BIKE3_1458
00D6: if or
8248:   not model #DOONTOON51 available 
8248:   not model #LODNTOON28 available 
8248:   not model #AMMU_WINDOWS1 available 
004D: jump_if_false @BIKE3_1495 
0001: wait 0 ms 
0002: jump @BIKE3_1458 

:BIKE3_1495
0169: set_fade_color 0 0 0 
02A3: enable_widescreen 1 
0001: wait 1000 ms 
016A: fade 1 1500 ms 
00BC: text_highpriority 'BM3_1' 4000 ms 1  // ~g~A local gang has stolen Mitch Baker's Angel. Get it back!
0006: 16@ = 0 // integer values 

:BIKE3_1541
00D6: if 
001B:   3500 > 16@ // integer values 
004D: jump_if_false @BIKE3_1601 
0001: wait 0 ms 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BIKE3_1594 
0002: jump @BIKE3_2101 

:BIKE3_1594
0002: jump @BIKE3_1541 

:BIKE3_1601
00BC: text_highpriority 'BM3_6' 6000 ms 1  // ~g~They are holed up behind Ammu-Nation in the Downtown area.
0006: 16@ = 0 // integer values 

:BIKE3_1623
00D6: if 
001B:   5500 > 16@ // integer values 
004D: jump_if_false @BIKE3_1763 
0001: wait 0 ms 
00D6: if 
0029:   16@ >= 4000 // integer values 
004D: jump_if_false @BIKE3_1707 
00D6: if 
0038:   $5373 == 0 // integer values 
004D: jump_if_false @BIKE3_1707 
016A: fade 0 1500 ms 
03D5: remove_text 'BM3_6'  // ~g~They are holed up behind Ammu-Nation in the Downtown area.
0004: $5373 = 1 // integer values 

:BIKE3_1707
00D6: if 
001B:   4000 > 16@ // integer values 
004D: jump_if_false @BIKE3_1756 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BIKE3_1756 
0002: jump @BIKE3_2101 

:BIKE3_1756
0002: jump @BIKE3_1623 

:BIKE3_1763
00D6: if 
016B:   fading 
004D: jump_if_false @BIKE3_1787 
0001: wait 0 ms 
0002: jump @BIKE3_1763 

:BIKE3_1787
03CB: set_camera -675.93 1116.28 14.35 
015F: set_camera_position -675.93 1116.28 14.35 0.0 rotation 0.0 0.0 
0160: point_camera -675.81 1117.19 14.4 switchstyle 2 
016A: fade 1 2000 ms 

:BIKE3_1862
00D6: if 
016B:   fading 
004D: jump_if_false @BIKE3_1886 
0001: wait 0 ms 
0002: jump @BIKE3_1862 

:BIKE3_1886
00BC: text_highpriority 'BM3_7' 5000 ms 1  // ~g~You will need a fast bike to gain access to the roof.
0006: 17@ = 0 // integer values 

:BIKE3_1908
00D6: if 
001B:   4000 > 17@ // integer values 
004D: jump_if_false @BIKE3_1968 
0001: wait 0 ms 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BIKE3_1961 
0002: jump @BIKE3_2101 

:BIKE3_1961
0002: jump @BIKE3_1908 

:BIKE3_1968
015F: set_camera_position -678.97 1147.28 25.48 0.0 rotation 0.0 0.0 
0160: point_camera -678.65 1148.22 25.44 switchstyle 2 
00BC: text_highpriority 'BM3_8' 5000 ms 1  // ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
0006: 16@ = 0 // integer values 

:BIKE3_2041
00D6: if 
001B:   4000 > 16@ // integer values 
004D: jump_if_false @BIKE3_2101 
0001: wait 0 ms 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @BIKE3_2094 
0002: jump @BIKE3_2101 

:BIKE3_2094
0002: jump @BIKE3_2041 

:BIKE3_2101
00BE: text_clear_all 
016A: fade 0 1500 ms 

:BIKE3_2110
00D6: if 
016B:   fading 
004D: jump_if_false @BIKE3_2134 
0001: wait 0 ms 
0002: jump @BIKE3_2110 

:BIKE3_2134
03CB: set_camera -597.25 655.87 10.06 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02EB: restore_camera_with_jumpcut 
03D5: remove_text 'BM3_8'  // ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
0249: release_model #DOONTOON50 
0249: release_model #ROAD_DOWNTOWN_NEW2 
0249: release_model #ROAD_DOWNTOWN02 
0249: release_model #AMMUNATION_DT 
0249: release_model #DOONTOON19 
0249: release_model #DT_COMPOUND_ROOF 
0249: release_model #DOONTOON51 
0249: release_model #LODNTOON28 
0249: release_model #AMMU_WINDOWS1 
0247: request_model #SGA 
0247: request_model #SGB 
0247: request_model #BKA 
0247: request_model #ANGEL 
0247: request_model #TEC9 
0247: request_model #M4 
0247: request_model #GANGBUR 

:BIKE3_2265
00D6: if or
8248:   not model #SGA available 
8248:   not model #SGB available 
8248:   not model #ANGEL available 
8248:   not model #TEC9 available 
8248:   not model #M4 available 
8248:   not model #BKA available 
004D: jump_if_false @BIKE3_2314 
0001: wait 0 ms 
0002: jump @BIKE3_2265 

:BIKE3_2314
00D6: if 
8248:   not model #GANGBUR available 
004D: jump_if_false @BIKE3_2341 
0001: wait 0 ms 
0002: jump @BIKE3_2314 

:BIKE3_2341
018D: $5306 = create_sound 0 at -702.16 1215.37 23.17 
018E: stop_sound $5306 
00A5: $5356 = create_car #GANGBUR at -518.54 694.1 10.89 
0129: $5346 = create_actor 9 #SGB in_car $5356 driverseat 
01C8: $5350 = create_actor_pedtype 9 model #SGB in_car $5356 passenger_seat 0 
009B: destroy_actor_instantly $5346 
009B: destroy_actor_instantly $5350 
00A6: destroy_car $5356 
00A5: $5357 = create_car #GANGBUR at -296.53 1254.6 10.11 
0129: $5347 = create_actor 9 #SGA in_car $5357 driverseat 
01C8: $5351 = create_actor_pedtype 9 model #SGB in_car $5357 passenger_seat 0 
009B: destroy_actor_instantly $5347 
009B: destroy_actor_instantly $5351 
00A6: destroy_car $5357 
00A5: $5358 = create_car #GANGBUR at -857.96 1137.78 9.79 
0129: $5348 = create_actor 9 #SGA in_car $5358 driverseat 
01C8: $5352 = create_actor_pedtype 9 model #SGB in_car $5358 passenger_seat 0 
009B: destroy_actor_instantly $5348 
009B: destroy_actor_instantly $5352 
00A6: destroy_car $5358 
00A5: $5359 = create_car #GANGBUR at -604.24 664.34 9.91 
0129: $5349 = create_actor 9 #SGB in_car $5359 driverseat 
01C8: $5353 = create_actor_pedtype 9 model #SGB in_car $5359 passenger_seat 0 
009B: destroy_actor_instantly $5349 
009B: destroy_actor_instantly $5353 
00A6: destroy_car $5359 
0169: set_fade_color 0 0 0 
0001: wait 1000 ms 
016A: fade 1 2000 ms 
018A: $5361 = create_checkpoint_at -674.59 1128.49 10.08 
0004: $5362 = 1 // integer values 
0005: $98 = 0.0 // floating-point values 
00A5: $5282 = create_car #ANGEL at -700.08 1300.14 10.76 
0294: set_vehicle $5282 sprayable 0 
0175: set_car $5282 z_angle_to 180.0 
009A: $5285 = create_actor_pedtype 9 model #SGA at -750.93 1235.44 23.73 
01ED: clear_actor $5285 threat_search 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
009A: $5286 = create_actor_pedtype 9 model #SGA at -659.81 1257.07 23.17 
01ED: clear_actor $5286 threat_search 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
009A: $5287 = create_actor_pedtype 9 model #SGA at -692.32 1250.27 10.2 
01ED: clear_actor $5287 threat_search 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
009A: $5288 = create_actor_pedtype 9 model #SGB at -757.7 1214.37 10.07 
01ED: clear_actor $5288 threat_search 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
009A: $5289 = create_actor_pedtype 9 model #SGA at -699.21 1300.28 10.76 
01ED: clear_actor $5289 threat_search 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
009A: $5290 = create_actor_pedtype 9 model #SGB at -701.04 1300.24 10.76 
01ED: clear_actor $5290 threat_search 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
0004: $123 = 0 // integer values 

:BIKE3_2986
00D6: if 
81B0:   not car $5282 stopped $123 -596.63 658.2 10.06 radius 4.0 4.0 4.0 
004D: jump_if_false @BIKE3_4138 
0001: wait 0 ms 
0008: $5372 += 1 // integer values 
00D6: if 
0018:   $5372 > 20 // integer values 
004D: jump_if_false @BIKE3_3071 
0004: $5372 = 0 // integer values 

:BIKE3_3071
00D6: if 
001A:   6 > $5370 // integer values 
004D: jump_if_false @BIKE3_3096 
0050: gosub @BIKE3_11705 

:BIKE3_3096
00D6: if or
0057:   player $PLAYER_CHAR 0 -642.32 1198.51 22.0 -768.194 1306.725 30.0 
0057:   player $PLAYER_CHAR 0 -685.75 1239.31 9.0 -768.194 1306.725 30.0 
0057:   player $PLAYER_CHAR 0 -753.43 1213.0 9.0 -768.194 1306.725 30.0 
004D: jump_if_false @BIKE3_3378 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $5362 == 1 // integer values 
004D: jump_if_false @BIKE3_3253 
0164: disable_marker $5361 
0004: $5362 = 0 // integer values 

:BIKE3_3253
00D6: if 
0038:   $5355 == 0 // integer values 
004D: jump_if_false @BIKE3_3364 
00D6: if 
0038:   $5363 == 0 // integer values 
004D: jump_if_false @BIKE3_3364 
00D6: if 
8119:   not car $5282 wrecked 
004D: jump_if_false @BIKE3_3342 
00BC: text_highpriority 'BM3_9' 5000 ms 1  // ~g~Get Mitch's Angel and get out of there!
0186: $5284 = create_marker_above_car $5282 
0004: $5363 = 1 // integer values 
0002: jump @BIKE3_3364 

:BIKE3_3342
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 

:BIKE3_3364
0004: $5360 = 1 // integer values 
0002: jump @BIKE3_3496 

:BIKE3_3378
00D6: if 
0038:   $5355 == 0 // integer values 
004D: jump_if_false @BIKE3_3426 
00D6: if 
0038:   $5363 == 1 // integer values 
004D: jump_if_false @BIKE3_3426 
0164: disable_marker $5284 
0004: $5363 = 0 // integer values 

:BIKE3_3426
00D6: if 
0038:   $5355 == 0 // integer values 
004D: jump_if_false @BIKE3_3489 
00D6: if 
0038:   $5362 == 0 // integer values 
004D: jump_if_false @BIKE3_3489 
018A: $5361 = create_checkpoint_at -674.59 1128.49 10.08 
0004: $5362 = 1 // integer values 

:BIKE3_3489
0004: $5360 = 0 // integer values 

:BIKE3_3496
00D6: if 
0038:   $5354 == 0 // integer values 
004D: jump_if_false @BIKE3_3557 
00D6: if 
0038:   $5355 == 1 // integer values 
004D: jump_if_false @BIKE3_3557 
00D6: if 
0038:   $5360 == 0 // integer values 
004D: jump_if_false @BIKE3_3557 
0050: gosub @BIKE3_11122 

:BIKE3_3557
00D6: if 
0038:   $5354 == 1 // integer values 
004D: jump_if_false @BIKE3_3767 
00D6: if 
8118:   not actor $5346 dead 
004D: jump_if_false @BIKE3_3599 
01CC: actor $5346 kill_player $PLAYER_CHAR 

:BIKE3_3599
00D6: if 
8118:   not actor $5347 dead 
004D: jump_if_false @BIKE3_3623 
01CC: actor $5347 kill_player $PLAYER_CHAR 

:BIKE3_3623
00D6: if 
8118:   not actor $5348 dead 
004D: jump_if_false @BIKE3_3647 
01CC: actor $5348 kill_player $PLAYER_CHAR 

:BIKE3_3647
00D6: if 
8118:   not actor $5349 dead 
004D: jump_if_false @BIKE3_3671 
01CC: actor $5349 kill_player $PLAYER_CHAR 

:BIKE3_3671
00D6: if 
8118:   not actor $5350 dead 
004D: jump_if_false @BIKE3_3695 
01CC: actor $5350 kill_player $PLAYER_CHAR 

:BIKE3_3695
00D6: if 
8118:   not actor $5351 dead 
004D: jump_if_false @BIKE3_3719 
01CC: actor $5351 kill_player $PLAYER_CHAR 

:BIKE3_3719
00D6: if 
8118:   not actor $5352 dead 
004D: jump_if_false @BIKE3_3743 
01CC: actor $5352 kill_player $PLAYER_CHAR 

:BIKE3_3743
00D6: if 
8118:   not actor $5353 dead 
004D: jump_if_false @BIKE3_3767 
01CC: actor $5353 kill_player $PLAYER_CHAR 

:BIKE3_3767
0054: store_player $PLAYER_CHAR position_to $5342 $5343 $5344 
0050: gosub @BIKE3_5194 
00D6: if 
0119:   car $5282 wrecked 
004D: jump_if_false @BIKE3_3833 
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 
0002: jump @BIKE3_4053 

:BIKE3_3833
00D6: if 
00DC:   player $PLAYER_CHAR driving $5282 
004D: jump_if_false @BIKE3_3993 
00D6: if 
0038:   $5291 == 0 // integer values 
004D: jump_if_false @BIKE3_3986 
0004: $123 = 1 // integer values 
0004: $5298 = 1 // integer values 
00D6: if 
0038:   $5355 == 0 // integer values 
004D: jump_if_false @BIKE3_3932 
00D6: if 
0038:   $5363 == 1 // integer values 
004D: jump_if_false @BIKE3_3932 
0164: disable_marker $5284 
0004: $5363 = 2 // integer values 

:BIKE3_3932
0164: disable_marker $5284 
018A: $5283 = create_checkpoint_at -596.63 658.2 10.06 
00BC: text_highpriority 'BM3_3' 5000 ms 1  // ~g~Get the bike back to the bar!
0004: $5355 = 1 // integer values 
0004: $5291 = 1 // integer values 

:BIKE3_3986
0002: jump @BIKE3_4053 

:BIKE3_3993
00D6: if 
0038:   $5291 == 1 // integer values 
004D: jump_if_false @BIKE3_4053 
0004: $123 = 0 // integer values 
0164: disable_marker $5283 
0186: $5284 = create_marker_above_car $5282 
00BC: text_highpriority 'BM3_4' 5000 ms 1  // ~g~Get on the bike!
0004: $5291 = 0 // integer values 

:BIKE3_4053
00D6: if 
0038:   $5298 == 1 // integer values 
004D: jump_if_false @BIKE3_4131 
00D6: if 
0038:   $5302 == 0 // integer values 
004D: jump_if_false @BIKE3_4110 
0006: 17@ = 0 // integer values 
0006: 16@ = 0 // integer values 
0004: $5302 = 1 // integer values 

:BIKE3_4110
0050: gosub @BIKE3_6788 
0050: gosub @BIKE3_8782 
0050: gosub @BIKE3_9154 

:BIKE3_4131
0002: jump @BIKE3_2986 

:BIKE3_4138
0004: $123 = 1 // integer values 
0164: disable_marker $5284 
0164: disable_marker $5283 
02A3: enable_widescreen 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
015F: set_camera_position -607.076 666.146 13.891 0.0 rotation 0.0 0.0 
0395: clear_area 0 at -596.63 658.2 range 10.06 1.0 
0160: point_camera -606.531 665.364 13.589 switchstyle 2 
01D3: actor $PLAYER_ACTOR leave_car $5282 

:BIKE3_4268
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $5282 
004D: jump_if_false @BIKE3_4336 
0001: wait 0 ms 
00D6: if 
0119:   car $5282 wrecked 
004D: jump_if_false @BIKE3_4329 
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 

:BIKE3_4329
0002: jump @BIKE3_4268 

:BIKE3_4336
0211: actor $PLAYER_ACTOR walk_to -594.99 654.58 
0006: 16@ = 0 // integer values 

:BIKE3_4358
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 
004D: jump_if_false @BIKE3_4509 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 6000 // integer values 
004D: jump_if_false @BIKE3_4464 
00D6: if 
80ED:   not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 
004D: jump_if_false @BIKE3_4464 
0002: jump @BIKE3_4509 

:BIKE3_4464
00D6: if 
0119:   car $5282 wrecked 
004D: jump_if_false @BIKE3_4502 
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 

:BIKE3_4502
0002: jump @BIKE3_4358 

:BIKE3_4509
011C: actor $PLAYER_ACTOR clear_objective 
009A: $5345 = create_actor_pedtype 12 model #BKA at -608.72 650.2 10.06 
01ED: clear_actor $5345 threat_search 
0319: set_actor $5345 running 1 
020E: actor $PLAYER_ACTOR look_at_actor $5345 
00D6: if 
8119:   not car $5282 wrecked 
004D: jump_if_false @BIKE3_4589 
01D5: actor $5345 go_to_and_drive_car $5282 
0002: jump @BIKE3_4611 

:BIKE3_4589
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 

:BIKE3_4611
0006: 16@ = 0 // integer values 

:BIKE3_4618
00D6: if 
80DF:   not actor $5345 driving 
004D: jump_if_false @BIKE3_4752 
0001: wait 0 ms 
00D6: if 
0119:   car $5282 wrecked 
004D: jump_if_false @BIKE3_4676 
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 

:BIKE3_4676
00D6: if 
0118:   actor $5345 dead 
004D: jump_if_false @BIKE3_4699 
0002: jump @BIKE3_4985 

:BIKE3_4699
00D6: if 
0019:   16@ > 20000 // integer values 
004D: jump_if_false @BIKE3_4745 
00D6: if 
80DB:   not actor $5345 in_car $5282 
004D: jump_if_false @BIKE3_4745 
036A: put_actor $5345 in_car $5282 

:BIKE3_4745
0002: jump @BIKE3_4618 

:BIKE3_4752
00D6: if 
8119:   not car $5282 wrecked 
004D: jump_if_false @BIKE3_4797 
00AD: set_car $5282 max_speed_to 30.0 
00AE: set_vehicle $5282 traffic_behavior_to 2 
00A8: set_car $5282 to_psycho_driver 
0002: jump @BIKE3_4819 

:BIKE3_4797
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 

:BIKE3_4819
00D6: if and
02CA:   car $5282 bounding_sphere_visible 
001B:   4000 > 16@ // integer values 
004D: jump_if_false @BIKE3_4915 
0001: wait 0 ms 
00D6: if 
0119:   car $5282 wrecked 
004D: jump_if_false @BIKE3_4885 
00BC: text_highpriority 'BM3_2' 5000 ms 1  // ~r~You were supposed to bring the bike back, not destroy it!
0002: jump @BIKE3_4985 

:BIKE3_4885
00D6: if 
0118:   actor $5345 dead 
004D: jump_if_false @BIKE3_4908 
0002: jump @BIKE3_4985 

:BIKE3_4908
0002: jump @BIKE3_4819 

:BIKE3_4915
0001: wait 3000 ms 
00D6: if 
8119:   not car $5282 wrecked 
004D: jump_if_false @BIKE3_4941 
00A9: set_car $5282 to_normal_driver 

:BIKE3_4941
009B: destroy_actor_instantly $5345 
00A6: destroy_car $5282 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02EB: restore_camera_with_jumpcut 
0002: jump @BIKE3_5002 

:BIKE3_4985
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:BIKE3_5002
0004: $277 = 1 // integer values 
0318: set_latest_mission_passed 'BIKE_3'  // Hog Tied
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 30000 
0164: disable_marker $274 
0051: return 

:BIKE3_5065
0004: $ONMISSION = 0 // integer values 
0249: release_model #DOONTOON50 
0249: release_model #ROAD_DOWNTOWN_NEW2 
0249: release_model #ROAD_DOWNTOWN02 
0249: release_model #AMMUNATION_DT 
0249: release_model #DOONTOON19 
0249: release_model #DT_COMPOUND_ROOF 
0249: release_model #DOONTOON51 
0249: release_model #LODNTOON28 
0249: release_model #AMMU_WINDOWS1 
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
018E: stop_sound $5306 
0249: release_model #SGA 
0249: release_model #SGB 
0249: release_model #ANGEL 
0249: release_model #BKA 
0249: release_model #TEC9 
0249: release_model #M4 
0249: release_model #GANGBUR 
0164: disable_marker $5361 
0164: disable_marker $5284 
0164: disable_marker $5283 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:BIKE3_5194
00D6: if 
0038:   $5360 == 1 // integer values 
004D: jump_if_false @BIKE3_6713 
00D6: if 
0038:   $5372 == 0 // integer values 
004D: jump_if_false @BIKE3_5594 
00D6: if 
0038:   $5292 == 0 // integer values 
004D: jump_if_false @BIKE3_5594 
00D6: if 
0118:   actor $5285 dead 
004D: jump_if_false @BIKE3_5310 
000C: $5299 -= 1 // integer values 
00D6: if 
0038:   $5307 == 1 // integer values 
004D: jump_if_false @BIKE3_5296 
0004: $5298 = 1 // integer values 

:BIKE3_5296
0004: $5292 = 1 // integer values 
0002: jump @BIKE3_5594 

:BIKE3_5310
00D6: if 
0038:   $5305 == 0 // integer values 
004D: jump_if_false @BIKE3_5409 
00D6: if 
0038:   $5307 == 0 // integer values 
004D: jump_if_false @BIKE3_5409 
00D6: if or
0123:   actor $5285 spotted_player $PLAYER_CHAR 
0038:   $5293 == 1 // integer values 
004D: jump_if_false @BIKE3_5409 
00BB: text_lowpriority 'INTRUDE' 5000 ms 1  // ~g~You've been spotted!
0239: actor $5285 run_to -693.58 1213.18 
0004: $5307 = 1 // integer values 

:BIKE3_5409
00D6: if 
0038:   $5305 == 0 // integer values 
004D: jump_if_false @BIKE3_5565 
00D6: if 
0038:   $5307 == 1 // integer values 
004D: jump_if_false @BIKE3_5558 
00D6: if 
0102:   actor $5285 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @BIKE3_5558 
018D: $5306 = create_sound 0 at -693.58 1213.18 23.16 
0004: $5298 = 1 // integer values 
009E: set_actor $5285 path $5342 $5343 $5344 unknown 1.0 1 
01CA: actor $5285 kill_player $PLAYER_CHAR 
0004: $5305 = 1 // integer values 

:BIKE3_5558
0002: jump @BIKE3_5594 

:BIKE3_5565
009E: set_actor $5285 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5285 kill_player $PLAYER_CHAR 

:BIKE3_5594
00D6: if 
0038:   $5372 == 1 // integer values 
004D: jump_if_false @BIKE3_5976 
00D6: if 
0038:   $5293 == 0 // integer values 
004D: jump_if_false @BIKE3_5976 
00D6: if 
0118:   actor $5286 dead 
004D: jump_if_false @BIKE3_5692 
00D6: if 
0038:   $5308 == 1 // integer values 
004D: jump_if_false @BIKE3_5671 
0004: $5298 = 1 // integer values 

:BIKE3_5671
000C: $5299 -= 1 // integer values 
0004: $5293 = 1 // integer values 
0002: jump @BIKE3_5976 

:BIKE3_5692
00D6: if 
0038:   $5305 == 0 // integer values 
004D: jump_if_false @BIKE3_5791 
00D6: if 
0038:   $5308 == 0 // integer values 
004D: jump_if_false @BIKE3_5791 
00D6: if or
0123:   actor $5286 spotted_player $PLAYER_CHAR 
0038:   $5292 == 1 // integer values 
004D: jump_if_false @BIKE3_5791 
00BB: text_lowpriority 'INTRUDE' 5000 ms 1  // ~g~You've been spotted!
0239: actor $5286 run_to -693.58 1213.18 
0004: $5308 = 1 // integer values 

:BIKE3_5791
00D6: if 
0038:   $5305 == 0 // integer values 
004D: jump_if_false @BIKE3_5947 
00D6: if 
0038:   $5308 == 1 // integer values 
004D: jump_if_false @BIKE3_5940 
00D6: if 
0102:   actor $5286 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @BIKE3_5940 
018D: $5306 = create_sound 0 at -693.58 1213.18 23.16 
0004: $5298 = 1 // integer values 
009E: set_actor $5286 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5286 kill_player $PLAYER_CHAR 
0004: $5305 = 1 // integer values 

:BIKE3_5940
0002: jump @BIKE3_5976 

:BIKE3_5947
009E: set_actor $5286 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5286 kill_player $PLAYER_CHAR 

:BIKE3_5976
00D6: if 
0038:   $5372 == 2 // integer values 
004D: jump_if_false @BIKE3_6155 
00D6: if 
0038:   $5294 == 0 // integer values 
004D: jump_if_false @BIKE3_6155 
00D6: if 
0118:   actor $5287 dead 
004D: jump_if_false @BIKE3_6049 
000C: $5299 -= 1 // integer values 
0004: $5294 = 1 // integer values 
0002: jump @BIKE3_6155 

:BIKE3_6049
00D6: if 
0038:   $5298 == 0 // integer values 
004D: jump_if_false @BIKE3_6108 
00D6: if 
0123:   actor $5287 spotted_player $PLAYER_CHAR 
004D: jump_if_false @BIKE3_6108 
00BB: text_lowpriority 'INTRUDE' 5000 ms 1  // ~g~You've been spotted!
0004: $5298 = 1 // integer values 

:BIKE3_6108
00D6: if 
0038:   $5298 == 1 // integer values 
004D: jump_if_false @BIKE3_6155 
009E: set_actor $5287 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5287 kill_player $PLAYER_CHAR 

:BIKE3_6155
00D6: if 
0038:   $5372 == 3 // integer values 
004D: jump_if_false @BIKE3_6334 
00D6: if 
0038:   $5295 == 0 // integer values 
004D: jump_if_false @BIKE3_6334 
00D6: if 
0118:   actor $5288 dead 
004D: jump_if_false @BIKE3_6228 
000C: $5299 -= 1 // integer values 
0004: $5295 = 1 // integer values 
0002: jump @BIKE3_6334 

:BIKE3_6228
00D6: if 
0038:   $5298 == 0 // integer values 
004D: jump_if_false @BIKE3_6287 
00D6: if 
0123:   actor $5288 spotted_player $PLAYER_CHAR 
004D: jump_if_false @BIKE3_6287 
00BB: text_lowpriority 'INTRUDE' 5000 ms 1  // ~g~You've been spotted!
0004: $5298 = 1 // integer values 

:BIKE3_6287
00D6: if 
0038:   $5298 == 1 // integer values 
004D: jump_if_false @BIKE3_6334 
009E: set_actor $5288 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5288 kill_player $PLAYER_CHAR 

:BIKE3_6334
00D6: if 
0038:   $5372 == 4 // integer values 
004D: jump_if_false @BIKE3_6520 
00D6: if 
0038:   $5296 == 0 // integer values 
004D: jump_if_false @BIKE3_6520 
00D6: if 
0118:   actor $5289 dead 
004D: jump_if_false @BIKE3_6407 
000C: $5299 -= 1 // integer values 
0004: $5296 = 1 // integer values 
0002: jump @BIKE3_6520 

:BIKE3_6407
00D6: if 
0038:   $5298 == 0 // integer values 
004D: jump_if_false @BIKE3_6466 
00D6: if 
0123:   actor $5289 spotted_player $PLAYER_CHAR 
004D: jump_if_false @BIKE3_6466 
00BB: text_lowpriority 'INTRUDE' 5000 ms 1  // ~g~You've been spotted!
0004: $5298 = 1 // integer values 

:BIKE3_6466
00D6: if or
0038:   $5298 == 1 // integer values 
0038:   $5297 == 1 // integer values 
004D: jump_if_false @BIKE3_6520 
009E: set_actor $5289 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5289 kill_player $PLAYER_CHAR 

:BIKE3_6520
00D6: if 
0038:   $5372 == 5 // integer values 
004D: jump_if_false @BIKE3_6706 
00D6: if 
0038:   $5297 == 0 // integer values 
004D: jump_if_false @BIKE3_6706 
00D6: if 
0118:   actor $5290 dead 
004D: jump_if_false @BIKE3_6593 
000C: $5299 -= 1 // integer values 
0004: $5297 = 1 // integer values 
0002: jump @BIKE3_6706 

:BIKE3_6593
00D6: if 
0038:   $5298 == 0 // integer values 
004D: jump_if_false @BIKE3_6652 
00D6: if 
0123:   actor $5290 spotted_player $PLAYER_CHAR 
004D: jump_if_false @BIKE3_6652 
00BB: text_lowpriority 'INTRUDE' 5000 ms 1  // ~g~You've been spotted!
0004: $5298 = 1 // integer values 

:BIKE3_6652
00D6: if or
0038:   $5298 == 1 // integer values 
0038:   $5296 == 1 // integer values 
004D: jump_if_false @BIKE3_6706 
009E: set_actor $5290 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5290 kill_player $PLAYER_CHAR 

:BIKE3_6706
0002: jump @BIKE3_6761 

:BIKE3_6713
00D6: if 
0038:   $5355 == 1 // integer values 
004D: jump_if_false @BIKE3_6761 
01C2: remove_references_to_actor $5285 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5286 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5287 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5288 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5289 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5290 // Like turning an actor into a random pedestrian 

:BIKE3_6761
00D6: if 
0038:   $5371 == 2 // integer values 
004D: jump_if_false @BIKE3_6786 
0004: $5371 = 0 // integer values 

:BIKE3_6786
0051: return 

:BIKE3_6788
00D6: if 
0038:   $5360 == 1 // integer values 
004D: jump_if_false @BIKE3_8780 
00D6: if 
002A:   29 >= $5341 // integer values 
004D: jump_if_false @BIKE3_8780 
00D6: if 
001A:   8 > $5299 // integer values 
004D: jump_if_false @BIKE3_8780 
00D6: if 
0038:   $5300 == 2 // integer values 
004D: jump_if_false @BIKE3_6874 
0006: 17@ = 0 // integer values 
0004: $5300 = 0 // integer values 

:BIKE3_6874
00D6: if 
0038:   $5301 == 2 // integer values 
004D: jump_if_false @BIKE3_6906 
0006: 16@ = 0 // integer values 
0004: $5301 = 0 // integer values 

:BIKE3_6906
00D6: if 
8339:   not anything_in_cube_cornerA -695.11 1301.01 8.0 cornerB -688.96 1294.68 14.0 solid 0 car 1 actor 1 object 0 particle 0 
004D: jump_if_false @BIKE3_7843 
00D6: if 
0029:   17@ >= 4000 // integer values 
004D: jump_if_false @BIKE3_7843 
00D6: if 
0038:   $5300 == 0 // integer values 
004D: jump_if_false @BIKE3_7843 
0004: $5303 = -1 // integer values 
00D6: if or
0038:   $5310 == 0 // integer values 
0038:   $5310 == 2 // integer values 
004D: jump_if_false @BIKE3_7098 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5309 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5309 // integer values and handles 
0004: $5310 = 1 // integer values 
0002: jump @BIKE3_7756 

:BIKE3_7098
00D6: if or
0038:   $5312 == 0 // integer values 
0038:   $5312 == 2 // integer values 
004D: jump_if_false @BIKE3_7193 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5311 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5311 // integer values and handles 
0004: $5312 = 1 // integer values 
0002: jump @BIKE3_7756 

:BIKE3_7193
00D6: if or
0038:   $5314 == 0 // integer values 
0038:   $5314 == 2 // integer values 
004D: jump_if_false @BIKE3_7288 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5313 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5313 // integer values and handles 
0004: $5314 = 1 // integer values 
0002: jump @BIKE3_7756 

:BIKE3_7288
00D6: if or
0038:   $5316 == 0 // integer values 
0038:   $5316 == 2 // integer values 
004D: jump_if_false @BIKE3_7383 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5315 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5315 // integer values and handles 
0004: $5316 = 1 // integer values 
0002: jump @BIKE3_7756 

:BIKE3_7383
00D6: if or
0038:   $5318 == 0 // integer values 
0038:   $5318 == 2 // integer values 
004D: jump_if_false @BIKE3_7478 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5317 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5317 // integer values and handles 
0004: $5318 = 1 // integer values 
0002: jump @BIKE3_7756 

:BIKE3_7478
00D6: if or
0038:   $5320 == 0 // integer values 
0038:   $5320 == 2 // integer values 
004D: jump_if_false @BIKE3_7573 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5319 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5319 // integer values and handles 
0004: $5320 = 1 // integer values 
0002: jump @BIKE3_7756 

:BIKE3_7573
00D6: if or
0038:   $5322 == 0 // integer values 
0038:   $5322 == 2 // integer values 
004D: jump_if_false @BIKE3_7668 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5321 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5321 // integer values and handles 
0004: $5322 = 1 // integer values 
0002: jump @BIKE3_7756 

:BIKE3_7668
00D6: if or
0038:   $5324 == 0 // integer values 
0038:   $5324 == 2 // integer values 
004D: jump_if_false @BIKE3_7756 
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 
009A: $5323 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 
0084: $5303 = $5323 // integer values and handles 
0004: $5324 = 1 // integer values 

:BIKE3_7756
00D6: if 
8118:   not actor $5303 dead 
004D: jump_if_false @BIKE3_7843 
00D6: if 
8038:   not  $5303 == -1 // integer values 
004D: jump_if_false @BIKE3_7843 
0243: set_actor $5303 ped_stats_to 16 
0173: set_actor $5303 z_angle_to 174.08 
0239: actor $5303 run_to -691.25 1294.99 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
0004: $5300 = 1 // integer values 

:BIKE3_7843
00D6: if 
8339:   not anything_in_cube_cornerA -735.7 1261.3 8.0 cornerB -728.2 1264.8 14.0 solid 0 car 1 actor 1 object 0 particle 0 
004D: jump_if_false @BIKE3_8780 
00D6: if 
0029:   16@ >= 7000 // integer values 
004D: jump_if_false @BIKE3_8780 
00D6: if 
0038:   $5301 == 0 // integer values 
004D: jump_if_false @BIKE3_8780 
0004: $5304 = -1 // integer values 
00D6: if or
0038:   $5326 == 0 // integer values 
0038:   $5326 == 2 // integer values 
004D: jump_if_false @BIKE3_8035 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5325 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5325 // integer values and handles 
0004: $5326 = 1 // integer values 
0002: jump @BIKE3_8693 

:BIKE3_8035
00D6: if or
0038:   $5328 == 0 // integer values 
0038:   $5328 == 2 // integer values 
004D: jump_if_false @BIKE3_8130 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5327 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5327 // integer values and handles 
0004: $5328 = 1 // integer values 
0002: jump @BIKE3_8693 

:BIKE3_8130
00D6: if or
0038:   $5330 == 0 // integer values 
0038:   $5330 == 2 // integer values 
004D: jump_if_false @BIKE3_8225 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5329 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5329 // integer values and handles 
0004: $5330 = 1 // integer values 
0002: jump @BIKE3_8693 

:BIKE3_8225
00D6: if or
0038:   $5332 == 0 // integer values 
0038:   $5332 == 2 // integer values 
004D: jump_if_false @BIKE3_8320 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5331 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5331 // integer values and handles 
0004: $5332 = 1 // integer values 
0002: jump @BIKE3_8693 

:BIKE3_8320
00D6: if or
0038:   $5334 == 0 // integer values 
0038:   $5334 == 2 // integer values 
004D: jump_if_false @BIKE3_8415 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5333 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5333 // integer values and handles 
0004: $5334 = 1 // integer values 
0002: jump @BIKE3_8693 

:BIKE3_8415
00D6: if or
0038:   $5336 == 0 // integer values 
0038:   $5336 == 2 // integer values 
004D: jump_if_false @BIKE3_8510 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5335 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5335 // integer values and handles 
0004: $5336 = 1 // integer values 
0002: jump @BIKE3_8693 

:BIKE3_8510
00D6: if or
0038:   $5338 == 0 // integer values 
0038:   $5338 == 2 // integer values 
004D: jump_if_false @BIKE3_8605 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5337 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5337 // integer values and handles 
0004: $5338 = 1 // integer values 
0002: jump @BIKE3_8693 

:BIKE3_8605
00D6: if or
0038:   $5340 == 0 // integer values 
0038:   $5340 == 2 // integer values 
004D: jump_if_false @BIKE3_8693 
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 
009A: $5339 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 
0084: $5304 = $5339 // integer values and handles 
0004: $5340 = 1 // integer values 

:BIKE3_8693
00D6: if 
8118:   not actor $5304 dead 
004D: jump_if_false @BIKE3_8780 
00D6: if 
8038:   not  $5304 == -1 // integer values 
004D: jump_if_false @BIKE3_8780 
0243: set_actor $5304 ped_stats_to 16 
0173: set_actor $5304 z_angle_to 174.08 
0239: actor $5304 run_to -730.6 1262.8 
0008: $5299 += 1 // integer values 
0008: $5341 += 1 // integer values 
0004: $5301 = 1 // integer values 

:BIKE3_8780
0051: return 

:BIKE3_8782
00D6: if 
0038:   $5300 == 1 // integer values 
004D: jump_if_false @BIKE3_8967 
00D6: if 
8118:   not actor $5303 dead 
004D: jump_if_false @BIKE3_8960 
00D6: if 
00FF:   actor $5303 0 -691.25 1294.99 10.76 radius 1.0 1.0 2.0 
004D: jump_if_false @BIKE3_8953 
00D6: if 
0018:   $5341 > 29 // integer values 
004D: jump_if_false @BIKE3_8907 
0223: set_actor $5303 health_to 200 
01B2: give_actor $5303 weapon 26 ammo 30000 // Load the weapon model before using this 
0002: jump @BIKE3_8917 

:BIKE3_8907
01B2: give_actor $5303 weapon 22 ammo 30000 // Load the weapon model before using this 

:BIKE3_8917
009E: set_actor $5303 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5303 kill_player $PLAYER_CHAR 
0004: $5300 = 2 // integer values 

:BIKE3_8953
0002: jump @BIKE3_8967 

:BIKE3_8960
0004: $5300 = 2 // integer values 

:BIKE3_8967
00D6: if 
0038:   $5301 == 1 // integer values 
004D: jump_if_false @BIKE3_9152 
00D6: if 
8118:   not actor $5304 dead 
004D: jump_if_false @BIKE3_9145 
00D6: if 
00FF:   actor $5304 0 -730.6 1262.8 10.8 radius 1.0 1.0 2.0 
004D: jump_if_false @BIKE3_9138 
00D6: if 
0018:   $5341 > 29 // integer values 
004D: jump_if_false @BIKE3_9092 
0223: set_actor $5304 health_to 200 
01B2: give_actor $5304 weapon 26 ammo 30000 // Load the weapon model before using this 
0002: jump @BIKE3_9102 

:BIKE3_9092
01B2: give_actor $5304 weapon 22 ammo 30000 // Load the weapon model before using this 

:BIKE3_9102
009E: set_actor $5304 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5304 kill_player $PLAYER_CHAR 
0004: $5301 = 2 // integer values 

:BIKE3_9138
0002: jump @BIKE3_9152 

:BIKE3_9145
0004: $5301 = 2 // integer values 

:BIKE3_9152
0051: return 

:BIKE3_9154
00D6: if 
0038:   $5360 == 1 // integer values 
004D: jump_if_false @BIKE3_10784 
00D6: if 
0038:   $5372 == 6 // integer values 
004D: jump_if_false @BIKE3_9279 
00D6: if 
0038:   $5310 == 1 // integer values 
004D: jump_if_false @BIKE3_9279 
00D6: if 
0118:   actor $5309 dead 
004D: jump_if_false @BIKE3_9250 
034F: destroy_actor_with_fade $5309 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5310 = 2 // integer values 
0002: jump @BIKE3_9279 

:BIKE3_9250
009E: set_actor $5309 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5309 kill_player $PLAYER_CHAR 

:BIKE3_9279
00D6: if 
0038:   $5372 == 7 // integer values 
004D: jump_if_false @BIKE3_9386 
00D6: if 
0038:   $5312 == 1 // integer values 
004D: jump_if_false @BIKE3_9386 
00D6: if 
0118:   actor $5311 dead 
004D: jump_if_false @BIKE3_9357 
034F: destroy_actor_with_fade $5311 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5312 = 2 // integer values 
0002: jump @BIKE3_9386 

:BIKE3_9357
009E: set_actor $5311 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5311 kill_player $PLAYER_CHAR 

:BIKE3_9386
00D6: if 
0038:   $5372 == 8 // integer values 
004D: jump_if_false @BIKE3_9493 
00D6: if 
0038:   $5314 == 1 // integer values 
004D: jump_if_false @BIKE3_9493 
00D6: if 
0118:   actor $5313 dead 
004D: jump_if_false @BIKE3_9464 
034F: destroy_actor_with_fade $5313 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5314 = 2 // integer values 
0002: jump @BIKE3_9493 

:BIKE3_9464
009E: set_actor $5313 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5313 kill_player $PLAYER_CHAR 

:BIKE3_9493
00D6: if 
0038:   $5372 == 9 // integer values 
004D: jump_if_false @BIKE3_9600 
00D6: if 
0038:   $5316 == 1 // integer values 
004D: jump_if_false @BIKE3_9600 
00D6: if 
0118:   actor $5315 dead 
004D: jump_if_false @BIKE3_9571 
034F: destroy_actor_with_fade $5315 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5316 = 2 // integer values 
0002: jump @BIKE3_9600 

:BIKE3_9571
009E: set_actor $5315 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5315 kill_player $PLAYER_CHAR 

:BIKE3_9600
00D6: if 
0038:   $5372 == 10 // integer values 
004D: jump_if_false @BIKE3_9707 
00D6: if 
0038:   $5318 == 1 // integer values 
004D: jump_if_false @BIKE3_9707 
00D6: if 
0118:   actor $5317 dead 
004D: jump_if_false @BIKE3_9678 
034F: destroy_actor_with_fade $5317 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5318 = 2 // integer values 
0002: jump @BIKE3_9707 

:BIKE3_9678
009E: set_actor $5317 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5317 kill_player $PLAYER_CHAR 

:BIKE3_9707
00D6: if 
0038:   $5372 == 11 // integer values 
004D: jump_if_false @BIKE3_9814 
00D6: if 
0038:   $5322 == 1 // integer values 
004D: jump_if_false @BIKE3_9814 
00D6: if 
0118:   actor $5321 dead 
004D: jump_if_false @BIKE3_9785 
034F: destroy_actor_with_fade $5321 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5322 = 2 // integer values 
0002: jump @BIKE3_9814 

:BIKE3_9785
009E: set_actor $5321 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5321 kill_player $PLAYER_CHAR 

:BIKE3_9814
00D6: if 
0038:   $5372 == 12 // integer values 
004D: jump_if_false @BIKE3_9921 
00D6: if 
0038:   $5324 == 1 // integer values 
004D: jump_if_false @BIKE3_9921 
00D6: if 
0118:   actor $5323 dead 
004D: jump_if_false @BIKE3_9892 
034F: destroy_actor_with_fade $5323 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5324 = 2 // integer values 
0002: jump @BIKE3_9921 

:BIKE3_9892
009E: set_actor $5323 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5323 kill_player $PLAYER_CHAR 

:BIKE3_9921
00D6: if 
0038:   $5372 == 13 // integer values 
004D: jump_if_false @BIKE3_10028 
00D6: if 
0038:   $5326 == 1 // integer values 
004D: jump_if_false @BIKE3_10028 
00D6: if 
0118:   actor $5325 dead 
004D: jump_if_false @BIKE3_9999 
034F: destroy_actor_with_fade $5325 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5326 = 2 // integer values 
0002: jump @BIKE3_10028 

:BIKE3_9999
009E: set_actor $5325 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5325 kill_player $PLAYER_CHAR 

:BIKE3_10028
00D6: if 
0038:   $5372 == 14 // integer values 
004D: jump_if_false @BIKE3_10135 
00D6: if 
0038:   $5328 == 1 // integer values 
004D: jump_if_false @BIKE3_10135 
00D6: if 
0118:   actor $5327 dead 
004D: jump_if_false @BIKE3_10106 
034F: destroy_actor_with_fade $5327 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5328 = 2 // integer values 
0002: jump @BIKE3_10135 

:BIKE3_10106
009E: set_actor $5327 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5327 kill_player $PLAYER_CHAR 

:BIKE3_10135
00D6: if 
0038:   $5372 == 15 // integer values 
004D: jump_if_false @BIKE3_10242 
00D6: if 
0038:   $5330 == 1 // integer values 
004D: jump_if_false @BIKE3_10242 
00D6: if 
0118:   actor $5329 dead 
004D: jump_if_false @BIKE3_10213 
034F: destroy_actor_with_fade $5329 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5330 = 2 // integer values 
0002: jump @BIKE3_10242 

:BIKE3_10213
009E: set_actor $5329 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5329 kill_player $PLAYER_CHAR 

:BIKE3_10242
00D6: if 
0038:   $5372 == 16 // integer values 
004D: jump_if_false @BIKE3_10349 
00D6: if 
0038:   $5332 == 1 // integer values 
004D: jump_if_false @BIKE3_10349 
00D6: if 
0118:   actor $5331 dead 
004D: jump_if_false @BIKE3_10320 
034F: destroy_actor_with_fade $5331 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5332 = 2 // integer values 
0002: jump @BIKE3_10349 

:BIKE3_10320
009E: set_actor $5331 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5331 kill_player $PLAYER_CHAR 

:BIKE3_10349
00D6: if 
0038:   $5372 == 17 // integer values 
004D: jump_if_false @BIKE3_10456 
00D6: if 
0038:   $5334 == 1 // integer values 
004D: jump_if_false @BIKE3_10456 
00D6: if 
0118:   actor $5333 dead 
004D: jump_if_false @BIKE3_10427 
034F: destroy_actor_with_fade $5333 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5334 = 2 // integer values 
0002: jump @BIKE3_10456 

:BIKE3_10427
009E: set_actor $5333 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5333 kill_player $PLAYER_CHAR 

:BIKE3_10456
00D6: if 
0038:   $5372 == 18 // integer values 
004D: jump_if_false @BIKE3_10563 
00D6: if 
0038:   $5336 == 1 // integer values 
004D: jump_if_false @BIKE3_10563 
00D6: if 
0118:   actor $5335 dead 
004D: jump_if_false @BIKE3_10534 
034F: destroy_actor_with_fade $5335 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5336 = 2 // integer values 
0002: jump @BIKE3_10563 

:BIKE3_10534
009E: set_actor $5335 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5335 kill_player $PLAYER_CHAR 

:BIKE3_10563
00D6: if 
0038:   $5372 == 19 // integer values 
004D: jump_if_false @BIKE3_10670 
00D6: if 
0038:   $5338 == 1 // integer values 
004D: jump_if_false @BIKE3_10670 
00D6: if 
0118:   actor $5337 dead 
004D: jump_if_false @BIKE3_10641 
034F: destroy_actor_with_fade $5337 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5338 = 2 // integer values 
0002: jump @BIKE3_10670 

:BIKE3_10641
009E: set_actor $5337 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5337 kill_player $PLAYER_CHAR 

:BIKE3_10670
00D6: if 
0038:   $5372 == 20 // integer values 
004D: jump_if_false @BIKE3_10777 
00D6: if 
0038:   $5340 == 1 // integer values 
004D: jump_if_false @BIKE3_10777 
00D6: if 
0118:   actor $5339 dead 
004D: jump_if_false @BIKE3_10748 
034F: destroy_actor_with_fade $5339 // The actor fades away like a ghost 
000C: $5299 -= 1 // integer values 
0004: $5340 = 2 // integer values 
0002: jump @BIKE3_10777 

:BIKE3_10748
009E: set_actor $5339 path $5342 $5343 $5344 unknown 0.5 1 
01CA: actor $5339 kill_player $PLAYER_CHAR 

:BIKE3_10777
0002: jump @BIKE3_11120 

:BIKE3_10784
00D6: if 
8118:   not actor $5309 dead 
004D: jump_if_false @BIKE3_10805 
01C2: remove_references_to_actor $5309 // Like turning an actor into a random pedestrian 

:BIKE3_10805
00D6: if 
8118:   not actor $5311 dead 
004D: jump_if_false @BIKE3_10826 
01C2: remove_references_to_actor $5311 // Like turning an actor into a random pedestrian 

:BIKE3_10826
00D6: if 
8118:   not actor $5313 dead 
004D: jump_if_false @BIKE3_10847 
01C2: remove_references_to_actor $5313 // Like turning an actor into a random pedestrian 

:BIKE3_10847
00D6: if 
8118:   not actor $5315 dead 
004D: jump_if_false @BIKE3_10868 
01C2: remove_references_to_actor $5315 // Like turning an actor into a random pedestrian 

:BIKE3_10868
00D6: if 
8118:   not actor $5317 dead 
004D: jump_if_false @BIKE3_10889 
01C2: remove_references_to_actor $5317 // Like turning an actor into a random pedestrian 

:BIKE3_10889
00D6: if 
8118:   not actor $5319 dead 
004D: jump_if_false @BIKE3_10910 
01C2: remove_references_to_actor $5319 // Like turning an actor into a random pedestrian 

:BIKE3_10910
00D6: if 
8118:   not actor $5321 dead 
004D: jump_if_false @BIKE3_10931 
01C2: remove_references_to_actor $5321 // Like turning an actor into a random pedestrian 

:BIKE3_10931
00D6: if 
8118:   not actor $5323 dead 
004D: jump_if_false @BIKE3_10952 
01C2: remove_references_to_actor $5323 // Like turning an actor into a random pedestrian 

:BIKE3_10952
00D6: if 
8118:   not actor $5325 dead 
004D: jump_if_false @BIKE3_10973 
01C2: remove_references_to_actor $5325 // Like turning an actor into a random pedestrian 

:BIKE3_10973
00D6: if 
8118:   not actor $5327 dead 
004D: jump_if_false @BIKE3_10994 
01C2: remove_references_to_actor $5327 // Like turning an actor into a random pedestrian 

:BIKE3_10994
00D6: if 
8118:   not actor $5329 dead 
004D: jump_if_false @BIKE3_11015 
01C2: remove_references_to_actor $5329 // Like turning an actor into a random pedestrian 

:BIKE3_11015
00D6: if 
8118:   not actor $5331 dead 
004D: jump_if_false @BIKE3_11036 
01C2: remove_references_to_actor $5331 // Like turning an actor into a random pedestrian 

:BIKE3_11036
00D6: if 
8118:   not actor $5333 dead 
004D: jump_if_false @BIKE3_11057 
01C2: remove_references_to_actor $5333 // Like turning an actor into a random pedestrian 

:BIKE3_11057
00D6: if 
8118:   not actor $5335 dead 
004D: jump_if_false @BIKE3_11078 
01C2: remove_references_to_actor $5335 // Like turning an actor into a random pedestrian 

:BIKE3_11078
00D6: if 
8118:   not actor $5337 dead 
004D: jump_if_false @BIKE3_11099 
01C2: remove_references_to_actor $5337 // Like turning an actor into a random pedestrian 

:BIKE3_11099
00D6: if 
8118:   not actor $5339 dead 
004D: jump_if_false @BIKE3_11120 
01C2: remove_references_to_actor $5339 // Like turning an actor into a random pedestrian 

:BIKE3_11120
0051: return 

:BIKE3_11122
00D6: if 
0038:   $5354 == 0 // integer values 
004D: jump_if_false @BIKE3_11703 
00A5: $5356 = create_car #GANGBUR at -783.346 1367.562 10.603 
0175: set_car $5356 z_angle_to 192.0 
0129: $5346 = create_actor 9 #SGB in_car $5356 driverseat 
01C8: $5350 = create_actor_pedtype 9 model #SGA in_car $5356 passenger_seat 0 
01ED: clear_actor $5346 threat_search 
01ED: clear_actor $5350 threat_search 
011A: set_actor $5346 search_threat 1 
01B2: give_actor $5346 weapon 22 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5350 search_threat 1 
01B2: give_actor $5350 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5346 kill_player $PLAYER_CHAR 
01CC: actor $5350 kill_player $PLAYER_CHAR 
04BA: set_car $5356 speed_instantly 30.0 
00AD: set_car $5356 max_speed_to 40.0 
00A5: $5357 = create_car #GANGBUR at -791.841 1376.64 10.422 
0175: set_car $5357 z_angle_to 258.512 
0129: $5347 = create_actor 9 #SGA in_car $5357 driverseat 
01ED: clear_actor $5347 threat_search 
011A: set_actor $5347 search_threat 1 
01B2: give_actor $5347 weapon 22 ammo 30000 // Load the weapon model before using this 
01C8: $5351 = create_actor_pedtype 9 model #SGB in_car $5357 passenger_seat 0 
01ED: clear_actor $5351 threat_search 
011A: set_actor $5351 search_threat 1 
01B2: give_actor $5351 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5347 kill_player $PLAYER_CHAR 
01CC: actor $5351 kill_player $PLAYER_CHAR 
04BA: set_car $5357 speed_instantly 30.0 
00AD: set_car $5357 max_speed_to 40.0 
00A5: $5358 = create_car #GANGBUR at -295.967 1255.681 10.142 
0175: set_car $5358 z_angle_to 357.556 
0129: $5348 = create_actor 9 #SGA in_car $5358 driverseat 
01ED: clear_actor $5348 threat_search 
011A: set_actor $5348 search_threat 1 
01B2: give_actor $5348 weapon 22 ammo 30000 // Load the weapon model before using this 
01C8: $5352 = create_actor_pedtype 9 model #SGB in_car $5358 passenger_seat 0 
01ED: clear_actor $5352 threat_search 
011A: set_actor $5352 search_threat 1 
01B2: give_actor $5352 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5348 kill_player $PLAYER_CHAR 
01CC: actor $5352 kill_player $PLAYER_CHAR 
04BA: set_car $5358 speed_instantly 30.0 
00AD: set_car $5358 max_speed_to 40.0 
00A5: $5359 = create_car #GANGBUR at -585.145 666.533 9.917 
0175: set_car $5359 z_angle_to 286.737 
0129: $5349 = create_actor 9 #SGB in_car $5359 driverseat 
01ED: clear_actor $5349 threat_search 
011A: set_actor $5349 search_threat 1 
01B2: give_actor $5349 weapon 22 ammo 30000 // Load the weapon model before using this 
01C8: $5353 = create_actor_pedtype 9 model #SGB in_car $5359 passenger_seat 0 
01ED: clear_actor $5353 threat_search 
011A: set_actor $5353 search_threat 1 
01B2: give_actor $5353 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5349 kill_player $PLAYER_CHAR 
01CC: actor $5353 kill_player $PLAYER_CHAR 
04BA: set_car $5359 speed_instantly 30.0 
00AD: set_car $5359 max_speed_to 40.0 
0004: $5354 = 1 // integer values 

:BIKE3_11703
0051: return 

:BIKE3_11705
00D6: if 
001A:   6 > $5370 // integer values 
004D: jump_if_false @BIKE3_13010 
00D6: if 
0038:   $5364 == 0 // integer values 
004D: jump_if_false @BIKE3_12046 
00D6: if 
8118:   not actor $5285 dead 
004D: jump_if_false @BIKE3_12046 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5285 
004D: jump_if_false @BIKE3_12046 
01ED: clear_actor $5285 threat_search 
011A: set_actor $5285 search_threat 1 
01B2: give_actor $5285 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 0 at -751.91 1212.63 23.17 
01E2: add_route_point 0 at -751.87 1204.57 23.17 
01E2: add_route_point 0 at -746.22 1200.42 23.17 
01E2: add_route_point 0 at -728.07 1200.61 23.17 
01E2: add_route_point 0 at -703.98 1201.18 23.17 
01E2: add_route_point 0 at -700.81 1200.92 23.17 
01E2: add_route_point 0 at -703.98 1201.18 23.17 
01E2: add_route_point 0 at -728.07 1200.61 23.17 
01E2: add_route_point 0 at -746.22 1200.42 23.17 
01E2: add_route_point 0 at -751.87 1204.57 23.17 
01E2: add_route_point 0 at -751.91 1212.63 23.17 
01E2: add_route_point 0 at -750.93 1235.44 23.73 
01E1: set_actor $5285 follow_route 0 3 
0008: $5370 += 1 // integer values 
0004: $5364 = 1 // integer values 

:BIKE3_12046
00D6: if 
0038:   $5365 == 0 // integer values 
004D: jump_if_false @BIKE3_12369 
00D6: if 
8118:   not actor $5286 dead 
004D: jump_if_false @BIKE3_12369 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5286 
004D: jump_if_false @BIKE3_12369 
01ED: clear_actor $5286 threat_search 
011A: set_actor $5286 search_threat 1 
01B2: give_actor $5286 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 1 at -659.65 1239.53 23.17 
01E2: add_route_point 1 at -659.42 1214.94 23.87 
01E2: add_route_point 1 at -659.33 1202.42 23.29 
01E2: add_route_point 1 at -670.12 1202.51 23.3 
01E2: add_route_point 1 at -689.49 1201.52 23.17 
01E2: add_route_point 1 at -689.02 1201.12 23.17 
01E2: add_route_point 1 at -689.49 1201.52 23.17 
01E2: add_route_point 1 at -670.12 1202.51 23.3 
01E2: add_route_point 1 at -659.33 1202.42 23.29 
01E2: add_route_point 1 at -659.42 1214.94 23.87 
01E2: add_route_point 1 at -659.65 1239.53 23.17 
01E2: add_route_point 1 at -659.81 1257.07 23.17 
01E1: set_actor $5286 follow_route 1 3 
0008: $5370 += 1 // integer values 
0004: $5365 = 1 // integer values 

:BIKE3_12369
00D6: if 
0038:   $5366 == 0 // integer values 
004D: jump_if_false @BIKE3_12540 
00D6: if 
8118:   not actor $5287 dead 
004D: jump_if_false @BIKE3_12540 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5287 
004D: jump_if_false @BIKE3_12540 
01ED: clear_actor $5287 threat_search 
011A: set_actor $5287 search_threat 1 
01B2: give_actor $5287 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 2 at -690.88 1271.5 10.76 
01E2: add_route_point 2 at -691.99 1294.35 10.76 
01E2: add_route_point 2 at -690.88 1271.5 10.76 
01E2: add_route_point 2 at -692.32 1250.27 10.2 
01E1: set_actor $5287 follow_route 2 3 
0008: $5370 += 1 // integer values 
0004: $5366 = 1 // integer values 

:BIKE3_12540
00D6: if 
0038:   $5367 == 0 // integer values 
004D: jump_if_false @BIKE3_12825 
00D6: if 
8118:   not actor $5288 dead 
004D: jump_if_false @BIKE3_12825 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5288 
004D: jump_if_false @BIKE3_12825 
01ED: clear_actor $5288 threat_search 
011A: set_actor $5288 search_threat 1 
01B2: give_actor $5288 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 3 at -756.2 1227.72 10.07 
01E2: add_route_point 3 at -755.89 1243.83 10.07 
01E2: add_route_point 3 at -755.94 1257.21 10.38 
01E2: add_route_point 3 at -755.68 1275.26 10.66 
01E2: add_route_point 3 at -755.44 1287.88 14.52 
01E2: add_route_point 3 at -755.68 1275.26 10.66 
01E2: add_route_point 3 at -755.94 1257.21 10.38 
01E2: add_route_point 3 at -755.89 1243.83 10.07 
01E2: add_route_point 3 at -756.2 1227.72 10.07 
01E2: add_route_point 3 at -757.7 1214.37 10.07 
01E1: set_actor $5288 follow_route 3 3 
0008: $5370 += 1 // integer values 
0004: $5367 = 1 // integer values 

:BIKE3_12825
00D6: if 
0038:   $5368 == 0 // integer values 
004D: jump_if_false @BIKE3_12911 
00D6: if 
8118:   not actor $5289 dead 
004D: jump_if_false @BIKE3_12911 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5289 
004D: jump_if_false @BIKE3_12911 
01ED: clear_actor $5289 threat_search 
011A: set_actor $5289 search_threat 1 
0173: set_actor $5289 z_angle_to 66.98 
0008: $5370 += 1 // integer values 
0004: $5368 = 1 // integer values 

:BIKE3_12911
00D6: if 
0038:   $5369 == 0 // integer values 
004D: jump_if_false @BIKE3_13010 
00D6: if 
8118:   not actor $5290 dead 
004D: jump_if_false @BIKE3_13010 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5290 
004D: jump_if_false @BIKE3_13010 
01ED: clear_actor $5290 threat_search 
011A: set_actor $5290 search_threat 1 
0173: set_actor $5290 z_angle_to 283.89 
03F9: make_actors $5289 $5290 converse_in 1000000 ms 
0008: $5370 += 1 // integer values 
0004: $5369 = 1 // integer values 

:BIKE3_13010
0051: return 

//-------------Mission 56---------------
// Originally: Stunt Boat Challenge

:CUBAN1
03A4: name_thread 'CUBAN1' 
0050: gosub @CUBAN1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CUBAN1_37 
0050: gosub @CUBAN1_10663 

:CUBAN1_37
0050: gosub @CUBAN1_10748 
004E: end_thread 

:CUBAN1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'CUBAN1' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
0005: $5484 = 0.0 // floating-point values 
0005: $5485 = 0.0 // floating-point values 
0005: $5486 = 0.0 // floating-point values 
0005: $5487 = 0.0 // floating-point values 
0005: $5488 = 0.0 // floating-point values 
0005: $5489 = 0.0 // floating-point values 
0004: $5389 = 181000 // integer values 
0004: $5390 = 0 // integer values 
0004: $5391 = 0 // integer values 
0004: $5392 = 0 // integer values 
0004: $5393 = 0 // integer values 
0005: $5395 = 0.0 // floating-point values 
0004: $5394 = 0 // integer values 
0004: $5396 = 0 // integer values 
0004: $5397 = 0 // integer values 
0004: $5398 = 27 // integer values 
0004: $5399 = 0 // integer values 
0004: $5400 = 0 // integer values 
0004: $5401 = 0 // integer values 
0004: $5402 = 0 // integer values 
0005: $5403 = -102.9375 // floating-point values 
0005: $5404 = 171.7835 // floating-point values 
0005: $5405 = 5.6727 // floating-point values 
0005: $5406 = -64.7472 // floating-point values 
0005: $5407 = 368.7051 // floating-point values 
0005: $5408 = 5.505 // floating-point values 
0005: $5409 = -27.916 // floating-point values 
0005: $5410 = 482.466 // floating-point values 
0005: $5411 = 16.0159 // floating-point values 
0005: $5412 = 183.4692 // floating-point values 
0005: $5413 = 614.9838 // floating-point values 
0005: $5414 = 5.7676 // floating-point values 
0005: $5415 = 239.9839 // floating-point values 
0005: $5416 = 422.9632 // floating-point values 
0005: $5417 = 5.9437 // floating-point values 
0005: $5418 = 196.5818 // floating-point values 
0005: $5419 = 227.5221 // floating-point values 
0005: $5420 = 5.9738 // floating-point values 
0005: $5421 = 336.4845 // floating-point values 
0005: $5422 = 83.632 // floating-point values 
0005: $5423 = 16.0888 // floating-point values 
0005: $5424 = 417.2411 // floating-point values 
0005: $5425 = -100.5402 // floating-point values 
0005: $5426 = 15.9255 // floating-point values 
0005: $5427 = 402.8727 // floating-point values 
0005: $5428 = -300.6653 // floating-point values 
0005: $5429 = 5.7619 // floating-point values 
0005: $5430 = 290.0335 // floating-point values 
0005: $5431 = -460.3196 // floating-point values 
0005: $5432 = 5.9769 // floating-point values 
0005: $5433 = 181.6709 // floating-point values 
0005: $5434 = -617.7477 // floating-point values 
0005: $5435 = 5.9921 // floating-point values 
0005: $5436 = -4.6467 // floating-point values 
0005: $5437 = -694.4938 // floating-point values 
0005: $5438 = 5.8744 // floating-point values 
0005: $5439 = -191.9626 // floating-point values 
0005: $5440 = -772.1127 // floating-point values 
0005: $5441 = 5.8744 // floating-point values 
0005: $5442 = -335.464 // floating-point values 
0005: $5443 = -910.51 // floating-point values 
0005: $5444 = 5.4899 // floating-point values 
0005: $5445 = -304.464 // floating-point values 
0005: $5446 = -988.51 // floating-point values 
0005: $5447 = 5.4899 // floating-point values 
0005: $5448 = -244.464 // floating-point values 
0005: $5449 = -922.51 // floating-point values 
0005: $5450 = 5.4899 // floating-point values 
0005: $5451 = -144.779 // floating-point values 
0005: $5452 = -845.288 // floating-point values 
0005: $5453 = 6.0213 // floating-point values 
0005: $5454 = 26.0794 // floating-point values 
0005: $5455 = -739.893 // floating-point values 
0005: $5456 = 6.0163 // floating-point values 
0005: $5457 = 154.4145 // floating-point values 
0005: $5458 = -640.624 // floating-point values 
0005: $5459 = 5.3606 // floating-point values 
0005: $5460 = 304.531 // floating-point values 
0005: $5461 = -431.591 // floating-point values 
0005: $5462 = 16.0599 // floating-point values 
0005: $5463 = 413.1744 // floating-point values 
0005: $5464 = -280.507 // floating-point values 
0005: $5465 = 5.9702 // floating-point values 
0005: $5466 = 423.1779 // floating-point values 
0005: $5467 = -89.6841 // floating-point values 
0005: $5468 = 15.8592 // floating-point values 
0005: $5469 = 339.5622 // floating-point values 
0005: $5470 = 73.0977 // floating-point values 
0005: $5471 = 6.0374 // floating-point values 
0005: $5472 = 198.6796 // floating-point values 
0005: $5473 = 243.2925 // floating-point values 
0005: $5474 = 5.5461 // floating-point values 
0005: $5475 = 75.6552 // floating-point values 
0005: $5476 = 401.3978 // floating-point values 
0005: $5477 = 5.6628 // floating-point values 
0005: $5478 = -95.1011 // floating-point values 
0005: $5479 = 295.7863 // floating-point values 
0005: $5480 = 5.8772 // floating-point values 
0005: $5481 = -86.3112 // floating-point values 
0005: $5482 = 95.7909 // floating-point values 
0005: $5483 = 5.6436 // floating-point values 
0005: $5490 = -4.56 // floating-point values 
0005: $5491 = 456.21 // floating-point values 
0005: $5492 = 11.51 // floating-point values 
0005: $5493 = -42.74 // floating-point values 
0005: $5494 = 460.99 // floating-point values 
0005: $5495 = -20.19 // floating-point values 
0005: $5496 = 464.61 // floating-point values 
04BB: select_interiour 7 // select render area 
04E3: unknown_player $PLAYER_CHAR 0 60000 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
02F3: load_object #CUTOBJ01 'CCFAN' 
02F3: load_object #CUTOBJ02 'LOBTRAY' 
02F3: load_object #CUTOBJ03 'ESPRESO' 
03CB: set_camera -1169.0 -620.0 10.791 
038B: load_requested_models 

:CUBAN1_1325
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CUBAN1_1367 
0001: wait 0 ms 
0002: jump @CUBAN1_1325 

:CUBAN1_1367
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @CUBAN1_1399 
0001: wait 0 ms 
0002: jump @CUBAN1_1367 

:CUBAN1_1399
02E4: load_cutscene_data 'CUB_1' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $178 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $178 'CSPABLO' 
02E5: $179 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $180 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $180 'CSPEPE' 
02E5: $181 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $181 'CSUMBTO' 
02E5: $218 = create_cutscene_object #CUTOBJ01 
04BC:  'CCFAN' 
02E6: set_cutscene_anim $218 'CCFAN' 
02E5: $198 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $198 'LOBTRAY' 
02E5: $204 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $204 'ESPRESO' 
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN1_1672
00D6: if 
001A:   2145 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_1707 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_1672 

:CUBAN1_1707
00BC: text_highpriority 'CUB1_A' 10000 ms 1  // Si, men?

:CUBAN1_1722
00D6: if 
001A:   3036 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_1757 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_1722 

:CUBAN1_1757
00BC: text_highpriority 'CUB1_B' 10000 ms 1  // Hey, easy Papi, this man's for me. You, you the boy?

:CUBAN1_1772
00D6: if 
001A:   10501 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_1807 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_1772 

:CUBAN1_1807
00BC: text_highpriority 'CUB1_C' 10000 ms 1  // Oh yeh. You the boy. I think so, you know?

:CUBAN1_1822
00D6: if 
001A:   14480 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_1857 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_1822 

:CUBAN1_1857
00BC: text_highpriority 'CUB1_D' 10000 ms 1  // No. I don't think I do.

:CUBAN1_1872
00D6: if 
001A:   16593 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_1907 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_1872 

:CUBAN1_1907
00BC: text_highpriority 'CUB1_E' 10000 ms 1  // Oh yeah? You come here, tough guy.

:CUBAN1_1922
00D6: if 
001A:   19202 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_1957 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_1922 

:CUBAN1_1957
00BC: text_highpriority 'CUB1_F' 10000 ms 1  // You think you can take me on?

:CUBAN1_1972
00D6: if 
001A:   20637 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2007 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_1972 

:CUBAN1_2007
00BC: text_highpriority 'CUB1_G' 10000 ms 1  // You think you can play stupid with me?

:CUBAN1_2022
00D6: if 
001A:   22441 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2057 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2022 

:CUBAN1_2057
00BC: text_highpriority 'CUB1_H' 10000 ms 1  // No, I think you're playing plenty stupid enough for both of us.

:CUBAN1_2072
00D6: if 
001A:   24775 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2107 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2072 

:CUBAN1_2107
00BC: text_highpriority 'CUB1_I' 10000 ms 1  // Hey, he call you dumb, son.

:CUBAN1_2122
00D6: if 
001A:   27472 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2157 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2122 

:CUBAN1_2157
00BC: text_highpriority 'CUB1_J' 10000 ms 1  // And I call him a little girl, Papi.

:CUBAN1_2172
00D6: if 
001A:   30348 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2207 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2172 

:CUBAN1_2207
00BC: text_highpriority 'CUB1_K' 10000 ms 1  // Look at him, all dressed up like that.

:CUBAN1_2222
00D6: if 
001A:   33133 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2259 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2222 

:CUBAN1_2259
00BC: text_highpriority 'CUB1_L' 10000 ms 1  // What is this, ladies night?

:CUBAN1_2274
00D6: if 
001A:   35329 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2311 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2274 

:CUBAN1_2311
00BC: text_highpriority 'CUB1_M' 10000 ms 1  // You some kind of tough guy, you dress like a woman?

:CUBAN1_2326
00D6: if 
001A:   38022 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2363 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2326 

:CUBAN1_2363
00BC: text_highpriority 'CUB1_N' 10000 ms 1  // You got on panties like a woman too, huh?

:CUBAN1_2378
00D6: if 
001A:   40251 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2415 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2378 

:CUBAN1_2415
00BC: text_highpriority 'CUB1_O' 10000 ms 1  // What you got against women? You prefer men, big boy?

:CUBAN1_2430
00D6: if 
001A:   42742 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2467 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2430 

:CUBAN1_2467
00BC: text_highpriority 'CUB1_P' 10000 ms 1  // I like women! I like all women! I love my mother, chico!

:CUBAN1_2482
00D6: if 
001A:   46831 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2519 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2482 

:CUBAN1_2519
00BC: text_highpriority 'CUB1_Q' 10000 ms 1  // Alright, alright, I'll take your word for it. Relax.

:CUBAN1_2534
00D6: if 
001A:   51281 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2571 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2534 

:CUBAN1_2571
00BC: text_highpriority 'CUB1_R' 10000 ms 1  // Can you drive, amigo?

:CUBAN1_2586
00D6: if 
001A:   53403 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2623 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2586 

:CUBAN1_2623
00BC: text_highpriority 'CUB1_S' 10000 ms 1  // Yeah... like a woman.

:CUBAN1_2638
00D6: if 
001A:   57539 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2675 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2638 

:CUBAN1_2675
00BC: text_highpriority 'CUB1_T' 10000 ms 1  // Very funny. I like you, big boy. Maybe you can help.

:CUBAN1_2690
00D6: if 
001A:   62464 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2727 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2690 

:CUBAN1_2727
00BC: text_highpriority 'CUB1_U' 10000 ms 1  // Maybe you can prove you a man. Huh?

:CUBAN1_2742
00D6: if 
001A:   65377 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2779 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2742 

:CUBAN1_2779
00BC: text_highpriority 'CUB1_V' 10000 ms 1  // Take out the boat.

:CUBAN1_2794
00D6: if 
001A:   68974 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2831 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2794 

:CUBAN1_2831
00BC: text_highpriority 'CUB1_W' 10000 ms 1  // Show me you got some big cojones,

:CUBAN1_2846
00D6: if 
001A:   71656 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2883 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2846 

:CUBAN1_2883
00BC: text_highpriority 'CUB1_X' 10000 ms 1  // and not some little bitty chiquita ones.

:CUBAN1_2898
00D6: if 
001A:   75392 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN1_2935 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN1_2898 

:CUBAN1_2935
016A: fade 0 1500 ms 
00BE: text_clear_all 

:CUBAN1_2944
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN1_2968 
0001: wait 0 ms 
0002: jump @CUBAN1_2944 

:CUBAN1_2968
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
04BB: select_interiour 0 // select render area 
0004: $989 = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
00C0: set_current_time 10 0 
0247: request_model #SPEEDER 
0247: request_model #CBB 
0247: request_model #CADDY 
0247: request_model #WMYGO 
0247: request_model #WFOGO 
0247: request_model #REEFER 

:CUBAN1_3080
00D6: if or
8248:   not model #SPEEDER available 
8248:   not model #CBB available 
8248:   not model #CADDY available 
8248:   not model #WMYGO available 
8248:   not model #WFOGO available 
8248:   not model #REEFER available 
004D: jump_if_false @CUBAN1_3129 
0001: wait 0 ms 
0002: jump @CUBAN1_3080 

:CUBAN1_3129
03CF: load_wav 'CUB1_9' as 1 
03CF: load_wav 'COL3_2B' as 2 

:CUBAN1_3153
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN1_3183 
0001: wait 0 ms 
0002: jump @CUBAN1_3153 

:CUBAN1_3183
01B6: set_weather 4 
01E8: create_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 
03CB: set_camera -74.17 90.2 9.67 
04E4: unknown_refresh_game_renderer_at -67.7 91.2 
0055: put_player $PLAYER_CHAR at -67.7 91.2 9.5 
009A: $5375 = create_actor_pedtype 7 model #CBB at -74.17 90.2 8.6 
04F5: unknown_actor $5375 kiss_player $PLAYER_CHAR on 1 
0173: set_actor $5375 z_angle_to 40.2 
00A5: $5382 = create_car #CADDY at -31.7 484.9 7.3 
0175: set_car $5382 z_angle_to 205.8 
009A: $5383 = create_actor_pedtype 4 model #WMYGO at -29.5 483.6 7.7 
0173: set_actor $5383 z_angle_to 11.0 
0223: set_actor $5383 health_to 10 
009A: $5384 = create_actor_pedtype 4 model #WMYGO at -27.2 484.1 7.7 
0173: set_actor $5384 z_angle_to 77.0 
0223: set_actor $5384 health_to 10 
009A: $5385 = create_actor_pedtype 5 model #WFOGO at -29.9 484.4 7.7 
0173: set_actor $5385 z_angle_to 282.0 
0223: set_actor $5385 health_to 10 
009A: $5386 = create_actor_pedtype 5 model #WFOGO at -28.4 486.3 7.7 
0173: set_actor $5386 z_angle_to 176.0 
0223: set_actor $5386 health_to 10 
03F9: make_actors $5383 $5384 converse_in 86400000 ms 
03F9: make_actors $5385 $5386 converse_in 86400000 ms 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -67.34 85.31 10.02 0.0 rotation 0.0 0.0 
0160: point_camera -86.4 117.01 13.04 switchstyle 2 
0001: wait 1000 ms 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_3633 
01D1: actor $PLAYER_ACTOR follow_actor $5375 

:CUBAN1_3633
0001: wait 2000 ms 
00BC: text_highpriority 'CUB1_01' 4000 ms 1  // Hey, I'm Rico. You the man with the big cojones?
03D1: play_wav 1 

:CUBAN1_3657
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_3769 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @CUBAN1_3737 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @CUBAN1_3730 
0004: $61 = 0 // integer values 
0002: jump @CUBAN1_4106 

:CUBAN1_3730
0002: jump @CUBAN1_3762 

:CUBAN1_3737
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @CUBAN1_3762 
0004: $61 = 1 // integer values 

:CUBAN1_3762
0002: jump @CUBAN1_3657 

:CUBAN1_3769
040D: unload_wav 1 
03D5: remove_text 'CUB1_01'  // Hey, I'm Rico. You the man with the big cojones?
00BC: text_highpriority 'GEN3_4' 4000 ms 1  // Tommy Vercetti. Let's go...
03D1: play_wav 2 

:CUBAN1_3802
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CUBAN1_3909 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @CUBAN1_3877 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @CUBAN1_3870 
0004: $61 = 0 // integer values 
0002: jump @CUBAN1_4106 

:CUBAN1_3870
0002: jump @CUBAN1_3902 

:CUBAN1_3877
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @CUBAN1_3902 
0004: $61 = 1 // integer values 

:CUBAN1_3902
0002: jump @CUBAN1_3802 

:CUBAN1_3909
040D: unload_wav 2 
03D5: remove_text 'GEN3_4'  // Tommy Vercetti. Let's go...
03CF: load_wav 'CUB1_10' as 1 

:CUBAN1_3935
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_3961 
0001: wait 0 ms 
0002: jump @CUBAN1_3935 

:CUBAN1_3961
00BC: text_highpriority 'CUB1_02' 4000 ms 1  // Ok man, treat her like a woman.
03D1: play_wav 1 

:CUBAN1_3980
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_4092 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @CUBAN1_4060 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @CUBAN1_4053 
0004: $61 = 0 // integer values 
0002: jump @CUBAN1_4106 

:CUBAN1_4053
0002: jump @CUBAN1_4085 

:CUBAN1_4060
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @CUBAN1_4085 
0004: $61 = 1 // integer values 

:CUBAN1_4085
0002: jump @CUBAN1_3980 

:CUBAN1_4092
040D: unload_wav 1 
03D5: remove_text 'CUB1_02'  // Ok man, treat her like a woman.

:CUBAN1_4106
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0169: set_fade_color 1 1 1 
016A: fade 0 1500 ms 

:CUBAN1_4137
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN1_4161 
0001: wait 0 ms 
0002: jump @CUBAN1_4137 

:CUBAN1_4161
00A5: $5374 = create_car #SPEEDER at -90.9 105.1 5.0 
0175: set_car $5374 z_angle_to 9.2 
0323: enable_boat $5374 anchor 1 
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_4324 
0369: put_player $PLAYER_CHAR in_car $5374 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_4288 
0464: put_actor $5375 into_turret_on_car $5374 at_car_offset 0.0 1.8 1.2 position 0 angle 360.0 with_weapon 0 
020E: actor $5375 look_at_actor $PLAYER_ACTOR 
0002: jump @CUBAN1_4317 

:CUBAN1_4288
00BC: text_highpriority 'CUB1_11' 5000 ms 1  // ~r~You Killed Rico!
016A: fade 1 1500 ms 
0002: jump @CUBAN1_10663 

:CUBAN1_4317
0002: jump @CUBAN1_4353 

:CUBAN1_4324
00BC: text_highpriority 'CUB1_11' 5000 ms 1  // ~r~You Killed Rico!
016A: fade 1 1500 ms 
0002: jump @CUBAN1_10663 

:CUBAN1_4353
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0086: $5484 = $5403 // floating-point values only 
0086: $5485 = $5404 // floating-point values only 
0086: $5486 = $5405 // floating-point values only 
0086: $5487 = $5406 // floating-point values only 
0086: $5488 = $5407 // floating-point values only 
0086: $5489 = $5408 // floating-point values only 
018A: $5387 = create_checkpoint_at $5484 $5485 $5486 
0165: set_marker $5387 color_to 4 
018A: $5388 = create_checkpoint_at $5487 $5488 $5489 
0165: set_marker $5388 color_to 4 
0168: set_blip $5388 size 2 
0166: set_marker $5388 brightness_to 1 
0107: $5376 = create_object #WATERJUMPX2 at -34.26 455.9 5.5 
0177: set_object $5376 z_angle_to 343.6 
0382: set_object $5376 collision_detection 1 
0107: $5377 = create_object #WATERJUMPX2 at 312.2 107.669 5.5 
0177: set_object $5377 z_angle_to 230.88 
0382: set_object $5377 collision_detection 1 
0107: $5378 = create_object #WATERJUMPX2 at 414.5 -79.8 5.5 
0177: set_object $5378 z_angle_to 184.9 
0382: set_object $5378 collision_detection 1 
016A: fade 1 1500 ms 
00BC: text_highpriority 'CUB1_12' 5000 ms 1  // Go through the first checkpoint to begin the test.
00BB: text_lowpriority 'CUB1_13' 5000 ms 1  // ~g~You have three minutes to get round the course.

:CUBAN1_4623
0001: wait 0 ms 
03BA: clear_cars_from_cube -185.35 -738.31 0.0 -150.63 -785.11 15.0 
00D6: if 
001A:   4 > $5390 // integer values 
004D: jump_if_false @CUBAN1_4761 
00D6: if 
0038:   $5399 == 0 // integer values 
004D: jump_if_false @CUBAN1_4761 
00D6: if 
0118:   actor $5383 dead 
004D: jump_if_false @CUBAN1_4761 
01E3: text_1number_styled 'BONUS' number 100000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 100000 
0004: $5399 = 1 // integer values 

:CUBAN1_4761
00D6: if 
0038:   $5390 == 4 // integer values 
004D: jump_if_false @CUBAN1_4871 
00D6: if 
8118:   not actor $5383 dead 
004D: jump_if_false @CUBAN1_4802 
0350: set_actor $5383 maintain_position_when_attacked 1 

:CUBAN1_4802
00D6: if 
8118:   not actor $5384 dead 
004D: jump_if_false @CUBAN1_4825 
0350: set_actor $5384 maintain_position_when_attacked 1 

:CUBAN1_4825
00D6: if 
8118:   not actor $5385 dead 
004D: jump_if_false @CUBAN1_4848 
0350: set_actor $5385 maintain_position_when_attacked 1 

:CUBAN1_4848
00D6: if 
8118:   not actor $5386 dead 
004D: jump_if_false @CUBAN1_4871 
0350: set_actor $5386 maintain_position_when_attacked 1 

:CUBAN1_4871
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_6141 
00D6: if 
0056:   player $PLAYER_CHAR 0 $5493 $5494 $5495 $5496 
004D: jump_if_false @CUBAN1_6141 
00D6: if 
0038:   $5390 == 2 // integer values 
004D: jump_if_false @CUBAN1_5019 
00D6: if 
8118:   not actor $5383 dead 
004D: jump_if_false @CUBAN1_4956 
0193: set_actor $5383 objective_to_act_like_ped 

:CUBAN1_4956
00D6: if 
8118:   not actor $5384 dead 
004D: jump_if_false @CUBAN1_4977 
0193: set_actor $5384 objective_to_act_like_ped 

:CUBAN1_4977
00D6: if 
8118:   not actor $5385 dead 
004D: jump_if_false @CUBAN1_4998 
0193: set_actor $5385 objective_to_act_like_ped 

:CUBAN1_4998
00D6: if 
8118:   not actor $5386 dead 
004D: jump_if_false @CUBAN1_5019 
0193: set_actor $5386 objective_to_act_like_ped 

:CUBAN1_5019
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN1_6141 
03C1: $5381 = player $PLAYER_CHAR car_no_save 
02E3: $5395 = car $5381 speed 
00D6: if 
82BF:   not car $5381 sunk 
004D: jump_if_false @CUBAN1_5095 
00D6: if 
0020:   $5395 > 15.0 // floating-point values 
004D: jump_if_false @CUBAN1_5095 
0004: $5392 = 1 // integer values 

:CUBAN1_5095
00D6: if 
0038:   $5392 == 1 // integer values 
004D: jump_if_false @CUBAN1_6141 
015D: set_gamespeed 0.3 
015F: set_camera_position $5490 $5491 $5492 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $5381 mode 15 switchstyle 2 

:CUBAN1_5155
00D6: if 
82BF:   not car $5381 sunk 
004D: jump_if_false @CUBAN1_6111 
0001: wait 0 ms 
0008: $5394 += 1 // integer values 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
00D6: if 
0038:   $5393 == 0 // integer values 
004D: jump_if_false @CUBAN1_5986 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 7.0 7.0 7.0 
004D: jump_if_false @CUBAN1_5986 
0164: disable_marker $5387 
0164: disable_marker $5388 
0008: $5390 += 1 // integer values 
000C: $5398 -= 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $5390 == 3 // integer values 
004D: jump_if_false @CUBAN1_5449 
0005: $5490 = 369.99 // floating-point values 
0005: $5491 = 74.3 // floating-point values 
0005: $5492 = 8.66 // floating-point values 
0005: $5493 = 308.57 // floating-point values 
0005: $5494 = 99.09 // floating-point values 
0005: $5495 = 340.835 // floating-point values 
0005: $5496 = 107.66 // floating-point values 
0086: $5484 = $5412 // floating-point values only 
0086: $5485 = $5413 // floating-point values only 
0086: $5486 = $5414 // floating-point values only 
0086: $5487 = $5415 // floating-point values only 
0086: $5488 = $5416 // floating-point values only 
0086: $5489 = $5417 // floating-point values only 

:CUBAN1_5449
00D6: if 
0038:   $5390 == 7 // integer values 
004D: jump_if_false @CUBAN1_5585 
0005: $5490 = 396.14 // floating-point values 
0005: $5491 = -90.01 // floating-point values 
0005: $5492 = 11.48 // floating-point values 
0005: $5493 = 421.73 // floating-point values 
0005: $5494 = -83.21 // floating-point values 
0005: $5495 = 403.83 // floating-point values 
0005: $5496 = -91.97 // floating-point values 
0086: $5484 = $5424 // floating-point values only 
0086: $5485 = $5425 // floating-point values only 
0086: $5486 = $5426 // floating-point values only 
0086: $5487 = $5427 // floating-point values only 
0086: $5488 = $5428 // floating-point values only 
0086: $5489 = $5429 // floating-point values only 

:CUBAN1_5585
00D6: if 
0038:   $5390 == 8 // integer values 
004D: jump_if_false @CUBAN1_5721 
0005: $5490 = -194.5 // floating-point values 
0005: $5491 = -783.5 // floating-point values 
0005: $5492 = 9.2 // floating-point values 
0005: $5493 = -183.166 // floating-point values 
0005: $5494 = -756.844 // floating-point values 
0005: $5495 = -181.8 // floating-point values 
0005: $5496 = -780.26 // floating-point values 
0086: $5484 = $5427 // floating-point values only 
0086: $5485 = $5428 // floating-point values only 
0086: $5486 = $5429 // floating-point values only 
0086: $5487 = $5430 // floating-point values only 
0086: $5488 = $5431 // floating-point values only 
0086: $5489 = $5432 // floating-point values only 

:CUBAN1_5721
00D6: if 
0038:   $5390 == 20 // integer values 
004D: jump_if_false @CUBAN1_5857 
0005: $5490 = 435.65 // floating-point values 
0005: $5491 = -98.08 // floating-point values 
0005: $5492 = 11.97 // floating-point values 
0005: $5493 = 409.8 // floating-point values 
0005: $5494 = -109.11 // floating-point values 
0005: $5495 = 433.46 // floating-point values 
0005: $5496 = -100.21 // floating-point values 
0086: $5484 = $5463 // floating-point values only 
0086: $5485 = $5464 // floating-point values only 
0086: $5486 = $5465 // floating-point values only 
0086: $5487 = $5466 // floating-point values only 
0086: $5488 = $5467 // floating-point values only 
0086: $5489 = $5468 // floating-point values only 

:CUBAN1_5857
00D6: if 
0038:   $5390 == 22 // integer values 
004D: jump_if_false @CUBAN1_5923 
0086: $5484 = $5469 // floating-point values only 
0086: $5485 = $5470 // floating-point values only 
0086: $5486 = $5471 // floating-point values only 
0086: $5487 = $5472 // floating-point values only 
0086: $5488 = $5473 // floating-point values only 
0086: $5489 = $5474 // floating-point values only 

:CUBAN1_5923
018A: $5387 = create_checkpoint_at $5484 $5485 $5486 
0165: set_marker $5387 color_to 4 
018A: $5388 = create_checkpoint_at $5487 $5488 $5489 
0165: set_marker $5388 color_to 4 
0168: set_blip $5388 size 2 
0166: set_marker $5388 brightness_to 1 
0004: $5393 = 1 // integer values 

:CUBAN1_5986
00D6: if 
0119:   car $5381 wrecked 
004D: jump_if_false @CUBAN1_6009 
0002: jump @CUBAN1_6111 

:CUBAN1_6009
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CUBAN1_6032 
0002: jump @CUBAN1_6111 

:CUBAN1_6032
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN1_6055 
0002: jump @CUBAN1_6111 

:CUBAN1_6055
00D6: if 
01C1:   car $5381 stopped 
004D: jump_if_false @CUBAN1_6078 
0002: jump @CUBAN1_6111 

:CUBAN1_6078
00D6: if 
0018:   $5394 > 1000 // integer values 
004D: jump_if_false @CUBAN1_6104 
0002: jump @CUBAN1_6111 

:CUBAN1_6104
0002: jump @CUBAN1_5155 

:CUBAN1_6111
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
0004: $5392 = 0 // integer values 
0004: $5393 = 0 // integer values 
0004: $5394 = 0 // integer values 

:CUBAN1_6141
00D6: if 
0038:   $5390 == 26 // integer values 
004D: jump_if_false @CUBAN1_6193 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 255 0 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_6221 

:CUBAN1_6193
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 

:CUBAN1_6221
00D6: if 
0038:   $5390 == 1 // integer values 
004D: jump_if_false @CUBAN1_6294 
00D6: if 
0038:   $5396 == 0 // integer values 
004D: jump_if_false @CUBAN1_6294 
03C3: set_timer_with_text_to $5389 type 1 text 'RACES'  // TIME:
03C4: set_status_text_to $5398 0 'KICK1_9'  // CHECKPOINTS:
0004: $5396 = 1 // integer values 

:CUBAN1_6294
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_7593 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5374 
004D: jump_if_false @CUBAN1_7593 
00D6: if 
0038:   $5397 == 0 // integer values 
004D: jump_if_false @CUBAN1_6581 
00D6: if 
0018:   $5390 > 1 // integer values 
004D: jump_if_false @CUBAN1_6581 
03CF: load_wav 'CUB1_3' as 1 

:CUBAN1_6377
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_6431 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_6377 

:CUBAN1_6431
00BC: text_highpriority 'CUB1_05' 4000 ms 1  // Amigo, you a man, man.
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_6472 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_6472
03D1: play_wav 1 

:CUBAN1_6476
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_6535 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_6476 

:CUBAN1_6535
040D: unload_wav 1 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_6564 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_6564
03D5: remove_text 'CUB1_05'  // Amigo, you a man, man.
0004: $5397 = 1 // integer values 

:CUBAN1_6581
00D6: if 
0038:   $5397 == 1 // integer values 
004D: jump_if_false @CUBAN1_6833 
00D6: if 
0018:   $5390 > 4 // integer values 
004D: jump_if_false @CUBAN1_6833 
03CF: load_wav 'CUB1_4' as 1 

:CUBAN1_6629
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_6683 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_6629 

:CUBAN1_6683
00BC: text_highpriority 'CUB1_06' 4000 ms 1  // Call yourself a man, man?
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_6724 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_6724
03D1: play_wav 1 

:CUBAN1_6728
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_6787 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_6728 

:CUBAN1_6787
040D: unload_wav 1 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_6816 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_6816
03D5: remove_text 'CUB1_06'  // Call yourself a man, man?
0004: $5397 = 2 // integer values 

:CUBAN1_6833
00D6: if 
0038:   $5397 == 2 // integer values 
004D: jump_if_false @CUBAN1_7085 
00D6: if 
0018:   $5390 > 9 // integer values 
004D: jump_if_false @CUBAN1_7085 
03CF: load_wav 'CUB1_5' as 1 

:CUBAN1_6881
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_6935 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_6881 

:CUBAN1_6935
00BC: text_highpriority 'CUB1_07' 4000 ms 1  // You a little scaredy kitten, baby boy, go cry to your mommy!
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_6976 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_6976
03D1: play_wav 1 

:CUBAN1_6980
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_7039 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_6980 

:CUBAN1_7039
040D: unload_wav 1 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_7068 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_7068
03D5: remove_text 'CUB1_07'  // You a little scaredy kitten, baby boy, go cry to your mommy!
0004: $5397 = 3 // integer values 

:CUBAN1_7085
00D6: if 
0038:   $5397 == 3 // integer values 
004D: jump_if_false @CUBAN1_7337 
00D6: if 
0018:   $5390 > 15 // integer values 
004D: jump_if_false @CUBAN1_7337 
03CF: load_wav 'CUB1_1' as 1 

:CUBAN1_7133
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_7187 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_7133 

:CUBAN1_7187
00BC: text_highpriority 'CUB1_03' 4000 ms 1  // Not bad, you're a real man.
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_7228 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_7228
03D1: play_wav 1 

:CUBAN1_7232
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_7291 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_7232 

:CUBAN1_7291
040D: unload_wav 1 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_7320 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_7320
03D5: remove_text 'CUB1_03'  // Not bad, you're a real man.
0004: $5397 = 4 // integer values 

:CUBAN1_7337
00D6: if 
0038:   $5397 == 4 // integer values 
004D: jump_if_false @CUBAN1_7465 
00D6: if 
0018:   $5390 > 22 // integer values 
004D: jump_if_false @CUBAN1_7465 
03CF: load_wav 'CUB1_7' as 1 

:CUBAN1_7385
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_7439 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_7385 

:CUBAN1_7439
00BC: text_highpriority 'CUB1_09' 4000 ms 1  // Man, you the man, man. I like you, man. I like you a lot.
03D1: play_wav 1 
0004: $5397 = 5 // integer values 

:CUBAN1_7465
00D6: if 
0038:   $5397 == 5 // integer values 
004D: jump_if_false @CUBAN1_7593 
00D6: if 
0018:   $5390 > 23 // integer values 
004D: jump_if_false @CUBAN1_7593 
03CF: load_wav 'CUB1_8' as 1 

:CUBAN1_7513
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_7567 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
0002: jump @CUBAN1_7513 

:CUBAN1_7567
00BC: text_highpriority 'CUB1_10' 4000 ms 1  // Any time, man. 'cause you got cojones. And all my friends have big cojones.
03D1: play_wav 1 
0004: $5397 = 6 // integer values 

:CUBAN1_7593
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_10360 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_10326 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5374 
004D: jump_if_false @CUBAN1_10304 
03D5: remove_text 'CUB1_14'  // Get back in the boat!
00D6: if 
00F5:   player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 7.0 7.0 7.0 
004D: jump_if_false @CUBAN1_10297 
0008: $5390 += 1 // integer values 
000C: $5398 -= 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $5387 
0164: disable_marker $5388 
00D6: if 
0038:   $5390 == 1 // integer values 
004D: jump_if_false @CUBAN1_7805 
0086: $5484 = $5406 // floating-point values only 
0086: $5485 = $5407 // floating-point values only 
0086: $5486 = $5408 // floating-point values only 
0086: $5487 = $5409 // floating-point values only 
0086: $5488 = $5410 // floating-point values only 
0086: $5489 = $5411 // floating-point values only 

:CUBAN1_7805
00D6: if 
0038:   $5390 == 2 // integer values 
004D: jump_if_false @CUBAN1_7871 
0086: $5484 = $5409 // floating-point values only 
0086: $5485 = $5410 // floating-point values only 
0086: $5486 = $5411 // floating-point values only 
0086: $5487 = $5412 // floating-point values only 
0086: $5488 = $5413 // floating-point values only 
0086: $5489 = $5414 // floating-point values only 

:CUBAN1_7871
00D6: if 
0038:   $5390 == 3 // integer values 
004D: jump_if_false @CUBAN1_8007 
0005: $5490 = 369.99 // floating-point values 
0005: $5491 = 74.3 // floating-point values 
0005: $5492 = 8.66 // floating-point values 
0005: $5493 = 308.57 // floating-point values 
0005: $5494 = 99.09 // floating-point values 
0005: $5495 = 340.835 // floating-point values 
0005: $5496 = 107.66 // floating-point values 
0086: $5484 = $5412 // floating-point values only 
0086: $5485 = $5413 // floating-point values only 
0086: $5486 = $5414 // floating-point values only 
0086: $5487 = $5415 // floating-point values only 
0086: $5488 = $5416 // floating-point values only 
0086: $5489 = $5417 // floating-point values only 

:CUBAN1_8007
00D6: if 
0038:   $5390 == 4 // integer values 
004D: jump_if_false @CUBAN1_8098 
01C3: remove_references_to_car $5382 
01C2: remove_references_to_actor $5383 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5384 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5385 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5386 // Like turning an actor into a random pedestrian 
0086: $5484 = $5415 // floating-point values only 
0086: $5485 = $5416 // floating-point values only 
0086: $5486 = $5417 // floating-point values only 
0086: $5487 = $5418 // floating-point values only 
0086: $5488 = $5419 // floating-point values only 
0086: $5489 = $5420 // floating-point values only 

:CUBAN1_8098
00D6: if 
0038:   $5390 == 5 // integer values 
004D: jump_if_false @CUBAN1_8164 
0086: $5484 = $5418 // floating-point values only 
0086: $5485 = $5419 // floating-point values only 
0086: $5486 = $5420 // floating-point values only 
0086: $5487 = $5421 // floating-point values only 
0086: $5488 = $5422 // floating-point values only 
0086: $5489 = $5423 // floating-point values only 

:CUBAN1_8164
00D6: if 
0038:   $5390 == 6 // integer values 
004D: jump_if_false @CUBAN1_8230 
0086: $5484 = $5421 // floating-point values only 
0086: $5485 = $5422 // floating-point values only 
0086: $5486 = $5423 // floating-point values only 
0086: $5487 = $5424 // floating-point values only 
0086: $5488 = $5425 // floating-point values only 
0086: $5489 = $5426 // floating-point values only 

:CUBAN1_8230
00D6: if 
0038:   $5390 == 7 // integer values 
004D: jump_if_false @CUBAN1_8366 
0005: $5490 = 396.14 // floating-point values 
0005: $5491 = -90.01 // floating-point values 
0005: $5492 = 11.48 // floating-point values 
0005: $5493 = 421.73 // floating-point values 
0005: $5494 = -83.21 // floating-point values 
0005: $5495 = 403.83 // floating-point values 
0005: $5496 = -91.97 // floating-point values 
0086: $5484 = $5424 // floating-point values only 
0086: $5485 = $5425 // floating-point values only 
0086: $5486 = $5426 // floating-point values only 
0086: $5487 = $5427 // floating-point values only 
0086: $5488 = $5428 // floating-point values only 
0086: $5489 = $5429 // floating-point values only 

:CUBAN1_8366
00D6: if 
0038:   $5390 == 8 // integer values 
004D: jump_if_false @CUBAN1_8502 
0005: $5490 = -194.5 // floating-point values 
0005: $5491 = -783.5 // floating-point values 
0005: $5492 = 9.2 // floating-point values 
0005: $5493 = -183.166 // floating-point values 
0005: $5494 = -756.844 // floating-point values 
0005: $5495 = -181.8 // floating-point values 
0005: $5496 = -780.26 // floating-point values 
0086: $5484 = $5427 // floating-point values only 
0086: $5485 = $5428 // floating-point values only 
0086: $5486 = $5429 // floating-point values only 
0086: $5487 = $5430 // floating-point values only 
0086: $5488 = $5431 // floating-point values only 
0086: $5489 = $5432 // floating-point values only 

:CUBAN1_8502
00D6: if 
0038:   $5390 == 9 // integer values 
004D: jump_if_false @CUBAN1_8568 
0086: $5484 = $5430 // floating-point values only 
0086: $5485 = $5431 // floating-point values only 
0086: $5486 = $5432 // floating-point values only 
0086: $5487 = $5433 // floating-point values only 
0086: $5488 = $5434 // floating-point values only 
0086: $5489 = $5435 // floating-point values only 

:CUBAN1_8568
00D6: if 
0038:   $5390 == 10 // integer values 
004D: jump_if_false @CUBAN1_8634 
0086: $5484 = $5433 // floating-point values only 
0086: $5485 = $5434 // floating-point values only 
0086: $5486 = $5435 // floating-point values only 
0086: $5487 = $5436 // floating-point values only 
0086: $5488 = $5437 // floating-point values only 
0086: $5489 = $5438 // floating-point values only 

:CUBAN1_8634
00D6: if 
0038:   $5390 == 11 // integer values 
004D: jump_if_false @CUBAN1_8700 
0086: $5484 = $5436 // floating-point values only 
0086: $5485 = $5437 // floating-point values only 
0086: $5486 = $5438 // floating-point values only 
0086: $5487 = $5439 // floating-point values only 
0086: $5488 = $5440 // floating-point values only 
0086: $5489 = $5441 // floating-point values only 

:CUBAN1_8700
00D6: if 
0038:   $5390 == 12 // integer values 
004D: jump_if_false @CUBAN1_8766 
0086: $5484 = $5439 // floating-point values only 
0086: $5485 = $5440 // floating-point values only 
0086: $5486 = $5441 // floating-point values only 
0086: $5487 = $5442 // floating-point values only 
0086: $5488 = $5443 // floating-point values only 
0086: $5489 = $5444 // floating-point values only 

:CUBAN1_8766
00D6: if 
0038:   $5390 == 13 // integer values 
004D: jump_if_false @CUBAN1_8832 
0086: $5484 = $5442 // floating-point values only 
0086: $5485 = $5443 // floating-point values only 
0086: $5486 = $5444 // floating-point values only 
0086: $5487 = $5445 // floating-point values only 
0086: $5488 = $5446 // floating-point values only 
0086: $5489 = $5447 // floating-point values only 

:CUBAN1_8832
00D6: if 
0038:   $5390 == 14 // integer values 
004D: jump_if_false @CUBAN1_9018 
00D6: if 
0038:   $5391 == 0 // integer values 
004D: jump_if_false @CUBAN1_8970 
0108: destroy_object $5376 
0108: destroy_object $5377 
0108: destroy_object $5378 
0107: $5376 = create_object #WATERJUMP1 at 295.2 -446.2 5.5 
0177: set_object $5376 z_angle_to 326.5 
0382: set_object $5376 collision_detection 1 
0107: $5377 = create_object #WATERJUMPX2 at 421.2 -112.669 5.5 
0177: set_object $5377 z_angle_to 356.88 
0382: set_object $5377 collision_detection 1 
0004: $5391 = 1 // integer values 

:CUBAN1_8970
0086: $5484 = $5445 // floating-point values only 
0086: $5485 = $5446 // floating-point values only 
0086: $5486 = $5447 // floating-point values only 
0086: $5487 = $5448 // floating-point values only 
0086: $5488 = $5449 // floating-point values only 
0086: $5489 = $5450 // floating-point values only 

:CUBAN1_9018
00D6: if 
0038:   $5390 == 15 // integer values 
004D: jump_if_false @CUBAN1_9084 
0086: $5484 = $5448 // floating-point values only 
0086: $5485 = $5449 // floating-point values only 
0086: $5486 = $5450 // floating-point values only 
0086: $5487 = $5451 // floating-point values only 
0086: $5488 = $5452 // floating-point values only 
0086: $5489 = $5453 // floating-point values only 

:CUBAN1_9084
00D6: if 
0038:   $5390 == 16 // integer values 
004D: jump_if_false @CUBAN1_9150 
0086: $5484 = $5451 // floating-point values only 
0086: $5485 = $5452 // floating-point values only 
0086: $5486 = $5453 // floating-point values only 
0086: $5487 = $5454 // floating-point values only 
0086: $5488 = $5455 // floating-point values only 
0086: $5489 = $5456 // floating-point values only 

:CUBAN1_9150
00D6: if 
0038:   $5390 == 17 // integer values 
004D: jump_if_false @CUBAN1_9216 
0086: $5484 = $5454 // floating-point values only 
0086: $5485 = $5455 // floating-point values only 
0086: $5486 = $5456 // floating-point values only 
0086: $5487 = $5457 // floating-point values only 
0086: $5488 = $5458 // floating-point values only 
0086: $5489 = $5459 // floating-point values only 

:CUBAN1_9216
00D6: if 
0038:   $5390 == 18 // integer values 
004D: jump_if_false @CUBAN1_9282 
0086: $5484 = $5457 // floating-point values only 
0086: $5485 = $5458 // floating-point values only 
0086: $5486 = $5459 // floating-point values only 
0086: $5487 = $5460 // floating-point values only 
0086: $5488 = $5461 // floating-point values only 
0086: $5489 = $5462 // floating-point values only 

:CUBAN1_9282
00D6: if 
0038:   $5390 == 19 // integer values 
004D: jump_if_false @CUBAN1_9348 
0086: $5484 = $5460 // floating-point values only 
0086: $5485 = $5461 // floating-point values only 
0086: $5486 = $5462 // floating-point values only 
0086: $5487 = $5463 // floating-point values only 
0086: $5488 = $5464 // floating-point values only 
0086: $5489 = $5465 // floating-point values only 

:CUBAN1_9348
00D6: if 
0038:   $5390 == 20 // integer values 
004D: jump_if_false @CUBAN1_9414 
0086: $5484 = $5463 // floating-point values only 
0086: $5485 = $5464 // floating-point values only 
0086: $5486 = $5465 // floating-point values only 
0086: $5487 = $5466 // floating-point values only 
0086: $5488 = $5467 // floating-point values only 
0086: $5489 = $5468 // floating-point values only 

:CUBAN1_9414
00D6: if 
0038:   $5390 == 21 // integer values 
004D: jump_if_false @CUBAN1_9480 
0086: $5484 = $5466 // floating-point values only 
0086: $5485 = $5467 // floating-point values only 
0086: $5486 = $5468 // floating-point values only 
0086: $5487 = $5469 // floating-point values only 
0086: $5488 = $5470 // floating-point values only 
0086: $5489 = $5471 // floating-point values only 

:CUBAN1_9480
00D6: if 
0038:   $5390 == 22 // integer values 
004D: jump_if_false @CUBAN1_9546 
0086: $5484 = $5469 // floating-point values only 
0086: $5485 = $5470 // floating-point values only 
0086: $5486 = $5471 // floating-point values only 
0086: $5487 = $5472 // floating-point values only 
0086: $5488 = $5473 // floating-point values only 
0086: $5489 = $5474 // floating-point values only 

:CUBAN1_9546
00D6: if 
0038:   $5390 == 23 // integer values 
004D: jump_if_false @CUBAN1_9612 
0086: $5484 = $5472 // floating-point values only 
0086: $5485 = $5473 // floating-point values only 
0086: $5486 = $5474 // floating-point values only 
0086: $5487 = $5475 // floating-point values only 
0086: $5488 = $5476 // floating-point values only 
0086: $5489 = $5477 // floating-point values only 

:CUBAN1_9612
00D6: if 
0038:   $5390 == 24 // integer values 
004D: jump_if_false @CUBAN1_9678 
0086: $5484 = $5475 // floating-point values only 
0086: $5485 = $5476 // floating-point values only 
0086: $5486 = $5477 // floating-point values only 
0086: $5487 = $5478 // floating-point values only 
0086: $5488 = $5479 // floating-point values only 
0086: $5489 = $5480 // floating-point values only 

:CUBAN1_9678
00D6: if 
0038:   $5390 == 25 // integer values 
004D: jump_if_false @CUBAN1_9744 
0086: $5484 = $5478 // floating-point values only 
0086: $5485 = $5479 // floating-point values only 
0086: $5486 = $5480 // floating-point values only 
0086: $5487 = $5481 // floating-point values only 
0086: $5488 = $5482 // floating-point values only 
0086: $5489 = $5483 // floating-point values only 

:CUBAN1_9744
00D6: if 
0038:   $5390 == 26 // integer values 
004D: jump_if_false @CUBAN1_9786 
0086: $5484 = $5481 // floating-point values only 
0086: $5485 = $5482 // floating-point values only 
0086: $5486 = $5483 // floating-point values only 

:CUBAN1_9786
00D6: if 
0038:   $5390 == 27 // integer values 
004D: jump_if_false @CUBAN1_10241 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_9854 
0477: set_car $5374 action 5 time 10000 
02DB: set_boat $5374 speed_to 0.0 
0323: enable_boat $5374 anchor 1 

:CUBAN1_9854
0169: set_fade_color 1 1 1 
016A: fade 0 1500 ms 

:CUBAN1_9869
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN1_9893 
0001: wait 0 ms 
0002: jump @CUBAN1_9869 

:CUBAN1_9893
014F: stop_timer $5389 
0001: wait 1000 ms 
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_10017 
012A: put_player $PLAYER_CHAR at -79.3 82.22 8.6 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 120.75 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_10017 
0465: remove_actor $5375 from_turret_mode 
009B: destroy_actor_instantly $5375 
00AB: put_car $5374 at -84.5 82.7 5.1 
0175: set_car $5374 z_angle_to 180.0 
0129: $5375 = create_actor 7 #CBB in_car $5374 driverseat 

:CUBAN1_10017
016A: fade 1 1500 ms 
02A3: enable_widescreen 1 
015F: set_camera_position -75.82 83.66 11.59 0.0 rotation 0.0 0.0 
0160: point_camera -80.32 82.6 9.96 switchstyle 2 
0001: wait 1000 ms 
03CF: load_wav 'CUB1_2' as 1 

:CUBAN1_10096
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_10122 
0001: wait 0 ms 
0002: jump @CUBAN1_10096 

:CUBAN1_10122
00BC: text_highpriority 'CUB1_04' 4000 ms 1  // You got real big cojones, amigo.
03D1: play_wav 1 

:CUBAN1_10141
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_10172 
0001: wait 0 ms 
0002: jump @CUBAN1_10141 

:CUBAN1_10172
040D: unload_wav 1 
03D5: remove_text 'CUB1_04'  // You got real big cojones, amigo.
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_10212 
04BA: set_car $5374 speed_instantly 40.0 

:CUBAN1_10212
0249: release_model #SPEEDER 
0249: release_model #CBB 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0002: jump @CUBAN1_10680 

:CUBAN1_10241
018A: $5387 = create_checkpoint_at $5484 $5485 $5486 
0165: set_marker $5387 color_to 4 
018A: $5388 = create_checkpoint_at $5487 $5488 $5489 
0165: set_marker $5388 color_to 4 
0168: set_blip $5388 size 2 
0166: set_marker $5388 brightness_to 1 

:CUBAN1_10297
0002: jump @CUBAN1_10319 

:CUBAN1_10304
00BC: text_highpriority 'CUB1_14' 5000 ms 1  // Get back in the boat!

:CUBAN1_10319
0002: jump @CUBAN1_10353 

:CUBAN1_10326
00BC: text_highpriority 'CUB1_11' 5000 ms 1  // ~r~You Killed Rico!
009B: destroy_actor_instantly $5375 
0002: jump @CUBAN1_10663 

:CUBAN1_10353
0002: jump @CUBAN1_10387 

:CUBAN1_10360
00BC: text_highpriority 'CUB1_11' 5000 ms 1  // ~r~You Killed Rico!
009B: destroy_actor_instantly $5375 
0002: jump @CUBAN1_10663 

:CUBAN1_10387
00D6: if 
0038:   $5389 == 0 // integer values 
004D: jump_if_false @CUBAN1_10566 
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_10566 
03CF: load_wav 'CUB1_6' as 1 

:CUBAN1_10433
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN1_10459 
0001: wait 0 ms 
0002: jump @CUBAN1_10433 

:CUBAN1_10459
00BC: text_highpriority 'CUB1_08' 4000 ms 1  // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
03D1: play_wav 1 

:CUBAN1_10478
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_10509 
0001: wait 0 ms 
0002: jump @CUBAN1_10478 

:CUBAN1_10509
040D: unload_wav 1 
03D5: remove_text 'CUB1_08'  // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_10544 
034F: destroy_actor_with_fade $5375 // The actor fades away like a ghost 

:CUBAN1_10544
00BC: text_highpriority 'CUB1_15' 5000 ms 1  // ~r~You are too slow, man.
0002: jump @CUBAN1_10663 

:CUBAN1_10566
00D6: if 
8119:   not car $5374 wrecked 
004D: jump_if_false @CUBAN1_10656 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $5374 radius 15.0 15.0 0 
004D: jump_if_false @CUBAN1_10656 
00D6: if 
8118:   not actor $5375 dead 
004D: jump_if_false @CUBAN1_10634 
034F: destroy_actor_with_fade $5375 // The actor fades away like a ghost 

:CUBAN1_10634
00BC: text_highpriority 'T4X4_F' 5000 ms 1  // ~r~You bailed! Too tough for you?!
0002: jump @CUBAN1_10663 

:CUBAN1_10656
0002: jump @CUBAN1_4623 

:CUBAN1_10663
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:CUBAN1_10680
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 100000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 100000 
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_1'  // Stunt Boat Challenge
004F: create_thread @CUB2  
0004: $279 = 1 // integer values 
0051: return 

:CUBAN1_10748
0004: $ONMISSION = 0 // integer values 
01E7: remove_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0108: destroy_object $5376 
0108: destroy_object $5377 
0108: destroy_object $5378 
0249: release_model #SPEEDER 
0249: release_model #CBB 
0249: release_model #CADDY 
0249: release_model #WMYGO 
0249: release_model #WFOGO 
0249: release_model #REEFER 
0164: disable_marker $5387 
0164: disable_marker $5388 
014F: stop_timer $5389 
0151: remove_status_text $5398 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B7: release_weather 
00D8: mission_cleanup 
0051: return 

//-------------Mission 57---------------
// Originally: Cannon Fodder

:CUBAN2
03A4: name_thread 'CUBAN2' 
0050: gosub @CUBAN2_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CUBAN2_37 
0050: gosub @CUBAN2_16545 

:CUBAN2_37
0050: gosub @CUBAN2_16630 
004E: end_thread 

:CUBAN2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'CUBAN2' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
0004: $5539 = 0 // integer values 
0004: $5540 = 0 // integer values 
0004: $5541 = 0 // integer values 
0004: $5542 = 0 // integer values 
0004: $5543 = 0 // integer values 
0004: $5544 = 0 // integer values 
0004: $5545 = 0 // integer values 
0004: $5546 = 0 // integer values 
0004: $5547 = 0 // integer values 
0004: $5548 = 0 // integer values 
0004: $5549 = 0 // integer values 
0004: $5550 = 0 // integer values 
0004: $5551 = 0 // integer values 
0004: $5552 = 0 // integer values 
0004: $5553 = 0 // integer values 
0004: $5554 = 0 // integer values 
0004: $5555 = 0 // integer values 
0004: $5556 = 0 // integer values 
0004: $5557 = 0 // integer values 
0004: $123 = 0 // integer values 
0004: $5567 = 0 // integer values 
0004: $5568 = 0 // integer values 
0004: $5569 = 0 // integer values 
0004: $5570 = 0 // integer values 
0004: $5571 = 0 // integer values 
0004: $5572 = 0 // integer values 
0004: $5575 = 0 // integer values 
0004: $5558 = 0 // integer values 
0004: $5559 = 0 // integer values 
0004: $5560 = 0 // integer values 
0004: $5563 = 1 // integer values 
0005: $5576 = -1115.8 // floating-point values 
0005: $5577 = 61.7 // floating-point values 
0005: $5578 = -1115.7 // floating-point values 
0005: $5579 = 61.7 // floating-point values 
0005: $5580 = -1115.8 // floating-point values 
0005: $5581 = 77.2 // floating-point values 
0005: $5582 = -1139.3 // floating-point values 
0005: $5583 = 74.6 // floating-point values 
0005: $5584 = -1139.3 // floating-point values 
0005: $5585 = 67.0 // floating-point values 
0005: $5586 = 10.1 // floating-point values 
0005: $5587 = 270.0 // floating-point values 
0005: $5588 = 272.0 // floating-point values 
0005: $5589 = 272.2 // floating-point values 
0005: $5590 = 298.0 // floating-point values 
0005: $5591 = 263.6 // floating-point values 
0004: $5561 = 0 // integer values 
0004: $5562 = 0 // integer values 
0004: $5564 = 0 // integer values 
0004: $5565 = 0 // integer values 
0004: $5566 = 0 // integer values 
0004: $5573 = 0 // integer values 
0004: $5574 = 0 // integer values 
04BB: select_interiour 7 // select render area 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
02F3: load_object #CUTOBJ01 'CCFAN' 
03CB: set_camera -1169.0 -620.0 10.791 
0395: clear_area 1 at -1170.708 -608.327 range 10.791 5.0 
038B: load_requested_models 

:CUBAN2_693
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CUBAN2_735 
0001: wait 0 ms 
0002: jump @CUBAN2_693 

:CUBAN2_735
00D6: if 
8248:   not model #CUTOBJ01 available 
004D: jump_if_false @CUBAN2_762 
0001: wait 0 ms 
0002: jump @CUBAN2_735 

:CUBAN2_762
02E4: load_cutscene_data 'CUB_2' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $178 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $178 'CSPABLO' 
02E5: $179 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $180 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $180 'CSPEPE' 
02E5: $181 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $181 'CSUMBTO' 
02E5: $218 = create_cutscene_object #CUTOBJ01 
04BC:  'CCFAN' 
02E6: set_cutscene_anim $218 'CCFAN' 
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN2_1003
00D6: if 
001A:   33 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1037 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1003 

:CUBAN2_1037
00BC: text_highpriority 'CUB2_A' 10000 ms 1  // Un cafecito, por favor, Alberto..

:CUBAN2_1052
00D6: if 
001A:   1457 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1087 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1052 

:CUBAN2_1087
00BC: text_highpriority 'CUB2_N' 10000 ms 1  // No problema, Tommy.

:CUBAN2_1102
00D6: if 
001A:   2467 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1137 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1102 

:CUBAN2_1137
00BC: text_highpriority 'CUB2_B' 10000 ms 1  // Papi! Una grande problema!

:CUBAN2_1152
00D6: if 
001A:   4466 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1187 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1152 

:CUBAN2_1187
00BC: text_highpriority 'CUB2_O' 10000 ms 1  // Umberto my son, what happened?

:CUBAN2_1202
00D6: if 
001A:   5642 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1237 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1202 

:CUBAN2_1237
00BC: text_highpriority 'CUB2_C' 10000 ms 1  // The Haitians! I hate these Haitians!

:CUBAN2_1252
00D6: if 
001A:   9437 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1287 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1252 

:CUBAN2_1287
00BC: text_highpriority 'CUB2_D' 10000 ms 1  // They mess with me for the last time!

:CUBAN2_1302
00D6: if 
001A:   11602 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1337 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1302 

:CUBAN2_1337
00BC: text_highpriority 'CUB2_E' 10000 ms 1  // These Hai - these Haitians! We take 'em out!

:CUBAN2_1352
00D6: if 
001A:   13786 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1387 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1352 

:CUBAN2_1387
00BC: text_highpriority 'CUB2_F' 10000 ms 1  // Only we need some backup.

:CUBAN2_1402
00D6: if 
001A:   15750 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1437 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1402 

:CUBAN2_1437
00BC: text_highpriority 'CUB2_G' 10000 ms 1  // I lost a few hermanos already out there.

:CUBAN2_1452
00D6: if 
001A:   18171 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1487 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1452 

:CUBAN2_1487
00BC: text_highpriority 'CUB2_H' 10000 ms 1  // Amigo, you drive good!

:CUBAN2_1502
00D6: if 
001A:   19840 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1537 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1502 

:CUBAN2_1537
00BC: text_highpriority 'CUB2_I' 10000 ms 1  // For a woman. Right?

:CUBAN2_1552
00D6: if 
001A:   21118 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1587 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1552 

:CUBAN2_1587
00BC: text_highpriority 'CUB2_J' 10000 ms 1  // This is no time for joking!

:CUBAN2_1602
00D6: if 
001A:   22511 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1637 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1602 

:CUBAN2_1637
00BC: text_highpriority 'CUB2_K' 10000 ms 1  // Come on, drive for me again!

:CUBAN2_1652
00D6: if 
001A:   24770 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1687 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1652 

:CUBAN2_1687
00BC: text_highpriority 'CUB2_L' 10000 ms 1  // Take my boys over there, and then we'll take these Haitians down!

:CUBAN2_1702
00D6: if 
001A:   27856 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1737 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1702 

:CUBAN2_1737
00BC: text_highpriority 'CUB2_M' 10000 ms 1  // They mess with me, they mess with the biggest boy in town!

:CUBAN2_1752
00D6: if 
001A:   32000 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN2_1787 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN2_1752 

:CUBAN2_1787
016A: fade 0 1500 ms 
00BE: text_clear_all 

:CUBAN2_1796
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN2_1820 
0001: wait 0 ms 
0002: jump @CUBAN2_1796 

:CUBAN2_1820
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
032B: $5523 = create_weapon_pickup #LASER 3 ammo 50000 at -1129.9 66.3 11.0 
04BB: select_interiour 0 // select render area 
0004: $989 = 0 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 1 60000 
03C7: set_sensitivity_to_crime_to 0.2 
03F1: pedtype 8 add_threat 1 
0247: request_model #CBA 
0247: request_model #HNA 
0247: request_model #CBB 
0247: request_model #HNB 
0247: request_model #WMOCA 
0247: request_model #CELLPHONE 
0247: request_model #STINGER 
0247: request_model #UZI 
0247: request_model #PONY 
0247: request_model #SNIPER 
0247: request_model #M4 
0247: request_model #TAXI 

:CUBAN2_1998
00D6: if or
8248:   not model #CBA available 
8248:   not model #HNA available 
8248:   not model #CBB available 
8248:   not model #HNB available 
8248:   not model #WMOCA available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CUBAN2_2045 
0001: wait 0 ms 
0002: jump @CUBAN2_1998 

:CUBAN2_2045
00D6: if or
8248:   not model #STINGER available 
8248:   not model #UZI available 
8248:   not model #PONY available 
8248:   not model #SNIPER available 
8248:   not model #M4 available 
8248:   not model #TAXI available 
004D: jump_if_false @CUBAN2_2097 
0001: wait 0 ms 
0002: jump @CUBAN2_2045 

:CUBAN2_2097
03CF: load_wav 'CUB2_1' as 1 
03CF: load_wav 'CUB2_2' as 2 

:CUBAN2_2121
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_2151 
0001: wait 0 ms 
0002: jump @CUBAN2_2121 

:CUBAN2_2151
016A: fade 1 1500 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CUBAN2_2372 
009A: $5498 = create_actor_pedtype 8 model #HNA at $5576 $5577 $5586 
009A: $5499 = create_actor_pedtype 8 model #HNA at $5578 $5579 $5586 
009A: $5500 = create_actor_pedtype 8 model #HNA at $5580 $5581 $5586 
009A: $5501 = create_actor_pedtype 8 model #HNA at $5582 $5583 $5586 
009A: $5502 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 
009A: $5503 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 
009A: $5504 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 
009A: $5505 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 
009A: $5506 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 
009A: $5507 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 
00DA: $5514 = player $PLAYER_CHAR car 
0186: $5530 = create_marker_above_car $5514 

:CUBAN2_2372
00D6: if 
834E:   not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
004D: jump_if_false @CUBAN2_2431 
0001: wait 0 ms 
0002: jump @CUBAN2_2372 

:CUBAN2_2431
00BC: text_highpriority 'CUB2_03' 5000 ms 1  // ~g~Get a car and pick up the Cubans from outside Robina's Cafe.
009A: $5511 = create_actor_pedtype 7 model #CBA at -1171.2 -608.7 10.8 
0173: set_actor $5511 z_angle_to 181.1 
01B2: give_actor $5511 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5511 armour_to 100 
01ED: clear_actor $5511 threat_search 
0573:  $5511 1 
02A9: set_actor $5511 immune_to_nonplayer 1 
039E: set_actor $5511 locked_while_in_vehicle 1 
04F5: unknown_actor $5511 kiss_player $PLAYER_CHAR on 1 
0526: set_actor $5511 stay_in_car_when_jacked 1 
0291: set_actor $5511 attack_when_provoked 1 
0568: set_actor $5511 untargetable 1 
009A: $5512 = create_actor_pedtype 7 model #CBA at -1169.9 -609.0 10.8 
0173: set_actor $5512 z_angle_to 181.1 
01B2: give_actor $5512 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5512 armour_to 100 
01ED: clear_actor $5512 threat_search 
0573:  $5512 1 
02A9: set_actor $5512 immune_to_nonplayer 1 
039E: set_actor $5512 locked_while_in_vehicle 1 
04F5: unknown_actor $5512 kiss_player $PLAYER_CHAR on 1 
0526: set_actor $5512 stay_in_car_when_jacked 1 
0291: set_actor $5512 attack_when_provoked 1 
0568: set_actor $5512 untargetable 1 
009A: $5513 = create_actor_pedtype 7 model #CBA at -1169.9 -610.0 10.8 
01B2: give_actor $5513 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5513 armour_to 100 
01ED: clear_actor $5513 threat_search 
0573:  $5513 1 
02A9: set_actor $5513 immune_to_nonplayer 1 
039E: set_actor $5513 locked_while_in_vehicle 1 
04F5: unknown_actor $5513 kiss_player $PLAYER_CHAR on 1 
0526: set_actor $5513 stay_in_car_when_jacked 1 
0291: set_actor $5513 attack_when_provoked 1 
0568: set_actor $5513 untargetable 1 
03F9: make_actors $5512 $5513 converse_in 86400000 ms 
00A5: $5527 = create_car #PONY at -1071.3 -608.4 9.7 
018A: $5528 = create_checkpoint_at -1168.5 -599.6 10.6 
0006: 16@ = 0 // integer values 

:CUBAN2_2823
0001: wait 0 ms 

:CUBAN2_2827
00D6: if or
80FA:   not player $PLAYER_CHAR stopped 1 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 
8443:   not player $PLAYER_CHAR in_a_car 
004D: jump_if_false @CUBAN2_3045 
0001: wait 0 ms 
00D6: if or
0118:   actor $5511 dead 
0118:   actor $5512 dead 
0118:   actor $5513 dead 
004D: jump_if_false @CUBAN2_2939 
0050: gosub @CUBAN2_22718 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN2_16545 

:CUBAN2_2939
00D6: if 
0019:   16@ > 6000 // integer values 
004D: jump_if_false @CUBAN2_3038 
00D6: if 
00F6:   player $PLAYER_CHAR 0 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 
004D: jump_if_false @CUBAN2_3028 
00BC: text_highpriority 'CUB2_18' 5000 ms 1  // ~g~Get a car and pick up the Cubans
0002: jump @CUBAN2_3038 

:CUBAN2_3028
03D5: remove_text 'CUB2_18'  // ~g~Get a car and pick up the Cubans

:CUBAN2_3038
0002: jump @CUBAN2_2827 

:CUBAN2_3045
01C3: remove_references_to_car $5527 
00DA: $5514 = player $PLAYER_CHAR car 
00D6: if 
003A:   $5514 == $5561 // integer values and handles 
004D: jump_if_false @CUBAN2_3091 
0004: $5562 = 0 // integer values 
0002: jump @CUBAN2_3098 

:CUBAN2_3091
0004: $5562 = 1 // integer values 

:CUBAN2_3098
0084: $5561 = $5514 // integer values and handles 
01EA: $5539 = car $5514 max_passengers 
00D6: if 
8018:   not  $5539 > 2 // integer values 
004D: jump_if_false @CUBAN2_3311 
00BC: text_highpriority 'CUB2_01' 5000 ms 1  // Not enough room, man, you need a bigger car.
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_3173 
0173: set_actor $5512 z_angle_to 0.0 

:CUBAN2_3173
00D6: if 
0038:   $5562 == 1 // integer values 
004D: jump_if_false @CUBAN2_3278 
03CF: load_wav 'CUB2_1' as 1 

:CUBAN2_3203
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_3229 
0001: wait 0 ms 
0002: jump @CUBAN2_3203 

:CUBAN2_3229
03D1: play_wav 1 

:CUBAN2_3233
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_3264 
0001: wait 0 ms 
0002: jump @CUBAN2_3233 

:CUBAN2_3264
040D: unload_wav 1 
03D5: remove_text 'CUB2_01'  // Not enough room, man, you need a bigger car.

:CUBAN2_3278
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_3304 
0173: set_actor $5512 z_angle_to 181.0 

:CUBAN2_3304
0002: jump @CUBAN2_2823 

:CUBAN2_3311
0164: disable_marker $5528 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_3339 
020A: set_car $5514 door_status_to 4 

:CUBAN2_3339
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
015F: set_camera_position -1175.9 -608.1 11.4 0.0 rotation 0.0 0.0 
0160: point_camera -1147.9 -583.11 16.1 switchstyle 2 
0006: 17@ = 0 // integer values 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_3450 
020A: set_car $5514 door_status_to 1 

:CUBAN2_3450
00D6: if 
8038:   not  $5540 == 3 // integer values 
004D: jump_if_false @CUBAN2_4463 
0001: wait 0 ms 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_3615 
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_3615 
00D6: if 
0038:   $5544 == 0 // integer values 
004D: jump_if_false @CUBAN2_3549 
00A1: put_actor $5511 at -1169.9 -608.0 10.8 
0004: $5544 = 1 // integer values 

:CUBAN2_3549
01D4: actor $5511 go_to_car $5514 and_enter_it_as_a_passenger 
0319: set_actor $5511 running 1 
00D6: if 
0038:   $5544 == 1 // integer values 
004D: jump_if_false @CUBAN2_3615 
00D6: if 
00DB:   actor $5511 in_car $5514 
004D: jump_if_false @CUBAN2_3615 
0008: $5540 += 1 // integer values 
0004: $5544 = 2 // integer values 

:CUBAN2_3615
0001: wait 800 ms 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_3763 
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_3763 
00D6: if 
0038:   $5545 == 0 // integer values 
004D: jump_if_false @CUBAN2_3697 
00A1: put_actor $5512 at -1169.9 -608.0 10.8 
0004: $5545 = 1 // integer values 

:CUBAN2_3697
01D4: actor $5512 go_to_car $5514 and_enter_it_as_a_passenger 
0319: set_actor $5512 running 1 
00D6: if 
0038:   $5545 == 1 // integer values 
004D: jump_if_false @CUBAN2_3763 
00D6: if 
00DB:   actor $5512 in_car $5514 
004D: jump_if_false @CUBAN2_3763 
0008: $5540 += 1 // integer values 
0004: $5545 = 2 // integer values 

:CUBAN2_3763
0001: wait 800 ms 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_3911 
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_3911 
00D6: if 
0038:   $5546 == 0 // integer values 
004D: jump_if_false @CUBAN2_3845 
00A1: put_actor $5513 at -1169.9 -608.0 10.8 
0004: $5546 = 1 // integer values 

:CUBAN2_3845
01D4: actor $5513 go_to_car $5514 and_enter_it_as_a_passenger 
0319: set_actor $5513 running 1 
00D6: if 
0038:   $5546 == 1 // integer values 
004D: jump_if_false @CUBAN2_3911 
00D6: if 
00DB:   actor $5513 in_car $5514 
004D: jump_if_false @CUBAN2_3911 
0008: $5540 += 1 // integer values 
0004: $5546 = 2 // integer values 

:CUBAN2_3911
00D6: if 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @CUBAN2_4456 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_4449 
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_4038 
00D6: if 
00DB:   actor $5511 in_car $5514 
004D: jump_if_false @CUBAN2_4013 
0362: put_actor $5511 at -862.0 -607.4 11.1 and_remove_from_car 
01C2: remove_references_to_actor $5511 // Like turning an actor into a random pedestrian 
0002: jump @CUBAN2_4038 

:CUBAN2_4013
00A1: put_actor $5511 at -862.0 -607.7 11.1 
01C2: remove_references_to_actor $5511 // Like turning an actor into a random pedestrian 

:CUBAN2_4038
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_4130 
00D6: if 
00DB:   actor $5512 in_car $5514 
004D: jump_if_false @CUBAN2_4105 
0362: put_actor $5512 at -862.0 -604.4 11.1 and_remove_from_car 
01C2: remove_references_to_actor $5512 // Like turning an actor into a random pedestrian 
0002: jump @CUBAN2_4130 

:CUBAN2_4105
00A1: put_actor $5512 at -862.0 -604.4 11.1 
01C2: remove_references_to_actor $5512 // Like turning an actor into a random pedestrian 

:CUBAN2_4130
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_4222 
00D6: if 
00DB:   actor $5513 in_car $5514 
004D: jump_if_false @CUBAN2_4197 
0362: put_actor $5513 at -862.0 -601.4 11.1 and_remove_from_car 
01C2: remove_references_to_actor $5513 // Like turning an actor into a random pedestrian 
0002: jump @CUBAN2_4222 

:CUBAN2_4197
00A1: put_actor $5513 at -862.0 -601.4 11.1 
01C2: remove_references_to_actor $5513 // Like turning an actor into a random pedestrian 

:CUBAN2_4222
01C8: $5511 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 
04F5: unknown_actor $5511 kiss_player $PLAYER_CHAR on 1 
0526: set_actor $5511 stay_in_car_when_jacked 1 
01B2: give_actor $5511 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5511 threat_search 
02A9: set_actor $5511 immune_to_nonplayer 1 
039E: set_actor $5511 locked_while_in_vehicle 1 
0291: set_actor $5511 attack_when_provoked 1 
0568: set_actor $5511 untargetable 1 
01C8: $5512 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 
04F5: unknown_actor $5512 kiss_player $PLAYER_CHAR on 1 
0526: set_actor $5512 stay_in_car_when_jacked 1 
01B2: give_actor $5512 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5512 threat_search 
02A9: set_actor $5512 immune_to_nonplayer 1 
039E: set_actor $5512 locked_while_in_vehicle 1 
0291: set_actor $5512 attack_when_provoked 1 
0568: set_actor $5512 untargetable 1 
01C8: $5513 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 
04F5: unknown_actor $5513 kiss_player $PLAYER_CHAR on 1 
0526: set_actor $5513 stay_in_car_when_jacked 1 
01B2: give_actor $5513 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5513 threat_search 
02A9: set_actor $5513 immune_to_nonplayer 1 
039E: set_actor $5513 locked_while_in_vehicle 1 
0291: set_actor $5513 attack_when_provoked 1 
0568: set_actor $5513 untargetable 1 
0508: vehicle $5514 close_all_doors 

:CUBAN2_4449
0004: $5540 = 3 // integer values 

:CUBAN2_4456
0002: jump @CUBAN2_3450 

:CUBAN2_4463
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
018A: $5529 = create_checkpoint_at -1072.6 70.3 11.2 
00BC: text_highpriority 'CUB2_19' 5000 ms 1  // We gonna fight like men!
03D1: play_wav 2 

:CUBAN2_4529
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_4560 
0001: wait 0 ms 
0002: jump @CUBAN2_4529 

:CUBAN2_4560
040D: unload_wav 2 
03D5: remove_text 'CUB2_19'  // We gonna fight like men!
00BB: text_lowpriority 'CUB2_04' 5000 ms 1  // ~g~Go and drop the Cubans off at the fight.
00BB: text_lowpriority 'CUB2_23' 5000 ms 1  // ~g~ Little Haiti will be swarming with Haitians trying to even the score with the Cubans. Watch your back.
03CF: load_wav 'CUB2_3A' as 1 
03CF: load_wav 'CUB2_3B' as 2 

:CUBAN2_4628
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_4658 
0001: wait 0 ms 
0002: jump @CUBAN2_4628 

:CUBAN2_4658
0001: wait 0 ms 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1072.6 70.3 11.2 radius 180.0 180.0 180.0 
004D: jump_if_false @CUBAN2_5122 
00D6: if 
0038:   $5551 == 0 // integer values 
004D: jump_if_false @CUBAN2_5122 
0050: gosub @CUBAN2_16854 
0482:  3.0 
009A: $5508 = create_actor_pedtype 7 model #CBA at -1079.5 72.6 10.2 
04F5: unknown_actor $5508 kiss_player $PLAYER_CHAR on 1 
0173: set_actor $5508 z_angle_to 91.5 
01B2: give_actor $5508 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5508 threat_search 
0243: set_actor $5508 ped_stats_to 16 
011A: set_actor $5508 search_threat 256 
011A: set_actor $5508 search_threat 64 
011A: set_actor $5508 search_threat 65536 
02A9: set_actor $5508 immune_to_nonplayer 1 
04F5: unknown_actor $5508 kiss_player $PLAYER_CHAR on 1 
0291: set_actor $5508 attack_when_provoked 1 
0573:  $5508 1 
0568: set_actor $5508 untargetable 1 
009A: $5509 = create_actor_pedtype 7 model #CBB at -1079.6 73.9 10.2 
04F5: unknown_actor $5509 kiss_player $PLAYER_CHAR on 1 
0173: set_actor $5509 z_angle_to 270.9 
01ED: clear_actor $5509 threat_search 
0243: set_actor $5509 ped_stats_to 16 
02E2: set_actor $5509 weapon_accuracy_to 90 
02A9: set_actor $5509 immune_to_nonplayer 1 
0573:  $5509 1 
04F5: unknown_actor $5509 kiss_player $PLAYER_CHAR on 1 
0291: set_actor $5509 attack_when_provoked 1 
0568: set_actor $5509 untargetable 1 
0526: set_actor $5509 stay_in_car_when_jacked 1 
039E: set_actor $5509 locked_while_in_vehicle 1 
009A: $5510 = create_actor_pedtype 7 model #CBA at -1079.3 68.6 10.2 
04F5: unknown_actor $5510 kiss_player $PLAYER_CHAR on 1 
0173: set_actor $5510 z_angle_to 82.1 
01B2: give_actor $5510 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5510 threat_search 
0243: set_actor $5510 ped_stats_to 16 
011A: set_actor $5510 search_threat 256 
011A: set_actor $5510 search_threat 64 
011A: set_actor $5510 search_threat 65536 
02A9: set_actor $5510 immune_to_nonplayer 1 
04F5: unknown_actor $5510 kiss_player $PLAYER_CHAR on 1 
0291: set_actor $5510 attack_when_provoked 1 
0573:  $5510 1 
0568: set_actor $5510 untargetable 1 
0002: jump @CUBAN2_5243 

:CUBAN2_5122
00D6: if or
0118:   actor $5511 dead 
0118:   actor $5512 dead 
0118:   actor $5513 dead 
004D: jump_if_false @CUBAN2_5177 
0050: gosub @CUBAN2_22718 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN2_16545 

:CUBAN2_5177
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_5207 
0050: gosub @CUBAN2_20352 
0002: jump @CUBAN2_5236 

:CUBAN2_5207
0050: gosub @CUBAN2_22718 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN2_16545 

:CUBAN2_5236
0002: jump @CUBAN2_4658 

:CUBAN2_5243
0001: wait 0 ms 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_5374 
00D6: if 
80F7:   not player $PLAYER_CHAR sphere 1 near_point_in_car -1072.6 70.3 10.2 radius 4.0 4.0 4.0 
004D: jump_if_false @CUBAN2_5325 
0050: gosub @CUBAN2_20352 
0002: jump @CUBAN2_5367 

:CUBAN2_5325
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_5367 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5514 
004D: jump_if_false @CUBAN2_5367 
0002: jump @CUBAN2_5486 

:CUBAN2_5367
0002: jump @CUBAN2_5403 

:CUBAN2_5374
0050: gosub @CUBAN2_22718 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN2_16545 

:CUBAN2_5403
00D6: if or
0118:   actor $5508 dead 
0118:   actor $5509 dead 
0118:   actor $5510 dead 
004D: jump_if_false @CUBAN2_5458 
0050: gosub @CUBAN2_22718 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN2_16545 

:CUBAN2_5458
0050: gosub @CUBAN2_18594 
0050: gosub @CUBAN2_16854 
0050: gosub @CUBAN2_20526 
0002: jump @CUBAN2_5243 

:CUBAN2_5486
0164: disable_marker $5529 
0164: disable_marker $5530 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at -1079.6 73.9 range 10.2 50.0 
01EB: set_traffic_density_multiplier_to 0.0 
00A5: $5497 = create_car #STINGER at -1113.2 70.2 10.0 
0175: set_car $5497 z_angle_to 358.19 
02AA: set_car $5497 immune_to_nonplayer 1 
015F: set_camera_position -1064.5 64.8 15.7 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $5514 mode 15 switchstyle 2 
0477: set_car $5514 action 5 time 10000 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_5688 

:CUBAN2_5645
00D6: if 
81C1:   not car $5514 stopped 
004D: jump_if_false @CUBAN2_5688 
0001: wait 0 ms 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_5681 

:CUBAN2_5681
0002: jump @CUBAN2_5645 

:CUBAN2_5688
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_5842 
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_5750 
0243: set_actor $5511 ped_stats_to 16 
01D3: actor $5511 leave_car $5514 
0239: actor $5511 run_to -1075.8 71.4 

:CUBAN2_5750
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_5796 
0243: set_actor $5512 ped_stats_to 16 
01D3: actor $5512 leave_car $5514 
0239: actor $5512 run_to -1075.6 70.0 

:CUBAN2_5796
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_5842 
0243: set_actor $5513 ped_stats_to 16 
01D3: actor $5513 leave_car $5514 
0239: actor $5513 run_to -1075.8 68.6 

:CUBAN2_5842
01D3: actor $PLAYER_ACTOR leave_car $5514 
0239: actor $PLAYER_ACTOR run_to -1077.2 73.3 
01C3: remove_references_to_car $5514 
0001: wait 2000 ms 
00D6: if 
0038:   $5554 == 0 // integer values 
004D: jump_if_false @CUBAN2_5926 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_5926 
0372: set_actor $5509 anim 16 wait_state_time 800 ms 
0004: $5554 = 1 // integer values 

:CUBAN2_5926
015F: set_camera_position -1073.46 72.77 12.32 0.0 rotation 0.0 0.0 
0160: point_camera -1074.44 72.62 12.21 switchstyle 2 
0001: wait 900 ms 
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_6040 
0173: set_actor $5511 z_angle_to 91.5 
0573:  $5511 1 
011A: set_actor $5511 search_threat 256 
011A: set_actor $5511 search_threat 64 
011A: set_actor $5511 search_threat 65536 

:CUBAN2_6040
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_6098 
0173: set_actor $5512 z_angle_to 89.5 
0573:  $5512 1 
011A: set_actor $5512 search_threat 256 
011A: set_actor $5512 search_threat 64 
011A: set_actor $5512 search_threat 65536 

:CUBAN2_6098
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_6156 
0173: set_actor $5513 z_angle_to 90.5 
0573:  $5513 1 
011A: set_actor $5513 search_threat 256 
011A: set_actor $5513 search_threat 64 
011A: set_actor $5513 search_threat 65536 

:CUBAN2_6156
0006: 16@ = 0 // integer values 

:CUBAN2_6163
00D6: if 
8126:   not actor $PLAYER_ACTOR walking 
004D: jump_if_false @CUBAN2_6216 
0001: wait 0 ms 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @CUBAN2_6209 
0002: jump @CUBAN2_6216 

:CUBAN2_6209
0002: jump @CUBAN2_6163 

:CUBAN2_6216
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6257 
020F: actor $5509 look_at_player $PLAYER_CHAR 
020E: actor $PLAYER_ACTOR look_at_actor $5509 
0372: set_actor $5509 anim 0 wait_state_time 100 ms 

:CUBAN2_6257
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6283 
0372: set_actor $5509 anim 19 wait_state_time 10000 ms 

:CUBAN2_6283
00BC: text_highpriority 'CUB2_12' 3000 ms 1  // Hey amigo! Good to see you could make it!
03D1: play_wav 1 

:CUBAN2_6302
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6333 
0001: wait 0 ms 
0002: jump @CUBAN2_6302 

:CUBAN2_6333
040D: unload_wav 1 
03D5: remove_text 'CUB2_12'  // Hey amigo! Good to see you could make it!
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6373 
0372: set_actor $5509 anim 19 wait_state_time 10000 ms 

:CUBAN2_6373
00BC: text_highpriority 'CUB2_13' 4000 ms 1  // Stinking nest of Haitians, we gonna kill 'em all!
03D1: play_wav 2 

:CUBAN2_6392
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6423 
0001: wait 0 ms 
0002: jump @CUBAN2_6392 

:CUBAN2_6423
040D: unload_wav 2 
03D5: remove_text 'CUB2_13'  // Stinking nest of Haitians, we gonna kill 'em all!
03CF: load_wav 'CUB2_3C' as 1 
03CF: load_wav 'CUB2_9' as 2 

:CUBAN2_6461
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_6491 
0001: wait 0 ms 
0002: jump @CUBAN2_6461 

:CUBAN2_6491
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6516 
0372: set_actor $5509 anim 0 wait_state_time 100 ms 

:CUBAN2_6516
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_6539 
02A9: set_actor $5511 immune_to_nonplayer 0 

:CUBAN2_6539
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_6562 
02A9: set_actor $5512 immune_to_nonplayer 0 

:CUBAN2_6562
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_6585 
02A9: set_actor $5513 immune_to_nonplayer 0 

:CUBAN2_6585
0004: $5552 = 0 // integer values 
0230: set_player $PLAYER_CHAR stop_looking 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6655 
022F: set_actor $5509 stop_looking 
011A: set_actor $5509 search_threat 256 
011A: set_actor $5509 search_threat 64 
011A: set_actor $5509 search_threat 65536 
01B2: give_actor $5509 weapon 26 ammo 99999 // Load the weapon model before using this 

:CUBAN2_6655
01EB: set_traffic_density_multiplier_to 1.0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00BC: text_highpriority 'CUB2_14' 5000 ms 1  // CHAAAAAARGE!
03D1: play_wav 1 

:CUBAN2_6694
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_6725 
0001: wait 0 ms 
0002: jump @CUBAN2_6694 

:CUBAN2_6725
040D: unload_wav 1 
03D5: remove_text 'CUB2_14'  // CHAAAAAARGE!
00BB: text_lowpriority 'CUB2_25' 5000 ms 1  // KILL ALL THE HAITIANS!!
00D6: if 
8118:   not actor $5498 dead 
004D: jump_if_false @CUBAN2_6778 
0187: $5533 = create_marker_above_actor $5498 

:CUBAN2_6778
00D6: if 
8118:   not actor $5499 dead 
004D: jump_if_false @CUBAN2_6802 
0187: $5534 = create_marker_above_actor $5499 

:CUBAN2_6802
00D6: if 
8118:   not actor $5500 dead 
004D: jump_if_false @CUBAN2_6826 
0187: $5535 = create_marker_above_actor $5500 

:CUBAN2_6826
00D6: if 
8118:   not actor $5501 dead 
004D: jump_if_false @CUBAN2_6850 
0187: $5536 = create_marker_above_actor $5501 

:CUBAN2_6850
00D6: if 
8118:   not actor $5502 dead 
004D: jump_if_false @CUBAN2_6874 
0187: $5537 = create_marker_above_actor $5502 

:CUBAN2_6874
0004: $5563 = 0 // integer values 
0297: clear_rampage_kills 

:CUBAN2_6883
0001: wait 0 ms 
00D6: if or
0118:   actor $5508 dead 
0118:   actor $5509 dead 
0118:   actor $5510 dead 
0038:   $5566 == 1 // integer values 
004D: jump_if_false @CUBAN2_6949 
0050: gosub @CUBAN2_22718 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN2_16545 

:CUBAN2_6949
0050: gosub @CUBAN2_18594 
0050: gosub @CUBAN2_19641 
0050: gosub @CUBAN2_20526 
0050: gosub @CUBAN2_22686 
00D6: if or
0119:   car $5497 wrecked 
0018:   $5552 > 9 // integer values 
0056:   player $PLAYER_CHAR 0 -1114.3 61.6 -1131.2 95.9 
004D: jump_if_false @CUBAN2_7034 
0004: $5553 = 1 // integer values 

:CUBAN2_7034
00D6: if 
0118:   actor $5498 dead 
004D: jump_if_false @CUBAN2_7055 
0164: disable_marker $5533 

:CUBAN2_7055
00D6: if 
0118:   actor $5499 dead 
004D: jump_if_false @CUBAN2_7076 
0164: disable_marker $5534 

:CUBAN2_7076
00D6: if 
0118:   actor $5500 dead 
004D: jump_if_false @CUBAN2_7097 
0164: disable_marker $5535 

:CUBAN2_7097
00D6: if 
0118:   actor $5501 dead 
004D: jump_if_false @CUBAN2_7118 
0164: disable_marker $5536 

:CUBAN2_7118
00D6: if 
0118:   actor $5502 dead 
004D: jump_if_false @CUBAN2_7139 
0164: disable_marker $5537 

:CUBAN2_7139
00D6: if 
0038:   $5553 == 0 // integer values 
004D: jump_if_false @CUBAN2_7171 
0050: gosub @CUBAN2_16854 
0002: jump @CUBAN2_7297 

:CUBAN2_7171
00D6: if 
0118:   actor $5498 dead 
004D: jump_if_false @CUBAN2_7297 
00D6: if 
0118:   actor $5499 dead 
004D: jump_if_false @CUBAN2_7297 
00D6: if 
0118:   actor $5500 dead 
004D: jump_if_false @CUBAN2_7297 
00D6: if 
0118:   actor $5501 dead 
004D: jump_if_false @CUBAN2_7297 
00D6: if 
0118:   actor $5502 dead 
004D: jump_if_false @CUBAN2_7297 
0482:  1.0 
0164: disable_marker $5533 
0164: disable_marker $5534 
0164: disable_marker $5535 
0164: disable_marker $5536 
0164: disable_marker $5537 
0004: $5563 = 1 // integer values 
0002: jump @CUBAN2_7304 

:CUBAN2_7297
0002: jump @CUBAN2_6883 

:CUBAN2_7304
0001: wait 1000 ms 
0395: clear_area 1 at -1079.6 73.9 range 10.2 25.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00BC: text_highpriority 'CUB2_15' 5000 ms 1  // Now, my brothers, CHAAARRRGGEE!!
03D1: play_wav 2 

:CUBAN2_7377
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_7408 
0001: wait 0 ms 
0002: jump @CUBAN2_7377 

:CUBAN2_7408
040D: unload_wav 2 
03D5: remove_text 'CUB2_15'  // Now, my brothers, CHAAARRRGGEE!!
00A5: $5514 = create_car #TAXI at -1037.2 24.6 9.9 
0129: $5522 = create_actor 4 #WMOCA in_car $5514 driverseat 
00AD: set_car $5514 max_speed_to 0.0 
01C8: $5517 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 
04F5: unknown_actor $5517 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5517 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5517 armour_to 100 
01ED: clear_actor $5517 threat_search 
02A9: set_actor $5517 immune_to_nonplayer 1 
039E: set_actor $5517 locked_while_in_vehicle 1 
04F5: unknown_actor $5517 kiss_player $PLAYER_CHAR on 1 
0291: set_actor $5517 attack_when_provoked 1 
0568: set_actor $5517 untargetable 1 
01C8: $5518 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 
04F5: unknown_actor $5518 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5518 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5518 armour_to 100 
01ED: clear_actor $5518 threat_search 
02A9: set_actor $5518 immune_to_nonplayer 1 
039E: set_actor $5518 locked_while_in_vehicle 1 
04F5: unknown_actor $5518 kiss_player $PLAYER_CHAR on 1 
0291: set_actor $5518 attack_when_provoked 1 
0568: set_actor $5518 untargetable 1 
01C8: $5519 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 
04F5: unknown_actor $5519 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5519 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5519 armour_to 100 
01ED: clear_actor $5519 threat_search 
02A9: set_actor $5519 immune_to_nonplayer 1 
039E: set_actor $5519 locked_while_in_vehicle 1 
04F5: unknown_actor $5519 kiss_player $PLAYER_CHAR on 1 
0291: set_actor $5519 attack_when_provoked 1 
0568: set_actor $5519 untargetable 1 
03BA: clear_cars_from_cube -1108.2 65.2 5.0 -1118.2 75.2 15.0 
00A6: destroy_car $5497 
0005: $5576 = -1137.8 // floating-point values 
0005: $5577 = 66.7 // floating-point values 
0005: $5587 = 5.2 // floating-point values 
0005: $5578 = -1138.2 // floating-point values 
0005: $5579 = 75.5 // floating-point values 
0005: $5588 = 175.4 // floating-point values 
0005: $5580 = -1158.2 // floating-point values 
0005: $5581 = 67.2 // floating-point values 
0005: $5589 = 5.2 // floating-point values 
0005: $5582 = -1158.1 // floating-point values 
0005: $5583 = 75.6 // floating-point values 
0005: $5590 = 175.4 // floating-point values 
0005: $5584 = -1163.5 // floating-point values 
0005: $5585 = 75.8 // floating-point values 
0005: $5591 = 226.7 // floating-point values 
0005: $5586 = 10.1 // floating-point values 
0050: gosub @CUBAN2_16854 
0239: actor $PLAYER_ACTOR run_to -1103.1 71.9 
009A: $5516 = create_actor_pedtype 8 model #HNB at -1189.8 69.2 23.9 
0489: set_actor $5516 muted 1 
0173: set_actor $5516 z_angle_to 270.0 
01B2: give_actor $5516 weapon 28 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5516 threat_search 
0243: set_actor $5516 ped_stats_to 16 
011A: set_actor $5516 search_threat 128 
011A: set_actor $5516 search_threat 1 
011A: set_actor $5516 search_threat 64 
02E2: set_actor $5516 weapon_accuracy_to 100 
0239: actor $5516 run_to -1173.4 71.3 
015F: set_camera_position -1074.47 70.88 14.36 0.0 rotation 0.0 0.0 
0160: point_camera -1075.44 70.9 14.11 switchstyle 2 
00D6: if 
8118:   not actor $5510 dead 
004D: jump_if_false @CUBAN2_8132 
01ED: clear_actor $5510 threat_search 
0239: actor $5510 run_to -1117.2 68.5 

:CUBAN2_8132
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_8168 
01ED: clear_actor $5511 threat_search 
0239: actor $5511 run_to -1130.2 70.5 

:CUBAN2_8168
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_8204 
01ED: clear_actor $5512 threat_search 
0239: actor $5512 run_to -1130.2 70.5 

:CUBAN2_8204
0001: wait 2000 ms 
015F: set_camera_position -1105.68 70.95 13.95 0.0 rotation 0.0 0.0 
0160: point_camera -1106.66 70.91 13.74 switchstyle 2 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at -1103.1 71.9 10.27 
00D6: if 
8118:   not actor $5510 dead 
004D: jump_if_false @CUBAN2_8336 
00A1: put_actor $5510 at -1106.7 69.9 10.4 
0239: actor $5510 run_to -1117.2 68.5 

:CUBAN2_8336
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_8387 
00A1: put_actor $5511 at -1106.7 70.9 10.4 
0239: actor $5511 run_to -1130.2 70.5 

:CUBAN2_8387
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_8438 
00A1: put_actor $5512 at -1106.7 71.9 10.4 
0239: actor $5512 run_to -1130.2 70.5 

:CUBAN2_8438
0006: 16@ = 0 // integer values 
03CF: load_wav 'SNIPSH' as 2 

:CUBAN2_8457
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_8483 
0001: wait 0 ms 
0002: jump @CUBAN2_8457 

:CUBAN2_8483
03CF: load_wav 'SNIPSH' as 1 

:CUBAN2_8495
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_8521 
0001: wait 0 ms 
0002: jump @CUBAN2_8495 

:CUBAN2_8521
0001: wait 0 ms 
00D6: if 
8118:   not actor $5510 dead 
004D: jump_if_false @CUBAN2_8693 
00D6: if 
00A3:   actor $5510 0 -1130.4 59.9 -1114.1 82.1 
004D: jump_if_false @CUBAN2_8693 
00D6: if 
0018:   $5574 > 0 // integer values 
004D: jump_if_false @CUBAN2_8635 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_8609
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_8635 
0001: wait 0 ms 
0002: jump @CUBAN2_8609 

:CUBAN2_8635
03D1: play_wav 1 
0004: $5574 = 1 // integer values 
00D6: if 
8118:   not actor $5510 dead 
004D: jump_if_false @CUBAN2_8667 
0321: kill_actor $5510 

:CUBAN2_8667
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN2_8693 
0001: wait 0 ms 
0002: jump @CUBAN2_8667 

:CUBAN2_8693
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_8798 
00D6: if 
00A3:   actor $5511 0 -1130.4 59.9 -1119.1 82.1 
004D: jump_if_false @CUBAN2_8798 
03D1: play_wav 2 
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_8772 
0321: kill_actor $5511 

:CUBAN2_8772
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CUBAN2_8798 
0001: wait 0 ms 
0002: jump @CUBAN2_8772 

:CUBAN2_8798
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_8966 
00D6: if 
00A3:   actor $5512 0 -1130.4 59.9 -1125.1 82.1 
004D: jump_if_false @CUBAN2_8966 
00D6: if 
0018:   $5574 > 0 // integer values 
004D: jump_if_false @CUBAN2_8908 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_8882
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_8908 
0001: wait 0 ms 
0002: jump @CUBAN2_8882 

:CUBAN2_8908
03D1: play_wav 1 
0004: $5574 = 1 // integer values 
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_8940 
0321: kill_actor $5512 

:CUBAN2_8940
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN2_8966 
0001: wait 0 ms 
0002: jump @CUBAN2_8940 

:CUBAN2_8966
00D6: if 
0019:   16@ > 12000 // integer values 
004D: jump_if_false @CUBAN2_8992 
0002: jump @CUBAN2_9069 

:CUBAN2_8992
00D6: if 
0118:   actor $5510 dead 
004D: jump_if_false @CUBAN2_9062 
00D6: if 
0118:   actor $5511 dead 
004D: jump_if_false @CUBAN2_9062 
00D6: if 
0118:   actor $5512 dead 
004D: jump_if_false @CUBAN2_9062 
01C2: remove_references_to_actor $5510 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5512 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5511 // Like turning an actor into a random pedestrian 
0002: jump @CUBAN2_9069 

:CUBAN2_9062
0002: jump @CUBAN2_8521 

:CUBAN2_9069
00D6: if 
8118:   not actor $5516 dead 
004D: jump_if_false @CUBAN2_9113 
00A1: put_actor $5516 at -1173.4 71.3 23.0 
04C6: actor $5516 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 

:CUBAN2_9113
03CF: load_wav 'CUB2_5' as 1 
03CF: load_wav 'CUB2_6' as 2 

:CUBAN2_9137
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_9167 
0001: wait 0 ms 
0002: jump @CUBAN2_9137 

:CUBAN2_9167
0001: wait 1000 ms 
015F: set_camera_position -1175.9 70.3 24.3 0.0 rotation 0.0 0.0 
0160: point_camera -1135.9 66.3 18.6 switchstyle 2 
00BC: text_highpriority 'CUB2_09' 4000 ms 1  // Sniper on the roof!
03D1: play_wav 1 

:CUBAN2_9242
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_9273 
0001: wait 0 ms 
0002: jump @CUBAN2_9242 

:CUBAN2_9273
040D: unload_wav 1 
03D5: remove_text 'CUB2_09'  // Sniper on the roof!
00BC: text_highpriority 'CUB2_07' 4000 ms 1  // They fight like girls! Take cover!
03D1: play_wav 2 

:CUBAN2_9306
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_9337 
0001: wait 0 ms 
0002: jump @CUBAN2_9306 

:CUBAN2_9337
040D: unload_wav 2 
03D5: remove_text 'CUB2_07'  // They fight like girls! Take cover!
03CF: load_wav 'CUB2_7' as 1 

:CUBAN2_9363
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_9389 
0001: wait 0 ms 
0002: jump @CUBAN2_9363 

:CUBAN2_9389
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_9430 
01ED: clear_actor $5509 threat_search 
00A1: put_actor $5509 at -1112.98 66.92 10.4 

:CUBAN2_9430
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_9481 
01ED: clear_actor $5508 threat_search 
00A1: put_actor $5508 at -1112.2 74.5 10.4 
0173: set_actor $5508 z_angle_to 302.4 

:CUBAN2_9481
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_9532 
01ED: clear_actor $5513 threat_search 
00A1: put_actor $5513 at -1112.5 65.2 10.4 
0173: set_actor $5513 z_angle_to 357.4 

:CUBAN2_9532
00A1: put_actor $PLAYER_ACTOR at -1110.95 67.38 10.4 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_9589 
020F: actor $5509 look_at_player $PLAYER_CHAR 
0210: player $PLAYER_CHAR look_at_actor $5509 
048F: actor $5509 remove_weapons 

:CUBAN2_9589
0001: wait 1000 ms 
015F: set_camera_position -1110.3 64.24 11.6 0.0 rotation 0.0 0.0 
0160: point_camera -1114.0 71.1 10.25 switchstyle 2 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_9668 
052B: actor $5509 hold_cellphone 1 

:CUBAN2_9668
0001: wait 1000 ms 
00BC: text_highpriority 'CUB2_02' 4000 ms 1  // We need reinforcements from the cafe!
03D1: play_wav 1 

:CUBAN2_9692
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_9723 
0001: wait 0 ms 
0002: jump @CUBAN2_9692 

:CUBAN2_9723
040D: unload_wav 1 
03D5: remove_text 'CUB2_02'  // We need reinforcements from the cafe!
03CF: load_wav 'CUB2_8' as 1 
03CF: load_wav 'CUB2_4A' as 2 

:CUBAN2_9761
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_9791 
0001: wait 0 ms 
0002: jump @CUBAN2_9761 

:CUBAN2_9791
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_9814 
052B: actor $5509 hold_cellphone 0 

:CUBAN2_9814
0001: wait 1000 ms 
03BA: clear_cars_from_cube -1063.6 11.9 0.6 -1080.9 102.8 20.4 
015F: set_camera_position -1079.0 73.4 14.0 0.0 rotation 0.0 0.0 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_9948 
0158: camera_on_vehicle $5514 mode 15 switchstyle 2 
04BA: set_car $5514 speed_instantly 40.0 
00AD: set_car $5514 max_speed_to 40.0 
00A7: car $5514 drive_to -1068.1 77.11 10.5 

:CUBAN2_9948
00D6: if 
81AD:   not car $5514 sphere 0 near_point -1068.1 77.11 radius 10.0 10.0 
004D: jump_if_false @CUBAN2_10013 
0001: wait 0 ms 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_10006 

:CUBAN2_10006
0002: jump @CUBAN2_9948 

:CUBAN2_10013
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_10039 
0477: set_car $5514 action 3 time 10000 

:CUBAN2_10039
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_10063 
01D3: actor $5517 leave_car $5514 

:CUBAN2_10063
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_10087 
01D3: actor $5518 leave_car $5514 

:CUBAN2_10087
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_10111 
01D3: actor $5519 leave_car $5514 

:CUBAN2_10111
0004: $5558 = 2 // integer values 
0004: $5559 = 2 // integer values 
0004: $5560 = 2 // integer values 

:CUBAN2_10132
0001: wait 0 ms 
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_10355 
01E9: $5555 = car $5514 num_passengers 
00D6: if 
0038:   $5555 == 0 // integer values 
004D: jump_if_false @CUBAN2_10348 
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_10230 
00D6: if 
80DF:   not actor $5517 driving 
004D: jump_if_false @CUBAN2_10230 
011C: actor $5517 clear_objective 
0239: actor $5517 run_to -1079.8 70.0 

:CUBAN2_10230
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_10282 
00D6: if 
80DF:   not actor $5518 driving 
004D: jump_if_false @CUBAN2_10282 
011C: actor $5518 clear_objective 
0239: actor $5518 run_to -1078.8 70.0 

:CUBAN2_10282
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_10334 
00D6: if 
80DF:   not actor $5519 driving 
004D: jump_if_false @CUBAN2_10334 
011C: actor $5519 clear_objective 
0239: actor $5519 run_to -1077.8 70.0 

:CUBAN2_10334
0002: jump @CUBAN2_10362 
0002: jump @CUBAN2_10355 

:CUBAN2_10348
0002: jump @CUBAN2_10132 

:CUBAN2_10355
0002: jump @CUBAN2_10132 

:CUBAN2_10362
015F: set_camera_position -1070.4 69.9 15.7 0.0 rotation 0.0 0.0 
0160: point_camera -1086.4 69.7 9.76 switchstyle 2 

:CUBAN2_10413
00D6: if 
80FF:   not actor $5519 0 -1112.9 66.7 10.4 radius 2.0 2.0 2.0 
004D: jump_if_false @CUBAN2_11171 
0001: wait 0 ms 
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_10698 
00D6: if 
0038:   $5558 == 2 // integer values 
004D: jump_if_false @CUBAN2_10588 
00D6: if 
80FF:   not actor $5517 0 -1079.8 71.0 10.4 radius 1.0 1.0 1.0 
004D: jump_if_false @CUBAN2_10569 
0239: actor $5517 run_to -1079.8 71.0 
0002: jump @CUBAN2_10581 

:CUBAN2_10569
0004: $5558 = 0 // integer values 
011C: actor $5517 clear_objective 

:CUBAN2_10581
0002: jump @CUBAN2_10698 

:CUBAN2_10588
00D6: if 
00FF:   actor $5517 0 -1112.0 73.0 10.4 radius 1.0 1.0 1.0 
004D: jump_if_false @CUBAN2_10665 
011C: actor $5517 clear_objective 
0173: set_actor $5517 z_angle_to 78.5 
0004: $5558 = 1 // integer values 
0002: jump @CUBAN2_10698 

:CUBAN2_10665
00D6: if 
0038:   $5558 == 0 // integer values 
004D: jump_if_false @CUBAN2_10698 
0239: actor $5517 run_to -1112.0 73.0 

:CUBAN2_10698
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_10931 
00D6: if 
0038:   $5559 == 2 // integer values 
004D: jump_if_false @CUBAN2_10821 
00D6: if 
80FF:   not actor $5518 0 -1078.8 70.0 10.4 radius 1.0 1.0 1.0 
004D: jump_if_false @CUBAN2_10802 
0239: actor $5518 run_to -1078.8 70.0 
0002: jump @CUBAN2_10814 

:CUBAN2_10802
0004: $5559 = 0 // integer values 
011C: actor $5518 clear_objective 

:CUBAN2_10814
0002: jump @CUBAN2_10931 

:CUBAN2_10821
00D6: if 
00FF:   actor $5518 0 -1112.9 73.3 10.4 radius 1.0 1.0 1.0 
004D: jump_if_false @CUBAN2_10898 
011C: actor $5518 clear_objective 
0173: set_actor $5518 z_angle_to 274.5 
0004: $5559 = 1 // integer values 
0002: jump @CUBAN2_10931 

:CUBAN2_10898
00D6: if 
0038:   $5559 == 0 // integer values 
004D: jump_if_false @CUBAN2_10931 
0239: actor $5518 run_to -1112.9 73.3 

:CUBAN2_10931
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_11164 
00D6: if 
0038:   $5560 == 2 // integer values 
004D: jump_if_false @CUBAN2_11054 
00D6: if 
80FF:   not actor $5519 0 -1077.8 69.0 10.4 radius 1.0 1.0 1.0 
004D: jump_if_false @CUBAN2_11035 
0239: actor $5519 run_to -1077.8 69.0 
0002: jump @CUBAN2_11047 

:CUBAN2_11035
0004: $5560 = 0 // integer values 
011C: actor $5519 clear_objective 

:CUBAN2_11047
0002: jump @CUBAN2_11164 

:CUBAN2_11054
00D6: if 
00FF:   actor $5519 0 -1112.9 66.7 10.4 radius 1.0 1.0 1.0 
004D: jump_if_false @CUBAN2_11131 
011C: actor $5519 clear_objective 
0173: set_actor $5519 z_angle_to 27.6 
0004: $5560 = 1 // integer values 
0002: jump @CUBAN2_11164 

:CUBAN2_11131
00D6: if 
0038:   $5560 == 0 // integer values 
004D: jump_if_false @CUBAN2_11164 
0239: actor $5519 run_to -1112.9 66.7 

:CUBAN2_11164
0002: jump @CUBAN2_10413 

:CUBAN2_11171
015F: set_camera_position -1110.3 64.24 11.6 0.0 rotation 0.0 0.0 
0160: point_camera -1114.0 71.1 10.25 switchstyle 2 
0001: wait 1000 ms 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_11253 
0372: set_actor $5509 anim 19 wait_state_time 10000 ms 

:CUBAN2_11253
00BC: text_highpriority 'CUB2_05' 5000 ms 1  // Take out that cowardly sniper!
03D1: play_wav 1 

:CUBAN2_11272
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_11303 
0001: wait 0 ms 
0002: jump @CUBAN2_11272 

:CUBAN2_11303
040D: unload_wav 1 
03D5: remove_text 'CUB2_05'  // Take out that cowardly sniper!
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_11342 
0372: set_actor $5509 anim 0 wait_state_time 100 ms 

:CUBAN2_11342
0482:  3.0 
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_11394 
0243: set_actor $5517 ped_stats_to 16 
02A9: set_actor $5517 immune_to_nonplayer 0 
011A: set_actor $5517 search_threat 256 
011A: set_actor $5517 search_threat 64 

:CUBAN2_11394
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_11439 
0243: set_actor $5518 ped_stats_to 16 
02A9: set_actor $5518 immune_to_nonplayer 0 
011A: set_actor $5518 search_threat 256 
011A: set_actor $5518 search_threat 64 

:CUBAN2_11439
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_11484 
0243: set_actor $5519 ped_stats_to 16 
02A9: set_actor $5519 immune_to_nonplayer 0 
011A: set_actor $5519 search_threat 256 
011A: set_actor $5519 search_threat 64 

:CUBAN2_11484
00D6: if 
8118:   not actor $5516 dead 
004D: jump_if_false @CUBAN2_11508 
0187: $5538 = create_marker_above_actor $5516 

:CUBAN2_11508
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_11575 
0372: set_actor $5509 anim 19 wait_state_time 10 ms 
022F: set_actor $5509 stop_looking 
011A: set_actor $5509 search_threat 256 
011A: set_actor $5509 search_threat 64 
011A: set_actor $5509 search_threat 65536 
01B2: give_actor $5509 weapon 26 ammo 99999 // Load the weapon model before using this 

:CUBAN2_11575
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_11616 
011A: set_actor $5508 search_threat 256 
011A: set_actor $5508 search_threat 64 
011A: set_actor $5508 search_threat 65536 

:CUBAN2_11616
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_11657 
011A: set_actor $5513 search_threat 256 
011A: set_actor $5513 search_threat 64 
011A: set_actor $5513 search_threat 65536 

:CUBAN2_11657
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_11678 
022F: set_actor $5509 stop_looking 

:CUBAN2_11678
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_11709 
0239: actor $5508 run_to -1120.0 68.0 

:CUBAN2_11709
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_11740 
0239: actor $5509 run_to -1119.0 74.0 

:CUBAN2_11740
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 17@ = 0 // integer values 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 

:CUBAN2_11774
0001: wait 0 ms 
00D6: if 
0038:   $5573 == 0 // integer values 
004D: jump_if_false @CUBAN2_11946 
00D6: if 
0019:   17@ > 7000 // integer values 
004D: jump_if_false @CUBAN2_11946 
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_11846 
0239: actor $5513 run_to -1138.0 71.0 

:CUBAN2_11846
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_11877 
0239: actor $5517 run_to -1138.0 71.0 

:CUBAN2_11877
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_11908 
0239: actor $5518 run_to -1138.0 71.0 

:CUBAN2_11908
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_11939 
0239: actor $5519 run_to -1138.0 71.0 

:CUBAN2_11939
0004: $5573 = 1 // integer values 

:CUBAN2_11946
00D6: if or
0118:   actor $5508 dead 
0118:   actor $5509 dead 
0038:   $5566 == 1 // integer values 
004D: jump_if_false @CUBAN2_12003 
0050: gosub @CUBAN2_22718 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN2_16545 

:CUBAN2_12003
00D6: if 
0038:   $5575 == 0 // integer values 
004D: jump_if_false @CUBAN2_12122 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN2_12115 
00D6: if 
0057:   player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 
004D: jump_if_false @CUBAN2_12108 
00DA: $5515 = player $PLAYER_CHAR car 
0224: set_car $5515 health_to 250 
0004: $5575 = 1 // integer values 

:CUBAN2_12108
0002: jump @CUBAN2_12122 

:CUBAN2_12115
0004: $5575 = 0 // integer values 

:CUBAN2_12122
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN2_12199 
00D6: if 
0057:   player $PLAYER_CHAR 0 -1137.0 84.5 5.8 -1179.9 60.7 15.0 
004D: jump_if_false @CUBAN2_12199 
00DA: $5515 = player $PLAYER_CHAR car 
020B: explode_car $5515 

:CUBAN2_12199
0050: gosub @CUBAN2_21233 
0050: gosub @CUBAN2_22686 
00D6: if 
8118:   not actor $5516 dead 
004D: jump_if_false @CUBAN2_12942 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN2_12356 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1136.4 61.1 -1158.1 78.6 
004D: jump_if_false @CUBAN2_12356 
03CF: load_wav 'SNIPER' as 2 

:CUBAN2_12295
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_12321 
0001: wait 0 ms 
0002: jump @CUBAN2_12295 

:CUBAN2_12321
03D1: play_wav 2 
0322: kill_player $PLAYER_CHAR 

:CUBAN2_12330
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CUBAN2_12356 
0001: wait 0 ms 
0002: jump @CUBAN2_12330 

:CUBAN2_12356
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_12499 
00D6: if 
00A3:   actor $5513 0 -1131.4 59.9 -1158.1 78.6 
004D: jump_if_false @CUBAN2_12499 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12422
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_12448 
0001: wait 0 ms 
0002: jump @CUBAN2_12422 

:CUBAN2_12448
03D1: play_wav 1 
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_12473 
0321: kill_actor $5513 

:CUBAN2_12473
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN2_12499 
0001: wait 0 ms 
0002: jump @CUBAN2_12473 

:CUBAN2_12499
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_12642 
00D6: if 
00A3:   actor $5517 0 -1133.4 59.9 -1158.1 78.6 
004D: jump_if_false @CUBAN2_12642 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12565
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_12591 
0001: wait 0 ms 
0002: jump @CUBAN2_12565 

:CUBAN2_12591
03D1: play_wav 1 
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_12616 
0321: kill_actor $5517 

:CUBAN2_12616
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN2_12642 
0001: wait 0 ms 
0002: jump @CUBAN2_12616 

:CUBAN2_12642
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_12785 
00D6: if 
00A3:   actor $5518 0 -1135.4 59.9 -1158.1 78.6 
004D: jump_if_false @CUBAN2_12785 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12708
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_12734 
0001: wait 0 ms 
0002: jump @CUBAN2_12708 

:CUBAN2_12734
03D1: play_wav 1 
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_12759 
0321: kill_actor $5518 

:CUBAN2_12759
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN2_12785 
0001: wait 0 ms 
0002: jump @CUBAN2_12759 

:CUBAN2_12785
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_12928 
00D6: if 
00A3:   actor $5519 0 -1137.4 59.9 -1158.1 78.6 
004D: jump_if_false @CUBAN2_12928 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12851
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN2_12877 
0001: wait 0 ms 
0002: jump @CUBAN2_12851 

:CUBAN2_12877
03D1: play_wav 1 
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_12902 
0321: kill_actor $5519 

:CUBAN2_12902
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN2_12928 
0001: wait 0 ms 
0002: jump @CUBAN2_12902 

:CUBAN2_12928
0050: gosub @CUBAN2_16854 
0002: jump @CUBAN2_13226 

:CUBAN2_12942
00D6: if 
0038:   $5563 == 1 // integer values 
004D: jump_if_false @CUBAN2_13102 
00BC: text_highpriority 'CUB2_22' 5000 ms 1  // ~g~ Finish off the rest of the Haitians so the Cubans can move forward.
00D6: if 
8118:   not actor $5498 dead 
004D: jump_if_false @CUBAN2_12999 
0187: $5533 = create_marker_above_actor $5498 

:CUBAN2_12999
00D6: if 
8118:   not actor $5499 dead 
004D: jump_if_false @CUBAN2_13023 
0187: $5534 = create_marker_above_actor $5499 

:CUBAN2_13023
00D6: if 
8118:   not actor $5500 dead 
004D: jump_if_false @CUBAN2_13047 
0187: $5535 = create_marker_above_actor $5500 

:CUBAN2_13047
00D6: if 
8118:   not actor $5501 dead 
004D: jump_if_false @CUBAN2_13071 
0187: $5536 = create_marker_above_actor $5501 

:CUBAN2_13071
00D6: if 
8118:   not actor $5502 dead 
004D: jump_if_false @CUBAN2_13095 
0187: $5537 = create_marker_above_actor $5502 

:CUBAN2_13095
0004: $5563 = 2 // integer values 

:CUBAN2_13102
0164: disable_marker $5538 
00D6: if 
0118:   actor $5498 dead 
004D: jump_if_false @CUBAN2_13226 
00D6: if 
0118:   actor $5499 dead 
004D: jump_if_false @CUBAN2_13226 
00D6: if 
0118:   actor $5500 dead 
004D: jump_if_false @CUBAN2_13226 
00D6: if 
0118:   actor $5501 dead 
004D: jump_if_false @CUBAN2_13226 
00D6: if 
0118:   actor $5502 dead 
004D: jump_if_false @CUBAN2_13226 
0164: disable_marker $5533 
0164: disable_marker $5534 
0164: disable_marker $5535 
0164: disable_marker $5536 
0164: disable_marker $5537 
00BE: text_clear_all 
0001: wait 1000 ms 
0002: jump @CUBAN2_13338 

:CUBAN2_13226
00D6: if 
0118:   actor $5498 dead 
004D: jump_if_false @CUBAN2_13247 
0164: disable_marker $5533 

:CUBAN2_13247
00D6: if 
0118:   actor $5499 dead 
004D: jump_if_false @CUBAN2_13268 
0164: disable_marker $5534 

:CUBAN2_13268
00D6: if 
0118:   actor $5500 dead 
004D: jump_if_false @CUBAN2_13289 
0164: disable_marker $5535 

:CUBAN2_13289
00D6: if 
0118:   actor $5501 dead 
004D: jump_if_false @CUBAN2_13310 
0164: disable_marker $5536 

:CUBAN2_13310
00D6: if 
0118:   actor $5502 dead 
004D: jump_if_false @CUBAN2_13331 
0164: disable_marker $5537 

:CUBAN2_13331
0002: jump @CUBAN2_11774 

:CUBAN2_13338
0004: $5550 = 1 // integer values 
01C2: remove_references_to_actor $5516 // Like turning an actor into a random pedestrian 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1161.2 71.5 12.6 0.0 rotation 0.0 0.0 
0160: point_camera -1152.3 71.9 10.8 switchstyle 2 
00A5: $5521 = create_car #PONY at -1161.5 76.5 10.2 
0224: set_car $5521 health_to 1500 
0175: set_car $5521 z_angle_to 90.7 
02AA: set_car $5521 immune_to_nonplayer 1 
0107: $5520 = create_object #GUNBOX at -1161.5 76.5 11.2 
0382: set_object $5520 collision_detection 0 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 
0005: $5576 = -1183.9 // floating-point values 
0005: $5577 = 101.7 // floating-point values 
0005: $5587 = 230.8 // floating-point values 
0005: $5578 = -1182.1 // floating-point values 
0005: $5579 = 103.2 // floating-point values 
0005: $5588 = 215.1 // floating-point values 
0005: $5580 = -1180.8 // floating-point values 
0005: $5581 = 105.9 // floating-point values 
0005: $5589 = 215.1 // floating-point values 
0005: $5582 = -1182.3 // floating-point values 
0005: $5583 = 106.9 // floating-point values 
0005: $5590 = 215.1 // floating-point values 
0005: $5584 = -1184.9 // floating-point values 
0005: $5585 = 104.5 // floating-point values 
0005: $5591 = 227.6 // floating-point values 
0005: $5586 = 10.1 // floating-point values 
0050: gosub @CUBAN2_16854 
0004: $5550 = 2 // integer values 
0050: gosub @CUBAN2_16854 
0001: wait 2000 ms 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN2_13742 
0055: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 
0002: jump @CUBAN2_13762 

:CUBAN2_13742
012A: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 and_remove_from_car 

:CUBAN2_13762
015F: set_camera_position -1149.2 71.3 13.7 0.0 rotation 0.0 0.0 
0160: point_camera -1163.7 73.3 10.7 switchstyle 2 
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_13849 
00A1: put_actor $5508 at -1149.2 72.3 10.2 

:CUBAN2_13849
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_13885 
00A1: put_actor $5509 at -1149.2 73.3 10.2 

:CUBAN2_13885
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_13921 
00A1: put_actor $5513 at -1151.2 73.3 10.2 

:CUBAN2_13921
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_13957 
00A1: put_actor $5517 at -1151.2 72.3 10.2 

:CUBAN2_13957
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_13993 
00A1: put_actor $5518 at -1153.2 73.3 10.2 

:CUBAN2_13993
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_14029 
00A1: put_actor $5519 at -1153.2 72.3 10.2 

:CUBAN2_14029
00BC: text_highpriority 'CUB2_21' 5000 ms 1  // Fight like men with huge cojones!
03D1: play_wav 2 

:CUBAN2_14048
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_14079 
0001: wait 0 ms 
0002: jump @CUBAN2_14048 

:CUBAN2_14079
040D: unload_wav 2 
03D5: remove_text 'CUB2_21'  // Fight like men with huge cojones!
03CF: load_wav 'CUB2_10' as 1 
03CF: load_wav 'CUB2_11' as 2 

:CUBAN2_14117
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN2_14147 
0001: wait 0 ms 
0002: jump @CUBAN2_14117 

:CUBAN2_14147
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_14202 
0291: set_actor $5509 attack_when_provoked 0 
011C: actor $5509 clear_objective 
01ED: clear_actor $5509 threat_search 
0239: actor $5509 run_to -1167.7 73.3 
02A9: set_actor $5509 immune_to_nonplayer 0 

:CUBAN2_14202
0001: wait 300 ms 
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_14255 
0291: set_actor $5508 attack_when_provoked 0 
011C: actor $5508 clear_objective 
01ED: clear_actor $5508 threat_search 
0239: actor $5508 run_to -1165.1 68.0 

:CUBAN2_14255
0001: wait 300 ms 
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_14308 
0291: set_actor $5513 attack_when_provoked 0 
011C: actor $5513 clear_objective 
01ED: clear_actor $5513 threat_search 
0239: actor $5513 run_to -1166.7 73.3 

:CUBAN2_14308
0001: wait 300 ms 
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_14361 
0291: set_actor $5517 attack_when_provoked 0 
011C: actor $5517 clear_objective 
01ED: clear_actor $5517 threat_search 
0239: actor $5517 run_to -1165.7 73.3 

:CUBAN2_14361
0001: wait 300 ms 
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_14414 
0291: set_actor $5518 attack_when_provoked 0 
011C: actor $5518 clear_objective 
01ED: clear_actor $5518 threat_search 
0239: actor $5518 run_to -1164.7 73.3 

:CUBAN2_14414
0001: wait 300 ms 
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_14467 
0291: set_actor $5519 attack_when_provoked 0 
011C: actor $5519 clear_objective 
01ED: clear_actor $5519 threat_search 
0239: actor $5519 run_to -1164.7 70.3 

:CUBAN2_14467
0001: wait 300 ms 
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_14508 
01BE: set_actor $5508 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14508
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_14544 
01BE: set_actor $5509 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14544
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_14580 
01BE: set_actor $5513 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14580
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_14616 
01BE: set_actor $5517 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14616
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_14652 
01BE: set_actor $5518 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14652
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_14688 
01BE: set_actor $5519 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14688
0239: actor $PLAYER_ACTOR run_to -1161.7 73.3 
0001: wait 2000 ms 
0006: 16@ = 0 // integer values 

:CUBAN2_14715
0001: wait 0 ms 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_15145 
00D6: if or
00EC:   actor $5509 0 -1167.7 73.3 radius 4.0 4.0 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @CUBAN2_15138 
015F: set_camera_position -1163.2 64.2 16.5 0.0 rotation 0.0 0.0 
0160: point_camera -1163.7 73.3 12.2 switchstyle 2 
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_14880 
011A: set_actor $5508 search_threat 256 
011A: set_actor $5508 search_threat 64 
011A: set_actor $5508 search_threat 65536 
0291: set_actor $5508 attack_when_provoked 1 

:CUBAN2_14880
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_14928 
011A: set_actor $5513 search_threat 256 
011A: set_actor $5513 search_threat 64 
011A: set_actor $5513 search_threat 65536 
0291: set_actor $5513 attack_when_provoked 1 

:CUBAN2_14928
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_14976 
011A: set_actor $5517 search_threat 256 
011A: set_actor $5517 search_threat 64 
011A: set_actor $5517 search_threat 65536 
0291: set_actor $5517 attack_when_provoked 1 

:CUBAN2_14976
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_15024 
011A: set_actor $5518 search_threat 256 
011A: set_actor $5518 search_threat 64 
011A: set_actor $5518 search_threat 65536 
0291: set_actor $5518 attack_when_provoked 1 

:CUBAN2_15024
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_15072 
011A: set_actor $5519 search_threat 256 
011A: set_actor $5519 search_threat 64 
011A: set_actor $5519 search_threat 65536 
0291: set_actor $5519 attack_when_provoked 1 

:CUBAN2_15072
0001: wait 2000 ms 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_15124 
00D6: if 
8119:   not car $5521 wrecked 
004D: jump_if_false @CUBAN2_15124 
01D4: actor $5509 go_to_car $5521 and_enter_it_as_a_passenger 
039E: set_actor $5509 locked_while_in_vehicle 1 

:CUBAN2_15124
0002: jump @CUBAN2_15145 
0002: jump @CUBAN2_15145 

:CUBAN2_15138
0002: jump @CUBAN2_14715 

:CUBAN2_15145
009A: $5524 = create_actor_pedtype 8 model #HNA at -1115.6 69.6 10.1 
0173: set_actor $5524 z_angle_to 105.9 
01B2: give_actor $5524 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5524 threat_search 
0243: set_actor $5524 ped_stats_to 16 
011A: set_actor $5524 search_threat 128 
011A: set_actor $5524 search_threat 1 
011A: set_actor $5524 search_threat 64 
0573:  $5524 1 
0291: set_actor $5524 attack_when_provoked 1 
009A: $5525 = create_actor_pedtype 8 model #HNA at -1115.6 73.7 10.1 
0173: set_actor $5525 z_angle_to 105.9 
01B2: give_actor $5525 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5525 threat_search 
0243: set_actor $5525 ped_stats_to 16 
011A: set_actor $5525 search_threat 128 
011A: set_actor $5525 search_threat 1 
011A: set_actor $5525 search_threat 64 
0573:  $5525 1 
0291: set_actor $5525 attack_when_provoked 1 
009A: $5526 = create_actor_pedtype 8 model #HNB at -1115.6 71.0 10.1 
0173: set_actor $5526 z_angle_to 105.9 
01B2: give_actor $5526 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5526 threat_search 
0243: set_actor $5526 ped_stats_to 16 
011A: set_actor $5526 search_threat 128 
011A: set_actor $5526 search_threat 1 
011A: set_actor $5526 search_threat 64 
0573:  $5526 1 
0291: set_actor $5526 attack_when_provoked 1 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0006: 16@ = 0 // integer values 
00BB: text_lowpriority 'CUB2_16' 5000 ms 1  // Tommy, we have proved our manful bravery!
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_15557 
03D1: play_wav 1 

:CUBAN2_15476
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_15546 
0001: wait 0 ms 
00D6: if 
8119:   not car $5521 wrecked 
004D: jump_if_false @CUBAN2_15539 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 

:CUBAN2_15539
0002: jump @CUBAN2_15476 

:CUBAN2_15546
040D: unload_wav 1 
0002: jump @CUBAN2_15561 

:CUBAN2_15557
040D: unload_wav 1 

:CUBAN2_15561
03D5: remove_text 'CUB2_16'  // Tommy, we have proved our manful bravery!
00BB: text_lowpriority 'CUB2_17' 10000 ms 1  // Let us steal the van full of drugs and make good our escape!
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_15687 
03D1: play_wav 2 

:CUBAN2_15606
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_15676 
0001: wait 0 ms 
00D6: if 
8119:   not car $5521 wrecked 
004D: jump_if_false @CUBAN2_15669 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 

:CUBAN2_15669
0002: jump @CUBAN2_15606 

:CUBAN2_15676
040D: unload_wav 2 
0002: jump @CUBAN2_15691 

:CUBAN2_15687
040D: unload_wav 2 

:CUBAN2_15691
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:CUBAN2_15698
0001: wait 0 ms 
00D6: if 
8119:   not car $5521 wrecked 
004D: jump_if_false @CUBAN2_15913 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 
00D6: if 
0038:   $123 == 0 // integer values 
004D: jump_if_false @CUBAN2_15774 
0186: $5531 = create_marker_above_car $5521 
0004: $123 = 1 // integer values 

:CUBAN2_15774
00D6: if 
00DC:   player $PLAYER_CHAR driving $5521 
004D: jump_if_false @CUBAN2_15906 
00D6: if 
001B:   15000 > 16@ // integer values 
004D: jump_if_false @CUBAN2_15829 
00BE: text_clear_all 
00BB: text_lowpriority 'CUB2_16' 5000 ms 1  // Tommy, we have proved our manful bravery!

:CUBAN2_15829
0164: disable_marker $5531 
018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 
0004: $123 = 0 // integer values 
00BC: text_highpriority 'CUB2_24' 5000 ms 1  // ~g~Return to Robina's Cafe with the Van and park it round the back.
00D6: if 
8119:   not car $5521 wrecked 
004D: jump_if_false @CUBAN2_15899 
02AA: set_car $5521 immune_to_nonplayer 0 

:CUBAN2_15899
0002: jump @CUBAN2_16099 

:CUBAN2_15906
0002: jump @CUBAN2_15935 

:CUBAN2_15913
00BC: text_highpriority 'CUB2_11' 5000 ms 1  // ~r~You fool, we needed that car.
0002: jump @CUBAN2_16545 

:CUBAN2_15935
0005: $5576 = -1198.9 // floating-point values 
0005: $5577 = 96.7 // floating-point values 
0005: $5587 = 255.8 // floating-point values 
0005: $5578 = -1198.9 // floating-point values 
0005: $5579 = 96.7 // floating-point values 
0005: $5588 = 255.8 // floating-point values 
0005: $5580 = -1198.9 // floating-point values 
0005: $5581 = 96.7 // floating-point values 
0005: $5589 = 255.8 // floating-point values 
0005: $5582 = -1198.9 // floating-point values 
0005: $5583 = 96.7 // floating-point values 
0005: $5590 = 255.8 // floating-point values 
0005: $5584 = -1198.9 // floating-point values 
0005: $5585 = 96.7 // floating-point values 
0005: $5591 = 255.8 // floating-point values 
0050: gosub @CUBAN2_16854 
0002: jump @CUBAN2_15698 

:CUBAN2_16099
0001: wait 0 ms 
00D6: if 
8119:   not car $5521 wrecked 
004D: jump_if_false @CUBAN2_16358 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5521 
004D: jump_if_false @CUBAN2_16293 
00D6: if 
00FA:   player $PLAYER_CHAR stopped 1 -1160.0 -605.9 10.7 radius 10.0 10.0 10.0 
004D: jump_if_false @CUBAN2_16231 
01D3: actor $PLAYER_ACTOR leave_car $5521 
020A: set_car $5521 door_status_to 3 
0002: jump @CUBAN2_16562 

:CUBAN2_16231
00D6: if 
0038:   $123 == 0 // integer values 
004D: jump_if_false @CUBAN2_16286 
0164: disable_marker $5532 
0164: disable_marker $5531 
018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 
0004: $123 = 1 // integer values 

:CUBAN2_16286
0002: jump @CUBAN2_16351 

:CUBAN2_16293
00D6: if 
0038:   $123 == 1 // integer values 
004D: jump_if_false @CUBAN2_16351 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $5532 
0164: disable_marker $5531 
0186: $5531 = create_marker_above_car $5521 
0004: $123 = 0 // integer values 

:CUBAN2_16351
0002: jump @CUBAN2_16380 

:CUBAN2_16358
00BC: text_highpriority 'CUB2_11' 5000 ms 1  // ~r~You fool, we needed that car.
0002: jump @CUBAN2_16545 

:CUBAN2_16380
0050: gosub @CUBAN2_16854 
00D6: if 
0118:   actor $5509 dead 
004D: jump_if_false @CUBAN2_16408 
01C2: remove_references_to_actor $5509 // Like turning an actor into a random pedestrian 

:CUBAN2_16408
00D6: if 
0118:   actor $5508 dead 
004D: jump_if_false @CUBAN2_16429 
01C2: remove_references_to_actor $5508 // Like turning an actor into a random pedestrian 

:CUBAN2_16429
00D6: if 
0118:   actor $5513 dead 
004D: jump_if_false @CUBAN2_16450 
01C2: remove_references_to_actor $5513 // Like turning an actor into a random pedestrian 

:CUBAN2_16450
00D6: if 
0118:   actor $5517 dead 
004D: jump_if_false @CUBAN2_16471 
01C2: remove_references_to_actor $5517 // Like turning an actor into a random pedestrian 

:CUBAN2_16471
00D6: if 
0118:   actor $5518 dead 
004D: jump_if_false @CUBAN2_16492 
01C2: remove_references_to_actor $5518 // Like turning an actor into a random pedestrian 

:CUBAN2_16492
00D6: if 
0118:   actor $5519 dead 
004D: jump_if_false @CUBAN2_16513 
01C2: remove_references_to_actor $5519 // Like turning an actor into a random pedestrian 

:CUBAN2_16513
00D6: if 
0038:   $5566 == 1 // integer values 
004D: jump_if_false @CUBAN2_16538 
0050: gosub @CUBAN2_22718 

:CUBAN2_16538
0002: jump @CUBAN2_16099 

:CUBAN2_16545
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:CUBAN2_16562
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 200000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 200000 
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_2'  // Cannon Fodder
004F: create_thread @CUB3  
0004: $280 = 1 // integer values 
0051: return 

:CUBAN2_16630
0004: $ONMISSION = 0 // integer values 
03F2: pedtype 8 remove_threat 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:CUBAN2_16650
00D6: if 
834E:   not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
004D: jump_if_false @CUBAN2_16709 
0001: wait 0 ms 
0002: jump @CUBAN2_16650 

:CUBAN2_16709
0249: release_model #CBA 
0249: release_model #STINGER 
0249: release_model #PONY 
0249: release_model #UZI 
0249: release_model #SNIPER 
0249: release_model #HNA 
0249: release_model #CBB 
0249: release_model #HNB 
0249: release_model #M4 
0249: release_model #TAXI 
0249: release_model #WMOCA 
0249: release_model #CELLPHONE 
00D6: if 
8214:   not pickup $5523 picked_up 
004D: jump_if_false @CUBAN2_16785 
0215: destroy_pickup $5523 

:CUBAN2_16785
0108: destroy_object $5520 
0164: disable_marker $5528 
0164: disable_marker $5529 
0164: disable_marker $5530 
0164: disable_marker $5531 
0164: disable_marker $5532 
0164: disable_marker $5533 
0164: disable_marker $5534 
0164: disable_marker $5535 
0164: disable_marker $5536 
0164: disable_marker $5537 
0164: disable_marker $5538 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:CUBAN2_16854
00D6: if 
0118:   actor $5498 dead 
004D: jump_if_false @CUBAN2_16996 
01C2: remove_references_to_actor $5498 // Like turning an actor into a random pedestrian 
009A: $5498 = create_actor_pedtype 8 model #HNA at $5576 $5577 $5586 
0173: set_actor $5498 z_angle_to $5587 
01B2: give_actor $5498 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5498 threat_search 
0243: set_actor $5498 ped_stats_to 16 
011A: set_actor $5498 search_threat 1 
0573:  $5498 1 
0291: set_actor $5498 attack_when_provoked 1 
00D6: if 
0038:   $5563 == 0 // integer values 
004D: jump_if_false @CUBAN2_16982 
0164: disable_marker $5533 
0187: $5533 = create_marker_above_actor $5498 
02E2: set_actor $5498 weapon_accuracy_to 80 

:CUBAN2_16982
0008: $5552 += 1 // integer values 
0002: jump @CUBAN2_17029 

:CUBAN2_16996
00D6: if 
8038:   not  $5550 == 0 // integer values 
004D: jump_if_false @CUBAN2_17029 
0573:  $5498 0 
01CA: actor $5498 kill_player $PLAYER_CHAR 

:CUBAN2_17029
00D6: if 
0118:   actor $5499 dead 
004D: jump_if_false @CUBAN2_17186 
01C2: remove_references_to_actor $5499 // Like turning an actor into a random pedestrian 
009A: $5499 = create_actor_pedtype 8 model #HNA at $5578 $5579 $5586 
0173: set_actor $5499 z_angle_to $5588 
01B2: give_actor $5499 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5499 threat_search 
0243: set_actor $5499 ped_stats_to 16 
011A: set_actor $5499 search_threat 128 
011A: set_actor $5499 search_threat 1 
011A: set_actor $5499 search_threat 64 
0573:  $5499 1 
0291: set_actor $5499 attack_when_provoked 1 
00D6: if 
0038:   $5563 == 0 // integer values 
004D: jump_if_false @CUBAN2_17172 
0164: disable_marker $5534 
0187: $5534 = create_marker_above_actor $5499 
02E2: set_actor $5499 weapon_accuracy_to 80 

:CUBAN2_17172
0008: $5552 += 1 // integer values 
0002: jump @CUBAN2_17212 

:CUBAN2_17186
00D6: if 
8038:   not  $5550 == 0 // integer values 
004D: jump_if_false @CUBAN2_17212 
01CA: actor $5499 kill_player $PLAYER_CHAR 

:CUBAN2_17212
00D6: if 
0118:   actor $5500 dead 
004D: jump_if_false @CUBAN2_17362 
01C2: remove_references_to_actor $5500 // Like turning an actor into a random pedestrian 
009A: $5500 = create_actor_pedtype 8 model #HNA at $5580 $5581 $5586 
0173: set_actor $5500 z_angle_to $5589 
01B2: give_actor $5500 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5500 threat_search 
0243: set_actor $5500 ped_stats_to 16 
011A: set_actor $5500 search_threat 128 
011A: set_actor $5500 search_threat 1 
011A: set_actor $5500 search_threat 64 
0573:  $5500 1 
0291: set_actor $5500 attack_when_provoked 1 
00D6: if 
0038:   $5563 == 0 // integer values 
004D: jump_if_false @CUBAN2_17348 
0164: disable_marker $5535 
0187: $5535 = create_marker_above_actor $5500 

:CUBAN2_17348
0008: $5552 += 1 // integer values 
0002: jump @CUBAN2_17402 

:CUBAN2_17362
00D6: if 
8038:   not  $5550 == 0 // integer values 
004D: jump_if_false @CUBAN2_17402 
0239: actor $5500 run_to -1173.1 79.6 
02E2: set_actor $5500 weapon_accuracy_to 80 

:CUBAN2_17402
00D6: if 
0118:   actor $5501 dead 
004D: jump_if_false @CUBAN2_17559 
01C2: remove_references_to_actor $5501 // Like turning an actor into a random pedestrian 
009A: $5501 = create_actor_pedtype 8 model #HNA at $5582 $5583 $5586 
0173: set_actor $5501 z_angle_to $5590 
01B2: give_actor $5501 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5501 threat_search 
0243: set_actor $5501 ped_stats_to 16 
011A: set_actor $5501 search_threat 128 
011A: set_actor $5501 search_threat 1 
011A: set_actor $5501 search_threat 64 
0573:  $5501 1 
0291: set_actor $5501 attack_when_provoked 1 
00D6: if 
0038:   $5563 == 0 // integer values 
004D: jump_if_false @CUBAN2_17545 
0164: disable_marker $5536 
0187: $5536 = create_marker_above_actor $5501 
02E2: set_actor $5501 weapon_accuracy_to 80 

:CUBAN2_17545
0008: $5552 += 1 // integer values 
0002: jump @CUBAN2_17585 

:CUBAN2_17559
00D6: if 
8038:   not  $5550 == 0 // integer values 
004D: jump_if_false @CUBAN2_17585 
01CA: actor $5501 kill_player $PLAYER_CHAR 

:CUBAN2_17585
00D6: if 
0118:   actor $5502 dead 
004D: jump_if_false @CUBAN2_17751 
01C2: remove_references_to_actor $5502 // Like turning an actor into a random pedestrian 
009A: $5502 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 
0173: set_actor $5502 z_angle_to $5591 
01ED: clear_actor $5502 threat_search 
0243: set_actor $5502 ped_stats_to 16 
011A: set_actor $5502 search_threat 1 
0573:  $5502 1 
0291: set_actor $5502 attack_when_provoked 1 
02E2: set_actor $5502 weapon_accuracy_to 80 
00D6: if 
0038:   $5563 == 0 // integer values 
004D: jump_if_false @CUBAN2_17720 
0164: disable_marker $5537 
0187: $5537 = create_marker_above_actor $5502 
01B2: give_actor $5502 weapon 23 ammo 30000 // Load the weapon model before using this 
0002: jump @CUBAN2_17737 

:CUBAN2_17720
01B2: give_actor $5502 weapon 26 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5502 armour_to 100 

:CUBAN2_17737
0008: $5552 += 1 // integer values 
0002: jump @CUBAN2_17784 

:CUBAN2_17751
00D6: if 
8038:   not  $5550 == 0 // integer values 
004D: jump_if_false @CUBAN2_17784 
0239: actor $5502 run_to -1172.6 91.6 

:CUBAN2_17784
00D6: if 
8038:   not  $5550 == 0 // integer values 
004D: jump_if_false @CUBAN2_18592 
00D6: if 
0118:   actor $5503 dead 
004D: jump_if_false @CUBAN2_17960 
00D6: if 
0038:   $5550 == 1 // integer values 
004D: jump_if_false @CUBAN2_17867 
009A: $5503 = create_actor_pedtype 8 model #HNA at -1166.5 104.2 10.2 
0002: jump @CUBAN2_17891 

:CUBAN2_17867
009A: $5503 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 

:CUBAN2_17891
0173: set_actor $5503 z_angle_to 187.5 
01B2: give_actor $5503 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5503 threat_search 
0243: set_actor $5503 ped_stats_to 16 
011A: set_actor $5503 search_threat 128 
011A: set_actor $5503 search_threat 1 
011A: set_actor $5503 search_threat 64 
01CA: actor $5503 kill_player $PLAYER_CHAR 
0291: set_actor $5503 attack_when_provoked 1 

:CUBAN2_17960
00D6: if 
0118:   actor $5504 dead 
004D: jump_if_false @CUBAN2_18118 
00D6: if 
0038:   $5550 == 1 // integer values 
004D: jump_if_false @CUBAN2_18025 
009A: $5504 = create_actor_pedtype 8 model #HNA at -1169.0 103.5 10.2 
0002: jump @CUBAN2_18049 

:CUBAN2_18025
009A: $5504 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 

:CUBAN2_18049
0173: set_actor $5504 z_angle_to 199.5 
01B2: give_actor $5504 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5504 threat_search 
0243: set_actor $5504 ped_stats_to 16 
011A: set_actor $5504 search_threat 128 
011A: set_actor $5504 search_threat 1 
011A: set_actor $5504 search_threat 64 
01CA: actor $5504 kill_player $PLAYER_CHAR 
0291: set_actor $5504 attack_when_provoked 1 

:CUBAN2_18118
00D6: if 
0118:   actor $5505 dead 
004D: jump_if_false @CUBAN2_18276 
00D6: if 
0038:   $5550 == 1 // integer values 
004D: jump_if_false @CUBAN2_18183 
009A: $5505 = create_actor_pedtype 8 model #HNA at -1170.5 103.2 10.2 
0002: jump @CUBAN2_18207 

:CUBAN2_18183
009A: $5505 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 

:CUBAN2_18207
0173: set_actor $5505 z_angle_to 187.5 
01B2: give_actor $5505 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5505 threat_search 
0243: set_actor $5505 ped_stats_to 16 
011A: set_actor $5505 search_threat 128 
011A: set_actor $5505 search_threat 1 
011A: set_actor $5505 search_threat 64 
01CA: actor $5505 kill_player $PLAYER_CHAR 
0291: set_actor $5505 attack_when_provoked 1 

:CUBAN2_18276
00D6: if 
0118:   actor $5506 dead 
004D: jump_if_false @CUBAN2_18434 
00D6: if 
0038:   $5550 == 1 // integer values 
004D: jump_if_false @CUBAN2_18341 
009A: $5506 = create_actor_pedtype 8 model #HNA at -1164.5 106.2 10.2 
0002: jump @CUBAN2_18365 

:CUBAN2_18341
009A: $5506 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 

:CUBAN2_18365
0173: set_actor $5506 z_angle_to 187.5 
01B2: give_actor $5506 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5506 threat_search 
0243: set_actor $5506 ped_stats_to 16 
011A: set_actor $5506 search_threat 128 
011A: set_actor $5506 search_threat 1 
011A: set_actor $5506 search_threat 64 
01CA: actor $5506 kill_player $PLAYER_CHAR 
0291: set_actor $5506 attack_when_provoked 1 

:CUBAN2_18434
00D6: if 
0118:   actor $5507 dead 
004D: jump_if_false @CUBAN2_18592 
00D6: if 
0038:   $5550 == 1 // integer values 
004D: jump_if_false @CUBAN2_18499 
009A: $5507 = create_actor_pedtype 8 model #HNA at -1168.5 106.2 10.2 
0002: jump @CUBAN2_18523 

:CUBAN2_18499
009A: $5507 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 

:CUBAN2_18523
0173: set_actor $5507 z_angle_to 187.5 
01B2: give_actor $5507 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5507 threat_search 
0243: set_actor $5507 ped_stats_to 16 
011A: set_actor $5507 search_threat 128 
011A: set_actor $5507 search_threat 1 
011A: set_actor $5507 search_threat 64 
01CA: actor $5507 kill_player $PLAYER_CHAR 
0291: set_actor $5507 attack_when_provoked 1 

:CUBAN2_18592
0051: return 

:CUBAN2_18594
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_19443 
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_19443 
00D6: if 
8118:   not actor $5510 dead 
004D: jump_if_false @CUBAN2_19443 
00D6: if 
0057:   player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 
004D: jump_if_false @CUBAN2_19114 
00D6: if 
0038:   $5567 == 0 // integer values 
004D: jump_if_false @CUBAN2_18722 
03DE: set_pedestrians_density_multiplier_to 0.0 
0004: $5567 = 1 // integer values 

:CUBAN2_18722
00D6: if 
80ED:   not actor $5508 0 -1096.3 67.8 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_18798 
04EB: actor $5508 crouch 0 1 ms 
0004: $5556 = 0 // integer values 
0239: actor $5508 run_to -1096.3 67.8 
0002: jump @CUBAN2_18868 

:CUBAN2_18798
00D6: if 
0126:   actor $5508 walking 
004D: jump_if_false @CUBAN2_18868 
0173: set_actor $5508 z_angle_to 91.5 
00D6: if 
0038:   $5556 == 0 // integer values 
004D: jump_if_false @CUBAN2_18861 
04EB: actor $5508 crouch 1 86400000 ms 
0004: $5556 = 1 // integer values 

:CUBAN2_18861
0573:  $5508 1 

:CUBAN2_18868
00D6: if 
80ED:   not actor $5509 0 -1081.2 69.9 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_18928 
0239: actor $5509 run_to -1079.3 69.9 
0002: jump @CUBAN2_18961 

:CUBAN2_18928
00D6: if 
0126:   actor $5509 walking 
004D: jump_if_false @CUBAN2_18961 
0573:  $5509 1 
0173: set_actor $5509 z_angle_to 89.9 

:CUBAN2_18961
00D6: if 
80ED:   not actor $5510 0 -1096.8 72.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_19037 
04EB: actor $5510 crouch 0 1 ms 
0004: $5557 = 0 // integer values 
0239: actor $5510 run_to -1096.8 72.6 
0002: jump @CUBAN2_19107 

:CUBAN2_19037
00D6: if 
0126:   actor $5510 walking 
004D: jump_if_false @CUBAN2_19107 
0173: set_actor $5510 z_angle_to 91.5 
00D6: if 
0038:   $5557 == 0 // integer values 
004D: jump_if_false @CUBAN2_19100 
04EB: actor $5510 crouch 1 86400000 ms 
0004: $5557 = 1 // integer values 

:CUBAN2_19100
0573:  $5510 1 

:CUBAN2_19107
0002: jump @CUBAN2_19443 

:CUBAN2_19114
00D6: if 
0038:   $5567 == 1 // integer values 
004D: jump_if_false @CUBAN2_19146 
03DE: set_pedestrians_density_multiplier_to 1.0 
0004: $5567 = 0 // integer values 

:CUBAN2_19146
00D6: if 
80ED:   not actor $5508 0 -1079.5 72.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_19215 
04EB: actor $5508 crouch 0 1 ms 
0239: actor $5508 run_to -1079.5 72.6 
0002: jump @CUBAN2_19248 

:CUBAN2_19215
00D6: if 
0126:   actor $5508 walking 
004D: jump_if_false @CUBAN2_19248 
0573:  $5508 1 
0173: set_actor $5508 z_angle_to 91.5 

:CUBAN2_19248
00D6: if 
80ED:   not actor $5509 0 -1079.6 73.9 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_19308 
0239: actor $5509 run_to -1079.6 73.9 
0002: jump @CUBAN2_19341 

:CUBAN2_19308
00D6: if 
0126:   actor $5509 walking 
004D: jump_if_false @CUBAN2_19341 
0573:  $5509 1 
0173: set_actor $5509 z_angle_to 270.9 

:CUBAN2_19341
00D6: if 
80ED:   not actor $5510 0 -1079.3 68.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_19410 
04EB: actor $5510 crouch 0 1 ms 
0239: actor $5510 run_to -1079.3 68.6 
0002: jump @CUBAN2_19443 

:CUBAN2_19410
00D6: if 
0126:   actor $5510 walking 
004D: jump_if_false @CUBAN2_19443 
0573:  $5510 1 
0173: set_actor $5510 z_angle_to 82.1 

:CUBAN2_19443
00D6: if 
0038:   $5575 == 0 // integer values 
004D: jump_if_false @CUBAN2_19562 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN2_19555 
00D6: if 
0057:   player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 
004D: jump_if_false @CUBAN2_19548 
00DA: $5515 = player $PLAYER_CHAR car 
0224: set_car $5515 health_to 250 
0004: $5575 = 1 // integer values 

:CUBAN2_19548
0002: jump @CUBAN2_19562 

:CUBAN2_19555
0004: $5575 = 0 // integer values 

:CUBAN2_19562
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN2_19639 
00D6: if 
0057:   player $PLAYER_CHAR 0 -1113.0 57.9 17.8 -1122.8 90.7 7.0 
004D: jump_if_false @CUBAN2_19639 
00DA: $5515 = player $PLAYER_CHAR car 
020B: explode_car $5515 

:CUBAN2_19639
0051: return 

:CUBAN2_19641
00D6: if 
0057:   player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 
004D: jump_if_false @CUBAN2_20023 
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_19798 
00D6: if 
80ED:   not actor $5511 0 -1089.9 68.1 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_19765 
0239: actor $5511 run_to -1089.9 68.1 
0002: jump @CUBAN2_19798 

:CUBAN2_19765
00D6: if 
0126:   actor $5511 walking 
004D: jump_if_false @CUBAN2_19798 
0573:  $5511 1 
0173: set_actor $5511 z_angle_to 89.9 

:CUBAN2_19798
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_19907 
00D6: if 
80ED:   not actor $5512 0 -1090.2 72.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_19874 
0239: actor $5512 run_to -1090.2 72.6 
0002: jump @CUBAN2_19907 

:CUBAN2_19874
00D6: if 
0126:   actor $5512 walking 
004D: jump_if_false @CUBAN2_19907 
0573:  $5512 1 
0173: set_actor $5512 z_angle_to 89.9 

:CUBAN2_19907
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_20016 
00D6: if 
80ED:   not actor $5513 0 -1089.6 69.1 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_19983 
0239: actor $5513 run_to -1089.6 69.1 
0002: jump @CUBAN2_20016 

:CUBAN2_19983
00D6: if 
0126:   actor $5513 walking 
004D: jump_if_false @CUBAN2_20016 
0573:  $5513 1 
0173: set_actor $5513 z_angle_to 89.9 

:CUBAN2_20016
0002: jump @CUBAN2_20350 

:CUBAN2_20023
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_20132 
00D6: if 
80ED:   not actor $5511 0 -1076.5 69.8 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_20099 
0239: actor $5511 run_to -1076.5 69.8 
0002: jump @CUBAN2_20132 

:CUBAN2_20099
00D6: if 
0126:   actor $5511 walking 
004D: jump_if_false @CUBAN2_20132 
0573:  $5511 1 
0173: set_actor $5511 z_angle_to 91.5 

:CUBAN2_20132
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_20241 
00D6: if 
80ED:   not actor $5512 0 -1075.2 71.0 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_20208 
0239: actor $5512 run_to -1075.2 71.0 
0002: jump @CUBAN2_20241 

:CUBAN2_20208
00D6: if 
0126:   actor $5512 walking 
004D: jump_if_false @CUBAN2_20241 
0573:  $5512 1 
0173: set_actor $5512 z_angle_to 91.5 

:CUBAN2_20241
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_20350 
00D6: if 
80ED:   not actor $5513 0 -1075.2 67.5 radius 2.0 2.0 
004D: jump_if_false @CUBAN2_20317 
0239: actor $5513 run_to -1075.2 67.5 
0002: jump @CUBAN2_20350 

:CUBAN2_20317
00D6: if 
0126:   actor $5513 walking 
004D: jump_if_false @CUBAN2_20350 
0573:  $5513 1 
0173: set_actor $5513 z_angle_to 91.5 

:CUBAN2_20350
0051: return 

:CUBAN2_20352
00D6: if 
8119:   not car $5514 wrecked 
004D: jump_if_false @CUBAN2_20524 
00D6: if and
01F4:   car $5514 flipped 
01C1:   car $5514 stopped 
004D: jump_if_false @CUBAN2_20396 
0004: $5543 = 1 // integer values 

:CUBAN2_20396
00D6: if and
80DC:   not player $PLAYER_CHAR driving $5514 
0038:   $5542 == 0 // integer values 
0038:   $5543 == 0 // integer values 
004D: jump_if_false @CUBAN2_20464 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $5529 
0186: $5530 = create_marker_above_car $5514 
0004: $5542 = 1 // integer values 

:CUBAN2_20464
00D6: if and
00DC:   player $PLAYER_CHAR driving $5514 
0038:   $5542 == 1 // integer values 
004D: jump_if_false @CUBAN2_20524 
0164: disable_marker $5530 
018A: $5529 = create_checkpoint_at -1072.6 70.3 11.2 
00BE: text_clear_all 
0004: $5542 = 0 // integer values 

:CUBAN2_20524
0051: return 

:CUBAN2_20526
00D6: if 
8118:   not actor $5498 dead 
004D: jump_if_false @CUBAN2_20667 
00D6: if 
80ED:   not actor $5498 0 -1115.8 67.7 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_20609 
0239: actor $5498 run_to -1115.8 67.7 
0004: $5568 = 0 // integer values 
0002: jump @CUBAN2_20667 

:CUBAN2_20609
00D6: if 
0038:   $5568 == 0 // integer values 
004D: jump_if_false @CUBAN2_20667 
00D6: if 
0126:   actor $5498 walking 
004D: jump_if_false @CUBAN2_20667 
0173: set_actor $5498 z_angle_to 272.8 
0573:  $5498 1 
0004: $5568 = 1 // integer values 

:CUBAN2_20667
00D6: if 
8118:   not actor $5499 dead 
004D: jump_if_false @CUBAN2_20808 
00D6: if 
80ED:   not actor $5499 0 -1115.8 69.7 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_20750 
0239: actor $5499 run_to -1115.8 69.7 
0004: $5569 = 0 // integer values 
0002: jump @CUBAN2_20808 

:CUBAN2_20750
00D6: if 
0038:   $5569 == 0 // integer values 
004D: jump_if_false @CUBAN2_20808 
00D6: if 
0126:   actor $5499 walking 
004D: jump_if_false @CUBAN2_20808 
0573:  $5499 1 
0173: set_actor $5499 z_angle_to 257.4 
0004: $5569 = 1 // integer values 

:CUBAN2_20808
00D6: if 
8118:   not actor $5500 dead 
004D: jump_if_false @CUBAN2_20949 
00D6: if 
80ED:   not actor $5500 0 -1115.8 71.7 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_20891 
0239: actor $5500 run_to -1115.8 71.7 
0004: $5570 = 0 // integer values 
0002: jump @CUBAN2_20949 

:CUBAN2_20891
00D6: if 
0038:   $5570 == 0 // integer values 
004D: jump_if_false @CUBAN2_20949 
00D6: if 
0126:   actor $5500 walking 
004D: jump_if_false @CUBAN2_20949 
0573:  $5500 1 
0173: set_actor $5500 z_angle_to 285.1 
0004: $5570 = 1 // integer values 

:CUBAN2_20949
00D6: if 
8118:   not actor $5501 dead 
004D: jump_if_false @CUBAN2_21090 
00D6: if 
80ED:   not actor $5501 0 -1128.9 67.6 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_21032 
0239: actor $5501 run_to -1128.9 67.6 
0004: $5571 = 0 // integer values 
0002: jump @CUBAN2_21090 

:CUBAN2_21032
00D6: if 
0038:   $5571 == 0 // integer values 
004D: jump_if_false @CUBAN2_21090 
00D6: if 
0126:   actor $5501 walking 
004D: jump_if_false @CUBAN2_21090 
0573:  $5501 1 
0173: set_actor $5501 z_angle_to 257.5 
0004: $5571 = 1 // integer values 

:CUBAN2_21090
00D6: if 
8118:   not actor $5502 dead 
004D: jump_if_false @CUBAN2_21231 
00D6: if 
80ED:   not actor $5502 0 -1128.9 74.1 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_21173 
0239: actor $5502 run_to -1128.9 74.1 
0004: $5572 = 0 // integer values 
0002: jump @CUBAN2_21231 

:CUBAN2_21173
00D6: if 
0038:   $5572 == 0 // integer values 
004D: jump_if_false @CUBAN2_21231 
00D6: if 
0126:   actor $5502 walking 
004D: jump_if_false @CUBAN2_21231 
0573:  $5502 1 
0173: set_actor $5502 z_angle_to 274.5 
0004: $5572 = 1 // integer values 

:CUBAN2_21231
0051: return 

:CUBAN2_21233
00D6: if 
0057:   player $PLAYER_CHAR 0 -1118.5 92.1 5.8 -1179.9 53.3 15.0 
004D: jump_if_false @CUBAN2_21979 
00D6: if 
8118:   not actor $5498 dead 
004D: jump_if_false @CUBAN2_21415 
00D6: if 
80ED:   not actor $5498 0 -1138.1 68.6 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_21364 
0239: actor $5498 run_to -1138.1 68.6 
0004: $5568 = 0 // integer values 
0002: jump @CUBAN2_21415 

:CUBAN2_21364
00D6: if 
0038:   $5568 == 0 // integer values 
004D: jump_if_false @CUBAN2_21415 
00D6: if 
0126:   actor $5498 walking 
004D: jump_if_false @CUBAN2_21415 
0173: set_actor $5498 z_angle_to 272.8 
0004: $5568 = 1 // integer values 

:CUBAN2_21415
00D6: if 
8118:   not actor $5499 dead 
004D: jump_if_false @CUBAN2_21549 
00D6: if 
80ED:   not actor $5499 0 -1138.1 72.9 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_21498 
0239: actor $5499 run_to -1138.1 72.9 
0004: $5569 = 0 // integer values 
0002: jump @CUBAN2_21549 

:CUBAN2_21498
00D6: if 
0038:   $5569 == 0 // integer values 
004D: jump_if_false @CUBAN2_21549 
00D6: if 
0126:   actor $5499 walking 
004D: jump_if_false @CUBAN2_21549 
0173: set_actor $5499 z_angle_to 257.4 
0004: $5569 = 1 // integer values 

:CUBAN2_21549
00D6: if 
8118:   not actor $5500 dead 
004D: jump_if_false @CUBAN2_21690 
00D6: if 
80ED:   not actor $5500 0 -1158.3 68.9 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_21632 
0239: actor $5500 run_to -1158.3 68.9 
0004: $5570 = 0 // integer values 
0002: jump @CUBAN2_21690 

:CUBAN2_21632
00D6: if 
0038:   $5570 == 0 // integer values 
004D: jump_if_false @CUBAN2_21690 
00D6: if 
0126:   actor $5500 walking 
004D: jump_if_false @CUBAN2_21690 
0573:  $5500 1 
0173: set_actor $5500 z_angle_to 285.1 
0004: $5570 = 1 // integer values 

:CUBAN2_21690
00D6: if 
8118:   not actor $5501 dead 
004D: jump_if_false @CUBAN2_21831 
00D6: if 
80ED:   not actor $5501 0 -1158.4 72.5 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_21773 
0239: actor $5501 run_to -1158.4 72.5 
0004: $5571 = 0 // integer values 
0002: jump @CUBAN2_21831 

:CUBAN2_21773
00D6: if 
0038:   $5571 == 0 // integer values 
004D: jump_if_false @CUBAN2_21831 
00D6: if 
0126:   actor $5501 walking 
004D: jump_if_false @CUBAN2_21831 
0573:  $5501 1 
0173: set_actor $5501 z_angle_to 257.5 
0004: $5571 = 1 // integer values 

:CUBAN2_21831
00D6: if 
8118:   not actor $5502 dead 
004D: jump_if_false @CUBAN2_21972 
00D6: if 
80ED:   not actor $5502 0 -1161.2 71.4 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_21914 
0239: actor $5502 run_to -1161.2 71.4 
0004: $5572 = 0 // integer values 
0002: jump @CUBAN2_21972 

:CUBAN2_21914
00D6: if 
0038:   $5572 == 0 // integer values 
004D: jump_if_false @CUBAN2_21972 
00D6: if 
0126:   actor $5502 walking 
004D: jump_if_false @CUBAN2_21972 
0573:  $5502 1 
0173: set_actor $5502 z_angle_to 274.5 
0004: $5572 = 1 // integer values 

:CUBAN2_21972
0002: jump @CUBAN2_22684 

:CUBAN2_21979
00D6: if 
8118:   not actor $5498 dead 
004D: jump_if_false @CUBAN2_22120 
00D6: if 
80ED:   not actor $5498 0 -1137.8 66.7 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_22062 
0239: actor $5498 run_to -1137.8 66.7 
0004: $5568 = 0 // integer values 
0002: jump @CUBAN2_22120 

:CUBAN2_22062
00D6: if 
0038:   $5568 == 0 // integer values 
004D: jump_if_false @CUBAN2_22120 
00D6: if 
0126:   actor $5498 walking 
004D: jump_if_false @CUBAN2_22120 
0573:  $5498 1 
0173: set_actor $5498 z_angle_to 5.2 
0004: $5568 = 1 // integer values 

:CUBAN2_22120
00D6: if 
8118:   not actor $5499 dead 
004D: jump_if_false @CUBAN2_22261 
00D6: if 
80ED:   not actor $5499 0 -1138.2 75.5 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_22203 
0239: actor $5499 run_to -1138.2 75.5 
0004: $5569 = 0 // integer values 
0002: jump @CUBAN2_22261 

:CUBAN2_22203
00D6: if 
0038:   $5569 == 0 // integer values 
004D: jump_if_false @CUBAN2_22261 
00D6: if 
0126:   actor $5499 walking 
004D: jump_if_false @CUBAN2_22261 
0573:  $5499 1 
0173: set_actor $5499 z_angle_to 175.4 
0004: $5569 = 1 // integer values 

:CUBAN2_22261
00D6: if 
8118:   not actor $5500 dead 
004D: jump_if_false @CUBAN2_22402 
00D6: if 
80ED:   not actor $5500 0 -1158.2 67.2 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_22344 
0239: actor $5500 run_to -1158.2 67.2 
0004: $5570 = 0 // integer values 
0002: jump @CUBAN2_22402 

:CUBAN2_22344
00D6: if 
0038:   $5570 == 0 // integer values 
004D: jump_if_false @CUBAN2_22402 
00D6: if 
0126:   actor $5500 walking 
004D: jump_if_false @CUBAN2_22402 
0573:  $5500 1 
0173: set_actor $5500 z_angle_to 5.2 
0004: $5570 = 1 // integer values 

:CUBAN2_22402
00D6: if 
8118:   not actor $5501 dead 
004D: jump_if_false @CUBAN2_22543 
00D6: if 
80ED:   not actor $5501 0 -1158.1 75.6 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_22485 
0239: actor $5501 run_to -1158.1 75.6 
0004: $5571 = 0 // integer values 
0002: jump @CUBAN2_22543 

:CUBAN2_22485
00D6: if 
0038:   $5571 == 0 // integer values 
004D: jump_if_false @CUBAN2_22543 
00D6: if 
0126:   actor $5501 walking 
004D: jump_if_false @CUBAN2_22543 
0573:  $5501 1 
0173: set_actor $5501 z_angle_to 175.4 
0004: $5571 = 1 // integer values 

:CUBAN2_22543
00D6: if 
8118:   not actor $5502 dead 
004D: jump_if_false @CUBAN2_22684 
00D6: if 
80ED:   not actor $5502 0 -1163.5 75.8 radius 1.0 1.0 
004D: jump_if_false @CUBAN2_22626 
0239: actor $5502 run_to -1163.5 75.8 
0004: $5572 = 0 // integer values 
0002: jump @CUBAN2_22684 

:CUBAN2_22626
00D6: if 
0038:   $5572 == 0 // integer values 
004D: jump_if_false @CUBAN2_22684 
00D6: if 
0126:   actor $5502 walking 
004D: jump_if_false @CUBAN2_22684 
0573:  $5502 1 
0173: set_actor $5502 z_angle_to 226.7 
0004: $5572 = 1 // integer values 

:CUBAN2_22684
0051: return 

:CUBAN2_22686
0298: $5564 = rampage_kills 83 
0298: $5565 = rampage_kills 84 
0084: $5566 = $5564 // integer values and handles 
0058: $5566 += $5565 // integer values 
0051: return 

:CUBAN2_22718
00D6: if 
8118:   not actor $5511 dead 
004D: jump_if_false @CUBAN2_22747 
01C2: remove_references_to_actor $5511 // Like turning an actor into a random pedestrian 
01CA: actor $5511 kill_player $PLAYER_CHAR 

:CUBAN2_22747
00D6: if 
8118:   not actor $5512 dead 
004D: jump_if_false @CUBAN2_22776 
01C2: remove_references_to_actor $5512 // Like turning an actor into a random pedestrian 
01CA: actor $5512 kill_player $PLAYER_CHAR 

:CUBAN2_22776
00D6: if 
8118:   not actor $5513 dead 
004D: jump_if_false @CUBAN2_22805 
01C2: remove_references_to_actor $5513 // Like turning an actor into a random pedestrian 
01CA: actor $5513 kill_player $PLAYER_CHAR 

:CUBAN2_22805
00D6: if 
8118:   not actor $5517 dead 
004D: jump_if_false @CUBAN2_22834 
01C2: remove_references_to_actor $5517 // Like turning an actor into a random pedestrian 
01CA: actor $5517 kill_player $PLAYER_CHAR 

:CUBAN2_22834
00D6: if 
8118:   not actor $5518 dead 
004D: jump_if_false @CUBAN2_22863 
01C2: remove_references_to_actor $5518 // Like turning an actor into a random pedestrian 
01CA: actor $5518 kill_player $PLAYER_CHAR 

:CUBAN2_22863
00D6: if 
8118:   not actor $5519 dead 
004D: jump_if_false @CUBAN2_22892 
01C2: remove_references_to_actor $5519 // Like turning an actor into a random pedestrian 
01CA: actor $5519 kill_player $PLAYER_CHAR 

:CUBAN2_22892
00D6: if 
8118:   not actor $5508 dead 
004D: jump_if_false @CUBAN2_22921 
01C2: remove_references_to_actor $5508 // Like turning an actor into a random pedestrian 
01CA: actor $5508 kill_player $PLAYER_CHAR 

:CUBAN2_22921
00D6: if 
8118:   not actor $5509 dead 
004D: jump_if_false @CUBAN2_22950 
01C2: remove_references_to_actor $5509 // Like turning an actor into a random pedestrian 
01CA: actor $5509 kill_player $PLAYER_CHAR 

:CUBAN2_22950
00D6: if 
8118:   not actor $5510 dead 
004D: jump_if_false @CUBAN2_22979 
01C2: remove_references_to_actor $5510 // Like turning an actor into a random pedestrian 
01CA: actor $5510 kill_player $PLAYER_CHAR 

:CUBAN2_22979
0051: return 

//-------------Mission 58---------------
// Originally: Naval Engagement

:CUBAN3
03A4: name_thread 'CUBAN3' 
0050: gosub @CUBAN3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CUBAN3_37 
0050: gosub @CUBAN3_11496 

:CUBAN3_37
0050: gosub @CUBAN3_11581 
004E: end_thread 

:CUBAN3_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'CUBAN3' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
0004: $5625 = 0 // integer values 
0004: $5626 = 0 // integer values 
0004: $5627 = 0 // integer values 
0004: $5628 = 0 // integer values 
0004: $5629 = 0 // integer values 
0004: $5630 = 0 // integer values 
0004: $61 = 0 // integer values 
0004: $5631 = 0 // integer values 
0004: $5632 = 6 // integer values 
0004: $5633 = 0 // integer values 
0004: $5634 = 0 // integer values 
0004: $5635 = 0 // integer values 
0004: $5636 = 0 // integer values 
0004: $5637 = 0 // integer values 
0004: $5638 = 0 // integer values 
0004: $5639 = 0 // integer values 
0004: $5640 = 0 // integer values 
0004: $5641 = 0 // integer values 
0005: $5642 = 0.0 // floating-point values 
0005: $5643 = 0.0 // floating-point values 
0005: $5644 = 0.0 // floating-point values 
0005: $95 = 0.0 // floating-point values 
0005: $96 = 0.0 // floating-point values 
0005: $97 = 0.0 // floating-point values 
0005: $5645 = 0.0 // floating-point values 
0005: $5646 = 0.0 // floating-point values 
0005: $5647 = 0.0 // floating-point values 
0005: $5648 = 0.0 // floating-point values 
0005: $5649 = 0.0 // floating-point values 
0005: $5650 = 0.0 // floating-point values 
04BB: select_interiour 7 // select render area 
0522:  
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
03CB: set_camera -1169.0 -620.0 10.791 
038B: load_requested_models 

:CUBAN3_478
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CUBAN3_520 
0001: wait 0 ms 
0002: jump @CUBAN3_478 

:CUBAN3_520
02E4: load_cutscene_data 'CUB_4' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $178 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $178 'CSPABLO' 
02E5: $179 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $180 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $180 'CSPEPE' 
02E5: $181 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $181 'CSUMBTO' 
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN3_730
00D6: if 
001A:   876 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_765 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_730 

:CUBAN3_765
00BC: text_highpriority 'CUB3_A' 10000 ms 1  // Alberto. Una cafe, senor.

:CUBAN3_780
00D6: if 
001A:   2635 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_815 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_780 

:CUBAN3_815
00BC: text_highpriority 'CUB3_B' 10000 ms 1  // Poppa, don't serve this snake in the straw.

:CUBAN3_830
00D6: if 
001A:   5749 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_865 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_830 

:CUBAN3_865
00BC: text_highpriority 'CUB3_C' 10000 ms 1  // You're two-faced, Tommy!

:CUBAN3_880
00D6: if 
001A:   7227 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_915 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_880 

:CUBAN3_915
00BC: text_highpriority 'CUB3_D' 10000 ms 1  // You're either two-faced, or you're a wimp, baby boy!

:CUBAN3_930
00D6: if 
001A:   10024 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_965 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_930 

:CUBAN3_965
00BC: text_highpriority 'CUB3_E' 10000 ms 1  // The Haitians, man. They're laughing at me!

:CUBAN3_980
00D6: if 
001A:   12109 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1015 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_980 

:CUBAN3_1015
00BC: text_highpriority 'CUB3_F' 10000 ms 1  // Easy, easy. What's your problem?

:CUBAN3_1030
00D6: if 
001A:   13963 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1065 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1030 

:CUBAN3_1065
00BC: text_highpriority 'CUB3_G' 10000 ms 1  // They're laughing at me, Tommy. At me!

:CUBAN3_1080
00D6: if 
001A:   16044 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1115 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1080 

:CUBAN3_1115
00BC: text_highpriority 'CUB3_H' 10000 ms 1  // Umberto Robina! They're doing whatever they like!

:CUBAN3_1130
00D6: if 
001A:   18802 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1165 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1130 

:CUBAN3_1165
00BC: text_highpriority 'CUB3_I' 10000 ms 1  // Nobody does whatever they like, Umberto, they do what you let them do.

:CUBAN3_1180
00D6: if 
001A:   21689 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1215 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1180 

:CUBAN3_1215
00BC: text_highpriority 'CUB3_J' 10000 ms 1  // What?

:CUBAN3_1230
00D6: if 
001A:   23629 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1265 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1230 

:CUBAN3_1265
00BC: text_highpriority 'CUB3_K' 10000 ms 1  // You want somebody taken care of?

:CUBAN3_1280
00D6: if 
001A:   24851 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1315 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1280 

:CUBAN3_1315
00BC: text_highpriority 'CUB3_L' 10000 ms 1  // I can handle it, but it's gonna cost you.

:CUBAN3_1330
00D6: if 
001A:   26958 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1365 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1330 

:CUBAN3_1365
00BC: text_highpriority 'CUB3_M' 10000 ms 1  // I know we're brothers and all, but this is business.

:CUBAN3_1380
00D6: if 
001A:   29060 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1415 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1380 

:CUBAN3_1415
00BC: text_highpriority 'CUB3_N' 10000 ms 1  // Tommy. You a real man. Businessman, a gentleman.

:CUBAN3_1430
00D6: if 
001A:   33831 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1467 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1430 

:CUBAN3_1467
00BC: text_highpriority 'CUB3_O' 10000 ms 1  // These Haitians. They have a load of product coming in off shore, really good stuff.

:CUBAN3_1482
00D6: if 
001A:   39459 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1519 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1482 

:CUBAN3_1519
00BC: text_highpriority 'CUB3_P' 10000 ms 1  // We take it, and we finish them.

:CUBAN3_1534
00D6: if 
001A:   42056 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1571 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1534 

:CUBAN3_1571
00BC: text_highpriority 'CUB3_Q' 10000 ms 1  // You take it, and I look after you. Like my brother. Like my son.

:CUBAN3_1586
00D6: if 
001A:   47769 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1623 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1586 

:CUBAN3_1623
00BC: text_highpriority 'CUB3_R' 10000 ms 1  // I think I prefer the cash to being bounced on your knee, amigo.

:CUBAN3_1638
00D6: if 
001A:   51904 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN3_1675 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN3_1638 

:CUBAN3_1675
016A: fade 0 1500 ms 
00BE: text_clear_all 

:CUBAN3_1684
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN3_1708 
0001: wait 0 ms 
0002: jump @CUBAN3_1684 

:CUBAN3_1708
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
04BB: select_interiour 0 // select render area 
0004: $989 = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 1 60000 
03F1: pedtype 8 add_threat 1 
0247: request_model #TROPIC 
0247: request_model #HNA 
0247: request_model #HNB 
0247: request_model #JETMAX 
0247: request_model #UZI 
0247: request_model #SGA 
0247: request_model #GRENADE 
0247: request_model #DINGHY 
0247: request_model #SGB 
0247: request_model #CBB 
0247: request_model #BRIEFCASE 
0247: request_model #RUGER 
0247: request_model #BUDDYSHOT 

:CUBAN3_1851
00D6: if or
8248:   not model #TROPIC available 
8248:   not model #HNA available 
8248:   not model #HNB available 
8248:   not model #JETMAX available 
004D: jump_if_false @CUBAN3_1891 
0001: wait 0 ms 
0002: jump @CUBAN3_1851 

:CUBAN3_1891
00D6: if or
8248:   not model #SGA available 
8248:   not model #UZI available 
8248:   not model #GRENADE available 
8248:   not model #DINGHY available 
004D: jump_if_false @CUBAN3_1932 
0001: wait 0 ms 
0002: jump @CUBAN3_1891 

:CUBAN3_1932
00D6: if or
8248:   not model #SGB available 
8248:   not model #CBB available 
8248:   not model #BRIEFCASE available 
8248:   not model #RUGER available 
8248:   not model #BUDDYSHOT available 
004D: jump_if_false @CUBAN3_1976 
0001: wait 0 ms 
0002: jump @CUBAN3_1932 

:CUBAN3_1976
03CF: load_wav 'CUB3_2' as 1 
03CF: load_wav 'CUB3_3' as 2 

:CUBAN3_2000
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN3_2030 
0001: wait 0 ms 
0002: jump @CUBAN3_2000 

:CUBAN3_2030
018A: $5620 = create_checkpoint_at -725.4 -1166.8 9.7 
009A: $5593 = create_actor_pedtype 7 model #CBB at -724.3 -1166.5 9.7 
04F5: unknown_actor $5593 kiss_player $PLAYER_CHAR on 1 
0173: set_actor $5593 z_angle_to 103.3 
016A: fade 1 1500 ms 
00BC: text_highpriority 'CUB3_07' 11000 ms 1  // ~g~ Go meet Rico. He'll drive you to the meet location.

:CUBAN3_2116
00D6: if 
80F6:   not player $PLAYER_CHAR 1 -725.4 -1166.8 9.7 radius 1.0 1.0 2.0 
004D: jump_if_false @CUBAN3_2213 
0001: wait 0 ms 
00D6: if 
0118:   actor $5593 dead 
004D: jump_if_false @CUBAN3_2206 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_2206
0002: jump @CUBAN3_2116 

:CUBAN3_2213
0395: clear_area 1 at -725.4 -1166.8 range 9.7 5.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
041E: set_radio_station 6 -1 
00A5: $5592 = create_car #JETMAX at -722.6 -1163.7 5.0 
0175: set_car $5592 z_angle_to 32.0 
0323: enable_boat $5592 anchor 1 
015F: set_camera_position -723.1 -1169.5 10.2 0.0 rotation 0.0 0.0 
0160: point_camera -726.4 -1164.6 11.2 switchstyle 2 
00D6: if 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_2389 
011C: actor $PLAYER_ACTOR clear_objective 
020E: actor $PLAYER_ACTOR look_at_actor $5593 
020F: actor $5593 look_at_player $PLAYER_CHAR 
0002: jump @CUBAN3_2411 

:CUBAN3_2389
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_2411
0001: wait 1000 ms 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'CUB3_01' 4000 ms 1  // Hey Rico. Nice boat, you ready?
03D1: play_wav 1 

:CUBAN3_2445
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_2557 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @CUBAN3_2525 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @CUBAN3_2518 
0004: $61 = 0 // integer values 
0002: jump @CUBAN3_3068 

:CUBAN3_2518
0002: jump @CUBAN3_2550 

:CUBAN3_2525
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @CUBAN3_2550 
0004: $61 = 1 // integer values 

:CUBAN3_2550
0002: jump @CUBAN3_2445 

:CUBAN3_2557
040D: unload_wav 1 
03D5: remove_text 'CUB3_01'  // Hey Rico. Nice boat, you ready?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00D6: if 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_2613 
0372: set_actor $5593 anim 19 wait_state_time 10000 ms 
0002: jump @CUBAN3_2635 

:CUBAN3_2613
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_2635
00BC: text_highpriority 'CUB3_05' 4000 ms 1  // Si Tommy. Now you be a good shot today,
03D1: play_wav 2 

:CUBAN3_2654
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_2766 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @CUBAN3_2734 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @CUBAN3_2727 
0004: $61 = 0 // integer values 
0002: jump @CUBAN3_3068 

:CUBAN3_2727
0002: jump @CUBAN3_2759 

:CUBAN3_2734
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @CUBAN3_2759 
0004: $61 = 1 // integer values 

:CUBAN3_2759
0002: jump @CUBAN3_2654 

:CUBAN3_2766
040D: unload_wav 2 
03D5: remove_text 'CUB3_05'  // Si Tommy. Now you be a good shot today,
015F: set_camera_position -709.8 -1161.3 11.0 0.0 rotation 0.0 0.0 
0160: point_camera -724.3 -1166.5 9.7 switchstyle 2 
03CF: load_wav 'CUB3_4' as 2 

:CUBAN3_2843
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN3_2869 
0001: wait 0 ms 
0002: jump @CUBAN3_2843 

:CUBAN3_2869
00BC: text_highpriority 'CUB3_06' 4000 ms 1  // My boat, she no good full of holes, ok?
03D1: play_wav 2 

:CUBAN3_2888
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_3000 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @CUBAN3_2968 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @CUBAN3_2961 
0004: $61 = 0 // integer values 
0002: jump @CUBAN3_3068 

:CUBAN3_2961
0002: jump @CUBAN3_2993 

:CUBAN3_2968
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @CUBAN3_2993 
0004: $61 = 1 // integer values 

:CUBAN3_2993
0002: jump @CUBAN3_2888 

:CUBAN3_3000
040D: unload_wav 2 
03D5: remove_text 'CUB3_06'  // My boat, she no good full of holes, ok?
00D6: if 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_3046 
0372: set_actor $5593 anim 0 wait_state_time 100 ms 
0002: jump @CUBAN3_3068 

:CUBAN3_3046
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_3068
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
00D6: if 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_3110 
0372: set_actor $5593 anim 0 wait_state_time 100 ms 
0002: jump @CUBAN3_3132 

:CUBAN3_3110
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_3132
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0169: set_fade_color 1 1 1 
016A: fade 0 1500 ms 
00D6: if and
8490:   not player $PLAYER_CHAR has_weapon 26 
8490:   not player $PLAYER_CHAR has_weapon 28 
8490:   not player $PLAYER_CHAR has_weapon 29 
004D: jump_if_false @CUBAN3_3210 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 50000 // Load the weapon model before using this 

:CUBAN3_3210
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN3_3234 
0001: wait 0 ms 
0002: jump @CUBAN3_3210 

:CUBAN3_3234
009B: destroy_actor_instantly $5593 
00D6: if 
8119:   not car $5592 wrecked 
004D: jump_if_false @CUBAN3_3343 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $5592 at_car_offset 0.0 -0.4 1.5 position 2 angle 360.0 with_weapon 0 
0129: $5593 = create_actor 7 #CBB in_car $5592 driverseat 
04F5: unknown_actor $5593 kiss_player $PLAYER_CHAR on 1 
02D3: boat $5592 drive_to -754.0 -425.7 6.6 
02A9: set_actor $5593 immune_to_nonplayer 1 
0002: jump @CUBAN3_3365 

:CUBAN3_3343
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_3365
0164: disable_marker $5620 
00A5: $5595 = create_car #TROPIC at -660.0 -269.1 5.0 
0175: set_car $5595 z_angle_to 134.0 
0323: enable_boat $5595 anchor 1 
009A: $5599 = create_actor_pedtype 8 model #HNA at -647.0 -256.7 5.0 
0464: put_actor $5599 into_turret_on_car $5595 at_car_offset 0.0 -4.0 1.2 position 1 angle 360.0 with_weapon 23 
0173: set_actor $5599 z_angle_to 227.4 
01ED: clear_actor $5599 threat_search 
0243: set_actor $5599 ped_stats_to 16 
0291: set_actor $5599 attack_when_provoked 1 
009A: $5600 = create_actor_pedtype 8 model #HNA at -647.0 -256.7 5.0 
0464: put_actor $5600 into_turret_on_car $5595 at_car_offset 2.3 0.0 2.0 position 2 angle 360.0 with_weapon 23 
0173: set_actor $5600 z_angle_to 140.4 
01ED: clear_actor $5600 threat_search 
0243: set_actor $5600 ped_stats_to 16 
0291: set_actor $5600 attack_when_provoked 1 
009A: $5601 = create_actor_pedtype 8 model #HNA at -647.0 -256.7 5.0 
0464: put_actor $5601 into_turret_on_car $5595 at_car_offset 0.0 -1.3 3.8 position 2 angle 360.0 with_weapon 27 
0173: set_actor $5601 z_angle_to 140.4 
01ED: clear_actor $5601 threat_search 
0243: set_actor $5601 ped_stats_to 16 
0291: set_actor $5601 attack_when_provoked 1 
00A5: $5594 = create_car #TROPIC at -647.0 -256.7 5.0 
0175: set_car $5594 z_angle_to 317.0 
0323: enable_boat $5594 anchor 1 
009A: $5596 = create_actor_pedtype 8 model #HNA at -647.0 -256.7 5.0 
0464: put_actor $5596 into_turret_on_car $5594 at_car_offset 0.0 -4.0 1.2 position 0 angle 360.0 with_weapon 23 
0173: set_actor $5596 z_angle_to 102.4 
01ED: clear_actor $5596 threat_search 
0243: set_actor $5596 ped_stats_to 16 
0291: set_actor $5596 attack_when_provoked 1 
009A: $5597 = create_actor_pedtype 8 model #HNA at -647.0 -256.7 5.0 
0464: put_actor $5597 into_turret_on_car $5594 at_car_offset -2.3 0.0 2.0 position 3 angle 360.0 with_weapon 27 
01ED: clear_actor $5597 threat_search 
0243: set_actor $5597 ped_stats_to 16 
0291: set_actor $5597 attack_when_provoked 1 
009A: $5598 = create_actor_pedtype 8 model #HNA at -647.0 -256.7 5.0 
0464: put_actor $5598 into_turret_on_car $5594 at_car_offset 0.2 -1.3 3.8 position 3 angle 360.0 with_weapon 23 
0173: set_actor $5598 z_angle_to 322.4 
01ED: clear_actor $5598 threat_search 
0243: set_actor $5598 ped_stats_to 16 
0291: set_actor $5598 attack_when_provoked 1 
009A: $5602 = create_actor_pedtype 8 model #HNB at -649.9 -269.6 8.5 
0173: set_actor $5602 z_angle_to 229.2 
01ED: clear_actor $5602 threat_search 
0243: set_actor $5602 ped_stats_to 16 
0291: set_actor $5602 attack_when_provoked 1 
0350: set_actor $5602 maintain_position_when_attacked 1 
009A: $5612 = create_actor_pedtype 8 model #HNA at -650.1 -267.7 8.5 
0173: set_actor $5612 z_angle_to 60.6 
01ED: clear_actor $5612 threat_search 
0243: set_actor $5612 ped_stats_to 16 
0291: set_actor $5612 attack_when_provoked 1 
0350: set_actor $5612 maintain_position_when_attacked 1 
009A: $5613 = create_actor_pedtype 8 model #HNA at -651.6 -269.0 8.5 
0173: set_actor $5613 z_angle_to 222.9 
01ED: clear_actor $5613 threat_search 
0243: set_actor $5613 ped_stats_to 16 
0291: set_actor $5613 attack_when_provoked 1 
0350: set_actor $5613 maintain_position_when_attacked 1 
009A: $5603 = create_actor_pedtype 9 model #SGB at -648.8 -270.8 8.5 
0173: set_actor $5603 z_angle_to 49.2 
01ED: clear_actor $5603 threat_search 
0243: set_actor $5603 ped_stats_to 16 
0291: set_actor $5603 attack_when_provoked 1 
0350: set_actor $5603 maintain_position_when_attacked 1 
009A: $5604 = create_actor_pedtype 9 model #SGA at -647.4 -270.8 8.5 
0173: set_actor $5604 z_angle_to 34.2 
01ED: clear_actor $5604 threat_search 
0243: set_actor $5604 ped_stats_to 16 
0291: set_actor $5604 attack_when_provoked 1 
0350: set_actor $5604 maintain_position_when_attacked 1 
009A: $5605 = create_actor_pedtype 9 model #SGA at -649.3 -272.5 8.5 
0173: set_actor $5605 z_angle_to 33.0 
01ED: clear_actor $5605 threat_search 
0243: set_actor $5605 ped_stats_to 16 
0291: set_actor $5605 attack_when_provoked 1 
0350: set_actor $5605 maintain_position_when_attacked 1 
009A: $5606 = create_actor_pedtype 9 model #SGA at -621.9 -307.8 25.9 
0173: set_actor $5606 z_angle_to 35.4 
01ED: clear_actor $5606 threat_search 
0243: set_actor $5606 ped_stats_to 16 
0291: set_actor $5606 attack_when_provoked 1 
0350: set_actor $5606 maintain_position_when_attacked 1 
03F9: make_actors $5602 $5603 converse_in 5000000 ms 
00AB: put_car $5592 at -754.0 -425.7 5.5 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -743.5 -318.2 11.0 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $5592 mode 15 switchstyle 2 
0006: 16@ = 0 // integer values 

:CUBAN3_4469
0001: wait 0 ms 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
00D6: if 
8119:   not car $5592 wrecked 
004D: jump_if_false @CUBAN3_5177 
00D6: if 
0038:   $5625 == 0 // integer values 
004D: jump_if_false @CUBAN3_4652 
00D6: if 
01AD:   car $5592 sphere 0 near_point -754.0 -425.7 radius 10.0 10.0 
004D: jump_if_false @CUBAN3_4587 
02DB: set_boat $5592 speed_to 20.0 

:CUBAN3_4587
00D6: if 
01AD:   car $5592 sphere 0 near_point -754.0 -425.7 radius 5.0 5.0 
004D: jump_if_false @CUBAN3_4652 
02D3: boat $5592 drive_to -705.8 -304.5 6.6 
0004: $5625 = 1 // integer values 

:CUBAN3_4652
00D6: if 
0038:   $5625 == 1 // integer values 
004D: jump_if_false @CUBAN3_4850 
00D6: if 
01AD:   car $5592 sphere 0 near_point -705.8 -304.5 radius 10.0 10.0 
004D: jump_if_false @CUBAN3_4718 
02DB: set_boat $5592 speed_to 12.0 

:CUBAN3_4718
00D6: if 
01AD:   car $5592 sphere 0 near_point -705.8 -304.5 radius 5.0 5.0 
004D: jump_if_false @CUBAN3_4850 
00D6: if 
8119:   not car $5595 wrecked 
004D: jump_if_false @CUBAN3_4823 
015F: set_camera_position -645.2 -269.7 11.0 0.0 rotation 0.0 0.0 
0160: point_camera -650.9 -269.9 9.2 switchstyle 2 

:CUBAN3_4823
02D3: boat $5592 drive_to -670.8 -263.8 6.6 
0004: $5625 = 2 // integer values 

:CUBAN3_4850
00D6: if 
0038:   $5625 == 2 // integer values 
004D: jump_if_false @CUBAN3_4933 
00D6: if 
01AD:   car $5592 sphere 0 near_point -670.8 -263.8 radius 10.0 10.0 
004D: jump_if_false @CUBAN3_4933 
02D3: boat $5592 drive_to -666.3 -258.5 6.6 
0004: $5625 = 3 // integer values 

:CUBAN3_4933
00D6: if 
0038:   $5625 == 3 // integer values 
004D: jump_if_false @CUBAN3_5008 
00D6: if 
01AD:   car $5592 sphere 0 near_point -666.3 -258.5 radius 10.0 10.0 
004D: jump_if_false @CUBAN3_5008 
02D4: car $5592 turn_off_engine 
0323: enable_boat $5592 anchor 1 
0004: $5625 = 4 // integer values 

:CUBAN3_5008
00D6: if 
0038:   $5625 == 4 // integer values 
004D: jump_if_false @CUBAN3_5177 
00D6: if 
01AD:   car $5592 sphere 0 near_point -666.3 -258.5 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_5177 
02D4: car $5592 turn_off_engine 
0323: enable_boat $5592 anchor 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0407: create_coordinate $95 $96 $97 from_car $5592 offset 0.0 -0.4 1.1 
0055: put_player $PLAYER_CHAR at $95 $96 6.6 
0171: set_player $PLAYER_CHAR z_angle_to 213.7 
0001: wait 0 ms 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'CUB3_02' 5000 ms 1  // ~g~KILL ALL THE HAITIANS ON THE BOATS!!
0002: jump @CUBAN3_5227 

:CUBAN3_5177
00D6: if or
0119:   car $5592 wrecked 
0118:   actor $5593 dead 
004D: jump_if_false @CUBAN3_5220 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_5220
0002: jump @CUBAN3_4469 

:CUBAN3_5227
0001: wait 0 ms 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @CUBAN3_5826 
0482:  5.0 
00D6: if 
8118:   not actor $5603 dead 
004D: jump_if_false @CUBAN3_5320 
011A: set_actor $5603 search_threat 256 
01B2: give_actor $5603 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5320
00D6: if 
8118:   not actor $5604 dead 
004D: jump_if_false @CUBAN3_5354 
011A: set_actor $5604 search_threat 256 
01B2: give_actor $5604 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5354
00D6: if 
8118:   not actor $5605 dead 
004D: jump_if_false @CUBAN3_5388 
011A: set_actor $5605 search_threat 256 
01B2: give_actor $5605 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5388
00D6: if 
8118:   not actor $5606 dead 
004D: jump_if_false @CUBAN3_5429 
011A: set_actor $5606 search_threat 256 
011A: set_actor $5606 search_threat 1 
01B2: give_actor $5606 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5429
00D6: if 
8118:   not actor $5602 dead 
004D: jump_if_false @CUBAN3_5452 
0350: set_actor $5602 maintain_position_when_attacked 0 

:CUBAN3_5452
00D6: if 
8118:   not actor $5612 dead 
004D: jump_if_false @CUBAN3_5490 
0350: set_actor $5612 maintain_position_when_attacked 0 
0211: actor $5612 walk_to -645.4 -278.9 

:CUBAN3_5490
00D6: if 
8118:   not actor $5613 dead 
004D: jump_if_false @CUBAN3_5513 
0350: set_actor $5613 maintain_position_when_attacked 0 

:CUBAN3_5513
00D6: if 
8118:   not actor $5596 dead 
004D: jump_if_false @CUBAN3_5564 
011A: set_actor $5596 search_threat 1 
01BE: set_actor $5596 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $5596 kill_player $PLAYER_CHAR 

:CUBAN3_5564
00D6: if 
8118:   not actor $5597 dead 
004D: jump_if_false @CUBAN3_5615 
011A: set_actor $5597 search_threat 1 
01BE: set_actor $5597 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $5597 kill_player $PLAYER_CHAR 

:CUBAN3_5615
00D6: if 
8118:   not actor $5598 dead 
004D: jump_if_false @CUBAN3_5666 
011A: set_actor $5598 search_threat 1 
01BE: set_actor $5598 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $5598 kill_player $PLAYER_CHAR 

:CUBAN3_5666
00D6: if 
8118:   not actor $5599 dead 
004D: jump_if_false @CUBAN3_5717 
011A: set_actor $5599 search_threat 1 
01BE: set_actor $5599 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $5599 kill_player $PLAYER_CHAR 

:CUBAN3_5717
00D6: if 
8118:   not actor $5600 dead 
004D: jump_if_false @CUBAN3_5768 
011A: set_actor $5600 search_threat 1 
01BE: set_actor $5600 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $5600 kill_player $PLAYER_CHAR 

:CUBAN3_5768
00D6: if 
8118:   not actor $5601 dead 
004D: jump_if_false @CUBAN3_5819 
011A: set_actor $5601 search_threat 1 
01BE: set_actor $5601 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $5601 kill_player $PLAYER_CHAR 

:CUBAN3_5819
0002: jump @CUBAN3_5876 

:CUBAN3_5826
00D6: if or
0119:   car $5592 wrecked 
0118:   actor $5593 dead 
004D: jump_if_false @CUBAN3_5869 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_5869
0002: jump @CUBAN3_5227 

:CUBAN3_5876
0001: wait 0 ms 
00D6: if 
0038:   $5631 == 0 // integer values 
004D: jump_if_false @CUBAN3_6002 
03CF: load_wav 'CUB3_1' as 1 

:CUBAN3_5910
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN3_5936 
0001: wait 0 ms 
0002: jump @CUBAN3_5910 

:CUBAN3_5936
00BC: text_highpriority 'CUB3_08' 4000 ms 1  // Uh oh.. Pack of Cubans. We under attack!
03D1: play_wav 1 

:CUBAN3_5955
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN3_5981 
0001: wait 0 ms 
0002: jump @CUBAN3_5955 

:CUBAN3_5981
040D: unload_wav 1 
03D5: remove_text 'CUB3_08'  // Uh oh.. Pack of Cubans. We under attack!
0004: $5631 = 1 // integer values 

:CUBAN3_6002
00D6: if 
0118:   actor $5602 dead 
004D: jump_if_false @CUBAN3_7609 
00D6: if 
0038:   $5627 == 0 // integer values 
004D: jump_if_false @CUBAN3_6085 
0213: $5614 = create_pickup #BRIEFCASE type 3 at -650.4 -268.5 9.0 
018A: $5621 = create_checkpoint_at -650.4 -268.5 $5644 
0004: $5627 = 1 // integer values 

:CUBAN3_6085
00D6: if 
0118:   actor $5612 dead 
004D: jump_if_false @CUBAN3_7609 
00D6: if 
0118:   actor $5613 dead 
004D: jump_if_false @CUBAN3_7609 
00D6: if 
0118:   actor $5596 dead 
004D: jump_if_false @CUBAN3_6220 
00D6: if 
0118:   actor $5597 dead 
004D: jump_if_false @CUBAN3_6220 
00D6: if 
0118:   actor $5598 dead 
004D: jump_if_false @CUBAN3_6220 
00D6: if 
0118:   actor $5599 dead 
004D: jump_if_false @CUBAN3_6220 
00D6: if 
0118:   actor $5600 dead 
004D: jump_if_false @CUBAN3_6220 
00D6: if 
0118:   actor $5601 dead 
004D: jump_if_false @CUBAN3_6220 
0002: jump @CUBAN3_7913 

:CUBAN3_6220
00D6: if 
8118:   not actor $5603 dead 
004D: jump_if_false @CUBAN3_6683 
01ED: clear_actor $5603 threat_search 
0350: set_actor $5603 maintain_position_when_attacked 0 
0319: set_actor $5603 running 1 
00D6: if 
0038:   $5626 == 0 // integer values 
004D: jump_if_false @CUBAN3_6295 
0211: actor $5603 walk_to -645.4 -278.9 
0004: $5626 = 1 // integer values 

:CUBAN3_6295
00D6: if 
0038:   $5626 == 1 // integer values 
004D: jump_if_false @CUBAN3_6395 
00D6: if 
00EC:   actor $5603 0 -645.4 -278.9 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_6380 
0211: actor $5603 walk_to -648.7 -285.6 
0004: $5626 = 2 // integer values 
0002: jump @CUBAN3_6395 

:CUBAN3_6380
0211: actor $5603 walk_to -645.4 -278.9 

:CUBAN3_6395
00D6: if 
0038:   $5626 == 2 // integer values 
004D: jump_if_false @CUBAN3_6495 
00D6: if 
00EC:   actor $5603 0 -648.7 -285.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_6480 
0211: actor $5603 walk_to -634.7 -303.2 
0004: $5626 = 3 // integer values 
0002: jump @CUBAN3_6495 

:CUBAN3_6480
0211: actor $5603 walk_to -648.7 -285.6 

:CUBAN3_6495
00D6: if 
0038:   $5626 == 3 // integer values 
004D: jump_if_false @CUBAN3_6595 
00D6: if 
00EC:   actor $5603 0 -634.7 -303.2 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_6580 
0211: actor $5603 walk_to -641.0 -309.0 
0004: $5626 = 4 // integer values 
0002: jump @CUBAN3_6595 

:CUBAN3_6580
0211: actor $5603 walk_to -634.7 -303.2 

:CUBAN3_6595
00D6: if 
0038:   $5626 == 4 // integer values 
004D: jump_if_false @CUBAN3_6683 
00D6: if 
00EC:   actor $5603 0 -641.0 -309.0 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_6683 
011C: actor $5603 clear_objective 
01BE: set_actor $5603 to_look_at_spot -650.0 -269.1 9.0 
0004: $5626 = 5 // integer values 

:CUBAN3_6683
00D6: if 
8118:   not actor $5604 dead 
004D: jump_if_false @CUBAN3_7146 
01ED: clear_actor $5604 threat_search 
0350: set_actor $5604 maintain_position_when_attacked 0 
0319: set_actor $5604 running 1 
00D6: if 
0038:   $5629 == 0 // integer values 
004D: jump_if_false @CUBAN3_6758 
0211: actor $5604 walk_to -645.4 -278.9 
0004: $5629 = 1 // integer values 

:CUBAN3_6758
00D6: if 
0038:   $5629 == 1 // integer values 
004D: jump_if_false @CUBAN3_6858 
00D6: if 
00EC:   actor $5604 0 -645.4 -278.9 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_6843 
0211: actor $5604 walk_to -648.7 -285.6 
0004: $5629 = 2 // integer values 
0002: jump @CUBAN3_6858 

:CUBAN3_6843
0211: actor $5604 walk_to -645.4 -278.9 

:CUBAN3_6858
00D6: if 
0038:   $5629 == 2 // integer values 
004D: jump_if_false @CUBAN3_6958 
00D6: if 
00EC:   actor $5604 0 -648.7 -285.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_6943 
0211: actor $5604 walk_to -646.9 -289.4 
0004: $5629 = 3 // integer values 
0002: jump @CUBAN3_6958 

:CUBAN3_6943
0211: actor $5604 walk_to -648.7 -285.6 

:CUBAN3_6958
00D6: if 
0038:   $5629 == 3 // integer values 
004D: jump_if_false @CUBAN3_7058 
00D6: if 
00EC:   actor $5604 0 -646.9 -289.4 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_7043 
0211: actor $5604 walk_to -656.5 -290.5 
0004: $5629 = 4 // integer values 
0002: jump @CUBAN3_7058 

:CUBAN3_7043
0211: actor $5604 walk_to -646.9 -289.4 

:CUBAN3_7058
00D6: if 
0038:   $5629 == 4 // integer values 
004D: jump_if_false @CUBAN3_7146 
00D6: if 
00EC:   actor $5604 0 -656.5 -290.5 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_7146 
011C: actor $5604 clear_objective 
01BE: set_actor $5604 to_look_at_spot -650.0 -269.1 9.0 
0004: $5629 = 5 // integer values 

:CUBAN3_7146
00D6: if 
8118:   not actor $5605 dead 
004D: jump_if_false @CUBAN3_7609 
01ED: clear_actor $5605 threat_search 
0350: set_actor $5605 maintain_position_when_attacked 0 
0319: set_actor $5605 running 1 
00D6: if 
0038:   $5630 == 0 // integer values 
004D: jump_if_false @CUBAN3_7221 
0211: actor $5605 walk_to -645.4 -278.9 
0004: $5630 = 1 // integer values 

:CUBAN3_7221
00D6: if 
0038:   $5630 == 1 // integer values 
004D: jump_if_false @CUBAN3_7321 
00D6: if 
00EC:   actor $5605 0 -645.4 -278.9 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_7306 
0211: actor $5605 walk_to -648.7 -285.6 
0004: $5630 = 2 // integer values 
0002: jump @CUBAN3_7321 

:CUBAN3_7306
0211: actor $5605 walk_to -645.4 -278.9 

:CUBAN3_7321
00D6: if 
0038:   $5630 == 2 // integer values 
004D: jump_if_false @CUBAN3_7421 
00D6: if 
00EC:   actor $5605 0 -648.7 -285.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_7406 
0211: actor $5605 walk_to -646.9 -289.4 
0004: $5630 = 3 // integer values 
0002: jump @CUBAN3_7421 

:CUBAN3_7406
0211: actor $5605 walk_to -648.7 -285.6 

:CUBAN3_7421
00D6: if 
0038:   $5630 == 3 // integer values 
004D: jump_if_false @CUBAN3_7521 
00D6: if 
00EC:   actor $5605 0 -646.9 -289.4 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_7506 
0211: actor $5605 walk_to -643.5 -283.1 
0004: $5630 = 4 // integer values 
0002: jump @CUBAN3_7521 

:CUBAN3_7506
0211: actor $5605 walk_to -646.9 -289.4 

:CUBAN3_7521
00D6: if 
0038:   $5630 == 4 // integer values 
004D: jump_if_false @CUBAN3_7609 
00D6: if 
00EC:   actor $5605 0 -643.5 -283.1 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_7609 
011C: actor $5605 clear_objective 
01BE: set_actor $5605 to_look_at_spot -650.0 -269.1 9.0 
0004: $5630 = 5 // integer values 

:CUBAN3_7609
00D6: if 
0118:   actor $5593 dead 
004D: jump_if_false @CUBAN3_7647 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_7647
00D6: if 
0119:   car $5592 wrecked 
004D: jump_if_false @CUBAN3_7675 
0322: kill_player $PLAYER_CHAR 
0002: jump @CUBAN3_11496 

:CUBAN3_7675
00D6: if 
0118:   actor $5612 dead 
004D: jump_if_false @CUBAN3_7696 
01C2: remove_references_to_actor $5612 // Like turning an actor into a random pedestrian 

:CUBAN3_7696
00D6: if 
0118:   actor $5613 dead 
004D: jump_if_false @CUBAN3_7717 
01C2: remove_references_to_actor $5613 // Like turning an actor into a random pedestrian 

:CUBAN3_7717
00D6: if 
0118:   actor $5596 dead 
004D: jump_if_false @CUBAN3_7738 
01C2: remove_references_to_actor $5596 // Like turning an actor into a random pedestrian 

:CUBAN3_7738
00D6: if 
0118:   actor $5597 dead 
004D: jump_if_false @CUBAN3_7759 
01C2: remove_references_to_actor $5597 // Like turning an actor into a random pedestrian 

:CUBAN3_7759
00D6: if 
0118:   actor $5598 dead 
004D: jump_if_false @CUBAN3_7780 
01C2: remove_references_to_actor $5598 // Like turning an actor into a random pedestrian 

:CUBAN3_7780
00D6: if 
0118:   actor $5599 dead 
004D: jump_if_false @CUBAN3_7801 
01C2: remove_references_to_actor $5599 // Like turning an actor into a random pedestrian 

:CUBAN3_7801
00D6: if 
0118:   actor $5600 dead 
004D: jump_if_false @CUBAN3_7822 
01C2: remove_references_to_actor $5600 // Like turning an actor into a random pedestrian 

:CUBAN3_7822
00D6: if 
0118:   actor $5601 dead 
004D: jump_if_false @CUBAN3_7843 
01C2: remove_references_to_actor $5601 // Like turning an actor into a random pedestrian 

:CUBAN3_7843
00D6: if 
0118:   actor $5603 dead 
004D: jump_if_false @CUBAN3_7864 
01C2: remove_references_to_actor $5603 // Like turning an actor into a random pedestrian 

:CUBAN3_7864
00D6: if 
0118:   actor $5604 dead 
004D: jump_if_false @CUBAN3_7885 
01C2: remove_references_to_actor $5604 // Like turning an actor into a random pedestrian 

:CUBAN3_7885
00D6: if 
0118:   actor $5605 dead 
004D: jump_if_false @CUBAN3_7906 
01C2: remove_references_to_actor $5605 // Like turning an actor into a random pedestrian 

:CUBAN3_7906
0002: jump @CUBAN3_5876 

:CUBAN3_7913
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -642.3 -241.4 10.0 0.0 rotation 0.0 0.0 
0160: point_camera -630.5 -261.4 7.0 switchstyle 2 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
041E: set_radio_station 6 -1 
00D6: if 
8119:   not car $5592 wrecked 
004D: jump_if_false @CUBAN3_8140 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $5592 at_car_offset 0.0 -0.4 1.5 position 2 angle 360.0 with_weapon 0 
00AB: put_car $5592 at -642.3 -230.4 6.0 
0175: set_car $5592 z_angle_to 223.0 
0323: enable_boat $5592 anchor 0 
02DB: set_boat $5592 speed_to 10.0 
02D3: boat $5592 drive_to -632.1 -251.0 6.5 
0002: jump @CUBAN3_8162 

:CUBAN3_8140
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_8162
00D6: if 
8118:   not actor $5603 dead 
004D: jump_if_false @CUBAN3_8268 
00D6: if 
80EC:   not actor $5603 0 -641.0 -309.0 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_8261 
011C: actor $5603 clear_objective 
00A1: put_actor $5603 at -641.0 -309.0 11.5 
01BE: set_actor $5603 to_look_at_spot -650.0 -269.1 9.0 

:CUBAN3_8261
0002: jump @CUBAN3_8273 

:CUBAN3_8268
01C2: remove_references_to_actor $5603 // Like turning an actor into a random pedestrian 

:CUBAN3_8273
00D6: if 
8118:   not actor $5604 dead 
004D: jump_if_false @CUBAN3_8379 
00D6: if 
80EC:   not actor $5604 0 -656.5 -290.5 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_8372 
011C: actor $5604 clear_objective 
00A1: put_actor $5604 at -656.5 -290.5 9.0 
01BE: set_actor $5604 to_look_at_spot -650.0 -269.1 9.0 

:CUBAN3_8372
0002: jump @CUBAN3_8384 

:CUBAN3_8379
01C2: remove_references_to_actor $5604 // Like turning an actor into a random pedestrian 

:CUBAN3_8384
00D6: if 
8118:   not actor $5605 dead 
004D: jump_if_false @CUBAN3_8490 
00D6: if 
80EC:   not actor $5605 0 -643.5 -283.1 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_8483 
011C: actor $5605 clear_objective 
00A1: put_actor $5605 at -643.5 -283.1 9.0 
01BE: set_actor $5605 to_look_at_spot -650.0 -269.1 9.0 

:CUBAN3_8483
0002: jump @CUBAN3_8495 

:CUBAN3_8490
01C2: remove_references_to_actor $5605 // Like turning an actor into a random pedestrian 

:CUBAN3_8495
0001: wait 1000 ms 

:CUBAN3_8500
0001: wait 0 ms 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
00D6: if 
8119:   not car $5592 wrecked 
004D: jump_if_false @CUBAN3_9416 
00D6: if 
01AD:   car $5592 sphere 0 near_point -632.1 -251.0 radius 5.0 5.0 
004D: jump_if_false @CUBAN3_9409 
02D4: car $5592 turn_off_engine 
0323: enable_boat $5592 anchor 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0169: set_fade_color 1 1 1 
016A: fade 0 500 ms 
0001: wait 600 ms 
0055: put_player $PLAYER_CHAR at -633.2 -263.6 8.7 
0171: set_player $PLAYER_CHAR z_angle_to 143.3 
00D6: if 
8119:   not car $5592 wrecked 
004D: jump_if_false @CUBAN3_8703 
00AB: put_car $5592 at -633.3 -256.2 5.5 
0175: set_car $5592 z_angle_to 213.0 

:CUBAN3_8703
00D6: if 
8118:   not actor $5603 dead 
004D: jump_if_false @CUBAN3_8751 
0350: set_actor $5603 maintain_position_when_attacked 1 
011A: set_actor $5603 search_threat 1 
01B2: give_actor $5603 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5603 kill_player $PLAYER_CHAR 

:CUBAN3_8751
00D6: if 
8118:   not actor $5604 dead 
004D: jump_if_false @CUBAN3_8799 
0350: set_actor $5604 maintain_position_when_attacked 1 
011A: set_actor $5604 search_threat 1 
01B2: give_actor $5604 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5604 kill_player $PLAYER_CHAR 

:CUBAN3_8799
00D6: if 
8118:   not actor $5605 dead 
004D: jump_if_false @CUBAN3_8847 
0350: set_actor $5605 maintain_position_when_attacked 1 
011A: set_actor $5605 search_threat 1 
01B2: give_actor $5605 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5605 kill_player $PLAYER_CHAR 

:CUBAN3_8847
009A: $5618 = create_actor_pedtype 9 model #SGB at -629.9 -300.4 11.0 
0173: set_actor $5618 z_angle_to 66.4 
01ED: clear_actor $5618 threat_search 
0243: set_actor $5618 ped_stats_to 16 
0291: set_actor $5618 attack_when_provoked 1 
0350: set_actor $5618 maintain_position_when_attacked 1 
011A: set_actor $5618 search_threat 1 
01B2: give_actor $5618 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5618 kill_player $PLAYER_CHAR 
009A: $5607 = create_actor_pedtype 9 model #SGA at -627.3 -310.8 12.1 
0173: set_actor $5607 z_angle_to 69.4 
01ED: clear_actor $5607 threat_search 
0243: set_actor $5607 ped_stats_to 16 
0291: set_actor $5607 attack_when_provoked 1 
0350: set_actor $5607 maintain_position_when_attacked 1 
011A: set_actor $5607 search_threat 1 
01B2: give_actor $5607 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5607 kill_player $PLAYER_CHAR 
009A: $5608 = create_actor_pedtype 9 model #SGA at -631.1 -313.0 12.1 
0173: set_actor $5608 z_angle_to 49.2 
01ED: clear_actor $5608 threat_search 
0243: set_actor $5608 ped_stats_to 16 
0291: set_actor $5608 attack_when_provoked 1 
0350: set_actor $5608 maintain_position_when_attacked 1 
011A: set_actor $5608 search_threat 1 
01B2: give_actor $5608 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5608 kill_player $PLAYER_CHAR 
009A: $5609 = create_actor_pedtype 9 model #SGA at -648.6 -326.2 11.0 
0173: set_actor $5609 z_angle_to 2.7 
01ED: clear_actor $5609 threat_search 
0243: set_actor $5609 ped_stats_to 16 
0291: set_actor $5609 attack_when_provoked 1 
0350: set_actor $5609 maintain_position_when_attacked 1 
011A: set_actor $5609 search_threat 1 
01B2: give_actor $5609 weapon 21 ammo 30000 // Load the weapon model before using this 
01CA: actor $5609 kill_player $PLAYER_CHAR 
009A: $5610 = create_actor_pedtype 9 model #SGA at -608.5 -294.6 11.0 
0173: set_actor $5610 z_angle_to 46.2 
01ED: clear_actor $5610 threat_search 
0243: set_actor $5610 ped_stats_to 16 
0291: set_actor $5610 attack_when_provoked 1 
0350: set_actor $5610 maintain_position_when_attacked 1 
011A: set_actor $5610 search_threat 1 
01B2: give_actor $5610 weapon 21 ammo 30000 // Load the weapon model before using this 
01CA: actor $5610 kill_player $PLAYER_CHAR 
009A: $5611 = create_actor_pedtype 9 model #SGA at -592.6 -255.9 9.5 
0173: set_actor $5611 z_angle_to 10.7 
01ED: clear_actor $5611 threat_search 
0243: set_actor $5611 ped_stats_to 16 
0291: set_actor $5611 attack_when_provoked 1 
0350: set_actor $5611 maintain_position_when_attacked 1 
011A: set_actor $5611 search_threat 1 
01B2: give_actor $5611 weapon 21 ammo 30000 // Load the weapon model before using this 
01CA: actor $5611 kill_player $PLAYER_CHAR 
00D6: if 
0038:   $5628 == 0 // integer values 
004D: jump_if_false @CUBAN3_9395 
018A: $5622 = create_checkpoint_at -641.0 -309.0 11.5 

:CUBAN3_9395
0004: $5625 = 0 // integer values 
0002: jump @CUBAN3_9483 

:CUBAN3_9409
0002: jump @CUBAN3_9438 

:CUBAN3_9416
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_9438
0002: jump @CUBAN3_8500 
00D6: if 
0118:   actor $5593 dead 
004D: jump_if_false @CUBAN3_9483 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_9483
0001: wait 600 ms 
016A: fade 1 1500 ms 
0001: wait 1600 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00BC: text_highpriority 'CUB3_03' 7000 ms 1  // ~g~Collect all the briefcases filled with the drugs and cash.

:CUBAN3_9528
0001: wait 0 ms 
00D6: if or
0118:   actor $5593 dead 
0119:   car $5592 wrecked 
004D: jump_if_false @CUBAN3_9575 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_9575
00D6: if 
0118:   actor $5618 dead 
004D: jump_if_false @CUBAN3_9742 
01C2: remove_references_to_actor $5618 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $5628 == 0 // integer values 
004D: jump_if_false @CUBAN3_9668 
000D: $5643 -= 1.0 // floating-point values 
0213: $5615 = create_pickup #BRIEFCASE type 3 at $5642 $5643 $5644 
0164: disable_marker $5622 
018A: $5622 = create_checkpoint_at $5642 $5643 $5644 
0004: $5628 = 1 // integer values 

:CUBAN3_9668
00D6: if 
0038:   $5628 == 1 // integer values 
004D: jump_if_false @CUBAN3_9735 
0009: $5643 += 2.0 // floating-point values 
0213: $5616 = create_pickup #BRIEFCASE type 3 at $5642 $5643 $5644 
018A: $5623 = create_checkpoint_at $5642 $5643 $5644 
0004: $5628 = 2 // integer values 

:CUBAN3_9735
0002: jump @CUBAN3_9756 

:CUBAN3_9742
00A0: store_actor $5618 position_to $5642 $5643 $5644 

:CUBAN3_9756
00D6: if 
0214:   pickup $5614 picked_up 
004D: jump_if_false @CUBAN3_9784 
0008: $5625 += 1 // integer values 
0164: disable_marker $5621 

:CUBAN3_9784
00D6: if 
0038:   $5628 == 2 // integer values 
004D: jump_if_false @CUBAN3_9858 
00D6: if 
0214:   pickup $5615 picked_up 
004D: jump_if_false @CUBAN3_9830 
0008: $5625 += 1 // integer values 
0164: disable_marker $5622 

:CUBAN3_9830
00D6: if 
0214:   pickup $5616 picked_up 
004D: jump_if_false @CUBAN3_9858 
0008: $5625 += 1 // integer values 
0164: disable_marker $5623 

:CUBAN3_9858
00D6: if 
0118:   actor $5603 dead 
004D: jump_if_false @CUBAN3_9879 
01C2: remove_references_to_actor $5603 // Like turning an actor into a random pedestrian 

:CUBAN3_9879
00D6: if 
0118:   actor $5604 dead 
004D: jump_if_false @CUBAN3_9900 
01C2: remove_references_to_actor $5604 // Like turning an actor into a random pedestrian 

:CUBAN3_9900
00D6: if 
0118:   actor $5605 dead 
004D: jump_if_false @CUBAN3_9921 
01C2: remove_references_to_actor $5605 // Like turning an actor into a random pedestrian 

:CUBAN3_9921
00D6: if 
0118:   actor $5607 dead 
004D: jump_if_false @CUBAN3_9942 
01C2: remove_references_to_actor $5607 // Like turning an actor into a random pedestrian 

:CUBAN3_9942
00D6: if 
0118:   actor $5608 dead 
004D: jump_if_false @CUBAN3_9963 
01C2: remove_references_to_actor $5608 // Like turning an actor into a random pedestrian 

:CUBAN3_9963
00D6: if 
0118:   actor $5609 dead 
004D: jump_if_false @CUBAN3_9984 
01C2: remove_references_to_actor $5609 // Like turning an actor into a random pedestrian 

:CUBAN3_9984
00D6: if 
0118:   actor $5610 dead 
004D: jump_if_false @CUBAN3_10005 
01C2: remove_references_to_actor $5610 // Like turning an actor into a random pedestrian 

:CUBAN3_10005
00D6: if 
0118:   actor $5611 dead 
004D: jump_if_false @CUBAN3_10026 
01C2: remove_references_to_actor $5611 // Like turning an actor into a random pedestrian 

:CUBAN3_10026
00D6: if 
0038:   $5625 == 3 // integer values 
004D: jump_if_false @CUBAN3_10975 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
009B: destroy_actor_instantly $5596 
009B: destroy_actor_instantly $5597 
00A5: $5617 = create_car #DINGHY at -635.5 -237.7 5.5 
0175: set_car $5617 z_angle_to 159.0 
0323: enable_boat $5617 anchor 1 
009A: $5596 = create_actor_pedtype 8 model #HNA at -635.5 -237.7 6.0 
0464: put_actor $5596 into_turret_on_car $5617 at_car_offset 0.0 1.8 1.2 position 0 angle 360.0 with_weapon 12 
009A: $5597 = create_actor_pedtype 8 model #HNA at -635.5 -237.7 6.0 
0464: put_actor $5597 into_turret_on_car $5617 at_car_offset 0.4 -1.8 1.2 position 0 angle 360.0 with_weapon 12 
0372: set_actor $5597 anim 14 wait_state_time 100000 ms 
02D3: boat $5617 drive_to -637.0 -239.0 5.5 
02DB: set_boat $5617 speed_to 0.0 
00D6: if 
8118:   not actor $5593 dead 
004D: jump_if_false @CUBAN3_10282 
02A9: set_actor $5593 immune_to_nonplayer 0 

:CUBAN3_10282
015F: set_camera_position -627.6 -268.3 12.0 0.0 rotation 0.0 0.0 
0158: camera_on_vehicle $5617 mode 15 switchstyle 2 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 

:CUBAN3_10355
00D6: if 
81AD:   not car $5617 sphere 0 near_point -637.0 -239.0 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_10420 
0001: wait 0 ms 
00D6: if 
8119:   not car $5617 wrecked 
004D: jump_if_false @CUBAN3_10413 

:CUBAN3_10413
0002: jump @CUBAN3_10355 

:CUBAN3_10420
00D6: if 
8119:   not car $5617 wrecked 
004D: jump_if_false @CUBAN3_10455 
02D4: car $5617 turn_off_engine 
0323: enable_boat $5617 anchor 1 
0002: jump @CUBAN3_10477 

:CUBAN3_10455
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN3_11496 

:CUBAN3_10477
0001: wait 2000 ms 
00D6: if 
8119:   not car $5592 wrecked 
004D: jump_if_false @CUBAN3_10522 
00D6: if 
8118:   not actor $5596 dead 
004D: jump_if_false @CUBAN3_10522 
01D9: actor $5596 destroy_car $5592 

:CUBAN3_10522
0001: wait 2000 ms 
00D6: if 
8119:   not car $5592 wrecked 
004D: jump_if_false @CUBAN3_10663 
03F5: set_vehicle $5592 apply_damage_rules 1 
00AA: store_car $5592 position_to $95 $96 $97 
020B: explode_car $5592 
020C: create_explosion_with_radius 2 at $95 $96 $97 
020C: create_explosion_with_radius 11 at $95 $96 $97 
020C: create_explosion_with_radius 1 at $95 $96 $97 
020C: create_explosion_with_radius 6 at $95 $96 $97 
039D: scatter_particles 17 0.8 0 0 0 11000 at $95 $96 $97 0.1 0.0 0.2 

:CUBAN3_10663
0001: wait 2000 ms 
00D6: if 
8118:   not actor $5596 dead 
004D: jump_if_false @CUBAN3_10763 
0465: remove_actor $5596 from_turret_mode 
00A1: put_actor $5596 at -632.2 -264.0 8.7 
0173: set_actor $5596 z_angle_to 183.0 
01ED: clear_actor $5596 threat_search 
0243: set_actor $5596 ped_stats_to 16 
0291: set_actor $5596 attack_when_provoked 1 
011A: set_actor $5596 search_threat 1 
01B2: give_actor $5596 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5596 kill_player $PLAYER_CHAR 

:CUBAN3_10763
00D6: if 
8118:   not actor $5597 dead 
004D: jump_if_false @CUBAN3_10867 
0372: set_actor $5597 anim 0 wait_state_time 100 ms 
0465: remove_actor $5597 from_turret_mode 
00A1: put_actor $5597 at -639.2 -272.0 8.7 
0173: set_actor $5597 z_angle_to 183.0 
01ED: clear_actor $5597 threat_search 
0243: set_actor $5597 ped_stats_to 16 
0291: set_actor $5597 attack_when_provoked 1 
011A: set_actor $5597 search_threat 1 
01B2: give_actor $5597 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $5597 kill_player $PLAYER_CHAR 

:CUBAN3_10867
00D6: if 
8119:   not car $5617 wrecked 
004D: jump_if_false @CUBAN3_10913 
00AB: put_car $5617 at -624.0 -257.7 6.0 
0175: set_car $5617 z_angle_to 335.0 

:CUBAN3_10913
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
018A: $5624 = create_checkpoint_at -1170.0 -603.4 11.6 
00BC: text_highpriority 'CUB3_04' 7000 ms 1  // ~g~Get the drugs and cash back to Umberto.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
0002: jump @CUBAN3_10982 

:CUBAN3_10975
0002: jump @CUBAN3_9528 

:CUBAN3_10982
0001: wait 0 ms 
00D6: if 
00F6:   player $PLAYER_CHAR 1 -1169.9 -607.8 10.6 radius 2.0 2.0 2.0 
004D: jump_if_false @CUBAN3_11321 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1171.0 -595.6 14.2 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0055: put_player $PLAYER_CHAR at -1161.4 -620.2 10.6 
009A: $5619 = create_actor_pedtype 4 model #NULL at -1169.9 -607.8 10.6 
01BE: set_actor $5619 to_look_at_spot -1169.7 -630.9 11.0 
0239: actor $5619 run_to -1169.7 -630.9 
00D6: if 
8118:   not actor $5619 dead 
004D: jump_if_false @CUBAN3_11181 

:CUBAN3_11181
00D6: if 
80ED:   not actor $5619 0 -1169.7 -630.9 radius 2.0 2.0 
004D: jump_if_false @CUBAN3_11246 
0001: wait 0 ms 
00D6: if 
8118:   not actor $5619 dead 
004D: jump_if_false @CUBAN3_11239 

:CUBAN3_11239
0002: jump @CUBAN3_11181 

:CUBAN3_11246
00D6: if 
8118:   not actor $5619 dead 
004D: jump_if_false @CUBAN3_11267 
011C: actor $5619 clear_objective 

:CUBAN3_11267
0001: wait 1000 ms 
009B: destroy_actor_instantly $5619 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0395: clear_area 1 at -1170.2 -603.9 range 10.6 20.0 
0002: jump @CUBAN3_11513 

:CUBAN3_11321
00D6: if 
0118:   actor $5603 dead 
004D: jump_if_false @CUBAN3_11342 
01C2: remove_references_to_actor $5603 // Like turning an actor into a random pedestrian 

:CUBAN3_11342
00D6: if 
0118:   actor $5604 dead 
004D: jump_if_false @CUBAN3_11363 
01C2: remove_references_to_actor $5604 // Like turning an actor into a random pedestrian 

:CUBAN3_11363
00D6: if 
0118:   actor $5605 dead 
004D: jump_if_false @CUBAN3_11384 
01C2: remove_references_to_actor $5605 // Like turning an actor into a random pedestrian 

:CUBAN3_11384
00D6: if 
0118:   actor $5607 dead 
004D: jump_if_false @CUBAN3_11405 
01C2: remove_references_to_actor $5607 // Like turning an actor into a random pedestrian 

:CUBAN3_11405
00D6: if 
0118:   actor $5608 dead 
004D: jump_if_false @CUBAN3_11426 
01C2: remove_references_to_actor $5608 // Like turning an actor into a random pedestrian 

:CUBAN3_11426
00D6: if 
0118:   actor $5609 dead 
004D: jump_if_false @CUBAN3_11447 
01C2: remove_references_to_actor $5609 // Like turning an actor into a random pedestrian 

:CUBAN3_11447
00D6: if 
0118:   actor $5610 dead 
004D: jump_if_false @CUBAN3_11468 
01C2: remove_references_to_actor $5610 // Like turning an actor into a random pedestrian 

:CUBAN3_11468
00D6: if 
0118:   actor $5611 dead 
004D: jump_if_false @CUBAN3_11489 
01C2: remove_references_to_actor $5611 // Like turning an actor into a random pedestrian 

:CUBAN3_11489
0002: jump @CUBAN3_10982 

:CUBAN3_11496
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:CUBAN3_11513
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 400000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 400000 
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_3'  // Naval Engagement
004F: create_thread @CUB4  
0004: $281 = 1 // integer values 
0051: return 

:CUBAN3_11581
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03F2: pedtype 8 remove_threat 1 
0249: release_model #TROPIC 
0249: release_model #HNA 
0249: release_model #HNB 
0249: release_model #JETMAX 
0249: release_model #SGA 
0249: release_model #GRENADE 
0249: release_model #DINGHY 
0249: release_model #SGB 
0249: release_model #CBB 
0249: release_model #BRIEFCASE 
0249: release_model #RUGER 
0249: release_model #BUDDYSHOT 
0249: release_model #UZI 
0164: disable_marker $5620 
0164: disable_marker $5621 
0164: disable_marker $5622 
0164: disable_marker $5623 
0164: disable_marker $5624 
0215: destroy_pickup $5614 
0215: destroy_pickup $5615 
0215: destroy_pickup $5616 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 59---------------
// Originally: Trojan Voodoo

:CUBAN4
03A4: name_thread 'CUBAN4' 
0050: gosub @CUBAN4_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @CUBAN4_37 
0050: gosub @CUBAN4_20102 

:CUBAN4_37
0050: gosub @CUBAN4_20581 
004E: end_thread 

:CUBAN4_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'CUBAN4' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
0004: $5685 = 0 // integer values 
0004: $5686 = 1 // integer values 
0004: $5687 = 0 // integer values 
0004: $5688 = 0 // integer values 
0004: $5689 = 0 // integer values 
0004: $5690 = 0 // integer values 
0004: $5691 = 0 // integer values 
0004: $5692 = 0 // integer values 
0004: $5693 = 0 // integer values 
0004: $5694 = 0 // integer values 
0004: $5695 = 0 // integer values 
0004: $5696 = 0 // integer values 
0004: $5697 = 0 // integer values 
0004: $5698 = 0 // integer values 
0004: $5699 = 0 // integer values 
0004: $5700 = 46000 // integer values 
0004: $5701 = 0 // integer values 
0004: $5702 = 2 // integer values 
0004: $5703 = 0 // integer values 
0004: $5704 = 0 // integer values 
0004: $5705 = 0 // integer values 
0004: $5706 = 0 // integer values 
0004: $5707 = 0 // integer values 
0004: $5708 = 0 // integer values 
0004: $5709 = 0 // integer values 
0004: $5710 = 0 // integer values 
0004: $5663 = 0 // integer values 
0004: $5664 = 0 // integer values 
0004: $5711 = 0 // integer values 
0004: $5712 = 0 // integer values 
0004: $5713 = 0 // integer values 
0004: $5714 = 0 // integer values 
0004: $5715 = 0 // integer values 
0004: $5716 = 0 // integer values 
0004: $5717 = 0 // integer values 
04BB: select_interiour 7 // select render area 
0522:  
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03CF: load_wav 'MONO16' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSUMBTO' 
023C: load_special_actor 3 'FLOOZYB' 
023C: load_special_actor 4 'FLOOZYC' 
023C: load_special_actor 5 'CSPAPA' 
02F3: load_object #CUTOBJ01 'CCFAN' 
02F3: load_object #CUTOBJ02 'ESPRESO' 
03CB: set_camera -1169.0 -620.0 10.791 
038B: load_requested_models 

:CUBAN4_518
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CUBAN4_560 
0001: wait 0 ms 
0002: jump @CUBAN4_518 

:CUBAN4_560
00D6: if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @CUBAN4_592 
0001: wait 0 ms 
0002: jump @CUBAN4_560 

:CUBAN4_592
02E4: load_cutscene_data 'CUB_3' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $181 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $181 'CSUMBTO' 
02E5: $175 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $175 'FLOOZYB' 
02E5: $176 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $176 'FLOOZYC' 
02E5: $179 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $218 = create_cutscene_object #CUTOBJ01 
04BC:  'CCFAN' 
02E6: set_cutscene_anim $218 'CCFAN' 
02E5: $204 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $204 'ESPRESO' 
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN4_854
00D6: if 
001A:   1888 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_889 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_854 

:CUBAN4_889
00BC: text_highpriority 'CUB4_A' 10000 ms 1  // Hey, ladies. You know what I'm gonna do?

:CUBAN4_904
00D6: if 
001A:   5073 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_939 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_904 

:CUBAN4_939
00BC: text_highpriority 'CUB4_B' 10000 ms 1  // I'm gonna kill me a Haitian. And then?

:CUBAN4_954
00D6: if 
001A:   7958 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_989 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_954 

:CUBAN4_989
00BC: text_highpriority 'CUB4_C' 10000 ms 1  // And then I'm going to make love like a man.

:CUBAN4_1004
00D6: if 
001A:   9915 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1039 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1004 

:CUBAN4_1039
00BC: text_highpriority 'CUB4_D' 10000 ms 1  // You know that, chica? Something like this.

:CUBAN4_1054
00D6: if 
001A:   15514 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1089 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1054 

:CUBAN4_1089
00BC: text_highpriority 'CUB4_E' 10000 ms 1  // Loser!

:CUBAN4_1104
00D6: if 
001A:   17098 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1139 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1104 

:CUBAN4_1139
00BC: text_highpriority 'CUB4_F' 10000 ms 1  // Prick.

:CUBAN4_1154
00D6: if 
001A:   17491 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1189 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1154 

:CUBAN4_1189
00BC: text_highpriority 'CUB4_G' 10000 ms 1  // Hey, baby, I wouldn't touch you with a ten foot pole!

:CUBAN4_1204
00D6: if 
001A:   21119 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1239 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1204 

:CUBAN4_1239
00BC: text_highpriority 'CUB4_H' 10000 ms 1  // Umberto Robina, he likes the ladies! Not some goat in a skirt!

:CUBAN4_1254
00D6: if 
001A:   26363 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1289 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1254 

:CUBAN4_1289
00BC: text_highpriority 'CUB4_I' 10000 ms 1  // Tommy!! Tommy, I love you, I love you! Let's go!

:CUBAN4_1304
00D6: if 
001A:   31119 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1339 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1304 

:CUBAN4_1339
00BC: text_highpriority 'CUB4_J' 10000 ms 1  // Go where? Can't I get a cup of coffee first?

:CUBAN4_1354
00D6: if 
001A:   32804 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1391 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1354 

:CUBAN4_1391
00BC: text_highpriority 'CUB4_K' 10000 ms 1  // No time for coffee! Besides, I just had one.

:CUBAN4_1406
00D6: if 
001A:   36208 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1443 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1406 

:CUBAN4_1443
00BC: text_highpriority 'CUB4_L' 10000 ms 1  // We gonna take out the Haitians.

:CUBAN4_1458
00D6: if 
001A:   38251 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1495 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1458 

:CUBAN4_1495
00BC: text_highpriority 'CUB4_M' 10000 ms 1  // Tommy, how do you take out a snake?

:CUBAN4_1510
00D6: if 
001A:   41602 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1547 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1510 

:CUBAN4_1547
00BC: text_highpriority 'CUB4_N' 10000 ms 1  // You bite him in the ass! Hahaha!

:CUBAN4_1562
00D6: if 
001A:   43148 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1599 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1562 

:CUBAN4_1599
00BC: text_highpriority 'CUB4_O' 10000 ms 1  // Whatever you say, Umberto.

:CUBAN4_1614
00D6: if 
001A:   44248 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1651 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1614 

:CUBAN4_1651
00BC: text_highpriority 'CUB4_P' 10000 ms 1  // Tommy, you go and get us a little Haitian car.

:CUBAN4_1666
00D6: if 
001A:   46776 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1703 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1666 

:CUBAN4_1703
00BC: text_highpriority 'CUB4_Q' 10000 ms 1  // When you get it, come back and pick up my boy.

:CUBAN4_1718
00D6: if 
001A:   49338 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1755 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1718 

:CUBAN4_1755
00BC: text_highpriority 'CUB4_R' 10000 ms 1  // Pepe, and take him out to the Haitians.

:CUBAN4_1770
00D6: if 
001A:   53344 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1807 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1770 

:CUBAN4_1807
00BC: text_highpriority 'CUB4_S' 10000 ms 1  // Then, you go around to the Haitians processing plant, and you use their solvent as an explosive.

:CUBAN4_1822
00D6: if 
001A:   59927 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1859 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1822 

:CUBAN4_1859
00BC: text_highpriority 'CUB4_T' 10000 ms 1  // Boom! Bye bye!

:CUBAN4_1874
00D6: if 
001A:   62394 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1911 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1874 

:CUBAN4_1911
00BC: text_highpriority 'CUB4_U' 10000 ms 1  // Umberto, what about you?

:CUBAN4_1926
00D6: if 
001A:   64830 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_1963 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1926 

:CUBAN4_1963
00BC: text_highpriority 'CUB4_V' 10000 ms 1  // Uhh... I'm going to stay behind, and watch over the cafe with Poppa.

:CUBAN4_1978
00D6: if 
001A:   68153 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_2015 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_1978 

:CUBAN4_2015
00BC: text_highpriority 'CUB4_W' 10000 ms 1  // He not feeling so good. You know?

:CUBAN4_2030
00D6: if 
001A:   69153 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_2067 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_2030 

:CUBAN4_2067
00BE: text_clear_all 

:CUBAN4_2069
00D6: if 
001A:   71424 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @CUBAN4_2106 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @CUBAN4_2069 

:CUBAN4_2106
016A: fade 0 1500 ms 
00BE: text_clear_all 
0001: wait 1000 ms 
00D6: if 
856A:   not has_cutscene_been_interrupted 
004D: jump_if_false @CUBAN4_2152 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CUBAN4_2152 
03D1: play_wav 1 

:CUBAN4_2152
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN4_2176 
0001: wait 0 ms 
0002: jump @CUBAN4_2152 

:CUBAN4_2176
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04BB: select_interiour 0 // select render area 
0004: $989 = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
0373: set_camera_directly_behind_player 
04E3: unknown_player $PLAYER_CHAR 1 60000 
03F1: pedtype 8 add_threat 1 
0247: request_model #HNA 
0247: request_model #HNB 
0247: request_model #CBB 
0247: request_model #CBA 
0247: request_model #SNIPER 
0247: request_model #TEC9 
0247: request_model #VOODOO 
0247: request_model #DYNAMITE 

:CUBAN4_2305
00D6: if or
8248:   not model #CBA available 
8248:   not model #CBB available 
8248:   not model #HNA available 
8248:   not model #HNB available 
004D: jump_if_false @CUBAN4_2343 
0001: wait 0 ms 
0002: jump @CUBAN4_2305 

:CUBAN4_2343
00D6: if or
8248:   not model #SNIPER available 
8248:   not model #TEC9 available 
8248:   not model #VOODOO available 
8248:   not model #DYNAMITE available 
004D: jump_if_false @CUBAN4_2384 
0001: wait 0 ms 
0002: jump @CUBAN4_2343 

:CUBAN4_2384
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @CUBAN4_2594 
018A: $5684 = create_checkpoint_at -1181.2 83.8 11.3 
018A: $5681 = create_checkpoint_at -1198.4 104.8 11.1 
018A: $5682 = create_checkpoint_at -1198.4 106.6 11.1 
018A: $5683 = create_checkpoint_at -1198.9 108.3 11.1 
018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 
009A: $5675 = create_actor_pedtype 8 model #HNA at -1197.9 82.5 10.1 
009A: $5676 = create_actor_pedtype 8 model #HNA at -1189.0 83.6 10.1 
009A: $5677 = create_actor_pedtype 8 model #HNA at -1190.5 68.5 10.1 

:CUBAN4_2594
00D6: if 
834E:   not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
004D: jump_if_false @CUBAN4_2653 
0001: wait 0 ms 
0002: jump @CUBAN4_2594 

:CUBAN4_2653
00A5: $5718 = create_car #VOODOO at -1071.3 -608.4 9.7 
009A: $5652 = create_actor_pedtype 14 model #CBB at -1170.0 -607.0 10.6 
04F5: unknown_actor $5652 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5652 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5652 threat_search 
02A9: set_actor $5652 immune_to_nonplayer 1 
039E: set_actor $5652 locked_while_in_vehicle 1 
0243: set_actor $5652 ped_stats_to 16 
0291: set_actor $5652 attack_when_provoked 1 
0319: set_actor $5652 running 1 
0568: set_actor $5652 untargetable 1 
016A: fade 1 1500 ms 
009A: $5659 = create_actor_pedtype 8 model #HNA at -1116.8 74.3 10.1 
0173: set_actor $5659 z_angle_to 234.8 
01B2: give_actor $5659 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5659 threat_search 
0243: set_actor $5659 ped_stats_to 16 
0291: set_actor $5659 attack_when_provoked 1 
0350: set_actor $5659 maintain_position_when_attacked 1 
009A: $5660 = create_actor_pedtype 8 model #HNB at -1179.4 71.2 23.9 
0173: set_actor $5660 z_angle_to 270.0 
01B2: give_actor $5660 weapon 28 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5660 threat_search 
0243: set_actor $5660 ped_stats_to 16 
0291: set_actor $5660 attack_when_provoked 1 
0350: set_actor $5660 maintain_position_when_attacked 1 
00A5: $5653 = create_car #VOODOO at -1044.5 172.7 9.8 
0175: set_car $5653 z_angle_to 180.8 
02AA: set_car $5653 immune_to_nonplayer 1 
00AD: set_car $5653 max_speed_to 0.0 
020A: set_car $5653 door_status_to 2 
00AE: set_vehicle $5653 traffic_behavior_to 2 
0129: $5655 = create_actor 14 #CBB in_car $5653 driverseat 
04F5: unknown_actor $5655 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5655 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5655 threat_search 
039E: set_actor $5655 locked_while_in_vehicle 1 
0568: set_actor $5655 untargetable 1 
01C8: $5656 = create_actor_pedtype 14 model #CBA in_car $5653 passenger_seat 0 
04F5: unknown_actor $5656 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5656 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5656 threat_search 
039E: set_actor $5656 locked_while_in_vehicle 1 
0568: set_actor $5656 untargetable 1 
00A5: $5654 = create_car #VOODOO at -1040.4 173.4 9.9 
0175: set_car $5654 z_angle_to 177.1 
02AA: set_car $5654 immune_to_nonplayer 1 
00AD: set_car $5654 max_speed_to 0.0 
020A: set_car $5654 door_status_to 2 
00AE: set_vehicle $5654 traffic_behavior_to 2 
0129: $5657 = create_actor 14 #CBA in_car $5654 driverseat 
04F5: unknown_actor $5657 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5657 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5657 threat_search 
039E: set_actor $5657 locked_while_in_vehicle 1 
0568: set_actor $5657 untargetable 1 
01C8: $5658 = create_actor_pedtype 14 model #CBA in_car $5654 passenger_seat 0 
04F5: unknown_actor $5658 kiss_player $PLAYER_CHAR on 1 
01B2: give_actor $5658 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5658 threat_search 
039E: set_actor $5658 locked_while_in_vehicle 1 
0568: set_actor $5658 untargetable 1 
04BD: set_car $5653 is_part_of_convoy 1 
04E0: car $5653 abandon_path_radius 255 
04BD: set_car $5654 is_part_of_convoy 1 
04E0: car $5654 abandon_path_radius 255 
01DF: tie_actor $5652 to_player $PLAYER_CHAR 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
00BC: text_highpriority 'CUB4_26' 5000 ms 1  // ~g~Take Pepe, head North into Little Haiti and steal a Voodoo car.

:CUBAN4_3317
0001: wait 0 ms 
00D6: if 
0038:   $5709 == 0 // integer values 
004D: jump_if_false @CUBAN4_3705 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN4_3705 
00DA: $5651 = player $PLAYER_CHAR car 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_3705 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_3687 
03F2: pedtype 8 remove_threat 1 
0164: disable_marker $5678 
0164: disable_marker $5679 
00D6: if 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_3680 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 
004D: jump_if_false @CUBAN4_3680 
03CF: load_wav 'CUB4_6' as 1 

:CUBAN4_3478
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_3504 
0001: wait 0 ms 
0002: jump @CUBAN4_3478 

:CUBAN4_3504
00BC: text_highpriority 'CUB4_13' 5000 ms 1  // Oye, let's go find our muchachos!
03D1: play_wav 1 

:CUBAN4_3523
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_3554 
0001: wait 0 ms 
0002: jump @CUBAN4_3523 

:CUBAN4_3554
040D: unload_wav 1 
03D5: remove_text 'CUB4_13'  // Oye, let's go find our muchachos!
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_3613 
018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 
0002: jump @CUBAN4_3633 

:CUBAN4_3613
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 

:CUBAN4_3633
00D6: if 
0038:   $5703 == 0 // integer values 
004D: jump_if_false @CUBAN4_3673 
00BC: text_highpriority 'CUB4_27' 5000 ms 1  // ~g~Go and meet up with Rico and the other Cubans.
0004: $5703 = 1 // integer values 

:CUBAN4_3673
0004: $5709 = 1 // integer values 

:CUBAN4_3680
0002: jump @CUBAN4_3705 

:CUBAN4_3687
03F1: pedtype 8 add_threat 1 
01C3: remove_references_to_car $5651 
0004: $5709 = 0 // integer values 

:CUBAN4_3705
00D6: if 
0038:   $5709 == 1 // integer values 
004D: jump_if_false @CUBAN4_5039 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_5039 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_4895 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_4828 
00D6: if 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_4821 
00D6: if 
0320:   actor $5652 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @CUBAN4_4821 
00D6: if 
00FA:   player $PLAYER_CHAR stopped 1 -1037.4 172.3 10.0 radius 3.0 3.0 10.0 
004D: jump_if_false @CUBAN4_4814 
0164: disable_marker $5678 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube -1072.2 70.7 10.2 -1011.2 200.7 15.2 
015F: set_camera_position -1029.6 169.7 13.1 0.0 rotation 0.0 0.0 
0160: point_camera -1030.5 170.0 12.9 switchstyle 2 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_4004 
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_4004 
00AE: set_vehicle $5653 traffic_behavior_to 3 
00AE: set_vehicle $5654 traffic_behavior_to 3 

:CUBAN4_4004
03CF: load_wav 'CUB4_2' as 1 
03CF: load_wav 'CUB4_1' as 2 

:CUBAN4_4028
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN4_4058 
0001: wait 0 ms 
0002: jump @CUBAN4_4028 

:CUBAN4_4058
00BC: text_highpriority 'CUB4_08' 4000 ms 1  // Hola, amigos.
03D1: play_wav 1 

:CUBAN4_4077
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_4108 
0001: wait 0 ms 
0002: jump @CUBAN4_4077 

:CUBAN4_4108
040D: unload_wav 1 
03D5: remove_text 'CUB4_08'  // Hola, amigos.
00BC: text_highpriority 'CUB4_07' 4000 ms 1  // Oy - the solvent is round the back, amigo.
03D1: play_wav 2 

:CUBAN4_4141
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_4172 
0001: wait 0 ms 
0002: jump @CUBAN4_4141 

:CUBAN4_4172
040D: unload_wav 2 
03D5: remove_text 'CUB4_07'  // Oy - the solvent is round the back, amigo.
03CF: load_wav 'CUB4_3' as 1 
03CF: load_wav 'CUB4_4' as 2 

:CUBAN4_4210
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN4_4240 
0001: wait 0 ms 
0002: jump @CUBAN4_4210 

:CUBAN4_4240
00BC: text_highpriority 'CUB4_09' 4000 ms 1  // Bueno. Haitian Putas. Muerte.
03D1: play_wav 1 

:CUBAN4_4259
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_4290 
0001: wait 0 ms 
0002: jump @CUBAN4_4259 

:CUBAN4_4290
040D: unload_wav 1 
03D5: remove_text 'CUB4_09'  // Bueno. Haitian Putas. Muerte.
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_4350 
00AD: set_car $5653 max_speed_to 10.0 
00A7: car $5653 drive_to -1072.2 70.7 11.2 

:CUBAN4_4350
00BC: text_highpriority 'CUB4_10' 4000 ms 1  // Vamos.
03D1: play_wav 2 

:CUBAN4_4369
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_4400 
0001: wait 0 ms 
0002: jump @CUBAN4_4369 

:CUBAN4_4400
040D: unload_wav 2 
03D5: remove_text 'CUB4_10'  // Vamos.
03CF: load_wav 'CUB4_5' as 1 
03CF: load_wav 'CUB4_7' as 2 

:CUBAN4_4438
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CUBAN4_4468 
0001: wait 0 ms 
0002: jump @CUBAN4_4438 

:CUBAN4_4468
00BC: text_highpriority 'CUB4_11' 4000 ms 1  // Vamos indeed.
03D1: play_wav 1 

:CUBAN4_4487
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_4518 
0001: wait 0 ms 
0002: jump @CUBAN4_4487 

:CUBAN4_4518
040D: unload_wav 1 
03D5: remove_text 'CUB4_11'  // Vamos indeed.
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_4578 
00AD: set_car $5654 max_speed_to 10.0 
00A7: car $5654 drive_to -1072.2 70.7 11.2 

:CUBAN4_4578
00BC: text_highpriority 'CUB4_14' 4000 ms 1  // Follow my compadres.
03D1: play_wav 2 

:CUBAN4_4597
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_4628 
0001: wait 0 ms 
0002: jump @CUBAN4_4597 

:CUBAN4_4628
040D: unload_wav 2 
03D5: remove_text 'CUB4_14'  // Follow my compadres.
0001: wait 3000 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_4716 
00AD: set_car $5653 max_speed_to 0.0 
00AB: put_car $5653 at -1101.2 70.0 10.8 
0175: set_car $5653 z_angle_to 87.8 

:CUBAN4_4716
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_4772 
00AD: set_car $5654 max_speed_to 0.0 
00AB: put_car $5654 at -1093.0 70.6 10.8 
0175: set_car $5654 z_angle_to 90.6 

:CUBAN4_4772
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 
00BC: text_highpriority 'CUB4_28' 5000 ms 1  // ~g~Join the other Cubans at the Haitian Drugs Factory.
0004: $5710 = 1 // integer values 

:CUBAN4_4814
0004: $5702 = 0 // integer values 

:CUBAN4_4821
0002: jump @CUBAN4_4888 

:CUBAN4_4828
00D6: if 
00FA:   player $PLAYER_CHAR stopped 1 -1084.1 70.2 10.8 radius 5.0 5.0 10.0 
004D: jump_if_false @CUBAN4_4888 
0164: disable_marker $5679 
0002: jump @CUBAN4_8143 

:CUBAN4_4888
0002: jump @CUBAN4_5039 

:CUBAN4_4895
00D6: if 
0038:   $5702 == 0 // integer values 
004D: jump_if_false @CUBAN4_5022 
03CF: load_wav 'CUB4_5A' as 1 

:CUBAN4_4925
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_4951 
0001: wait 0 ms 
0002: jump @CUBAN4_4925 

:CUBAN4_4951
00BC: text_highpriority 'CUB4_12' 5000 ms 1  // Hey, we need a Haitian gang car!
03D1: play_wav 1 

:CUBAN4_4970
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_5001 
0001: wait 0 ms 
0002: jump @CUBAN4_4970 

:CUBAN4_5001
040D: unload_wav 1 
03D5: remove_text 'CUB4_12'  // Hey, we need a Haitian gang car!
0004: $5702 = 1 // integer values 

:CUBAN4_5022
0164: disable_marker $5678 
0164: disable_marker $5679 
0004: $5709 = 0 // integer values 

:CUBAN4_5039
00D6: if 
0019:   17@ > 5000 // integer values 
004D: jump_if_false @CUBAN4_5680 
00D6: if 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_5651 
00D6: if 
0038:   $5686 == 1 // integer values 
004D: jump_if_false @CUBAN4_5151 
00D6: if 
8320:   not actor $5652 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @CUBAN4_5151 
00BC: text_highpriority 'CUB4_24' 5000 ms 1  // You've left Pepe behind, go and get him.
0164: disable_marker $5678 
0164: disable_marker $5679 
0187: $5680 = create_marker_above_actor $5652 
0004: $5686 = 0 // integer values 

:CUBAN4_5151
00D6: if 
0038:   $5686 == 0 // integer values 
004D: jump_if_false @CUBAN4_5644 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 
004D: jump_if_false @CUBAN4_5644 
01DF: tie_actor $5652 to_player $PLAYER_CHAR 
0164: disable_marker $5680 
0164: disable_marker $5678 
0164: disable_marker $5679 
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #VOODOO 
004D: jump_if_false @CUBAN4_5381 
00D6: if 
0038:   $5702 == 0 // integer values 
004D: jump_if_false @CUBAN4_5374 
03CF: load_wav 'CUB4_5A' as 1 

:CUBAN4_5277
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_5303 
0001: wait 0 ms 
0002: jump @CUBAN4_5277 

:CUBAN4_5303
00BC: text_highpriority 'CUB4_12' 5000 ms 1  // Hey, we need a Haitian gang car!
03D1: play_wav 1 

:CUBAN4_5322
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_5353 
0001: wait 0 ms 
0002: jump @CUBAN4_5322 

:CUBAN4_5353
040D: unload_wav 1 
03D5: remove_text 'CUB4_12'  // Hey, we need a Haitian gang car!
0004: $5702 = 1 // integer values 

:CUBAN4_5374
0002: jump @CUBAN4_5483 

:CUBAN4_5381
03CF: load_wav 'CUB4_6' as 1 

:CUBAN4_5393
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_5419 
0001: wait 0 ms 
0002: jump @CUBAN4_5393 

:CUBAN4_5419
00BC: text_highpriority 'CUB4_13' 5000 ms 1  // Oye, let's go find our muchachos!
03D1: play_wav 1 

:CUBAN4_5438
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_5469 
0001: wait 0 ms 
0002: jump @CUBAN4_5438 

:CUBAN4_5469
040D: unload_wav 1 
03D5: remove_text 'CUB4_13'  // Oye, let's go find our muchachos!

:CUBAN4_5483
00D6: if 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_5637 
00D6: if 
0320:   actor $5652 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @CUBAN4_5637 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_5637 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_5637 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_5637 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_5617 
018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 
0002: jump @CUBAN4_5637 

:CUBAN4_5617
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 

:CUBAN4_5637
0004: $5686 = 1 // integer values 

:CUBAN4_5644
0002: jump @CUBAN4_5673 

:CUBAN4_5651
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_5673
0004: $5702 = 0 // integer values 

:CUBAN4_5680
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @CUBAN4_7911 
00D6: if 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_7911 
00D6: if 
0320:   actor $5652 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @CUBAN4_7911 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 
004D: jump_if_false @CUBAN4_7911 
00D6: if 
0038:   $5712 == 0 // integer values 
004D: jump_if_false @CUBAN4_6073 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1222.1 -346.7 -996.3 -365.2 
004D: jump_if_false @CUBAN4_6073 
03CF: load_wav 'CUB4_11' as 1 

:CUBAN4_5838
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_5933 
0001: wait 0 ms 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_5904 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_5926 

:CUBAN4_5904
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_5926
0002: jump @CUBAN4_5838 

:CUBAN4_5933
00BC: text_highpriority 'CUB4_18' 5000 ms 1  // Man, this a nice part of town...
03D1: play_wav 1 

:CUBAN4_5952
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_6052 
0001: wait 0 ms 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_6023 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_6045 

:CUBAN4_6023
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6045
0002: jump @CUBAN4_5952 

:CUBAN4_6052
040D: unload_wav 1 
03D5: remove_text 'CUB4_18'  // Man, this a nice part of town...
0004: $5712 = 1 // integer values 

:CUBAN4_6073
00D6: if 
0038:   $5713 == 0 // integer values 
004D: jump_if_false @CUBAN4_6376 
00D6: if 
0056:   player $PLAYER_CHAR 0 -989.3 -436.5 -1011.2 -500.6 
004D: jump_if_false @CUBAN4_6376 
03CF: load_wav 'CUB4_13' as 1 

:CUBAN4_6141
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_6236 
0001: wait 0 ms 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_6207 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_6229 

:CUBAN4_6207
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6229
0002: jump @CUBAN4_6141 

:CUBAN4_6236
00BC: text_highpriority 'CUB4_20' 5000 ms 1  // I had a beautiful woman... lived around this neighborhood.
03D1: play_wav 1 

:CUBAN4_6255
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_6355 
0001: wait 0 ms 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_6326 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_6348 

:CUBAN4_6326
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6348
0002: jump @CUBAN4_6255 

:CUBAN4_6355
040D: unload_wav 1 
03D5: remove_text 'CUB4_20'  // I had a beautiful woman... lived around this neighborhood.
0004: $5713 = 1 // integer values 

:CUBAN4_6376
00D6: if 
0038:   $5714 == 0 // integer values 
004D: jump_if_false @CUBAN4_6679 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1186.1 -95.5 -1054.3 -51.6 
004D: jump_if_false @CUBAN4_6679 
03CF: load_wav 'CUB4_12' as 1 

:CUBAN4_6444
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_6539 
0001: wait 0 ms 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_6510 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_6532 

:CUBAN4_6510
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6532
0002: jump @CUBAN4_6444 

:CUBAN4_6539
00BC: text_highpriority 'CUB4_19' 5000 ms 1  // This place is a dump, man.
03D1: play_wav 1 

:CUBAN4_6558
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_6658 
0001: wait 0 ms 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_6629 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_6651 

:CUBAN4_6629
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6651
0002: jump @CUBAN4_6558 

:CUBAN4_6658
040D: unload_wav 1 
03D5: remove_text 'CUB4_19'  // This place is a dump, man.
0004: $5714 = 1 // integer values 

:CUBAN4_6679
00D6: if 
0038:   $5715 == 0 // integer values 
004D: jump_if_false @CUBAN4_7090 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1063.6 101.9 -1078.9 67.0 
004D: jump_if_false @CUBAN4_7090 
03CF: load_wav 'CUB4_14' as 1 

:CUBAN4_6747
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_6896 
0001: wait 0 ms 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_6889 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_6889 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_6889 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_6867 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_6889 

:CUBAN4_6867
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6889
0002: jump @CUBAN4_6747 

:CUBAN4_6896
00BC: text_highpriority 'CUB4_21' 5000 ms 1  // You know, they do nice pizzas here.
03D1: play_wav 1 

:CUBAN4_6915
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_7069 
0001: wait 0 ms 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_7062 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_7062 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_7062 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_7040 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_7062 

:CUBAN4_7040
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7062
0002: jump @CUBAN4_6915 

:CUBAN4_7069
040D: unload_wav 1 
03D5: remove_text 'CUB4_21'  // You know, they do nice pizzas here.
0004: $5715 = 1 // integer values 

:CUBAN4_7090
00D6: if 
0038:   $5716 == 0 // integer values 
004D: jump_if_false @CUBAN4_7484 
00D6: if 
0019:   16@ > 60000 // integer values 
004D: jump_if_false @CUBAN4_7484 
03CF: load_wav 'CUB4_16' as 1 

:CUBAN4_7141
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_7290 
0001: wait 0 ms 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_7283 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_7283 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_7283 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_7261 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_7283 

:CUBAN4_7261
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7283
0002: jump @CUBAN4_7141 

:CUBAN4_7290
00BC: text_highpriority 'CUB4_23' 5000 ms 1  // You lost, man?
03D1: play_wav 1 

:CUBAN4_7309
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_7463 
0001: wait 0 ms 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_7456 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_7456 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_7456 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_7434 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_7456 

:CUBAN4_7434
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7456
0002: jump @CUBAN4_7309 

:CUBAN4_7463
040D: unload_wav 1 
03D5: remove_text 'CUB4_23'  // You lost, man?
0004: $5716 = 1 // integer values 

:CUBAN4_7484
00D6: if 
0038:   $5717 == 0 // integer values 
004D: jump_if_false @CUBAN4_7911 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @CUBAN4_7911 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1045.9 138.2 -1012.2 198.7 
004D: jump_if_false @CUBAN4_7911 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_7568
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_7717 
0001: wait 0 ms 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_7710 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_7710 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_7710 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_7688 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_7710 

:CUBAN4_7688
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7710
0002: jump @CUBAN4_7568 

:CUBAN4_7717
00BC: text_highpriority 'CUB4_22' 5000 ms 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_7736
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_7890 
0001: wait 0 ms 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_7883 
00D6: if 
0137:   car $5651 id == #VOODOO 
004D: jump_if_false @CUBAN4_7883 
00D6: if 
00DC:   player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_7883 
00D6: if 
0038:   $5710 == 0 // integer values 
004D: jump_if_false @CUBAN4_7861 
03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 
0002: jump @CUBAN4_7883 

:CUBAN4_7861
03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7883
0002: jump @CUBAN4_7736 

:CUBAN4_7890
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
0004: $5717 = 1 // integer values 

:CUBAN4_7911
00D6: if 
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 
004D: jump_if_false @CUBAN4_8002 
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_7980 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_7980
00BC: text_highpriority 'CUB4_04' 5000 ms 1  // ~r~You've alerted the base, there is no way we will get in now!
0002: jump @CUBAN4_20102 

:CUBAN4_8002
00D6: if or
0118:   actor $5655 dead 
0118:   actor $5656 dead 
0118:   actor $5657 dead 
0118:   actor $5658 dead 
004D: jump_if_false @CUBAN4_8055 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_8055
00D6: if or
0119:   car $5653 wrecked 
0119:   car $5654 wrecked 
004D: jump_if_false @CUBAN4_8098 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_8098
00D6: if 
0118:   actor $5659 dead 
004D: jump_if_false @CUBAN4_8136 
00BC: text_highpriority 'CUB4_04' 5000 ms 1  // ~r~You've alerted the base, there is no way we will get in now!
0002: jump @CUBAN4_20102 

:CUBAN4_8136
0002: jump @CUBAN4_3317 

:CUBAN4_8143
00BC: text_highpriority 'CUB4_03' 5000 ms 1  // ~g~Stay in the car until safely parked inside the compound.
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_8204 
02C2: car $5653 drive_to_point -1108.8 69.8 10.8 
00AD: set_car $5653 max_speed_to 2.0 

:CUBAN4_8204
0001: wait 0 ms 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_8276 
00D6: if 
01AD:   car $5653 sphere 0 near_point -1108.8 69.8 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_8269 
0002: jump @CUBAN4_8558 

:CUBAN4_8269
0002: jump @CUBAN4_8298 

:CUBAN4_8276
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_8298
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_8355 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_8355 
00BC: text_highpriority 'CUB4_10' 5000 ms 1  // Vamos.
0002: jump @CUBAN4_20102 

:CUBAN4_8355
00D6: if 
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 
004D: jump_if_false @CUBAN4_8470 
00D6: if 
8118:   not actor $5660 dead 
004D: jump_if_false @CUBAN4_8417 
01CC: actor $5660 kill_player $PLAYER_CHAR 

:CUBAN4_8417
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_8448 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_8448
00BC: text_highpriority 'CUB4_09' 5000 ms 1  // Bueno. Haitian Putas. Muerte.
0002: jump @CUBAN4_20102 

:CUBAN4_8470
00D6: if 
0118:   actor $5659 dead 
004D: jump_if_false @CUBAN4_8508 
00BC: text_highpriority 'CUB4_09' 5000 ms 1  // Bueno. Haitian Putas. Muerte.
0002: jump @CUBAN4_20102 

:CUBAN4_8508
00D6: if or
0118:   actor $5652 dead 
0119:   car $5654 wrecked 
004D: jump_if_false @CUBAN4_8551 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_8551
0002: jump @CUBAN4_8204 

:CUBAN4_8558
0001: wait 0 ms 
00D6: if 
0038:   $5687 == 0 // integer values 
004D: jump_if_false @CUBAN4_8844 
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_8822 
00D6: if 
80ED:   not actor $5659 0 -1115.6 71.6 radius 2.0 2.0 
004D: jump_if_false @CUBAN4_8663 
0350: set_actor $5659 maintain_position_when_attacked 0 
0211: actor $5659 walk_to -1115.6 71.6 
0002: jump @CUBAN4_8815 

:CUBAN4_8663
00D6: if 
0126:   actor $5659 walking 
004D: jump_if_false @CUBAN4_8815 
0350: set_actor $5659 maintain_position_when_attacked 1 
0173: set_actor $5659 z_angle_to 261.1 
0372: set_actor $5659 anim 16 wait_state_time 1000 ms 
03CF: load_wav 'CUB4_8' as 1 

:CUBAN4_8718
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_8744 
0001: wait 0 ms 
0002: jump @CUBAN4_8718 

:CUBAN4_8744
00BC: text_highpriority 'CUB4_15' 4000 ms 1  // Ok, in you go...
03D1: play_wav 1 

:CUBAN4_8763
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_8794 
0001: wait 0 ms 
0002: jump @CUBAN4_8763 

:CUBAN4_8794
040D: unload_wav 1 
03D5: remove_text 'CUB4_15'  // Ok, in you go...
0004: $5687 = 1 // integer values 

:CUBAN4_8815
0002: jump @CUBAN4_8844 

:CUBAN4_8822
00BC: text_highpriority 'CUB4_09' 5000 ms 1  // Bueno. Haitian Putas. Muerte.
0002: jump @CUBAN4_20102 

:CUBAN4_8844
00D6: if 
0038:   $5687 == 1 // integer values 
004D: jump_if_false @CUBAN4_9119 
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_9097 
00D6: if 
80ED:   not actor $5659 0 -1116.8 74.3 radius 2.0 2.0 
004D: jump_if_false @CUBAN4_8945 
0350: set_actor $5659 maintain_position_when_attacked 0 
0211: actor $5659 walk_to -1116.8 74.3 
0002: jump @CUBAN4_9090 

:CUBAN4_8945
00D6: if 
0126:   actor $5659 walking 
004D: jump_if_false @CUBAN4_9090 
0350: set_actor $5659 maintain_position_when_attacked 1 
0173: set_actor $5659 z_angle_to 234.8 
018C: play_sound 3 at -1114.64 72.85 11.13 
018D: $12 = create_sound 2 at -1114.64 72.85 11.13 

:CUBAN4_9019
00D6: if 
834E:   not move_object $1791 to -1114.5 73.0 10.1 speed 0.1 0.1 0.0 collision_check 0 
004D: jump_if_false @CUBAN4_9078 
0001: wait 0 ms 
0002: jump @CUBAN4_9019 

:CUBAN4_9078
018E: stop_sound $12 
0004: $5687 = 2 // integer values 

:CUBAN4_9090
0002: jump @CUBAN4_9119 

:CUBAN4_9097
00BC: text_highpriority 'CUB4_09' 5000 ms 1  // Bueno. Haitian Putas. Muerte.
0002: jump @CUBAN4_20102 

:CUBAN4_9119
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_9252 
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_9223 
00D6: if 
0038:   $5687 == 2 // integer values 
004D: jump_if_false @CUBAN4_9216 
02C2: car $5653 drive_to_point -1126.1 70.5 10.8 
02C2: car $5654 drive_to_point -1126.1 70.5 10.8 
0002: jump @CUBAN4_9587 

:CUBAN4_9216
0002: jump @CUBAN4_9245 

:CUBAN4_9223
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_9245
0002: jump @CUBAN4_9274 

:CUBAN4_9252
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_9274
00D6: if 
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 
004D: jump_if_false @CUBAN4_9389 
00D6: if 
8118:   not actor $5660 dead 
004D: jump_if_false @CUBAN4_9336 
01CC: actor $5660 kill_player $PLAYER_CHAR 

:CUBAN4_9336
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_9367 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_9367
00BC: text_highpriority 'CUB4_09' 5000 ms 1  // Bueno. Haitian Putas. Muerte.
0002: jump @CUBAN4_20102 

:CUBAN4_9389
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_9446 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_9446 
00BC: text_highpriority 'CUB4_10' 5000 ms 1  // Vamos.
0002: jump @CUBAN4_20102 

:CUBAN4_9446
00D6: if or
0118:   actor $5652 dead 
0119:   car $5654 wrecked 
004D: jump_if_false @CUBAN4_9489 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_9489
00D6: if or
0118:   actor $5655 dead 
0118:   actor $5656 dead 
0118:   actor $5657 dead 
0118:   actor $5658 dead 
004D: jump_if_false @CUBAN4_9542 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_9542
00D6: if 
0118:   actor $5659 dead 
004D: jump_if_false @CUBAN4_9580 
00BC: text_highpriority 'CUB4_04' 5000 ms 1  // ~r~You've alerted the base, there is no way we will get in now!
0002: jump @CUBAN4_20102 

:CUBAN4_9580
0002: jump @CUBAN4_8558 

:CUBAN4_9587
0001: wait 0 ms 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_10313 
00D6: if 
01AD:   car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_9935 
00D6: if 
0038:   $5705 == 0 // integer values 
004D: jump_if_false @CUBAN4_9935 
009A: $5661 = create_actor_pedtype 8 model #HNA at -1143.4 84.5 11.1 
0173: set_actor $5661 z_angle_to 190.2 
01B2: give_actor $5661 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5661 threat_search 
0243: set_actor $5661 ped_stats_to 16 
0291: set_actor $5661 attack_when_provoked 1 
009A: $5662 = create_actor_pedtype 8 model #HNA at -1143.4 83.3 11.1 
0173: set_actor $5662 z_angle_to 190.2 
01B2: give_actor $5662 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5662 threat_search 
0243: set_actor $5662 ped_stats_to 16 
0291: set_actor $5662 attack_when_provoked 1 
009A: $5665 = create_actor_pedtype 8 model #HNA at -1168.2 106.7 10.1 
0173: set_actor $5665 z_angle_to 271.4 
01B2: give_actor $5665 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5665 threat_search 
0243: set_actor $5665 ped_stats_to 16 
0291: set_actor $5665 attack_when_provoked 1 
009A: $5666 = create_actor_pedtype 8 model #HNA at -1166.0 107.1 10.1 
0173: set_actor $5666 z_angle_to 92.5 
01B2: give_actor $5666 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5666 threat_search 
0243: set_actor $5666 ped_stats_to 16 
0291: set_actor $5666 attack_when_provoked 1 
03F9: make_actors $5665 $5666 converse_in 100000 ms 
0004: $5705 = 1 // integer values 

:CUBAN4_9935
00D6: if 
8118:   not actor $5661 dead 
004D: jump_if_false @CUBAN4_10313 
00D6: if 
8118:   not actor $5662 dead 
004D: jump_if_false @CUBAN4_10313 
00D6: if 
00B0:   car $5653 0 -1135.2 73.2 -1130.8 67.9 
004D: jump_if_false @CUBAN4_10060 
00D6: if 
0038:   $5663 == 0 // integer values 
004D: jump_if_false @CUBAN4_10060 
0211: actor $5661 walk_to -1141.5 73.5 
0211: actor $5662 walk_to -1141.5 64.3 
0004: $5663 = 1 // integer values 

:CUBAN4_10060
00D6: if 
00EC:   actor $5661 0 -1141.5 73.5 radius 2.0 2.0 
004D: jump_if_false @CUBAN4_10313 
00D6: if 
0038:   $5708 == 0 // integer values 
004D: jump_if_false @CUBAN4_10130 
0006: 17@ = 0 // integer values 
0004: $5708 = 1 // integer values 

:CUBAN4_10130
00D6: if 
0056:   player $PLAYER_CHAR 0 -1135.2 68.2 -1140.8 73.9 
004D: jump_if_false @CUBAN4_10210 
00D6: if 
0038:   $5664 == 0 // integer values 
004D: jump_if_false @CUBAN4_10210 
0372: set_actor $5661 anim 16 wait_state_time 800 ms 
0006: 17@ = 0 // integer values 
0004: $5664 = 1 // integer values 

:CUBAN4_10210
00D6: if 
0019:   17@ > 5000 // integer values 
004D: jump_if_false @CUBAN4_10236 
0004: $5664 = 1 // integer values 

:CUBAN4_10236
00D6: if 
0038:   $5664 == 1 // integer values 
004D: jump_if_false @CUBAN4_10313 
00D6: if 
0038:   $5663 == 1 // integer values 
004D: jump_if_false @CUBAN4_10313 
00D6: if 
0019:   17@ > 800 // integer values 
004D: jump_if_false @CUBAN4_10313 
0211: actor $5661 walk_to -1141.5 61.9 
0004: $5663 = 2 // integer values 

:CUBAN4_10313
00D6: if 
0038:   $5688 == 0 // integer values 
004D: jump_if_false @CUBAN4_10447 
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_10425 
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_10418 
00D6: if 
01AD:   car $5651 sphere 0 near_point -1114.6 70.5 radius 5.0 5.0 
004D: jump_if_false @CUBAN4_10418 
0372: set_actor $5659 anim 16 wait_state_time 800 ms 
0004: $5688 = 1 // integer values 

:CUBAN4_10418
0002: jump @CUBAN4_10447 

:CUBAN4_10425
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_10447
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_11469 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_11469 
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_11469 
00D6: if 
0038:   $5689 == 0 // integer values 
004D: jump_if_false @CUBAN4_10595 
00D6: if 
81AD:   not car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_10588 
02C2: car $5653 drive_to_point -1126.1 70.5 10.8 
00AD: set_car $5653 max_speed_to 5.0 
0002: jump @CUBAN4_10595 

:CUBAN4_10588
0004: $5689 = 1 // integer values 

:CUBAN4_10595
00D6: if 
0038:   $5689 == 1 // integer values 
004D: jump_if_false @CUBAN4_10695 
00D6: if 
81AD:   not car $5653 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_10688 
02C2: car $5653 drive_to_point -1140.9 71.2 10.8 
00AD: set_car $5653 max_speed_to 5.0 
0002: jump @CUBAN4_10695 

:CUBAN4_10688
0004: $5689 = 2 // integer values 

:CUBAN4_10695
00D6: if 
0038:   $5689 == 2 // integer values 
004D: jump_if_false @CUBAN4_10795 
00D6: if 
81AD:   not car $5653 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_10788 
02C2: car $5653 drive_to_point -1160.0 70.7 11.3 
00AD: set_car $5653 max_speed_to 5.0 
0002: jump @CUBAN4_10795 

:CUBAN4_10788
0004: $5689 = 3 // integer values 

:CUBAN4_10795
00D6: if 
0038:   $5689 == 3 // integer values 
004D: jump_if_false @CUBAN4_10955 
00D6: if 
81AD:   not car $5653 sphere 0 near_point -1180.2 92.9 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_10888 
02C2: car $5653 drive_to_point -1180.2 92.9 11.3 
00AD: set_car $5653 max_speed_to 20.0 
0002: jump @CUBAN4_10955 

:CUBAN4_10888
0477: set_car $5653 action 5 time 10000 
00AD: set_car $5653 max_speed_to 0.0 
0164: disable_marker $5684 
018A: $5684 = create_checkpoint_at -1181.2 83.8 11.3 
00BC: text_highpriority 'CUB4_32' 5000 ms 1  // ~g~Park the car at the blip and get out.
0004: $5689 = 4 // integer values 

:CUBAN4_10955
00D6: if 
0038:   $5690 == 0 // integer values 
004D: jump_if_false @CUBAN4_11055 
00D6: if 
81AD:   not car $5654 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_11048 
02C2: car $5654 drive_to_point -1126.1 70.5 10.8 
00AD: set_car $5654 max_speed_to 5.0 
0002: jump @CUBAN4_11055 

:CUBAN4_11048
0004: $5690 = 1 // integer values 

:CUBAN4_11055
00D6: if 
0038:   $5690 == 1 // integer values 
004D: jump_if_false @CUBAN4_11155 
00D6: if 
81AD:   not car $5654 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_11148 
02C2: car $5654 drive_to_point -1140.9 71.2 10.8 
00AD: set_car $5654 max_speed_to 5.0 
0002: jump @CUBAN4_11155 

:CUBAN4_11148
0004: $5690 = 2 // integer values 

:CUBAN4_11155
00D6: if 
0038:   $5690 == 2 // integer values 
004D: jump_if_false @CUBAN4_11255 
00D6: if 
81AD:   not car $5654 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_11248 
02C2: car $5654 drive_to_point -1160.0 70.7 10.8 
00AD: set_car $5654 max_speed_to 5.0 
0002: jump @CUBAN4_11255 

:CUBAN4_11248
0004: $5690 = 3 // integer values 

:CUBAN4_11255
00D6: if 
0038:   $5690 == 3 // integer values 
004D: jump_if_false @CUBAN4_11375 
00D6: if 
81AD:   not car $5654 sphere 0 near_point -1166.2 85.1 radius 3.0 3.0 
004D: jump_if_false @CUBAN4_11348 
02C2: car $5654 drive_to_point -1166.2 85.1 10.8 
00AD: set_car $5654 max_speed_to 20.0 
0002: jump @CUBAN4_11375 

:CUBAN4_11348
0477: set_car $5654 action 4 time 10000 
00AD: set_car $5654 max_speed_to 0.0 
0004: $5690 = 4 // integer values 

:CUBAN4_11375
00D6: if 
0038:   $5689 == 4 // integer values 
004D: jump_if_false @CUBAN4_11469 
00D6: if 
81AF:   not car $5651 1 -1181.2 83.8 11.3 radius 5.0 5.0 5.0 
004D: jump_if_false @CUBAN4_11455 
0004: $5689 = 4 // integer values 
0002: jump @CUBAN4_11469 

:CUBAN4_11455
0050: gosub @CUBAN4_20686 
0002: jump @CUBAN4_11835 

:CUBAN4_11469
00D6: if or
0118:   actor $5652 dead 
0119:   car $5653 wrecked 
0119:   car $5654 wrecked 
004D: jump_if_false @CUBAN4_11517 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_11517
00D6: if or
0118:   actor $5655 dead 
0118:   actor $5656 dead 
0118:   actor $5657 dead 
0118:   actor $5658 dead 
004D: jump_if_false @CUBAN4_11570 
00BC: text_highpriority 'CUB2_10' 5000 ms 1  // ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump @CUBAN4_20102 

:CUBAN4_11570
00D6: if 
0038:   $5688 == 0 // integer values 
004D: jump_if_false @CUBAN4_11681 
00D6: if 
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 
004D: jump_if_false @CUBAN4_11681 
00D6: if 
8118:   not actor $5660 dead 
004D: jump_if_false @CUBAN4_11650 
01CC: actor $5660 kill_player $PLAYER_CHAR 

:CUBAN4_11650
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_11681 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_11681
00D6: if 
8119:   not car $5651 wrecked 
004D: jump_if_false @CUBAN4_11768 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1158.0 61.1 -1199.6 109.2 
004D: jump_if_false @CUBAN4_11768 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $5651 
004D: jump_if_false @CUBAN4_11768 
0050: gosub @CUBAN4_20686 
0002: jump @CUBAN4_11835 

:CUBAN4_11768
0002: jump @CUBAN4_9587 
018A: $5681 = create_checkpoint_at -1187.2 103.0 10.1 
018A: $5682 = create_checkpoint_at -1181.5 81.2 10.1 
018A: $5683 = create_checkpoint_at -1173.6 70.2 16.9 

:CUBAN4_11835
0001: wait 0 ms 
00D6: if 
0038:   $5685 == 0 // integer values 
004D: jump_if_false @CUBAN4_13979 
00D6: if 
0038:   $5702 == 0 // integer values 
004D: jump_if_false @CUBAN4_11927 
00BC: text_highpriority 'CUB4_29' 5000 ms 1  // ~g~Walk into each of the markers to plant a bomb at that location.
00BB: text_lowpriority 'CUB4_02' 5000 ms 1  // ~g~The bombs will be set with a 45 second timer.
00BB: text_lowpriority 'CUB4_30' 5000 ms 1  // ~g~After all three bombs are planted, get clear of the factory before it blows.
0004: $5702 = 1 // integer values 

:CUBAN4_11927
00D6: if 
0038:   $5694 == 3 // integer values 
004D: jump_if_false @CUBAN4_12195 
03CF: load_wav 'CUB4_10' as 1 

:CUBAN4_11957
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_11983 
0001: wait 0 ms 
0002: jump @CUBAN4_11957 

:CUBAN4_11983
00BC: text_highpriority 'CUB4_17' 5000 ms 1  // RUN!!
00BB: text_lowpriority 'CUB4_31' 5000 ms 1  // ~g~Get clear of the factory!!
03D1: play_wav 1 

:CUBAN4_12017
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN4_12043 
0001: wait 0 ms 
0002: jump @CUBAN4_12017 

:CUBAN4_12043
040D: unload_wav 1 
03D5: remove_text 'CUB4_17'  // RUN!!
00D6: if 
8118:   not actor $5655 dead 
004D: jump_if_false @CUBAN4_12088 
0350: set_actor $5655 maintain_position_when_attacked 0 
01DF: tie_actor $5655 to_player $PLAYER_CHAR 

:CUBAN4_12088
00D6: if 
8118:   not actor $5656 dead 
004D: jump_if_false @CUBAN4_12119 
0350: set_actor $5656 maintain_position_when_attacked 0 
01DF: tie_actor $5656 to_player $PLAYER_CHAR 

:CUBAN4_12119
00D6: if 
8118:   not actor $5657 dead 
004D: jump_if_false @CUBAN4_12150 
0350: set_actor $5657 maintain_position_when_attacked 0 
01DF: tie_actor $5657 to_player $PLAYER_CHAR 

:CUBAN4_12150
00D6: if 
8118:   not actor $5658 dead 
004D: jump_if_false @CUBAN4_12181 
0350: set_actor $5658 maintain_position_when_attacked 0 
01DF: tie_actor $5658 to_player $PLAYER_CHAR 

:CUBAN4_12181
0004: $5685 = 1 // integer values 
0002: jump @CUBAN4_13139 

:CUBAN4_12195
00D6: if 
0038:   $5695 == 0 // integer values 
004D: jump_if_false @CUBAN4_12493 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 -1187.2 103.0 10.1 radius 1.0 1.0 2.0 
004D: jump_if_false @CUBAN4_12493 
00D6: if 
0038:   $5693 == 0 // integer values 
004D: jump_if_false @CUBAN4_12293 
0006: 16@ = 0 // integer values 
0004: $5693 = 1 // integer values 

:CUBAN4_12293
0001: wait 0 ms 
00D6: if 
001B:   2100 > 16@ // integer values 
004D: jump_if_false @CUBAN4_12391 
00D6: if 
0038:   $5698 == 0 // integer values 
004D: jump_if_false @CUBAN4_12377 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 344.6 
0373: set_camera_directly_behind_player 
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
0004: $5698 = 1 // integer values 

:CUBAN4_12377
0002: jump @CUBAN4_12293 
0002: jump @CUBAN4_12493 

:CUBAN4_12391
018C: play_sound 16 at -1187.2 104.2 11.2 
0107: $5672 = create_object #DYNAMITE at -1187.2 104.2 11.2 
0382: set_object $5672 collision_detection 0 
0392: object $5672 toggle_in_moving_list 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0004: $5698 = 0 // integer values 
0004: $5693 = 0 // integer values 
0004: $5695 = 1 // integer values 
0164: disable_marker $5681 
0008: $5694 += 1 // integer values 

:CUBAN4_12493
00D6: if 
0038:   $5696 == 0 // integer values 
004D: jump_if_false @CUBAN4_12791 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 -1180.2 81.2 10.1 radius 1.0 1.0 2.0 
004D: jump_if_false @CUBAN4_12791 
00D6: if 
0038:   $5693 == 0 // integer values 
004D: jump_if_false @CUBAN4_12591 
0006: 16@ = 0 // integer values 
0004: $5693 = 1 // integer values 

:CUBAN4_12591
0001: wait 0 ms 
00D6: if 
001B:   2100 > 16@ // integer values 
004D: jump_if_false @CUBAN4_12689 
00D6: if 
0038:   $5698 == 0 // integer values 
004D: jump_if_false @CUBAN4_12675 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 25.0 
0373: set_camera_directly_behind_player 
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
0004: $5698 = 1 // integer values 

:CUBAN4_12675
0002: jump @CUBAN4_12591 
0002: jump @CUBAN4_12791 

:CUBAN4_12689
018C: play_sound 16 at -1181.5 82.1 11.2 
0107: $5673 = create_object #DYNAMITE at -1181.5 82.1 11.2 
0382: set_object $5673 collision_detection 0 
0392: object $5673 toggle_in_moving_list 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0004: $5698 = 0 // integer values 
0004: $5693 = 0 // integer values 
0004: $5696 = 1 // integer values 
0164: disable_marker $5682 
0008: $5694 += 1 // integer values 

:CUBAN4_12791
00D6: if 
0038:   $5697 == 0 // integer values 
004D: jump_if_false @CUBAN4_13089 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 -1173.6 70.2 16.9 radius 1.0 1.0 2.0 
004D: jump_if_false @CUBAN4_13089 
00D6: if 
0038:   $5693 == 0 // integer values 
004D: jump_if_false @CUBAN4_12889 
0006: 16@ = 0 // integer values 
0004: $5693 = 1 // integer values 

:CUBAN4_12889
0001: wait 0 ms 
00D6: if 
001B:   2100 > 16@ // integer values 
004D: jump_if_false @CUBAN4_12987 
00D6: if 
0038:   $5698 == 0 // integer values 
004D: jump_if_false @CUBAN4_12973 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0173: set_actor $PLAYER_ACTOR z_angle_to 7.5 
0373: set_camera_directly_behind_player 
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
0004: $5698 = 1 // integer values 

:CUBAN4_12973
0002: jump @CUBAN4_12889 
0002: jump @CUBAN4_13089 

:CUBAN4_12987
018C: play_sound 16 at -1174.0 71.1 18.0 
0107: $5674 = create_object #DYNAMITE at -1174.0 71.1 18.0 
0382: set_object $5674 collision_detection 0 
0392: object $5674 toggle_in_moving_list 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0004: $5698 = 0 // integer values 
0004: $5693 = 0 // integer values 
0004: $5697 = 1 // integer values 
0164: disable_marker $5683 
0008: $5694 += 1 // integer values 

:CUBAN4_13089
00D6: if 
0038:   $5694 == 1 // integer values 
004D: jump_if_false @CUBAN4_13139 
00D6: if 
0038:   $5699 == 0 // integer values 
004D: jump_if_false @CUBAN4_13139 
014E: start_timer_at $5700 count_in_direction 1 
0004: $5699 = 1 // integer values 

:CUBAN4_13139
00D6: if 
0038:   $5711 == 0 // integer values 
004D: jump_if_false @CUBAN4_13515 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_13329 
020A: set_car $5653 door_status_to 1 
02AA: set_car $5653 immune_to_nonplayer 0 
00D6: if 
8118:   not actor $5655 dead 
004D: jump_if_false @CUBAN4_13258 
0243: set_actor $5655 ped_stats_to 16 
01D3: actor $5655 leave_car $5653 
011A: set_actor $5655 search_threat 256 
011A: set_actor $5655 search_threat 64 
011A: set_actor $5655 search_threat 65536 
0239: actor $5655 run_to -1184.6 92.3 

:CUBAN4_13258
00D6: if 
8118:   not actor $5656 dead 
004D: jump_if_false @CUBAN4_13329 
0243: set_actor $5656 ped_stats_to 16 
01D3: actor $5656 leave_car $5653 
011A: set_actor $5656 search_threat 256 
011A: set_actor $5656 search_threat 64 
011A: set_actor $5656 search_threat 65536 
0239: actor $5656 run_to -1184.9 100.2 

:CUBAN4_13329
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_13501 
020A: set_car $5654 door_status_to 1 
02AA: set_car $5654 immune_to_nonplayer 0 
00D6: if 
8118:   not actor $5657 dead 
004D: jump_if_false @CUBAN4_13430 
0243: set_actor $5657 ped_stats_to 16 
01D3: actor $5657 leave_car $5654 
011A: set_actor $5657 search_threat 256 
011A: set_actor $5657 search_threat 64 
011A: set_actor $5657 search_threat 65536 
0239: actor $5657 run_to -1157.7 73.5 

:CUBAN4_13430
00D6: if 
8118:   not actor $5658 dead 
004D: jump_if_false @CUBAN4_13501 
0243: set_actor $5658 ped_stats_to 16 
01D3: actor $5658 leave_car $5654 
011A: set_actor $5658 search_threat 256 
011A: set_actor $5658 search_threat 64 
011A: set_actor $5658 search_threat 65536 
0239: actor $5658 run_to -1157.5 69.5 

:CUBAN4_13501
0004: $5711 = 1 // integer values 
0002: jump @CUBAN4_13979 

:CUBAN4_13515
00D6: if 
8118:   not actor $5655 dead 
004D: jump_if_false @CUBAN4_13631 
00D6: if 
80ED:   not actor $5655 0 -1184.6 92.3 radius 1.0 1.0 
004D: jump_if_false @CUBAN4_13598 
0350: set_actor $5655 maintain_position_when_attacked 0 
0239: actor $5655 run_to -1184.6 92.3 
0002: jump @CUBAN4_13631 

:CUBAN4_13598
00D6: if 
0126:   actor $5655 walking 
004D: jump_if_false @CUBAN4_13631 
0350: set_actor $5655 maintain_position_when_attacked 1 
0173: set_actor $5655 z_angle_to 256.8 

:CUBAN4_13631
00D6: if 
8118:   not actor $5656 dead 
004D: jump_if_false @CUBAN4_13747 
00D6: if 
80ED:   not actor $5656 0 -1184.9 100.2 radius 1.0 1.0 
004D: jump_if_false @CUBAN4_13714 
0350: set_actor $5656 maintain_position_when_attacked 0 
0239: actor $5656 run_to -1184.9 100.2 
0002: jump @CUBAN4_13747 

:CUBAN4_13714
00D6: if 
0126:   actor $5656 walking 
004D: jump_if_false @CUBAN4_13747 
0350: set_actor $5656 maintain_position_when_attacked 1 
0173: set_actor $5656 z_angle_to 257.4 

:CUBAN4_13747
00D6: if 
8118:   not actor $5657 dead 
004D: jump_if_false @CUBAN4_13863 
00D6: if 
80ED:   not actor $5657 0 -1157.7 73.5 radius 1.0 1.0 
004D: jump_if_false @CUBAN4_13830 
0350: set_actor $5657 maintain_position_when_attacked 0 
0239: actor $5657 run_to -1157.7 73.5 
0002: jump @CUBAN4_13863 

:CUBAN4_13830
00D6: if 
0126:   actor $5657 walking 
004D: jump_if_false @CUBAN4_13863 
0350: set_actor $5657 maintain_position_when_attacked 1 
0173: set_actor $5657 z_angle_to 256.8 

:CUBAN4_13863
00D6: if 
8118:   not actor $5658 dead 
004D: jump_if_false @CUBAN4_13979 
00D6: if 
80ED:   not actor $5658 0 -1157.5 69.5 radius 1.0 1.0 
004D: jump_if_false @CUBAN4_13946 
0350: set_actor $5658 maintain_position_when_attacked 0 
0239: actor $5658 run_to -1157.5 69.5 
0002: jump @CUBAN4_13979 

:CUBAN4_13946
00D6: if 
0126:   actor $5658 walking 
004D: jump_if_false @CUBAN4_13979 
0350: set_actor $5658 maintain_position_when_attacked 1 
0173: set_actor $5658 z_angle_to 257.4 

:CUBAN4_13979
00D6: if 
0038:   $5699 == 1 // integer values 
004D: jump_if_false @CUBAN4_14037 
00D6: if 
0038:   $5700 == 0 // integer values 
004D: jump_if_false @CUBAN4_14037 
00BC: text_highpriority 'CUB4_06' 5000 ms 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
0002: jump @CUBAN4_20102 

:CUBAN4_14037
00D6: if 
0038:   $5685 == 1 // integer values 
004D: jump_if_false @CUBAN4_20017 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1077.4 125.9 -1200.0 47.9 
004D: jump_if_false @CUBAN4_14107 
0004: $5685 = 1 // integer values 
0002: jump @CUBAN4_20017 

:CUBAN4_14107
0395: clear_area 1 at -1191.1 84.8 range 11.1 50.0 
014F: stop_timer $5700 
00D6: if 
8118:   not actor $5661 dead 
004D: jump_if_false @CUBAN4_14157 
01C2: remove_references_to_actor $5661 // Like turning an actor into a random pedestrian 

:CUBAN4_14157
00D6: if 
8118:   not actor $5662 dead 
004D: jump_if_false @CUBAN4_14178 
01C2: remove_references_to_actor $5662 // Like turning an actor into a random pedestrian 

:CUBAN4_14178
00D6: if 
8118:   not actor $5665 dead 
004D: jump_if_false @CUBAN4_14199 
01C2: remove_references_to_actor $5665 // Like turning an actor into a random pedestrian 

:CUBAN4_14199
00D6: if 
8118:   not actor $5666 dead 
004D: jump_if_false @CUBAN4_14220 
01C2: remove_references_to_actor $5666 // Like turning an actor into a random pedestrian 

:CUBAN4_14220
00D6: if 
8118:   not actor $5675 dead 
004D: jump_if_false @CUBAN4_14241 
01C2: remove_references_to_actor $5675 // Like turning an actor into a random pedestrian 

:CUBAN4_14241
00D6: if 
8118:   not actor $5676 dead 
004D: jump_if_false @CUBAN4_14262 
01C2: remove_references_to_actor $5676 // Like turning an actor into a random pedestrian 

:CUBAN4_14262
00D6: if 
8118:   not actor $5677 dead 
004D: jump_if_false @CUBAN4_14283 
01C2: remove_references_to_actor $5677 // Like turning an actor into a random pedestrian 

:CUBAN4_14283
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_14304 
01C3: remove_references_to_car $5653 

:CUBAN4_14304
009A: $5661 = create_actor_pedtype 8 model #HNA at -1180.2 81.2 10.1 
0173: set_actor $5661 z_angle_to 25.0 
0372: set_actor $5661 anim 25 wait_state_time 999999 ms 
009A: $5662 = create_actor_pedtype 8 model #HNA at -1197.1 70.3 10.1 
0245: set_actor $5662 walk_style_to 50 
0239: actor $5662 run_to -1169.6 109.2 
009A: $5665 = create_actor_pedtype 8 model #HNA at -1197.4 74.9 10.1 
0245: set_actor $5665 walk_style_to 50 
0239: actor $5665 run_to -1169.6 109.2 
009A: $5666 = create_actor_pedtype 8 model #HNA at -1189.8 81.2 10.1 
0245: set_actor $5666 walk_style_to 50 
0239: actor $5666 run_to -1169.6 109.2 
009A: $5675 = create_actor_pedtype 8 model #HNA at -1189.0 83.6 10.1 
0245: set_actor $5675 walk_style_to 50 
0239: actor $5675 run_to -1169.6 109.2 
009A: $5676 = create_actor_pedtype 8 model #HNA at -1190.5 68.5 10.1 
0245: set_actor $5676 walk_style_to 50 
0239: actor $5676 run_to -1169.6 109.2 
00A5: $5653 = create_car #VOODOO at -1166.2 85.1 9.8 
0175: set_car $5653 z_angle_to 112.8 
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
015F: set_camera_position -1198.59 75.79 13.74 0.0 rotation 0.0 0.0 
0160: point_camera -1184.6 74.4 15.3 switchstyle 2 
0001: wait 2000 ms 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1175.8 70.6 16.9 
020C: create_explosion_with_radius 11 at -1175.8 70.6 16.9 
020C: create_explosion_with_radius 1 at -1175.8 70.6 16.9 
020C: create_explosion_with_radius 6 at -1175.8 70.6 16.9 
0003: shake_camera 900 
0001: wait 1000 ms 
015F: set_camera_position -1196.61 68.74 18.19 0.0 rotation 0.0 0.0 
0160: point_camera -1187.74 83.15 14.59 switchstyle 2 
0001: wait 500 ms 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 
0003: shake_camera 900 
0001: wait 1000 ms 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 
0003: shake_camera 900 
0001: wait 1000 ms 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 
0003: shake_camera 300 
0001: wait 300 ms 
020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 
0003: shake_camera 900 
0001: wait 1000 ms 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 
0003: shake_camera 200 
0001: wait 200 ms 
020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 
0003: shake_camera 100 
0001: wait 100 ms 
020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 
0003: shake_camera 1400 
0001: wait 1500 ms 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 
0003: shake_camera 400 
0001: wait 400 ms 
020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 
0003: shake_camera 300 
0001: wait 300 ms 
020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 
0003: shake_camera 1400 
0001: wait 1500 ms 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 
0003: shake_camera 200 
0001: wait 200 ms 
020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 
0003: shake_camera 100 
0001: wait 100 ms 
020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 
0003: shake_camera 900 
0001: wait 1000 ms 
015F: set_camera_position -1159.03 108.49 15.35 0.0 rotation 0.0 0.0 
0160: point_camera -1180.11 90.65 16.05 switchstyle 2 
020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 
020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 
020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 
020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
0003: shake_camera 600 
0001: wait 600 ms 
020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 
020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 
020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 
020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 
020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 
020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 
0003: shake_camera 200 
0001: wait 200 ms 
020C: create_explosion_with_radius 2 at -1197.0 89.5 17.1 
020C: create_explosion_with_radius 11 at -1197.0 89.5 17.1 
020C: create_explosion_with_radius 1 at -1197.0 89.5 17.1 
020C: create_explosion_with_radius 6 at -1197.0 89.5 17.1 
020C: create_explosion_with_radius 2 at -1197.0 89.5 10.1 
020C: create_explosion_with_radius 11 at -1197.0 89.5 10.1 
020C: create_explosion_with_radius 1 at -1197.0 89.5 10.1 
020C: create_explosion_with_radius 6 at -1197.0 89.5 10.1 
020C: create_explosion_with_radius 2 at -1196.61 68.74 18.19 
020C: create_explosion_with_radius 11 at -1196.61 68.74 18.19 
020C: create_explosion_with_radius 1 at -1196.61 68.74 18.19 
020C: create_explosion_with_radius 6 at -1196.61 68.74 18.19 
0003: shake_camera 1000 
0001: wait 1000 ms 
020C: create_explosion_with_radius 2 at -1171.06 68.74 20.34 
020C: create_explosion_with_radius 11 at -1171.06 68.74 20.34 
020C: create_explosion_with_radius 1 at -1171.06 68.74 20.34 
020C: create_explosion_with_radius 6 at -1171.06 68.74 20.34 
020C: create_explosion_with_radius 2 at -1171.06 74.74 20.34 
020C: create_explosion_with_radius 11 at -1171.06 74.74 20.34 
020C: create_explosion_with_radius 1 at -1171.06 74.74 20.34 
020C: create_explosion_with_radius 6 at -1171.06 74.74 20.34 
0003: shake_camera 100 
0001: wait 100 ms 
020C: create_explosion_with_radius 2 at -1171.06 79.74 20.34 
020C: create_explosion_with_radius 11 at -1171.06 79.74 20.34 
020C: create_explosion_with_radius 1 at -1171.06 79.74 20.34 
020C: create_explosion_with_radius 6 at -1171.06 79.74 20.34 
020C: create_explosion_with_radius 2 at -1171.06 85.74 20.34 
020C: create_explosion_with_radius 11 at -1171.06 85.74 20.34 
020C: create_explosion_with_radius 1 at -1171.06 85.74 20.34 
020C: create_explosion_with_radius 6 at -1171.06 85.74 20.34 
0003: shake_camera 100 
0001: wait 100 ms 
020C: create_explosion_with_radius 2 at -1171.06 90.74 20.34 
020C: create_explosion_with_radius 11 at -1171.06 90.74 20.34 
020C: create_explosion_with_radius 1 at -1171.06 90.74 20.34 
020C: create_explosion_with_radius 6 at -1171.06 90.74 20.34 
020C: create_explosion_with_radius 2 at -1171.06 96.74 20.34 
020C: create_explosion_with_radius 11 at -1171.06 96.74 20.34 
020C: create_explosion_with_radius 1 at -1171.06 96.74 20.34 
020C: create_explosion_with_radius 6 at -1171.06 96.74 20.34 
0003: shake_camera 100 
0001: wait 100 ms 
020C: create_explosion_with_radius 2 at -1171.06 103.74 20.34 
020C: create_explosion_with_radius 11 at -1171.06 103.74 20.34 
020C: create_explosion_with_radius 1 at -1171.06 103.74 20.34 
020C: create_explosion_with_radius 6 at -1171.06 103.74 20.34 
020C: create_explosion_with_radius 2 at -1179.06 105.74 20.34 
020C: create_explosion_with_radius 11 at -1179.06 105.74 20.34 
020C: create_explosion_with_radius 1 at -1179.06 105.74 20.34 
020C: create_explosion_with_radius 6 at -1179.06 105.74 20.34 
0003: shake_camera 100 
0001: wait 100 ms 
020C: create_explosion_with_radius 2 at -1188.06 105.74 20.34 
020C: create_explosion_with_radius 11 at -1188.06 105.74 20.34 
020C: create_explosion_with_radius 1 at -1188.06 105.74 20.34 
020C: create_explosion_with_radius 6 at -1188.06 105.74 20.34 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_19692 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $5653 
004D: jump_if_false @CUBAN4_19692 
03F5: set_vehicle $5653 apply_damage_rules 1 
020B: explode_car $5653 

:CUBAN4_19692
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_19739 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $5654 
004D: jump_if_false @CUBAN4_19739 
03F5: set_vehicle $5654 apply_damage_rules 1 
020B: explode_car $5654 

:CUBAN4_19739
0169: set_fade_color 255 255 255 
016A: fade 0 400 ms 
020C: create_explosion_with_radius 6 at -1159.03 108.49 10.35 

:CUBAN4_19776
00D6: if 
016B:   fading 
004D: jump_if_false @CUBAN4_19800 
0001: wait 0 ms 
0002: jump @CUBAN4_19776 

:CUBAN4_19800
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @CUBAN4_19844 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILD1 to #BUILDBLOWN 

:CUBAN4_19844
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @CUBAN4_19888 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYINT to #HDRUGFACTORYPOL 

:CUBAN4_19888
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @CUBAN4_19932 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLD1 to #LODLDBLOWN 

:CUBAN4_19932
0108: destroy_object $5672 
0108: destroy_object $5673 
0108: destroy_object $5674 
0004: $5700 = 0 // integer values 
020C: create_explosion_with_radius 6 at -1159.03 108.49 10.35 
016A: fade 1 1600 ms 
0001: wait 5000 ms 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
03CB: set_camera $95 $96 $97 
0002: jump @CUBAN4_20119 

:CUBAN4_20017
00D6: if 
8038:   not  $5694 == 3 // integer values 
004D: jump_if_false @CUBAN4_20095 
00D6: if 
8056:   not player $PLAYER_CHAR 0 -1111.6 125.9 -1200.0 47.9 
004D: jump_if_false @CUBAN4_20095 
00BC: text_highpriority 'CUB4_06' 5000 ms 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
0002: jump @CUBAN4_20102 

:CUBAN4_20095
0002: jump @CUBAN4_11835 

:CUBAN4_20102
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:CUBAN4_20119
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 100000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 100000 
030C: progress_made += 1 

:CUBAN4_20160
00D6: if 
834E:   not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
004D: jump_if_false @CUBAN4_20219 
0001: wait 0 ms 
0002: jump @CUBAN4_20160 

:CUBAN4_20219
0318: set_latest_mission_passed 'CUB_4'  // Trojan Voodoo
0164: disable_marker $278 
015C: set_zone_gang_info 'GHETTO1' 1 13 0 100 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 0 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 1 13 100 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 100 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 
03F2: pedtype 8 remove_threat 128 
03F2: pedtype 7 remove_threat 256 
00D6: if 
0038:   $5700 == 0 // integer values 
004D: jump_if_false @CUBAN4_20572 
032B: $5671 = create_weapon_pickup #MINIGUN 15 ammo 50000 at -1184.17 102.62 17.5 
0004: $5700 = 1 // integer values 

:CUBAN4_20572
0004: $282 = 1 // integer values 
0051: return 

:CUBAN4_20581
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03F2: pedtype 8 remove_threat 16384 
0249: release_model #HNA 
0249: release_model #HNB 
0249: release_model #CBA 
0249: release_model #CBB 
0249: release_model #SNIPER 
0249: release_model #TEC9 
0249: release_model #VOODOO 
0249: release_model #DYNAMITE 
014F: stop_timer $5700 
0164: disable_marker $5678 
0164: disable_marker $5679 
0164: disable_marker $5680 
0164: disable_marker $5681 
0164: disable_marker $5682 
0164: disable_marker $5683 
0164: disable_marker $5684 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:CUBAN4_20686
0164: disable_marker $5684 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
018A: $5681 = create_checkpoint_at -1187.2 103.0 10.1 
018A: $5682 = create_checkpoint_at -1180.2 81.2 10.1 
018A: $5683 = create_checkpoint_at -1173.6 70.2 16.9 
00D6: if 
8118:   not actor $5652 dead 
004D: jump_if_false @CUBAN4_20797 
011A: set_actor $5652 search_threat 256 
011A: set_actor $5652 search_threat 64 
02A9: set_actor $5652 immune_to_nonplayer 0 

:CUBAN4_20797
00D6: if 
8118:   not actor $5661 dead 
004D: jump_if_false @CUBAN4_20853 
011A: set_actor $5661 search_threat 128 
011A: set_actor $5661 search_threat 1 
011A: set_actor $5661 search_threat 64 
0173: set_actor $5661 z_angle_to 4.7 
01CC: actor $5661 kill_player $PLAYER_CHAR 

:CUBAN4_20853
00D6: if 
8118:   not actor $5662 dead 
004D: jump_if_false @CUBAN4_20909 
011A: set_actor $5662 search_threat 128 
011A: set_actor $5662 search_threat 1 
011A: set_actor $5662 search_threat 64 
0173: set_actor $5662 z_angle_to 4.7 
01CC: actor $5662 kill_player $PLAYER_CHAR 

:CUBAN4_20909
00D6: if 
8118:   not actor $5665 dead 
004D: jump_if_false @CUBAN4_20976 
011A: set_actor $5665 search_threat 128 
011A: set_actor $5665 search_threat 1 
011A: set_actor $5665 search_threat 64 
00D6: if 
8118:   not actor $5666 dead 
004D: jump_if_false @CUBAN4_20976 
03F9: make_actors $5665 $5666 converse_in 100000 ms 

:CUBAN4_20976
00D6: if 
8118:   not actor $5666 dead 
004D: jump_if_false @CUBAN4_21014 
011A: set_actor $5666 search_threat 128 
011A: set_actor $5666 search_threat 1 
011A: set_actor $5666 search_threat 64 

:CUBAN4_21014
00D6: if 
8118:   not actor $5659 dead 
004D: jump_if_false @CUBAN4_21069 
011A: set_actor $5659 search_threat 128 
011A: set_actor $5659 search_threat 1 
011A: set_actor $5659 search_threat 64 
0173: set_actor $5659 z_angle_to 109.6 
0350: set_actor $5659 maintain_position_when_attacked 1 

:CUBAN4_21069
009A: $5670 = create_actor_pedtype 8 model #HNA at -1115.2 67.0 10.1 
0173: set_actor $5670 z_angle_to 85.4 
01B2: give_actor $5670 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5670 threat_search 
0243: set_actor $5670 ped_stats_to 16 
011A: set_actor $5670 search_threat 128 
011A: set_actor $5670 search_threat 1 
011A: set_actor $5670 search_threat 64 
0291: set_actor $5670 attack_when_provoked 1 
0350: set_actor $5670 maintain_position_when_attacked 1 
009A: $5667 = create_actor_pedtype 8 model #HNA at -1182.3 80.5 10.1 
0173: set_actor $5667 z_angle_to 355.1 
01B2: give_actor $5667 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5667 threat_search 
0243: set_actor $5667 ped_stats_to 16 
011A: set_actor $5667 search_threat 128 
011A: set_actor $5667 search_threat 1 
011A: set_actor $5667 search_threat 64 
0291: set_actor $5667 attack_when_provoked 1 
0350: set_actor $5667 maintain_position_when_attacked 1 
009A: $5668 = create_actor_pedtype 8 model #HNA at -1192.2 102.7 10.1 
0173: set_actor $5668 z_angle_to 109.6 
01B2: give_actor $5668 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5668 threat_search 
0243: set_actor $5668 ped_stats_to 16 
011A: set_actor $5668 search_threat 128 
011A: set_actor $5668 search_threat 1 
011A: set_actor $5668 search_threat 64 
0291: set_actor $5668 attack_when_provoked 1 
0350: set_actor $5668 maintain_position_when_attacked 1 
009A: $5669 = create_actor_pedtype 8 model #HNA at -1183.4 67.0 16.9 
0173: set_actor $5669 z_angle_to 12.0 
01B2: give_actor $5669 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5669 threat_search 
0243: set_actor $5669 ped_stats_to 16 
011A: set_actor $5669 search_threat 128 
011A: set_actor $5669 search_threat 1 
011A: set_actor $5669 search_threat 64 
0291: set_actor $5669 attack_when_provoked 1 
0350: set_actor $5669 maintain_position_when_attacked 1 
009A: $5675 = create_actor_pedtype 8 model #HNA at -1197.9 82.5 10.1 
0173: set_actor $5675 z_angle_to 347.0 
01B2: give_actor $5675 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5675 threat_search 
0243: set_actor $5675 ped_stats_to 16 
011A: set_actor $5675 search_threat 128 
011A: set_actor $5675 search_threat 1 
011A: set_actor $5675 search_threat 64 
0291: set_actor $5675 attack_when_provoked 1 
0350: set_actor $5675 maintain_position_when_attacked 1 
009A: $5676 = create_actor_pedtype 8 model #HNA at -1189.0 83.6 10.1 
0173: set_actor $5676 z_angle_to 20.0 
01B2: give_actor $5676 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5676 threat_search 
0243: set_actor $5676 ped_stats_to 16 
011A: set_actor $5676 search_threat 128 
011A: set_actor $5676 search_threat 1 
011A: set_actor $5676 search_threat 64 
0291: set_actor $5676 attack_when_provoked 1 
0350: set_actor $5676 maintain_position_when_attacked 1 
009A: $5677 = create_actor_pedtype 8 model #HNA at -1190.5 68.5 10.1 
0173: set_actor $5677 z_angle_to 13.8 
01B2: give_actor $5677 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5677 threat_search 
0243: set_actor $5677 ped_stats_to 16 
011A: set_actor $5677 search_threat 128 
011A: set_actor $5677 search_threat 1 
011A: set_actor $5677 search_threat 64 
0291: set_actor $5677 attack_when_provoked 1 
0350: set_actor $5677 maintain_position_when_attacked 1 
00D6: if 
8119:   not car $5653 wrecked 
004D: jump_if_false @CUBAN4_21736 
02AA: set_car $5653 immune_to_nonplayer 1 

:CUBAN4_21736
00D6: if 
8119:   not car $5654 wrecked 
004D: jump_if_false @CUBAN4_21759 
02AA: set_car $5654 immune_to_nonplayer 1 

:CUBAN4_21759
03F1: pedtype 8 add_threat 1 
03F1: pedtype 8 add_threat 16384 
03CF: load_wav 'CUB4_9' as 1 

:CUBAN4_21784
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CUBAN4_21810 
0001: wait 0 ms 
0002: jump @CUBAN4_21784 

:CUBAN4_21810
00BC: text_highpriority 'CUB4_16' 4000 ms 1  // I'm going to plant the bomb, cover me!
03D1: play_wav 1 

:CUBAN4_21829
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CUBAN4_21855 
0001: wait 0 ms 
0002: jump @CUBAN4_21829 

:CUBAN4_21855
040D: unload_wav 1 
03D5: remove_text 'CUB4_16'  // I'm going to plant the bomb, cover me!

:CUBAN4_21869
00D6: if 
834E:   not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
004D: jump_if_false @CUBAN4_21928 
0001: wait 0 ms 
0002: jump @CUBAN4_21869 

:CUBAN4_21928
0051: return 

//-------------Mission 60---------------
// Originally: Juju Scramble

:HAIT1
03A4: name_thread 'HAIT1' 
0050: gosub @HAIT1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HAIT1_37 
0050: gosub @HAIT1_5502 

:HAIT1_37
0050: gosub @HAIT1_5585 
004E: end_thread 

:HAIT1_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $5721 = 0 // integer values 
0004: $5722 = 0 // integer values 
0005: $5723 = -1162.82 // floating-point values 
0005: $5724 = -19.06 // floating-point values 
0005: $5725 = 16.14 // floating-point values 
0004: $5726 = 0 // integer values 
0005: $5728 = -1154.48 // floating-point values 
0005: $5729 = -30.59 // floating-point values 
0005: $5730 = 19.08 // floating-point values 
0005: $5731 = 12.22 // floating-point values 
0005: $5733 = -1160.49 // floating-point values 
0005: $5734 = -30.37 // floating-point values 
0005: $5735 = 19.08 // floating-point values 
0005: $5736 = 12.22 // floating-point values 
0005: $5738 = -1142.84 // floating-point values 
0005: $5739 = -6.34 // floating-point values 
0005: $5740 = 22.97 // floating-point values 
0005: $5741 = 84.66 // floating-point values 
0005: $5743 = -1143.56 // floating-point values 
0005: $5744 = -16.69 // floating-point values 
0005: $5745 = 22.9 // floating-point values 
0005: $5746 = 84.66 // floating-point values 
0004: $5749 = 0 // integer values 
0004: $5750 = 0 // integer values 
0005: $5752 = -995.87 // floating-point values 
0005: $5753 = -32.49 // floating-point values 
0005: $5754 = 10.89 // floating-point values 
0004: $5751 = 61000 // integer values 
0004: $5835 = 0 // integer values 
0004: $5836 = 0 // integer values 
0004: $5755 = 0 // integer values 
0004: $5756 = 0 // integer values 
0004: $5757 = 0 // integer values 
0004: $5760 = 0 // integer values 
0005: $5761 = -966.67 // floating-point values 
0005: $5762 = -36.7 // floating-point values 
0005: $5763 = -100.0 // floating-point values 
0005: $5764 = 90.0 // floating-point values 
0004: $5765 = 100 // integer values 
0004: $5805 = 0 // integer values 
0004: $5767 = 0 // integer values 
0005: $5768 = -969.82 // floating-point values 
0005: $5769 = -46.22 // floating-point values 
0005: $5770 = 9.91 // floating-point values 
0005: $5771 = 0.0 // floating-point values 
0004: $5772 = 100 // integer values 
0004: $5774 = 0 // integer values 
0004: $5775 = 0 // integer values 
0004: $5777 = 0 // integer values 
0005: $5778 = -968.1 // floating-point values 
0005: $5779 = -28.41 // floating-point values 
0005: $5780 = 9.94 // floating-point values 
0005: $5781 = 0.0 // floating-point values 
0004: $5782 = 100 // integer values 
0004: $5783 = 0 // integer values 
0004: $5785 = 0 // integer values 
0004: $5788 = 0 // integer values 
0004: $5789 = 0 // integer values 
0005: $5791 = -914.55 // floating-point values 
0005: $5792 = 344.73 // floating-point values 
0005: $5793 = -100.0 // floating-point values 
0004: $5790 = 61000 // integer values 
0004: $5809 = 0 // integer values 
0004: $5794 = 0 // integer values 
0004: $5795 = 0 // integer values 
0004: $5795 = 0 // integer values 
0004: $5797 = 0 // integer values 
0004: $5799 = 0 // integer values 
0005: $5800 = -904.85 // floating-point values 
0005: $5801 = 299.418 // floating-point values 
0005: $5802 = 10.26 // floating-point values 
0005: $5803 = 0.0 // floating-point values 
0004: $5804 = 100 // integer values 
0004: $5806 = 0 // integer values 
0004: $5810 = 0 // integer values 
0005: $5811 = -903.07 // floating-point values 
0005: $5812 = 299.196 // floating-point values 
0005: $5813 = 10.26 // floating-point values 
0005: $5814 = 0.0 // floating-point values 
0005: $5815 = -914.55 // floating-point values 
0005: $5816 = 344.73 // floating-point values 
0005: $5817 = 10.26 // floating-point values 
0004: $5818 = 100 // integer values 
0004: $5824 = 0 // integer values 
0004: $5826 = 0 // integer values 
0005: $5827 = -957.891 // floating-point values 
0005: $5828 = 139.084 // floating-point values 
0005: $5829 = 8.26 // floating-point values 
0004: $5830 = 0 // integer values 
0004: $5831 = 0 // integer values 
0004: $5832 = 0 // integer values 
0004: $5833 = 0 // integer values 
0004: $5834 = 0 // integer values 
0004: $5819 = 0 // integer values 
0004: $5820 = 0 // integer values 
0004: $5821 = 0 // integer values 
0005: $5839 = 0.0 // floating-point values 
0005: $5840 = 0.0 // floating-point values 
0005: $5841 = 0.0 // floating-point values 
0004: $5843 = 0 // integer values 
0005: $5847 = -990.11 // floating-point values 
0005: $5848 = -34.5 // floating-point values 
0005: $5849 = 9.72 // floating-point values 
0004: $5850 = 0 // integer values 
0004: $5851 = 0 // integer values 
0005: $5852 = -913.827 // floating-point values 
0005: $5853 = 325.343 // floating-point values 
0005: $5854 = 10.249 // floating-point values 
0004: $5855 = 0 // integer values 
0004: $5856 = 0 // integer values 
0004: $5857 = 0 // integer values 
0004: $5858 = 0 // integer values 
0004: $5859 = 0 // integer values 
0004: $5860 = 0 // integer values 
0004: $5861 = 0 // integer values 
0004: $5862 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'HAIT1' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'KETTLE' 
03CB: set_camera -962.697 149.793 10.21 
04BB: select_interiour 12 // select render area 
04F9: set_extracolors 13 fade 0 
038B: load_requested_models 

:HAIT1_1168
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @HAIT1_1208 
0001: wait 0 ms 
0002: jump @HAIT1_1168 

:HAIT1_1208
02E4: load_cutscene_data 'HAT_1' 
0244: set_cutscene_pos -962.799 148.391 8.355 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $170 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $170 'APOULET' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HTABLE' 
02E5: $213 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $213 'KETTLE' 
0395: clear_area 1 at -962.53 141.69 range 8.25 2.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT1_1400
00D6: if 
001A:   2089 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1435 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1400 

:HAIT1_1435
00BC: text_highpriority 'HAM1_A' 10000 ms 1  // Hello? Hello?

:HAIT1_1450
00D6: if 
001A:   6844 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1485 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1450 

:HAIT1_1485
00BC: text_highpriority 'HAM1_B' 10000 ms 1  // Come in, my dear, and rest your soul.

:HAIT1_1500
00D6: if 
001A:   9955 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1535 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1500 

:HAIT1_1535
00BC: text_highpriority 'HAM1_C' 10000 ms 1  // You must be the big bad man me grandaddy been chattin' 'bout.

:HAIT1_1550
00D6: if 
001A:   13943 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1585 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1550 

:HAIT1_1585
00BC: text_highpriority 'HAM1_D' 10000 ms 1  // Tells me tings about you, you know, when he visits,

:HAIT1_1600
00D6: if 
001A:   16609 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1635 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1600 

:HAIT1_1635
00BC: text_highpriority 'HAM1_E' 10000 ms 1  // and about the others who wait for you.

:HAIT1_1650
00D6: if 
001A:   19208 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1685 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1650 

:HAIT1_1685
00BC: text_highpriority 'HAM1_F' 10000 ms 1  // Now, we all dead for long time, but you,

:HAIT1_1700
00D6: if 
001A:   21822 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1735 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1700 

:HAIT1_1735
00BC: text_highpriority 'HAM1_G' 10000 ms 1  // I wouldn't want to be in your shoes, ha ha ha ha ha!

:HAIT1_1750
00D6: if 
001A:   24520 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1785 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1750 

:HAIT1_1785
00BC: text_highpriority 'HAM1_H' 10000 ms 1  // I got a message to come here.

:HAIT1_1800
00D6: if 
001A:   26563 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1835 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1800 

:HAIT1_1835
00BC: text_highpriority 'HAM1_I' 10000 ms 1  // Can you hear dem?

:HAIT1_1850
00D6: if 
001A:   28200 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1885 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1850 

:HAIT1_1885
00BC: text_highpriority 'HAM1_J' 10000 ms 1  // Dem callin' your name, boy, must want you pretty bad, don't ya tink?

:HAIT1_1900
00D6: if 
001A:   32697 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1935 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1900 

:HAIT1_1935
00BC: text_highpriority 'HAM1_K' 10000 ms 1  // Now you do old Auntie Poulet a turn, huh, maybe she help you.

:HAIT1_1950
00D6: if 
001A:   35049 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_1987 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_1950 

:HAIT1_1987
00BC: text_highpriority 'HAM1_L' 10000 ms 1  // Maybe she can give you a little juju after all of dis.

:HAIT1_2002
00D6: if 
001A:   39949 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2039 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2002 

:HAIT1_2039
00BC: text_highpriority 'HAM1_M' 10000 ms 1  // Give you some magic to give the law man the stink eye, hmmmmm?

:HAIT1_2054
00D6: if 
001A:   43624 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2091 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2054 

:HAIT1_2091
00BC: text_highpriority 'HAM1_N' 10000 ms 1  // Look, this is all very, um... give me what?

:HAIT1_2106
00D6: if 
001A:   47531 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2143 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2106 

:HAIT1_2143
00BC: text_highpriority 'HAM1_O' 10000 ms 1  // I,I, I think I've got the wrong address...

:HAIT1_2158
00D6: if 
001A:   49412 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2195 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2158 

:HAIT1_2195
00BC: text_highpriority 'HAM1_P' 10000 ms 1  // Do me these tings, Tommy......

:HAIT1_2210
00D6: if 
001A:   53234 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2247 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2210 

:HAIT1_2247
00BC: text_highpriority 'HAM1_Q' 10000 ms 1  // The Cubans, nasty proud foofoos, mmm,

:HAIT1_2262
00D6: if 
001A:   57817 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2299 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2262 

:HAIT1_2299
00BC: text_highpriority 'HAM1_R' 10000 ms 1  // been making my lovely Haitian boys shake de heads.

:HAIT1_2314
00D6: if 
001A:   61451 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2351 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2314 

:HAIT1_2351
00BC: text_highpriority 'HAM1_S' 10000 ms 1  // Now they told the policeman where me been stashing my powders.

:HAIT1_2366
00D6: if 
001A:   64655 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2403 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2366 

:HAIT1_2403
00BC: text_highpriority 'HAM1_T' 10000 ms 1  // Dey tink it drugs, them stupid.

:HAIT1_2418
00D6: if 
001A:   68336 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2455 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2418 

:HAIT1_2455
00BC: text_highpriority 'HAM1_U' 10000 ms 1  // Now be a good boy Tommy and go and get the powders for Auntie Poulet.

:HAIT1_2470
00D6: if 
001A:   74373 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2507 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2470 

:HAIT1_2507
00BC: text_highpriority 'HAM1_V' 10000 ms 1  // Yeah, yeah, sure, sure.

:HAIT1_2522
00D6: if 
001A:   77824 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2559 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2522 

:HAIT1_2559
00BE: text_clear_all 

:HAIT1_2561
00D6: if 
001A:   80912 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT1_2598 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT1_2561 

:HAIT1_2598
016A: fade 0 2000 ms 
00BE: text_clear_all 

:HAIT1_2607
00D6: if 
016B:   fading 
004D: jump_if_false @HAIT1_2631 
0001: wait 0 ms 
0002: jump @HAIT1_2607 

:HAIT1_2631
04FA: reset_sky_colors_with_fade 0 
04BB: select_interiour 0 // select render area 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
03CB: set_camera -962.53 141.69 8.25 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #SWAT 
0247: request_model #MP5LNG 
0247: request_model #SNIPER 
0247: request_model #NITESTICK 
03CF: load_wav 'HAT_1A' as 1 

:HAIT1_2725
00D6: if or
8248:   not model #SWAT available 
8248:   not model #MP5LNG available 
8248:   not model #SNIPER available 
8248:   not model #NITESTICK available 
004D: jump_if_false @HAIT1_2766 
0001: wait 0 ms 
0002: jump @HAIT1_2725 

:HAIT1_2766
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HAIT1_2792 
0001: wait 0 ms 
0002: jump @HAIT1_2766 

:HAIT1_2792
009A: $5766 = create_actor_pedtype 4 model #SWAT at $5768 $5769 $5770 
0187: $5773 = create_marker_above_actor $5766 
0164: disable_marker $5773 
009B: destroy_actor_instantly $5766 
009A: $5776 = create_actor_pedtype 4 model #SWAT at $5778 $5779 $5780 
0187: $5784 = create_marker_above_actor $5776 
0164: disable_marker $5784 
009B: destroy_actor_instantly $5776 
0213: $5747 = create_pickup #BRIEFCASE type 3 at $5752 $5753 $5754 
03DC: $5758 = create_marker_above_pickup $5747 
0164: disable_marker $5758 
0215: destroy_pickup $5747 
009A: $5808 = create_actor_pedtype 4 model #SWAT at $5811 $5812 $5813 
0187: $5823 = create_marker_above_actor $5808 
0164: disable_marker $5823 
009B: destroy_actor_instantly $5808 
009A: $5798 = create_actor_pedtype 4 model #SWAT at $5800 $5801 $5802 
0187: $5807 = create_marker_above_actor $5798 
0164: disable_marker $5807 
009B: destroy_actor_instantly $5798 
0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 
03DC: $5796 = create_marker_above_pickup $5786 
0164: disable_marker $5796 
0215: destroy_pickup $5786 
009A: $5727 = create_actor_pedtype 4 model #SWAT at $5728 $5729 $5730 
009B: destroy_actor_instantly $5727 
009A: $5732 = create_actor_pedtype 4 model #SWAT at $5733 $5734 $5735 
009B: destroy_actor_instantly $5732 
009A: $5737 = create_actor_pedtype 4 model #SWAT at $5738 $5739 $5740 
009B: destroy_actor_instantly $5737 
009A: $5742 = create_actor_pedtype 4 model #SWAT at $5743 $5744 $5745 
009B: destroy_actor_instantly $5742 
009A: $5842 = create_actor_pedtype 6 model #SWAT at -1168.36 -8.738 15.72 
009B: destroy_actor_instantly $5842 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
0213: $5719 = create_pickup #BRIEFCASE type 3 at $5723 $5724 $5725 
03DC: $5720 = create_marker_above_pickup $5719 
0004: $5721 = 1 // integer values 
00BC: text_highpriority 'HAM1_1' 5000 ms 1  // ~g~The cops are closing in on our stashes. BE quick, and beat dem to it!
0004: $123 = 0 // integer values 

:HAIT1_3204
00D6: if 
0038:   $5826 == 0 // integer values 
004D: jump_if_false @HAIT1_5158 
0001: wait 0 ms 
00D6: if 
0038:   $5831 == 1 // integer values 
004D: jump_if_false @HAIT1_3320 
00D6: if 
0038:   $5861 == 0 // integer values 
004D: jump_if_false @HAIT1_3276 
0006: 16@ = 0 // integer values 
0004: $5861 = 1 // integer values 

:HAIT1_3276
00D6: if 
0038:   $5861 == 1 // integer values 
004D: jump_if_false @HAIT1_3320 
00D6: if 
0029:   16@ >= 1000 // integer values 
004D: jump_if_false @HAIT1_3320 
0004: $5861 = 2 // integer values 

:HAIT1_3320
00D6: if 
0038:   $5819 == 1 // integer values 
004D: jump_if_false @HAIT1_3414 
00D6: if 
0038:   $5862 == 0 // integer values 
004D: jump_if_false @HAIT1_3370 
0006: 16@ = 0 // integer values 
0004: $5862 = 1 // integer values 

:HAIT1_3370
00D6: if 
0038:   $5862 == 1 // integer values 
004D: jump_if_false @HAIT1_3414 
00D6: if 
0029:   16@ >= 1000 // integer values 
004D: jump_if_false @HAIT1_3414 
0004: $5862 = 2 // integer values 

:HAIT1_3414
00D6: if 
0038:   $5722 == 0 // integer values 
004D: jump_if_false @HAIT1_3457 
00D6: if 
0038:   $5721 == 1 // integer values 
004D: jump_if_false @HAIT1_3457 
0050: gosub @HAIT1_5902 

:HAIT1_3457
00D6: if 
0038:   $5722 == 1 // integer values 
004D: jump_if_false @HAIT1_3500 
00D6: if 
0038:   $5726 == 0 // integer values 
004D: jump_if_false @HAIT1_3500 
0050: gosub @HAIT1_6536 

:HAIT1_3500
00D6: if 
0038:   $5722 == 1 // integer values 
004D: jump_if_false @HAIT1_3856 
00D6: if 
0038:   $5726 == 1 // integer values 
004D: jump_if_false @HAIT1_3856 
00D6: if 
0038:   $5749 == 0 // integer values 
004D: jump_if_false @HAIT1_3856 
0395: clear_area 0 at $5752 $5753 range $5754 1.0 
0213: $5747 = create_pickup #BRIEFCASE type 3 at $5752 $5753 $5754 
03DC: $5748 = create_marker_above_pickup $5747 
014E: start_timer_at $5751 count_in_direction 1 
0395: clear_area 0 at $5761 $5762 range $5763 1.0 
009A: $5759 = create_actor_pedtype 4 model #SWAT at $5761 $5762 $5763 
01ED: clear_actor $5759 threat_search 
0243: set_actor $5759 ped_stats_to 16 
011A: set_actor $5759 search_threat 1 
01B2: give_actor $5759 weapon 28 ammo 30000 // Load the weapon model before using this 
0350: set_actor $5759 maintain_position_when_attacked 1 
01CA: actor $5759 kill_player $PLAYER_CHAR 
0395: clear_area 0 at $5768 $5769 range $5770 1.0 
009A: $5766 = create_actor_pedtype 4 model #SWAT at $5768 $5769 $5770 
01ED: clear_actor $5766 threat_search 
0243: set_actor $5766 ped_stats_to 16 
01B2: give_actor $5766 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5766 search_threat 1 
0291: set_actor $5766 attack_when_provoked 1 
0173: set_actor $5766 z_angle_to 90.0 
0395: clear_area 0 at $5778 $5779 range $5780 1.0 
009A: $5776 = create_actor_pedtype 4 model #SWAT at $5778 $5779 $5780 
01ED: clear_actor $5776 threat_search 
0243: set_actor $5776 ped_stats_to 16 
01B2: give_actor $5776 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5776 search_threat 1 
0291: set_actor $5776 attack_when_provoked 1 
0173: set_actor $5776 z_angle_to 90.0 
0004: $5749 = 1 // integer values 

:HAIT1_3856
00D6: if 
0038:   $5726 == 1 // integer values 
004D: jump_if_false @HAIT1_4042 
00D6: if or
80E4:   not player $PLAYER_CHAR 0 $5839 $5840 radius 3.0 3.0 
02DF:   player $PLAYER_CHAR aggressive 
0118:   actor $5842 dead 
004D: jump_if_false @HAIT1_4042 
00D6: if 
8118:   not actor $5727 dead 
004D: jump_if_false @HAIT1_3949 
0350: set_actor $5727 maintain_position_when_attacked 1 
01CA: actor $5727 kill_player $PLAYER_CHAR 

:HAIT1_3949
00D6: if 
8118:   not actor $5732 dead 
004D: jump_if_false @HAIT1_3980 
0350: set_actor $5732 maintain_position_when_attacked 1 
01CA: actor $5732 kill_player $PLAYER_CHAR 

:HAIT1_3980
00D6: if 
8118:   not actor $5737 dead 
004D: jump_if_false @HAIT1_4011 
0350: set_actor $5737 maintain_position_when_attacked 1 
01CA: actor $5737 kill_player $PLAYER_CHAR 

:HAIT1_4011
00D6: if 
8118:   not actor $5742 dead 
004D: jump_if_false @HAIT1_4042 
0350: set_actor $5742 maintain_position_when_attacked 1 
01CA: actor $5742 kill_player $PLAYER_CHAR 

:HAIT1_4042
00D6: if 
0038:   $5749 == 1 // integer values 
004D: jump_if_false @HAIT1_4067 
0050: gosub @HAIT1_7316 

:HAIT1_4067
00D6: if 
0038:   $5756 == 1 // integer values 
004D: jump_if_false @HAIT1_4092 
0050: gosub @HAIT1_6163 

:HAIT1_4092
00D6: if 
0038:   $5750 == 0 // integer values 
004D: jump_if_false @HAIT1_4135 
00D6: if 
0038:   $5749 == 1 // integer values 
004D: jump_if_false @HAIT1_4135 
0050: gosub @HAIT1_5994 

:HAIT1_4135
00D6: if 
0038:   $5750 == 0 // integer values 
004D: jump_if_false @HAIT1_4196 
00D6: if 
0038:   $5749 == 1 // integer values 
004D: jump_if_false @HAIT1_4196 
00D6: if 
0038:   $5751 == 0 // integer values 
004D: jump_if_false @HAIT1_4196 
0004: $5831 = 1 // integer values 

:HAIT1_4196
00D6: if 
0038:   $5832 == 1 // integer values 
004D: jump_if_false @HAIT1_4420 
00D6: if 
0038:   $5774 == 1 // integer values 
004D: jump_if_false @HAIT1_4317 
00D6: if 
8118:   not actor $5766 dead 
004D: jump_if_false @HAIT1_4317 
00D6: if 
82CB:   not actor $5766 bounding_sphere_visible 
004D: jump_if_false @HAIT1_4317 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $5766 radius 120.0 120.0 
004D: jump_if_false @HAIT1_4317 
00BC: text_highpriority 'HAM1_2' 5000 ms 1  // ~r~The cops got to the stash first!
0002: jump @HAIT1_5502 

:HAIT1_4317
00D6: if 
0038:   $5785 == 1 // integer values 
004D: jump_if_false @HAIT1_4420 
00D6: if 
8118:   not actor $5776 dead 
004D: jump_if_false @HAIT1_4420 
00D6: if 
82CB:   not actor $5776 bounding_sphere_visible 
004D: jump_if_false @HAIT1_4420 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $5776 radius 120.0 120.0 
004D: jump_if_false @HAIT1_4420 
00BC: text_highpriority 'HAM1_2' 5000 ms 1  // ~r~The cops got to the stash first!
0002: jump @HAIT1_5502 

:HAIT1_4420
00D6: if 
0038:   $5757 == 1 // integer values 
004D: jump_if_false @HAIT1_4460 
00BC: text_highpriority 'HAM1_6' 5000 ms 1  // ~r~The Stash was destroyed, you idiot!
0002: jump @HAIT1_5502 

:HAIT1_4460
00D6: if or
0038:   $5750 == 1 // integer values 
0038:   $5755 == 1 // integer values 
004D: jump_if_false @HAIT1_4561 
00D6: if 
0038:   $5788 == 0 // integer values 
004D: jump_if_false @HAIT1_4561 
0395: clear_area 0 at $5791 $5792 range $5793 1.0 
0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 
03DC: $5787 = create_marker_above_pickup $5786 
014E: start_timer_at $5790 count_in_direction 1 
0004: $5788 = 1 // integer values 

:HAIT1_4561
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_4604 
00D6: if 
0038:   $5788 == 1 // integer values 
004D: jump_if_false @HAIT1_4604 
0050: gosub @HAIT1_6291 

:HAIT1_4604
00D6: if 
0038:   $5820 == 1 // integer values 
004D: jump_if_false @HAIT1_4828 
00D6: if 
0038:   $5805 == 1 // integer values 
004D: jump_if_false @HAIT1_4725 
00D6: if 
8118:   not actor $5798 dead 
004D: jump_if_false @HAIT1_4725 
00D6: if 
82CB:   not actor $5798 bounding_sphere_visible 
004D: jump_if_false @HAIT1_4725 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $5798 radius 120.0 120.0 
004D: jump_if_false @HAIT1_4725 
00BC: text_highpriority 'HAM1_2' 5000 ms 1  // ~r~The cops got to the stash first!
0002: jump @HAIT1_5502 

:HAIT1_4725
00D6: if 
0038:   $5822 == 1 // integer values 
004D: jump_if_false @HAIT1_4828 
00D6: if 
8118:   not actor $5808 dead 
004D: jump_if_false @HAIT1_4828 
00D6: if 
82CB:   not actor $5808 bounding_sphere_visible 
004D: jump_if_false @HAIT1_4828 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $5808 radius 120.0 120.0 
004D: jump_if_false @HAIT1_4828 
00BC: text_highpriority 'HAM1_2' 5000 ms 1  // ~r~The cops got to the stash first!
0002: jump @HAIT1_5502 

:HAIT1_4828
00D6: if 
0038:   $5794 == 1 // integer values 
004D: jump_if_false @HAIT1_4868 
00BC: text_highpriority 'HAM1_6' 5000 ms 1  // ~r~The Stash was destroyed, you idiot!
0002: jump @HAIT1_5502 

:HAIT1_4868
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_4929 
00D6: if 
0038:   $5788 == 1 // integer values 
004D: jump_if_false @HAIT1_4929 
00D6: if 
0038:   $5790 == 0 // integer values 
004D: jump_if_false @HAIT1_4929 
0004: $5819 = 1 // integer values 

:HAIT1_4929
00D6: if or
0038:   $5750 == 1 // integer values 
0038:   $5755 == 1 // integer values 
004D: jump_if_false @HAIT1_4979 
00D6: if 
0038:   $5833 == 0 // integer values 
004D: jump_if_false @HAIT1_4979 
0050: gosub @HAIT1_9209 

:HAIT1_4979
00D6: if 
0038:   $5833 == 1 // integer values 
004D: jump_if_false @HAIT1_5004 
0050: gosub @HAIT1_9437 

:HAIT1_5004
00D6: if 
0038:   $5824 == 3 // integer values 
004D: jump_if_false @HAIT1_5151 
00D6: if 
0038:   $5830 == 0 // integer values 
004D: jump_if_false @HAIT1_5083 
00BC: text_highpriority 'HAM1_3' 5000 ms 1  // ~g~Get this stuff back to the hideout!
018A: $5825 = create_checkpoint_at $5827 $5828 $5829 
0004: $123 = 1 // integer values 
0004: $5830 = 1 // integer values 

:HAIT1_5083
00D6: if 
00F5:   player $PLAYER_CHAR $123 $5827 $5828 $5829 radius 2.0 2.0 2.0 
004D: jump_if_false @HAIT1_5151 
00D6: if 
0038:   $5826 == 0 // integer values 
004D: jump_if_false @HAIT1_5151 
0004: $5826 = 1 // integer values 

:HAIT1_5151
0002: jump @HAIT1_3204 

:HAIT1_5158
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
011C: actor $PLAYER_ACTOR clear_objective 
01C2: remove_references_to_actor $5798 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5808 // Like turning an actor into a random pedestrian 
0395: clear_area 0 at -964.776 145.189 range 9.52 1.0 
015F: set_camera_position -964.776 145.189 9.52 0.0 rotation 0.0 0.0 
0160: point_camera -964.032 144.523 9.479 switchstyle 2 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HAIT1_5355 
00DA: $5844 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $5844 

:HAIT1_5305
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HAIT1_5355 
0001: wait 0 ms 
00D6: if 
0119:   car $5844 wrecked 
004D: jump_if_false @HAIT1_5348 
0002: jump @HAIT1_5502 

:HAIT1_5348
0002: jump @HAIT1_5305 

:HAIT1_5355
0211: actor $PLAYER_ACTOR walk_to -962.708 145.443 
0006: 16@ = 0 // integer values 

:HAIT1_5377
00D6: if 
001B:   4500 > 16@ // integer values 
004D: jump_if_false @HAIT1_5407 
0001: wait 0 ms 
0002: jump @HAIT1_5377 

:HAIT1_5407
011C: actor $PLAYER_ACTOR clear_objective 
0395: clear_area 0 at -965.265 142.855 range 8.23 1.0 
0055: put_player $PLAYER_CHAR at -965.265 142.855 8.23 
0171: set_player $PLAYER_CHAR z_angle_to 190.53 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0002: jump @HAIT1_5519 

:HAIT1_5502
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:HAIT1_5519
0004: $PASSED_HAT1_JUJU_SCRAMBLE = 1 // integer values 
0394: play_music 1 
0318: set_latest_mission_passed 'HAT_1'  // Juju Scramble
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 100000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 100000 
0110: clear_player $PLAYER_CHAR wanted_level 
004F: create_thread @HAT2  
0051: return 

:HAIT1_5585
0004: $ONMISSION = 0 // integer values 
0249: release_model #SWAT 
0249: release_model #MP5LNG 
0249: release_model #SNIPER 
0249: release_model #NITESTICK 
0164: disable_marker $5720 
0164: disable_marker $5748 
0164: disable_marker $5758 
0164: disable_marker $5787 
0164: disable_marker $5796 
0164: disable_marker $5825 
0164: disable_marker $5773 
0164: disable_marker $5784 
0164: disable_marker $5807 
0164: disable_marker $5823 
014F: stop_timer $5751 
014F: stop_timer $5790 
00D6: if 
0038:   $5721 == 1 // integer values 
004D: jump_if_false @HAIT1_5712 
00D6: if 
0038:   $5722 == 0 // integer values 
004D: jump_if_false @HAIT1_5712 
0215: destroy_pickup $5719 

:HAIT1_5712
00D6: if 
0038:   $5749 == 1 // integer values 
004D: jump_if_false @HAIT1_5760 
00D6: if or
0038:   $5750 == 0 // integer values 
0038:   $5832 == 0 // integer values 
004D: jump_if_false @HAIT1_5760 
0215: destroy_pickup $5747 

:HAIT1_5760
00D6: if 
0038:   $5755 == 0 // integer values 
004D: jump_if_false @HAIT1_5806 
00D6: if 
0038:   $5756 == 1 // integer values 
004D: jump_if_false @HAIT1_5806 
0164: disable_marker $5758 
0215: destroy_pickup $5747 

:HAIT1_5806
00D6: if 
0038:   $5788 == 1 // integer values 
004D: jump_if_false @HAIT1_5847 
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_5847 
0215: destroy_pickup $5786 

:HAIT1_5847
00D6: if 
0038:   $5797 == 0 // integer values 
004D: jump_if_false @HAIT1_5893 
00D6: if 
0038:   $5795 == 1 // integer values 
004D: jump_if_false @HAIT1_5893 
0164: disable_marker $5796 
0215: destroy_pickup $5786 

:HAIT1_5893
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:HAIT1_5902
00D6: if 
0038:   $5722 == 0 // integer values 
004D: jump_if_false @HAIT1_5992 
00D6: if 
0038:   $5721 == 1 // integer values 
004D: jump_if_false @HAIT1_5992 
00D6: if 
0214:   pickup $5719 picked_up 
004D: jump_if_false @HAIT1_5992 
0164: disable_marker $5720 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $5824 += 1 // integer values 
0004: $5722 = 1 // integer values 

:HAIT1_5992
0051: return 

:HAIT1_5994
00D6: if 
0038:   $5750 == 0 // integer values 
004D: jump_if_false @HAIT1_6161 
00D6: if 
0038:   $5749 == 1 // integer values 
004D: jump_if_false @HAIT1_6161 
00D6: if 
0038:   $5832 == 0 // integer values 
004D: jump_if_false @HAIT1_6161 
00D6: if 
0214:   pickup $5747 picked_up 
004D: jump_if_false @HAIT1_6161 
01C2: remove_references_to_actor $5727 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5732 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5737 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5742 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5842 // Like turning an actor into a random pedestrian 
0164: disable_marker $5748 
018C: play_sound 1 at 0.0 0.0 0.0 
014F: stop_timer $5751 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
00BC: text_highpriority 'HAM1_4' 5000 ms 1  // ~g~Good! Now get the next one!
0008: $5824 += 1 // integer values 
0004: $5834 = 1 // integer values 
0004: $5750 = 1 // integer values 

:HAIT1_6161
0051: return 

:HAIT1_6163
00D6: if 
0038:   $5755 == 0 // integer values 
004D: jump_if_false @HAIT1_6289 
00D6: if 
0214:   pickup $5747 picked_up 
004D: jump_if_false @HAIT1_6289 
01C2: remove_references_to_actor $5727 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5732 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5737 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5742 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5842 // Like turning an actor into a random pedestrian 
0164: disable_marker $5758 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'HAM1_4' 5000 ms 1  // ~g~Good! Now get the next one!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
0008: $5824 += 1 // integer values 
0004: $5834 = 1 // integer values 
0004: $5755 = 1 // integer values 

:HAIT1_6289
0051: return 

:HAIT1_6291
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_6433 
00D6: if 
0038:   $5788 == 1 // integer values 
004D: jump_if_false @HAIT1_6433 
00D6: if 
0038:   $5820 == 0 // integer values 
004D: jump_if_false @HAIT1_6433 
00D6: if 
0214:   pickup $5786 picked_up 
004D: jump_if_false @HAIT1_6433 
01C2: remove_references_to_actor $5759 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5766 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5776 // Like turning an actor into a random pedestrian 
0164: disable_marker $5787 
018C: play_sound 1 at 0.0 0.0 0.0 
014F: stop_timer $5790 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 
0008: $5824 += 1 // integer values 
0004: $5821 = 1 // integer values 
0004: $5789 = 1 // integer values 

:HAIT1_6433
00D6: if 
0038:   $5797 == 0 // integer values 
004D: jump_if_false @HAIT1_6534 
00D6: if 
0214:   pickup $5786 picked_up 
004D: jump_if_false @HAIT1_6534 
01C2: remove_references_to_actor $5759 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5766 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $5776 // Like turning an actor into a random pedestrian 
0164: disable_marker $5796 
018C: play_sound 1 at 0.0 0.0 0.0 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 
0008: $5824 += 1 // integer values 
0004: $5821 = 1 // integer values 
0004: $5797 = 1 // integer values 

:HAIT1_6534
0051: return 

:HAIT1_6536
00D6: if 
0038:   $5726 == 0 // integer values 
004D: jump_if_false @HAIT1_7314 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0054: store_player $PLAYER_CHAR position_to $5839 $5840 $5841 
0395: clear_area 0 at $5728 $5729 range $5730 1.0 
009A: $5727 = create_actor_pedtype 4 model #SWAT at $5728 $5729 $5730 
01ED: clear_actor $5727 threat_search 
01B2: give_actor $5727 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5727 look_at_player $PLAYER_CHAR 
0372: set_actor $5727 anim 14 wait_state_time 800 ms 
04C6: actor $5727 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
0337: set_actor $5727 visibility 0 
02AB: set_actor $5727 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0001: wait 500 ms 
03CB: set_camera $5728 $5729 $5730 
015F: set_camera_position -1153.551 -32.372 21.675 0.0 rotation 0.0 0.0 
0160: point_camera -1153.833 -31.475 21.334 switchstyle 2 
009A: $5842 = create_actor_pedtype 6 model #SWAT at -1176.8 -22.2 15.62 
01ED: clear_actor $5842 threat_search 
01B2: give_actor $5842 weapon 4 ammo 1 // Load the weapon model before using this 
020F: actor $5842 look_at_player $PLAYER_CHAR 
00D6: if 
8118:   not actor $5727 dead 
004D: jump_if_false @HAIT1_6851 
0337: set_actor $5727 visibility 1 
02AB: set_actor $5727 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:HAIT1_6851
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61 -31.04 20.09 
03D1: play_wav 1 
00BC: text_highpriority 'HAT_1A' 5000 ms 1  // ~g~Don't move a muscle, chump!
0372: set_actor $PLAYER_ACTOR anim 17 wait_state_time 1000000 ms 
0006: 16@ = 0 // integer values 

:HAIT1_6909
00D6: if 
001B:   4000 > 16@ // integer values 
004D: jump_if_false @HAIT1_6988 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HAIT1_6956 
0002: jump @HAIT1_6988 

:HAIT1_6956
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @HAIT1_6981 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_6981
0002: jump @HAIT1_6909 

:HAIT1_6988
0395: clear_area 0 at $5733 $5734 range $5735 1.0 
009A: $5732 = create_actor_pedtype 4 model #SWAT at $5733 $5734 $5735 
01ED: clear_actor $5732 threat_search 
01B2: give_actor $5732 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5732 look_at_player $PLAYER_CHAR 
0372: set_actor $5732 anim 14 wait_state_time 2200 ms 
04C6: actor $5732 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
0395: clear_area 0 at $5738 $5739 range $5740 1.0 
009A: $5737 = create_actor_pedtype 4 model #SWAT at $5738 $5739 $5740 
01ED: clear_actor $5737 threat_search 
01B2: give_actor $5737 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5737 look_at_player $PLAYER_CHAR 
0372: set_actor $5737 anim 14 wait_state_time 5000 ms 
04C6: actor $5737 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
0395: clear_area 0 at $5743 $5744 range $5745 1.0 
009A: $5742 = create_actor_pedtype 4 model #SWAT at $5743 $5744 $5745 
01ED: clear_actor $5742 threat_search 
01B2: give_actor $5742 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5742 look_at_player $PLAYER_CHAR 
0372: set_actor $5742 anim 14 wait_state_time 5000 ms 
04C6: actor $5742 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @HAIT1_7244 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_7244
0230: set_player $PLAYER_CHAR stop_looking 
02A3: enable_widescreen 0 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02EB: restore_camera_with_jumpcut 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
00BC: text_highpriority 'HAM1_4' 5000 ms 1  // ~g~Good! Now get the next one!
0004: $5726 = 1 // integer values 

:HAIT1_7314
0051: return 

:HAIT1_7316
00D6: if 
0038:   $5760 == 0 // integer values 
004D: jump_if_false @HAIT1_7404 
00D6: if 
0118:   actor $5759 dead 
004D: jump_if_false @HAIT1_7364 
0004: $5760 = 1 // integer values 
0002: jump @HAIT1_7404 

:HAIT1_7364
0226: $5765 = actor $5759 health 
00D6: if 
002A:   90 >= $5765 // integer values 
004D: jump_if_false @HAIT1_7404 
0004: $5834 = 1 // integer values 
0004: $5831 = 1 // integer values 

:HAIT1_7404
00D6: if 
0038:   $5767 == 0 // integer values 
004D: jump_if_false @HAIT1_8293 
00D6: if 
0118:   actor $5766 dead 
004D: jump_if_false @HAIT1_7634 
00D6: if 
0038:   $5832 == 1 // integer values 
004D: jump_if_false @HAIT1_7606 
00D6: if 
0038:   $5774 == 1 // integer values 
004D: jump_if_false @HAIT1_7606 
00D6: if 
0038:   $5775 == 1 // integer values 
004D: jump_if_false @HAIT1_7506 
0004: $5757 = 1 // integer values 
0002: jump @HAIT1_7606 

:HAIT1_7506
00D6: if 
056D:   actor $5766 defined 
004D: jump_if_false @HAIT1_7599 
00D6: if 
0038:   $5756 == 0 // integer values 
004D: jump_if_false @HAIT1_7592 
0164: disable_marker $5773 
04A5: get_dead_actor_pickup_coords $5766 store_to $5752 $5753 $5754 
0213: $5747 = create_pickup #BRIEFCASE type 3 at $5752 $5753 $5754 
03DC: $5758 = create_marker_above_pickup $5747 
0004: $5756 = 1 // integer values 

:HAIT1_7592
0002: jump @HAIT1_7606 

:HAIT1_7599
0004: $5757 = 1 // integer values 

:HAIT1_7606
0004: $5831 = 1 // integer values 
0004: $5834 = 1 // integer values 
0004: $5767 = 1 // integer values 
0002: jump @HAIT1_8293 

:HAIT1_7634
0226: $5772 = actor $5766 health 
00D6: if 
0038:   $5832 == 1 // integer values 
004D: jump_if_false @HAIT1_7667 
0050: gosub @HAIT1_11287 

:HAIT1_7667
00D6: if 
002A:   90 >= $5772 // integer values 
004D: jump_if_false @HAIT1_7699 
0004: $5834 = 1 // integer values 
0004: $5831 = 1 // integer values 

:HAIT1_7699
00D6: if or
0038:   $5750 == 1 // integer values 
0038:   $5834 == 1 // integer values 
004D: jump_if_false @HAIT1_8293 
00D6: if 
0038:   $5777 == 0 // integer values 
004D: jump_if_false @HAIT1_7764 
011A: set_actor $5766 search_threat 1 
01CA: actor $5766 kill_player $PLAYER_CHAR 
0002: jump @HAIT1_8293 

:HAIT1_7764
00D6: if 
0038:   $5750 == 0 // integer values 
004D: jump_if_false @HAIT1_8293 
00D6: if 
0038:   $5832 == 0 // integer values 
004D: jump_if_false @HAIT1_8293 
00D6: if 
0038:   $5831 == 1 // integer values 
004D: jump_if_false @HAIT1_8155 
00D6: if 
0038:   $5850 == 0 // integer values 
004D: jump_if_false @HAIT1_7880 
0291: set_actor $5766 attack_when_provoked 0 
01ED: clear_actor $5766 threat_search 
011C: actor $5766 clear_objective 
00BC: text_highpriority 'HAM1_8' 5000 ms 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5751 
0004: $5850 = 1 // integer values 

:HAIT1_7880
00D6: if 
0038:   $5850 == 1 // integer values 
004D: jump_if_false @HAIT1_8045 
00D6: if 
8510:   not unknown_actor $5766 on_path $5847 $5848 $5849 radius 4.0 
004D: jump_if_false @HAIT1_8020 
00D6: if 
0038:   $5857 == 0 // integer values 
004D: jump_if_false @HAIT1_7974 
009E: set_actor $5766 path $5847 $5848 $5849 unknown 0.1 1 
0004: $5857 = 1 // integer values 

:HAIT1_7974
00D6: if 
0038:   $5861 == 2 // integer values 
004D: jump_if_false @HAIT1_8013 
009E: set_actor $5766 path $5847 $5848 $5849 unknown 0.1 1 

:HAIT1_8013
0002: jump @HAIT1_8045 

:HAIT1_8020
0319: set_actor $5766 running 1 
0239: actor $5766 run_to $5752 $5753 
0004: $5850 = 3 // integer values 

:HAIT1_8045
00D6: if 
0038:   $5850 == 1 // integer values 
004D: jump_if_false @HAIT1_8155 
00D6: if 
00FF:   actor $5766 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 
004D: jump_if_false @HAIT1_8112 
0004: $5850 = 2 // integer values 

:HAIT1_8112
00D6: if 
0038:   $5850 == 2 // integer values 
004D: jump_if_false @HAIT1_8155 
0319: set_actor $5766 running 1 
0239: actor $5766 run_to $5752 $5753 
0004: $5850 = 3 // integer values 

:HAIT1_8155
00D6: if 
8118:   not actor $5766 dead 
004D: jump_if_false @HAIT1_8293 
00D6: if 
0038:   $5850 == 3 // integer values 
004D: jump_if_false @HAIT1_8293 
00D6: if 
00ED:   actor $5766 0 $5752 $5753 radius 1.5 1.5 
004D: jump_if_false @HAIT1_8293 
00D6: if 
0038:   $5750 == 0 // integer values 
004D: jump_if_false @HAIT1_8293 
0164: disable_marker $5748 
014F: stop_timer $5751 
0215: destroy_pickup $5747 
0187: $5773 = create_marker_above_actor $5766 
00BC: text_highpriority 'HAM1_7' 5000 ms 1  // ~g~The cops have got our stash! Retrieve it before they get away!
0004: $5774 = 1 // integer values 
0004: $5832 = 1 // integer values 

:HAIT1_8293
00D6: if 
0038:   $5777 == 0 // integer values 
004D: jump_if_false @HAIT1_9182 
00D6: if 
0118:   actor $5776 dead 
004D: jump_if_false @HAIT1_8523 
00D6: if 
0038:   $5832 == 1 // integer values 
004D: jump_if_false @HAIT1_8495 
00D6: if 
0038:   $5785 == 1 // integer values 
004D: jump_if_false @HAIT1_8495 
00D6: if 
0038:   $5783 == 1 // integer values 
004D: jump_if_false @HAIT1_8395 
0004: $5757 = 1 // integer values 
0002: jump @HAIT1_8495 

:HAIT1_8395
00D6: if 
056D:   actor $5776 defined 
004D: jump_if_false @HAIT1_8488 
00D6: if 
0038:   $5756 == 0 // integer values 
004D: jump_if_false @HAIT1_8481 
0164: disable_marker $5784 
04A5: get_dead_actor_pickup_coords $5776 store_to $5752 $5753 $5754 
0213: $5747 = create_pickup #BRIEFCASE type 3 at $5752 $5753 $5754 
03DC: $5758 = create_marker_above_pickup $5747 
0004: $5756 = 1 // integer values 

:HAIT1_8481
0002: jump @HAIT1_8495 

:HAIT1_8488
0004: $5757 = 1 // integer values 

:HAIT1_8495
0004: $5831 = 1 // integer values 
0004: $5834 = 1 // integer values 
0004: $5777 = 1 // integer values 
0002: jump @HAIT1_9182 

:HAIT1_8523
0226: $5782 = actor $5776 health 
00D6: if 
0038:   $5832 == 1 // integer values 
004D: jump_if_false @HAIT1_8556 
0050: gosub @HAIT1_11287 

:HAIT1_8556
00D6: if 
002A:   90 >= $5782 // integer values 
004D: jump_if_false @HAIT1_8588 
0004: $5834 = 1 // integer values 
0004: $5831 = 1 // integer values 

:HAIT1_8588
00D6: if or
0038:   $5834 == 1 // integer values 
0038:   $5831 == 1 // integer values 
004D: jump_if_false @HAIT1_9182 
00D6: if 
0038:   $5750 == 0 // integer values 
004D: jump_if_false @HAIT1_9149 
00D6: if 
0038:   $5832 == 0 // integer values 
004D: jump_if_false @HAIT1_9142 
00D6: if 
0038:   $5831 == 1 // integer values 
004D: jump_if_false @HAIT1_9004 
00D6: if 
0038:   $5851 == 0 // integer values 
004D: jump_if_false @HAIT1_8729 
0291: set_actor $5776 attack_when_provoked 0 
01ED: clear_actor $5776 threat_search 
011C: actor $5776 clear_objective 
00BC: text_highpriority 'HAM1_8' 5000 ms 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5751 
0004: $5851 = 1 // integer values 

:HAIT1_8729
00D6: if 
0038:   $5851 == 1 // integer values 
004D: jump_if_false @HAIT1_8894 
00D6: if 
8510:   not unknown_actor $5776 on_path $5847 $5848 $5849 radius 4.0 
004D: jump_if_false @HAIT1_8869 
00D6: if 
0038:   $5858 == 0 // integer values 
004D: jump_if_false @HAIT1_8823 
009E: set_actor $5776 path $5847 $5848 $5849 unknown 0.1 1 
0004: $5858 = 1 // integer values 

:HAIT1_8823
00D6: if 
0038:   $5861 == 2 // integer values 
004D: jump_if_false @HAIT1_8862 
009E: set_actor $5776 path $5847 $5848 $5849 unknown 0.1 1 

:HAIT1_8862
0002: jump @HAIT1_8894 

:HAIT1_8869
0319: set_actor $5776 running 1 
0239: actor $5776 run_to $5752 $5753 
0004: $5851 = 3 // integer values 

:HAIT1_8894
00D6: if 
0038:   $5851 == 1 // integer values 
004D: jump_if_false @HAIT1_8961 
00D6: if 
00FF:   actor $5776 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 
004D: jump_if_false @HAIT1_8961 
0004: $5851 = 2 // integer values 

:HAIT1_8961
00D6: if 
0038:   $5851 == 2 // integer values 
004D: jump_if_false @HAIT1_9004 
0319: set_actor $5776 running 1 
0239: actor $5776 run_to $5752 $5753 
0004: $5851 = 3 // integer values 

:HAIT1_9004
00D6: if 
8118:   not actor $5776 dead 
004D: jump_if_false @HAIT1_9142 
00D6: if 
0038:   $5851 == 3 // integer values 
004D: jump_if_false @HAIT1_9142 
00D6: if 
00ED:   actor $5776 0 $5752 $5753 radius 1.5 1.5 
004D: jump_if_false @HAIT1_9142 
00D6: if 
0038:   $5750 == 0 // integer values 
004D: jump_if_false @HAIT1_9142 
0164: disable_marker $5748 
014F: stop_timer $5751 
0215: destroy_pickup $5747 
0187: $5784 = create_marker_above_actor $5776 
00BC: text_highpriority 'HAM1_7' 5000 ms 1  // ~g~The cops have got our stash! Retrieve it before they get away!
0004: $5785 = 1 // integer values 
0004: $5832 = 1 // integer values 

:HAIT1_9142
0002: jump @HAIT1_9182 

:HAIT1_9149
00D6: if 
0038:   $5832 == 0 // integer values 
004D: jump_if_false @HAIT1_9182 
011A: set_actor $5776 search_threat 1 
01CA: actor $5776 kill_player $PLAYER_CHAR 

:HAIT1_9182
00D6: if 
0038:   $5861 == 2 // integer values 
004D: jump_if_false @HAIT1_9207 
0004: $5861 = 0 // integer values 

:HAIT1_9207
0051: return 

:HAIT1_9209
00D6: if 
0038:   $5833 == 0 // integer values 
004D: jump_if_false @HAIT1_9435 
00D6: if 
8118:   not actor $5727 dead 
004D: jump_if_false @HAIT1_9248 
01C2: remove_references_to_actor $5727 // Like turning an actor into a random pedestrian 

:HAIT1_9248
00D6: if 
8118:   not actor $5732 dead 
004D: jump_if_false @HAIT1_9269 
01C2: remove_references_to_actor $5732 // Like turning an actor into a random pedestrian 

:HAIT1_9269
0395: clear_area 0 at $5800 $5801 range $5802 2.0 
009A: $5798 = create_actor_pedtype 4 model #SWAT at $5800 $5801 $5802 
0173: set_actor $5798 z_angle_to $5803 
01ED: clear_actor $5798 threat_search 
0243: set_actor $5798 ped_stats_to 16 
011A: set_actor $5798 search_threat 1 
01B2: give_actor $5798 weapon 25 ammo 30000 // Load the weapon model before using this 
0291: set_actor $5798 attack_when_provoked 1 
0395: clear_area 0 at $5811 $5812 range $5813 2.0 
009A: $5808 = create_actor_pedtype 4 model #SWAT at $5811 $5812 $5813 
01ED: clear_actor $5808 threat_search 
0243: set_actor $5808 ped_stats_to 16 
011A: set_actor $5808 search_threat 1 
01B2: give_actor $5808 weapon 25 ammo 30000 // Load the weapon model before using this 
0291: set_actor $5808 attack_when_provoked 1 
0482:  8.0 
0004: $5833 = 1 // integer values 

:HAIT1_9435
0051: return 

:HAIT1_9437
00D6: if 
0038:   $5799 == 0 // integer values 
004D: jump_if_false @HAIT1_10371 
00D6: if 
0118:   actor $5798 dead 
004D: jump_if_false @HAIT1_9667 
00D6: if 
0038:   $5820 == 1 // integer values 
004D: jump_if_false @HAIT1_9639 
00D6: if 
0038:   $5805 == 1 // integer values 
004D: jump_if_false @HAIT1_9639 
00D6: if 
0038:   $5806 == 1 // integer values 
004D: jump_if_false @HAIT1_9539 
0004: $5794 = 1 // integer values 
0002: jump @HAIT1_9639 

:HAIT1_9539
00D6: if 
056D:   actor $5798 defined 
004D: jump_if_false @HAIT1_9632 
00D6: if 
0038:   $5795 == 0 // integer values 
004D: jump_if_false @HAIT1_9625 
0164: disable_marker $5807 
04A5: get_dead_actor_pickup_coords $5798 store_to $5791 $5792 $5793 
0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 
03DC: $5796 = create_marker_above_pickup $5786 
0004: $5795 = 1 // integer values 

:HAIT1_9625
0002: jump @HAIT1_9639 

:HAIT1_9632
0004: $5794 = 1 // integer values 

:HAIT1_9639
0004: $5821 = 1 // integer values 
0004: $5819 = 1 // integer values 
0004: $5799 = 1 // integer values 
0002: jump @HAIT1_10371 

:HAIT1_9667
0226: $5804 = actor $5798 health 
00D6: if 
0038:   $5820 == 1 // integer values 
004D: jump_if_false @HAIT1_9700 
0050: gosub @HAIT1_11969 

:HAIT1_9700
00D6: if 
002A:   90 >= $5804 // integer values 
004D: jump_if_false @HAIT1_9732 
0004: $5821 = 1 // integer values 
0004: $5819 = 1 // integer values 

:HAIT1_9732
00D6: if or
0038:   $5821 == 1 // integer values 
0038:   $5819 == 1 // integer values 
004D: jump_if_false @HAIT1_10371 
00D6: if 
0038:   $5810 == 0 // integer values 
004D: jump_if_false @HAIT1_9813 
00D6: if 
8118:   not actor $5798 dead 
004D: jump_if_false @HAIT1_9806 
011A: set_actor $5798 search_threat 1 
01CA: actor $5798 kill_player $PLAYER_CHAR 

:HAIT1_9806
0002: jump @HAIT1_10371 

:HAIT1_9813
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_10338 
00D6: if 
0038:   $5820 == 0 // integer values 
004D: jump_if_false @HAIT1_10331 
00D6: if 
0038:   $5819 == 1 // integer values 
004D: jump_if_false @HAIT1_10193 
00D6: if 
0038:   $5855 == 0 // integer values 
004D: jump_if_false @HAIT1_9929 
0291: set_actor $5798 attack_when_provoked 0 
01ED: clear_actor $5798 threat_search 
011C: actor $5798 clear_objective 
00BC: text_highpriority 'HAM1_8' 5000 ms 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5790 
0004: $5855 = 1 // integer values 

:HAIT1_9929
00D6: if 
0038:   $5855 == 1 // integer values 
004D: jump_if_false @HAIT1_10094 
00D6: if 
8510:   not unknown_actor $5798 on_path $5852 $5853 $5854 radius 4.0 
004D: jump_if_false @HAIT1_10069 
00D6: if 
0038:   $5859 == 0 // integer values 
004D: jump_if_false @HAIT1_10023 
009E: set_actor $5798 path $5852 $5853 $5854 unknown 0.1 1 
0004: $5859 = 1 // integer values 

:HAIT1_10023
00D6: if 
0038:   $5862 == 2 // integer values 
004D: jump_if_false @HAIT1_10062 
009E: set_actor $5798 path $5852 $5853 $5854 unknown 0.1 1 

:HAIT1_10062
0002: jump @HAIT1_10094 

:HAIT1_10069
0319: set_actor $5798 running 1 
0239: actor $5798 run_to $5791 $5792 
0004: $5855 = 3 // integer values 

:HAIT1_10094
00D6: if 
0038:   $5855 == 1 // integer values 
004D: jump_if_false @HAIT1_10150 
00FF:   actor $5798 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 
0004: $5855 = 2 // integer values 

:HAIT1_10150
00D6: if 
0038:   $5855 == 2 // integer values 
004D: jump_if_false @HAIT1_10193 
0319: set_actor $5798 running 1 
0239: actor $5798 run_to $5791 $5792 
0004: $5855 = 3 // integer values 

:HAIT1_10193
00D6: if 
8118:   not actor $5798 dead 
004D: jump_if_false @HAIT1_10331 
00D6: if 
0038:   $5855 == 3 // integer values 
004D: jump_if_false @HAIT1_10331 
00D6: if 
00ED:   actor $5798 0 $5791 $5792 radius 1.5 1.5 
004D: jump_if_false @HAIT1_10331 
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_10331 
0164: disable_marker $5787 
014F: stop_timer $5790 
0215: destroy_pickup $5786 
0187: $5807 = create_marker_above_actor $5798 
00BC: text_highpriority 'HAM1_7' 5000 ms 1  // ~g~The cops have got our stash! Retrieve it before they get away!
0004: $5805 = 1 // integer values 
0004: $5820 = 1 // integer values 

:HAIT1_10331
0002: jump @HAIT1_10371 

:HAIT1_10338
00D6: if 
0038:   $5820 == 0 // integer values 
004D: jump_if_false @HAIT1_10371 
011A: set_actor $5798 search_threat 1 
01CA: actor $5798 kill_player $PLAYER_CHAR 

:HAIT1_10371
00D6: if 
0038:   $5810 == 0 // integer values 
004D: jump_if_false @HAIT1_11260 
00D6: if 
0118:   actor $5808 dead 
004D: jump_if_false @HAIT1_10601 
00D6: if 
0038:   $5820 == 1 // integer values 
004D: jump_if_false @HAIT1_10573 
00D6: if 
0038:   $5822 == 1 // integer values 
004D: jump_if_false @HAIT1_10573 
00D6: if 
0038:   $5809 == 1 // integer values 
004D: jump_if_false @HAIT1_10473 
0004: $5794 = 1 // integer values 
0002: jump @HAIT1_10573 

:HAIT1_10473
00D6: if 
056D:   actor $5808 defined 
004D: jump_if_false @HAIT1_10566 
00D6: if 
0038:   $5795 == 0 // integer values 
004D: jump_if_false @HAIT1_10559 
0164: disable_marker $5823 
04A5: get_dead_actor_pickup_coords $5808 store_to $5791 $5792 $5793 
0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 
03DC: $5796 = create_marker_above_pickup $5786 
0004: $5795 = 1 // integer values 

:HAIT1_10559
0002: jump @HAIT1_10573 

:HAIT1_10566
0004: $5794 = 1 // integer values 

:HAIT1_10573
0004: $5821 = 1 // integer values 
0004: $5819 = 1 // integer values 
0004: $5810 = 1 // integer values 
0002: jump @HAIT1_11260 

:HAIT1_10601
0226: $5818 = actor $5808 health 
00D6: if 
0038:   $5820 == 1 // integer values 
004D: jump_if_false @HAIT1_10634 
0050: gosub @HAIT1_11969 

:HAIT1_10634
00D6: if 
002A:   90 >= $5818 // integer values 
004D: jump_if_false @HAIT1_10666 
0004: $5821 = 1 // integer values 
0004: $5819 = 1 // integer values 

:HAIT1_10666
00D6: if or
0038:   $5821 == 1 // integer values 
0038:   $5819 == 1 // integer values 
004D: jump_if_false @HAIT1_11260 
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_11227 
00D6: if 
0038:   $5820 == 0 // integer values 
004D: jump_if_false @HAIT1_11220 
00D6: if 
0038:   $5819 == 1 // integer values 
004D: jump_if_false @HAIT1_11082 
00D6: if 
0038:   $5856 == 0 // integer values 
004D: jump_if_false @HAIT1_10807 
0291: set_actor $5808 attack_when_provoked 0 
01ED: clear_actor $5808 threat_search 
011C: actor $5808 clear_objective 
00BC: text_highpriority 'HAM1_8' 5000 ms 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5790 
0004: $5856 = 1 // integer values 

:HAIT1_10807
00D6: if 
0038:   $5856 == 1 // integer values 
004D: jump_if_false @HAIT1_10972 
00D6: if 
8510:   not unknown_actor $5808 on_path $5852 $5853 $5854 radius 4.0 
004D: jump_if_false @HAIT1_10947 
00D6: if 
0038:   $5860 == 0 // integer values 
004D: jump_if_false @HAIT1_10901 
009E: set_actor $5808 path $5852 $5853 $5854 unknown 0.1 1 
0004: $5860 = 1 // integer values 

:HAIT1_10901
00D6: if 
0038:   $5862 == 2 // integer values 
004D: jump_if_false @HAIT1_10940 
009E: set_actor $5808 path $5852 $5853 $5854 unknown 0.1 1 

:HAIT1_10940
0002: jump @HAIT1_10972 

:HAIT1_10947
0319: set_actor $5808 running 1 
0239: actor $5808 run_to $5791 $5792 
0004: $5856 = 3 // integer values 

:HAIT1_10972
00D6: if 
0038:   $5856 == 1 // integer values 
004D: jump_if_false @HAIT1_11039 
00D6: if 
00FF:   actor $5808 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 
004D: jump_if_false @HAIT1_11039 
0004: $5856 = 2 // integer values 

:HAIT1_11039
00D6: if 
0038:   $5856 == 2 // integer values 
004D: jump_if_false @HAIT1_11082 
0319: set_actor $5808 running 1 
0239: actor $5808 run_to $5791 $5792 
0004: $5856 = 3 // integer values 

:HAIT1_11082
00D6: if 
8118:   not actor $5808 dead 
004D: jump_if_false @HAIT1_11220 
00D6: if 
0038:   $5856 == 3 // integer values 
004D: jump_if_false @HAIT1_11220 
00D6: if 
00ED:   actor $5808 0 $5791 $5792 radius 1.5 1.5 
004D: jump_if_false @HAIT1_11220 
00D6: if 
0038:   $5789 == 0 // integer values 
004D: jump_if_false @HAIT1_11220 
0164: disable_marker $5787 
014F: stop_timer $5790 
0215: destroy_pickup $5786 
0187: $5823 = create_marker_above_actor $5808 
00BC: text_highpriority 'HAM1_7' 5000 ms 1  // ~g~The cops have got our stash! Retrieve it before they get away!
0004: $5822 = 1 // integer values 
0004: $5820 = 1 // integer values 

:HAIT1_11220
0002: jump @HAIT1_11260 

:HAIT1_11227
00D6: if 
0038:   $5820 == 0 // integer values 
004D: jump_if_false @HAIT1_11260 
011A: set_actor $5808 search_threat 1 
01CA: actor $5808 kill_player $PLAYER_CHAR 

:HAIT1_11260
00D6: if 
0038:   $5862 == 2 // integer values 
004D: jump_if_false @HAIT1_11285 
0004: $5862 = 0 // integer values 

:HAIT1_11285
0051: return 

:HAIT1_11287
00D6: if 
0038:   $5774 == 1 // integer values 
004D: jump_if_false @HAIT1_11627 
00D6: if 
8118:   not actor $5766 dead 
004D: jump_if_false @HAIT1_11627 
00D6: if 
0038:   $5775 == 0 // integer values 
004D: jump_if_false @HAIT1_11398 
00D6: if 
80DF:   not actor $5766 driving 
004D: jump_if_false @HAIT1_11398 
00D6: if 
02CB:   actor $5766 bounding_sphere_visible 
004D: jump_if_false @HAIT1_11386 
01D0: actor $5766 avoid_player $PLAYER_CHAR 
0002: jump @HAIT1_11398 

:HAIT1_11386
0319: set_actor $5766 running 1 
0377: set_actor $5766 steal_any_car 

:HAIT1_11398
00D6: if 
0038:   $5775 == 0 // integer values 
004D: jump_if_false @HAIT1_11492 
00D6: if 
00DF:   actor $5766 driving 
004D: jump_if_false @HAIT1_11492 
011C: actor $5766 clear_objective 
00D9: $5837 = actor $5766 car // add to mission cleanup 
03CC: car $5837 add_to_stuck_car_check 0.5 = 1000 
0190: add_vehicle $5837 to_flipped_check 
00AD: set_car $5837 max_speed_to 40.0 
00AE: set_vehicle $5837 traffic_behavior_to 2 
00A8: set_car $5837 to_psycho_driver 
0004: $5775 = 1 // integer values 

:HAIT1_11492
00D6: if 
0038:   $5775 == 1 // integer values 
004D: jump_if_false @HAIT1_11555 
00D6: if 
8119:   not car $5837 wrecked 
004D: jump_if_false @HAIT1_11555 
00D6: if or
018F:   vehicle $5837 flipped 
03CE:   car $5837 stuck 
004D: jump_if_false @HAIT1_11555 
01D3: actor $5766 leave_car $5837 

:HAIT1_11555
00D6: if 
0038:   $5775 == 1 // integer values 
004D: jump_if_false @HAIT1_11627 
00D6: if 
80DF:   not actor $5766 driving 
004D: jump_if_false @HAIT1_11627 
00D6: if 
8119:   not car $5837 wrecked 
004D: jump_if_false @HAIT1_11620 
03CD: car $5837 remove_from_stuck_car_check 
0191: remove_vehicle $5837 from_flipped_check 
01C3: remove_references_to_car $5837 

:HAIT1_11620
0004: $5775 = 0 // integer values 

:HAIT1_11627
00D6: if 
0038:   $5785 == 1 // integer values 
004D: jump_if_false @HAIT1_11967 
00D6: if 
8118:   not actor $5776 dead 
004D: jump_if_false @HAIT1_11967 
00D6: if 
0038:   $5783 == 0 // integer values 
004D: jump_if_false @HAIT1_11738 
00D6: if 
80DF:   not actor $5776 driving 
004D: jump_if_false @HAIT1_11738 
00D6: if 
02CB:   actor $5776 bounding_sphere_visible 
004D: jump_if_false @HAIT1_11726 
01D0: actor $5776 avoid_player $PLAYER_CHAR 
0002: jump @HAIT1_11738 

:HAIT1_11726
0319: set_actor $5776 running 1 
0377: set_actor $5776 steal_any_car 

:HAIT1_11738
00D6: if 
0038:   $5783 == 0 // integer values 
004D: jump_if_false @HAIT1_11832 
00D6: if 
00DF:   actor $5776 driving 
004D: jump_if_false @HAIT1_11832 
011C: actor $5776 clear_objective 
00D9: $5838 = actor $5776 car // add to mission cleanup 
03CC: car $5838 add_to_stuck_car_check 0.5 = 1000 
0190: add_vehicle $5838 to_flipped_check 
00AD: set_car $5838 max_speed_to 40.0 
00AE: set_vehicle $5838 traffic_behavior_to 2 
00A8: set_car $5838 to_psycho_driver 
0004: $5783 = 1 // integer values 

:HAIT1_11832
00D6: if 
0038:   $5783 == 1 // integer values 
004D: jump_if_false @HAIT1_11895 
00D6: if 
8119:   not car $5838 wrecked 
004D: jump_if_false @HAIT1_11895 
00D6: if or
018F:   vehicle $5838 flipped 
03CE:   car $5838 stuck 
004D: jump_if_false @HAIT1_11895 
01D3: actor $5776 leave_car $5838 

:HAIT1_11895
00D6: if 
0038:   $5783 == 1 // integer values 
004D: jump_if_false @HAIT1_11967 
00D6: if 
80DF:   not actor $5776 driving 
004D: jump_if_false @HAIT1_11967 
00D6: if 
8119:   not car $5838 wrecked 
004D: jump_if_false @HAIT1_11960 
03CD: car $5838 remove_from_stuck_car_check 
0191: remove_vehicle $5838 from_flipped_check 
01C3: remove_references_to_car $5838 

:HAIT1_11960
0004: $5783 = 0 // integer values 

:HAIT1_11967
0051: return 

:HAIT1_11969
00D6: if 
0038:   $5805 == 1 // integer values 
004D: jump_if_false @HAIT1_12309 
00D6: if 
8118:   not actor $5798 dead 
004D: jump_if_false @HAIT1_12309 
00D6: if 
0038:   $5806 == 0 // integer values 
004D: jump_if_false @HAIT1_12080 
00D6: if 
80DF:   not actor $5798 driving 
004D: jump_if_false @HAIT1_12080 
00D6: if 
02CB:   actor $5798 bounding_sphere_visible 
004D: jump_if_false @HAIT1_12068 
01D0: actor $5798 avoid_player $PLAYER_CHAR 
0002: jump @HAIT1_12080 

:HAIT1_12068
0319: set_actor $5798 running 1 
0377: set_actor $5798 steal_any_car 

:HAIT1_12080
00D6: if 
0038:   $5806 == 0 // integer values 
004D: jump_if_false @HAIT1_12174 
00D6: if 
00DF:   actor $5798 driving 
004D: jump_if_false @HAIT1_12174 
011C: actor $5798 clear_objective 
00D9: $5845 = actor $5798 car // add to mission cleanup 
03CC: car $5845 add_to_stuck_car_check 0.5 = 1000 
0190: add_vehicle $5845 to_flipped_check 
00AD: set_car $5845 max_speed_to 40.0 
00AE: set_vehicle $5845 traffic_behavior_to 2 
00A8: set_car $5845 to_psycho_driver 
0004: $5806 = 1 // integer values 

:HAIT1_12174
00D6: if 
0038:   $5806 == 1 // integer values 
004D: jump_if_false @HAIT1_12237 
00D6: if 
8119:   not car $5845 wrecked 
004D: jump_if_false @HAIT1_12237 
00D6: if or
018F:   vehicle $5845 flipped 
03CE:   car $5845 stuck 
004D: jump_if_false @HAIT1_12237 
01D3: actor $5798 leave_car $5845 

:HAIT1_12237
00D6: if 
0038:   $5806 == 1 // integer values 
004D: jump_if_false @HAIT1_12309 
00D6: if 
80DF:   not actor $5798 driving 
004D: jump_if_false @HAIT1_12309 
00D6: if 
8119:   not car $5845 wrecked 
004D: jump_if_false @HAIT1_12302 
03CD: car $5845 remove_from_stuck_car_check 
0191: remove_vehicle $5845 from_flipped_check 
01C3: remove_references_to_car $5845 

:HAIT1_12302
0004: $5806 = 0 // integer values 

:HAIT1_12309
00D6: if 
0038:   $5822 == 1 // integer values 
004D: jump_if_false @HAIT1_12649 
00D6: if 
8118:   not actor $5808 dead 
004D: jump_if_false @HAIT1_12649 
00D6: if 
0038:   $5809 == 0 // integer values 
004D: jump_if_false @HAIT1_12420 
00D6: if 
80DF:   not actor $5808 driving 
004D: jump_if_false @HAIT1_12420 
00D6: if 
02CB:   actor $5808 bounding_sphere_visible 
004D: jump_if_false @HAIT1_12408 
01D0: actor $5808 avoid_player $PLAYER_CHAR 
0002: jump @HAIT1_12420 

:HAIT1_12408
0319: set_actor $5808 running 1 
0377: set_actor $5808 steal_any_car 

:HAIT1_12420
00D6: if 
0038:   $5809 == 0 // integer values 
004D: jump_if_false @HAIT1_12514 
00D6: if 
00DF:   actor $5808 driving 
004D: jump_if_false @HAIT1_12514 
011C: actor $5808 clear_objective 
00D9: $5846 = actor $5808 car // add to mission cleanup 
03CC: car $5846 add_to_stuck_car_check 0.5 = 1000 
0190: add_vehicle $5846 to_flipped_check 
00AD: set_car $5846 max_speed_to 40.0 
00AE: set_vehicle $5846 traffic_behavior_to 2 
00A8: set_car $5846 to_psycho_driver 
0004: $5809 = 1 // integer values 

:HAIT1_12514
00D6: if 
0038:   $5809 == 1 // integer values 
004D: jump_if_false @HAIT1_12577 
00D6: if 
8119:   not car $5846 wrecked 
004D: jump_if_false @HAIT1_12577 
00D6: if or
018F:   vehicle $5846 flipped 
03CE:   car $5846 stuck 
004D: jump_if_false @HAIT1_12577 
01D3: actor $5808 leave_car $5846 

:HAIT1_12577
00D6: if 
0038:   $5809 == 1 // integer values 
004D: jump_if_false @HAIT1_12649 
00D6: if 
80DF:   not actor $5808 driving 
004D: jump_if_false @HAIT1_12649 
00D6: if 
8119:   not car $5846 wrecked 
004D: jump_if_false @HAIT1_12642 
03CD: car $5846 remove_from_stuck_car_check 
0191: remove_vehicle $5846 from_flipped_check 
01C3: remove_references_to_car $5846 

:HAIT1_12642
0004: $5809 = 0 // integer values 

:HAIT1_12649
0051: return 

//-------------Mission 61---------------
// Originally: Bombs Away!

:HAIT2
0050: gosub @HAIT2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HAIT2_27 
0050: gosub @HAIT2_17554 

:HAIT2_27
0050: gosub @HAIT2_17662 
004E: end_thread 

:HAIT2_36
0004: $ONMISSION = 1 // integer values 
0004: $1084 = 1 // integer values 
0317: increment_mission_attempts 
03A4: name_thread 'HAIT2' 
0001: wait 0 ms 
054C: use_GXT_table 'HAIT2' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
0004: $5883 = -1 // integer values 
0004: $5868 = 3 // integer values 
0004: $5863 = 0 // integer values 
0004: $5864 = 0 // integer values 
0004: $5870 = 0 // integer values 
0004: $5869 = 0 // integer values 
0004: $5871 = 0 // integer values 
0004: $5866 = 0 // integer values 
0004: $5865 = 0 // integer values 
0004: $5867 = 0 // integer values 
0004: $5872 = 0 // integer values 
0004: $61 = 0 // integer values 
0004: $5879 = 0 // integer values 
0004: $5880 = 0 // integer values 
0004: $5881 = 0 // integer values 
0004: $5882 = 0 // integer values 
0006: 0@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0006: 7@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 9@ = 0 // integer values 
0006: 10@ = 0 // integer values 
0006: 11@ = 0 // integer values 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0006: 15@ = 0 // integer values 
0004: $5873 = 0 // integer values 
0004: $5874 = 0 // integer values 
0004: $5875 = 0 // integer values 
0004: $5876 = 0 // integer values 
0004: $5877 = 0 // integer values 
0004: $5878 = 0 // integer values 
04BB: select_interiour 12 // select render area 
04F9: set_extracolors 13 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'DRUGPAK' 
02F3: load_object #CUTOBJ03 'KETTLE' 
03CB: set_camera -962.799 148.391 8.355 
038B: load_requested_models 

:HAIT2_456
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
004D: jump_if_false @HAIT2_501 
0001: wait 0 ms 
0002: jump @HAIT2_456 

:HAIT2_501
041D: set_camera_near_clip 0.1 
04F9: set_extracolors 13 fade 0 
02E4: load_cutscene_data 'HAT_2' 
0244: set_cutscene_pos -962.799 148.391 8.355 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'APOULET' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HTABLE' 
02E5: $5900 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $5900 'DRUGPAK' 
02E5: $213 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $213 'KETTLE' 
0395: clear_area 1 at -962.53 141.69 range 8.25 1.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT2_728
00D6: if 
001A:   4054 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_763 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_728 

:HAIT2_763
00BC: text_highpriority 'HAT2_1' 10000 ms 1  // Oh, sorry, I - I must have the wrong address...

:HAIT2_778
00D6: if 
001A:   7163 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_813 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_778 

:HAIT2_813
00BC: text_highpriority 'HAT2_2' 10000 ms 1  // Well, you might as well come in and rest your soles and have some tea.

:HAIT2_828
00D6: if 
001A:   11419 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_863 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_828 

:HAIT2_863
00BC: text_highpriority 'HAT2_3' 10000 ms 1  // Do you have something there for me, Tommy?

:HAIT2_878
00D6: if 
001A:   13873 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_913 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_878 

:HAIT2_913
00BC: text_highpriority 'HAT2_4' 10000 ms 1  // Yeah...

:HAIT2_928
00D6: if 
001A:   16370 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_963 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_928 

:HAIT2_963
00BC: text_highpriority 'HAT2_5' 10000 ms 1  // This place feels familiar to me, uh - it's - a smell from childhood - a deja vu...

:HAIT2_978
00D6: if 
001A:   22166 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1013 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_978 

:HAIT2_1013
00BC: text_highpriority 'HAT2_6' 10000 ms 1  // Now Tommy, I'm going to whisper a lickle errand for you. Hear me well, aye?

:HAIT2_1028
00D6: if 
001A:   28339 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1063 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_1028 

:HAIT2_1063
00BC: text_highpriority 'HAT2_7' 10000 ms 1  // You look like someone I, I...

:HAIT2_1078
00D6: if 
001A:   30139 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1113 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_1078 

:HAIT2_1113
00BC: text_highpriority 'HAT2_8' 10000 ms 1  // The Cubans have fast boats they use to cross the seas with drugs.

:HAIT2_1128
00D6: if 
001A:   34861 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1165 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_1128 

:HAIT2_1165
00BC: text_highpriority 'HAT2_9' 10000 ms 1  // It is their livelihood.

:HAIT2_1180
00D6: if 
001A:   37790 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1217 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_1180 

:HAIT2_1217
00BC: text_highpriority 'HAT2_10' 10000 ms 1  // Me nephew bin making lickle flying bombs to take dem out.

:HAIT2_1232
00D6: if 
001A:   42538 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1269 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_1232 

:HAIT2_1269
00BC: text_highpriority 'HAT2_11' 10000 ms 1  // Blow de boats to coffin wood.

:HAIT2_1284
00D6: if 
001A:   51176 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1321 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_1284 

:HAIT2_1321
00BC: text_highpriority 'HAT2_12' 10000 ms 1  // Thanks for the tea.

:HAIT2_1336
00D6: if 
001A:   56400 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT2_1373 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT2_1336 

:HAIT2_1373
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 
00BE: text_clear_all 

:HAIT2_1390
00D6: if 
016B:   fading 
004D: jump_if_false @HAIT2_1414 
0001: wait 0 ms 
0002: jump @HAIT2_1390 

:HAIT2_1414
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HAIT2_1438 
0001: wait 0 ms 
0002: jump @HAIT2_1414 

:HAIT2_1438
04FA: reset_sky_colors_with_fade 0 
04BB: select_interiour 0 // select render area 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #TOPFUN 
0247: request_model #RCBARON 
0247: request_model #SPEEDER 
0247: request_model #JETMAX 
0247: request_model #COASTG 
0247: request_model #CUBAN 
0247: request_model #CBA 
0247: request_model #CBB 
0247: request_model #RUGER 
03CB: set_camera -962.53 141.69 8.25 
038B: load_requested_models 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 

:HAIT2_1566
00D6: if or
8248:   not model #TOPFUN available 
8248:   not model #RCBARON available 
8248:   not model #SPEEDER available 
8248:   not model #JETMAX available 
8248:   not model #COASTG available 
004D: jump_if_false @HAIT2_1613 
0001: wait 0 ms 
0002: jump @HAIT2_1566 

:HAIT2_1613
00D6: if or
8248:   not model #CUBAN available 
8248:   not model #CBA available 
8248:   not model #CBB available 
8248:   not model #RUGER available 
004D: jump_if_false @HAIT2_1653 
0001: wait 0 ms 
0002: jump @HAIT2_1613 

:HAIT2_1653
00BC: text_highpriority 'HAT2_B1' 15000 ms 1  // ~g~Get to the van that contains the flying bombs.
00A5: $5884 = create_car #TOPFUN at -808.9448 -162.9215 10.0458 
0175: set_car $5884 z_angle_to 0.0 
0186: $5901 = create_marker_above_car $5884 
0519: lock_vehicle $5884 in_current_position 1 

:HAIT2_1716
00D6: if 
8442:   not player $PLAYER_CHAR in_car $5884 
004D: jump_if_false @HAIT2_1769 
0001: wait 0 ms 
00D6: if 
0119:   car $5884 wrecked 
004D: jump_if_false @HAIT2_1762 
0002: jump @HAIT2_17554 

:HAIT2_1762
0002: jump @HAIT2_1716 

:HAIT2_1769
0164: disable_marker $5901 
00A5: $5888 = create_car #JETMAX at -524.3332 -227.5792 5.3 
0175: set_car $5888 z_angle_to 25.0 
0323: enable_boat $5888 anchor 1 
02DB: set_boat $5888 speed_to 12.0 
0186: $5902 = create_marker_above_car $5888 
00A5: $5887 = create_car #SPEEDER at -533.5898 -230.4594 5.3 
0175: set_car $5887 z_angle_to 88.4134 
0323: enable_boat $5887 anchor 1 
02DB: set_boat $5887 speed_to 12.0 
00A5: $5889 = create_car #COASTG at -514.9578 -230.6103 5.3 
0175: set_car $5889 z_angle_to 265.6394 
0323: enable_boat $5889 anchor 1 
02DB: set_boat $5889 speed_to 12.0 
00A5: $5890 = create_car #CUBAN at -524.328 -255.0365 9.534 
0175: set_car $5890 z_angle_to 183.1269 
009A: $5891 = create_actor_pedtype 4 model #CBA at -535.1575 -233.1016 7.2104 
0173: set_actor $5891 z_angle_to 27.113 
0350: set_actor $5891 maintain_position_when_attacked 1 
01ED: clear_actor $5891 threat_search 
009A: $5892 = create_actor_pedtype 4 model #CBA at -538.0 -235.1073 7.2104 
0173: set_actor $5892 z_angle_to 273.988 
0350: set_actor $5892 maintain_position_when_attacked 1 
01ED: clear_actor $5892 threat_search 
0372: set_actor $5892 anim 25 wait_state_time 100 ms 
009A: $5893 = create_actor_pedtype 4 model #CBB at -528.9341 -237.8728 7.2056 
0173: set_actor $5893 z_angle_to 6.0796 
0350: set_actor $5893 maintain_position_when_attacked 1 
01ED: clear_actor $5893 threat_search 
009A: $5894 = create_actor_pedtype 4 model #CBB at -527.7787 -236.5049 7.2104 
0173: set_actor $5894 z_angle_to 93.2798 
0350: set_actor $5894 maintain_position_when_attacked 1 
01ED: clear_actor $5894 threat_search 
0372: set_actor $5894 anim 24 wait_state_time 100 ms 
009A: $5895 = create_actor_pedtype 4 model #CBA at -519.8645 -242.7792 9.5542 
0173: set_actor $5895 z_angle_to 244.8008 
0350: set_actor $5895 maintain_position_when_attacked 1 
01ED: clear_actor $5895 threat_search 
0372: set_actor $5895 anim 3 wait_state_time 100 ms 
009A: $5896 = create_actor_pedtype 4 model #CBA at -517.9925 -243.0342 9.5542 
0173: set_actor $5896 z_angle_to 118.988 
0350: set_actor $5896 maintain_position_when_attacked 1 
01ED: clear_actor $5896 threat_search 
009A: $5897 = create_actor_pedtype 4 model #CBB at -509.3864 -237.7915 7.2103 
0173: set_actor $5897 z_angle_to 6.0796 
0350: set_actor $5897 maintain_position_when_attacked 1 
01ED: clear_actor $5897 threat_search 
0372: set_actor $5897 anim 25 wait_state_time 100 ms 
009A: $5898 = create_actor_pedtype 4 model #CBB at -519.7886 -244.7169 9.5542 
0173: set_actor $5898 z_angle_to 357.2437 
0350: set_actor $5898 maintain_position_when_attacked 1 
01ED: clear_actor $5898 threat_search 
03F9: make_actors $5896 $5898 converse_in 600000000 ms 
009A: $5899 = create_actor_pedtype 4 model #CBB at -524.5753 -251.0094 9.537 
0173: set_actor $5899 z_angle_to 185.2318 
0350: set_actor $5899 maintain_position_when_attacked 1 
01ED: clear_actor $5899 threat_search 
0372: set_actor $5899 anim 25 wait_state_time 100 ms 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @HAIT2_2510 
0107: $5885 = create_object #RCBOMB at 0.0 0.0 0.0 
0484: $5883 = player $PLAYER_CHAR rc_car 
0186: $5902 = create_marker_above_car $5888 
0186: $5903 = create_marker_above_car $5887 
0186: $5904 = create_marker_above_car $5889 

:HAIT2_2510
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0169: set_fade_color 0 0 1 
016A: fade 0 500 ms 

:HAIT2_2550
00D6: if 
016B:   fading 
004D: jump_if_false @HAIT2_2574 
0001: wait 0 ms 
0002: jump @HAIT2_2550 

:HAIT2_2574
0169: set_fade_color 0 0 1 
016A: fade 1 500 ms 
02A3: enable_widescreen 1 
015F: set_camera_position -552.6316 -220.1019 22.1608 0.0 rotation 0.0 0.0 
0160: point_camera -551.9008 -220.5808 21.6745 switchstyle 2 
03CB: set_camera -524.1709 -234.6104 8.1665 
00BC: text_highpriority 'HAT2_B2' 4500 ms 1  // Kill the Cubans...
01BD: $4811 = current_time_in_ms 
0084: $2274 = $4811 // integer values and handles 
0008: $2274 += 4500 // integer values 

:HAIT2_2697
00D6: if 
001C:   $2274 > $4811 // integer values 
004D: jump_if_false @HAIT2_2813 
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HAIT2_2781 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @HAIT2_2774 
0004: $61 = 0 // integer values 
0002: jump @HAIT2_3016 

:HAIT2_2774
0002: jump @HAIT2_2806 

:HAIT2_2781
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @HAIT2_2806 
0004: $61 = 1 // integer values 

:HAIT2_2806
0002: jump @HAIT2_2697 

:HAIT2_2813
015F: set_camera_position -541.3336 -237.3457 9.8484 0.0 rotation 0.0 0.0 
0160: point_camera -540.4141 -237.0497 9.5899 switchstyle 2 
00BC: text_highpriority 'HAT2_B4' 4000 ms 1  // ...and destroy their boats!
01BD: $4811 = current_time_in_ms 
0084: $2274 = $4811 // integer values and handles 
0008: $2274 += 4000 // integer values 

:HAIT2_2900
00D6: if 
001C:   $2274 > $4811 // integer values 
004D: jump_if_false @HAIT2_3016 
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @HAIT2_2984 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @HAIT2_2977 
0004: $61 = 0 // integer values 
0002: jump @HAIT2_3016 

:HAIT2_2977
0002: jump @HAIT2_3009 

:HAIT2_2984
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @HAIT2_3009 
0004: $61 = 1 // integer values 

:HAIT2_3009
0002: jump @HAIT2_2900 

:HAIT2_3016
0004: $61 = 0 // integer values 
00D6: if 
0119:   car $5884 wrecked 
004D: jump_if_false @HAIT2_3046 
0002: jump @HAIT2_17554 

:HAIT2_3046
00AB: put_car $5884 at -808.9448 -162.9215 10.0458 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:HAIT2_3097
00D6: if 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @HAIT2_15146 
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
0119:   car $5884 wrecked 
004D: jump_if_false @HAIT2_3145 
0002: jump @HAIT2_17554 

:HAIT2_3145
00D6: if 
0038:   $5882 == 0 // integer values 
004D: jump_if_false @HAIT2_5370 
00D6: if 
0442:   player $PLAYER_CHAR in_car $5884 
004D: jump_if_false @HAIT2_4579 
00D6: if 
8241:   not player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @HAIT2_3417 
00D6: if 
8038:   not  $5868 == 0 // integer values 
004D: jump_if_false @HAIT2_3348 
00D6: if 
838A:   not car_in_cube -812.0 -168.0 10.0457 0.6 0.6 1.0 
004D: jump_if_false @HAIT2_3334 
046E: put_player $PLAYER_CHAR in_RC_mode_at -812.0 -168.0 10.0457 angle 180.0 RC_model #RCBARON 
000C: $5868 -= 1 // integer values 
00D6: if 
0038:   $5868 == 2 // integer values 
004D: jump_if_false @HAIT2_3327 
03C4: set_status_text_to $5868 0 'HAT2_B9'  // RC Planes:

:HAIT2_3327
0002: jump @HAIT2_3341 

:HAIT2_3334
0002: jump @HAIT2_3016 

:HAIT2_3341
0002: jump @HAIT2_3386 

:HAIT2_3348
00BC: text_highpriority 'HAT2_B8' 5000 ms 1  // ~r~You have no RC planes left!
0004: $5882 = 1 // integer values 
0084: $5881 = $4811 // integer values and handles 
0008: $5881 += 2000 // integer values 

:HAIT2_3386
0484: $5883 = player $PLAYER_CHAR rc_car 
02AC: set_car $5883 immunities 1 1 1 1 1
01EC: make_car $5883 very_heavy 1
048A: enable_rc_vehicle_detonation 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:HAIT2_3417
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @HAIT2_4572 
00D6: if 
0038:   $5879 == 0 // integer values 
004D: jump_if_false @HAIT2_3526 
03E6: remove_text_box 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @HAIT2_3493 
03E5: text_box 'PLANE_4'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump @HAIT2_3503 

:HAIT2_3493
03E5: text_box 'PLANE_H'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:HAIT2_3503
0008: $5879 += 1 // integer values 
0084: $5880 = $4811 // integer values and handles 
0008: $5880 += 6000 // integer values 

:HAIT2_3526
00D6: if 
0038:   $5879 == 1 // integer values 
004D: jump_if_false @HAIT2_3622 
00D6: if 
001C:   $4811 > $5880 // integer values 
004D: jump_if_false @HAIT2_3622 
03E6: remove_text_box 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @HAIT2_3605 
03E5: text_box 'BOLLOX'  // Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.
0002: jump @HAIT2_3615 

:HAIT2_3605
03E5: text_box 'HAT2_B3'  // Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.

:HAIT2_3615
0008: $5879 += 1 // integer values 

:HAIT2_3622
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_4367 
00D6: if 
01FE:   player $PLAYER_CHAR near_car_in_car $5883 radius 500.0 750.0 0 
004D: jump_if_false @HAIT2_4295 
00D6: if 
81FE:   not player $PLAYER_CHAR near_car_in_car $5883 radius 450.0 700.0 0 
004D: jump_if_false @HAIT2_3714 
00BC: text_highpriority 'HAT2_B6' 100 ms 1  // ~r~The RC plane is getting too far out of range!

:HAIT2_3714
0004: $5869 = 0 // integer values 
00AA: store_car $5883 position_to $5915 $5916 $5917 
00D6: if 
83CA:   not object $5885 exists 
004D: jump_if_false @HAIT2_3818 
00D6: if 
001C:   $4811 > $5871 // integer values 
004D: jump_if_false @HAIT2_3811 
0107: $5885 = create_object #RCBOMB at $5915 $5916 $5917 
0382: set_object $5885 collision_detection 0 
0392: object $5885 toggle_in_moving_list 0 
0005: $5918 = 0.0 // floating-point values 

:HAIT2_3811
0002: jump @HAIT2_4046 

:HAIT2_3818
02CE: $98 = ground_z $5915 $5916 $5917 
0086: $5914 = $5917 // floating-point values only 
0061: $5914 -= $98 // floating-point values 
00D6: if 
0020:   $5914 > 0.5 // floating-point values 
004D: jump_if_false @HAIT2_3945 
0363: toggle_model_render_at $5915 $5916 $5917 radius 10.0 object #RCBOMB 1 
007E: $5918 -= frame_delta_time * 0.05 // floating-point values 
00D6: if 
0022:   -0.5 > $5918 // floating-point values 
004D: jump_if_false @HAIT2_3938 
0005: $5918 = -0.5 // floating-point values 
0004: $5869 = 1 // integer values 

:HAIT2_3938
0002: jump @HAIT2_4025 

:HAIT2_3945
0086: $5918 = $5914 // floating-point values only 
000D: $5918 -= 1.0 // floating-point values 
0011: $5918 *= -1.0 // floating-point values 
00D6: if 
0020:   $5918 > 0.0 // floating-point values 
004D: jump_if_false @HAIT2_4025 
0005: $5918 = 0.0 // floating-point values 
0363: toggle_model_render_at $5915 $5916 $5917 radius 10.0 object #RCBOMB 0 

:HAIT2_4025
035C: place_object $5885 relative_to_car $5883 offset 0.0 0.0 $5918 

:HAIT2_4046
00D6: if 
0585:  
004D: jump_if_false @HAIT2_4244 
00D6: if 
0038:   $5863 == 0 // integer values 
004D: jump_if_false @HAIT2_4237 
00D6: if 
0038:   $5869 == 1 // integer values 
004D: jump_if_false @HAIT2_4237 
000D: $5918 -= 0.5 // floating-point values 
035C: place_object $5885 relative_to_car $5883 offset 0.0 0.0 $5918 
0392: object $5885 toggle_in_moving_list 1 
0382: set_object $5885 collision_detection 1 
038C: object $5885 scatter 0.0 0.0 0.0 
0084: $5871 = $4811 // integer values and handles 
0008: $5871 += 500 // integer values 
0084: $5886 = $5885 // integer values and handles 
0004: $5885 = -1 // integer values 
04D9: object $5886 set_scripted_collision_check 1 
0084: $5864 = $4811 // integer values and handles 
0008: $5864 += 250 // integer values 
0084: $5870 = $4811 // integer values and handles 
0008: $5870 += 3000 // integer values 
0004: $5863 = 1 // integer values 

:HAIT2_4237
0002: jump @HAIT2_4288 

:HAIT2_4244
00D6: if 
0038:   $5863 == 2 // integer values 
004D: jump_if_false @HAIT2_4288 
00D6: if 
001C:   $4811 > $5864 // integer values 
004D: jump_if_false @HAIT2_4288 
0004: $5863 = 0 // integer values 

:HAIT2_4288
0002: jump @HAIT2_4360 

:HAIT2_4295
00D6: if 
8038:   not  $5883 == -1 // integer values 
004D: jump_if_false @HAIT2_4360 
04DB: exit_rc_mode 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01C4: remove_references_to_object $5885 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $5886 // This object will now disappear when the player looks away 
0004: $5885 = -1 // integer values 
0004: $5886 = -1 // integer values 
0004: $5883 = -1 // integer values 
0004: $5863 = 0 // integer values 

:HAIT2_4360
0002: jump @HAIT2_4425 

:HAIT2_4367
00D6: if 
8038:   not  $5883 == -1 // integer values 
004D: jump_if_false @HAIT2_4425 
04DB: exit_rc_mode 
01C4: remove_references_to_object $5885 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $5886 // This object will now disappear when the player looks away 
0004: $5885 = -1 // integer values 
0004: $5886 = -1 // integer values 
0004: $5883 = -1 // integer values 
0004: $5863 = 0 // integer values 

:HAIT2_4425
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @HAIT2_4547 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @HAIT2_4540 
00D6: if 
8038:   not  $5883 == -1 // integer values 
004D: jump_if_false @HAIT2_4533 
00BC: text_highpriority 'RCCANX' 2000 ms 1  // ~r~RC plane cancelled.
04DB: exit_rc_mode 
01C4: remove_references_to_object $5885 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $5886 // This object will now disappear when the player looks away 
0004: $5885 = -1 // integer values 
0004: $5886 = -1 // integer values 
0004: $5883 = -1 // integer values 
0004: $5863 = 0 // integer values 

:HAIT2_4533
0004: $61 = 0 // integer values 

:HAIT2_4540
0002: jump @HAIT2_4572 

:HAIT2_4547
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @HAIT2_4572 
0004: $61 = 1 // integer values 

:HAIT2_4572
0002: jump @HAIT2_4637 

:HAIT2_4579
00D6: if 
8038:   not  $5883 == -1 // integer values 
004D: jump_if_false @HAIT2_4637 
04DB: exit_rc_mode 
01C4: remove_references_to_object $5885 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $5886 // This object will now disappear when the player looks away 
0004: $5885 = -1 // integer values 
0004: $5886 = -1 // integer values 
0004: $5883 = -1 // integer values 
0004: $5863 = 0 // integer values 

:HAIT2_4637
00D6: if 
0038:   $5863 == 1 // integer values 
004D: jump_if_false @HAIT2_4808 
00D6: if 
03CA:   object $5886 exists 
004D: jump_if_false @HAIT2_4808 
01BB: store_object $5886 position_to $5915 $5916 $5917 
02CE: $98 = ground_z $5915 $5916 $5917 
0009: $98 += 0.5 // floating-point values 
00D6: if 
0022:   6.0 > $98 // floating-point values 
004D: jump_if_false @HAIT2_4740 
0005: $98 = 6.0 // floating-point values 

:HAIT2_4740
00D6: if or
04DA:   has_object $5886 collided 
001C:   $4811 > $5870 // integer values 
04E7:   object $5886 in_water 
004D: jump_if_false @HAIT2_4808 
04D9: object $5886 set_scripted_collision_check 0 
020C: create_explosion_with_radius 0 at $5915 $5916 $5917 
01C4: remove_references_to_object $5886 // This object will now disappear when the player looks away 
0004: $5886 = -1 // integer values 
0004: $5863 = 2 // integer values 

:HAIT2_4808
00D6: if 
0038:   $5866 == 0 // integer values 
004D: jump_if_false @HAIT2_5363 
00D6: if 
03CA:   object $5886 exists 
004D: jump_if_false @HAIT2_5363 
00D6: if or
04EA:   object $5886 in_cube -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 flag 0 
0057:   player $PLAYER_CHAR 0 -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 
004D: jump_if_false @HAIT2_5363 
00D6: if 
8118:   not actor $5891 dead 
004D: jump_if_false @HAIT2_4965 
0187: $5905 = create_marker_above_actor $5891 
018B: show_on_radar $5905 2 
0168: set_blip $5905 size 2 

:HAIT2_4965
00D6: if 
8118:   not actor $5892 dead 
004D: jump_if_false @HAIT2_5003 
0187: $5906 = create_marker_above_actor $5892 
018B: show_on_radar $5906 2 
0168: set_blip $5906 size 2 

:HAIT2_5003
00D6: if 
8118:   not actor $5893 dead 
004D: jump_if_false @HAIT2_5041 
0187: $5907 = create_marker_above_actor $5893 
018B: show_on_radar $5907 2 
0168: set_blip $5907 size 2 

:HAIT2_5041
00D6: if 
8118:   not actor $5894 dead 
004D: jump_if_false @HAIT2_5079 
0187: $5908 = create_marker_above_actor $5894 
018B: show_on_radar $5908 2 
0168: set_blip $5908 size 2 

:HAIT2_5079
00D6: if 
8118:   not actor $5895 dead 
004D: jump_if_false @HAIT2_5117 
0187: $5909 = create_marker_above_actor $5895 
018B: show_on_radar $5909 2 
0168: set_blip $5909 size 2 

:HAIT2_5117
00D6: if 
8118:   not actor $5896 dead 
004D: jump_if_false @HAIT2_5155 
0187: $5910 = create_marker_above_actor $5896 
018B: show_on_radar $5910 2 
0168: set_blip $5910 size 2 

:HAIT2_5155
00D6: if 
8118:   not actor $5897 dead 
004D: jump_if_false @HAIT2_5193 
0187: $5911 = create_marker_above_actor $5897 
018B: show_on_radar $5911 2 
0168: set_blip $5911 size 2 

:HAIT2_5193
00D6: if 
8118:   not actor $5898 dead 
004D: jump_if_false @HAIT2_5231 
0187: $5912 = create_marker_above_actor $5898 
018B: show_on_radar $5912 2 
0168: set_blip $5912 size 2 

:HAIT2_5231
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_5260 
0164: disable_marker $5902 
0186: $5902 = create_marker_above_car $5888 

:HAIT2_5260
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_5289 
0164: disable_marker $5903 
0186: $5903 = create_marker_above_car $5887 

:HAIT2_5289
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_5318 
0164: disable_marker $5904 
0186: $5904 = create_marker_above_car $5889 

:HAIT2_5318
00D6: if 
8118:   not actor $5899 dead 
004D: jump_if_false @HAIT2_5356 
0187: $5913 = create_marker_above_actor $5899 
018B: show_on_radar $5913 2 
0168: set_blip $5913 size 2 

:HAIT2_5356
0004: $5866 = 1 // integer values 

:HAIT2_5363
0002: jump @HAIT2_5396 

:HAIT2_5370
00D6: if 
001C:   $4811 > $5881 // integer values 
004D: jump_if_false @HAIT2_5396 
0002: jump @HAIT2_17554 

:HAIT2_5396
0004: $5872 = 0 // integer values 
00D6: if 
8118:   not actor $5891 dead 
004D: jump_if_false @HAIT2_5858 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_5851 
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @HAIT2_5541 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_5519 
01B2: give_actor $5891 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5891 destroy_car $5883 
008B: 1@ = $4811 // integer values and handles 
000A: 1@ += 3500 // integer values 
0006: 0@ = 1 // integer values 
0002: jump @HAIT2_5541 

:HAIT2_5519
008B: 1@ = $4811 // integer values and handles 
000E: 1@ -= 100 // integer values 
0006: 0@ = 1 // integer values 

:HAIT2_5541
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @HAIT2_5675 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_5583 
01D9: actor $5891 destroy_car $5883 

:HAIT2_5583
00D6: if 
001E:   $4811 > 1@ // integer values 
004D: jump_if_false @HAIT2_5675 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_5668 
011C: actor $5891 clear_objective 
0239: actor $5891 run_to -535.0269 -230.2825 
008B: 1@ = $4811 // integer values and handles 
000A: 1@ += 700 // integer values 
0006: 0@ = 2 // integer values 
0002: jump @HAIT2_5675 

:HAIT2_5668
0006: 0@ = 100 // integer values 

:HAIT2_5675
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @HAIT2_5809 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_5802 
00D6: if 
0185:   car $5887 health >= 250 
004D: jump_if_false @HAIT2_5788 
00D6: if 
001E:   $4811 > 1@ // integer values 
004D: jump_if_false @HAIT2_5781 
011C: actor $5891 clear_objective 
0164: disable_marker $5905 
009B: destroy_actor_instantly $5891 
0129: $5891 = create_actor 4 #CBA in_car $5887 driverseat 
0006: 0@ = 3 // integer values 

:HAIT2_5781
0002: jump @HAIT2_5795 

:HAIT2_5788
0006: 0@ = 100 // integer values 

:HAIT2_5795
0002: jump @HAIT2_5809 

:HAIT2_5802
0006: 0@ = 100 // integer values 

:HAIT2_5809
00D6: if 
0039:   0@ == 100 // integer values 
004D: jump_if_false @HAIT2_5851 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_5851 
01D9: actor $5891 destroy_car $5883 

:HAIT2_5851
0002: jump @HAIT2_5914 

:HAIT2_5858
00D6: if 
8039:   not  0@ == -10 // integer values 
004D: jump_if_false @HAIT2_5907 
0164: disable_marker $5905 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 0@ = -10 // integer values 

:HAIT2_5907
0008: $5872 += 1 // integer values 

:HAIT2_5914
00D6: if 
8118:   not actor $5892 dead 
004D: jump_if_false @HAIT2_6672 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_6656 
00D6: if 
0039:   2@ == 0 // integer values 
004D: jump_if_false @HAIT2_6061 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_6039 
0372: set_actor $5892 anim 0 wait_state_time 17 ms 
01B2: give_actor $5892 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5892 destroy_car $5883 
008B: 3@ = $4811 // integer values and handles 
000A: 3@ += 3700 // integer values 
0006: 2@ = 1 // integer values 
0002: jump @HAIT2_6061 

:HAIT2_6039
008B: 3@ = $4811 // integer values and handles 
000E: 3@ -= 100 // integer values 
0006: 2@ = 1 // integer values 

:HAIT2_6061
00D6: if 
0039:   2@ == 1 // integer values 
004D: jump_if_false @HAIT2_6179 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_6103 
01D9: actor $5892 destroy_car $5883 

:HAIT2_6103
00D6: if 
001E:   $4811 > 3@ // integer values 
004D: jump_if_false @HAIT2_6179 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_6172 
011C: actor $5892 clear_objective 
0239: actor $5892 run_to -537.8747 -233.085 
0006: 2@ = 2 // integer values 
0002: jump @HAIT2_6179 

:HAIT2_6172
0006: 2@ = 100 // integer values 

:HAIT2_6179
00D6: if 
0039:   2@ == 2 // integer values 
004D: jump_if_false @HAIT2_6287 
00D6: if 
00ED:   actor $5892 0 -537.8747 -233.085 radius 1.0 1.0 
004D: jump_if_false @HAIT2_6287 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_6280 
0239: actor $5892 run_to -535.1575 -233.1016 
0006: 2@ = 3 // integer values 
0002: jump @HAIT2_6287 

:HAIT2_6280
0006: 2@ = 100 // integer values 

:HAIT2_6287
00D6: if 
0039:   2@ == 3 // integer values 
004D: jump_if_false @HAIT2_6411 
00D6: if 
00ED:   actor $5892 0 -535.1575 -233.1016 radius 1.0 1.0 
004D: jump_if_false @HAIT2_6411 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_6404 
0239: actor $5892 run_to -535.0269 -230.2825 
008B: 3@ = $4811 // integer values and handles 
000A: 3@ += 700 // integer values 
0006: 2@ = 4 // integer values 
0002: jump @HAIT2_6411 

:HAIT2_6404
0006: 2@ = 100 // integer values 

:HAIT2_6411
00D6: if 
0039:   2@ == 4 // integer values 
004D: jump_if_false @HAIT2_6607 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_6600 
00D6: if 
0185:   car $5887 health >= 250 
004D: jump_if_false @HAIT2_6586 
00D6: if 
001E:   $4811 > 3@ // integer values 
004D: jump_if_false @HAIT2_6579 
00D6: if 
8118:   not actor $5891 dead 
004D: jump_if_false @HAIT2_6550 
0464: put_actor $5892 into_turret_on_car $5887 at_car_offset 0.6462 1.4897 1.3333 position 2 angle 360.0 with_weapon 27 
0164: disable_marker $5906 
0006: 2@ = 100 // integer values 
0002: jump @HAIT2_6579 

:HAIT2_6550
0164: disable_marker $5906 
009B: destroy_actor_instantly $5892 
0129: $5892 = create_actor 4 #CBA in_car $5887 driverseat 
0006: 2@ = 5 // integer values 

:HAIT2_6579
0002: jump @HAIT2_6593 

:HAIT2_6586
0006: 2@ = 100 // integer values 

:HAIT2_6593
0002: jump @HAIT2_6607 

:HAIT2_6600
0006: 2@ = 100 // integer values 

:HAIT2_6607
00D6: if 
0039:   2@ == 100 // integer values 
004D: jump_if_false @HAIT2_6649 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_6649 
01D9: actor $5892 destroy_car $5883 

:HAIT2_6649
0002: jump @HAIT2_6665 

:HAIT2_6656
0372: set_actor $5892 anim 25 wait_state_time 100 ms 

:HAIT2_6665
0002: jump @HAIT2_6733 

:HAIT2_6672
00D6: if 
8039:   not  2@ == -10 // integer values 
004D: jump_if_false @HAIT2_6726 
0164: disable_marker $5906 
0465: remove_actor $5892 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 2@ = -10 // integer values 

:HAIT2_6726
0008: $5872 += 1 // integer values 

:HAIT2_6733
00D6: if 
8118:   not actor $5893 dead 
004D: jump_if_false @HAIT2_7363 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_7356 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @HAIT2_6871 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_6849 
01B2: give_actor $5893 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5893 destroy_car $5883 
008B: 5@ = $4811 // integer values and handles 
000A: 5@ += 3900 // integer values 
0006: 4@ = 1 // integer values 
0002: jump @HAIT2_6871 

:HAIT2_6849
008B: 5@ = $4811 // integer values and handles 
000E: 5@ -= 100 // integer values 
0006: 4@ = 1 // integer values 

:HAIT2_6871
00D6: if 
0039:   4@ == 1 // integer values 
004D: jump_if_false @HAIT2_6989 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_6913 
01D9: actor $5893 destroy_car $5883 

:HAIT2_6913
00D6: if 
001E:   $4811 > 5@ // integer values 
004D: jump_if_false @HAIT2_6989 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_6982 
011C: actor $5893 clear_objective 
0239: actor $5893 run_to -535.1575 -233.1016 
0006: 4@ = 2 // integer values 
0002: jump @HAIT2_6989 

:HAIT2_6982
0006: 4@ = 100 // integer values 

:HAIT2_6989
00D6: if 
0039:   4@ == 2 // integer values 
004D: jump_if_false @HAIT2_7113 
00D6: if 
00ED:   actor $5893 0 -535.1575 -233.1016 radius 1.0 1.0 
004D: jump_if_false @HAIT2_7113 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_7106 
0239: actor $5893 run_to -535.0269 -230.2825 
008B: 5@ = $4811 // integer values and handles 
000A: 5@ += 700 // integer values 
0006: 4@ = 3 // integer values 
0002: jump @HAIT2_7113 

:HAIT2_7106
0006: 4@ = 100 // integer values 

:HAIT2_7113
00D6: if 
0039:   4@ == 3 // integer values 
004D: jump_if_false @HAIT2_7314 
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_7307 
00D6: if 
0185:   car $5887 health >= 250 
004D: jump_if_false @HAIT2_7293 
00D6: if 
001E:   $4811 > 5@ // integer values 
004D: jump_if_false @HAIT2_7286 
00D6: if or
8118:   not actor $5891 dead 
8118:   not actor $5892 dead 
004D: jump_if_false @HAIT2_7257 
0464: put_actor $5893 into_turret_on_car $5887 at_car_offset -0.6107 1.4015 1.3205 position 2 angle 360.0 with_weapon 27 
0164: disable_marker $5907 
0006: 4@ = 100 // integer values 
0002: jump @HAIT2_7286 

:HAIT2_7257
0164: disable_marker $5907 
009B: destroy_actor_instantly $5893 
0129: $5893 = create_actor 4 #CBB in_car $5887 driverseat 
0006: 4@ = 4 // integer values 

:HAIT2_7286
0002: jump @HAIT2_7300 

:HAIT2_7293
0006: 4@ = 100 // integer values 

:HAIT2_7300
0002: jump @HAIT2_7314 

:HAIT2_7307
0006: 4@ = 100 // integer values 

:HAIT2_7314
00D6: if 
0039:   4@ == 100 // integer values 
004D: jump_if_false @HAIT2_7356 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_7356 
01D9: actor $5893 destroy_car $5883 

:HAIT2_7356
0002: jump @HAIT2_7424 

:HAIT2_7363
00D6: if 
8039:   not  4@ == -10 // integer values 
004D: jump_if_false @HAIT2_7417 
0164: disable_marker $5907 
0465: remove_actor $5893 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 4@ = -10 // integer values 

:HAIT2_7417
0008: $5872 += 1 // integer values 

:HAIT2_7424
00D6: if 
8118:   not actor $5894 dead 
004D: jump_if_false @HAIT2_8007 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_7991 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @HAIT2_7571 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_7549 
0372: set_actor $5894 anim 0 wait_state_time 17 ms 
01B2: give_actor $5894 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5894 destroy_car $5883 
008B: 7@ = $4811 // integer values and handles 
000A: 7@ += 1200 // integer values 
0006: 6@ = 1 // integer values 
0002: jump @HAIT2_7571 

:HAIT2_7549
008B: 7@ = $4811 // integer values and handles 
000E: 7@ -= 100 // integer values 
0006: 6@ = 1 // integer values 

:HAIT2_7571
00D6: if 
0039:   6@ == 1 // integer values 
004D: jump_if_false @HAIT2_7689 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_7613 
01D9: actor $5894 destroy_car $5883 

:HAIT2_7613
00D6: if 
001E:   $4811 > 7@ // integer values 
004D: jump_if_false @HAIT2_7689 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_7682 
011C: actor $5894 clear_objective 
0239: actor $5894 run_to -524.5031 -232.6815 
0006: 6@ = 2 // integer values 
0002: jump @HAIT2_7689 

:HAIT2_7682
0006: 6@ = 100 // integer values 

:HAIT2_7689
00D6: if 
0039:   6@ == 2 // integer values 
004D: jump_if_false @HAIT2_7813 
00D6: if 
00ED:   actor $5894 0 -524.5031 -232.6815 radius 1.0 1.0 
004D: jump_if_false @HAIT2_7813 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_7806 
0239: actor $5894 run_to -524.4131 -229.7234 
008B: 7@ = $4811 // integer values and handles 
000A: 7@ += 700 // integer values 
0006: 6@ = 3 // integer values 
0002: jump @HAIT2_7813 

:HAIT2_7806
0006: 6@ = 100 // integer values 

:HAIT2_7813
00D6: if 
0039:   6@ == 3 // integer values 
004D: jump_if_false @HAIT2_7942 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_7935 
00D6: if 
0185:   car $5888 health >= 250 
004D: jump_if_false @HAIT2_7921 
00D6: if 
001E:   $4811 > 7@ // integer values 
004D: jump_if_false @HAIT2_7914 
0164: disable_marker $5908 
009B: destroy_actor_instantly $5894 
0129: $5894 = create_actor 4 #CBB in_car $5888 driverseat 
0006: 6@ = 4 // integer values 

:HAIT2_7914
0002: jump @HAIT2_7928 

:HAIT2_7921
0006: 6@ = 100 // integer values 

:HAIT2_7928
0002: jump @HAIT2_7942 

:HAIT2_7935
0006: 6@ = 100 // integer values 

:HAIT2_7942
00D6: if 
0039:   6@ == 100 // integer values 
004D: jump_if_false @HAIT2_7984 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_7984 
01D9: actor $5894 destroy_car $5883 

:HAIT2_7984
0002: jump @HAIT2_8000 

:HAIT2_7991
0372: set_actor $5894 anim 24 wait_state_time 100 ms 

:HAIT2_8000
0002: jump @HAIT2_8063 

:HAIT2_8007
00D6: if 
8039:   not  6@ == -10 // integer values 
004D: jump_if_false @HAIT2_8056 
0164: disable_marker $5908 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 6@ = -10 // integer values 

:HAIT2_8056
0008: $5872 += 1 // integer values 

:HAIT2_8063
00D6: if 
8118:   not actor $5895 dead 
004D: jump_if_false @HAIT2_8713 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_8697 
00D6: if 
0039:   8@ == 0 // integer values 
004D: jump_if_false @HAIT2_8210 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_8188 
0372: set_actor $5895 anim 0 wait_state_time 17 ms 
01B2: give_actor $5895 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5895 destroy_car $5883 
008B: 9@ = $4811 // integer values and handles 
000A: 9@ += 1500 // integer values 
0006: 8@ = 1 // integer values 
0002: jump @HAIT2_8210 

:HAIT2_8188
008B: 9@ = $4811 // integer values and handles 
000E: 9@ -= 100 // integer values 
0006: 8@ = 1 // integer values 

:HAIT2_8210
00D6: if 
0039:   8@ == 1 // integer values 
004D: jump_if_false @HAIT2_8328 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_8252 
01D9: actor $5895 destroy_car $5883 

:HAIT2_8252
00D6: if 
001E:   $4811 > 9@ // integer values 
004D: jump_if_false @HAIT2_8328 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_8321 
011C: actor $5895 clear_objective 
0239: actor $5895 run_to -524.5031 -232.6815 
0006: 8@ = 2 // integer values 
0002: jump @HAIT2_8328 

:HAIT2_8321
0006: 8@ = 100 // integer values 

:HAIT2_8328
00D6: if 
0039:   8@ == 2 // integer values 
004D: jump_if_false @HAIT2_8452 
00D6: if 
00ED:   actor $5895 0 -524.5031 -232.6815 radius 1.0 1.0 
004D: jump_if_false @HAIT2_8452 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_8445 
0239: actor $5895 run_to -524.4131 -229.7234 
008B: 9@ = $4811 // integer values and handles 
000A: 9@ += 700 // integer values 
0006: 8@ = 3 // integer values 
0002: jump @HAIT2_8452 

:HAIT2_8445
0006: 8@ = 100 // integer values 

:HAIT2_8452
00D6: if 
0039:   8@ == 3 // integer values 
004D: jump_if_false @HAIT2_8648 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_8641 
00D6: if 
0185:   car $5888 health >= 250 
004D: jump_if_false @HAIT2_8627 
00D6: if 
001E:   $4811 > 9@ // integer values 
004D: jump_if_false @HAIT2_8620 
00D6: if 
8118:   not actor $5894 dead 
004D: jump_if_false @HAIT2_8591 
0464: put_actor $5895 into_turret_on_car $5888 at_car_offset 0.2534 -0.2957 1.4395 position 2 angle 360.0 with_weapon 27 
0164: disable_marker $5909 
0006: 8@ = 100 // integer values 
0002: jump @HAIT2_8620 

:HAIT2_8591
0164: disable_marker $5909 
009B: destroy_actor_instantly $5895 
0129: $5895 = create_actor 4 #CBA in_car $5888 driverseat 
0006: 8@ = 4 // integer values 

:HAIT2_8620
0002: jump @HAIT2_8634 

:HAIT2_8627
0006: 8@ = 100 // integer values 

:HAIT2_8634
0002: jump @HAIT2_8648 

:HAIT2_8641
0006: 8@ = 100 // integer values 

:HAIT2_8648
00D6: if 
0039:   8@ == 100 // integer values 
004D: jump_if_false @HAIT2_8690 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_8690 
01D9: actor $5895 destroy_car $5883 

:HAIT2_8690
0002: jump @HAIT2_8706 

:HAIT2_8697
0372: set_actor $5895 anim 3 wait_state_time 100 ms 

:HAIT2_8706
0002: jump @HAIT2_8774 

:HAIT2_8713
00D6: if 
8039:   not  8@ == -10 // integer values 
004D: jump_if_false @HAIT2_8767 
0164: disable_marker $5909 
0465: remove_actor $5895 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 8@ = -10 // integer values 

:HAIT2_8767
0008: $5872 += 1 // integer values 

:HAIT2_8774
00D6: if 
8118:   not actor $5896 dead 
004D: jump_if_false @HAIT2_9548 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_9541 
00D6: if 
0039:   10@ == 0 // integer values 
004D: jump_if_false @HAIT2_8912 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_8890 
01B2: give_actor $5896 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5896 destroy_car $5883 
008B: 11@ = $4811 // integer values and handles 
000A: 11@ += 1800 // integer values 
0006: 10@ = 1 // integer values 
0002: jump @HAIT2_8912 

:HAIT2_8890
008B: 11@ = $4811 // integer values and handles 
000E: 11@ -= 100 // integer values 
0006: 10@ = 1 // integer values 

:HAIT2_8912
00D6: if 
0039:   10@ == 1 // integer values 
004D: jump_if_false @HAIT2_9030 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_8954 
01D9: actor $5896 destroy_car $5883 

:HAIT2_8954
00D6: if 
001E:   $4811 > 11@ // integer values 
004D: jump_if_false @HAIT2_9030 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_9023 
011C: actor $5896 clear_objective 
0239: actor $5896 run_to -521.9704 -240.8421 
0006: 10@ = 2 // integer values 
0002: jump @HAIT2_9030 

:HAIT2_9023
0006: 10@ = 100 // integer values 

:HAIT2_9030
00D6: if 
0039:   10@ == 2 // integer values 
004D: jump_if_false @HAIT2_9138 
00D6: if 
00ED:   actor $5896 0 -521.9704 -240.8421 radius 1.0 1.0 
004D: jump_if_false @HAIT2_9138 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_9131 
0239: actor $5896 run_to -522.0861 -235.0635 
0006: 10@ = 3 // integer values 
0002: jump @HAIT2_9138 

:HAIT2_9131
0006: 10@ = 100 // integer values 

:HAIT2_9138
00D6: if 
0039:   10@ == 3 // integer values 
004D: jump_if_false @HAIT2_9246 
00D6: if 
00ED:   actor $5896 0 -522.0861 -235.0635 radius 1.0 1.0 
004D: jump_if_false @HAIT2_9246 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_9239 
0239: actor $5896 run_to -517.2231 -232.8405 
0006: 10@ = 4 // integer values 
0002: jump @HAIT2_9246 

:HAIT2_9239
0006: 10@ = 100 // integer values 

:HAIT2_9246
00D6: if 
0039:   10@ == 4 // integer values 
004D: jump_if_false @HAIT2_9370 
00D6: if 
00ED:   actor $5896 0 -517.2231 -232.8405 radius 1.0 1.0 
004D: jump_if_false @HAIT2_9370 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_9363 
0239: actor $5896 run_to -515.7076 -230.4083 
008B: 11@ = $4811 // integer values and handles 
000A: 11@ += 700 // integer values 
0006: 10@ = 5 // integer values 
0002: jump @HAIT2_9370 

:HAIT2_9363
0006: 10@ = 100 // integer values 

:HAIT2_9370
00D6: if 
0039:   10@ == 5 // integer values 
004D: jump_if_false @HAIT2_9499 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_9492 
00D6: if 
0185:   car $5889 health >= 250 
004D: jump_if_false @HAIT2_9478 
00D6: if 
001E:   $4811 > 11@ // integer values 
004D: jump_if_false @HAIT2_9471 
0164: disable_marker $5910 
009B: destroy_actor_instantly $5896 
0129: $5896 = create_actor 4 #CBA in_car $5889 driverseat 
0006: 10@ = 6 // integer values 

:HAIT2_9471
0002: jump @HAIT2_9485 

:HAIT2_9478
0006: 10@ = 100 // integer values 

:HAIT2_9485
0002: jump @HAIT2_9499 

:HAIT2_9492
0006: 10@ = 100 // integer values 

:HAIT2_9499
00D6: if 
0039:   10@ == 100 // integer values 
004D: jump_if_false @HAIT2_9541 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_9541 
01D9: actor $5896 destroy_car $5883 

:HAIT2_9541
0002: jump @HAIT2_9604 

:HAIT2_9548
00D6: if 
8039:   not  10@ == -10 // integer values 
004D: jump_if_false @HAIT2_9597 
0164: disable_marker $5910 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 10@ = -10 // integer values 

:HAIT2_9597
0008: $5872 += 1 // integer values 

:HAIT2_9604
00D6: if 
8118:   not actor $5897 dead 
004D: jump_if_false @HAIT2_10362 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_10346 
00D6: if 
0039:   12@ == 0 // integer values 
004D: jump_if_false @HAIT2_9751 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_9729 
0372: set_actor $5897 anim 0 wait_state_time 17 ms 
01B2: give_actor $5897 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5897 destroy_car $5883 
008B: 13@ = $4811 // integer values and handles 
000A: 13@ += 4100 // integer values 
0006: 12@ = 1 // integer values 
0002: jump @HAIT2_9751 

:HAIT2_9729
008B: 13@ = $4811 // integer values and handles 
000E: 13@ -= 100 // integer values 
0006: 12@ = 1 // integer values 

:HAIT2_9751
00D6: if 
0039:   12@ == 1 // integer values 
004D: jump_if_false @HAIT2_9869 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_9793 
01D9: actor $5897 destroy_car $5883 

:HAIT2_9793
00D6: if 
001E:   $4811 > 13@ // integer values 
004D: jump_if_false @HAIT2_9869 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_9862 
011C: actor $5897 clear_objective 
0239: actor $5897 run_to -512.1264 -237.3874 
0006: 12@ = 2 // integer values 
0002: jump @HAIT2_9869 

:HAIT2_9862
0006: 12@ = 100 // integer values 

:HAIT2_9869
00D6: if 
0039:   12@ == 2 // integer values 
004D: jump_if_false @HAIT2_9977 
00D6: if 
00ED:   actor $5897 0 -512.1264 -237.3874 radius 1.0 1.0 
004D: jump_if_false @HAIT2_9977 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_9970 
0239: actor $5897 run_to -512.0654 -232.852 
0006: 12@ = 3 // integer values 
0002: jump @HAIT2_9977 

:HAIT2_9970
0006: 12@ = 100 // integer values 

:HAIT2_9977
00D6: if 
0039:   12@ == 3 // integer values 
004D: jump_if_false @HAIT2_10101 
00D6: if 
00ED:   actor $5897 0 -512.0654 -232.852 radius 1.0 1.0 
004D: jump_if_false @HAIT2_10101 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_10094 
0239: actor $5897 run_to -513.3506 -230.3167 
008B: 13@ = $4811 // integer values and handles 
000A: 13@ += 700 // integer values 
0006: 12@ = 4 // integer values 
0002: jump @HAIT2_10101 

:HAIT2_10094
0006: 12@ = 100 // integer values 

:HAIT2_10101
00D6: if 
0039:   12@ == 4 // integer values 
004D: jump_if_false @HAIT2_10297 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_10290 
00D6: if 
0185:   car $5889 health >= 250 
004D: jump_if_false @HAIT2_10276 
00D6: if 
001E:   $4811 > 13@ // integer values 
004D: jump_if_false @HAIT2_10269 
00D6: if 
8118:   not actor $5896 dead 
004D: jump_if_false @HAIT2_10240 
0464: put_actor $5897 into_turret_on_car $5889 at_car_offset -0.1968 2.0053 0.8746 position 2 angle 360.0 with_weapon 27 
0164: disable_marker $5911 
0006: 12@ = 100 // integer values 
0002: jump @HAIT2_10269 

:HAIT2_10240
0164: disable_marker $5911 
009B: destroy_actor_instantly $5897 
0129: $5897 = create_actor 4 #CBB in_car $5889 driverseat 
0006: 12@ = 5 // integer values 

:HAIT2_10269
0002: jump @HAIT2_10283 

:HAIT2_10276
0006: 12@ = 100 // integer values 

:HAIT2_10283
0002: jump @HAIT2_10297 

:HAIT2_10290
0006: 12@ = 100 // integer values 

:HAIT2_10297
00D6: if 
0039:   12@ == 100 // integer values 
004D: jump_if_false @HAIT2_10339 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_10339 
01D9: actor $5897 destroy_car $5883 

:HAIT2_10339
0002: jump @HAIT2_10355 

:HAIT2_10346
0372: set_actor $5897 anim 25 wait_state_time 100 ms 

:HAIT2_10355
0002: jump @HAIT2_10423 

:HAIT2_10362
00D6: if 
8039:   not  12@ == -10 // integer values 
004D: jump_if_false @HAIT2_10416 
0164: disable_marker $5911 
0465: remove_actor $5897 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 12@ = -10 // integer values 

:HAIT2_10416
0008: $5872 += 1 // integer values 

:HAIT2_10423
00D6: if 
8118:   not actor $5898 dead 
004D: jump_if_false @HAIT2_11278 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_11271 
00D6: if 
0039:   14@ == 0 // integer values 
004D: jump_if_false @HAIT2_10570 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_10548 
0372: set_actor $5898 anim 0 wait_state_time 17 ms 
01B2: give_actor $5898 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5898 destroy_car $5883 
008B: 15@ = $4811 // integer values and handles 
000A: 15@ += 3400 // integer values 
0006: 14@ = 1 // integer values 
0002: jump @HAIT2_10570 

:HAIT2_10548
008B: 15@ = $4811 // integer values and handles 
000E: 15@ -= 100 // integer values 
0006: 14@ = 1 // integer values 

:HAIT2_10570
00D6: if 
0039:   14@ == 1 // integer values 
004D: jump_if_false @HAIT2_10688 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_10612 
01D9: actor $5898 destroy_car $5883 

:HAIT2_10612
00D6: if 
001E:   $4811 > 15@ // integer values 
004D: jump_if_false @HAIT2_10688 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_10681 
011C: actor $5898 clear_objective 
0239: actor $5898 run_to -521.9704 -240.8421 
0006: 14@ = 2 // integer values 
0002: jump @HAIT2_10688 

:HAIT2_10681
0006: 14@ = 100 // integer values 

:HAIT2_10688
00D6: if 
0039:   14@ == 2 // integer values 
004D: jump_if_false @HAIT2_10796 
00D6: if 
00ED:   actor $5898 0 -521.9704 -240.8421 radius 1.0 1.0 
004D: jump_if_false @HAIT2_10796 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_10789 
0239: actor $5898 run_to -522.0861 -235.0635 
0006: 14@ = 3 // integer values 
0002: jump @HAIT2_10796 

:HAIT2_10789
0006: 14@ = 100 // integer values 

:HAIT2_10796
00D6: if 
0039:   14@ == 3 // integer values 
004D: jump_if_false @HAIT2_10904 
00D6: if 
00ED:   actor $5898 0 -522.0861 -235.0635 radius 1.0 1.0 
004D: jump_if_false @HAIT2_10904 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_10897 
0239: actor $5898 run_to -517.2231 -232.8405 
0006: 14@ = 4 // integer values 
0002: jump @HAIT2_10904 

:HAIT2_10897
0006: 14@ = 100 // integer values 

:HAIT2_10904
00D6: if 
0039:   14@ == 4 // integer values 
004D: jump_if_false @HAIT2_11028 
00D6: if 
00ED:   actor $5898 0 -517.2231 -232.8405 radius 1.0 1.0 
004D: jump_if_false @HAIT2_11028 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_11021 
0239: actor $5898 run_to -515.7076 -230.4083 
008B: 15@ = $4811 // integer values and handles 
000A: 15@ += 700 // integer values 
0006: 14@ = 5 // integer values 
0002: jump @HAIT2_11028 

:HAIT2_11021
0006: 14@ = 100 // integer values 

:HAIT2_11028
00D6: if 
0039:   14@ == 5 // integer values 
004D: jump_if_false @HAIT2_11229 
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_11222 
00D6: if 
0185:   car $5889 health >= 250 
004D: jump_if_false @HAIT2_11208 
00D6: if 
001E:   $4811 > 15@ // integer values 
004D: jump_if_false @HAIT2_11201 
00D6: if or
8118:   not actor $5896 dead 
8118:   not actor $5897 dead 
004D: jump_if_false @HAIT2_11172 
0464: put_actor $5898 into_turret_on_car $5889 at_car_offset 0.0444 -1.8993 1.0885 position 2 angle 360.0 with_weapon 27 
0164: disable_marker $5912 
0006: 14@ = 100 // integer values 
0002: jump @HAIT2_11201 

:HAIT2_11172
0164: disable_marker $5912 
009B: destroy_actor_instantly $5898 
0129: $5898 = create_actor 4 #CBB in_car $5889 driverseat 
0006: 14@ = 6 // integer values 

:HAIT2_11201
0002: jump @HAIT2_11215 

:HAIT2_11208
0006: 14@ = 100 // integer values 

:HAIT2_11215
0002: jump @HAIT2_11229 

:HAIT2_11222
0006: 14@ = 100 // integer values 

:HAIT2_11229
00D6: if 
0039:   14@ == 100 // integer values 
004D: jump_if_false @HAIT2_11271 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_11271 
01D9: actor $5898 destroy_car $5883 

:HAIT2_11271
0002: jump @HAIT2_11339 

:HAIT2_11278
00D6: if 
8039:   not  14@ == -10 // integer values 
004D: jump_if_false @HAIT2_11332 
0164: disable_marker $5912 
0465: remove_actor $5898 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
0006: 14@ = -10 // integer values 

:HAIT2_11332
0008: $5872 += 1 // integer values 

:HAIT2_11339
00D6: if 
8118:   not actor $5899 dead 
004D: jump_if_false @HAIT2_11815 
00D6: if 
0038:   $5866 == 1 // integer values 
004D: jump_if_false @HAIT2_11808 
00D6: if 
0038:   $5873 == 0 // integer values 
004D: jump_if_false @HAIT2_11486 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_11464 
0372: set_actor $5899 anim 0 wait_state_time 17 ms 
01B2: give_actor $5899 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5899 destroy_car $5883 
0084: $5874 = $4811 // integer values and handles 
0008: $5874 += 7000 // integer values 
0004: $5873 = 1 // integer values 
0002: jump @HAIT2_11486 

:HAIT2_11464
0084: $5874 = $4811 // integer values and handles 
000C: $5874 -= 100 // integer values 
0004: $5873 = 1 // integer values 

:HAIT2_11486
00D6: if 
0038:   $5873 == 2 // integer values 
004D: jump_if_false @HAIT2_11659 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_11528 
01D9: actor $5899 destroy_car $5883 

:HAIT2_11528
00D6: if 
001C:   $4811 > $5874 // integer values 
004D: jump_if_false @HAIT2_11659 
00D6: if 
8119:   not car $5890 wrecked 
004D: jump_if_false @HAIT2_11652 
00D6: if 
0185:   car $5890 health >= 250 
004D: jump_if_false @HAIT2_11638 
011C: actor $5899 clear_objective 
018B: show_on_radar $5913 3 
0168: set_blip $5905 size 3 
00BC: text_highpriority 'HAT2_B7' 6000 ms 1  // ~g~One of the Cubans in escaping in a car. Don't leave any witnesses!
01D5: actor $5899 go_to_and_drive_car $5890 
0004: $5873 = 3 // integer values 
0002: jump @HAIT2_11645 

:HAIT2_11638
0004: $5873 = 100 // integer values 

:HAIT2_11645
0002: jump @HAIT2_11659 

:HAIT2_11652
0004: $5873 = 100 // integer values 

:HAIT2_11659
00D6: if 
0038:   $5873 == 3 // integer values 
004D: jump_if_false @HAIT2_11766 
00D6: if 
8119:   not car $5890 wrecked 
004D: jump_if_false @HAIT2_11759 
00D6: if 
0185:   car $5890 health >= 250 
004D: jump_if_false @HAIT2_11745 
00D6: if 
00DB:   actor $5899 in_car $5890 
004D: jump_if_false @HAIT2_11738 
0004: $5873 = 4 // integer values 

:HAIT2_11738
0002: jump @HAIT2_11752 

:HAIT2_11745
0004: $5873 = 100 // integer values 

:HAIT2_11752
0002: jump @HAIT2_11766 

:HAIT2_11759
0004: $5873 = 100 // integer values 

:HAIT2_11766
00D6: if 
0038:   $5873 == 100 // integer values 
004D: jump_if_false @HAIT2_11808 
00D6: if 
8119:   not car $5883 wrecked 
004D: jump_if_false @HAIT2_11808 
01D9: actor $5899 destroy_car $5883 

:HAIT2_11808
0002: jump @HAIT2_11871 

:HAIT2_11815
00D6: if 
8038:   not  $5873 == -10 // integer values 
004D: jump_if_false @HAIT2_11864 
0164: disable_marker $5913 
018C: play_sound 1 at 0.0 0.0 0.0 
0004: $5873 = -10 // integer values 

:HAIT2_11864
0008: $5872 += 1 // integer values 

:HAIT2_11871
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_12058 
00D6: if 
0038:   $5875 == 0 // integer values 
004D: jump_if_false @HAIT2_12018 
00D6: if or
0039:   6@ == 4 // integer values 
0118:   actor $5894 dead 
004D: jump_if_false @HAIT2_12018 
00D6: if or
0039:   8@ == 4 // integer values 
0039:   8@ == 100 // integer values 
0118:   actor $5895 dead 
004D: jump_if_false @HAIT2_12018 
00D6: if or
0039:   6@ == 4 // integer values 
0039:   8@ == 4 // integer values 
004D: jump_if_false @HAIT2_12018 
0004: $5875 = 1 // integer values 
00BC: text_highpriority 'HAT2_B5' 5000 ms 1  // ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker $5902 
0186: $5902 = create_marker_above_car $5888 

:HAIT2_12018
00D6: if 
0038:   $5875 == 1 // integer values 
004D: jump_if_false @HAIT2_12051 
0084: $2731 = $5888 // integer values and handles 
0050: gosub @HAIT2_15146 

:HAIT2_12051
0002: jump @HAIT2_12070 

:HAIT2_12058
0164: disable_marker $5902 
0008: $5872 += 1 // integer values 

:HAIT2_12070
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_12936 
00D6: if 
0038:   $5876 == 0 // integer values 
004D: jump_if_false @HAIT2_12254 
00D6: if or
0039:   0@ == 3 // integer values 
0118:   actor $5891 dead 
004D: jump_if_false @HAIT2_12254 
00D6: if or
0039:   2@ == 5 // integer values 
0039:   2@ == 100 // integer values 
0118:   actor $5892 dead 
004D: jump_if_false @HAIT2_12254 
00D6: if or
0039:   4@ == 4 // integer values 
0039:   4@ == 100 // integer values 
0118:   actor $5893 dead 
004D: jump_if_false @HAIT2_12254 
00D6: if or
0039:   0@ == 3 // integer values 
0039:   2@ == 5 // integer values 
0039:   4@ == 4 // integer values 
004D: jump_if_false @HAIT2_12254 
0004: $5876 = 1 // integer values 
00BC: text_highpriority 'HAT2_B5' 5000 ms 1  // ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker $5903 
0186: $5903 = create_marker_above_car $5887 

:HAIT2_12254
00D6: if 
0038:   $5876 == 1 // integer values 
004D: jump_if_false @HAIT2_12896 
00D6: if or
0018:   $5875 > 0 // integer values 
0119:   car $5888 wrecked 
004D: jump_if_false @HAIT2_12896 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_12847 
0407: create_coordinate $445 $446 $447 from_car $5888 offset -10.879 -15.176 0.0 
00D6: if 
01AF:   car $5887 0 $445 $446 6.0 radius 5.0 5.0 5.0 
004D: jump_if_false @HAIT2_12582 
02DB: set_boat $5887 speed_to 2.0 
0174: $5919 = car $5888 z_angle 
0174: $5920 = car $5887 z_angle 
0086: $5922 = $5919 // floating-point values only 
0061: $5922 -= $5920 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_12457 
0009: $5922 += 360.0 // floating-point values 

:HAIT2_12457
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @HAIT2_12488 
000D: $5922 -= 360.0 // floating-point values 

:HAIT2_12488
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_12526 
0078: $5920 += frame_delta_time * 1.0 // floating-point values 
0002: jump @HAIT2_12536 

:HAIT2_12526
007E: $5920 -= frame_delta_time * 1.0 // floating-point values 

:HAIT2_12536
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_12575 
0175: set_car $5887 z_angle_to $5920 

:HAIT2_12575
0002: jump @HAIT2_12824 

:HAIT2_12582
00D6: if 
01AD:   car $5887 sphere 0 near_point $445 $446 radius 10.0 10.0 
004D: jump_if_false @HAIT2_12814 
02DB: set_boat $5887 speed_to 12.0 
0174: $5919 = car $5888 z_angle 
0174: $5920 = car $5887 z_angle 
0086: $5922 = $5919 // floating-point values only 
0061: $5922 -= $5920 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_12689 
0009: $5922 += 360.0 // floating-point values 

:HAIT2_12689
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @HAIT2_12720 
000D: $5922 -= 360.0 // floating-point values 

:HAIT2_12720
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_12758 
0078: $5920 += frame_delta_time * 1.0 // floating-point values 
0002: jump @HAIT2_12768 

:HAIT2_12758
007E: $5920 -= frame_delta_time * 1.0 // floating-point values 

:HAIT2_12768
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_12807 
0175: set_car $5887 z_angle_to $5920 

:HAIT2_12807
0002: jump @HAIT2_12824 

:HAIT2_12814
02DB: set_boat $5887 speed_to 20.0 

:HAIT2_12824
02D3: boat $5887 drive_to $445 $446 6.0 
0002: jump @HAIT2_12896 

:HAIT2_12847
00D6: if 
8038:   not  $5865 == 0 // integer values 
004D: jump_if_false @HAIT2_12879 
000C: $5865 -= 1 // integer values 
0004: $5867 = 1 // integer values 

:HAIT2_12879
02DB: set_boat $5887 speed_to 12.0 
0004: $5876 = 2 // integer values 

:HAIT2_12896
00D6: if 
0038:   $5876 == 2 // integer values 
004D: jump_if_false @HAIT2_12929 
0084: $2731 = $5887 // integer values and handles 
0050: gosub @HAIT2_15146 

:HAIT2_12929
0002: jump @HAIT2_12948 

:HAIT2_12936
0164: disable_marker $5903 
0008: $5872 += 1 // integer values 

:HAIT2_12948
00D6: if 
8119:   not car $5889 wrecked 
004D: jump_if_false @HAIT2_14333 
00D6: if 
0038:   $5877 == 0 // integer values 
004D: jump_if_false @HAIT2_13132 
00D6: if or
0039:   10@ == 6 // integer values 
0118:   actor $5896 dead 
004D: jump_if_false @HAIT2_13132 
00D6: if or
0039:   12@ == 7 // integer values 
0039:   12@ == 100 // integer values 
0118:   actor $5897 dead 
004D: jump_if_false @HAIT2_13132 
00D6: if or
0039:   14@ == 6 // integer values 
0039:   14@ == 100 // integer values 
0118:   actor $5898 dead 
004D: jump_if_false @HAIT2_13132 
00D6: if or
0039:   10@ == 6 // integer values 
0039:   12@ == 7 // integer values 
0039:   14@ == 6 // integer values 
004D: jump_if_false @HAIT2_13132 
0004: $5877 = 1 // integer values 
00BC: text_highpriority 'HAT2_B5' 5000 ms 1  // ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker $5904 
0186: $5904 = create_marker_above_car $5889 

:HAIT2_13132
00D6: if 
0038:   $5877 == 1 // integer values 
004D: jump_if_false @HAIT2_14293 
00D6: if 
8119:   not car $5888 wrecked 
004D: jump_if_false @HAIT2_13702 
0407: create_coordinate $445 $446 $447 from_car $5888 offset 11.702 -13.377 0.0 
00D6: if 
01AF:   car $5889 0 $445 $446 6.0 radius 5.0 5.0 5.0 
004D: jump_if_false @HAIT2_13437 
02DB: set_boat $5889 speed_to 2.0 
0174: $5919 = car $5888 z_angle 
0174: $5921 = car $5889 z_angle 
0086: $5922 = $5919 // floating-point values only 
0061: $5922 -= $5921 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13312 
0009: $5922 += 360.0 // floating-point values 

:HAIT2_13312
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @HAIT2_13343 
000D: $5922 -= 360.0 // floating-point values 

:HAIT2_13343
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13381 
0078: $5921 += frame_delta_time * 1.0 // floating-point values 
0002: jump @HAIT2_13391 

:HAIT2_13381
007E: $5921 -= frame_delta_time * 1.0 // floating-point values 

:HAIT2_13391
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13430 
0175: set_car $5889 z_angle_to $5921 

:HAIT2_13430
0002: jump @HAIT2_13679 

:HAIT2_13437
00D6: if 
01AD:   car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 
004D: jump_if_false @HAIT2_13669 
0174: $5919 = car $5888 z_angle 
0174: $5921 = car $5889 z_angle 
0086: $5922 = $5919 // floating-point values only 
0061: $5922 -= $5921 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13534 
0009: $5922 += 360.0 // floating-point values 

:HAIT2_13534
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @HAIT2_13565 
000D: $5922 -= 360.0 // floating-point values 

:HAIT2_13565
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13603 
0078: $5921 += frame_delta_time * 1.0 // floating-point values 
0002: jump @HAIT2_13613 

:HAIT2_13603
007E: $5921 -= frame_delta_time * 1.0 // floating-point values 

:HAIT2_13613
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13652 
0175: set_car $5889 z_angle_to $5921 

:HAIT2_13652
02DB: set_boat $5889 speed_to 12.0 
0002: jump @HAIT2_13679 

:HAIT2_13669
02DB: set_boat $5889 speed_to 20.0 

:HAIT2_13679
02D3: boat $5889 drive_to $445 $446 6.0 
0002: jump @HAIT2_14293 

:HAIT2_13702
00D6: if 
8119:   not car $5887 wrecked 
004D: jump_if_false @HAIT2_14244 
0407: create_coordinate $445 $446 $447 from_car $5887 offset 11.702 -13.377 0.0 
00D6: if 
01AD:   car $5889 sphere 0 near_point $445 $446 radius 4.0 4.0 
004D: jump_if_false @HAIT2_13979 
0174: $5920 = car $5887 z_angle 
0174: $5921 = car $5889 z_angle 
0086: $5922 = $5920 // floating-point values only 
0061: $5922 -= $5921 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13844 
0009: $5922 += 360.0 // floating-point values 

:HAIT2_13844
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @HAIT2_13875 
000D: $5922 -= 360.0 // floating-point values 

:HAIT2_13875
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13913 
0078: $5921 += frame_delta_time * 1.0 // floating-point values 
0002: jump @HAIT2_13923 

:HAIT2_13913
007E: $5921 -= frame_delta_time * 1.0 // floating-point values 

:HAIT2_13923
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_13962 
0175: set_car $5889 z_angle_to $5921 

:HAIT2_13962
02DB: set_boat $5889 speed_to 2.0 
0002: jump @HAIT2_14221 

:HAIT2_13979
00D6: if 
01AD:   car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 
004D: jump_if_false @HAIT2_14211 
0174: $5920 = car $5887 z_angle 
0174: $5921 = car $5889 z_angle 
0086: $5922 = $5920 // floating-point values only 
0061: $5922 -= $5921 // floating-point values 
00D6: if 
0022:   -180.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_14076 
0009: $5922 += 360.0 // floating-point values 

:HAIT2_14076
00D6: if 
0020:   $5922 > 180.0 // floating-point values 
004D: jump_if_false @HAIT2_14107 
000D: $5922 -= 360.0 // floating-point values 

:HAIT2_14107
00D6: if 
0022:   0.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_14145 
0078: $5921 += frame_delta_time * 1.0 // floating-point values 
0002: jump @HAIT2_14155 

:HAIT2_14145
007E: $5921 -= frame_delta_time * 1.0 // floating-point values 

:HAIT2_14155
00D6: if and
0020:   $5922 > 5.0 // floating-point values 
0022:   -5.0 > $5922 // floating-point values 
004D: jump_if_false @HAIT2_14194 
0175: set_car $5889 z_angle_to $5921 

:HAIT2_14194
02DB: set_boat $5889 speed_to 12.0 
0002: jump @HAIT2_14221 

:HAIT2_14211
02DB: set_boat $5889 speed_to 20.0 

:HAIT2_14221
02D3: boat $5889 drive_to $445 $446 6.0 
0002: jump @HAIT2_14293 

:HAIT2_14244
00D6: if 
8038:   not  $5865 == 0 // integer values 
004D: jump_if_false @HAIT2_14276 
000C: $5865 -= 1 // integer values 
0004: $5867 = 1 // integer values 

:HAIT2_14276
02DB: set_boat $5889 speed_to 12.0 
0004: $5877 = 2 // integer values 

:HAIT2_14293
00D6: if 
0038:   $5877 == 2 // integer values 
004D: jump_if_false @HAIT2_14326 
0084: $2731 = $5889 // integer values and handles 
0050: gosub @HAIT2_15146 

:HAIT2_14326
0002: jump @HAIT2_14345 

:HAIT2_14333
0164: disable_marker $5904 
0008: $5872 += 1 // integer values 

:HAIT2_14345
00D6: if 
8119:   not car $5890 wrecked 
004D: jump_if_false @HAIT2_15063 
00D6: if 
0038:   $5878 == 0 // integer values 
004D: jump_if_false @HAIT2_14465 
00D6: if 
0038:   $5873 == 4 // integer values 
004D: jump_if_false @HAIT2_14465 
00D6: if 
8118:   not actor $5899 dead 
004D: jump_if_false @HAIT2_14465 
04E0: car $5890 abandon_path_radius 200 
02C2: car $5890 drive_to_point -508.7597 -311.8881 10.4693 
00AD: set_car $5890 max_speed_to 15.0 
00AE: set_vehicle $5890 traffic_behavior_to 2 
0004: $5878 = 1 // integer values 

:HAIT2_14465
00D6: if 
0038:   $5878 == 1 // integer values 
004D: jump_if_false @HAIT2_14548 
00D6: if 
01AD:   car $5890 sphere 0 near_point -508.7597 -311.8881 radius 6.0 6.0 
004D: jump_if_false @HAIT2_14548 
02C2: car $5890 drive_to_point -523.6951 -342.9825 10.9509 
0004: $5878 = 2 // integer values 

:HAIT2_14548
00D6: if 
0038:   $5878 == 2 // integer values 
004D: jump_if_false @HAIT2_14648 
00D6: if 
01AD:   car $5890 sphere 0 near_point -523.6951 -342.9825 radius 4.0 4.0 
004D: jump_if_false @HAIT2_14648 
04E0: car $5890 abandon_path_radius 20 
00AD: set_car $5890 max_speed_to 20.0 
02C2: car $5890 drive_to_point -761.7885 -492.003 14.0889 
0004: $5878 = 3 // integer values 

:HAIT2_14648
00D6: if 
0038:   $5878 == 3 // integer values 
004D: jump_if_false @HAIT2_14731 
00D6: if 
01AD:   car $5890 sphere 0 near_point -761.7885 -492.003 radius 6.0 6.0 
004D: jump_if_false @HAIT2_14731 
02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 
0004: $5878 = 4 // integer values 

:HAIT2_14731
00D6: if 
0038:   $5878 == 4 // integer values 
004D: jump_if_false @HAIT2_14814 
00D6: if 
01AD:   car $5890 sphere 0 near_point -942.2122 -278.2615 radius 6.0 6.0 
004D: jump_if_false @HAIT2_14814 
02C2: car $5890 drive_to_point -1067.287 -1.6537 11.2119 
0004: $5878 = 5 // integer values 

:HAIT2_14814
00D6: if 
0038:   $5878 == 5 // integer values 
004D: jump_if_false @HAIT2_14897 
00D6: if 
01AD:   car $5890 sphere 0 near_point -1067.287 -1.6537 radius 6.0 6.0 
004D: jump_if_false @HAIT2_14897 
02C2: car $5890 drive_to_point -964.8415 321.9443 11.0549 
0004: $5878 = 6 // integer values 

:HAIT2_14897
00D6: if 
0038:   $5878 == 6 // integer values 
004D: jump_if_false @HAIT2_14980 
00D6: if 
01AD:   car $5890 sphere 0 near_point -964.8415 321.9443 radius 6.0 6.0 
004D: jump_if_false @HAIT2_14980 
02C2: car $5890 drive_to_point -863.3309 -261.5879 10.7002 
0004: $5878 = 7 // integer values 

:HAIT2_14980
00D6: if 
0038:   $5878 == 7 // integer values 
004D: jump_if_false @HAIT2_15063 
00D6: if 
01AD:   car $5890 sphere 0 near_point -863.3309 -261.5879 radius 6.0 6.0 
004D: jump_if_false @HAIT2_15063 
02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 
0004: $5878 = 4 // integer values 

:HAIT2_15063
00D6: if and
0119:   car $5888 wrecked 
0119:   car $5887 wrecked 
0119:   car $5889 wrecked 
004D: jump_if_false @HAIT2_15114 
00D6: if 
0038:   $5873 == 1 // integer values 
004D: jump_if_false @HAIT2_15114 
0004: $5873 = 2 // integer values 

:HAIT2_15114
00D6: if 
0038:   $5872 == 12 // integer values 
004D: jump_if_false @HAIT2_15139 
0002: jump @HAIT2_17571 

:HAIT2_15139
0002: jump @HAIT2_3097 

:HAIT2_15146
00D6: if 
0038:   $5865 == 0 // integer values 
004D: jump_if_false @HAIT2_15198 
02D3: boat $2731 drive_to -555.308 -141.189 6.0 
0004: $5865 = 1 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15198
00D6: if 
0038:   $5865 == 1 // integer values 
004D: jump_if_false @HAIT2_15305 
00D6: if or
01AF:   car $2731 0 -555.308 -141.189 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_15305 
02D3: boat $2731 drive_to -626.792 -78.237 6.0 
0004: $5865 = 2 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15305
00D6: if 
0038:   $5865 == 2 // integer values 
004D: jump_if_false @HAIT2_15412 
00D6: if or
01AF:   car $2731 0 -626.792 -78.237 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_15412 
02D3: boat $2731 drive_to -649.263 -5.788 6.0 
0004: $5865 = 3 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15412
00D6: if 
0038:   $5865 == 3 // integer values 
004D: jump_if_false @HAIT2_15519 
00D6: if or
01AF:   car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_15519 
02D3: boat $2731 drive_to -602.947 296.718 6.0 
0004: $5865 = 4 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15519
00D6: if 
0038:   $5865 == 4 // integer values 
004D: jump_if_false @HAIT2_15626 
00D6: if or
01AF:   car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_15626 
02D3: boat $2731 drive_to -587.552 427.51 6.0 
0004: $5865 = 5 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15626
00D6: if 
0038:   $5865 == 5 // integer values 
004D: jump_if_false @HAIT2_15733 
00D6: if or
01AF:   car $2731 0 -587.552 427.51 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_15733 
02D3: boat $2731 drive_to -528.738 507.634 6.0 
0004: $5865 = 6 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15733
00D6: if 
0038:   $5865 == 6 // integer values 
004D: jump_if_false @HAIT2_15840 
00D6: if or
01AF:   car $2731 0 -528.738 507.634 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_15840 
02D3: boat $2731 drive_to -443.897 470.554 6.0 
0004: $5865 = 7 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15840
00D6: if 
0038:   $5865 == 7 // integer values 
004D: jump_if_false @HAIT2_15947 
00D6: if or
01AF:   car $2731 0 -443.897 470.554 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_15947 
02D3: boat $2731 drive_to -490.341 377.161 6.0 
0004: $5865 = 8 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_15947
00D6: if 
0038:   $5865 == 8 // integer values 
004D: jump_if_false @HAIT2_16054 
00D6: if or
01AF:   car $2731 0 -490.341 377.161 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16054 
02D3: boat $2731 drive_to -602.947 296.718 6.0 
0004: $5865 = 9 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16054
00D6: if 
0038:   $5865 == 9 // integer values 
004D: jump_if_false @HAIT2_16161 
00D6: if or
01AF:   car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16161 
02D3: boat $2731 drive_to -649.263 -5.788 6.0 
0004: $5865 = 10 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16161
00D6: if 
0038:   $5865 == 10 // integer values 
004D: jump_if_false @HAIT2_16268 
00D6: if or
01AF:   car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16268 
02D3: boat $2731 drive_to -749.833 -327.552 6.0 
0004: $5865 = 11 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16268
00D6: if 
0038:   $5865 == 11 // integer values 
004D: jump_if_false @HAIT2_16375 
00D6: if or
01AF:   car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16375 
02D3: boat $2731 drive_to -750.703 -447.009 6.0 
0004: $5865 = 12 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16375
00D6: if 
0038:   $5865 == 12 // integer values 
004D: jump_if_false @HAIT2_16482 
00D6: if or
01AF:   car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16482 
02D3: boat $2731 drive_to -739.379 -573.229 6.0 
0004: $5865 = 13 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16482
00D6: if 
0038:   $5865 == 13 // integer values 
004D: jump_if_false @HAIT2_16589 
00D6: if or
01AF:   car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16589 
02D3: boat $2731 drive_to -743.073 -674.655 6.0 
0004: $5865 = 14 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16589
00D6: if 
0038:   $5865 == 14 // integer values 
004D: jump_if_false @HAIT2_16696 
00D6: if or
01AF:   car $2731 0 -743.073 -674.655 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16696 
02D3: boat $2731 drive_to -710.041 -787.354 6.0 
0004: $5865 = 15 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16696
00D6: if 
0038:   $5865 == 15 // integer values 
004D: jump_if_false @HAIT2_16803 
00D6: if or
01AF:   car $2731 0 -710.041 -787.354 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16803 
02D3: boat $2731 drive_to -600.638 -835.484 6.0 
0004: $5865 = 16 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16803
00D6: if 
0038:   $5865 == 16 // integer values 
004D: jump_if_false @HAIT2_16910 
00D6: if or
01AF:   car $2731 0 -600.638 -835.484 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_16910 
02D3: boat $2731 drive_to -509.722 -756.564 6.0 
0004: $5865 = 17 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_16910
00D6: if 
0038:   $5865 == 17 // integer values 
004D: jump_if_false @HAIT2_17017 
00D6: if or
01AF:   car $2731 0 -509.722 -756.564 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_17017 
02D3: boat $2731 drive_to -571.734 -697.569 6.0 
0004: $5865 = 18 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_17017
00D6: if 
0038:   $5865 == 18 // integer values 
004D: jump_if_false @HAIT2_17124 
00D6: if or
01AF:   car $2731 0 -571.734 -697.569 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_17124 
02D3: boat $2731 drive_to -661.336 -662.576 6.0 
0004: $5865 = 19 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_17124
00D6: if 
0038:   $5865 == 19 // integer values 
004D: jump_if_false @HAIT2_17231 
00D6: if or
01AF:   car $2731 0 -661.336 -662.576 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_17231 
02D3: boat $2731 drive_to -739.379 -573.229 6.0 
0004: $5865 = 20 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_17231
00D6: if 
0038:   $5865 == 20 // integer values 
004D: jump_if_false @HAIT2_17338 
00D6: if or
01AF:   car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_17338 
02D3: boat $2731 drive_to -750.703 -447.009 6.0 
0004: $5865 = 21 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_17338
00D6: if 
0038:   $5865 == 21 // integer values 
004D: jump_if_false @HAIT2_17445 
00D6: if or
01AF:   car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_17445 
02D3: boat $2731 drive_to -749.833 -327.552 6.0 
0004: $5865 = 22 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_17445
00D6: if 
0038:   $5865 == 22 // integer values 
004D: jump_if_false @HAIT2_17552 
00D6: if or
01AF:   car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 
0038:   $5867 == 1 // integer values 
004D: jump_if_false @HAIT2_17552 
02D3: boat $2731 drive_to -649.263 -5.788 6.0 
0004: $5865 = 3 // integer values 
0004: $5867 = 0 // integer values 

:HAIT2_17552
0051: return 

:HAIT2_17554
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:HAIT2_17571
0004: $PASSED_HAT2_BOMBS_AWAY = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 200000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 200000 
0318: set_latest_mission_passed 'HAT_2'  // Bombs Away!
030C: progress_made += 1 
0394: play_music 1 
00D6: if 
840C:   not german_game 
004D: jump_if_false @HAIT2_17655 
004F: create_thread @HAT3  
0002: jump @HAIT2_17660 

:HAIT2_17655
0164: disable_marker $283 

:HAIT2_17660
0051: return 

:HAIT2_17662
0004: $ONMISSION = 0 // integer values 
00D6: if 
8038:   not  $5883 == -1 // integer values 
004D: jump_if_false @HAIT2_17706 
04DB: exit_rc_mode 
01C4: remove_references_to_object $5885 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $5886 // This object will now disappear when the player looks away 
0004: $5883 = -1 // integer values 

:HAIT2_17706
00D6: if 
8119:   not car $5884 wrecked 
004D: jump_if_false @HAIT2_17729 
020A: set_car $5884 door_status_to 1 

:HAIT2_17729
0249: release_model #TOPFUN 
0249: release_model #RCBARON 
0249: release_model #SPEEDER 
0249: release_model #JETMAX 
0249: release_model #COASTG 
0249: release_model #CUBAN 
0249: release_model #CBA 
0249: release_model #CBB 
0249: release_model #RUGER 
0164: disable_marker $5901 
0164: disable_marker $5902 
0164: disable_marker $5903 
0164: disable_marker $5904 
0164: disable_marker $5905 
0164: disable_marker $5906 
0164: disable_marker $5907 
0164: disable_marker $5908 
0164: disable_marker $5909 
0164: disable_marker $5910 
0164: disable_marker $5911 
0164: disable_marker $5912 
0164: disable_marker $5913 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $5868 
0004: $1084 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 62---------------
// Originally: Dirty Lickin's

:HAIT3
03A4: name_thread 'HAIT3' 
0050: gosub @HAIT3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HAIT3_37 
0050: gosub @HAIT3_4014 

:HAIT3_37
0050: gosub @HAIT3_4094 
004E: end_thread 

:HAIT3_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $5923 = 0 // integer values 
0004: $5924 = 0 // integer values 
0004: $5928 = 0 // integer values 
0004: $5930 = 0 // integer values 
0004: $5932 = 0 // integer values 
0004: $5934 = 0 // integer values 
0004: $5936 = 0 // integer values 
0004: $5938 = 0 // integer values 
0004: $5940 = 0 // integer values 
0004: $5942 = 0 // integer values 
0004: $5944 = 0 // integer values 
0004: $5946 = 0 // integer values 
0004: $5948 = 0 // integer values 
0004: $5950 = 0 // integer values 
0004: $5952 = 0 // integer values 
0004: $5954 = 0 // integer values 
0004: $5956 = 0 // integer values 
0004: $5958 = 0 // integer values 
0004: $5960 = 0 // integer values 
0004: $5962 = 0 // integer values 
0004: $5964 = 0 // integer values 
0004: $5966 = 0 // integer values 
0004: $5968 = 0 // integer values 
0004: $5970 = 0 // integer values 
0004: $5971 = 0 // integer values 
0004: $5970 = 0 // integer values 
0004: $5974 = 0 // integer values 
0004: $5976 = 0 // integer values 
0004: $5977 = 0 // integer values 
0004: $5979 = 0 // integer values 
0004: $5980 = 0 // integer values 
0004: $5982 = 0 // integer values 
0004: $5983 = 0 // integer values 
0004: $5985 = 0 // integer values 
0004: $5986 = 0 // integer values 
0004: $5988 = 0 // integer values 
0004: $5989 = 0 // integer values 
0004: $5991 = 0 // integer values 
0004: $5992 = 0 // integer values 
0004: $5994 = 0 // integer values 
0004: $5995 = 0 // integer values 
0004: $5997 = 0 // integer values 
0004: $6008 = 0 // integer values 
0004: $6009 = 0 // integer values 
0004: $6000 = 0 // integer values 
0005: $6001 = -924.912 // floating-point values 
0005: $6002 = 35.082 // floating-point values 
0005: $6003 = 9.54 // floating-point values 
0005: $6004 = -896.317 // floating-point values 
0005: $6005 = 34.08 // floating-point values 
0005: $6006 = 9.54 // floating-point values 
0004: $6011 = 0 // integer values 
0004: $6013 = 0 // integer values 
0004: $6015 = 0 // integer values 
0004: $6017 = 0 // integer values 
0004: $6019 = 0 // integer values 
0004: $6021 = 0 // integer values 
0004: $6023 = 0 // integer values 
0004: $6032 = 0 // integer values 
0004: $6035 = 0 // integer values 
0004: $6037 = 0 // integer values 
0004: $6039 = 0 // integer values 
0004: $6042 = 0 // integer values 
0004: $6044 = 0 // integer values 
0004: $6047 = 0 // integer values 
0004: $6049 = 0 // integer values 
0004: $6052 = 0 // integer values 
0004: $6054 = 0 // integer values 
0004: $6057 = 0 // integer values 
0004: $6059 = 0 // integer values 
0004: $6062 = 0 // integer values 
0005: $6025 = -899.655 // floating-point values 
0005: $6026 = 44.99 // floating-point values 
0005: $6027 = 9.076 // floating-point values 
0004: $6007 = 0 // integer values 
0004: $6028 = 0 // integer values 
0004: $6029 = 0 // integer values 
0004: $6030 = 0 // integer values 
0004: $6031 = 0 // integer values 
0004: $6036 = 0 // integer values 
0004: $6041 = 0 // integer values 
0004: $6045 = 0 // integer values 
0004: $6050 = 0 // integer values 
0004: $6055 = 0 // integer values 
0004: $6060 = 0 // integer values 
0004: $6063 = 0 // integer values 
0004: $6065 = 0 // integer values 
0004: $6066 = 0 // integer values 
0005: $6070 = 0.0 // floating-point values 
0005: $6071 = 0.0 // floating-point values 
0005: $6072 = 0.0 // floating-point values 
0005: $6073 = 0.0 // floating-point values 
0005: $6074 = 0.0 // floating-point values 
0005: $6075 = 0.0 // floating-point values 
0005: $6076 = 0.0 // floating-point values 
0004: $6077 = 0 // integer values 
0004: $6086 = 0 // integer values 
0004: $6078 = 0 // integer values 
0005: $6079 = 0.0 // floating-point values 
0005: $6080 = 0.0 // floating-point values 
0005: $6081 = 0.0 // floating-point values 
0005: $6085 = 0.0 // floating-point values 
0005: $6076 = 0.0 // floating-point values 
0004: $6087 = 0 // integer values 
0004: $6088 = 0 // integer values 
0004: $6089 = 0 // integer values 
0004: $6090 = 0 // integer values 
0004: $6091 = 0 // integer values 
0004: $6092 = 0 // integer values 
0004: $6093 = 0 // integer values 
0004: $6094 = 0 // integer values 
0004: $6095 = 0 // integer values 
0004: $6096 = 0 // integer values 
0004: $6097 = 0 // integer values 
0004: $6098 = 0 // integer values 
0004: $6099 = 0 // integer values 
0004: $6100 = 0 // integer values 
0004: $6101 = 0 // integer values 
0004: $6102 = 0 // integer values 
0004: $6103 = 0 // integer values 
0004: $6104 = 0 // integer values 
0004: $6105 = 0 // integer values 
0004: $6106 = 0 // integer values 
0005: $6082 = 0.0 // floating-point values 
0005: $6083 = 0.0 // floating-point values 
0005: $6084 = 0.0 // floating-point values 
0004: $6107 = 0 // integer values 
0004: $6109 = 0 // integer values 
0004: $6108 = 0 // integer values 
0004: $6110 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'HAIT3' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
018A: $6012 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6012 
018A: $6016 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6016 
018A: $6020 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6020 
018A: $6024 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6024 
018A: $6034 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6034 
018A: $6040 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6040 
018A: $6046 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6046 
018A: $6051 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6051 
018A: $6056 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6056 
018A: $6061 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $6061 
018A: $5931 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5931 
018A: $5935 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5935 
018A: $5939 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5939 
018A: $5943 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5943 
018A: $5947 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5947 
018A: $5951 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5951 
018A: $5955 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5955 
018A: $5959 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5959 
018A: $5963 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5963 
018A: $5967 = create_checkpoint_at $6025 $6026 $6027 
0164: disable_marker $5967 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'HATRIFL' 
03CB: set_camera -962.697 149.793 10.21 
04BB: select_interiour 12 // select render area 
04F9: set_extracolors 13 fade 0 
038B: load_requested_models 

:HAIT3_1532
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
004D: jump_if_false @HAIT3_1572 
0001: wait 0 ms 
0002: jump @HAIT3_1532 

:HAIT3_1572
02E4: load_cutscene_data 'HAT_3' 
0244: set_cutscene_pos -962.799 148.391 8.355 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $170 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $170 'APOULET' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HTABLE' 
02E5: $212 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $212 'HATRIFL' 
0395: clear_area 1 at -962.53 141.69 range 8.25 2.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT3_1764
00D6: if 
001A:   1734 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_1799 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_1764 

:HAIT3_1799
00BC: text_highpriority 'HAM3_A' 10000 ms 1  // Hello? Hello - uh..I'm looking for somebody around here...

:HAIT3_1814
00D6: if 
001A:   6820 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_1849 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_1814 

:HAIT3_1849
00BC: text_highpriority 'HAM3_B' 10000 ms 1  // You looking hungry, Tommy.

:HAIT3_1864
00D6: if 
001A:   9485 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_1899 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_1864 

:HAIT3_1899
00BC: text_highpriority 'HAM3_C' 10000 ms 1  // Do I know you?

:HAIT3_1914
00D6: if 
001A:   11125 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_1949 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_1914 

:HAIT3_1949
00BC: text_highpriority 'HAM3_D' 10000 ms 1  // Hush now.

:HAIT3_1964
00D6: if 
001A:   12511 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_1999 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_1964 

:HAIT3_1999
00BC: text_highpriority 'HAM3_E' 10000 ms 1  // One more ting an I can let you go, Tommy.

:HAIT3_2014
00D6: if 
001A:   15894 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2049 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2014 

:HAIT3_2049
00BC: text_highpriority 'HAM3_F' 10000 ms 1  // My boys gone war wit dem Cuban boys.

:HAIT3_2064
00D6: if 
001A:   19040 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2099 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2064 

:HAIT3_2099
00BC: text_highpriority 'HAM3_G' 10000 ms 1  // But no guns.

:HAIT3_2114
00D6: if 
001A:   20758 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2149 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2114 

:HAIT3_2149
00BC: text_highpriority 'HAM3_H' 10000 ms 1  // Hmm, but de Cubans have a surprise comin'.

:HAIT3_2164
00D6: if 
001A:   23591 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2199 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2164 

:HAIT3_2199
00BC: text_highpriority 'HAM3_I' 10000 ms 1  // While they fight in de streets, you take this rifle and kill dem in de hubbub.

:HAIT3_2214
00D6: if 
001A:   28128 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2249 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2214 

:HAIT3_2249
00BC: text_highpriority 'HAM3_J' 10000 ms 1  // No one sees you, no one hear you.

:HAIT3_2264
00D6: if 
001A:   32020 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2299 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2264 

:HAIT3_2299
00BC: text_highpriority 'HAM3_K' 10000 ms 1  // Now, Tommy, you do this for me, and you no longer tied to my apron strings.

:HAIT3_2314
00D6: if 
001A:   37941 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2351 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2314 

:HAIT3_2351
00BC: text_highpriority 'HAM3_L' 10000 ms 1  // Kay auntie..

:HAIT3_2366
00D6: if 
001A:   39680 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2403 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2366 

:HAIT3_2403
00BE: text_clear_all 

:HAIT3_2405
00D6: if 
001A:   42464 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @HAIT3_2442 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @HAIT3_2405 

:HAIT3_2442
016A: fade 0 2000 ms 
00BE: text_clear_all 

:HAIT3_2451
00D6: if 
016B:   fading 
004D: jump_if_false @HAIT3_2475 
0001: wait 0 ms 
0002: jump @HAIT3_2451 

:HAIT3_2475
04BB: select_interiour 0 // select render area 
03CB: set_camera -962.53 141.69 8.25 
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
04E3: unknown_player $PLAYER_CHAR 0 60000 
0247: request_model #HNA 
0247: request_model #HNB 
0247: request_model #CBA 
0247: request_model #CBB 
0247: request_model #SNIPER 
0247: request_model #BURRITO 
0247: request_model #KATANA 

:HAIT3_2569
00D6: if or
8248:   not model #HNA available 
8248:   not model #CBA available 
8248:   not model #SNIPER available 
8248:   not model #HNB available 
8248:   not model #CBB available 
8248:   not model #BURRITO available 
004D: jump_if_false @HAIT3_2617 
0001: wait 0 ms 
0002: jump @HAIT3_2569 

:HAIT3_2617
00D6: if 
8248:   not model #KATANA available 
004D: jump_if_false @HAIT3_2644 
0001: wait 0 ms 
0002: jump @HAIT3_2617 

:HAIT3_2644
009A: $6078 = create_actor_pedtype 7 model #CBA at -886.519 41.28 10.55 
009B: destroy_actor_instantly $6078 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03C7: set_sensitivity_to_crime_to 0.5 
00BC: text_highpriority 'HAM3_1' 5000 ms 1  // ~g~We must win this battle. If all the Haitians die we lose.
00BB: text_lowpriority 'HAM3_5' 5000 ms 1  // ~g~You must kill the Cubans from a distance. You must not be seen.
009A: $5929 = create_actor_pedtype 4 model #CBA at -886.519 41.28 10.55 
009A: $5933 = create_actor_pedtype 4 model #CBB at -885.463 42.655 9.23 
009A: $5937 = create_actor_pedtype 4 model #CBA at -905.0 51.6 8.89 
009A: $5941 = create_actor_pedtype 4 model #CBB at -906.26 49.95 9.02 
009A: $5945 = create_actor_pedtype 4 model #CBA at -911.6 52.28 9.57 
009A: $5949 = create_actor_pedtype 4 model #CBB at -908.0 52.4 9.24 
009A: $5953 = create_actor_pedtype 4 model #CBA at -906.214 43.41 9.54 
009A: $5957 = create_actor_pedtype 4 model #CBB at -906.01 45.03 9.41 
009A: $5961 = create_actor_pedtype 4 model #CBA at -895.35 42.26 9.61 
009A: $5965 = create_actor_pedtype 4 model #CBB at -894.96 44.63 9.43 
009A: $5969 = create_actor_pedtype 4 model #HNA at -888.798 41.597 9.52 
009A: $5972 = create_actor_pedtype 4 model #HNB at -887.58 43.48 9.15 
009A: $5975 = create_actor_pedtype 4 model #HNA at -906.13 47.765 9.19 
009A: $5978 = create_actor_pedtype 4 model #HNB at -903.61 46.14 9.32 
009A: $5981 = create_actor_pedtype 4 model #HNA at -911.57 50.46 9.57 
009A: $5984 = create_actor_pedtype 4 model #HNB at -908.85 49.48 9.41 
009A: $5987 = create_actor_pedtype 4 model #HNA at -901.19 42.7 9.61 
009A: $5990 = create_actor_pedtype 4 model #HNB at -899.254 44.676 9.43 
009A: $5993 = create_actor_pedtype 4 model #HNA at -886.33 43.7 9.05 
009A: $5996 = create_actor_pedtype 4 model #HNB at -886.68 41.4 9.51 
00D6: if 
0038:   $5924 == 0 // integer values 
004D: jump_if_false @HAIT3_3280 
018A: $5998 = create_checkpoint_at -892.59 75.3 15.4 
03BC: $6064 = create_sphere -892.59 75.3 15.4 2.0 

:HAIT3_3280
01B1: give_player $PLAYER_CHAR weapon 28 ammo 50000 // Load the weapon model before using this 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0004: $5926 = 0 // integer values 
0004: $5927 = 0 // integer values 
0004: $5925 = 0 // integer values 

:HAIT3_3324
00D6: if 
0038:   $5925 == 0 // integer values 
004D: jump_if_false @HAIT3_4002 
0001: wait 0 ms 
0008: $6108 += 1 // integer values 
00D6: if 
0018:   $6108 > 30 // integer values 
004D: jump_if_false @HAIT3_3378 
0004: $6108 = 0 // integer values 

:HAIT3_3378
00D6: if 
001A:   20 > $6066 // integer values 
004D: jump_if_false @HAIT3_3403 
0050: gosub @HAIT3_4265 

:HAIT3_3403
0110: clear_player $PLAYER_CHAR wanted_level 
0050: gosub @HAIT3_7086 
0050: gosub @HAIT3_8787 
00D6: if 
0028:   $5926 >= 20 // integer values 
004D: jump_if_false @HAIT3_3447 
0004: $5925 = 1 // integer values 

:HAIT3_3447
00D6: if 
0028:   $5927 >= 3 // integer values 
004D: jump_if_false @HAIT3_3505 
00D6: if 
0038:   $6107 == 0 // integer values 
004D: jump_if_false @HAIT3_3505 
00BC: text_highpriority 'HAM3_8' 5000 ms 1  // ~g~Haitians are dying! Improve your aim.
0004: $6107 = 1 // integer values 

:HAIT3_3505
00D6: if 
0028:   $5927 >= 10 // integer values 
004D: jump_if_false @HAIT3_3545 
00BC: text_highpriority 'HAM3_2' 5000 ms 1  // ~r~The Haitians have died!
0002: jump @HAIT3_4014 

:HAIT3_3545
00D6: if or
0038:   $5923 == 1 // integer values 
0038:   $6109 == 1 // integer values 
004D: jump_if_false @HAIT3_3592 
00BC: text_highpriority 'HAM3_4' 5000 ms 1  // ~r~You have been spotted! The mission is a failure!
0002: jump @HAIT3_4014 

:HAIT3_3592
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
004D: jump_if_false @HAIT3_3859 
00D6: if 
0038:   $6110 == 0 // integer values 
004D: jump_if_false @HAIT3_3677 
0006: 17@ = 0 // integer values 
0004: $6110 = 1 // integer values 

:HAIT3_3677
00D6: if 
0038:   $6065 == 0 // integer values 
004D: jump_if_false @HAIT3_3736 
00D6: if 
0019:   16@ > 25000 // integer values 
004D: jump_if_false @HAIT3_3736 
0050: gosub @HAIT3_6640 
00BC: text_highpriority 'HAM3_3' 5000 ms 1  // ~g~I expect the Cubans to cheat so be on your guard.

:HAIT3_3736
00D6: if 
00F6:   player $PLAYER_CHAR 0 -892.59 75.3 15.4 radius 2.0 2.0 2.0 
004D: jump_if_false @HAIT3_3859 
00D6: if 
0038:   $6065 == 0 // integer values 
004D: jump_if_false @HAIT3_3824 
0050: gosub @HAIT3_6640 
00BC: text_highpriority 'HAM3_3' 5000 ms 1  // ~g~I expect the Cubans to cheat so be on your guard.

:HAIT3_3824
00D6: if 
0038:   $6063 == 0 // integer values 
004D: jump_if_false @HAIT3_3859 
0164: disable_marker $5998 
03BD: destroy_sphere $6064 
0004: $6063 = 1 // integer values 

:HAIT3_3859
00D6: if 
0038:   $6008 == 0 // integer values 
004D: jump_if_false @HAIT3_3902 
00D6: if 
0028:   $5926 >= 5 // integer values 
004D: jump_if_false @HAIT3_3902 
0050: gosub @HAIT3_9979 

:HAIT3_3902
00D6: if 
0038:   $6009 == 0 // integer values 
004D: jump_if_false @HAIT3_3945 
00D6: if 
0028:   $5926 >= 12 // integer values 
004D: jump_if_false @HAIT3_3945 
0050: gosub @HAIT3_10225 

:HAIT3_3945
00D6: if 
0038:   $6008 == 1 // integer values 
004D: jump_if_false @HAIT3_3970 
0050: gosub @HAIT3_10703 

:HAIT3_3970
00D6: if 
0038:   $6009 == 1 // integer values 
004D: jump_if_false @HAIT3_3995 
0050: gosub @HAIT3_12443 

:HAIT3_3995
0002: jump @HAIT3_3324 

:HAIT3_4002
0164: disable_marker $5998 
0002: jump @HAIT3_4031 

:HAIT3_4014
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:HAIT3_4031
0004: $PASSED_HAT3_DIRTY_LICKINS = 1 // integer values 
0394: play_music 1 
0318: set_latest_mission_passed 'HAT_3'  // Dirty Lickin's
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 500000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 500000 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $283 
0051: return 

:HAIT3_4094
0004: $ONMISSION = 0 // integer values 
0164: disable_marker $5931 
0164: disable_marker $5935 
0164: disable_marker $5939 
0164: disable_marker $5943 
0164: disable_marker $5947 
0164: disable_marker $5951 
0164: disable_marker $5955 
0164: disable_marker $5959 
0164: disable_marker $5963 
0164: disable_marker $5967 
0164: disable_marker $6012 
0164: disable_marker $6016 
0164: disable_marker $6020 
0164: disable_marker $6024 
0164: disable_marker $6034 
0164: disable_marker $6040 
0164: disable_marker $6046 
0164: disable_marker $6051 
0164: disable_marker $6056 
0164: disable_marker $6061 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
03C7: set_sensitivity_to_crime_to 1.0 
03BD: destroy_sphere $6064 
0164: disable_marker $5998 
0249: release_model #HNA 
0249: release_model #CBA 
0249: release_model #SNIPER 
0249: release_model #HNB 
0249: release_model #CBB 
0249: release_model #BURRITO 
0249: release_model #KATANA 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:HAIT3_4265
00D6: if 
0038:   $5970 == 0 // integer values 
004D: jump_if_false @HAIT3_4373 
00D6: if 
8118:   not actor $5969 dead 
004D: jump_if_false @HAIT3_4373 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5969 
004D: jump_if_false @HAIT3_4373 
01ED: clear_actor $5969 threat_search 
00D6: if 
8118:   not actor $5929 dead 
004D: jump_if_false @HAIT3_4352 
01C9: actor $5969 kill_actor $5929 
0084: $6087 = $5929 // integer values and handles 

:HAIT3_4352
0243: set_actor $5969 ped_stats_to 16 
0008: $6066 += 1 // integer values 
0004: $5970 = 1 // integer values 

:HAIT3_4373
00D6: if 
0038:   $5973 == 0 // integer values 
004D: jump_if_false @HAIT3_4488 
00D6: if 
8118:   not actor $5972 dead 
004D: jump_if_false @HAIT3_4488 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5972 
004D: jump_if_false @HAIT3_4488 
01ED: clear_actor $5972 threat_search 
00D6: if 
8118:   not actor $5933 dead 
004D: jump_if_false @HAIT3_4460 
01C9: actor $5972 kill_actor $5933 
0084: $6088 = $5933 // integer values and handles 

:HAIT3_4460
0243: set_actor $5972 ped_stats_to 16 
02A9: set_actor $5972 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5973 = 1 // integer values 

:HAIT3_4488
00D6: if 
0038:   $5976 == 0 // integer values 
004D: jump_if_false @HAIT3_4603 
00D6: if 
8118:   not actor $5975 dead 
004D: jump_if_false @HAIT3_4603 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5975 
004D: jump_if_false @HAIT3_4603 
01ED: clear_actor $5975 threat_search 
00D6: if 
8118:   not actor $5937 dead 
004D: jump_if_false @HAIT3_4575 
01C9: actor $5975 kill_actor $5937 
0084: $6089 = $5937 // integer values and handles 

:HAIT3_4575
0243: set_actor $5975 ped_stats_to 16 
02A9: set_actor $5975 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5976 = 1 // integer values 

:HAIT3_4603
00D6: if 
0038:   $5979 == 0 // integer values 
004D: jump_if_false @HAIT3_4718 
00D6: if 
8118:   not actor $5978 dead 
004D: jump_if_false @HAIT3_4718 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5978 
004D: jump_if_false @HAIT3_4718 
01ED: clear_actor $5978 threat_search 
00D6: if 
8118:   not actor $5941 dead 
004D: jump_if_false @HAIT3_4690 
01C9: actor $5978 kill_actor $5941 
0084: $6090 = $5941 // integer values and handles 

:HAIT3_4690
0243: set_actor $5978 ped_stats_to 16 
02A9: set_actor $5978 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5979 = 1 // integer values 

:HAIT3_4718
00D6: if 
0038:   $5982 == 0 // integer values 
004D: jump_if_false @HAIT3_4833 
00D6: if 
8118:   not actor $5981 dead 
004D: jump_if_false @HAIT3_4833 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5981 
004D: jump_if_false @HAIT3_4833 
01ED: clear_actor $5981 threat_search 
00D6: if 
8118:   not actor $5945 dead 
004D: jump_if_false @HAIT3_4805 
01C9: actor $5981 kill_actor $5945 
0084: $6091 = $5945 // integer values and handles 

:HAIT3_4805
0243: set_actor $5981 ped_stats_to 16 
02A9: set_actor $5981 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5982 = 1 // integer values 

:HAIT3_4833
00D6: if 
0038:   $5985 == 0 // integer values 
004D: jump_if_false @HAIT3_4948 
00D6: if 
8118:   not actor $5984 dead 
004D: jump_if_false @HAIT3_4948 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5984 
004D: jump_if_false @HAIT3_4948 
01ED: clear_actor $5984 threat_search 
00D6: if 
8118:   not actor $5949 dead 
004D: jump_if_false @HAIT3_4920 
01C9: actor $5984 kill_actor $5949 
0084: $6092 = $5949 // integer values and handles 

:HAIT3_4920
0243: set_actor $5984 ped_stats_to 16 
02A9: set_actor $5984 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5985 = 1 // integer values 

:HAIT3_4948
00D6: if 
0038:   $5988 == 0 // integer values 
004D: jump_if_false @HAIT3_5063 
00D6: if 
8118:   not actor $5987 dead 
004D: jump_if_false @HAIT3_5063 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5987 
004D: jump_if_false @HAIT3_5063 
01ED: clear_actor $5987 threat_search 
00D6: if 
8118:   not actor $5953 dead 
004D: jump_if_false @HAIT3_5035 
01C9: actor $5987 kill_actor $5953 
0084: $6093 = $5953 // integer values and handles 

:HAIT3_5035
0243: set_actor $5987 ped_stats_to 16 
02A9: set_actor $5987 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5988 = 1 // integer values 

:HAIT3_5063
00D6: if 
0038:   $5991 == 0 // integer values 
004D: jump_if_false @HAIT3_5178 
00D6: if 
8118:   not actor $5990 dead 
004D: jump_if_false @HAIT3_5178 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5990 
004D: jump_if_false @HAIT3_5178 
01ED: clear_actor $5990 threat_search 
00D6: if 
8118:   not actor $5957 dead 
004D: jump_if_false @HAIT3_5150 
01C9: actor $5990 kill_actor $5957 
0084: $6094 = $5957 // integer values and handles 

:HAIT3_5150
0243: set_actor $5990 ped_stats_to 16 
02A9: set_actor $5990 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5991 = 1 // integer values 

:HAIT3_5178
00D6: if 
0038:   $5994 == 0 // integer values 
004D: jump_if_false @HAIT3_5293 
00D6: if 
8118:   not actor $5993 dead 
004D: jump_if_false @HAIT3_5293 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5993 
004D: jump_if_false @HAIT3_5293 
01ED: clear_actor $5993 threat_search 
00D6: if 
8118:   not actor $5961 dead 
004D: jump_if_false @HAIT3_5265 
01C9: actor $5993 kill_actor $5961 
0084: $6095 = $5961 // integer values and handles 

:HAIT3_5265
0243: set_actor $5993 ped_stats_to 16 
02A9: set_actor $5993 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5994 = 1 // integer values 

:HAIT3_5293
00D6: if 
0038:   $5997 == 0 // integer values 
004D: jump_if_false @HAIT3_5408 
00D6: if 
8118:   not actor $5996 dead 
004D: jump_if_false @HAIT3_5408 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5996 
004D: jump_if_false @HAIT3_5408 
01ED: clear_actor $5996 threat_search 
00D6: if 
8118:   not actor $5965 dead 
004D: jump_if_false @HAIT3_5380 
01C9: actor $5996 kill_actor $5965 
0084: $6096 = $5965 // integer values and handles 

:HAIT3_5380
0243: set_actor $5996 ped_stats_to 16 
02A9: set_actor $5996 immune_to_nonplayer 1 
0008: $6066 += 1 // integer values 
0004: $5997 = 1 // integer values 

:HAIT3_5408
00D6: if 
0038:   $5930 == 0 // integer values 
004D: jump_if_false @HAIT3_5531 
00D6: if 
8118:   not actor $5929 dead 
004D: jump_if_false @HAIT3_5531 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5929 
004D: jump_if_false @HAIT3_5531 
01ED: clear_actor $5929 threat_search 
00D6: if 
8118:   not actor $5969 dead 
004D: jump_if_false @HAIT3_5495 
01C9: actor $5929 kill_actor $5969 
0084: $6097 = $5969 // integer values and handles 

:HAIT3_5495
0243: set_actor $5929 ped_stats_to 16 
02A9: set_actor $5929 immune_to_nonplayer 1 
0187: $5931 = create_marker_above_actor $5929 
0008: $6066 += 1 // integer values 
0004: $5930 = 1 // integer values 

:HAIT3_5531
00D6: if 
0038:   $5934 == 0 // integer values 
004D: jump_if_false @HAIT3_5654 
00D6: if 
8118:   not actor $5933 dead 
004D: jump_if_false @HAIT3_5654 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5933 
004D: jump_if_false @HAIT3_5654 
01ED: clear_actor $5933 threat_search 
00D6: if 
8118:   not actor $5972 dead 
004D: jump_if_false @HAIT3_5618 
01C9: actor $5933 kill_actor $5972 
0084: $6098 = $5972 // integer values and handles 

:HAIT3_5618
0243: set_actor $5933 ped_stats_to 16 
02A9: set_actor $5933 immune_to_nonplayer 1 
0187: $5935 = create_marker_above_actor $5933 
0008: $6066 += 1 // integer values 
0004: $5934 = 1 // integer values 

:HAIT3_5654
00D6: if 
0038:   $5938 == 0 // integer values 
004D: jump_if_false @HAIT3_5777 
00D6: if 
8118:   not actor $5937 dead 
004D: jump_if_false @HAIT3_5777 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5937 
004D: jump_if_false @HAIT3_5777 
01ED: clear_actor $5937 threat_search 
00D6: if 
8118:   not actor $5975 dead 
004D: jump_if_false @HAIT3_5741 
01C9: actor $5937 kill_actor $5975 
0084: $6099 = $5975 // integer values and handles 

:HAIT3_5741
0243: set_actor $5937 ped_stats_to 16 
02A9: set_actor $5937 immune_to_nonplayer 1 
0187: $5939 = create_marker_above_actor $5937 
0008: $6066 += 1 // integer values 
0004: $5938 = 1 // integer values 

:HAIT3_5777
00D6: if 
0038:   $5942 == 0 // integer values 
004D: jump_if_false @HAIT3_5900 
00D6: if 
8118:   not actor $5941 dead 
004D: jump_if_false @HAIT3_5900 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5941 
004D: jump_if_false @HAIT3_5900 
01ED: clear_actor $5941 threat_search 
00D6: if 
8118:   not actor $5978 dead 
004D: jump_if_false @HAIT3_5864 
01C9: actor $5941 kill_actor $5978 
0084: $6100 = $5978 // integer values and handles 

:HAIT3_5864
0243: set_actor $5941 ped_stats_to 16 
02A9: set_actor $5941 immune_to_nonplayer 1 
0187: $5943 = create_marker_above_actor $5941 
0008: $6066 += 1 // integer values 
0004: $5942 = 1 // integer values 

:HAIT3_5900
00D6: if 
0038:   $5946 == 0 // integer values 
004D: jump_if_false @HAIT3_6023 
00D6: if 
8118:   not actor $5945 dead 
004D: jump_if_false @HAIT3_6023 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5945 
004D: jump_if_false @HAIT3_6023 
01ED: clear_actor $5945 threat_search 
00D6: if 
8118:   not actor $5981 dead 
004D: jump_if_false @HAIT3_5987 
01C9: actor $5945 kill_actor $5981 
0084: $6101 = $5981 // integer values and handles 

:HAIT3_5987
0243: set_actor $5945 ped_stats_to 16 
02A9: set_actor $5945 immune_to_nonplayer 1 
0187: $5947 = create_marker_above_actor $5945 
0008: $6066 += 1 // integer values 
0004: $5946 = 1 // integer values 

:HAIT3_6023
00D6: if 
0038:   $5950 == 0 // integer values 
004D: jump_if_false @HAIT3_6146 
00D6: if 
8118:   not actor $5949 dead 
004D: jump_if_false @HAIT3_6146 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5949 
004D: jump_if_false @HAIT3_6146 
01ED: clear_actor $5949 threat_search 
00D6: if 
8118:   not actor $5984 dead 
004D: jump_if_false @HAIT3_6110 
01C9: actor $5949 kill_actor $5984 
0084: $6102 = $5984 // integer values and handles 

:HAIT3_6110
0243: set_actor $5949 ped_stats_to 16 
02A9: set_actor $5949 immune_to_nonplayer 1 
0187: $5951 = create_marker_above_actor $5949 
0008: $6066 += 1 // integer values 
0004: $5950 = 1 // integer values 

:HAIT3_6146
00D6: if 
0038:   $5954 == 0 // integer values 
004D: jump_if_false @HAIT3_6269 
00D6: if 
8118:   not actor $5953 dead 
004D: jump_if_false @HAIT3_6269 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5953 
004D: jump_if_false @HAIT3_6269 
01ED: clear_actor $5953 threat_search 
00D6: if 
8118:   not actor $5987 dead 
004D: jump_if_false @HAIT3_6233 
01C9: actor $5953 kill_actor $5987 
0084: $6103 = $5987 // integer values and handles 

:HAIT3_6233
0243: set_actor $5953 ped_stats_to 16 
02A9: set_actor $5953 immune_to_nonplayer 1 
0187: $5955 = create_marker_above_actor $5953 
0008: $6066 += 1 // integer values 
0004: $5954 = 1 // integer values 

:HAIT3_6269
00D6: if 
0038:   $5958 == 0 // integer values 
004D: jump_if_false @HAIT3_6392 
00D6: if 
8118:   not actor $5957 dead 
004D: jump_if_false @HAIT3_6392 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5957 
004D: jump_if_false @HAIT3_6392 
01ED: clear_actor $5957 threat_search 
00D6: if 
8118:   not actor $5990 dead 
004D: jump_if_false @HAIT3_6356 
01C9: actor $5957 kill_actor $5990 
0084: $6104 = $5990 // integer values and handles 

:HAIT3_6356
0243: set_actor $5957 ped_stats_to 16 
02A9: set_actor $5957 immune_to_nonplayer 1 
0187: $5959 = create_marker_above_actor $5957 
0008: $6066 += 1 // integer values 
0004: $5958 = 1 // integer values 

:HAIT3_6392
00D6: if 
0038:   $5962 == 0 // integer values 
004D: jump_if_false @HAIT3_6515 
00D6: if 
8118:   not actor $5961 dead 
004D: jump_if_false @HAIT3_6515 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5961 
004D: jump_if_false @HAIT3_6515 
01ED: clear_actor $5961 threat_search 
00D6: if 
8118:   not actor $5993 dead 
004D: jump_if_false @HAIT3_6479 
01C9: actor $5961 kill_actor $5993 
0084: $6105 = $5993 // integer values and handles 

:HAIT3_6479
0243: set_actor $5961 ped_stats_to 16 
02A9: set_actor $5961 immune_to_nonplayer 1 
0187: $5963 = create_marker_above_actor $5961 
0008: $6066 += 1 // integer values 
0004: $5962 = 1 // integer values 

:HAIT3_6515
00D6: if 
0038:   $5966 == 0 // integer values 
004D: jump_if_false @HAIT3_6638 
00D6: if 
8118:   not actor $5965 dead 
004D: jump_if_false @HAIT3_6638 
00D6: if 
84F0:   not is_actor_waiting_for_world_collision $5965 
004D: jump_if_false @HAIT3_6638 
01ED: clear_actor $5965 threat_search 
00D6: if 
8118:   not actor $5996 dead 
004D: jump_if_false @HAIT3_6602 
01C9: actor $5965 kill_actor $5996 
0084: $6106 = $5996 // integer values and handles 

:HAIT3_6602
0243: set_actor $5965 ped_stats_to 16 
02A9: set_actor $5965 immune_to_nonplayer 1 
0187: $5967 = create_marker_above_actor $5965 
0008: $6066 += 1 // integer values 
0004: $5966 = 1 // integer values 

:HAIT3_6638
0051: return 

:HAIT3_6640
00D6: if 
8118:   not actor $5933 dead 
004D: jump_if_false @HAIT3_6663 
02A9: set_actor $5933 immune_to_nonplayer 0 

:HAIT3_6663
00D6: if 
8118:   not actor $5937 dead 
004D: jump_if_false @HAIT3_6686 
02A9: set_actor $5937 immune_to_nonplayer 0 

:HAIT3_6686
00D6: if 
8118:   not actor $5941 dead 
004D: jump_if_false @HAIT3_6709 
02A9: set_actor $5941 immune_to_nonplayer 0 

:HAIT3_6709
00D6: if 
8118:   not actor $5945 dead 
004D: jump_if_false @HAIT3_6732 
02A9: set_actor $5945 immune_to_nonplayer 0 

:HAIT3_6732
00D6: if 
8118:   not actor $5949 dead 
004D: jump_if_false @HAIT3_6755 
02A9: set_actor $5949 immune_to_nonplayer 0 

:HAIT3_6755
00D6: if 
8118:   not actor $5953 dead 
004D: jump_if_false @HAIT3_6778 
02A9: set_actor $5953 immune_to_nonplayer 0 

:HAIT3_6778
00D6: if 
8118:   not actor $5957 dead 
004D: jump_if_false @HAIT3_6801 
02A9: set_actor $5957 immune_to_nonplayer 0 

:HAIT3_6801
00D6: if 
8118:   not actor $5961 dead 
004D: jump_if_false @HAIT3_6824 
02A9: set_actor $5961 immune_to_nonplayer 0 

:HAIT3_6824
00D6: if 
8118:   not actor $5965 dead 
004D: jump_if_false @HAIT3_6847 
02A9: set_actor $5965 immune_to_nonplayer 0 

:HAIT3_6847
00D6: if 
8118:   not actor $5969 dead 
004D: jump_if_false @HAIT3_6870 
02A9: set_actor $5969 immune_to_nonplayer 0 

:HAIT3_6870
00D6: if 
8118:   not actor $5972 dead 
004D: jump_if_false @HAIT3_6893 
02A9: set_actor $5972 immune_to_nonplayer 0 

:HAIT3_6893
00D6: if 
8118:   not actor $5975 dead 
004D: jump_if_false @HAIT3_6916 
02A9: set_actor $5975 immune_to_nonplayer 0 

:HAIT3_6916
00D6: if 
8118:   not actor $5978 dead 
004D: jump_if_false @HAIT3_6939 
02A9: set_actor $5978 immune_to_nonplayer 0 

:HAIT3_6939
00D6: if 
8118:   not actor $5981 dead 
004D: jump_if_false @HAIT3_6962 
02A9: set_actor $5981 immune_to_nonplayer 0 

:HAIT3_6962
00D6: if 
8118:   not actor $5984 dead 
004D: jump_if_false @HAIT3_6985 
02A9: set_actor $5984 immune_to_nonplayer 0 

:HAIT3_6985
00D6: if 
8118:   not actor $5987 dead 
004D: jump_if_false @HAIT3_7008 
02A9: set_actor $5987 immune_to_nonplayer 0 

:HAIT3_7008
00D6: if 
8118:   not actor $5990 dead 
004D: jump_if_false @HAIT3_7031 
02A9: set_actor $5990 immune_to_nonplayer 0 

:HAIT3_7031
00D6: if 
8118:   not actor $5993 dead 
004D: jump_if_false @HAIT3_7054 
02A9: set_actor $5993 immune_to_nonplayer 0 

:HAIT3_7054
00D6: if 
8118:   not actor $5996 dead 
004D: jump_if_false @HAIT3_7077 
02A9: set_actor $5996 immune_to_nonplayer 0 

:HAIT3_7077
0004: $6065 = 1 // integer values 
0051: return 

:HAIT3_7086
00D6: if 
0038:   $6108 == 0 // integer values 
004D: jump_if_false @HAIT3_7243 
00D6: if 
0038:   $5928 == 0 // integer values 
004D: jump_if_false @HAIT3_7243 
00D6: if 
0118:   actor $5929 dead 
004D: jump_if_false @HAIT3_7179 
0164: disable_marker $5931 
0008: $5926 += 1 // integer values 
0084: $6111 = $5929 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5928 = 1 // integer values 
0002: jump @HAIT3_7243 

:HAIT3_7179
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_7212 
0084: $6069 = $5929 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_7212
00D6: if 
0118:   actor $6097 dead 
004D: jump_if_false @HAIT3_7243 
0084: $6067 = $5929 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_7243
00D6: if 
0038:   $6108 == 1 // integer values 
004D: jump_if_false @HAIT3_7400 
00D6: if 
0038:   $5932 == 0 // integer values 
004D: jump_if_false @HAIT3_7400 
00D6: if 
0118:   actor $5933 dead 
004D: jump_if_false @HAIT3_7336 
0164: disable_marker $5935 
0008: $5926 += 1 // integer values 
0084: $6111 = $5933 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5932 = 1 // integer values 
0002: jump @HAIT3_7400 

:HAIT3_7336
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_7369 
0084: $6069 = $5933 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_7369
00D6: if 
0118:   actor $6098 dead 
004D: jump_if_false @HAIT3_7400 
0084: $6067 = $5933 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_7400
00D6: if 
0038:   $6108 == 2 // integer values 
004D: jump_if_false @HAIT3_7557 
00D6: if 
0038:   $5936 == 0 // integer values 
004D: jump_if_false @HAIT3_7557 
00D6: if 
0118:   actor $5937 dead 
004D: jump_if_false @HAIT3_7493 
0164: disable_marker $5939 
0008: $5926 += 1 // integer values 
0084: $6111 = $5937 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5936 = 1 // integer values 
0002: jump @HAIT3_7557 

:HAIT3_7493
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_7526 
0084: $6069 = $5937 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_7526
00D6: if 
0118:   actor $6099 dead 
004D: jump_if_false @HAIT3_7557 
0084: $6067 = $5937 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_7557
00D6: if 
0038:   $6108 == 3 // integer values 
004D: jump_if_false @HAIT3_7714 
00D6: if 
0038:   $5940 == 0 // integer values 
004D: jump_if_false @HAIT3_7714 
00D6: if 
0118:   actor $5941 dead 
004D: jump_if_false @HAIT3_7650 
0164: disable_marker $5943 
0008: $5926 += 1 // integer values 
0084: $6111 = $5941 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5940 = 1 // integer values 
0002: jump @HAIT3_7714 

:HAIT3_7650
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_7683 
0084: $6069 = $5941 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_7683
00D6: if 
0118:   actor $6100 dead 
004D: jump_if_false @HAIT3_7714 
0084: $6067 = $5941 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_7714
00D6: if 
0038:   $6108 == 4 // integer values 
004D: jump_if_false @HAIT3_7871 
00D6: if 
0038:   $5944 == 0 // integer values 
004D: jump_if_false @HAIT3_7871 
00D6: if 
0118:   actor $5945 dead 
004D: jump_if_false @HAIT3_7807 
0164: disable_marker $5947 
0008: $5926 += 1 // integer values 
0084: $6111 = $5945 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5944 = 1 // integer values 
0002: jump @HAIT3_7871 

:HAIT3_7807
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_7840 
0084: $6069 = $5945 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_7840
00D6: if 
0118:   actor $6101 dead 
004D: jump_if_false @HAIT3_7871 
0084: $6067 = $5945 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_7871
00D6: if 
0038:   $6108 == 5 // integer values 
004D: jump_if_false @HAIT3_8028 
00D6: if 
0038:   $5948 == 0 // integer values 
004D: jump_if_false @HAIT3_8028 
00D6: if 
0118:   actor $5949 dead 
004D: jump_if_false @HAIT3_7964 
0164: disable_marker $5951 
0008: $5926 += 1 // integer values 
0084: $6111 = $5949 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5948 = 1 // integer values 
0002: jump @HAIT3_8028 

:HAIT3_7964
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_7997 
0084: $6069 = $5949 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_7997
00D6: if 
0118:   actor $6102 dead 
004D: jump_if_false @HAIT3_8028 
0084: $6067 = $5949 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_8028
00D6: if 
0038:   $6108 == 6 // integer values 
004D: jump_if_false @HAIT3_8185 
00D6: if 
0038:   $5952 == 0 // integer values 
004D: jump_if_false @HAIT3_8185 
00D6: if 
0118:   actor $5953 dead 
004D: jump_if_false @HAIT3_8121 
0164: disable_marker $5955 
0008: $5926 += 1 // integer values 
0084: $6111 = $5953 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5952 = 1 // integer values 
0002: jump @HAIT3_8185 

:HAIT3_8121
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_8154 
0084: $6069 = $5953 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_8154
00D6: if 
0118:   actor $6103 dead 
004D: jump_if_false @HAIT3_8185 
0084: $6067 = $5953 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_8185
00D6: if 
0038:   $6108 == 7 // integer values 
004D: jump_if_false @HAIT3_8342 
00D6: if 
0038:   $5956 == 0 // integer values 
004D: jump_if_false @HAIT3_8342 
00D6: if 
0118:   actor $5957 dead 
004D: jump_if_false @HAIT3_8278 
0164: disable_marker $5959 
0008: $5926 += 1 // integer values 
0084: $6111 = $5957 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5956 = 1 // integer values 
0002: jump @HAIT3_8342 

:HAIT3_8278
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_8311 
0084: $6069 = $5957 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_8311
00D6: if 
0118:   actor $6104 dead 
004D: jump_if_false @HAIT3_8342 
0084: $6067 = $5957 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_8342
00D6: if 
0038:   $6108 == 8 // integer values 
004D: jump_if_false @HAIT3_8499 
00D6: if 
0038:   $5960 == 0 // integer values 
004D: jump_if_false @HAIT3_8499 
00D6: if 
0118:   actor $5961 dead 
004D: jump_if_false @HAIT3_8435 
0164: disable_marker $5963 
0008: $5926 += 1 // integer values 
0084: $6111 = $5961 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5960 = 1 // integer values 
0002: jump @HAIT3_8499 

:HAIT3_8435
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_8468 
0084: $6069 = $5961 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_8468
00D6: if 
0118:   actor $6105 dead 
004D: jump_if_false @HAIT3_8499 
0084: $6067 = $5961 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_8499
00D6: if 
0038:   $6108 == 9 // integer values 
004D: jump_if_false @HAIT3_8656 
00D6: if 
0038:   $5964 == 0 // integer values 
004D: jump_if_false @HAIT3_8656 
00D6: if 
0118:   actor $5965 dead 
004D: jump_if_false @HAIT3_8592 
0164: disable_marker $5967 
0008: $5926 += 1 // integer values 
0084: $6111 = $5965 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5964 = 1 // integer values 
0002: jump @HAIT3_8656 

:HAIT3_8592
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_8625 
0084: $6069 = $5965 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_8625
00D6: if 
0118:   actor $6106 dead 
004D: jump_if_false @HAIT3_8656 
0084: $6067 = $5965 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_8656
0051: return 

:HAIT3_8658
00D6: if 
0123:   actor $6069 spotted_player $PLAYER_CHAR 
004D: jump_if_false @HAIT3_8785 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @HAIT3_8785 
00D6: if 
0038:   $5924 == 0 // integer values 
004D: jump_if_false @HAIT3_8785 
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
004D: jump_if_false @HAIT3_8778 
0004: $5923 = 0 // integer values 
0002: jump @HAIT3_8785 

:HAIT3_8778
0004: $5923 = 1 // integer values 

:HAIT3_8785
0051: return 

:HAIT3_8787
00D6: if 
0038:   $6108 == 10 // integer values 
004D: jump_if_false @HAIT3_8906 
00D6: if 
0038:   $5968 == 0 // integer values 
004D: jump_if_false @HAIT3_8906 
00D6: if 
0118:   actor $5969 dead 
004D: jump_if_false @HAIT3_8875 
0008: $5927 += 1 // integer values 
0084: $6111 = $5969 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5968 = 1 // integer values 
0002: jump @HAIT3_8906 

:HAIT3_8875
00D6: if 
0118:   actor $6087 dead 
004D: jump_if_false @HAIT3_8906 
0084: $6068 = $5969 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_8906
00D6: if 
0038:   $6108 == 11 // integer values 
004D: jump_if_false @HAIT3_9025 
00D6: if 
0038:   $5971 == 0 // integer values 
004D: jump_if_false @HAIT3_9025 
00D6: if 
0118:   actor $5972 dead 
004D: jump_if_false @HAIT3_8994 
0008: $5927 += 1 // integer values 
0084: $6111 = $5972 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5971 = 1 // integer values 
0002: jump @HAIT3_9025 

:HAIT3_8994
00D6: if 
0118:   actor $6088 dead 
004D: jump_if_false @HAIT3_9025 
0084: $6068 = $5972 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9025
00D6: if 
0038:   $6108 == 12 // integer values 
004D: jump_if_false @HAIT3_9144 
00D6: if 
0038:   $5974 == 0 // integer values 
004D: jump_if_false @HAIT3_9144 
00D6: if 
0118:   actor $5975 dead 
004D: jump_if_false @HAIT3_9113 
0008: $5927 += 1 // integer values 
0084: $6111 = $5975 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5974 = 1 // integer values 
0002: jump @HAIT3_9144 

:HAIT3_9113
00D6: if 
0118:   actor $6089 dead 
004D: jump_if_false @HAIT3_9144 
0084: $6068 = $5975 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9144
00D6: if 
0038:   $6108 == 13 // integer values 
004D: jump_if_false @HAIT3_9263 
00D6: if 
0038:   $5977 == 0 // integer values 
004D: jump_if_false @HAIT3_9263 
00D6: if 
0118:   actor $5978 dead 
004D: jump_if_false @HAIT3_9232 
0008: $5927 += 1 // integer values 
0084: $6111 = $5978 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5977 = 1 // integer values 
0002: jump @HAIT3_9263 

:HAIT3_9232
00D6: if 
0118:   actor $6090 dead 
004D: jump_if_false @HAIT3_9263 
0084: $6068 = $5978 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9263
00D6: if 
0038:   $6108 == 14 // integer values 
004D: jump_if_false @HAIT3_9382 
00D6: if 
0038:   $5980 == 0 // integer values 
004D: jump_if_false @HAIT3_9382 
00D6: if 
0118:   actor $5981 dead 
004D: jump_if_false @HAIT3_9351 
0008: $5927 += 1 // integer values 
0084: $6111 = $5981 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5980 = 1 // integer values 
0002: jump @HAIT3_9382 

:HAIT3_9351
00D6: if 
0118:   actor $6091 dead 
004D: jump_if_false @HAIT3_9382 
0084: $6068 = $5981 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9382
00D6: if 
0038:   $6108 == 15 // integer values 
004D: jump_if_false @HAIT3_9501 
00D6: if 
0038:   $5983 == 0 // integer values 
004D: jump_if_false @HAIT3_9501 
00D6: if 
0118:   actor $5984 dead 
004D: jump_if_false @HAIT3_9470 
0008: $5927 += 1 // integer values 
0084: $6111 = $5984 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5983 = 1 // integer values 
0002: jump @HAIT3_9501 

:HAIT3_9470
00D6: if 
0118:   actor $6092 dead 
004D: jump_if_false @HAIT3_9501 
0084: $6068 = $5984 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9501
00D6: if 
0038:   $6108 == 16 // integer values 
004D: jump_if_false @HAIT3_9620 
00D6: if 
0038:   $5986 == 0 // integer values 
004D: jump_if_false @HAIT3_9620 
00D6: if 
0118:   actor $5987 dead 
004D: jump_if_false @HAIT3_9589 
0008: $5927 += 1 // integer values 
0084: $6111 = $5987 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5986 = 1 // integer values 
0002: jump @HAIT3_9620 

:HAIT3_9589
00D6: if 
0118:   actor $6093 dead 
004D: jump_if_false @HAIT3_9620 
0084: $6068 = $5987 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9620
00D6: if 
0038:   $6108 == 17 // integer values 
004D: jump_if_false @HAIT3_9739 
00D6: if 
0038:   $5989 == 0 // integer values 
004D: jump_if_false @HAIT3_9739 
00D6: if 
0118:   actor $5990 dead 
004D: jump_if_false @HAIT3_9708 
0008: $5927 += 1 // integer values 
0084: $6111 = $5990 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5989 = 1 // integer values 
0002: jump @HAIT3_9739 

:HAIT3_9708
00D6: if 
0118:   actor $6094 dead 
004D: jump_if_false @HAIT3_9739 
0084: $6068 = $5990 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9739
00D6: if 
0038:   $6108 == 18 // integer values 
004D: jump_if_false @HAIT3_9858 
00D6: if 
0038:   $5992 == 0 // integer values 
004D: jump_if_false @HAIT3_9858 
00D6: if 
0118:   actor $5993 dead 
004D: jump_if_false @HAIT3_9827 
0008: $5927 += 1 // integer values 
0084: $6111 = $5993 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5992 = 1 // integer values 
0002: jump @HAIT3_9858 

:HAIT3_9827
00D6: if 
0118:   actor $6095 dead 
004D: jump_if_false @HAIT3_9858 
0084: $6068 = $5993 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9858
00D6: if 
0038:   $6108 == 19 // integer values 
004D: jump_if_false @HAIT3_9977 
00D6: if 
0038:   $5995 == 0 // integer values 
004D: jump_if_false @HAIT3_9977 
00D6: if 
0118:   actor $5996 dead 
004D: jump_if_false @HAIT3_9946 
0008: $5927 += 1 // integer values 
0084: $6111 = $5996 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $5995 = 1 // integer values 
0002: jump @HAIT3_9977 

:HAIT3_9946
00D6: if 
0118:   actor $6096 dead 
004D: jump_if_false @HAIT3_9977 
0084: $6068 = $5996 // integer values and handles 
0050: gosub @HAIT3_14966 

:HAIT3_9977
0051: return 

:HAIT3_9979
00D6: if 
0038:   $6008 == 0 // integer values 
004D: jump_if_false @HAIT3_10223 
00A5: $5999 = create_car #BURRITO at $6001 $6002 $6003 
0175: set_car $5999 z_angle_to 275.73 
0129: $6010 = create_actor 4 #CBA in_car $5999 driverseat 
01ED: clear_actor $6010 threat_search 
0187: $6012 = create_marker_above_actor $6010 
0243: set_actor $6010 ped_stats_to 16 
00A9: set_car $5999 to_normal_driver 
01C8: $6014 = create_actor_pedtype 4 model #CBB in_car $5999 passenger_seat 0 
01ED: clear_actor $6014 threat_search 
0187: $6016 = create_marker_above_actor $6014 
0243: set_actor $6014 ped_stats_to 16 
01C8: $6018 = create_actor_pedtype 4 model #CBA in_car $5999 passenger_seat 1 
01ED: clear_actor $6018 threat_search 
0187: $6020 = create_marker_above_actor $6018 
0243: set_actor $6018 ped_stats_to 16 
01C8: $6022 = create_actor_pedtype 4 model #CBB in_car $5999 passenger_seat 2 
01ED: clear_actor $6022 threat_search 
0187: $6024 = create_marker_above_actor $6022 
0243: set_actor $6022 ped_stats_to 16 
00A7: car $5999 drive_to $6004 $6005 $6006 
00AE: set_vehicle $5999 traffic_behavior_to 2 
00AD: set_car $5999 max_speed_to 35.0 
00BC: text_highpriority 'HAM3_7' 5000 ms 1  // ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
0004: $6108 = 19 // integer values 
0004: $6008 = 1 // integer values 

:HAIT3_10223
0051: return 

:HAIT3_10225
00D6: if 
0038:   $6009 == 0 // integer values 
004D: jump_if_false @HAIT3_10701 
009A: $6033 = create_actor_pedtype 4 model #CBA at -862.426 59.084 8.38 
0187: $6034 = create_marker_above_actor $6033 
01ED: clear_actor $6033 threat_search 
011A: set_actor $6033 search_threat 256 
0243: set_actor $6033 ped_stats_to 16 
0239: actor $6033 run_to $6025 $6026 
0004: $6036 = 1 // integer values 
009A: $6038 = create_actor_pedtype 4 model #CBB at -864.075 59.57 8.38 
01ED: clear_actor $6038 threat_search 
0187: $6040 = create_marker_above_actor $6038 
011A: set_actor $6038 search_threat 256 
0243: set_actor $6038 ped_stats_to 16 
0239: actor $6038 run_to $6025 $6026 
0004: $6041 = 1 // integer values 
009A: $6043 = create_actor_pedtype 4 model #CBA at -865.799 60.488 8.38 
01ED: clear_actor $6043 threat_search 
0187: $6046 = create_marker_above_actor $6043 
011A: set_actor $6043 search_threat 256 
01B2: give_actor $6043 weapon 10 ammo 1 // Load the weapon model before using this 
0243: set_actor $6043 ped_stats_to 16 
0239: actor $6043 run_to $6025 $6026 
0004: $6045 = 1 // integer values 
009A: $6048 = create_actor_pedtype 4 model #CBB at -868.311 61.519 8.38 
01ED: clear_actor $6048 threat_search 
0187: $6051 = create_marker_above_actor $6048 
011A: set_actor $6048 search_threat 256 
0243: set_actor $6048 ped_stats_to 16 
0239: actor $6048 run_to $6025 $6026 
0004: $6050 = 1 // integer values 
009A: $6053 = create_actor_pedtype 4 model #CBA at -870.435 62.566 8.38 
01ED: clear_actor $6053 threat_search 
0187: $6056 = create_marker_above_actor $6053 
011A: set_actor $6053 search_threat 256 
0243: set_actor $6053 ped_stats_to 16 
0239: actor $6053 run_to $6025 $6026 
0004: $6055 = 1 // integer values 
009A: $6058 = create_actor_pedtype 4 model #CBB at -872.876 63.476 8.38 
01ED: clear_actor $6058 threat_search 
0187: $6061 = create_marker_above_actor $6058 
011A: set_actor $6058 search_threat 256 
0243: set_actor $6058 ped_stats_to 16 
0239: actor $6058 run_to $6025 $6026 
0004: $6060 = 1 // integer values 
00BC: text_highpriority 'HAM3_7' 5000 ms 1  // ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
0004: $6108 = 23 // integer values 
0004: $6009 = 1 // integer values 

:HAIT3_10701
0051: return 

:HAIT3_10703
00D6: if 
0038:   $6000 == 0 // integer values 
004D: jump_if_false @HAIT3_10873 
00D6: if 
0119:   car $5999 wrecked 
004D: jump_if_false @HAIT3_10751 
0004: $6000 = 1 // integer values 
0002: jump @HAIT3_10873 

:HAIT3_10751
00D6: if 
0038:   $6007 == 0 // integer values 
004D: jump_if_false @HAIT3_10873 
00D6: if 
01AF:   car $5999 0 $6004 $6005 $6006 radius 3.0 3.0 3.0 
004D: jump_if_false @HAIT3_10833 
00AD: set_car $5999 max_speed_to 0.0 
00A9: set_car $5999 to_normal_driver 
0004: $6007 = 1 // integer values 

:HAIT3_10833
00D6: if 
0038:   $6011 == 0 // integer values 
004D: jump_if_false @HAIT3_10858 
0002: jump @HAIT3_10873 

:HAIT3_10858
00AD: set_car $5999 max_speed_to 0.0 
00A9: set_car $5999 to_normal_driver 

:HAIT3_10873
00D6: if 
0038:   $6108 == 21 // integer values 
004D: jump_if_false @HAIT3_11178 
00D6: if 
0038:   $6011 == 0 // integer values 
004D: jump_if_false @HAIT3_11178 
00D6: if 
0118:   actor $6010 dead 
004D: jump_if_false @HAIT3_10966 
0164: disable_marker $6012 
0008: $5926 += 1 // integer values 
0084: $6111 = $6010 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6011 = 1 // integer values 
0002: jump @HAIT3_11178 

:HAIT3_10966
00D6: if 
0038:   $6007 == 1 // integer values 
004D: jump_if_false @HAIT3_11096 
00D6: if 
0038:   $6028 == 0 // integer values 
004D: jump_if_false @HAIT3_11096 
00D6: if 
00DF:   actor $6010 driving 
004D: jump_if_false @HAIT3_11057 
00D9: $5999 = actor $6010 car // add to mission cleanup 
00D6: if 
8119:   not car $5999 wrecked 
004D: jump_if_false @HAIT3_11050 
01D3: actor $6010 leave_car $5999 

:HAIT3_11050
0002: jump @HAIT3_11096 

:HAIT3_11057
0084: $6013 = $5996 // integer values and handles 
00D6: if 
8118:   not actor $6013 dead 
004D: jump_if_false @HAIT3_11089 
01C9: actor $6010 kill_actor $6013 

:HAIT3_11089
0004: $6028 = 1 // integer values 

:HAIT3_11096
00D6: if 
0038:   $6028 == 1 // integer values 
004D: jump_if_false @HAIT3_11145 
00D6: if 
0118:   actor $6013 dead 
004D: jump_if_false @HAIT3_11145 
0084: $6067 = $6010 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_11145
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_11178 
0084: $6069 = $6010 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_11178
00D6: if 
0038:   $6108 == 22 // integer values 
004D: jump_if_false @HAIT3_11599 
00D6: if 
0038:   $6015 == 0 // integer values 
004D: jump_if_false @HAIT3_11599 
00D6: if 
0118:   actor $6014 dead 
004D: jump_if_false @HAIT3_11271 
0164: disable_marker $6016 
0008: $5926 += 1 // integer values 
0084: $6111 = $6014 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6015 = 1 // integer values 
0002: jump @HAIT3_11599 

:HAIT3_11271
00D6: if 
0038:   $6011 == 1 // integer values 
004D: jump_if_false @HAIT3_11387 
00D6: if 
0038:   $6000 == 0 // integer values 
004D: jump_if_false @HAIT3_11387 
00D6: if 
0038:   $6029 == 0 // integer values 
004D: jump_if_false @HAIT3_11387 
00D6: if 
00DF:   actor $6014 driving 
004D: jump_if_false @HAIT3_11380 
00D9: $5999 = actor $6014 car // add to mission cleanup 
00D6: if 
8119:   not car $5999 wrecked 
004D: jump_if_false @HAIT3_11373 
01D3: actor $6014 leave_car $5999 

:HAIT3_11373
0002: jump @HAIT3_11387 

:HAIT3_11380
0004: $6029 = 1 // integer values 

:HAIT3_11387
00D6: if 
0038:   $6007 == 1 // integer values 
004D: jump_if_false @HAIT3_11517 
00D6: if 
0038:   $6029 == 0 // integer values 
004D: jump_if_false @HAIT3_11517 
00D6: if 
00DF:   actor $6014 driving 
004D: jump_if_false @HAIT3_11478 
00D9: $5999 = actor $6014 car // add to mission cleanup 
00D6: if 
8119:   not car $5999 wrecked 
004D: jump_if_false @HAIT3_11471 
01D3: actor $6014 leave_car $5999 

:HAIT3_11471
0002: jump @HAIT3_11517 

:HAIT3_11478
0084: $6017 = $5993 // integer values and handles 
00D6: if 
8118:   not actor $6017 dead 
004D: jump_if_false @HAIT3_11510 
01C9: actor $6014 kill_actor $6017 

:HAIT3_11510
0004: $6029 = 1 // integer values 

:HAIT3_11517
00D6: if 
0038:   $6029 == 1 // integer values 
004D: jump_if_false @HAIT3_11566 
00D6: if 
0118:   actor $6017 dead 
004D: jump_if_false @HAIT3_11566 
0084: $6067 = $6014 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_11566
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_11599 
0084: $6069 = $6014 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_11599
00D6: if 
0038:   $6108 == 23 // integer values 
004D: jump_if_false @HAIT3_12020 
00D6: if 
0038:   $6019 == 0 // integer values 
004D: jump_if_false @HAIT3_12020 
00D6: if 
0118:   actor $6018 dead 
004D: jump_if_false @HAIT3_11692 
0164: disable_marker $6020 
0008: $5926 += 1 // integer values 
0084: $6111 = $6018 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6019 = 1 // integer values 
0002: jump @HAIT3_12020 

:HAIT3_11692
00D6: if 
0038:   $6011 == 1 // integer values 
004D: jump_if_false @HAIT3_11840 
00D6: if 
0038:   $6000 == 0 // integer values 
004D: jump_if_false @HAIT3_11840 
00D6: if 
0038:   $6030 == 0 // integer values 
004D: jump_if_false @HAIT3_11840 
00D6: if 
00DF:   actor $6018 driving 
004D: jump_if_false @HAIT3_11801 
00D9: $5999 = actor $6018 car // add to mission cleanup 
00D6: if 
8119:   not car $5999 wrecked 
004D: jump_if_false @HAIT3_11794 
01D3: actor $6018 leave_car $5999 

:HAIT3_11794
0002: jump @HAIT3_11840 

:HAIT3_11801
0084: $6021 = $5990 // integer values and handles 
00D6: if 
8118:   not actor $6021 dead 
004D: jump_if_false @HAIT3_11833 
01C9: actor $6018 kill_actor $6021 

:HAIT3_11833
0004: $6030 = 1 // integer values 

:HAIT3_11840
00D6: if 
0038:   $6007 == 1 // integer values 
004D: jump_if_false @HAIT3_11938 
00D6: if 
0038:   $6030 == 0 // integer values 
004D: jump_if_false @HAIT3_11938 
00D6: if 
00DF:   actor $6018 driving 
004D: jump_if_false @HAIT3_11931 
00D9: $5999 = actor $6018 car // add to mission cleanup 
00D6: if 
8119:   not car $5999 wrecked 
004D: jump_if_false @HAIT3_11924 
01D3: actor $6018 leave_car $5999 

:HAIT3_11924
0002: jump @HAIT3_11938 

:HAIT3_11931
0004: $6030 = 1 // integer values 

:HAIT3_11938
00D6: if 
0038:   $6030 == 1 // integer values 
004D: jump_if_false @HAIT3_11987 
00D6: if 
0118:   actor $6021 dead 
004D: jump_if_false @HAIT3_11987 
0084: $6067 = $6018 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_11987
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_12020 
0084: $6069 = $6018 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_12020
00D6: if 
0038:   $6108 == 24 // integer values 
004D: jump_if_false @HAIT3_12441 
00D6: if 
0038:   $6023 == 0 // integer values 
004D: jump_if_false @HAIT3_12441 
00D6: if 
0118:   actor $6022 dead 
004D: jump_if_false @HAIT3_12113 
0164: disable_marker $6024 
0008: $5926 += 1 // integer values 
0084: $6111 = $6022 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6023 = 1 // integer values 
0002: jump @HAIT3_12441 

:HAIT3_12113
00D6: if 
0038:   $6011 == 1 // integer values 
004D: jump_if_false @HAIT3_12261 
00D6: if 
0038:   $6000 == 0 // integer values 
004D: jump_if_false @HAIT3_12261 
00D6: if 
0038:   $6031 == 0 // integer values 
004D: jump_if_false @HAIT3_12261 
00D6: if 
00DF:   actor $6022 driving 
004D: jump_if_false @HAIT3_12222 
00D9: $5999 = actor $6022 car // add to mission cleanup 
00D6: if 
8119:   not car $5999 wrecked 
004D: jump_if_false @HAIT3_12215 
01D3: actor $6022 leave_car $5999 

:HAIT3_12215
0002: jump @HAIT3_12261 

:HAIT3_12222
0084: $6032 = $5990 // integer values and handles 
00D6: if 
8118:   not actor $6032 dead 
004D: jump_if_false @HAIT3_12254 
01C9: actor $6022 kill_actor $6032 

:HAIT3_12254
0004: $6031 = 1 // integer values 

:HAIT3_12261
00D6: if 
0038:   $6007 == 1 // integer values 
004D: jump_if_false @HAIT3_12359 
00D6: if 
0038:   $6031 == 0 // integer values 
004D: jump_if_false @HAIT3_12359 
00D6: if 
00DF:   actor $6022 driving 
004D: jump_if_false @HAIT3_12352 
00D9: $5999 = actor $6022 car // add to mission cleanup 
00D6: if 
8119:   not car $5999 wrecked 
004D: jump_if_false @HAIT3_12345 
01D3: actor $6022 leave_car $5999 

:HAIT3_12345
0002: jump @HAIT3_12359 

:HAIT3_12352
0004: $6031 = 1 // integer values 

:HAIT3_12359
00D6: if 
0038:   $6031 == 1 // integer values 
004D: jump_if_false @HAIT3_12408 
00D6: if 
0118:   actor $6032 dead 
004D: jump_if_false @HAIT3_12408 
0084: $6067 = $6022 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_12408
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_12441 
0084: $6069 = $6022 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_12441
0051: return 

:HAIT3_12443
00D6: if 
0038:   $6108 == 25 // integer values 
004D: jump_if_false @HAIT3_12734 
00D6: if 
0038:   $6035 == 0 // integer values 
004D: jump_if_false @HAIT3_12734 
00D6: if 
0118:   actor $6033 dead 
004D: jump_if_false @HAIT3_12536 
0164: disable_marker $6034 
0008: $5926 += 1 // integer values 
0084: $6111 = $6033 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6035 = 1 // integer values 
0002: jump @HAIT3_12734 

:HAIT3_12536
00D6: if 
0038:   $6036 == 1 // integer values 
004D: jump_if_false @HAIT3_12595 
00D6: if 
00ED:   actor $6033 0 $6025 $6026 radius 4.0 4.0 
004D: jump_if_false @HAIT3_12595 
0004: $6036 = 2 // integer values 

:HAIT3_12595
00D6: if 
0038:   $6036 == 2 // integer values 
004D: jump_if_false @HAIT3_12652 
0084: $6037 = $5987 // integer values and handles 
00D6: if 
8118:   not actor $6037 dead 
004D: jump_if_false @HAIT3_12645 
01C9: actor $6033 kill_actor $6037 

:HAIT3_12645
0004: $6036 = 3 // integer values 

:HAIT3_12652
00D6: if 
0038:   $6036 == 3 // integer values 
004D: jump_if_false @HAIT3_12701 
00D6: if 
0118:   actor $6037 dead 
004D: jump_if_false @HAIT3_12701 
0084: $6067 = $6033 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_12701
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_12734 
0084: $6069 = $6033 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_12734
00D6: if 
0038:   $6108 == 26 // integer values 
004D: jump_if_false @HAIT3_13025 
00D6: if 
0038:   $6039 == 0 // integer values 
004D: jump_if_false @HAIT3_13025 
00D6: if 
0118:   actor $6038 dead 
004D: jump_if_false @HAIT3_12827 
0164: disable_marker $6040 
0008: $5926 += 1 // integer values 
0084: $6111 = $6038 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6039 = 1 // integer values 
0002: jump @HAIT3_13025 

:HAIT3_12827
00D6: if 
0038:   $6041 == 1 // integer values 
004D: jump_if_false @HAIT3_12886 
00D6: if 
00ED:   actor $6038 0 $6025 $6026 radius 4.0 4.0 
004D: jump_if_false @HAIT3_12886 
0004: $6041 = 2 // integer values 

:HAIT3_12886
00D6: if 
0038:   $6041 == 2 // integer values 
004D: jump_if_false @HAIT3_12943 
0084: $6042 = $5984 // integer values and handles 
00D6: if 
8118:   not actor $6042 dead 
004D: jump_if_false @HAIT3_12936 
01C9: actor $6038 kill_actor $6042 

:HAIT3_12936
0004: $6041 = 3 // integer values 

:HAIT3_12943
00D6: if 
0038:   $6041 == 3 // integer values 
004D: jump_if_false @HAIT3_12992 
00D6: if 
0118:   actor $6042 dead 
004D: jump_if_false @HAIT3_12992 
0084: $6067 = $6038 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_12992
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_13025 
0084: $6069 = $6038 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_13025
00D6: if 
0038:   $6108 == 27 // integer values 
004D: jump_if_false @HAIT3_13316 
00D6: if 
0038:   $6044 == 0 // integer values 
004D: jump_if_false @HAIT3_13316 
00D6: if 
0118:   actor $6043 dead 
004D: jump_if_false @HAIT3_13118 
0164: disable_marker $6046 
0008: $5926 += 1 // integer values 
0084: $6111 = $6043 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6044 = 1 // integer values 
0002: jump @HAIT3_13316 

:HAIT3_13118
00D6: if 
0038:   $6045 == 1 // integer values 
004D: jump_if_false @HAIT3_13177 
00D6: if 
00ED:   actor $6043 0 $6025 $6026 radius 4.0 4.0 
004D: jump_if_false @HAIT3_13177 
0004: $6045 = 2 // integer values 

:HAIT3_13177
00D6: if 
0038:   $6045 == 2 // integer values 
004D: jump_if_false @HAIT3_13234 
0084: $6047 = $5981 // integer values and handles 
00D6: if 
8118:   not actor $6047 dead 
004D: jump_if_false @HAIT3_13227 
01C9: actor $6043 kill_actor $6047 

:HAIT3_13227
0004: $6045 = 3 // integer values 

:HAIT3_13234
00D6: if 
0038:   $6045 == 3 // integer values 
004D: jump_if_false @HAIT3_13283 
00D6: if 
0118:   actor $6047 dead 
004D: jump_if_false @HAIT3_13283 
0084: $6067 = $6043 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_13283
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_13316 
0084: $6069 = $6043 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_13316
00D6: if 
0038:   $6108 == 28 // integer values 
004D: jump_if_false @HAIT3_13607 
00D6: if 
0038:   $6049 == 0 // integer values 
004D: jump_if_false @HAIT3_13607 
00D6: if 
0118:   actor $6048 dead 
004D: jump_if_false @HAIT3_13409 
0164: disable_marker $6051 
0008: $5926 += 1 // integer values 
0084: $6111 = $6048 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6049 = 1 // integer values 
0002: jump @HAIT3_13607 

:HAIT3_13409
00D6: if 
0038:   $6050 == 1 // integer values 
004D: jump_if_false @HAIT3_13468 
00D6: if 
00ED:   actor $6048 0 $6025 $6026 radius 4.0 4.0 
004D: jump_if_false @HAIT3_13468 
0004: $6050 = 2 // integer values 

:HAIT3_13468
00D6: if 
0038:   $6050 == 2 // integer values 
004D: jump_if_false @HAIT3_13525 
0084: $6052 = $5978 // integer values and handles 
00D6: if 
8118:   not actor $6052 dead 
004D: jump_if_false @HAIT3_13518 
01C9: actor $6048 kill_actor $6052 

:HAIT3_13518
0004: $6050 = 3 // integer values 

:HAIT3_13525
00D6: if 
0038:   $6050 == 3 // integer values 
004D: jump_if_false @HAIT3_13574 
00D6: if 
0118:   actor $6052 dead 
004D: jump_if_false @HAIT3_13574 
0084: $6067 = $6048 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_13574
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_13607 
0084: $6069 = $6048 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_13607
00D6: if 
0038:   $6108 == 29 // integer values 
004D: jump_if_false @HAIT3_13898 
00D6: if 
0038:   $6054 == 0 // integer values 
004D: jump_if_false @HAIT3_13898 
00D6: if 
0118:   actor $6053 dead 
004D: jump_if_false @HAIT3_13700 
0164: disable_marker $6056 
0008: $5926 += 1 // integer values 
0084: $6111 = $6053 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6054 = 1 // integer values 
0002: jump @HAIT3_13898 

:HAIT3_13700
00D6: if 
0038:   $6055 == 1 // integer values 
004D: jump_if_false @HAIT3_13759 
00D6: if 
00ED:   actor $6053 0 $6025 $6026 radius 4.0 4.0 
004D: jump_if_false @HAIT3_13759 
0004: $6055 = 2 // integer values 

:HAIT3_13759
00D6: if 
0038:   $6055 == 2 // integer values 
004D: jump_if_false @HAIT3_13816 
0084: $6057 = $5975 // integer values and handles 
00D6: if 
8118:   not actor $6057 dead 
004D: jump_if_false @HAIT3_13809 
01C9: actor $6053 kill_actor $6057 

:HAIT3_13809
0004: $6055 = 3 // integer values 

:HAIT3_13816
00D6: if 
0038:   $6055 == 3 // integer values 
004D: jump_if_false @HAIT3_13865 
00D6: if 
0118:   actor $6057 dead 
004D: jump_if_false @HAIT3_13865 
0084: $6067 = $6053 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_13865
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_13898 
0084: $6069 = $6053 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_13898
00D6: if 
0038:   $6108 == 30 // integer values 
004D: jump_if_false @HAIT3_14189 
00D6: if 
0038:   $6059 == 0 // integer values 
004D: jump_if_false @HAIT3_14189 
00D6: if 
0118:   actor $6058 dead 
004D: jump_if_false @HAIT3_13991 
0164: disable_marker $6061 
0008: $5926 += 1 // integer values 
0084: $6111 = $6058 // integer values and handles 
0050: gosub @HAIT3_16257 
0004: $6059 = 1 // integer values 
0002: jump @HAIT3_14189 

:HAIT3_13991
00D6: if 
0038:   $6060 == 1 // integer values 
004D: jump_if_false @HAIT3_14050 
00D6: if 
00ED:   actor $6058 0 $6025 $6026 radius 4.0 4.0 
004D: jump_if_false @HAIT3_14050 
0004: $6060 = 2 // integer values 

:HAIT3_14050
00D6: if 
0038:   $6060 == 2 // integer values 
004D: jump_if_false @HAIT3_14107 
0084: $6062 = $5972 // integer values and handles 
00D6: if 
8118:   not actor $6062 dead 
004D: jump_if_false @HAIT3_14100 
01C9: actor $6058 kill_actor $6062 

:HAIT3_14100
0004: $6060 = 3 // integer values 

:HAIT3_14107
00D6: if 
0038:   $6060 == 3 // integer values 
004D: jump_if_false @HAIT3_14156 
00D6: if 
0118:   actor $6062 dead 
004D: jump_if_false @HAIT3_14156 
0084: $6067 = $6058 // integer values and handles 
0050: gosub @HAIT3_14259 

:HAIT3_14156
00D6: if 
0038:   $5923 == 0 // integer values 
004D: jump_if_false @HAIT3_14189 
0084: $6069 = $6058 // integer values and handles 
0050: gosub @HAIT3_8658 

:HAIT3_14189
0051: return 

:HAIT3_14191
00A0: store_actor $6078 position_to $6079 $6080 $6081 
0509: $6085 = distance_between_point $6070 $6071 and_point $6079 $6080 
00D6: if 
0024:   $6076 > $6085 // floating-point values only 
004D: jump_if_false @HAIT3_14257 
0086: $6076 = $6085 // floating-point values only 
0084: $6077 = $6078 // integer values and handles 

:HAIT3_14257
0051: return 

:HAIT3_14259
0005: $6076 = 50.0 // floating-point values 
0004: $6077 = -1 // integer values 
00A0: store_actor $6067 position_to $6070 $6071 $6072 
00D6: if 
8118:   not actor $5969 dead 
004D: jump_if_false @HAIT3_14321 
0084: $6078 = $5969 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14321
00D6: if 
8118:   not actor $5972 dead 
004D: jump_if_false @HAIT3_14352 
0084: $6078 = $5972 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14352
00D6: if 
8118:   not actor $5975 dead 
004D: jump_if_false @HAIT3_14383 
0084: $6078 = $5975 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14383
00D6: if 
8118:   not actor $5978 dead 
004D: jump_if_false @HAIT3_14414 
0084: $6078 = $5978 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14414
00D6: if 
8118:   not actor $5981 dead 
004D: jump_if_false @HAIT3_14445 
0084: $6078 = $5981 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14445
00D6: if 
8118:   not actor $5984 dead 
004D: jump_if_false @HAIT3_14476 
0084: $6078 = $5984 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14476
00D6: if 
8118:   not actor $5987 dead 
004D: jump_if_false @HAIT3_14507 
0084: $6078 = $5987 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14507
00D6: if 
8118:   not actor $5990 dead 
004D: jump_if_false @HAIT3_14538 
0084: $6078 = $5990 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14538
00D6: if 
8118:   not actor $5993 dead 
004D: jump_if_false @HAIT3_14569 
0084: $6078 = $5993 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14569
00D6: if 
8118:   not actor $5996 dead 
004D: jump_if_false @HAIT3_14600 
0084: $6078 = $5996 // integer values and handles 
0050: gosub @HAIT3_14191 

:HAIT3_14600
00D6: if 
8038:   not  $6077 == -1 // integer values 
004D: jump_if_false @HAIT3_14626 
01C9: actor $6067 kill_actor $6077 

:HAIT3_14626
00D6: if 
003A:   $6067 == $5929 // integer values and handles 
004D: jump_if_false @HAIT3_14653 
0084: $6097 = $6077 // integer values and handles 

:HAIT3_14653
00D6: if 
003A:   $6067 == $5933 // integer values and handles 
004D: jump_if_false @HAIT3_14680 
0084: $6098 = $6077 // integer values and handles 

:HAIT3_14680
00D6: if 
003A:   $6067 == $5937 // integer values and handles 
004D: jump_if_false @HAIT3_14707 
0084: $6099 = $6077 // integer values and handles 

:HAIT3_14707
00D6: if 
003A:   $6067 == $5941 // integer values and handles 
004D: jump_if_false @HAIT3_14734 
0084: $6100 = $6077 // integer values and handles 

:HAIT3_14734
00D6: if 
003A:   $6067 == $5945 // integer values and handles 
004D: jump_if_false @HAIT3_14761 
0084: $6101 = $6077 // integer values and handles 

:HAIT3_14761
00D6: if 
003A:   $6067 == $5949 // integer values and handles 
004D: jump_if_false @HAIT3_14788 
0084: $6102 = $6077 // integer values and handles 

:HAIT3_14788
00D6: if 
003A:   $6067 == $5953 // integer values and handles 
004D: jump_if_false @HAIT3_14815 
0084: $6103 = $6077 // integer values and handles 

:HAIT3_14815
00D6: if 
003A:   $6067 == $5957 // integer values and handles 
004D: jump_if_false @HAIT3_14842 
0084: $6104 = $6077 // integer values and handles 

:HAIT3_14842
00D6: if 
003A:   $6067 == $5961 // integer values and handles 
004D: jump_if_false @HAIT3_14869 
0084: $6105 = $6077 // integer values and handles 

:HAIT3_14869
00D6: if 
003A:   $6067 == $5965 // integer values and handles 
004D: jump_if_false @HAIT3_14896 
0084: $6106 = $6077 // integer values and handles 

:HAIT3_14896
0051: return 

:HAIT3_14898
00A0: store_actor $6078 position_to $6082 $6083 $6084 
0509: $6085 = distance_between_point $6073 $6074 and_point $6082 $6083 
00D6: if 
0024:   $6076 > $6085 // floating-point values only 
004D: jump_if_false @HAIT3_14964 
0086: $6076 = $6085 // floating-point values only 
0084: $6086 = $6078 // integer values and handles 

:HAIT3_14964
0051: return 

:HAIT3_14966
0005: $6076 = 50.0 // floating-point values 
0004: $6086 = -1 // integer values 
00A0: store_actor $6068 position_to $6073 $6074 $6075 
00D6: if 
8118:   not actor $5929 dead 
004D: jump_if_false @HAIT3_15028 
0084: $6078 = $5929 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15028
00D6: if 
8118:   not actor $5933 dead 
004D: jump_if_false @HAIT3_15059 
0084: $6078 = $5933 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15059
00D6: if 
8118:   not actor $5937 dead 
004D: jump_if_false @HAIT3_15090 
0084: $6078 = $5937 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15090
00D6: if 
8118:   not actor $5941 dead 
004D: jump_if_false @HAIT3_15121 
0084: $6078 = $5941 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15121
00D6: if 
8118:   not actor $5945 dead 
004D: jump_if_false @HAIT3_15152 
0084: $6078 = $5945 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15152
00D6: if 
8118:   not actor $5949 dead 
004D: jump_if_false @HAIT3_15183 
0084: $6078 = $5949 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15183
00D6: if 
8118:   not actor $5953 dead 
004D: jump_if_false @HAIT3_15214 
0084: $6078 = $5953 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15214
00D6: if 
8118:   not actor $5957 dead 
004D: jump_if_false @HAIT3_15245 
0084: $6078 = $5957 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15245
00D6: if 
8118:   not actor $5961 dead 
004D: jump_if_false @HAIT3_15276 
0084: $6078 = $5961 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15276
00D6: if 
8118:   not actor $5965 dead 
004D: jump_if_false @HAIT3_15307 
0084: $6078 = $5965 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15307
00D6: if 
0038:   $6008 == 1 // integer values 
004D: jump_if_false @HAIT3_15449 
00D6: if 
8118:   not actor $6010 dead 
004D: jump_if_false @HAIT3_15356 
0084: $6078 = $6010 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15356
00D6: if 
8118:   not actor $6014 dead 
004D: jump_if_false @HAIT3_15387 
0084: $6078 = $6014 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15387
00D6: if 
8118:   not actor $6018 dead 
004D: jump_if_false @HAIT3_15418 
0084: $6078 = $6018 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15418
00D6: if 
8118:   not actor $6022 dead 
004D: jump_if_false @HAIT3_15449 
0084: $6078 = $6022 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15449
00D6: if 
0038:   $6009 == 1 // integer values 
004D: jump_if_false @HAIT3_15653 
00D6: if 
8118:   not actor $6033 dead 
004D: jump_if_false @HAIT3_15498 
0084: $6078 = $6033 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15498
00D6: if 
8118:   not actor $6038 dead 
004D: jump_if_false @HAIT3_15529 
0084: $6078 = $6038 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15529
00D6: if 
8118:   not actor $6043 dead 
004D: jump_if_false @HAIT3_15560 
0084: $6078 = $6043 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15560
00D6: if 
8118:   not actor $6048 dead 
004D: jump_if_false @HAIT3_15591 
0084: $6078 = $6048 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15591
00D6: if 
8118:   not actor $6053 dead 
004D: jump_if_false @HAIT3_15622 
0084: $6078 = $6053 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15622
00D6: if 
8118:   not actor $6058 dead 
004D: jump_if_false @HAIT3_15653 
0084: $6078 = $6058 // integer values and handles 
0050: gosub @HAIT3_14898 

:HAIT3_15653
00D6: if 
8038:   not  $6086 == -1 // integer values 
004D: jump_if_false @HAIT3_15679 
01C9: actor $6068 kill_actor $6086 

:HAIT3_15679
00D6: if 
003A:   $6068 == $5969 // integer values and handles 
004D: jump_if_false @HAIT3_15706 
0084: $6087 = $6086 // integer values and handles 

:HAIT3_15706
00D6: if 
003A:   $6068 == $5972 // integer values and handles 
004D: jump_if_false @HAIT3_15733 
0084: $6088 = $6086 // integer values and handles 

:HAIT3_15733
00D6: if 
003A:   $6068 == $5975 // integer values and handles 
004D: jump_if_false @HAIT3_15760 
0084: $6089 = $6086 // integer values and handles 

:HAIT3_15760
00D6: if 
003A:   $6068 == $5978 // integer values and handles 
004D: jump_if_false @HAIT3_15787 
0084: $6090 = $6086 // integer values and handles 

:HAIT3_15787
00D6: if 
003A:   $6068 == $5981 // integer values and handles 
004D: jump_if_false @HAIT3_15814 
0084: $6091 = $6086 // integer values and handles 

:HAIT3_15814
00D6: if 
003A:   $6068 == $5984 // integer values and handles 
004D: jump_if_false @HAIT3_15841 
0084: $6092 = $6086 // integer values and handles 

:HAIT3_15841
00D6: if 
003A:   $6068 == $5987 // integer values and handles 
004D: jump_if_false @HAIT3_15868 
0084: $6093 = $6086 // integer values and handles 

:HAIT3_15868
00D6: if 
003A:   $6068 == $5990 // integer values and handles 
004D: jump_if_false @HAIT3_15895 
0084: $6094 = $6086 // integer values and handles 

:HAIT3_15895
00D6: if 
003A:   $6068 == $5993 // integer values and handles 
004D: jump_if_false @HAIT3_15922 
0084: $6095 = $6086 // integer values and handles 

:HAIT3_15922
00D6: if 
003A:   $6068 == $5996 // integer values and handles 
004D: jump_if_false @HAIT3_15949 
0084: $6096 = $6086 // integer values and handles 

:HAIT3_15949
00D6: if 
0038:   $6008 == 1 // integer values 
004D: jump_if_false @HAIT3_16075 
00D6: if 
003A:   $6068 == $6010 // integer values and handles 
004D: jump_if_false @HAIT3_15994 
0084: $6013 = $6086 // integer values and handles 

:HAIT3_15994
00D6: if 
003A:   $6068 == $6014 // integer values and handles 
004D: jump_if_false @HAIT3_16021 
0084: $6017 = $6086 // integer values and handles 

:HAIT3_16021
00D6: if 
003A:   $6068 == $6018 // integer values and handles 
004D: jump_if_false @HAIT3_16048 
0084: $6021 = $6086 // integer values and handles 

:HAIT3_16048
00D6: if 
003A:   $6068 == $6022 // integer values and handles 
004D: jump_if_false @HAIT3_16075 
0084: $6032 = $6086 // integer values and handles 

:HAIT3_16075
00D6: if 
0038:   $6009 == 1 // integer values 
004D: jump_if_false @HAIT3_16255 
00D6: if 
003A:   $6068 == $6033 // integer values and handles 
004D: jump_if_false @HAIT3_16120 
0084: $6037 = $6086 // integer values and handles 

:HAIT3_16120
00D6: if 
003A:   $6068 == $6038 // integer values and handles 
004D: jump_if_false @HAIT3_16147 
0084: $6042 = $6086 // integer values and handles 

:HAIT3_16147
00D6: if 
003A:   $6068 == $6043 // integer values and handles 
004D: jump_if_false @HAIT3_16174 
0084: $6047 = $6086 // integer values and handles 

:HAIT3_16174
00D6: if 
003A:   $6068 == $6048 // integer values and handles 
004D: jump_if_false @HAIT3_16201 
0084: $6052 = $6086 // integer values and handles 

:HAIT3_16201
00D6: if 
003A:   $6068 == $6053 // integer values and handles 
004D: jump_if_false @HAIT3_16228 
0084: $6057 = $6086 // integer values and handles 

:HAIT3_16228
00D6: if 
003A:   $6068 == $6058 // integer values and handles 
004D: jump_if_false @HAIT3_16255 
0084: $6062 = $6086 // integer values and handles 

:HAIT3_16255
0051: return 

:HAIT3_16257
00D6: if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
004D: jump_if_false @HAIT3_16324 
0004: $6109 = 0 // integer values 
0002: jump @HAIT3_16433 

:HAIT3_16324
00D6: if 
0038:   $6109 == 0 // integer values 
004D: jump_if_false @HAIT3_16433 
00D6: if 
0118:   actor $6111 dead 
004D: jump_if_false @HAIT3_16433 
00D6: if 
051A:   actor $6111 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HAIT3_16433 
054E: clear_actor $6111 damage 
00D6: if or
031D:   actor $6111 hit_by_weapon 46 
031D:   actor $6111 hit_by_weapon 39 
031D:   actor $6111 hit_by_weapon 40 
031D:   actor $6111 hit_by_weapon 47 
004D: jump_if_false @HAIT3_16433 
0467: set_actor $6111 clear_last_weapon_damage 
0004: $6109 = 1 // integer values 

:HAIT3_16433
0051: return 
00D6: if 
8118:   not actor $5929 dead 
004D: jump_if_false @HAIT3_16458 
02A9: set_actor $5929 immune_to_nonplayer 1 

:HAIT3_16458
00D6: if 
8118:   not actor $5933 dead 
004D: jump_if_false @HAIT3_16481 
02A9: set_actor $5933 immune_to_nonplayer 1 

:HAIT3_16481
00D6: if 
8118:   not actor $5937 dead 
004D: jump_if_false @HAIT3_16504 
02A9: set_actor $5937 immune_to_nonplayer 1 

:HAIT3_16504
00D6: if 
8118:   not actor $5941 dead 
004D: jump_if_false @HAIT3_16527 
02A9: set_actor $5941 immune_to_nonplayer 1 

:HAIT3_16527
00D6: if 
8118:   not actor $5945 dead 
004D: jump_if_false @HAIT3_16550 
02A9: set_actor $5945 immune_to_nonplayer 1 

:HAIT3_16550
00D6: if 
8118:   not actor $5949 dead 
004D: jump_if_false @HAIT3_16573 
02A9: set_actor $5949 immune_to_nonplayer 1 

:HAIT3_16573
00D6: if 
8118:   not actor $5953 dead 
004D: jump_if_false @HAIT3_16596 
02A9: set_actor $5953 immune_to_nonplayer 1 

:HAIT3_16596
00D6: if 
8118:   not actor $5957 dead 
004D: jump_if_false @HAIT3_16619 
02A9: set_actor $5957 immune_to_nonplayer 1 

:HAIT3_16619
00D6: if 
8118:   not actor $5961 dead 
004D: jump_if_false @HAIT3_16642 
02A9: set_actor $5961 immune_to_nonplayer 1 

:HAIT3_16642
00D6: if 
8118:   not actor $5965 dead 
004D: jump_if_false @HAIT3_16665 
02A9: set_actor $5965 immune_to_nonplayer 1 

:HAIT3_16665
00D6: if 
8118:   not actor $5969 dead 
004D: jump_if_false @HAIT3_16688 
02A9: set_actor $5969 immune_to_nonplayer 1 

:HAIT3_16688
00D6: if 
8118:   not actor $5972 dead 
004D: jump_if_false @HAIT3_16711 
02A9: set_actor $5972 immune_to_nonplayer 1 

:HAIT3_16711
00D6: if 
8118:   not actor $5975 dead 
004D: jump_if_false @HAIT3_16734 
02A9: set_actor $5975 immune_to_nonplayer 1 

:HAIT3_16734
00D6: if 
8118:   not actor $5978 dead 
004D: jump_if_false @HAIT3_16757 
02A9: set_actor $5978 immune_to_nonplayer 1 

:HAIT3_16757
00D6: if 
8118:   not actor $5981 dead 
004D: jump_if_false @HAIT3_16780 
02A9: set_actor $5981 immune_to_nonplayer 1 

:HAIT3_16780
00D6: if 
8118:   not actor $5984 dead 
004D: jump_if_false @HAIT3_16803 
02A9: set_actor $5984 immune_to_nonplayer 1 

:HAIT3_16803
00D6: if 
8118:   not actor $5987 dead 
004D: jump_if_false @HAIT3_16826 
02A9: set_actor $5987 immune_to_nonplayer 1 

:HAIT3_16826
00D6: if 
8118:   not actor $5990 dead 
004D: jump_if_false @HAIT3_16849 
02A9: set_actor $5990 immune_to_nonplayer 1 

:HAIT3_16849
00D6: if 
8118:   not actor $5993 dead 
004D: jump_if_false @HAIT3_16872 
02A9: set_actor $5993 immune_to_nonplayer 1 

:HAIT3_16872
00D6: if 
8118:   not actor $5996 dead 
004D: jump_if_false @HAIT3_16895 
02A9: set_actor $5996 immune_to_nonplayer 1 

:HAIT3_16895
00D6: if 
0038:   $6008 == 1 // integer values 
004D: jump_if_false @HAIT3_17005 
00D6: if 
8118:   not actor $6010 dead 
004D: jump_if_false @HAIT3_16936 
02A9: set_actor $6010 immune_to_nonplayer 1 

:HAIT3_16936
00D6: if 
8118:   not actor $6014 dead 
004D: jump_if_false @HAIT3_16959 
02A9: set_actor $6014 immune_to_nonplayer 1 

:HAIT3_16959
00D6: if 
8118:   not actor $6018 dead 
004D: jump_if_false @HAIT3_16982 
02A9: set_actor $6018 immune_to_nonplayer 1 

:HAIT3_16982
00D6: if 
8118:   not actor $6022 dead 
004D: jump_if_false @HAIT3_17005 
02A9: set_actor $6022 immune_to_nonplayer 1 

:HAIT3_17005
00D6: if 
0038:   $6009 == 1 // integer values 
004D: jump_if_false @HAIT3_17161 
00D6: if 
8118:   not actor $6033 dead 
004D: jump_if_false @HAIT3_17046 
02A9: set_actor $6033 immune_to_nonplayer 1 

:HAIT3_17046
00D6: if 
8118:   not actor $6038 dead 
004D: jump_if_false @HAIT3_17069 
02A9: set_actor $6038 immune_to_nonplayer 1 

:HAIT3_17069
00D6: if 
8118:   not actor $6043 dead 
004D: jump_if_false @HAIT3_17092 
02A9: set_actor $6043 immune_to_nonplayer 1 

:HAIT3_17092
00D6: if 
8118:   not actor $6048 dead 
004D: jump_if_false @HAIT3_17115 
02A9: set_actor $6048 immune_to_nonplayer 1 

:HAIT3_17115
00D6: if 
8118:   not actor $6053 dead 
004D: jump_if_false @HAIT3_17138 
02A9: set_actor $6053 immune_to_nonplayer 1 

:HAIT3_17138
00D6: if 
8118:   not actor $6058 dead 
004D: jump_if_false @HAIT3_17161 
02A9: set_actor $6058 immune_to_nonplayer 1 

:HAIT3_17161
0051: return 
00D6: if 
8118:   not actor $5929 dead 
004D: jump_if_false @HAIT3_17186 
02A9: set_actor $5929 immune_to_nonplayer 0 

:HAIT3_17186
00D6: if 
8118:   not actor $5933 dead 
004D: jump_if_false @HAIT3_17209 
02A9: set_actor $5933 immune_to_nonplayer 0 

:HAIT3_17209
00D6: if 
8118:   not actor $5937 dead 
004D: jump_if_false @HAIT3_17232 
02A9: set_actor $5937 immune_to_nonplayer 0 

:HAIT3_17232
00D6: if 
8118:   not actor $5941 dead 
004D: jump_if_false @HAIT3_17255 
02A9: set_actor $5941 immune_to_nonplayer 0 

:HAIT3_17255
00D6: if 
8118:   not actor $5945 dead 
004D: jump_if_false @HAIT3_17278 
02A9: set_actor $5945 immune_to_nonplayer 0 

:HAIT3_17278
00D6: if 
8118:   not actor $5949 dead 
004D: jump_if_false @HAIT3_17301 
02A9: set_actor $5949 immune_to_nonplayer 0 

:HAIT3_17301
00D6: if 
8118:   not actor $5953 dead 
004D: jump_if_false @HAIT3_17324 
02A9: set_actor $5953 immune_to_nonplayer 0 

:HAIT3_17324
00D6: if 
8118:   not actor $5957 dead 
004D: jump_if_false @HAIT3_17347 
02A9: set_actor $5957 immune_to_nonplayer 0 

:HAIT3_17347
00D6: if 
8118:   not actor $5961 dead 
004D: jump_if_false @HAIT3_17370 
02A9: set_actor $5961 immune_to_nonplayer 0 

:HAIT3_17370
00D6: if 
8118:   not actor $5965 dead 
004D: jump_if_false @HAIT3_17393 
02A9: set_actor $5965 immune_to_nonplayer 0 

:HAIT3_17393
00D6: if 
8118:   not actor $5969 dead 
004D: jump_if_false @HAIT3_17416 
02A9: set_actor $5969 immune_to_nonplayer 0 

:HAIT3_17416
00D6: if 
8118:   not actor $5972 dead 
004D: jump_if_false @HAIT3_17439 
02A9: set_actor $5972 immune_to_nonplayer 0 

:HAIT3_17439
00D6: if 
8118:   not actor $5975 dead 
004D: jump_if_false @HAIT3_17462 
02A9: set_actor $5975 immune_to_nonplayer 0 

:HAIT3_17462
00D6: if 
8118:   not actor $5978 dead 
004D: jump_if_false @HAIT3_17485 
02A9: set_actor $5978 immune_to_nonplayer 0 

:HAIT3_17485
00D6: if 
8118:   not actor $5981 dead 
004D: jump_if_false @HAIT3_17508 
02A9: set_actor $5981 immune_to_nonplayer 0 

:HAIT3_17508
00D6: if 
8118:   not actor $5984 dead 
004D: jump_if_false @HAIT3_17531 
02A9: set_actor $5984 immune_to_nonplayer 0 

:HAIT3_17531
00D6: if 
8118:   not actor $5987 dead 
004D: jump_if_false @HAIT3_17554 
02A9: set_actor $5987 immune_to_nonplayer 0 

:HAIT3_17554
00D6: if 
8118:   not actor $5990 dead 
004D: jump_if_false @HAIT3_17577 
02A9: set_actor $5990 immune_to_nonplayer 0 

:HAIT3_17577
00D6: if 
8118:   not actor $5993 dead 
004D: jump_if_false @HAIT3_17600 
02A9: set_actor $5993 immune_to_nonplayer 0 

:HAIT3_17600
00D6: if 
8118:   not actor $5996 dead 
004D: jump_if_false @HAIT3_17623 
02A9: set_actor $5996 immune_to_nonplayer 0 

:HAIT3_17623
00D6: if 
0038:   $6008 == 1 // integer values 
004D: jump_if_false @HAIT3_17710 
00D6: if 
8118:   not actor $6010 dead 
004D: jump_if_false @HAIT3_17664 
02A9: set_actor $6010 immune_to_nonplayer 0 

:HAIT3_17664
00D6: if 
8118:   not actor $6018 dead 
004D: jump_if_false @HAIT3_17687 
02A9: set_actor $6018 immune_to_nonplayer 0 

:HAIT3_17687
00D6: if 
8118:   not actor $6022 dead 
004D: jump_if_false @HAIT3_17710 
02A9: set_actor $6022 immune_to_nonplayer 0 

:HAIT3_17710
00D6: if 
0038:   $6009 == 1 // integer values 
004D: jump_if_false @HAIT3_17843 
00D6: if 
8118:   not actor $6033 dead 
004D: jump_if_false @HAIT3_17751 
02A9: set_actor $6033 immune_to_nonplayer 0 

:HAIT3_17751
00D6: if 
8118:   not actor $6043 dead 
004D: jump_if_false @HAIT3_17774 
02A9: set_actor $6043 immune_to_nonplayer 0 

:HAIT3_17774
00D6: if 
8118:   not actor $6048 dead 
004D: jump_if_false @HAIT3_17797 
02A9: set_actor $6048 immune_to_nonplayer 0 

:HAIT3_17797
00D6: if 
8118:   not actor $6053 dead 
004D: jump_if_false @HAIT3_17820 
02A9: set_actor $6053 immune_to_nonplayer 0 

:HAIT3_17820
00D6: if 
8118:   not actor $6058 dead 
004D: jump_if_false @HAIT3_17843 
02A9: set_actor $6058 immune_to_nonplayer 0 

:HAIT3_17843
0051: return 

//-------------Mission 63---------------
// Originally: Love Juice

:ROCKB1
03A4: name_thread 'ROCKB1' 
0050: gosub @ROCKB1_76 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ROCKB1_37 
0050: gosub @ROCKB1_7134 

:ROCKB1_37
0050: gosub @ROCKB1_7217 
004E: end_thread 
0005: $6144 = 0.0 // floating-point values 
0005: $6145 = 0.0 // floating-point values 
0005: $6146 = 0.0 // floating-point values 

:ROCKB1_76
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $6114 = 0 // integer values 
0004: $6115 = 0 // integer values 
0004: $6119 = 0 // integer values 
0005: $6123 = -513.988 // floating-point values 
0005: $6124 = 1133.143 // floating-point values 
0005: $6125 = 10.08 // floating-point values 
0004: $6127 = 0 // integer values 
0004: $6129 = 0 // integer values 
0004: $6121 = 0 // integer values 
0004: $6131 = 0 // integer values 
0004: $6134 = 0 // integer values 
0005: $6135 = 0.0 // floating-point values 
0005: $6136 = 0.0 // floating-point values 
0005: $6137 = 0.0 // floating-point values 
0004: $6139 = 0 // integer values 
0004: $6140 = 0 // integer values 
0004: $6142 = 91000 // integer values 
0004: $6143 = 0 // integer values 
0004: $6147 = 0 // integer values 
0004: $6149 = 0 // integer values 
0004: $6150 = 0 // integer values 
0004: $6151 = 0 // integer values 
0004: $6152 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'ROCK1' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
04BB: select_interiour 9 // select render area 
03CB: set_camera -879.75 1157.77 17.81 
04F9: set_extracolors 17 fade 0 
038B: load_requested_models 

:ROCKB1_392
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @ROCKB1_434 
0001: wait 0 ms 
0002: jump @ROCKB1_392 

:ROCKB1_434
02E4: load_cutscene_data 'ROK_1' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $171 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $171 'CSDICK' 
02E5: $172 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $142 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $173 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $173 'CSPERCY' 
02E5: $125 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $125 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 range 10.07 1.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB1_644
00D6: if 
001A:   1056 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_679 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_644 

:ROCKB1_679
00BC: text_highpriority 'RBM1_A' 10000 ms 1  // AllllllllRrrighttt!

:ROCKB1_694
00D6: if 
001A:   5224 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_729 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_694 

:ROCKB1_729
00BC: text_highpriority 'RBM1_B' 10000 ms 1  // Yessss! Brilliant, bloody brilliant!

:ROCKB1_744
00D6: if 
001A:   7304 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_779 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_744 

:ROCKB1_779
00BC: text_highpriority 'RBM1_C' 10000 ms 1  // Hey, Tommy! Glad you could make it.

:ROCKB1_794
00D6: if 
001A:   9427 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_829 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_794 

:ROCKB1_829
00BC: text_highpriority 'RBM1_D' 10000 ms 1  // Hey, you ever met Love Fist before?

:ROCKB1_844
00D6: if 
001A:   11052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_879 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_844 

:ROCKB1_879
00BC: text_highpriority 'RBM1_E' 10000 ms 1  // No, I haven't but I've always loved your music.

:ROCKB1_894
00D6: if 
001A:   12782 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_929 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_894 

:ROCKB1_929
00BC: text_highpriority 'RBM1_F' 10000 ms 1  // Let me introduce you to the band.

:ROCKB1_944
00D6: if 
001A:   14396 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_979 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_944 

:ROCKB1_979
00BC: text_highpriority 'RBM1_G' 10000 ms 1  // This is Percy, Dick, and Willy's in the kaze, and that was Jezz in the booth earlier,

:ROCKB1_994
00D6: if 
001A:   18961 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1029 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_994 

:ROCKB1_1029
00BC: text_highpriority 'RBM1_H' 10000 ms 1  // and guys, I want you to meet a good friend of mine.

:ROCKB1_1044
00D6: if 
001A:   21292 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1079 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1044 

:ROCKB1_1079
00BC: text_highpriority 'RBM1_I' 10000 ms 1  // This is Tommy. We go way back.

:ROCKB1_1094
00D6: if 
001A:   22918 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1129 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1094 

:ROCKB1_1129
00BC: text_highpriority 'RBM1_J' 10000 ms 1  // All right, pal.

:ROCKB1_1144
00D6: if 
001A:   24055 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1179 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1144 

:ROCKB1_1179
00BC: text_highpriority 'RBM1_K' 10000 ms 1  // And eh, what was your name again?

:ROCKB1_1194
00D6: if 
001A:   26610 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1229 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1194 

:ROCKB1_1229
00BC: text_highpriority 'RBM1_L' 10000 ms 1  // Leave it out, Jezz you, remember -

:ROCKB1_1244
00D6: if 
001A:   28351 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1279 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1244 

:ROCKB1_1279
00BC: text_highpriority 'RBM1_M' 10000 ms 1  // don't be playing them games with me, mate,

:ROCKB1_1294
00D6: if 
001A:   29855 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1329 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1294 

:ROCKB1_1329
00BC: text_highpriority 'RBM1_N' 10000 ms 1  // I'm too crafty for that, sunshine!

:ROCKB1_1344
00D6: if 
001A:   34583 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1381 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1344 

:ROCKB1_1381
00BC: text_highpriority 'RBM1_O' 10000 ms 1  // You see, the thing is, Tom, the boys need some help.

:ROCKB1_1396
00D6: if 
001A:   38289 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1433 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1396 

:ROCKB1_1433
00BC: text_highpriority 'RBM1_P' 10000 ms 1  // They ain't too connected here, they don't have the old 'how's your father?'

:ROCKB1_1448
00D6: if 
001A:   41099 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1485 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1448 

:ROCKB1_1485
00BC: text_highpriority 'RBM1_Q' 10000 ms 1  // We need some drugs, pal!

:ROCKB1_1500
00D6: if 
001A:   43119 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1537 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1500 

:ROCKB1_1537
00BC: text_highpriority 'RBM1_R' 10000 ms 1  // Gonna get on the old Love Fist fury, you know?!

:ROCKB1_1552
00D6: if 
001A:   46114 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1589 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1552 

:ROCKB1_1589
00BC: text_highpriority 'RBM1_S' 10000 ms 1  // Well, this is Vice City, man. What's the problem?

:ROCKB1_1604
00D6: if 
001A:   48332 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1641 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1604 

:ROCKB1_1641
00BC: text_highpriority 'RBM1_U' 10000 ms 1  // Love Juice, man!

:ROCKB1_1656
00D6: if 
001A:   49782 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1693 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1656 

:ROCKB1_1693
00BC: text_highpriority 'RBM1_T' 10000 ms 1  // We need Love Juice, man, you know?

:ROCKB1_1708
00D6: if 
001A:   52122 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1745 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1708 

:ROCKB1_1745
00BC: text_highpriority 'RBM1_V' 10000 ms 1  // Love Juice?

:ROCKB1_1760
00D6: if 
001A:   53173 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1797 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1760 

:ROCKB1_1797
00BC: text_highpriority 'RBM1_W' 10000 ms 1  // Aye, two parts boomshine, 1 part trumpet, 5 fizz bombs and a liter of petrol.

:ROCKB1_1812
00D6: if 
001A:   58523 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1849 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1812 

:ROCKB1_1849
00BC: text_highpriority 'RBM1_X' 10000 ms 1  // Can you help us out, pal?

:ROCKB1_1864
00D6: if 
001A:   59953 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1901 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1864 

:ROCKB1_1901
00BC: text_highpriority 'RBM1_Y' 10000 ms 1  // Aw, it would really mean a lot to the boys.

:ROCKB1_1916
00D6: if 
001A:   61300 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_1953 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1916 

:ROCKB1_1953
00BC: text_highpriority 'RBM1_Z' 10000 ms 1  // You can do that for the boys, right?

:ROCKB1_1968
00D6: if 
001A:   62839 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB1_2005 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB1_1968 

:ROCKB1_2005
00BE: text_clear_all 
016A: fade 0 2000 ms 

:ROCKB1_2014
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB1_2038 
0001: wait 0 ms 
0002: jump @ROCKB1_2014 

:ROCKB1_2038
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
03CB: set_camera -871.9 1159.46 10.07 
04E3: unknown_player $PLAYER_CHAR 3 60000 
0247: request_model #BMYBB 
0247: request_model #BUDDYSHOT 
0247: request_model #STINGER 
0247: request_model #PCJ600 
023C: load_special_actor 6 'IGMERC' 
0247: request_model #CELLPHONE 

:ROCKB1_2139
00D6: if or
8248:   not model #BUDDYSHOT available 
8248:   not model #STINGER available 
8248:   not model #PCJ600 available 
823D:   not special_actor 6 loaded 
8248:   not model #CELLPHONE available 
8248:   not model #BMYBB available 
004D: jump_if_false @ROCKB1_2189 
0001: wait 0 ms 
0002: jump @ROCKB1_2139 

:ROCKB1_2189
018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 
0164: disable_marker $6141 
0213: $6133 = create_pickup #BRIEFCASE type 3 at $6135 $6136 $6137 
03DC: $6138 = create_marker_above_pickup $6133 
0164: disable_marker $6138 
0215: destroy_pickup $6133 
009A: $6118 = create_actor_pedtype 4 model #BMYBB at 308.24 -621.28 8.9 
0187: $6120 = create_marker_above_actor $6118 
0164: disable_marker $6120 
009B: destroy_actor_instantly $6118 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
00BC: text_highpriority 'RBM1_12' 4000 ms 1  // ~g~Go and collect the 'Love Juice' ingredients from the dealer.
018A: $6126 = create_checkpoint_at $6123 $6124 $6125 

:ROCKB1_2341
00D6: if 
8038:   not  $6140 == 1 // integer values 
004D: jump_if_false @ROCKB1_3590 
0001: wait 0 ms 
00D6: if 
0038:   $6121 == 0 // integer values 
004D: jump_if_false @ROCKB1_2796 
00D6: if 
0038:   $6129 == 0 // integer values 
004D: jump_if_false @ROCKB1_2796 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $6123 $6124 $6125 radius 2.0 2.0 2.0 
004D: jump_if_false @ROCKB1_2598 
00D6: if or
04C9:   player $PLAYER_CHAR driving_plane 
04A8:   player $PLAYER_CHAR driving_boat 
004D: jump_if_false @ROCKB1_2509 
00D6: if 
0038:   $6143 == 0 // integer values 
004D: jump_if_false @ROCKB1_2502 
00BC: text_highpriority 'RBM1_14' 5000 ms 1  // ~g~You need a car or a motorcycle!
0004: $6143 = 1 // integer values 

:ROCKB1_2502
0002: jump @ROCKB1_2591 

:ROCKB1_2509
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 $6123 $6124 $6125 radius 2.0 2.0 2.0 
004D: jump_if_false @ROCKB1_2591 
00D6: if 
0038:   $6143 == 0 // integer values 
004D: jump_if_false @ROCKB1_2591 
00BC: text_highpriority 'RBM1_14' 5000 ms 1  // ~g~You need a car or a motorcycle!
0004: $6143 = 1 // integer values 

:ROCKB1_2591
0002: jump @ROCKB1_2605 

:ROCKB1_2598
0004: $6143 = 0 // integer values 

:ROCKB1_2605
00D6: if and
00FA:   player $PLAYER_CHAR stopped 1 $6123 $6124 $6125 radius 2.0 2.0 2.0 
84C9:   not player $PLAYER_CHAR driving_plane 
84A8:   not player $PLAYER_CHAR driving_boat 
004D: jump_if_false @ROCKB1_2789 
00D6: if 
0038:   $6127 == 0 // integer values 
004D: jump_if_false @ROCKB1_2697 
00BC: text_highpriority 'HORN' 5000 ms 1  // ~g~Sound the horn.
0004: $6127 = 1 // integer values 

:ROCKB1_2697
00D6: if and
0443:   player $PLAYER_CHAR in_a_car 
0122:   player $PLAYER_CHAR pressing_horn 
004D: jump_if_false @ROCKB1_2782 
00DA: $6128 = player $PLAYER_CHAR car 
00D6: if 
8119:   not car $6128 wrecked 
004D: jump_if_false @ROCKB1_2749 
020A: set_car $6128 door_status_to 4 

:ROCKB1_2749
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0001: wait 500 ms 
0050: gosub @ROCKB1_7394 

:ROCKB1_2782
0002: jump @ROCKB1_2796 

:ROCKB1_2789
0004: $6127 = 0 // integer values 

:ROCKB1_2796
00D6: if 
0038:   $6139 == 1 // integer values 
004D: jump_if_false @ROCKB1_2839 
00D6: if 
0038:   $6134 == 0 // integer values 
004D: jump_if_false @ROCKB1_2839 
0050: gosub @ROCKB1_8761 

:ROCKB1_2839
00D6: if 
0038:   $6121 == 1 // integer values 
004D: jump_if_false @ROCKB1_3583 
00D6: if 
0038:   $6119 == 0 // integer values 
004D: jump_if_false @ROCKB1_3583 
00D6: if 
0118:   actor $6118 dead 
004D: jump_if_false @ROCKB1_3110 
0164: disable_marker $6120 
00D6: if 
0038:   $6129 == 0 // integer values 
004D: jump_if_false @ROCKB1_2943 
00BC: text_highpriority 'RBM1_10' 5000 ms 1  // ~r~You idiot! You have destroyed the merchandise!
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_3096 

:ROCKB1_2943
00D6: if or
031D:   actor $6118 hit_by_weapon 15 
031D:   actor $6118 hit_by_weapon 31 
031D:   actor $6118 hit_by_weapon 41 
004D: jump_if_false @ROCKB1_3004 
00BC: text_highpriority 'RBM1_10' 5000 ms 1  // ~r~You idiot! You have destroyed the merchandise!
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_3096 

:ROCKB1_3004
00D6: if 
056D:   actor $6118 defined 
004D: jump_if_false @ROCKB1_3074 
04A5: get_dead_actor_pickup_coords $6118 store_to $6135 $6136 $6137 
0213: $6133 = create_pickup #BRIEFCASE type 3 at $6135 $6136 $6137 
03DC: $6138 = create_marker_above_pickup $6133 
0004: $6139 = 1 // integer values 
0002: jump @ROCKB1_3096 

:ROCKB1_3074
00BC: text_highpriority 'RBM1_10' 5000 ms 1  // ~r~You idiot! You have destroyed the merchandise!
0002: jump @ROCKB1_7134 

:ROCKB1_3096
0004: $6119 = 1 // integer values 
0002: jump @ROCKB1_3583 

:ROCKB1_3110
00D6: if 
0038:   $6139 == 0 // integer values 
004D: jump_if_false @ROCKB1_3166 
00D6: if 
04AD:   actor $6118 in_water 
004D: jump_if_false @ROCKB1_3166 
00BC: text_highpriority 'RBM1_10' 5000 ms 1  // ~r~You idiot! You have destroyed the merchandise!
0002: jump @ROCKB1_7134 

:ROCKB1_3166
00D6: if 
8118:   not actor $6118 dead 
004D: jump_if_false @ROCKB1_3583 
00D6: if 
0038:   $6129 == 1 // integer values 
004D: jump_if_false @ROCKB1_3583 
00D6: if 
82CB:   not actor $6118 bounding_sphere_visible 
004D: jump_if_false @ROCKB1_3279 
00D6: if 
80FB:   not player $PLAYER_CHAR 0 $6118 radius 180.0 180.0 180.0 
004D: jump_if_false @ROCKB1_3279 
0164: disable_marker $6120 
00BC: text_highpriority 'RBM1_15' 5000 ms 1  // ~r~You have lost the dealer, our cash and the drugs!
0002: jump @ROCKB1_7134 

:ROCKB1_3279
00D6: if 
0038:   $6152 == 0 // integer values 
004D: jump_if_false @ROCKB1_3344 
00D6: if 
80DF:   not actor $6118 driving 
004D: jump_if_false @ROCKB1_3344 
00D6: if 
02CB:   actor $6118 bounding_sphere_visible 
004D: jump_if_false @ROCKB1_3344 
01CC: actor $6118 kill_player $PLAYER_CHAR 
0004: $6152 = 1 // integer values 

:ROCKB1_3344
00D6: if 
0038:   $6131 == 0 // integer values 
004D: jump_if_false @ROCKB1_3445 
00D6: if 
00DF:   actor $6118 driving 
004D: jump_if_false @ROCKB1_3445 
011C: actor $6118 clear_objective 
00D9: $6132 = actor $6118 car // add to mission cleanup 
0190: add_vehicle $6132 to_flipped_check 
03CC: car $6132 add_to_stuck_car_check 0.1 = 2000 
00AD: set_car $6132 max_speed_to 40.0 
00AE: set_vehicle $6132 traffic_behavior_to 2 
00A8: set_car $6132 to_psycho_driver 
0004: $6152 = 0 // integer values 
0004: $6131 = 1 // integer values 

:ROCKB1_3445
00D6: if 
0038:   $6131 == 1 // integer values 
004D: jump_if_false @ROCKB1_3520 
00D6: if 
8119:   not car $6132 wrecked 
004D: jump_if_false @ROCKB1_3520 
00D6: if or
018F:   vehicle $6132 flipped 
03CE:   car $6132 stuck 
0495:   vehicle $6132 burning 
004D: jump_if_false @ROCKB1_3520 
01D3: actor $6118 leave_car $6132 
0004: $6152 = 0 // integer values 

:ROCKB1_3520
00D6: if 
0038:   $6131 == 1 // integer values 
004D: jump_if_false @ROCKB1_3583 
00D6: if 
80DF:   not actor $6118 driving 
004D: jump_if_false @ROCKB1_3583 
0191: remove_vehicle $6132 from_flipped_check 
03CD: car $6132 remove_from_stuck_car_check 
01C3: remove_references_to_car $6132 
0004: $6152 = 0 // integer values 
0004: $6131 = 0 // integer values 

:ROCKB1_3583
0002: jump @ROCKB1_2341 

:ROCKB1_3590
01C3: remove_references_to_car $6132 
01C2: remove_references_to_actor $6118 // Like turning an actor into a random pedestrian 
0006: 16@ = 0 // integer values 
03CF: load_wav 'MOBRING' as 1 
03CF: load_wav 'MOB_07A' as 2 

:ROCKB1_3631
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @ROCKB1_3661 
0001: wait 0 ms 
0002: jump @ROCKB1_3631 

:ROCKB1_3661
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @ROCKB1_3691 
0001: wait 0 ms 
0002: jump @ROCKB1_3661 

:ROCKB1_3691
03D1: play_wav 1 

:ROCKB1_3695
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ROCKB1_3721 
0001: wait 0 ms 
0002: jump @ROCKB1_3695 

:ROCKB1_3721
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @ROCKB1_3763 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 1250 ms 

:ROCKB1_3763
03CF: load_wav 'MOB_07B' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'MOB_07A' 10000 ms 1  // Hey mate, the guys could do with some company, if you know what I mean...

:ROCKB1_3794
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @ROCKB1_3820 
0001: wait 0 ms 
0002: jump @ROCKB1_3794 

:ROCKB1_3820
03D5: remove_text 'MOB_07A'  // Hey mate, the guys could do with some company, if you know what I mean...

:ROCKB1_3830
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ROCKB1_3856 
0001: wait 0 ms 
0002: jump @ROCKB1_3830 

:ROCKB1_3856
03D1: play_wav 1 
00BC: text_highpriority 'MOB_07B' 5000 ms 1  // I know just the girl.

:ROCKB1_3875
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ROCKB1_3901 
0001: wait 0 ms 
0002: jump @ROCKB1_3875 

:ROCKB1_3901
03D5: remove_text 'MOB_07B'  // I know just the girl.
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @ROCKB1_3934 
052B: actor $PLAYER_ACTOR hold_cellphone 0 

:ROCKB1_3934
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'RBM1_1' 5000 ms 1  // ~g~Go and collect Mercedes from her apartment.
009A: $6112 = create_actor_pedtype 5 model #SPECIAL06 at 297.849 289.728 16.64 
01ED: clear_actor $6112 threat_search 
0173: set_actor $6112 z_angle_to 270.0 
0245: set_actor $6112 walk_style_to 46 
0446: set_actor $6112 dismemberment_possible 0 
04F5: unknown_actor $6112 kiss_player $PLAYER_CHAR on 1 
0568: set_actor $6112 untargetable 1 
018A: $6116 = create_checkpoint_at 304.747 291.581 15.238 
0004: $123 = 1 // integer values 

:ROCKB1_4060
00D6: if or
80FA:   not player $PLAYER_CHAR stopped $123 304.747 291.581 15.238 radius 3.0 3.0 4.0 
8443:   not player $PLAYER_CHAR in_a_car 
0038:   $6149 == 0 // integer values 
004D: jump_if_false @ROCKB1_4450 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_4177 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0004: $123 = 0 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_4177
00D6: if or
04A8:   player $PLAYER_CHAR driving_boat 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
004D: jump_if_false @ROCKB1_4215 
0004: $6149 = 0 // integer values 
0002: jump @ROCKB1_4222 

:ROCKB1_4215
0004: $6149 = 1 // integer values 

:ROCKB1_4222
00D6: if 
00F5:   player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 
004D: jump_if_false @ROCKB1_4436 
00D6: if or
04A8:   player $PLAYER_CHAR driving_boat 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
004D: jump_if_false @ROCKB1_4341 
00D6: if 
0038:   $6147 == 0 // integer values 
004D: jump_if_false @ROCKB1_4334 
00BC: text_highpriority 'RBM1_14' 5000 ms 1  // ~g~You need a car or a motorcycle!
0004: $6147 = 1 // integer values 

:ROCKB1_4334
0002: jump @ROCKB1_4429 

:ROCKB1_4341
00D6: if 
00F6:   player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 
004D: jump_if_false @ROCKB1_4429 
00D6: if 
0038:   $6147 == 0 // integer values 
004D: jump_if_false @ROCKB1_4429 
00BC: text_highpriority 'RBM1_14' 5000 ms 1  // ~g~You need a car or a motorcycle!
0004: $6147 = 1 // integer values 

:ROCKB1_4429
0002: jump @ROCKB1_4443 

:ROCKB1_4436
0004: $6147 = 0 // integer values 

:ROCKB1_4443
0002: jump @ROCKB1_4060 

:ROCKB1_4450
0164: disable_marker $6116 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00DA: $6117 = player $PLAYER_CHAR car 
039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 1 
0395: clear_area 0 at 297.02 299.427 range 17.47 1.0 
015F: set_camera_position 297.02 299.427 17.47 0.0 rotation 0.0 0.0 
0160: point_camera 297.473 298.532 17.43 switchstyle 2 
00D6: if 
0119:   car $6117 wrecked 
004D: jump_if_false @ROCKB1_4600 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_4660 

:ROCKB1_4600
00D6: if 
8118:   not actor $6112 dead 
004D: jump_if_false @ROCKB1_4631 
01D4: actor $6112 go_to_car $6117 and_enter_it_as_a_passenger 
0002: jump @ROCKB1_4660 

:ROCKB1_4631
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_4660
03CF: load_wav 'ROK1_5' as 1 
03CF: load_wav 'ROK1_6' as 2 

:ROCKB1_4684
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @ROCKB1_4834 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_4752 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_4752
00D6: if 
0119:   car $6117 wrecked 
004D: jump_if_false @ROCKB1_4827 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_4820 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_4827 

:ROCKB1_4820
0002: jump @ROCKB1_7134 

:ROCKB1_4827
0002: jump @ROCKB1_4684 

:ROCKB1_4834
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_5' 5000 ms 1  // Hey, Mercedes!

:ROCKB1_4853
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ROCKB1_4999 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_4917 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_4917
00D6: if 
0119:   car $6117 wrecked 
004D: jump_if_false @ROCKB1_4992 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_4985 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_4992 

:ROCKB1_4985
0002: jump @ROCKB1_7134 

:ROCKB1_4992
0002: jump @ROCKB1_4853 

:ROCKB1_4999
03D5: remove_text 'ROK1_5'  // Hey, Mercedes!
03CF: load_wav 'ROK1_7' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_6' 5000 ms 1  // Hiya, Tommy. And how are you?

:ROCKB1_5040
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @ROCKB1_5190 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5108 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_5108
00D6: if 
0119:   car $6117 wrecked 
004D: jump_if_false @ROCKB1_5183 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5176 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_5183 

:ROCKB1_5176
0002: jump @ROCKB1_7134 

:ROCKB1_5183
0002: jump @ROCKB1_5040 

:ROCKB1_5190
03D5: remove_text 'ROK1_6'  // Hiya, Tommy. And how are you?
03CF: load_wav 'ROK1_8' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_7' 5000 ms 1  // Just fine. Listen, you fancy having Love Fist?

:ROCKB1_5231
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @ROCKB1_5381 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5299 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_5299
00D6: if 
0119:   car $6117 wrecked 
004D: jump_if_false @ROCKB1_5374 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5367 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_5374 

:ROCKB1_5367
0002: jump @ROCKB1_7134 

:ROCKB1_5374
0002: jump @ROCKB1_5231 

:ROCKB1_5381
03D5: remove_text 'ROK1_7'  // Just fine. Listen, you fancy having Love Fist?
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_8' 5000 ms 1  // Ok, but just as a favor I expect returned..

:ROCKB1_5410
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @ROCKB1_5556 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5474 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_5474
00D6: if 
0119:   car $6117 wrecked 
004D: jump_if_false @ROCKB1_5549 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5542 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_5549 

:ROCKB1_5542
0002: jump @ROCKB1_7134 

:ROCKB1_5549
0002: jump @ROCKB1_5410 

:ROCKB1_5556
03D5: remove_text 'ROK1_8'  // Ok, but just as a favor I expect returned..

:ROCKB1_5566
00D6: if 
80DB:   not actor $6112 in_car $6117 
004D: jump_if_false @ROCKB1_5716 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5634 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_5634
00D6: if 
0119:   car $6117 wrecked 
004D: jump_if_false @ROCKB1_5709 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5702 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_5709 

:ROCKB1_5702
0002: jump @ROCKB1_7134 

:ROCKB1_5709
0002: jump @ROCKB1_5566 

:ROCKB1_5716
00D6: if 
8118:   not actor $6112 dead 
004D: jump_if_false @ROCKB1_5754 
01DF: tie_actor $6112 to_player $PLAYER_CHAR 
0319: set_actor $6112 running 1 
0002: jump @ROCKB1_5783 

:ROCKB1_5754
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 

:ROCKB1_5783
0004: $6114 = 1 // integer values 
02A3: enable_widescreen 0 
039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'RBM1_13' 7000 ms 1  // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 
014E: start_timer_at $6142 count_in_direction 1 
0004: $123 = 1 // integer values 

:ROCKB1_5873
00D6: if 
8101:   not actor $6112 stopped_near_point -867.8 1165.7 10.2 radius 4.0 4.0 4.0 sphere $123 
004D: jump_if_false @ROCKB1_6233 
0001: wait 0 ms 
00D6: if 
0038:   $6115 == 0 // integer values 
004D: jump_if_false @ROCKB1_6186 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_5996 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0004: $6115 = 1 // integer values 
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_6186 

:ROCKB1_5996
00D6: if 
0038:   $6114 == 1 // integer values 
004D: jump_if_false @ROCKB1_6075 
00D6: if 
8320:   not actor $6112 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false @ROCKB1_6075 
0164: disable_marker $6141 
0187: $6113 = create_marker_above_actor $6112 
00BC: text_highpriority 'HEY' 5000 ms 1  // ~g~Don't go solo, keep your posse together!
0004: $123 = 0 // integer values 
0004: $6114 = 0 // integer values 

:ROCKB1_6075
00D6: if 
0038:   $6114 == 0 // integer values 
004D: jump_if_false @ROCKB1_6186 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6112 radius 8.0 8.0 
004D: jump_if_false @ROCKB1_6186 
0164: disable_marker $6113 
00BC: text_highpriority 'RBM1_13' 7000 ms 1  // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
01DF: tie_actor $6112 to_player $PLAYER_CHAR 
018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 
0004: $123 = 1 // integer values 
0004: $6114 = 1 // integer values 

:ROCKB1_6186
00D6: if 
0038:   $6142 == 0 // integer values 
004D: jump_if_false @ROCKB1_6226 
00BC: text_highpriority 'RBM1_7' 5000 ms 1  // ~r~You did not get the Love Juice in time!
0002: jump @ROCKB1_7134 

:ROCKB1_6226
0002: jump @ROCKB1_5873 

:ROCKB1_6233
014F: stop_timer $6142 
0164: disable_marker $6141 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_6313 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 
0002: jump @ROCKB1_6325 

:ROCKB1_6313
01E0: clear_leader $6112 
0245: set_actor $6112 walk_style_to 46 

:ROCKB1_6325
015F: set_camera_position -874.13 1153.04 14.37 0.0 rotation 0.0 0.0 
0160: point_camera -873.68 1153.89 14.1 switchstyle 2 
03CF: load_wav 'MERC_39' as 1 

:ROCKB1_6388
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ROCKB1_6452 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_6445 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_6445
0002: jump @ROCKB1_6388 

:ROCKB1_6452
00D6: if 
8118:   not actor $6112 dead 
004D: jump_if_false @ROCKB1_6499 
00D6: if 
80DF:   not actor $6112 driving 
004D: jump_if_false @ROCKB1_6492 
020F: actor $6112 look_at_player $PLAYER_CHAR 

:ROCKB1_6492
0002: jump @ROCKB1_6521 

:ROCKB1_6499
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_6521
03D1: play_wav 1 
00BC: text_highpriority 'MERC_39' 5000 ms 1  // I'll see you later, big boy.

:ROCKB1_6540
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ROCKB1_6604 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_6597 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_6597
0002: jump @ROCKB1_6540 

:ROCKB1_6604
03D5: remove_text 'MERC_39'  // I'll see you later, big boy.
00D6: if 
00DF:   actor $6112 driving 
004D: jump_if_false @ROCKB1_6765 
00D9: $6148 = actor $6112 car // add to mission cleanup 
01D3: actor $6112 leave_car $6148 

:ROCKB1_6646
00D6: if 
00DF:   actor $6112 driving 
004D: jump_if_false @ROCKB1_6765 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_6704 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_6704
00D6: if 
0119:   car $6148 wrecked 
004D: jump_if_false @ROCKB1_6758 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_6758 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_6758
0002: jump @ROCKB1_6646 

:ROCKB1_6765
0211: actor $6112 walk_to -873.33 1161.28 
0006: 16@ = 0 // integer values 

:ROCKB1_6787
00D6: if 
001B:   3000 > 16@ // integer values 
004D: jump_if_false @ROCKB1_6855 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_6848 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_6848
0002: jump @ROCKB1_6787 

:ROCKB1_6855
0395: clear_area 0 at -872.9 1153.53 range 11.72 1.0 
015F: set_camera_position -872.9 1153.53 11.72 0.0 rotation 0.0 0.0 
0160: point_camera -873.31 1154.47 11.48 switchstyle 2 
00D6: if 
8118:   not actor $6112 dead 
004D: jump_if_false @ROCKB1_6983 
009F: set_actor $6112 idle 
00A1: put_actor $6112 at -872.4 1159.86 10.09 
011C: actor $6112 clear_objective 
0002: jump @ROCKB1_7005 

:ROCKB1_6983
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_7005
0211: actor $6112 walk_to -883.26 1159.3 
0006: 17@ = 0 // integer values 

:ROCKB1_7027
00D6: if 
001B:   2500 > 17@ // integer values 
004D: jump_if_false @ROCKB1_7095 
0001: wait 0 ms 
00D6: if 
0118:   actor $6112 dead 
004D: jump_if_false @ROCKB1_7088 
00BC: text_highpriority 'RBM1_8' 5000 ms 1  // ~r~Mercedes is dead!
0002: jump @ROCKB1_7134 

:ROCKB1_7088
0002: jump @ROCKB1_7027 

:ROCKB1_7095
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly $6112 
0002: jump @ROCKB1_7151 

:ROCKB1_7134
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:ROCKB1_7151
0004: $PASSED_ROCK1_LOVE_JUICE = 1 // integer values 
0318: set_latest_mission_passed 'ROCK_1'  // Love Juice
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASS' number 200000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 200000 
004F: create_thread @ROC2  
0051: return 

:ROCKB1_7217
0004: $ONMISSION = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
8119:   not car $6132 wrecked 
004D: jump_if_false @ROCKB1_7257 
0191: remove_vehicle $6132 from_flipped_check 
03CD: car $6132 remove_from_stuck_car_check 

:ROCKB1_7257
00D6: if 
8118:   not actor $6112 dead 
004D: jump_if_false @ROCKB1_7278 
034F: destroy_actor_with_fade $6112 // The actor fades away like a ghost 

:ROCKB1_7278
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ROCKB1_7317 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @ROCKB1_7317 
052B: actor $PLAYER_ACTOR hold_cellphone 0 

:ROCKB1_7317
0164: disable_marker $6113 
0164: disable_marker $6126 
0164: disable_marker $6116 
0164: disable_marker $6141 
0164: disable_marker $6138 
0164: disable_marker $6120 
014F: stop_timer $6142 
0215: destroy_pickup $6133 
0249: release_model #BMYBB 
0249: release_model #BUDDYSHOT 
0249: release_model #STINGER 
0249: release_model #PCJ600 
0249: release_model #CELLPHONE 
0296: unload_special_actor 6 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:ROCKB1_7394
02A3: enable_widescreen 1 
00DA: $6128 = player $PLAYER_CHAR car 
03D5: remove_text 'HORN'  // ~g~Sound the horn.
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0396: pause_timer 1 
0164: disable_marker $6126 
03CF: load_wav 'ROK1_9' as 1 
03CF: load_wav 'ROK1_1A' as 2 

:ROCKB1_7457
00D6: if or
83D0:   not wav 2 loaded 
83D0:   not wav 1 loaded 
004D: jump_if_false @ROCKB1_7487 
0001: wait 0 ms 
0002: jump @ROCKB1_7457 

:ROCKB1_7487
01B4: set_player $PLAYER_CHAR frozen_state 0 
015F: set_camera_position -504.261 1131.601 14.157 0.0 rotation 0.0 0.0 
0160: point_camera -505.183 1131.776 13.81 switchstyle 2 
0395: clear_area 0 at -517.476 1121.888 range 10.05 1.0 
009A: $6118 = create_actor_pedtype 4 model #BMYBB at -517.476 1121.888 10.05 
01ED: clear_actor $6118 threat_search 
02A9: set_actor $6118 immune_to_nonplayer 1 
03FE: set_actor $6118 money 1000 
0004: $6121 = 1 // integer values 
0006: 16@ = 0 // integer values 
0004: $6130 = 1 // integer values 

:ROCKB1_7634
00D6: if 
8038:   not  $6130 == 8 // integer values 
004D: jump_if_false @ROCKB1_8601 
0001: wait 0 ms 
00D6: if 
0038:   $6119 == 0 // integer values 
004D: jump_if_false @ROCKB1_8544 
00D6: if 
0118:   actor $6118 dead 
004D: jump_if_false @ROCKB1_7704 
0004: $6119 = 1 // integer values 
0002: jump @ROCKB1_8544 

:ROCKB1_7704
00D6: if 
0038:   $6130 == 1 // integer values 
004D: jump_if_false @ROCKB1_7810 
00D6: if 
8119:   not car $6128 wrecked 
004D: jump_if_false @ROCKB1_7767 
0407: create_coordinate $6144 $6145 $6146 from_car $6128 offset -1.7267 0.1686 -0.0662 

:ROCKB1_7767
0395: clear_area 0 at $6144 $6145 range $6146 1.0 
0239: actor $6118 run_to $6144 $6145 
0006: 16@ = 0 // integer values 
0004: $6130 = 2 // integer values 

:ROCKB1_7810
00D6: if 
0038:   $6130 == 2 // integer values 
004D: jump_if_false @ROCKB1_7959 
00D6: if 
0029:   16@ >= 5000 // integer values 
004D: jump_if_false @ROCKB1_7861 
00A1: put_actor $6118 at $6144 $6145 $6146 

:ROCKB1_7861
00D6: if 
00ED:   actor $6118 0 $6144 $6145 radius 0.5 0.5 
004D: jump_if_false @ROCKB1_7959 
020F: actor $6118 look_at_player $PLAYER_CHAR 
011C: actor $6118 clear_objective 
0372: set_actor $6118 anim 19 wait_state_time 3000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_1A' 3000 ms 1  // Looking for something special? I got what you need!
0109: player $PLAYER_CHAR money += -500 
0006: 16@ = 0 // integer values 
0004: $6130 = 3 // integer values 

:ROCKB1_7959
00D6: if 
0038:   $6130 == 3 // integer values 
004D: jump_if_false @ROCKB1_8009 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @ROCKB1_8009 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!
0004: $6130 = 4 // integer values 

:ROCKB1_8009
00D6: if 
0038:   $6130 == 4 // integer values 
004D: jump_if_false @ROCKB1_8082 
00D6: if 
0029:   16@ >= 3000 // integer values 
004D: jump_if_false @ROCKB1_8082 
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_9' 5000 ms 1  // Thanks for the money, sucker!
01B2: give_actor $6118 weapon 21 ammo 30000 // Load the weapon model before using this 
0004: $6130 = 5 // integer values 

:ROCKB1_8082
00D6: if 
0038:   $6130 == 5 // integer values 
004D: jump_if_false @ROCKB1_8247 
00D6: if 
8118:   not actor $6118 dead 
004D: jump_if_false @ROCKB1_8247 
0395: clear_area 0 at -523.372 1117.609 range 9.91 1.0 
00A5: $6122 = create_car #PCJ600 at -523.372 1117.609 9.91 
0175: set_car $6122 z_angle_to 55.96 
02A9: set_actor $6118 immune_to_nonplayer 0 
00D6: if 
8119:   not car $6122 wrecked 
004D: jump_if_false @ROCKB1_8218 
01D5: actor $6118 go_to_and_drive_car $6122 
0004: $6150 = 1 // integer values 
0002: jump @ROCKB1_8233 

:ROCKB1_8218
01D0: actor $6118 avoid_player $PLAYER_CHAR 
0004: $6151 = 1 // integer values 

:ROCKB1_8233
0006: 16@ = 0 // integer values 
0004: $6130 = 6 // integer values 

:ROCKB1_8247
00D6: if 
0038:   $6130 == 6 // integer values 
004D: jump_if_false @ROCKB1_8500 
00D6: if 
0038:   $6151 == 1 // integer values 
004D: jump_if_false @ROCKB1_8290 
0004: $6130 = 8 // integer values 

:ROCKB1_8290
00D6: if 
0038:   $6150 == 1 // integer values 
004D: jump_if_false @ROCKB1_8500 
00D6: if 
0019:   16@ > 3000 // integer values 
004D: jump_if_false @ROCKB1_8500 
0395: clear_area 0 at -518.031 1126.795 range 11.975 1.0 
015F: set_camera_position -518.031 1126.795 11.975 0.0 rotation 0.0 0.0 
0160: point_camera -518.735 1126.094 11.86 switchstyle 2 
00D6: if 
00DF:   actor $6118 driving 
004D: jump_if_false @ROCKB1_8500 
00D6: if 
8119:   not car $6122 wrecked 
004D: jump_if_false @ROCKB1_8500 
0006: 17@ = 0 // integer values 
0187: $6120 = create_marker_above_actor $6118 
00BC: text_highpriority 'RBM1_17' 5000 ms 1  // ~g~Kill the dealer and get the drugs!
00AE: set_vehicle $6122 traffic_behavior_to 2 
00AD: set_car $6122 max_speed_to 40.0 
00A8: set_car $6122 to_psycho_driver 
0004: $6131 = 1 // integer values 
0004: $6130 = 7 // integer values 

:ROCKB1_8500
00D6: if 
0038:   $6130 == 7 // integer values 
004D: jump_if_false @ROCKB1_8544 
00D6: if 
0019:   17@ > 1500 // integer values 
004D: jump_if_false @ROCKB1_8544 
0004: $6130 = 8 // integer values 

:ROCKB1_8544
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @ROCKB1_8569 
03D5: remove_text 'ROK1_9'  // Thanks for the money, sucker!

:ROCKB1_8569
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @ROCKB1_8594 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!

:ROCKB1_8594
0002: jump @ROCKB1_7634 

:ROCKB1_8601
00D6: if 
8119:   not car $6122 wrecked 
004D: jump_if_false @ROCKB1_8639 
00AE: set_vehicle $6122 traffic_behavior_to 2 
00AD: set_car $6122 max_speed_to 40.0 
00A8: set_car $6122 to_psycho_driver 

:ROCKB1_8639
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @ROCKB1_8664 
03D5: remove_text 'ROK1_9'  // Thanks for the money, sucker!

:ROCKB1_8664
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @ROCKB1_8689 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!

:ROCKB1_8689
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00D6: if 
8119:   not car $6128 wrecked 
004D: jump_if_false @ROCKB1_8726 
020A: set_car $6128 door_status_to 1 

:ROCKB1_8726
01EB: set_traffic_density_multiplier_to 0.5 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0396: pause_timer 0 
02EB: restore_camera_with_jumpcut 
0004: $6129 = 1 // integer values 
0051: return 

:ROCKB1_8761
00D6: if 
0038:   $6134 == 0 // integer values 
004D: jump_if_false @ROCKB1_8814 
00D6: if 
0214:   pickup $6133 picked_up 
004D: jump_if_false @ROCKB1_8814 
0164: disable_marker $6138 
0008: $6140 += 1 // integer values 
0004: $6134 = 1 // integer values 

:ROCKB1_8814
0051: return 

//-------------Mission 64---------------
// Originally: Psycho Killer

:ROCKB2
03A4: name_thread 'ROCKB2' 
0050: gosub @ROCKB2_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ROCKB2_37 
0050: gosub @ROCKB2_9487 

:ROCKB2_37
0050: gosub @ROCKB2_9570 
004E: end_thread 

:ROCKB2_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0004: $6154 = 0 // integer values 
0004: $6156 = 0 // integer values 
0004: $6157 = 0 // integer values 
0004: $6217 = 0 // integer values 
0004: $6218 = 0 // integer values 
0004: $6220 = 0 // integer values 
0004: $6221 = 0 // integer values 
0005: $6226 = -874.345 // floating-point values 
0005: $6227 = 752.026 // floating-point values 
0005: $6228 = 10.09 // floating-point values 
0005: $6229 = -873.002 // floating-point values 
0005: $6230 = 746.816 // floating-point values 
0005: $6231 = 10.08 // floating-point values 
0005: $6159 = -861.15 // floating-point values 
0005: $6160 = 762.6 // floating-point values 
0005: $6161 = 9.91 // floating-point values 
0005: $6162 = -816.15 // floating-point values 
0005: $6163 = 754.526 // floating-point values 
0005: $6164 = 9.92 // floating-point values 
0005: $6165 = -771.009 // floating-point values 
0005: $6166 = 751.192 // floating-point values 
0005: $6167 = 9.92 // floating-point values 
0005: $6168 = -728.617 // floating-point values 
0005: $6169 = 749.005 // floating-point values 
0005: $6170 = 9.92 // floating-point values 
0005: $6171 = -691.349 // floating-point values 
0005: $6172 = 747.598 // floating-point values 
0005: $6173 = 9.92 // floating-point values 
0005: $6174 = -682.831 // floating-point values 
0005: $6175 = 747.244 // floating-point values 
0005: $6176 = 9.92 // floating-point values 
0005: $6177 = -670.763 // floating-point values 
0005: $6178 = 756.798 // floating-point values 
0005: $6179 = 9.91 // floating-point values 
0005: $6180 = -669.649 // floating-point values 
0005: $6181 = 794.065 // floating-point values 
0005: $6182 = 10.26 // floating-point values 
0005: $6183 = -668.671 // floating-point values 
0005: $6184 = 838.437 // floating-point values 
0005: $6185 = 10.26 // floating-point values 
0005: $6186 = -669.402 // floating-point values 
0005: $6187 = 874.856 // floating-point values 
0005: $6188 = 10.26 // floating-point values 
0005: $6189 = -670.437 // floating-point values 
0005: $6190 = 921.898 // floating-point values 
0005: $6191 = 10.26 // floating-point values 
0005: $6192 = -674.578 // floating-point values 
0005: $6193 = 973.947 // floating-point values 
0005: $6194 = 10.26 // floating-point values 
0005: $6195 = -680.215 // floating-point values 
0005: $6196 = 1021.183 // floating-point values 
0005: $6197 = 10.26 // floating-point values 
0005: $6198 = -681.531 // floating-point values 
0005: $6199 = 1071.533 // floating-point values 
0005: $6200 = 10.26 // floating-point values 
0005: $6201 = -682.642 // floating-point values 
0005: $6202 = 1114.051 // floating-point values 
0005: $6203 = 10.26 // floating-point values 
0005: $6204 = -684.139 // floating-point values 
0005: $6205 = 1159.16 // floating-point values 
0005: $6206 = 10.25 // floating-point values 
0005: $6207 = -683.05 // floating-point values 
0005: $6208 = 1177.357 // floating-point values 
0005: $6209 = 9.948 // floating-point values 
0005: $6210 = -694.014 // floating-point values 
0005: $6211 = 1185.806 // floating-point values 
0005: $6212 = 9.906 // floating-point values 
0005: $6213 = -610.05 // floating-point values 
0005: $6214 = 1170.63 // floating-point values 
0005: $6215 = 9.9 // floating-point values 
0004: $6233 = 0 // integer values 
0005: $6234 = -665.192 // floating-point values 
0005: $6235 = 1110.11 // floating-point values 
0005: $6236 = 10.08 // floating-point values 
0004: $6237 = 0 // integer values 
0005: $6238 = -690.68 // floating-point values 
0005: $6239 = 1115.54 // floating-point values 
0005: $6240 = 10.07 // floating-point values 
0005: $6241 = 0.0 // floating-point values 
0005: $6242 = 0.0 // floating-point values 
0005: $6243 = 0.0 // floating-point values 
0004: $6247 = 0 // integer values 
0004: $6248 = 0 // integer values 
0004: $6249 = 0 // integer values 
0004: $6264 = 0 // integer values 
0004: $6265 = 0 // integer values 
0004: $6266 = 0 // integer values 
01E8: create_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
03BA: clear_cars_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
042B: clear_peds_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
0395: clear_area 1 at -869.44 770.12 range 9.91 30.0 
0001: wait 0 ms 
054C: use_GXT_table 'ROCK2' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
04BB: select_interiour 9 // select render area 
03CB: set_camera -880.527 1157.64 18.67 
04F9: set_extracolors 17 fade 0 
038B: load_requested_models 

:ROCKB2_1125
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @ROCKB2_1167 
0001: wait 0 ms 
0002: jump @ROCKB2_1125 

:ROCKB2_1167
02E4: load_cutscene_data 'ROK_2' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $171 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $171 'CSDICK' 
02E5: $172 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $142 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $173 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $173 'CSPERCY' 
02E5: $125 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $125 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 range 10.07 2.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB2_1377
00D6: if 
001A:   1079 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1412 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1377 

:ROCKB2_1412
00BC: text_highpriority 'RBM2_A' 10000 ms 1  // Tommy, man. Am I glad to see you!

:ROCKB2_1427
00D6: if 
001A:   2647 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1462 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1427 

:ROCKB2_1462
00BC: text_highpriority 'RBM2_B' 10000 ms 1  // What's going on?

:ROCKB2_1477
00D6: if 
001A:   3303 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1512 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1477 

:ROCKB2_1512
00BC: text_highpriority 'RBM2_C' 10000 ms 1  // Bad vibes, Tommy....

:ROCKB2_1527
00D6: if 
001A:   4762 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1562 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1527 

:ROCKB2_1562
00BC: text_highpriority 'RBM2_D' 10000 ms 1  // Aye, I'm not joking, it's heavy stuff man, heavy you know?

:ROCKB2_1577
00D6: if 
001A:   7952 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1612 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1577 

:ROCKB2_1612
00BC: text_highpriority 'RBM2_E' 10000 ms 1  // There's this cat, we hardly know him, but he knows us.

:ROCKB2_1627
00D6: if 
001A:   11003 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1662 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1627 

:ROCKB2_1662
00BC: text_highpriority 'RBM2_F' 10000 ms 1  // Like this cat. Knows all about us.

:ROCKB2_1677
00D6: if 
001A:   12952 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1712 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1677 

:ROCKB2_1712
00BC: text_highpriority 'RBM2_G' 10000 ms 1  // Knows that Willy likes his ladies' underwear, eh!

:ROCKB2_1727
00D6: if 
001A:   15081 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1762 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1727 

:ROCKB2_1762
00BC: text_highpriority 'RBM2_H' 10000 ms 1  // Or that Percy likes Duran Duran!

:ROCKB2_1777
00D6: if 
001A:   16366 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1812 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1777 

:ROCKB2_1812
00BC: text_highpriority 'RBM2_I' 10000 ms 1  // Shut up ye fool. Just 'cause Jezz bangs sheep.

:ROCKB2_1827
00D6: if 
001A:   19135 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1862 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1827 

:ROCKB2_1862
00BC: text_highpriority 'RBM2_J' 10000 ms 1  // It's a love rocket thing, you know?

:ROCKB2_1877
00D6: if 
001A:   20496 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1912 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1877 

:ROCKB2_1912
00BC: text_highpriority 'RBM2_R' 10000 ms 1  // Oi shut it!

:ROCKB2_1927
00D6: if 
001A:   21594 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_1962 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1927 

:ROCKB2_1962
00BC: text_highpriority 'RBM2_K' 10000 ms 1  // Yeah, the love rocket thing, right. But listen, this cat...

:ROCKB2_1977
00D6: if 
001A:   24497 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_2012 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_1977 

:ROCKB2_2012
00BC: text_highpriority 'RBM2_L' 10000 ms 1  // yeh, yeh, the guy, he wants Love Fist dead.

:ROCKB2_2027
00D6: if 
001A:   26615 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_2062 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_2027 

:ROCKB2_2062
00BC: text_highpriority 'RBM2_M' 10000 ms 1  // Dead Tommy.

:ROCKB2_2077
00D6: if 
001A:   27614 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_2112 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_2077 

:ROCKB2_2112
00BC: text_highpriority 'RBM2_N' 10000 ms 1  // Love Fist gone. You know what they say, the good die young.

:ROCKB2_2127
00D6: if 
001A:   30209 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_2162 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_2127 

:ROCKB2_2162
00BC: text_highpriority 'RBM2_O' 10000 ms 1  // but Tommy, you gotta save Love Fist!

:ROCKB2_2177
00D6: if 
001A:   31227 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_2212 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_2177 

:ROCKB2_2212
00BC: text_highpriority 'RBM2_P' 10000 ms 1  // We got a signing in two hours and I think...

:ROCKB2_2227
00D6: if 
001A:   34202 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_2264 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_2227 

:ROCKB2_2264
00BC: text_highpriority 'RBM2_Q' 10000 ms 1  // And the boys think the stalker's gonna try some monkey business there.

:ROCKB2_2279
00D6: if 
001A:   37248 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB2_2316 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB2_2279 

:ROCKB2_2316
00BE: text_clear_all 
016A: fade 0 2000 ms 
00BE: text_clear_all 

:ROCKB2_2327
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB2_2351 
0001: wait 0 ms 
0002: jump @ROCKB2_2327 

:ROCKB2_2351
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
03CB: set_camera -871.9 1159.46 10.07 
04E3: unknown_player $PLAYER_CHAR 3 60000 
0247: request_model #GDA 
0247: request_model #SENTINEL 
0247: request_model #TRASH 
023C: load_special_actor 6 'PSYCHO' 
0247: request_model #UZI 
0247: request_model #COLT45 
0247: request_model #LOVEFIST 
0247: request_model #WFYG1 
0247: request_model #WFYG2 
0247: request_model #WMYCR 
04ED: load_animation 'RIOT' 
0247: request_model #BKA 
0247: request_model #BKB 
0247: request_model #LF_MEDIASTAGE 

:ROCKB2_2492
00D6: if or
8248:   not model #GDA available 
8248:   not model #SENTINEL available 
8248:   not model #UZI available 
8248:   not model #TRASH available 
823D:   not special_actor 6 loaded 
8248:   not model #LF_MEDIASTAGE available 
004D: jump_if_false @ROCKB2_2542 
0001: wait 0 ms 
0002: jump @ROCKB2_2492 

:ROCKB2_2542
03CF: load_wav 'ROK2_01' as 1 
03CF: load_wav 'PSYCH_1' as 2 

:ROCKB2_2566
00D6: if or
8248:   not model #WFYG1 available 
8248:   not model #WFYG2 available 
8248:   not model #LOVEFIST available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
8248:   not model #WMYCR available 
004D: jump_if_false @ROCKB2_2613 
0001: wait 0 ms 
0002: jump @ROCKB2_2566 

:ROCKB2_2613
00D6: if or
84EE:   not animation 'RIOT' loaded 
8248:   not model #BKA available 
8248:   not model #BKB available 
8248:   not model #COLT45 available 
004D: jump_if_false @ROCKB2_2658 
0001: wait 0 ms 
0002: jump @ROCKB2_2613 

:ROCKB2_2658
00A5: $6245 = create_car #LOVEFIST at -862.22 1149.87 9.75 
0175: set_car $6245 z_angle_to 178.437 
0186: $6246 = create_marker_above_car $6245 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 

:ROCKB2_2719
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB2_2781 
0001: wait 0 ms 
00D6: if 
0119:   car $6245 wrecked 
004D: jump_if_false @ROCKB2_2774 
00BC: text_highpriority 'RBM2_2' 5000 ms 1  // ~r~You've wrecked the band's car!
0002: jump @ROCKB2_9487 

:ROCKB2_2774
0002: jump @ROCKB2_2719 

:ROCKB2_2781
00BC: text_highpriority 'RBM2_1' 5000 ms 1  // ~g~Drive the limo to the signing event and try to draw the psycho out.

:ROCKB2_2796
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6245 
004D: jump_if_false @ROCKB2_2864 
0001: wait 0 ms 
00D6: if 
0119:   car $6245 wrecked 
004D: jump_if_false @ROCKB2_2857 
00BC: text_highpriority 'RBM2_2' 5000 ms 1  // ~r~You've wrecked the band's car!
0002: jump @ROCKB2_9487 

:ROCKB2_2857
0002: jump @ROCKB2_2796 

:ROCKB2_2864
0004: $6248 = 1 // integer values 
0164: disable_marker $6246 
03D7: set_wav 1 location -875.225 755.786 11.092 
03D1: play_wav 1 
009A: $6224 = create_actor_pedtype 4 model #GDA at -876.059 750.314 10.087 
01ED: clear_actor $6224 threat_search 
0173: set_actor $6224 z_angle_to 16.0 
0243: set_actor $6224 ped_stats_to 16 
009A: $6225 = create_actor_pedtype 4 model #GDA at -870.89 750.314 10.087 
01ED: clear_actor $6225 threat_search 
0173: set_actor $6225 z_angle_to 16.0 
0243: set_actor $6225 ped_stats_to 16 
009A: $6216 = create_actor_pedtype 5 model #WFYG1 at -877.13 751.69 10.08 
01ED: clear_actor $6216 threat_search 
0173: set_actor $6216 z_angle_to 276.0 
0372: set_actor $6216 anim 29 wait_state_time 1000000 ms 
009A: $6219 = create_actor_pedtype 5 model #WFYG2 at -879.13 751.69 10.08 
01ED: clear_actor $6219 threat_search 
0173: set_actor $6219 z_angle_to 276.0 
009A: $6153 = create_actor_pedtype 4 model #SPECIAL06 at -881.13 751.69 10.08 
01ED: clear_actor $6153 threat_search 
0173: set_actor $6153 z_angle_to 276.0 
0372: set_actor $6153 anim 29 wait_state_time 1000000 ms 
009A: $6222 = create_actor_pedtype 5 model #WFYG1 at -881.948 754.142 10.09 
01ED: clear_actor $6222 threat_search 
0173: set_actor $6222 z_angle_to 171.339 
009A: $6223 = create_actor_pedtype 5 model #WFYG2 at -881.87 756.396 10.09 
01ED: clear_actor $6223 threat_search 
0173: set_actor $6223 z_angle_to 189.55 
03F9: make_actors $6223 $6222 converse_in 1000000 ms 
009A: $6250 = create_actor_pedtype 5 model #WFYG1 at -873.03 757.606 10.09 
01ED: clear_actor $6250 threat_search 
0173: set_actor $6250 z_angle_to 59.35 
009A: $6251 = create_actor_pedtype 5 model #WFYG2 at -875.061 758.918 10.09 
01ED: clear_actor $6251 threat_search 
0173: set_actor $6251 z_angle_to 238.128 
03F9: make_actors $6251 $6250 converse_in 1000000 ms 
009A: $6252 = create_actor_pedtype 5 model #WFYG1 at -878.734 755.467 10.09 
01ED: clear_actor $6252 threat_search 
0173: set_actor $6252 z_angle_to 0.0 
009A: $6253 = create_actor_pedtype 5 model #WFYG2 at -878.106 756.674 10.09 
01ED: clear_actor $6253 threat_search 
0173: set_actor $6253 z_angle_to 0.0 
03F9: make_actors $6252 $6253 converse_in 1000000 ms 
009A: $6254 = create_actor_pedtype 5 model #WFYG1 at -880.432 761.017 10.09 
01ED: clear_actor $6254 threat_search 
0173: set_actor $6254 z_angle_to 211.157 
0372: set_actor $6254 anim 29 wait_state_time 1000000 ms 
009A: $6255 = create_actor_pedtype 5 model #WFYG2 at -880.529 758.98 10.09 
01ED: clear_actor $6255 threat_search 
0173: set_actor $6255 z_angle_to 191.085 
0372: set_actor $6255 anim 29 wait_state_time 1000000 ms 
009A: $6256 = create_actor_pedtype 4 model #WMYCR at -877.909 758.973 10.09 
01ED: clear_actor $6256 threat_search 
0173: set_actor $6256 z_angle_to 207.253 
0372: set_actor $6256 anim 29 wait_state_time 1000000 ms 
009A: $6257 = create_actor_pedtype 4 model #WMYCR at -874.309 756.278 10.09 
01ED: clear_actor $6257 threat_search 
0173: set_actor $6257 z_angle_to 205.828 
0372: set_actor $6257 anim 29 wait_state_time 1000000 ms 
009A: $6258 = create_actor_pedtype 5 model #WFYG2 at -868.406 754.232 10.09 
01ED: clear_actor $6258 threat_search 
0173: set_actor $6258 z_angle_to 141.694 
0372: set_actor $6258 anim 29 wait_state_time 1000000 ms 
009A: $6259 = create_actor_pedtype 5 model #WFYG1 at -869.254 756.061 10.09 
01ED: clear_actor $6259 threat_search 
0173: set_actor $6259 z_angle_to 165.718 
0372: set_actor $6259 anim 29 wait_state_time 1000000 ms 
009A: $6260 = create_actor_pedtype 4 model #BKB at -871.932 758.94 10.09 
01ED: clear_actor $6260 threat_search 
0173: set_actor $6260 z_angle_to 175.0 
0372: set_actor $6260 anim 29 wait_state_time 1000000 ms 
009A: $6261 = create_actor_pedtype 4 model #BKA at -870.592 756.081 10.09 
01ED: clear_actor $6261 threat_search 
0173: set_actor $6261 z_angle_to 186.374 
0372: set_actor $6261 anim 29 wait_state_time 1000000 ms 
009A: $6262 = create_actor_pedtype 4 model #BKB at -870.124 757.097 10.09 
01ED: clear_actor $6262 threat_search 
0173: set_actor $6262 z_angle_to 150.524 
0372: set_actor $6262 anim 29 wait_state_time 1000000 ms 
0107: $6263 = create_object #LF_MEDIASTAGE at -868.367 753.316 10.09 
0177: set_object $6263 z_angle_to 180.0 
018A: $6244 = create_checkpoint_at -869.44 770.12 9.91 
0004: $123 = 1 // integer values 

:ROCKB2_3924
00D6: if or
80FA:   not player $PLAYER_CHAR stopped $123 -869.44 770.12 9.91 radius 6.0 4.0 8.0 
0038:   $6248 == 0 // integer values 
004D: jump_if_false @ROCKB2_4778 
0001: wait 0 ms 
00D6: if 
0118:   actor $6153 dead 
004D: jump_if_false @ROCKB2_4022 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4022
00D6: if 
0118:   actor $6216 dead 
004D: jump_if_false @ROCKB2_4060 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4060
00D6: if 
0118:   actor $6219 dead 
004D: jump_if_false @ROCKB2_4098 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4098
00D6: if 
0118:   actor $6222 dead 
004D: jump_if_false @ROCKB2_4136 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4136
00D6: if 
0118:   actor $6223 dead 
004D: jump_if_false @ROCKB2_4174 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4174
00D6: if 
0118:   actor $6250 dead 
004D: jump_if_false @ROCKB2_4212 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4212
00D6: if 
0118:   actor $6251 dead 
004D: jump_if_false @ROCKB2_4250 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4250
00D6: if 
0118:   actor $6252 dead 
004D: jump_if_false @ROCKB2_4288 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4288
00D6: if 
0118:   actor $6253 dead 
004D: jump_if_false @ROCKB2_4326 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4326
00D6: if 
0118:   actor $6254 dead 
004D: jump_if_false @ROCKB2_4364 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4364
00D6: if 
0118:   actor $6255 dead 
004D: jump_if_false @ROCKB2_4402 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4402
00D6: if 
0118:   actor $6256 dead 
004D: jump_if_false @ROCKB2_4440 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4440
00D6: if 
0118:   actor $6257 dead 
004D: jump_if_false @ROCKB2_4478 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4478
00D6: if 
0118:   actor $6224 dead 
004D: jump_if_false @ROCKB2_4516 
00BC: text_highpriority 'RBM2_8' 5000 ms 1  // ~r~The security guards have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4516
00D6: if 
0118:   actor $6225 dead 
004D: jump_if_false @ROCKB2_4554 
00BC: text_highpriority 'RBM2_8' 5000 ms 1  // ~r~The security guards have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_4554
00D6: if 
0119:   car $6245 wrecked 
004D: jump_if_false @ROCKB2_4599 
00BC: text_highpriority 'RBM2_2' 5000 ms 1  // ~r~You've wrecked the band's car!
0002: jump @ROCKB2_9487 
0002: jump @ROCKB2_4771 

:ROCKB2_4599
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6245 
004D: jump_if_false @ROCKB2_4692 
00D6: if 
0038:   $6247 == 0 // integer values 
004D: jump_if_false @ROCKB2_4685 
0164: disable_marker $6244 
0186: $6246 = create_marker_above_car $6245 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~g~Hey! Get back in the vehicle!
0004: $123 = 0 // integer values 
0004: $6248 = 0 // integer values 
0004: $6247 = 1 // integer values 

:ROCKB2_4685
0002: jump @ROCKB2_4771 

:ROCKB2_4692
00D6: if 
0038:   $6247 == 1 // integer values 
004D: jump_if_false @ROCKB2_4771 
0164: disable_marker $6246 
018A: $6244 = create_checkpoint_at -869.44 770.12 9.91 
00BC: text_highpriority 'RBM2_3' 5000 ms 1  // ~g~Get to the signing!
0004: $123 = 1 // integer values 
0004: $6248 = 1 // integer values 
0004: $6247 = 0 // integer values 

:ROCKB2_4771
0002: jump @ROCKB2_3924 

:ROCKB2_4778
0164: disable_marker $6244 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 0 at -871.706 752.216 range 10.415 1.0 
015F: set_camera_position -871.706 752.216 10.415 0.0 rotation 0.0 0.0 
0160: point_camera -872.667 752.154 10.683 switchstyle 2 

:ROCKB2_4883
00D6: if 
0038:   $6249 == 0 // integer values 
004D: jump_if_false @ROCKB2_7871 
0001: wait 0 ms 
00D6: if 
0038:   $6217 == 0 // integer values 
004D: jump_if_false @ROCKB2_5498 
00D6: if 
001A:   4 > $6218 // integer values 
004D: jump_if_false @ROCKB2_5498 
00D6: if 
0118:   actor $6216 dead 
004D: jump_if_false @ROCKB2_4993 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 
0004: $6217 = 1 // integer values 
0002: jump @ROCKB2_5498 

:ROCKB2_4993
00D6: if 
0038:   $6218 == 0 // integer values 
004D: jump_if_false @ROCKB2_5216 
0395: clear_area 0 at $6226 $6227 range $6228 2.0 
0395: clear_area 0 at $6229 $6230 range $6231 2.0 
0395: clear_area 0 at -877.13 751.69 range 10.08 2.0 
0395: clear_area 0 at -879.13 751.69 range 10.08 2.0 
0395: clear_area 0 at -881.13 751.69 range 10.08 2.0 
00D6: if 
8118:   not actor $6224 dead 
004D: jump_if_false @ROCKB2_5152 
0372: set_actor $6224 anim 19 wait_state_time 2000 ms 
0002: jump @ROCKB2_5174 

:ROCKB2_5152
00BC: text_highpriority 'RBM2_8' 5000 ms 1  // ~r~The security guards have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 

:ROCKB2_5174
053D:  $6216 
0579: stop_actor $6216 
0211: actor $6216 walk_to $6226 $6227 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0004: $6218 = 1 // integer values 

:ROCKB2_5216
00D6: if 
0038:   $6218 == 1 // integer values 
004D: jump_if_false @ROCKB2_5360 
00D6: if 
0029:   17@ >= 6000 // integer values 
004D: jump_if_false @ROCKB2_5301 
00D6: if 
80ED:   not actor $6216 0 $6226 $6227 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_5301 
00A1: put_actor $6216 at $6226 $6227 $6228 

:ROCKB2_5301
00D6: if 
00ED:   actor $6216 0 $6226 $6227 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_5360 
0211: actor $6216 walk_to $6229 $6230 
0006: 17@ = 0 // integer values 
0004: $6218 = 2 // integer values 

:ROCKB2_5360
00D6: if 
0038:   $6218 == 2 // integer values 
004D: jump_if_false @ROCKB2_5498 
00D6: if 
0029:   17@ >= 6000 // integer values 
004D: jump_if_false @ROCKB2_5445 
00D6: if 
80ED:   not actor $6216 0 $6229 $6230 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_5445 
00A1: put_actor $6216 at $6229 $6230 $6231 

:ROCKB2_5445
00D6: if 
00ED:   actor $6216 0 $6229 $6230 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_5498 
009F: set_actor $6216 idle 
0006: 17@ = 0 // integer values 
0004: $6218 = 3 // integer values 

:ROCKB2_5498
00D6: if 
0038:   $6218 == 3 // integer values 
004D: jump_if_false @ROCKB2_5528 
009B: destroy_actor_instantly $6216 
0004: $6218 = 4 // integer values 

:ROCKB2_5528
00D6: if 
0038:   $6220 == 0 // integer values 
004D: jump_if_false @ROCKB2_6038 
00D6: if 
001A:   4 > $6221 // integer values 
004D: jump_if_false @ROCKB2_6008 
00D6: if 
0118:   actor $6219 dead 
004D: jump_if_false @ROCKB2_5616 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 
0004: $6220 = 1 // integer values 
0002: jump @ROCKB2_6008 

:ROCKB2_5616
00D6: if 
0028:   $6218 >= 1 // integer values 
004D: jump_if_false @ROCKB2_6008 
00D6: if 
001A:   4 > $6221 // integer values 
004D: jump_if_false @ROCKB2_6008 
00D6: if 
0038:   $6221 == 0 // integer values 
004D: jump_if_false @ROCKB2_5731 
00D6: if 
0019:   16@ > 350 // integer values 
004D: jump_if_false @ROCKB2_5731 
053D:  $6219 
0579: stop_actor $6219 
0211: actor $6219 walk_to $6226 $6227 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0004: $6221 = 1 // integer values 

:ROCKB2_5731
00D6: if 
0038:   $6221 == 1 // integer values 
004D: jump_if_false @ROCKB2_5875 
00D6: if 
0029:   17@ >= 6000 // integer values 
004D: jump_if_false @ROCKB2_5816 
00D6: if 
80ED:   not actor $6219 0 $6226 $6227 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_5816 
00A1: put_actor $6219 at $6226 $6227 $6228 

:ROCKB2_5816
00D6: if 
00ED:   actor $6219 0 $6226 $6227 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_5875 
0211: actor $6219 walk_to $6229 $6230 
0006: 17@ = 0 // integer values 
0004: $6221 = 2 // integer values 

:ROCKB2_5875
00D6: if 
0038:   $6221 == 2 // integer values 
004D: jump_if_false @ROCKB2_6008 
00D6: if 
0029:   17@ >= 6000 // integer values 
004D: jump_if_false @ROCKB2_5960 
00D6: if 
80ED:   not actor $6219 0 $6229 $6230 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_5960 
00A1: put_actor $6219 at $6229 $6230 $6231 

:ROCKB2_5960
00D6: if 
00ED:   actor $6219 0 $6229 $6230 radius 0.5 0.5 
004D: jump_if_false @ROCKB2_6008 
0006: 17@ = 0 // integer values 
0004: $6221 = 3 // integer values 

:ROCKB2_6008
00D6: if 
0038:   $6221 == 3 // integer values 
004D: jump_if_false @ROCKB2_6038 
009B: destroy_actor_instantly $6219 
0004: $6221 = 4 // integer values 

:ROCKB2_6038
00D6: if 
0038:   $6154 == 0 // integer values 
004D: jump_if_false @ROCKB2_7227 
00D6: if 
0118:   actor $6153 dead 
004D: jump_if_false @ROCKB2_6108 
00BC: text_highpriority 'RBM2_7' 5000 ms 1  // ~r~The fans have been attacked, the psycho won't show!
0002: jump @ROCKB2_9487 
0004: $6154 = 1 // integer values 
0002: jump @ROCKB2_7227 

:ROCKB2_6108
00D6: if 
0028:   $6221 >= 1 // integer values 
004D: jump_if_false @ROCKB2_7227 
00D6: if 
0038:   $6156 == 0 // integer values 
004D: jump_if_false @ROCKB2_6205 
00D6: if 
0019:   16@ > 450 // integer values 
004D: jump_if_false @ROCKB2_6205 
053D:  $6153 
0579: stop_actor $6153 
0211: actor $6153 walk_to $6226 $6227 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 
0004: $6156 = 1 // integer values 

:ROCKB2_6205
00D6: if 
0038:   $6156 == 1 // integer values 
004D: jump_if_false @ROCKB2_6360 
00D6: if 
0029:   17@ >= 6000 // integer values 
004D: jump_if_false @ROCKB2_6290 
00D6: if 
80ED:   not actor $6153 0 $6226 $6227 radius 1.0 1.0 
004D: jump_if_false @ROCKB2_6290 
00A1: put_actor $6153 at $6226 $6227 $6228 

:ROCKB2_6290
00D6: if 
00ED:   actor $6153 0 $6226 $6227 radius 1.0 1.0 
004D: jump_if_false @ROCKB2_6360 
009F: set_actor $6153 idle 
00D6: if 
8118:   not actor $6224 dead 
004D: jump_if_false @ROCKB2_6353 
020E: actor $6153 look_at_actor $6224 

:ROCKB2_6353
0004: $6156 = 2 // integer values 

:ROCKB2_6360
00D6: if 
0038:   $6156 == 2 // integer values 
004D: jump_if_false @ROCKB2_6546 
0395: clear_area 0 at $6159 $6160 range $6161 1.0 
00A5: $6158 = create_car #SENTINEL at $6159 $6160 $6161 
0175: set_car $6158 z_angle_to 260.0 
02AA: set_car $6158 immune_to_nonplayer 1 
03D1: play_wav 2 
00BC: text_highpriority 'PSYCH_1' 5000 ms 1  // I'll see Love Fist burn!
01B2: give_actor $6153 weapon 17 ammo 30000 // Load the weapon model before using this 
00D6: if 
8118:   not actor $6225 dead 
004D: jump_if_false @ROCKB2_6490 
0223: set_actor $6225 health_to 20 
020E: actor $6225 look_at_actor $6153 

:ROCKB2_6490
00D6: if 
8118:   not actor $6224 dead 
004D: jump_if_false @ROCKB2_6546 
020E: actor $6224 look_at_actor $6153 
0223: set_actor $6224 health_to 20 
01C9: actor $6153 kill_actor $6224 
0372: set_actor $6224 anim 17 wait_state_time 2000 ms 
0004: $6156 = 3 // integer values 

:ROCKB2_6546
00D6: if 
0038:   $6156 == 3 // integer values 
004D: jump_if_false @ROCKB2_6637 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @ROCKB2_6608 
03D5: remove_text 'PSYCH_1'  // I'll see Love Fist burn!
03CF: load_wav 'PSYCH_2' as 2 
0004: $6156 = 4 // integer values 

:ROCKB2_6608
00D6: if 
8118:   not actor $6225 dead 
004D: jump_if_false @ROCKB2_6637 
0579: stop_actor $6225 
01CF: unknown_actor $6225 actor $6153 

:ROCKB2_6637
00D6: if 
0038:   $6156 == 4 // integer values 
004D: jump_if_false @ROCKB2_6677 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @ROCKB2_6677 
0004: $6156 = 5 // integer values 

:ROCKB2_6677
00D6: if 
0038:   $6156 == 5 // integer values 
004D: jump_if_false @ROCKB2_6794 
0173: set_actor $6153 z_angle_to 288.184 
03D1: play_wav 2 
00BC: text_highpriority 'PSYCH_2' 5000 ms 1  // Love Fist ruined my life!
015F: set_camera_position -873.219 752.811 11.062 0.0 rotation 0.0 0.0 
0160: point_camera -874.159 752.585 11.319 switchstyle 2 
0372: set_actor $6153 anim 19 wait_state_time 1000000 ms 
0004: $6156 = 6 // integer values 

:ROCKB2_6794
00D6: if 
0038:   $6156 == 6 // integer values 
004D: jump_if_false @ROCKB2_6858 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @ROCKB2_6858 
03D5: remove_text 'PSYCH_2'  // Love Fist ruined my life!
0372: set_actor $6153 anim 0 wait_state_time 1 ms 
0579: stop_actor $6153 
0004: $6156 = 7 // integer values 

:ROCKB2_6858
00D6: if 
0038:   $6156 == 7 // integer values 
004D: jump_if_false @ROCKB2_6935 
00D6: if 
8119:   not car $6158 wrecked 
004D: jump_if_false @ROCKB2_6928 
0319: set_actor $6153 running 1 
01D5: actor $6153 go_to_and_drive_car $6158 
0006: 17@ = 0 // integer values 
0004: $6156 = 8 // integer values 
0002: jump @ROCKB2_6935 

:ROCKB2_6928
0002: jump @ROCKB2_9487 

:ROCKB2_6935
00D6: if 
0038:   $6156 == 8 // integer values 
004D: jump_if_false @ROCKB2_7084 
00D6: if 
0019:   17@ > 1200 // integer values 
004D: jump_if_false @ROCKB2_7084 
00D6: if 
8119:   not car $6158 wrecked 
004D: jump_if_false @ROCKB2_7077 
0395: clear_area 0 at -871.587 751.17 range 12.45 1.0 
015F: set_camera_position -871.587 751.17 12.45 0.0 rotation 0.0 0.0 
0160: point_camera -870.721 751.668 12.4 switchstyle 2 
0004: $6156 = 9 // integer values 
0002: jump @ROCKB2_7084 

:ROCKB2_7077
0002: jump @ROCKB2_9487 

:ROCKB2_7084
00D6: if 
0038:   $6156 == 9 // integer values 
004D: jump_if_false @ROCKB2_7202 
00D6: if 
8119:   not car $6158 wrecked 
004D: jump_if_false @ROCKB2_7195 
00D6: if 
00DB:   actor $6153 in_car $6158 
004D: jump_if_false @ROCKB2_7188 
03CC: car $6158 add_to_stuck_car_check 0.5 = 2000 
0190: add_vehicle $6158 to_flipped_check 
0162: tie_marker $6155 to_actor $6153 1 1 
0004: $6266 = 1 // integer values 
0004: $6265 = 1 // integer values 
0004: $6156 = 10 // integer values 

:ROCKB2_7188
0002: jump @ROCKB2_7202 

:ROCKB2_7195
0002: jump @ROCKB2_9487 

:ROCKB2_7202
00D6: if 
0038:   $6156 == 10 // integer values 
004D: jump_if_false @ROCKB2_7227 
0004: $6249 = 1 // integer values 

:ROCKB2_7227
00D6: if 
0038:   $6156 == 3 // integer values 
004D: jump_if_false @ROCKB2_7864 
040D: unload_wav 1 
00D6: if 
8118:   not actor $6222 dead 
004D: jump_if_false @ROCKB2_7290 
053D:  $6222 
0579: stop_actor $6222 
0243: set_actor $6222 ped_stats_to 39 
01CF: unknown_actor $6222 actor $6153 

:ROCKB2_7290
00D6: if 
8118:   not actor $6223 dead 
004D: jump_if_false @ROCKB2_7331 
053D:  $6223 
0579: stop_actor $6223 
0243: set_actor $6223 ped_stats_to 39 
01CF: unknown_actor $6223 actor $6153 

:ROCKB2_7331
00D6: if 
8118:   not actor $6250 dead 
004D: jump_if_false @ROCKB2_7372 
053D:  $6250 
0579: stop_actor $6250 
0243: set_actor $6250 ped_stats_to 39 
01CF: unknown_actor $6250 actor $6153 

:ROCKB2_7372
00D6: if 
8118:   not actor $6251 dead 
004D: jump_if_false @ROCKB2_7413 
053D:  $6251 
0579: stop_actor $6251 
0243: set_actor $6251 ped_stats_to 39 
01CF: unknown_actor $6251 actor $6153 

:ROCKB2_7413
00D6: if 
8118:   not actor $6252 dead 
004D: jump_if_false @ROCKB2_7454 
053D:  $6252 
0579: stop_actor $6252 
0243: set_actor $6252 ped_stats_to 39 
01CF: unknown_actor $6252 actor $6153 

:ROCKB2_7454
00D6: if 
8118:   not actor $6253 dead 
004D: jump_if_false @ROCKB2_7495 
053D:  $6253 
0579: stop_actor $6253 
0243: set_actor $6253 ped_stats_to 39 
01CF: unknown_actor $6253 actor $6153 

:ROCKB2_7495
00D6: if 
8118:   not actor $6254 dead 
004D: jump_if_false @ROCKB2_7536 
053D:  $6254 
0579: stop_actor $6254 
0243: set_actor $6254 ped_stats_to 39 
01CF: unknown_actor $6254 actor $6153 

:ROCKB2_7536
00D6: if 
8118:   not actor $6255 dead 
004D: jump_if_false @ROCKB2_7577 
053D:  $6255 
0579: stop_actor $6255 
0243: set_actor $6255 ped_stats_to 39 
01CF: unknown_actor $6255 actor $6153 

:ROCKB2_7577
00D6: if 
8118:   not actor $6256 dead 
004D: jump_if_false @ROCKB2_7618 
053D:  $6256 
0579: stop_actor $6256 
0243: set_actor $6256 ped_stats_to 39 
01CF: unknown_actor $6256 actor $6153 

:ROCKB2_7618
00D6: if 
8118:   not actor $6257 dead 
004D: jump_if_false @ROCKB2_7659 
053D:  $6257 
0579: stop_actor $6257 
0243: set_actor $6257 ped_stats_to 39 
01CF: unknown_actor $6257 actor $6153 

:ROCKB2_7659
00D6: if 
8118:   not actor $6258 dead 
004D: jump_if_false @ROCKB2_7700 
053D:  $6258 
0579: stop_actor $6258 
0243: set_actor $6258 ped_stats_to 39 
01CF: unknown_actor $6258 actor $6153 

:ROCKB2_7700
00D6: if 
8118:   not actor $6259 dead 
004D: jump_if_false @ROCKB2_7741 
053D:  $6259 
0579: stop_actor $6259 
0243: set_actor $6259 ped_stats_to 39 
01CF: unknown_actor $6259 actor $6153 

:ROCKB2_7741
00D6: if 
8118:   not actor $6260 dead 
004D: jump_if_false @ROCKB2_7782 
053D:  $6260 
0579: stop_actor $6260 
0243: set_actor $6260 ped_stats_to 39 
01CF: unknown_actor $6260 actor $6153 

:ROCKB2_7782
00D6: if 
8118:   not actor $6261 dead 
004D: jump_if_false @ROCKB2_7823 
053D:  $6261 
0579: stop_actor $6261 
0243: set_actor $6261 ped_stats_to 39 
01CF: unknown_actor $6261 actor $6153 

:ROCKB2_7823
00D6: if 
8118:   not actor $6262 dead 
004D: jump_if_false @ROCKB2_7864 
053D:  $6262 
0579: stop_actor $6262 
0243: set_actor $6262 ped_stats_to 39 
01CF: unknown_actor $6262 actor $6153 

:ROCKB2_7864
0002: jump @ROCKB2_4883 

:ROCKB2_7871
00D6: if 
8118:   not actor $6224 dead 
004D: jump_if_false @ROCKB2_7897 
0579: stop_actor $6224 
053D:  $6224 

:ROCKB2_7897
00D6: if 
8118:   not actor $6225 dead 
004D: jump_if_false @ROCKB2_7923 
0579: stop_actor $6225 
053D:  $6225 

:ROCKB2_7923
00D6: if 
8118:   not actor $6216 dead 
004D: jump_if_false @ROCKB2_7949 
0579: stop_actor $6216 
053D:  $6216 

:ROCKB2_7949
00D6: if 
8118:   not actor $6219 dead 
004D: jump_if_false @ROCKB2_7975 
0579: stop_actor $6219 
053D:  $6219 

:ROCKB2_7975
00D6: if 
8118:   not actor $6222 dead 
004D: jump_if_false @ROCKB2_8001 
0579: stop_actor $6222 
053D:  $6222 

:ROCKB2_8001
00D6: if 
8118:   not actor $6223 dead 
004D: jump_if_false @ROCKB2_8027 
0579: stop_actor $6223 
053D:  $6223 

:ROCKB2_8027
00D6: if 
8118:   not actor $6250 dead 
004D: jump_if_false @ROCKB2_8053 
0579: stop_actor $6250 
053D:  $6250 

:ROCKB2_8053
00D6: if 
8118:   not actor $6251 dead 
004D: jump_if_false @ROCKB2_8079 
0579: stop_actor $6251 
053D:  $6251 

:ROCKB2_8079
00D6: if 
8118:   not actor $6252 dead 
004D: jump_if_false @ROCKB2_8105 
0579: stop_actor $6252 
053D:  $6252 

:ROCKB2_8105
00D6: if 
8118:   not actor $6253 dead 
004D: jump_if_false @ROCKB2_8131 
0579: stop_actor $6253 
053D:  $6253 

:ROCKB2_8131
00D6: if 
8118:   not actor $6254 dead 
004D: jump_if_false @ROCKB2_8157 
0579: stop_actor $6254 
053D:  $6254 

:ROCKB2_8157
00D6: if 
8118:   not actor $6255 dead 
004D: jump_if_false @ROCKB2_8183 
0579: stop_actor $6255 
053D:  $6255 

:ROCKB2_8183
00D6: if 
8118:   not actor $6256 dead 
004D: jump_if_false @ROCKB2_8209 
0579: stop_actor $6256 
053D:  $6256 

:ROCKB2_8209
00D6: if 
8118:   not actor $6257 dead 
004D: jump_if_false @ROCKB2_8235 
0579: stop_actor $6257 
053D:  $6257 

:ROCKB2_8235
00D6: if 
8118:   not actor $6258 dead 
004D: jump_if_false @ROCKB2_8261 
0579: stop_actor $6258 
053D:  $6258 

:ROCKB2_8261
00D6: if 
8118:   not actor $6259 dead 
004D: jump_if_false @ROCKB2_8287 
0579: stop_actor $6259 
053D:  $6259 

:ROCKB2_8287
00D6: if 
8118:   not actor $6260 dead 
004D: jump_if_false @ROCKB2_8313 
0579: stop_actor $6260 
053D:  $6260 

:ROCKB2_8313
00D6: if 
8118:   not actor $6261 dead 
004D: jump_if_false @ROCKB2_8339 
0579: stop_actor $6261 
053D:  $6261 

:ROCKB2_8339
00D6: if 
8118:   not actor $6262 dead 
004D: jump_if_false @ROCKB2_8365 
0579: stop_actor $6262 
053D:  $6262 

:ROCKB2_8365
01C2: remove_references_to_actor $6224 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6225 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6216 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6219 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6222 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6223 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6250 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6251 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6252 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6253 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6254 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6255 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6256 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6257 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6258 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6259 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6260 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6261 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6262 // Like turning an actor into a random pedestrian 
0249: release_model #LF_MEDIASTAGE 
04EF: release_animation 'RIOT' 
00BC: text_highpriority 'RBM2_4' 5000 ms 1  // ~g~Get the Psycho! Don't let him escape!
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:ROCKB2_8519
00D6: if 
0038:   $6154 == 0 // integer values 
004D: jump_if_false @ROCKB2_9475 
0001: wait 0 ms 
00D6: if 
8118:   not actor $6153 dead 
004D: jump_if_false @ROCKB2_8684 
00D6: if 
0038:   $6266 == 1 // integer values 
004D: jump_if_false @ROCKB2_8608 
00D6: if 
80DF:   not actor $6153 driving 
004D: jump_if_false @ROCKB2_8608 
01B2: give_actor $6153 weapon 23 ammo 30000 // Load the weapon model before using this 
0004: $6266 = 0 // integer values 

:ROCKB2_8608
00D6: if 
82CB:   not actor $6153 bounding_sphere_visible 
004D: jump_if_false @ROCKB2_8677 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6153 radius 200.0 200.0 
004D: jump_if_false @ROCKB2_8677 
00BC: text_highpriority 'RBM2_5' 5000 ms 1  // ~r~You lost him, you idiot!
0002: jump @ROCKB2_9487 

:ROCKB2_8677
0002: jump @ROCKB2_8696 

:ROCKB2_8684
0164: disable_marker $6155 
0004: $6154 = 1 // integer values 

:ROCKB2_8696
00D6: if 
0038:   $6266 == 1 // integer values 
004D: jump_if_false @ROCKB2_8819 
00D6: if 
8119:   not car $6158 wrecked 
004D: jump_if_false @ROCKB2_8819 
00D6: if 
8118:   not actor $6153 dead 
004D: jump_if_false @ROCKB2_8819 
00D6: if 
00DB:   actor $6153 in_car $6158 
004D: jump_if_false @ROCKB2_8804 
00D6: if 
001A:   19 > $6157 // integer values 
004D: jump_if_false @ROCKB2_8797 
0050: gosub @ROCKB2_10277 
0050: gosub @ROCKB2_11718 

:ROCKB2_8797
0002: jump @ROCKB2_8819 

:ROCKB2_8804
00AD: set_car $6158 max_speed_to 0.0 
00A9: set_car $6158 to_normal_driver 

:ROCKB2_8819
00D6: if 
8118:   not actor $6153 dead 
004D: jump_if_false @ROCKB2_9146 
00D6: if 
0038:   $6264 == 0 // integer values 
004D: jump_if_false @ROCKB2_8900 
00D6: if 
80DF:   not actor $6153 driving 
004D: jump_if_false @ROCKB2_8900 
00D6: if 
02CB:   actor $6153 bounding_sphere_visible 
004D: jump_if_false @ROCKB2_8900 
01CC: actor $6153 kill_player $PLAYER_CHAR 
0004: $6264 = 1 // integer values 

:ROCKB2_8900
00D6: if 
0038:   $6265 == 0 // integer values 
004D: jump_if_false @ROCKB2_9001 
00D6: if 
00DF:   actor $6153 driving 
004D: jump_if_false @ROCKB2_9001 
011C: actor $6153 clear_objective 
00D9: $6158 = actor $6153 car // add to mission cleanup 
0190: add_vehicle $6158 to_flipped_check 
03CC: car $6158 add_to_stuck_car_check 0.1 = 2000 
00AD: set_car $6158 max_speed_to 30.0 
00AE: set_vehicle $6158 traffic_behavior_to 2 
00A8: set_car $6158 to_psycho_driver 
0004: $6264 = 0 // integer values 
0004: $6265 = 1 // integer values 

:ROCKB2_9001
00D6: if 
0038:   $6265 == 1 // integer values 
004D: jump_if_false @ROCKB2_9076 
00D6: if 
8119:   not car $6158 wrecked 
004D: jump_if_false @ROCKB2_9076 
00D6: if or
018F:   vehicle $6158 flipped 
03CE:   car $6158 stuck 
0495:   vehicle $6158 burning 
004D: jump_if_false @ROCKB2_9076 
01D3: actor $6153 leave_car $6158 
0004: $6264 = 0 // integer values 

:ROCKB2_9076
00D6: if 
0038:   $6265 == 1 // integer values 
004D: jump_if_false @ROCKB2_9146 
00D6: if 
80DF:   not actor $6153 driving 
004D: jump_if_false @ROCKB2_9146 
0191: remove_vehicle $6158 from_flipped_check 
03CD: car $6158 remove_from_stuck_car_check 
01C3: remove_references_to_car $6158 
0004: $6266 = 0 // integer values 
0004: $6264 = 0 // integer values 
0004: $6265 = 0 // integer values 

:ROCKB2_9146
00D6: if 
0038:   $6233 == 0 // integer values 
004D: jump_if_false @ROCKB2_9216 
00D6: if 
0028:   $6157 >= 13 // integer values 
004D: jump_if_false @ROCKB2_9216 
00A5: $6232 = create_car #TRASH at $6234 $6235 $6236 
0175: set_car $6232 z_angle_to 93.0 
0004: $6233 = 1 // integer values 

:ROCKB2_9216
00D6: if 
0038:   $6233 == 1 // integer values 
004D: jump_if_false @ROCKB2_9468 
00D6: if 
8119:   not car $6232 wrecked 
004D: jump_if_false @ROCKB2_9468 
00D6: if 
0038:   $6237 == 0 // integer values 
004D: jump_if_false @ROCKB2_9365 
00D6: if 
0028:   $6157 >= 13 // integer values 
004D: jump_if_false @ROCKB2_9365 
00D6: if 
0057:   player $PLAYER_CHAR 0 -717.148 1014.399 8.0 -655.46 1172.155 15.0 
004D: jump_if_false @ROCKB2_9365 
00AD: set_car $6232 max_speed_to 40.0 
00A7: car $6232 drive_to $6238 $6239 $6240 
0004: $6237 = 1 // integer values 

:ROCKB2_9365
00D6: if 
0038:   $6237 == 1 // integer values 
004D: jump_if_false @ROCKB2_9468 
00D6: if 
8119:   not car $6232 wrecked 
004D: jump_if_false @ROCKB2_9468 
00D6: if 
01AF:   car $6232 0 $6238 $6239 $6240 radius 2.0 2.0 2.0 
004D: jump_if_false @ROCKB2_9468 
00AD: set_car $6232 max_speed_to 20.0 
00A8: set_car $6232 to_psycho_driver 
01C3: remove_references_to_car $6232 
0004: $6237 = 2 // integer values 

:ROCKB2_9468
0002: jump @ROCKB2_8519 

:ROCKB2_9475
0164: disable_marker $6155 
0002: jump @ROCKB2_9504 

:ROCKB2_9487
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:ROCKB2_9504
0004: $PASSED_ROCK2_PSYCHO_KILLER = 1 // integer values 
0318: set_latest_mission_passed 'ROCK_2'  // Psycho Killer
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASS' number 400000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 400000 
004F: create_thread @ROC3  
0051: return 

:ROCKB2_9570
00D6: if 
8119:   not car $6245 wrecked 
004D: jump_if_false @ROCKB2_9591 
01C3: remove_references_to_car $6245 

:ROCKB2_9591
00D6: if 
8118:   not actor $6224 dead 
004D: jump_if_false @ROCKB2_9617 
0579: stop_actor $6224 
053D:  $6224 

:ROCKB2_9617
00D6: if 
8118:   not actor $6225 dead 
004D: jump_if_false @ROCKB2_9643 
0579: stop_actor $6225 
053D:  $6225 

:ROCKB2_9643
00D6: if 
8118:   not actor $6216 dead 
004D: jump_if_false @ROCKB2_9669 
0579: stop_actor $6216 
053D:  $6216 

:ROCKB2_9669
00D6: if 
8118:   not actor $6219 dead 
004D: jump_if_false @ROCKB2_9695 
0579: stop_actor $6219 
053D:  $6219 

:ROCKB2_9695
00D6: if 
8118:   not actor $6222 dead 
004D: jump_if_false @ROCKB2_9721 
0579: stop_actor $6222 
053D:  $6222 

:ROCKB2_9721
00D6: if 
8118:   not actor $6223 dead 
004D: jump_if_false @ROCKB2_9747 
0579: stop_actor $6223 
053D:  $6223 

:ROCKB2_9747
00D6: if 
8118:   not actor $6250 dead 
004D: jump_if_false @ROCKB2_9773 
0579: stop_actor $6250 
053D:  $6250 

:ROCKB2_9773
00D6: if 
8118:   not actor $6251 dead 
004D: jump_if_false @ROCKB2_9799 
0579: stop_actor $6251 
053D:  $6251 

:ROCKB2_9799
00D6: if 
8118:   not actor $6252 dead 
004D: jump_if_false @ROCKB2_9825 
0579: stop_actor $6252 
053D:  $6252 

:ROCKB2_9825
00D6: if 
8118:   not actor $6253 dead 
004D: jump_if_false @ROCKB2_9851 
0579: stop_actor $6253 
053D:  $6253 

:ROCKB2_9851
00D6: if 
8118:   not actor $6254 dead 
004D: jump_if_false @ROCKB2_9877 
0579: stop_actor $6254 
053D:  $6254 

:ROCKB2_9877
00D6: if 
8118:   not actor $6255 dead 
004D: jump_if_false @ROCKB2_9903 
0579: stop_actor $6255 
053D:  $6255 

:ROCKB2_9903
00D6: if 
8118:   not actor $6256 dead 
004D: jump_if_false @ROCKB2_9929 
0579: stop_actor $6256 
053D:  $6256 

:ROCKB2_9929
00D6: if 
8118:   not actor $6257 dead 
004D: jump_if_false @ROCKB2_9955 
0579: stop_actor $6257 
053D:  $6257 

:ROCKB2_9955
00D6: if 
8118:   not actor $6258 dead 
004D: jump_if_false @ROCKB2_9981 
0579: stop_actor $6258 
053D:  $6258 

:ROCKB2_9981
00D6: if 
8118:   not actor $6259 dead 
004D: jump_if_false @ROCKB2_10007 
0579: stop_actor $6259 
053D:  $6259 

:ROCKB2_10007
00D6: if 
8118:   not actor $6260 dead 
004D: jump_if_false @ROCKB2_10033 
0579: stop_actor $6260 
053D:  $6260 

:ROCKB2_10033
00D6: if 
8118:   not actor $6261 dead 
004D: jump_if_false @ROCKB2_10059 
0579: stop_actor $6261 
053D:  $6261 

:ROCKB2_10059
00D6: if 
8118:   not actor $6262 dead 
004D: jump_if_false @ROCKB2_10085 
0579: stop_actor $6262 
053D:  $6262 

:ROCKB2_10085
00D6: if 
8118:   not actor $6153 dead 
004D: jump_if_false @ROCKB2_10111 
0579: stop_actor $6153 
053D:  $6153 

:ROCKB2_10111
04EF: release_animation 'RIOT' 
034F: destroy_actor_with_fade $6153 // The actor fades away like a ghost 
040D: unload_wav 1 
0004: $ONMISSION = 0 // integer values 
01E7: remove_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
0164: disable_marker $6155 
0164: disable_marker $6244 
0164: disable_marker $6246 
0296: unload_special_actor 6 
0249: release_model #GDA 
0249: release_model #SENTINEL 
0249: release_model #TRASH 
0249: release_model #UZI 
0249: release_model #COLT45 
0249: release_model #WFYG1 
0249: release_model #WFYG2 
0249: release_model #LOVEFIST 
0249: release_model #WMYCR 
0249: release_model #BKA 
0249: release_model #BKB 
0249: release_model #LF_MEDIASTAGE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
8119:   not car $6158 wrecked 
004D: jump_if_false @ROCKB2_10273 
0191: remove_vehicle $6158 from_flipped_check 
03CD: car $6158 remove_from_stuck_car_check 

:ROCKB2_10273
00D8: mission_cleanup 
0051: return 

:ROCKB2_10277
00D6: if 
0119:   car $6158 wrecked 
004D: jump_if_false @ROCKB2_10346 
00D6: if 
0038:   $6154 == 0 // integer values 
004D: jump_if_false @ROCKB2_10339 
00D6: if 
0118:   actor $6153 dead 
004D: jump_if_false @ROCKB2_10339 
0164: disable_marker $6155 
0004: $6154 = 1 // integer values 

:ROCKB2_10339
0002: jump @ROCKB2_11716 

:ROCKB2_10346
00D6: if 
0038:   $6157 == 0 // integer values 
004D: jump_if_false @ROCKB2_10402 
00AD: set_car $6158 max_speed_to 40.0 
00AE: set_vehicle $6158 traffic_behavior_to 2 
00A7: car $6158 drive_to $6162 $6163 $6164 
0004: $6157 = 1 // integer values 

:ROCKB2_10402
00D6: if 
0038:   $6157 == 1 // integer values 
004D: jump_if_false @ROCKB2_10475 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6162 $6163 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10475 
00A7: car $6158 drive_to $6165 $6166 $6167 
0004: $6157 = 2 // integer values 

:ROCKB2_10475
00D6: if 
0038:   $6157 == 2 // integer values 
004D: jump_if_false @ROCKB2_10548 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6165 $6166 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10548 
00A7: car $6158 drive_to $6168 $6169 $6170 
0004: $6157 = 3 // integer values 

:ROCKB2_10548
00D6: if 
0038:   $6157 == 3 // integer values 
004D: jump_if_false @ROCKB2_10621 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6168 $6169 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10621 
00A7: car $6158 drive_to $6171 $6172 $6173 
0004: $6157 = 4 // integer values 

:ROCKB2_10621
00D6: if 
0038:   $6157 == 4 // integer values 
004D: jump_if_false @ROCKB2_10694 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6171 $6172 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10694 
00A7: car $6158 drive_to $6174 $6175 $6176 
0004: $6157 = 5 // integer values 

:ROCKB2_10694
00D6: if 
0038:   $6157 == 5 // integer values 
004D: jump_if_false @ROCKB2_10776 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6174 $6175 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10776 
0477: set_car $6158 action 3 time 5 
00A7: car $6158 drive_to $6177 $6178 $6179 
0004: $6157 = 6 // integer values 

:ROCKB2_10776
00D6: if 
0038:   $6157 == 6 // integer values 
004D: jump_if_false @ROCKB2_10849 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6177 $6178 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10849 
00A7: car $6158 drive_to $6180 $6181 $6182 
0004: $6157 = 7 // integer values 

:ROCKB2_10849
00D6: if 
0038:   $6157 == 7 // integer values 
004D: jump_if_false @ROCKB2_10922 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6180 $6181 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10922 
00A7: car $6158 drive_to $6183 $6184 $6185 
0004: $6157 = 8 // integer values 

:ROCKB2_10922
00D6: if 
0038:   $6157 == 8 // integer values 
004D: jump_if_false @ROCKB2_10995 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6183 $6184 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_10995 
00A7: car $6158 drive_to $6186 $6187 $6188 
0004: $6157 = 9 // integer values 

:ROCKB2_10995
00D6: if 
0038:   $6157 == 9 // integer values 
004D: jump_if_false @ROCKB2_11068 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6186 $6187 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11068 
00A7: car $6158 drive_to $6189 $6190 $6191 
0004: $6157 = 10 // integer values 

:ROCKB2_11068
00D6: if 
0038:   $6157 == 10 // integer values 
004D: jump_if_false @ROCKB2_11141 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6189 $6190 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11141 
00A7: car $6158 drive_to $6192 $6193 $6194 
0004: $6157 = 11 // integer values 

:ROCKB2_11141
00D6: if 
0038:   $6157 == 11 // integer values 
004D: jump_if_false @ROCKB2_11214 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6192 $6193 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11214 
00A7: car $6158 drive_to $6195 $6196 $6197 
0004: $6157 = 12 // integer values 

:ROCKB2_11214
00D6: if 
0038:   $6157 == 12 // integer values 
004D: jump_if_false @ROCKB2_11287 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6195 $6196 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11287 
00A7: car $6158 drive_to $6198 $6199 $6200 
0004: $6157 = 13 // integer values 

:ROCKB2_11287
00D6: if 
0038:   $6157 == 13 // integer values 
004D: jump_if_false @ROCKB2_11360 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6198 $6199 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11360 
00A7: car $6158 drive_to $6201 $6202 $6203 
0004: $6157 = 14 // integer values 

:ROCKB2_11360
00D6: if 
0038:   $6157 == 14 // integer values 
004D: jump_if_false @ROCKB2_11433 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6201 $6202 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11433 
00A7: car $6158 drive_to $6204 $6205 $6206 
0004: $6157 = 15 // integer values 

:ROCKB2_11433
00D6: if 
0038:   $6157 == 15 // integer values 
004D: jump_if_false @ROCKB2_11506 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6204 $6205 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11506 
00A7: car $6158 drive_to $6207 $6208 $6209 
0004: $6157 = 16 // integer values 

:ROCKB2_11506
00D6: if 
0038:   $6157 == 16 // integer values 
004D: jump_if_false @ROCKB2_11579 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6207 $6208 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11579 
00A7: car $6158 drive_to $6210 $6211 $6212 
0004: $6157 = 17 // integer values 

:ROCKB2_11579
00D6: if 
0038:   $6157 == 17 // integer values 
004D: jump_if_false @ROCKB2_11652 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6210 $6211 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11652 
00A7: car $6158 drive_to $6213 $6214 $6215 
0004: $6157 = 18 // integer values 

:ROCKB2_11652
00D6: if 
0038:   $6157 == 18 // integer values 
004D: jump_if_false @ROCKB2_11716 
00D6: if 
01AD:   car $6158 sphere 0 near_point $6213 $6214 radius 6.0 4.0 
004D: jump_if_false @ROCKB2_11716 
00A8: set_car $6158 to_psycho_driver 
0004: $6157 = 19 // integer values 

:ROCKB2_11716
0051: return 

:ROCKB2_11718
00D6: if 
8119:   not car $6158 wrecked 
004D: jump_if_false @ROCKB2_12102 
00D6: if 
01F4:   car $6158 flipped 
004D: jump_if_false @ROCKB2_11918 
00D6: if 
82CA:   not car $6158 bounding_sphere_visible 
004D: jump_if_false @ROCKB2_11918 
00AA: store_car $6158 position_to $6159 $6160 $6161 
02C1: set $6241 $6242 $6243 to_car_path_coords_closest_to $6159 $6160 $6161 
00D6: if 
838A:   not car_in_cube $6241 $6242 $6243 4.0 4.0 3.0 
004D: jump_if_false @ROCKB2_11918 
00D6: if 
80C2:   not sphere_onscreen $6241 $6242 $6243 4.0 
004D: jump_if_false @ROCKB2_11918 
00AB: put_car $6158 at $6241 $6242 $6243 
00D6: if 
0028:   $6157 >= 19 // integer values 
004D: jump_if_false @ROCKB2_11918 
00AD: set_car $6158 max_speed_to 40.0 
00AE: set_vehicle $6158 traffic_behavior_to 2 
00A8: set_car $6158 to_psycho_driver 

:ROCKB2_11918
00D6: if 
03CE:   car $6158 stuck 
004D: jump_if_false @ROCKB2_12102 
00D6: if 
82CA:   not car $6158 bounding_sphere_visible 
004D: jump_if_false @ROCKB2_12102 
00AA: store_car $6158 position_to $6159 $6160 $6161 
02C1: set $6241 $6242 $6243 to_car_path_coords_closest_to $6159 $6160 $6161 
00D6: if 
838A:   not car_in_cube $6241 $6242 $6243 4.0 4.0 3.0 
004D: jump_if_false @ROCKB2_12102 
00D6: if 
80C2:   not sphere_onscreen $6241 $6242 $6243 4.0 
004D: jump_if_false @ROCKB2_12102 
00AB: put_car $6158 at $6241 $6242 $6243 
00D6: if 
0028:   $6157 >= 19 // integer values 
004D: jump_if_false @ROCKB2_12102 
00AD: set_car $6158 max_speed_to 40.0 
00AE: set_vehicle $6158 traffic_behavior_to 2 
00A8: set_car $6158 to_psycho_driver 

:ROCKB2_12102
0051: return 

//-------------Mission 65---------------
// Originally: Publicity Tour

:ROCKB3
03A4: name_thread 'ROCKB3' 
0050: gosub @ROCKB3_60 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ROCKB3_37 
0050: gosub @ROCKB3_9200 

:ROCKB3_37
0050: gosub @ROCKB3_9295 
004E: end_thread 
0004: $6292 = 0 // integer values 
0004: $6293 = 0 // integer values 

:ROCKB3_60
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0004: $6270 = 0 // integer values 
0005: $6271 = 100.0 // floating-point values 
0005: $6268 = 0.0 // floating-point values 
0004: $6273 = 1 // integer values 
0004: $6274 = 0 // integer values 
0004: $6275 = 0 // integer values 
0004: $6276 = 0 // integer values 
0004: $6278 = 0 // integer values 
0004: $6280 = 0 // integer values 
0004: $6282 = 0 // integer values 
0004: $6283 = 0 // integer values 
0004: $6284 = 0 // integer values 
0004: $6285 = 0 // integer values 
0004: $6286 = 0 // integer values 
0004: $6287 = 0 // integer values 
0004: $6288 = 0 // integer values 
0004: $6289 = 0 // integer values 
0004: $6290 = 0 // integer values 
0004: $6291 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'ROCK3' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
04BB: select_interiour 9 // select render area 
03CB: set_camera -879.75 1157.77 17.81 
04F9: set_extracolors 17 fade 0 
038B: load_requested_models 

:ROCKB3_333
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
004D: jump_if_false @ROCKB3_375 
0001: wait 0 ms 
0002: jump @ROCKB3_333 

:ROCKB3_375
02E4: load_cutscene_data 'ROK_3A' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $171 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $171 'CSDICK' 
02E5: $172 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $142 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $173 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $173 'CSPERCY' 
02E5: $125 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $125 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 range 10.07 1.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
016A: fade 1 2000 ms 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB3_585
00D6: if 
001A:   374 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_620 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_585 

:ROCKB3_620
00BC: text_highpriority 'RBM3_A' 10000 ms 1  // Tommy! Tommy! Tommy, man, that psycho's back!

:ROCKB3_635
00D6: if 
001A:   4104 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_670 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_635 

:ROCKB3_670
00BC: text_highpriority 'RBM3_B' 10000 ms 1  // What's going on?

:ROCKB3_685
00D6: if 
001A:   4760 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_720 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_685 

:ROCKB3_720
00BC: text_highpriority 'RBM3_C' 10000 ms 1  // That psycho won't leave Love Fist alone!

:ROCKB3_735
00D6: if 
001A:   6489 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_770 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_735 

:ROCKB3_770
00BC: text_highpriority 'RBM3_D' 10000 ms 1  // You didnae kill him man. And now he's back.

:ROCKB3_785
00D6: if 
001A:   8719 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_820 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_785 

:ROCKB3_820
00BC: text_highpriority 'RBM3_E' 10000 ms 1  // Yeah, yeah, yeah, and the thing is...

:ROCKB3_835
00D6: if 
001A:   9730 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_870 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_835 

:ROCKB3_870
00BC: text_highpriority 'RBM3_F' 10000 ms 1  // The thing is, we need someone to drive the limo we can trust,

:ROCKB3_885
00D6: if 
001A:   12434 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_920 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_885 

:ROCKB3_920
00BC: text_highpriority 'RBM3_G' 10000 ms 1  // cause that nutter keeps making threats!

:ROCKB3_935
00D6: if 
001A:   13952 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_970 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_935 

:ROCKB3_970
00BC: text_highpriority 'RBM3_H' 10000 ms 1  // I'm shitin' masel' man. I need ma ma!

:ROCKB3_985
00D6: if 
001A:   15620 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_1020 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_985 

:ROCKB3_1020
00BC: text_highpriority 'RBM3_I' 10000 ms 1  // We're all bricking ourselves, man.

:ROCKB3_1035
00D6: if 
001A:   16985 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_1070 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_1035 

:ROCKB3_1070
00BC: text_highpriority 'RBM3_J' 10000 ms 1  // Okay guys, calm down, I'll handle this.

:ROCKB3_1085
00D6: if 
001A:   21240 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_1120 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_1085 

:ROCKB3_1120
00BC: text_highpriority 'RBM3_K' 10000 ms 1  // Normally I wouldn't busy myself with driving around a bunch of drunken Scottish bisexuals,

:ROCKB3_1135
00D6: if 
001A:   26029 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_1170 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_1135 

:ROCKB3_1170
00BC: text_highpriority 'RBM3_L' 10000 ms 1  // but, in your case I'll make an exception.

:ROCKB3_1185
00D6: if 
001A:   28823 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_1220 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump @ROCKB3_1185 

:ROCKB3_1220
00BE: text_clear_all 
016A: fade 0 2000 ms 
00BE: text_clear_all 

:ROCKB3_1231
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB3_1255 
0001: wait 0 ms 
0002: jump @ROCKB3_1231 

:ROCKB3_1255
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
03CB: set_camera -871.9 1159.46 10.07 
04E3: unknown_player $PLAYER_CHAR 3 60000 
01B6: set_weather 2 
041E: set_radio_station 7 -1 
0247: request_model #LOVEFIST 
023C: load_special_actor 6 'IGJEZZ' 
023C: load_special_actor 7 'IGDICK' 
023C: load_special_actor 8 'IGPERCY' 

:ROCKB3_1371
00D6: if or
8248:   not model #LOVEFIST available 
823D:   not special_actor 6 loaded 
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
004D: jump_if_false @ROCKB3_1410 
0001: wait 0 ms 
0002: jump @ROCKB3_1371 

:ROCKB3_1410
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -870.157 1145.945 range 11.05 1.0 
015F: set_camera_position -870.157 1145.945 11.05 0.0 rotation 0.0 0.0 
0160: point_camera -870.468 1146.895 11.078 switchstyle 2 
0395: clear_area 0 at -872.155 1151.921 range 11.054 4.0 
00A5: $6267 = create_car #LOVEFIST at -872.155 1151.921 11.054 
0175: set_car $6267 z_angle_to 177.458 
03AB: set_car $6267 strong 1 
0224: set_car $6267 health_to 1500 
01C8: $6277 = create_actor_pedtype 4 model #SPECIAL06 in_car $6267 passenger_seat 0 
01ED: clear_actor $6277 threat_search 
039E: set_actor $6277 locked_while_in_vehicle 1 
0526: set_actor $6277 stay_in_car_when_jacked 1 
01C8: $6279 = create_actor_pedtype 4 model #SPECIAL07 in_car $6267 passenger_seat 1 
01ED: clear_actor $6279 threat_search 
039E: set_actor $6279 locked_while_in_vehicle 1 
0526: set_actor $6279 stay_in_car_when_jacked 1 
01C8: $6281 = create_actor_pedtype 4 model #SPECIAL08 in_car $6267 passenger_seat 2 
01ED: clear_actor $6281 threat_search 
039E: set_actor $6281 locked_while_in_vehicle 1 
0526: set_actor $6281 stay_in_car_when_jacked 1 
036A: put_actor $PLAYER_ACTOR in_car $6267 
00A9: set_car $6267 to_normal_driver 
020A: set_car $6267 door_status_to 4 
0169: set_fade_color 0 0 0 
0001: wait 2500 ms 
016A: fade 1 2000 ms 

:ROCKB3_1721
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB3_2010 
0001: wait 0 ms 
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_1808 
00D6: if or
0118:   actor $6277 dead 
0038:   $6287 == 1 // integer values 
004D: jump_if_false @ROCKB3_1808 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_1808
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_1878 
00D6: if or
0118:   actor $6279 dead 
0038:   $6288 == 1 // integer values 
004D: jump_if_false @ROCKB3_1878 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_1878
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_1948 
00D6: if or
0118:   actor $6281 dead 
0038:   $6289 == 1 // integer values 
004D: jump_if_false @ROCKB3_1948 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_1948
00D6: if or
0119:   car $6267 wrecked 
0038:   $6290 == 1 // integer values 
004D: jump_if_false @ROCKB3_2003 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_2003
0002: jump @ROCKB3_1721 

:ROCKB3_2010
0006: 17@ = 0 // integer values 

:ROCKB3_2017
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_3090 
0001: wait 0 ms 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_2130 
00D6: if 
0038:   $107 == 1 // integer values 
004D: jump_if_false @ROCKB3_2123 
00D6: if 
001A:   6 > $6291 // integer values 
004D: jump_if_false @ROCKB3_2123 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @ROCKB3_2123 
0004: $6291 = 6 // integer values 

:ROCKB3_2123
0050: gosub @ROCKB3_9530 

:ROCKB3_2130
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_2406 
00D6: if 
0038:   $6285 == 0 // integer values 
004D: jump_if_false @ROCKB3_2180 
0006: 17@ = 0 // integer values 
0004: $6285 = 1 // integer values 

:ROCKB3_2180
00D6: if 
0038:   $6285 == 1 // integer values 
004D: jump_if_false @ROCKB3_2234 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_2234 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
0004: $6285 = 2 // integer values 

:ROCKB3_2234
00D6: if 
0038:   $6285 == 2 // integer values 
004D: jump_if_false @ROCKB3_2266 
0006: 17@ = 0 // integer values 
0004: $6285 = 3 // integer values 

:ROCKB3_2266
00D6: if 
0038:   $6285 == 3 // integer values 
004D: jump_if_false @ROCKB3_2320 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_2320 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
0004: $6285 = 4 // integer values 

:ROCKB3_2320
00D6: if 
0038:   $6285 == 4 // integer values 
004D: jump_if_false @ROCKB3_2352 
0006: 17@ = 0 // integer values 
0004: $6285 = 5 // integer values 

:ROCKB3_2352
00D6: if 
0038:   $6285 == 5 // integer values 
004D: jump_if_false @ROCKB3_2406 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_2406 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
0004: $6285 = 6 // integer values 

:ROCKB3_2406
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_2476 
00D6: if or
0118:   actor $6277 dead 
0038:   $6287 == 1 // integer values 
004D: jump_if_false @ROCKB3_2476 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_2476
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_2546 
00D6: if or
0118:   actor $6279 dead 
0038:   $6288 == 1 // integer values 
004D: jump_if_false @ROCKB3_2546 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_2546
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_2616 
00D6: if or
0118:   actor $6281 dead 
0038:   $6289 == 1 // integer values 
004D: jump_if_false @ROCKB3_2616 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_2616
00D6: if or
0119:   car $6267 wrecked 
0038:   $6290 == 1 // integer values 
0038:   $6275 == 1 // integer values 
0038:   $6278 == 1 // integer values 
0038:   $6280 == 1 // integer values 
0038:   $6282 == 1 // integer values 
004D: jump_if_false @ROCKB3_2706 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0002: jump @ROCKB3_2840 

:ROCKB3_2706
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_2770 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6267 
004D: jump_if_false @ROCKB3_2770 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_2770
02E3: $6268 = car $6267 speed 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_2840 
00D6: if 
0019:   17@ > 5000 // integer values 
004D: jump_if_false @ROCKB3_2840 
00D6: if 
0038:   $6291 == 0 // integer values 
004D: jump_if_false @ROCKB3_2840 
0004: $6291 = 1 // integer values 

:ROCKB3_2840
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_3083 
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_3083 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @ROCKB3_3083 
000D: $6268 -= 26.0 // floating-point values 
0015: $6268 /= 15.0 // floating-point values 
0059: $6271 += $6268 // floating-point values 
00D6: if 
0020:   $6271 > 100.0 // floating-point values 
004D: jump_if_false @ROCKB3_2954 
0005: $6271 = 100.0 // floating-point values 

:ROCKB3_2954
00D6: if 
0022:   1.0 > $6271 // floating-point values 
004D: jump_if_false @ROCKB3_3047 
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_3025 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0002: jump @ROCKB3_3047 

:ROCKB3_3025
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_3047
0086: $763 = $6271 // floating-point values only 
0011: $763 *= -1.0 // floating-point values 
0009: $763 += 100.0 // floating-point values 
008C: $6270 = float_to_integer $763 

:ROCKB3_3083
0002: jump @ROCKB3_2017 

:ROCKB3_3090
01B7: release_weather 
0151: remove_status_text $6270 
00BA: text_styled 'RBM3_7' 4000 ms 4  // ~g~BOMB DEFUSED!

:ROCKB3_3112
00D6: if 
001A:   29 > $6291 // integer values 
004D: jump_if_false @ROCKB3_3592 
0001: wait 0 ms 
00D6: if 
001A:   29 > $6291 // integer values 
004D: jump_if_false @ROCKB3_3159 
0050: gosub @ROCKB3_12537 

:ROCKB3_3159
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_3222 
00D6: if 
0118:   actor $6277 dead 
004D: jump_if_false @ROCKB3_3222 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_3222
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_3285 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_3285 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_3285
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_3348 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_3348 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_3348
00D6: if 
0119:   car $6267 wrecked 
004D: jump_if_false @ROCKB3_3393 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0002: jump @ROCKB3_3585 

:ROCKB3_3393
00D6: if and
0038:   $6278 == 0 // integer values 
0038:   $6280 == 0 // integer values 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_3481 
00D6: if and
00DB:   actor $6277 in_car $6267 
00DB:   actor $6279 in_car $6267 
00DB:   actor $6281 in_car $6267 
004D: jump_if_false @ROCKB3_3474 
0004: $6284 = 1 // integer values 
0002: jump @ROCKB3_3481 

:ROCKB3_3474
0004: $6284 = 0 // integer values 

:ROCKB3_3481
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6267 
004D: jump_if_false @ROCKB3_3555 
00D6: if 
0038:   $6292 == 0 // integer values 
004D: jump_if_false @ROCKB3_3548 
0186: $6269 = create_marker_above_car $6267 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~g~Hey! Get back in the vehicle!
0004: $6292 = 1 // integer values 

:ROCKB3_3548
0002: jump @ROCKB3_3585 

:ROCKB3_3555
00D6: if 
0038:   $6292 == 1 // integer values 
004D: jump_if_false @ROCKB3_3585 
0164: disable_marker $6269 
0004: $6292 = 0 // integer values 

:ROCKB3_3585
0002: jump @ROCKB3_3112 

:ROCKB3_3592
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_3622 
020A: set_car $6267 door_status_to 1 
0002: jump @ROCKB3_3644 

:ROCKB3_3622
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_3644
041E: set_radio_station 4 -1 
00BC: text_highpriority 'RBM3_1' 5000 ms 1  // ~g~Drive Love Fist to the venue.
018A: $6272 = create_checkpoint_at -870.933 1053.342 9.9 
0004: $6276 = 1 // integer values 

:ROCKB3_3692
00D6: if or
81AF:   not car $6267 1 -870.933 1053.342 9.9 radius 3.0 3.0 3.0 
0038:   $6284 == 0 // integer values 
004D: jump_if_false @ROCKB3_4232 
0001: wait 0 ms 
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_3814 
00D6: if 
0118:   actor $6277 dead 
004D: jump_if_false @ROCKB3_3814 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_3814
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_3877 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_3877 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_3877
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_3940 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_3940 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_3940
00D6: if 
0119:   car $6267 wrecked 
004D: jump_if_false @ROCKB3_3985 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0002: jump @ROCKB3_4225 

:ROCKB3_3985
00D6: if and
0038:   $6278 == 0 // integer values 
0038:   $6280 == 0 // integer values 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_4081 
00D6: if and
00DB:   actor $6277 in_car $6267 
00DB:   actor $6279 in_car $6267 
00DB:   actor $6281 in_car $6267 
00DC:   player $PLAYER_CHAR driving $6267 
004D: jump_if_false @ROCKB3_4074 
0004: $6284 = 1 // integer values 
0002: jump @ROCKB3_4081 

:ROCKB3_4074
0004: $6284 = 0 // integer values 

:ROCKB3_4081
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6267 
004D: jump_if_false @ROCKB3_4160 
00D6: if 
0038:   $6276 == 1 // integer values 
004D: jump_if_false @ROCKB3_4153 
0164: disable_marker $6272 
0186: $6269 = create_marker_above_car $6267 
00BC: text_highpriority 'IN_VEH' 5000 ms 1  // ~g~Hey! Get back in the vehicle!
0004: $6276 = 0 // integer values 

:ROCKB3_4153
0002: jump @ROCKB3_4225 

:ROCKB3_4160
00D6: if 
0038:   $6276 == 0 // integer values 
004D: jump_if_false @ROCKB3_4225 
0164: disable_marker $6269 
00BC: text_highpriority 'RBM3_1' 5000 ms 1  // ~g~Drive Love Fist to the venue.
018A: $6272 = create_checkpoint_at -870.933 1053.342 9.9 
0004: $6276 = 1 // integer values 

:ROCKB3_4225
0002: jump @ROCKB3_3692 

:ROCKB3_4232
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_4262 
020A: set_car $6267 door_status_to 1 
0002: jump @ROCKB3_4284 

:ROCKB3_4262
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_4284
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -880.363 1043.654 range 12.096 1.0 
015F: set_camera_position -880.363 1043.654 12.096 0.0 rotation 0.0 0.0 
0160: point_camera -879.557 1044.242 12.035 switchstyle 2 
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_4574 
01D3: actor $PLAYER_ACTOR leave_car $6267 
00D6: if 
8118:   not actor $6277 dead 
004D: jump_if_false @ROCKB3_4439 
01D3: actor $6277 leave_car $6267 
0002: jump @ROCKB3_4461 

:ROCKB3_4439
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_4461
00D6: if 
8118:   not actor $6279 dead 
004D: jump_if_false @ROCKB3_4492 
01D3: actor $6279 leave_car $6267 
0002: jump @ROCKB3_4514 

:ROCKB3_4492
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_4514
00D6: if 
8118:   not actor $6281 dead 
004D: jump_if_false @ROCKB3_4545 
01D3: actor $6281 leave_car $6267 
0002: jump @ROCKB3_4567 

:ROCKB3_4545
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_4567
0002: jump @ROCKB3_4596 

:ROCKB3_4574
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_4596
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $6277 driving 
00DF:   actor $6279 driving 
00DF:   actor $6281 driving 
004D: jump_if_false @ROCKB3_4865 
0001: wait 0 ms 
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_4694 
00D6: if 
0118:   actor $6277 dead 
004D: jump_if_false @ROCKB3_4694 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_4694
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_4757 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_4757 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_4757
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_4820 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_4820 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_4820
00D6: if 
0119:   car $6267 wrecked 
004D: jump_if_false @ROCKB3_4858 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_4858
0002: jump @ROCKB3_4596 

:ROCKB3_4865
016A: fade 0 1500 ms 

:ROCKB3_4872
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB3_5123 
0001: wait 0 ms 
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_4952 
00D6: if 
0118:   actor $6277 dead 
004D: jump_if_false @ROCKB3_4952 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_4952
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_5015 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_5015 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_5015
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_5078 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_5078 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_5078
00D6: if 
0119:   car $6267 wrecked 
004D: jump_if_false @ROCKB3_5116 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 

:ROCKB3_5116
0002: jump @ROCKB3_4872 

:ROCKB3_5123
02EB: restore_camera_with_jumpcut 
04BB: select_interiour 8 // select render area 
0004: $6293 = 1 // integer values 
03CB: set_camera -928.915 1056.264 12.28 
04F9: set_extracolors 12 fade 0 
0055: put_player $PLAYER_CHAR at -924.115 1054.524 12.28 
0171: set_player $PLAYER_CHAR z_angle_to 188.883 
009B: destroy_actor_instantly $6277 
00D6: if 
8118:   not actor $6279 dead 
004D: jump_if_false @ROCKB3_5247 
00A1: put_actor $6279 at -925.288 1053.268 12.2 
0173: set_actor $6279 z_angle_to 249.491 
0002: jump @ROCKB3_5276 

:ROCKB3_5247
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_5276
00D6: if 
8118:   not actor $6281 dead 
004D: jump_if_false @ROCKB3_5329 
00A1: put_actor $6281 at -923.094 1053.125 12.2 
0173: set_actor $6281 z_angle_to 44.398 
0002: jump @ROCKB3_5358 

:ROCKB3_5329
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6278 = 1 // integer values 

:ROCKB3_5358
02E4: load_cutscene_data 'FIST' 
0395: clear_area 0 at -924.114 1038.89 range 12.675 1.0 
015F: set_camera_position -924.114 1038.89 12.675 0.0 rotation 0.0 0.0 
0160: point_camera -924.114 1039.858 12.925 switchstyle 2 
00A6: destroy_car $6267 
016A: fade 1 1000 ms 

:ROCKB3_5455
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB3_5605 
0001: wait 0 ms 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_5535 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_5535 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_5535
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_5598 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_5598 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_5598
0002: jump @ROCKB3_5455 

:ROCKB3_5605
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB3_5612
00D6: if 
001A:   16980 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_5773 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_5703 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_5703 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_5703
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_5766 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_5766 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_5766
0002: jump @ROCKB3_5612 

:ROCKB3_5773
015F: set_camera_position -926.72 1048.895 13.04 0.0 rotation 0.0 0.0 
0160: point_camera -926.32 1049.811 13.075 switchstyle 2 
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_5906 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_5894 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 
0002: jump @ROCKB3_5906 

:ROCKB3_5894
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_5906
00BC: text_highpriority 'ROK3_73' 10000 ms 1  // Jezz is running the tape,

:ROCKB3_5921
00D6: if 
001A:   18851 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_6082 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_6012 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_6012 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_6012
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_6075 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_6075 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_6075
0002: jump @ROCKB3_5921 

:ROCKB3_6082
00BC: text_highpriority 'ROK3_62' 10000 ms 1  // so we thought we'd show you our Temple of Rock -

:ROCKB3_6097
00D6: if 
001A:   22311 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_6258 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_6188 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_6188 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_6188
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_6251 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_6251 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_6251
0002: jump @ROCKB3_6097 

:ROCKB3_6258
00BC: text_highpriority 'ROK3_63' 10000 ms 1  // Get a feel for that Love Fist fury!

:ROCKB3_6273
00D6: if 
001A:   24834 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_6434 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_6364 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_6364 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_6364
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_6427 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_6427 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_6427
0002: jump @ROCKB3_6273 

:ROCKB3_6434
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_6513 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_6504 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 
0002: jump @ROCKB3_6513 

:ROCKB3_6504
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_6513
00BC: text_highpriority 'ROK3_64' 10000 ms 1  // Listen to yourself, man. It's papier-mache and gaffa tape.
015F: set_camera_position -919.641 1050.383 14.67 0.0 rotation 0.0 0.0 
0160: point_camera -919.783 1051.364 14.799 switchstyle 2 

:ROCKB3_6579
00D6: if 
001A:   28433 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_6740 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_6670 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_6670 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_6670
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_6733 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_6733 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_6733
0002: jump @ROCKB3_6579 

:ROCKB3_6740
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_6822 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_6810 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 
0002: jump @ROCKB3_6822 

:ROCKB3_6810
0372: set_actor $6279 anim 19 wait_state_time 1000000 ms 

:ROCKB3_6822
00BC: text_highpriority 'ROK3_65' 10000 ms 1  // Hey, to the kids, it's a temple and we are the priests!

:ROCKB3_6837
00D6: if 
001A:   32395 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_6998 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_6928 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_6928 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_6928
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_6991 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_6991 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_6991
0002: jump @ROCKB3_6837 

:ROCKB3_6998
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_7077 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_7068 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 
0002: jump @ROCKB3_7077 

:ROCKB3_7068
0372: set_actor $6279 anim 0 wait_state_time 1 ms 

:ROCKB3_7077
00BC: text_highpriority 'ROK3_66' 10000 ms 1  // Aye, well, if the kids like their priests half cut and tone deaf,

:ROCKB3_7092
00D6: if 
001A:   36052 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_7255 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_7185 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_7185 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_7185
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_7248 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_7248 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_7248
0002: jump @ROCKB3_7092 

:ROCKB3_7255
00BC: text_highpriority 'ROK3_67' 10000 ms 1  // who am I to argue?

:ROCKB3_7270
00D6: if 
001A:   37237 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_7433 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_7363 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_7363 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_7363
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_7426 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_7426 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_7426
0002: jump @ROCKB3_7270 

:ROCKB3_7433
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_7515 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_7503 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 
0002: jump @ROCKB3_7515 

:ROCKB3_7503
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_7515
00BC: text_highpriority 'ROK3_68' 10000 ms 1  // Oh geez, the tape's getting chewed again.
015F: set_camera_position -926.72 1048.895 13.04 0.0 rotation 0.0 0.0 
0160: point_camera -926.32 1049.811 13.075 switchstyle 2 

:ROCKB3_7581
00D6: if 
001A:   40045 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_7744 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_7674 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_7674 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_7674
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_7737 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_7737 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_7737
0002: jump @ROCKB3_7581 

:ROCKB3_7744
00BC: text_highpriority 'ROK3_69' 10000 ms 1  // At this rate, we'll never get to play live.

:ROCKB3_7759
00D6: if 
001A:   42415 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_7922 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_7852 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_7852 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_7852
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_7915 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_7915 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_7915
0002: jump @ROCKB3_7759 

:ROCKB3_7922
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_8001 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_7992 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 
0002: jump @ROCKB3_8001 

:ROCKB3_7992
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_8001
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_8083 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_8071 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 
0002: jump @ROCKB3_8083 

:ROCKB3_8071
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_8083
00BC: text_highpriority 'ROK3_70' 10000 ms 1  // Oohh shite! My bowels...

:ROCKB3_8098
00D6: if 
001A:   44776 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_8261 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_8191 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_8191 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_8191
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_8254 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_8254 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_8254
0002: jump @ROCKB3_8098 

:ROCKB3_8261
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_8340 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_8331 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 
0002: jump @ROCKB3_8340 

:ROCKB3_8331
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_8340
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_8422 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_8410 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 
0002: jump @ROCKB3_8422 

:ROCKB3_8410
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_8422
00BC: text_highpriority 'ROK3_71' 10000 ms 1  // We gotta get on with it - thanks again Tommy, Know what I am saying, nice one, bye!

:ROCKB3_8437
00D6: if 
001A:   49873 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_8600 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_8530 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_8530 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_8530
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_8593 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_8593 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_8593
0002: jump @ROCKB3_8437 

:ROCKB3_8600
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_8679 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_8670 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 
0002: jump @ROCKB3_8679 

:ROCKB3_8670
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_8679
00BE: text_clear_all 
016A: fade 0 1500 ms 

:ROCKB3_8688
00D6: if 
001A:   51280 > $CUT_SCENE_TIME // integer values 
004D: jump_if_false @ROCKB3_8851 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_8781 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_8781 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_8781
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_8844 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_8844 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_8844
0002: jump @ROCKB3_8688 

:ROCKB3_8851
02EA: end_cutscene 
0006: 16@ = 0 // integer values 

:ROCKB3_8860
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB3_9010 
0001: wait 0 ms 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_8940 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_8940 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6280 = 1 // integer values 

:ROCKB3_8940
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_9003 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_9003 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_9200 
0004: $6282 = 1 // integer values 

:ROCKB3_9003
0002: jump @ROCKB3_8860 

:ROCKB3_9010
009B: destroy_actor_instantly $6279 
009B: destroy_actor_instantly $6281 
04FA: reset_sky_colors_with_fade 0 
04BB: select_interiour 0 // select render area 
0004: $6293 = 0 // integer values 
03CB: set_camera -885.396 1054.467 12.583 
015F: set_camera_position -887.965 1054.653 14.846 0.0 rotation 0.0 0.0 
0160: point_camera -887.016 1054.583 14.538 switchstyle 2 
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 
0171: set_player $PLAYER_CHAR z_angle_to 280.871 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
016A: fade 1 1500 ms 

:ROCKB3_9144
00D6: if 
016B:   fading 
004D: jump_if_false @ROCKB3_9168 
0001: wait 0 ms 
0002: jump @ROCKB3_9144 

:ROCKB3_9168
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0002: jump @ROCKB3_9225 

:ROCKB3_9200
040D: unload_wav 1 
040D: unload_wav 2 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:ROCKB3_9225
0004: $PASSED_ROCK3_PUBLICITY_TOUR = 1 // integer values 
0318: set_latest_mission_passed 'ROCK_3'  // Publicity Tour
030C: progress_made += 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASS' number 800000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 800000 
0164: disable_marker $287 
0051: return 

:ROCKB3_9295
0004: $ONMISSION = 0 // integer values 
041E: set_radio_station 4 -1 
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_9336 
020A: set_car $6267 door_status_to 1 
01C3: remove_references_to_car $6267 

:ROCKB3_9336
034F: destroy_actor_with_fade $6277 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6279 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6281 // The actor fades away like a ghost 
01B7: release_weather 
040D: unload_wav 1 
040D: unload_wav 2 
04FA: reset_sky_colors_with_fade 0 
00D6: if 
0038:   $6293 == 1 // integer values 
004D: jump_if_false @ROCKB3_9489 
04BB: select_interiour 0 // select render area 
03CB: set_camera -885.396 1054.467 12.583 
015F: set_camera_position -887.965 1054.653 14.846 0.0 rotation 0.0 0.0 
0160: point_camera -887.016 1054.583 14.538 switchstyle 2 
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 
0171: set_player $PLAYER_CHAR z_angle_to 280.871 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:ROCKB3_9489
0164: disable_marker $6269 
0164: disable_marker $6272 
0151: remove_status_text $6270 
0249: release_model #LOVEFIST 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:ROCKB3_9530
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_9806 
00D6: if 
0038:   $6285 == 0 // integer values 
004D: jump_if_false @ROCKB3_9580 
0006: 17@ = 0 // integer values 
0004: $6285 = 1 // integer values 

:ROCKB3_9580
00D6: if 
0038:   $6285 == 1 // integer values 
004D: jump_if_false @ROCKB3_9634 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_9634 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
0004: $6285 = 2 // integer values 

:ROCKB3_9634
00D6: if 
0038:   $6285 == 2 // integer values 
004D: jump_if_false @ROCKB3_9666 
0006: 17@ = 0 // integer values 
0004: $6285 = 3 // integer values 

:ROCKB3_9666
00D6: if 
0038:   $6285 == 3 // integer values 
004D: jump_if_false @ROCKB3_9720 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_9720 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
0004: $6285 = 4 // integer values 

:ROCKB3_9720
00D6: if 
0038:   $6285 == 4 // integer values 
004D: jump_if_false @ROCKB3_9752 
0006: 17@ = 0 // integer values 
0004: $6285 = 5 // integer values 

:ROCKB3_9752
00D6: if 
0038:   $6285 == 5 // integer values 
004D: jump_if_false @ROCKB3_9806 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_9806 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
0004: $6285 = 6 // integer values 

:ROCKB3_9806
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_9847 
00D6: if 
0118:   actor $6277 dead 
004D: jump_if_false @ROCKB3_9847 
0004: $6287 = 1 // integer values 

:ROCKB3_9847
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_9888 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_9888 
0004: $6288 = 1 // integer values 

:ROCKB3_9888
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_9929 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_9929 
0004: $6289 = 1 // integer values 

:ROCKB3_9929
00D6: if 
0119:   car $6267 wrecked 
004D: jump_if_false @ROCKB3_9959 
0004: $6290 = 1 // integer values 
0002: jump @ROCKB3_10220 

:ROCKB3_9959
02E3: $6268 = car $6267 speed 
00D6: if 
8442:   not player $PLAYER_CHAR in_car $6267 
004D: jump_if_false @ROCKB3_10006 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!

:ROCKB3_10006
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_10220 
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_10220 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @ROCKB3_10220 
000D: $6268 -= 26.0 // floating-point values 
0015: $6268 /= 15.0 // floating-point values 
0059: $6271 += $6268 // floating-point values 
00D6: if 
0022:   1.0 > $6271 // floating-point values 
004D: jump_if_false @ROCKB3_10153 
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_10153 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_10153 

:ROCKB3_10153
00D6: if 
0020:   $6271 > 100.0 // floating-point values 
004D: jump_if_false @ROCKB3_10184 
0005: $6271 = 100.0 // floating-point values 

:ROCKB3_10184
0086: $763 = $6271 // floating-point values only 
0011: $763 *= -1.0 // floating-point values 
0009: $763 += 100.0 // floating-point values 
008C: $6270 = float_to_integer $763 

:ROCKB3_10220
00D6: if 
0038:   $6291 == 1 // integer values 
004D: jump_if_false @ROCKB3_10381 
03CF: load_wav 'ROK3_1' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_1' 10000 ms 1  // At last man, time for a well earned drink. The venue's just a hundred yards down the road.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_1'  // At last man, time for a well earned drink. The venue's just a hundred yards down the road.
0004: $6291 = 2 // integer values 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_10381 
00D6: if 
0038:   $107 == 1 // integer values 
004D: jump_if_false @ROCKB3_10381 
00D6: if 
001A:   6 > $6291 // integer values 
004D: jump_if_false @ROCKB3_10381 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @ROCKB3_10381 
0004: $6291 = 6 // integer values 

:ROCKB3_10381
00D6: if 
0038:   $6291 == 2 // integer values 
004D: jump_if_false @ROCKB3_10542 
03CF: load_wav 'ROK3_2' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_2' 10000 ms 1  // Better make it a large one then. Hey Tommy, change the tunes, man.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_2'  // Better make it a large one then. Hey Tommy, change the tunes, man.
0004: $6291 = 3 // integer values 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_10542 
00D6: if 
0038:   $107 == 1 // integer values 
004D: jump_if_false @ROCKB3_10542 
00D6: if 
001A:   6 > $6291 // integer values 
004D: jump_if_false @ROCKB3_10542 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @ROCKB3_10542 
0004: $6291 = 6 // integer values 

:ROCKB3_10542
00D6: if 
0038:   $6291 == 3 // integer values 
004D: jump_if_false @ROCKB3_10703 
03CF: load_wav 'ROK3_3' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_3' 10000 ms 1  // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_3'  // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
0004: $6291 = 4 // integer values 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_10703 
00D6: if 
0038:   $107 == 1 // integer values 
004D: jump_if_false @ROCKB3_10703 
00D6: if 
001A:   6 > $6291 // integer values 
004D: jump_if_false @ROCKB3_10703 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @ROCKB3_10703 
0004: $6291 = 6 // integer values 

:ROCKB3_10703
00D6: if 
0038:   $6291 == 4 // integer values 
004D: jump_if_false @ROCKB3_10870 
03CF: load_wav 'ROK3_4' as $6273 
0050: gosub @ROCKB3_12770 
041E: set_radio_station 9 -1 
00BC: text_highpriority 'ROK3_4' 10000 ms 1  // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_4'  // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
0004: $6291 = 5 // integer values 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_10870 
00D6: if 
0038:   $107 == 1 // integer values 
004D: jump_if_false @ROCKB3_10870 
00D6: if 
001A:   6 > $6291 // integer values 
004D: jump_if_false @ROCKB3_10870 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @ROCKB3_10870 
0004: $6291 = 6 // integer values 

:ROCKB3_10870
00D6: if 
0038:   $6291 == 5 // integer values 
004D: jump_if_false @ROCKB3_10947 
03CF: load_wav 'ROK3_5' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_5' 10000 ms 1  // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_5'  // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
0004: $6291 = 6 // integer values 

:ROCKB3_10947
00D6: if 
0038:   $6291 == 6 // integer values 
004D: jump_if_false @ROCKB3_11065 
00D6: if 
0038:   $6283 == 0 // integer values 
004D: jump_if_false @ROCKB3_11051 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03E5: text_box 'RBM3_2'  // While the bomb is armed if you try to leave the car it will explode...
03C4: set_status_text_to $6270 1 'RBM3_6'  // DETONATION:
0006: 16@ = 0 // integer values 
0004: $6283 = 1 // integer values 

:ROCKB3_11051
0004: $107 = 1 // integer values 
0004: $6291 = 7 // integer values 

:ROCKB3_11065
00D6: if 
0038:   $6291 == 7 // integer values 
004D: jump_if_false @ROCKB3_11142 
03CF: load_wav 'ROK3_6' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_6' 10000 ms 1  // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_6'  // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
0004: $6291 = 8 // integer values 

:ROCKB3_11142
00D6: if 
0038:   $6291 == 8 // integer values 
004D: jump_if_false @ROCKB3_11219 
03CF: load_wav 'ROK3_7' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_7' 10000 ms 1  // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_7'  // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
0004: $6291 = 9 // integer values 

:ROCKB3_11219
00D6: if 
0038:   $6291 == 9 // integer values 
004D: jump_if_false @ROCKB3_11296 
03CF: load_wav 'ROK3_8' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_8' 10000 ms 1  // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_8'  // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
0004: $6291 = 10 // integer values 

:ROCKB3_11296
00D6: if 
0038:   $6291 == 10 // integer values 
004D: jump_if_false @ROCKB3_11373 
03CF: load_wav 'ROK3_9' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_9' 10000 ms 1  // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_9'  // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
0004: $6291 = 11 // integer values 

:ROCKB3_11373
00D6: if 
0038:   $6291 == 11 // integer values 
004D: jump_if_false @ROCKB3_11450 
03CF: load_wav 'ROK3_10' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_10' 10000 ms 1  // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_10'  // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
0004: $6291 = 12 // integer values 

:ROCKB3_11450
00D6: if 
0038:   $6291 == 12 // integer values 
004D: jump_if_false @ROCKB3_11527 
03CF: load_wav 'ROK3_11' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_11' 10000 ms 1  // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_11'  // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0004: $6291 = 13 // integer values 

:ROCKB3_11527
00D6: if 
0038:   $6291 == 13 // integer values 
004D: jump_if_false @ROCKB3_11604 
03CF: load_wav 'ROK3_12' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_12' 10000 ms 1  // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_12'  // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
0004: $6291 = 14 // integer values 

:ROCKB3_11604
00D6: if 
0038:   $6291 == 14 // integer values 
004D: jump_if_false @ROCKB3_11681 
03CF: load_wav 'ROK3_13' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_13' 10000 ms 1  // I don't have a clue. Willy, say something. I'm gonna play bass in hell.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_13'  // I don't have a clue. Willy, say something. I'm gonna play bass in hell.
0004: $6291 = 15 // integer values 

:ROCKB3_11681
00D6: if 
0038:   $6291 == 15 // integer values 
004D: jump_if_false @ROCKB3_11758 
03CF: load_wav 'ROK3_14' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_14' 10000 ms 1  // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_14'  // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
0004: $6291 = 16 // integer values 

:ROCKB3_11758
00D6: if 
0038:   $6291 == 16 // integer values 
004D: jump_if_false @ROCKB3_11835 
03CF: load_wav 'ROK3_15' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_15' 10000 ms 1  // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_15'  // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
0004: $6291 = 17 // integer values 

:ROCKB3_11835
00D6: if 
0038:   $6291 == 17 // integer values 
004D: jump_if_false @ROCKB3_11912 
03CF: load_wav 'ROK3_16' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_16' 10000 ms 1  // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_16'  // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
0004: $6291 = 18 // integer values 

:ROCKB3_11912
00D6: if 
0038:   $6291 == 18 // integer values 
004D: jump_if_false @ROCKB3_11989 
03CF: load_wav 'ROK3_17' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_17' 10000 ms 1  // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_17'  // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
0004: $6291 = 19 // integer values 

:ROCKB3_11989
00D6: if 
0038:   $6291 == 19 // integer values 
004D: jump_if_false @ROCKB3_12066 
03CF: load_wav 'ROK3_18' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_18' 10000 ms 1  // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_18'  // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
0004: $6291 = 20 // integer values 

:ROCKB3_12066
00D6: if 
0038:   $6291 == 20 // integer values 
004D: jump_if_false @ROCKB3_12143 
03CF: load_wav 'ROK3_19' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_19' 10000 ms 1  // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_19'  // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
0004: $6291 = 21 // integer values 

:ROCKB3_12143
00D6: if 
0038:   $6291 == 21 // integer values 
004D: jump_if_false @ROCKB3_12220 
03CF: load_wav 'ROK3_20' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_20' 10000 ms 1  // Or is this one green? Any of these wires look green to you?
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_20'  // Or is this one green? Any of these wires look green to you?
0004: $6291 = 22 // integer values 

:ROCKB3_12220
00D6: if 
0038:   $6291 == 22 // integer values 
004D: jump_if_false @ROCKB3_12297 
03CF: load_wav 'ROK3_21' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_21' 10000 ms 1  // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_21'  // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
0004: $6291 = 23 // integer values 

:ROCKB3_12297
00D6: if 
0038:   $6291 == 23 // integer values 
004D: jump_if_false @ROCKB3_12374 
03CF: load_wav 'ROK3_22' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_22' 10000 ms 1  // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_22'  // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
0004: $6291 = 24 // integer values 

:ROCKB3_12374
00D6: if 
0038:   $6291 == 24 // integer values 
004D: jump_if_false @ROCKB3_12451 
03CF: load_wav 'ROK3_23' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_23' 10000 ms 1  // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_23'  // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
0004: $6291 = 25 // integer values 

:ROCKB3_12451
00D6: if 
0038:   $6291 == 25 // integer values 
004D: jump_if_false @ROCKB3_12535 
03CF: load_wav 'ROK3_24' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_24' 10000 ms 1  // NO! Man, we're okay. We ain't been blown up, pal.
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_24'  // NO! Man, we're okay. We ain't been blown up, pal.
0004: $6291 = 26 // integer values 
0004: $6274 = 1 // integer values 

:ROCKB3_12535
0051: return 

:ROCKB3_12537
00D6: if 
0038:   $6291 == 26 // integer values 
004D: jump_if_false @ROCKB3_12614 
03CF: load_wav 'ROK3_25' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_25' 10000 ms 1  // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_25'  // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
0004: $6291 = 27 // integer values 

:ROCKB3_12614
00D6: if 
0038:   $6291 == 27 // integer values 
004D: jump_if_false @ROCKB3_12691 
03CF: load_wav 'ROK3_26' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_26' 10000 ms 1  // A racket to make? Groupies to abuse? LOVE FIST!
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_26'  // A racket to make? Groupies to abuse? LOVE FIST!
0004: $6291 = 28 // integer values 

:ROCKB3_12691
00D6: if 
0038:   $6291 == 28 // integer values 
004D: jump_if_false @ROCKB3_12768 
03CF: load_wav 'ROK3_27' as $6273 
0050: gosub @ROCKB3_12770 
00BC: text_highpriority 'ROK3_27' 10000 ms 1  // Have you finished with that bottle?
0050: gosub @ROCKB3_13630 
03D5: remove_text 'ROK3_27'  // Have you finished with that bottle?
0004: $6291 = 29 // integer values 

:ROCKB3_12768
0051: return 

:ROCKB3_12770
00D6: if 
83D0:   not wav $6273 loaded 
004D: jump_if_false @ROCKB3_13623 
0001: wait 0 ms 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_13084 
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_13084 
00D6: if 
0038:   $6285 == 0 // integer values 
004D: jump_if_false @ROCKB3_12858 
0006: 17@ = 0 // integer values 
0004: $6285 = 1 // integer values 

:ROCKB3_12858
00D6: if 
0038:   $6285 == 1 // integer values 
004D: jump_if_false @ROCKB3_12912 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_12912 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
0004: $6285 = 2 // integer values 

:ROCKB3_12912
00D6: if 
0038:   $6285 == 2 // integer values 
004D: jump_if_false @ROCKB3_12944 
0006: 17@ = 0 // integer values 
0004: $6285 = 3 // integer values 

:ROCKB3_12944
00D6: if 
0038:   $6285 == 3 // integer values 
004D: jump_if_false @ROCKB3_12998 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_12998 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
0004: $6285 = 4 // integer values 

:ROCKB3_12998
00D6: if 
0038:   $6285 == 4 // integer values 
004D: jump_if_false @ROCKB3_13030 
0006: 17@ = 0 // integer values 
0004: $6285 = 5 // integer values 

:ROCKB3_13030
00D6: if 
0038:   $6285 == 5 // integer values 
004D: jump_if_false @ROCKB3_13084 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_13084 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
0004: $6285 = 6 // integer values 

:ROCKB3_13084
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_13125 
00D6: if 
0118:   actor $6277 dead 
004D: jump_if_false @ROCKB3_13125 
0004: $6287 = 1 // integer values 

:ROCKB3_13125
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_13166 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_13166 
0004: $6288 = 1 // integer values 

:ROCKB3_13166
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_13207 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_13207 
0004: $6289 = 1 // integer values 

:ROCKB3_13207
00D6: if 
0119:   car $6267 wrecked 
004D: jump_if_false @ROCKB3_13237 
0004: $6290 = 1 // integer values 
0002: jump @ROCKB3_13498 

:ROCKB3_13237
02E3: $6268 = car $6267 speed 
00D6: if 
8442:   not player $PLAYER_CHAR in_car $6267 
004D: jump_if_false @ROCKB3_13284 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!

:ROCKB3_13284
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_13498 
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_13498 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @ROCKB3_13498 
000D: $6268 -= 26.0 // floating-point values 
0015: $6268 /= 15.0 // floating-point values 
0059: $6271 += $6268 // floating-point values 
00D6: if 
0022:   1.0 > $6271 // floating-point values 
004D: jump_if_false @ROCKB3_13431 
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_13431 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_13431 

:ROCKB3_13431
00D6: if 
0020:   $6271 > 100.0 // floating-point values 
004D: jump_if_false @ROCKB3_13462 
0005: $6271 = 100.0 // floating-point values 

:ROCKB3_13462
0086: $763 = $6271 // floating-point values only 
0011: $763 *= -1.0 // floating-point values 
0009: $763 += 100.0 // floating-point values 
008C: $6270 = float_to_integer $763 

:ROCKB3_13498
00D6: if 
0038:   $6274 == 1 // integer values 
004D: jump_if_false @ROCKB3_13616 
00D6: if 
0038:   $6286 == 0 // integer values 
004D: jump_if_false @ROCKB3_13616 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_13575 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_13575 
0004: $6288 = 1 // integer values 

:ROCKB3_13575
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_13616 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_13616 
0004: $6289 = 1 // integer values 

:ROCKB3_13616
0002: jump @ROCKB3_12770 

:ROCKB3_13623
03D1: play_wav $6273 
0051: return 

:ROCKB3_13630
00D6: if 
83D2:   not wav $6273 ended 
004D: jump_if_false @ROCKB3_14490 
0001: wait 0 ms 
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_13944 
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_13944 
00D6: if 
0038:   $6285 == 0 // integer values 
004D: jump_if_false @ROCKB3_13718 
0006: 17@ = 0 // integer values 
0004: $6285 = 1 // integer values 

:ROCKB3_13718
00D6: if 
0038:   $6285 == 1 // integer values 
004D: jump_if_false @ROCKB3_13772 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_13772 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
0004: $6285 = 2 // integer values 

:ROCKB3_13772
00D6: if 
0038:   $6285 == 2 // integer values 
004D: jump_if_false @ROCKB3_13804 
0006: 17@ = 0 // integer values 
0004: $6285 = 3 // integer values 

:ROCKB3_13804
00D6: if 
0038:   $6285 == 3 // integer values 
004D: jump_if_false @ROCKB3_13858 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_13858 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
0004: $6285 = 4 // integer values 

:ROCKB3_13858
00D6: if 
0038:   $6285 == 4 // integer values 
004D: jump_if_false @ROCKB3_13890 
0006: 17@ = 0 // integer values 
0004: $6285 = 5 // integer values 

:ROCKB3_13890
00D6: if 
0038:   $6285 == 5 // integer values 
004D: jump_if_false @ROCKB3_13944 
00D6: if 
0029:   17@ >= 5000 // integer values 
004D: jump_if_false @ROCKB3_13944 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
0004: $6285 = 6 // integer values 

:ROCKB3_13944
00D6: if 
0038:   $6278 == 0 // integer values 
004D: jump_if_false @ROCKB3_13985 
00D6: if 
0118:   actor $6277 dead 
004D: jump_if_false @ROCKB3_13985 
0004: $6287 = 1 // integer values 

:ROCKB3_13985
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_14026 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_14026 
0004: $6288 = 1 // integer values 

:ROCKB3_14026
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_14067 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_14067 
0004: $6289 = 1 // integer values 

:ROCKB3_14067
00D6: if 
0119:   car $6267 wrecked 
004D: jump_if_false @ROCKB3_14097 
0004: $6290 = 1 // integer values 
0002: jump @ROCKB3_14365 

:ROCKB3_14097
02E3: $6268 = car $6267 speed 
00D6: if 
8442:   not player $PLAYER_CHAR in_car $6267 
004D: jump_if_false @ROCKB3_14151 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0004: $6275 = 1 // integer values 

:ROCKB3_14151
00D6: if 
0038:   $6274 == 0 // integer values 
004D: jump_if_false @ROCKB3_14365 
00D6: if 
0038:   $6283 == 1 // integer values 
004D: jump_if_false @ROCKB3_14365 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @ROCKB3_14365 
000D: $6268 -= 26.0 // floating-point values 
0015: $6268 /= 15.0 // floating-point values 
0059: $6271 += $6268 // floating-point values 
00D6: if 
0022:   1.0 > $6271 // floating-point values 
004D: jump_if_false @ROCKB3_14298 
00D6: if 
8119:   not car $6267 wrecked 
004D: jump_if_false @ROCKB3_14298 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' 5000 ms 1  // ~r~You've killed Love Fist!
0002: jump @ROCKB3_14298 

:ROCKB3_14298
00D6: if 
0020:   $6271 > 100.0 // floating-point values 
004D: jump_if_false @ROCKB3_14329 
0005: $6271 = 100.0 // floating-point values 

:ROCKB3_14329
0086: $763 = $6271 // floating-point values only 
0011: $763 *= -1.0 // floating-point values 
0009: $763 += 100.0 // floating-point values 
008C: $6270 = float_to_integer $763 

:ROCKB3_14365
00D6: if 
0038:   $6274 == 1 // integer values 
004D: jump_if_false @ROCKB3_14483 
00D6: if 
0038:   $6286 == 0 // integer values 
004D: jump_if_false @ROCKB3_14483 
00D6: if 
0038:   $6280 == 0 // integer values 
004D: jump_if_false @ROCKB3_14442 
00D6: if 
0118:   actor $6279 dead 
004D: jump_if_false @ROCKB3_14442 
0004: $6288 = 1 // integer values 

:ROCKB3_14442
00D6: if 
0038:   $6282 == 0 // integer values 
004D: jump_if_false @ROCKB3_14483 
00D6: if 
0118:   actor $6281 dead 
004D: jump_if_false @ROCKB3_14483 
0004: $6289 = 1 // integer values 

:ROCKB3_14483
0002: jump @ROCKB3_13630 

:ROCKB3_14490
0051: return 

//-------------Mission 66---------------
// Originally: Weapon Range

:RANGE
03A4: name_thread 'RANGE' 
0050: gosub @RANGE_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RANGE_37 
0050: gosub @RANGE_6145 

:RANGE_37
0050: gosub @RANGE_6247 
004E: end_thread 

:RANGE_46
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $108 == 0 // integer values 
004D: jump_if_false @RANGE_73 
0317: increment_mission_attempts 

:RANGE_73
0004: $3917 = 0 // integer values 
0004: $3912 = 0 // integer values 
0004: $3969 = 0 // integer values 
0004: $3910 = 0 // integer values 
0004: $3988 = 30 // integer values 
0004: $3968 = 0 // integer values 
0004: $3911 = 0 // integer values 
0004: $3681 = 0 // integer values 
0004: $3677 = 121000 // integer values 
0004: $3674 = 0 // integer values 
0004: $3676 = 0 // integer values 
0004: $3680 = 0 // integer values 
0004: $3687 = 0 // integer values 
0004: $3688 = 0 // integer values 
0004: $3689 = 0 // integer values 
0004: $3690 = 0 // integer values 
0004: $3691 = 0 // integer values 
0004: $3692 = 0 // integer values 
0005: $3699 = 0.0 // floating-point values 
0005: $3700 = 0.0 // floating-point values 
0005: $3701 = 0.0 // floating-point values 
0004: $3686 = 0 // integer values 
0005: $3699 = -673.29 // floating-point values 
0005: $3700 = 1238.52 // floating-point values 
0005: $3701 = 11.5 // floating-point values 
0004: $3707 = 0 // integer values 
0004: $3708 = 0 // integer values 
0004: $3709 = 0 // integer values 
0004: $3710 = 0 // integer values 
0004: $3711 = 0 // integer values 
0004: $3712 = 0 // integer values 
0005: $3719 = 0.0 // floating-point values 
0005: $3720 = 0.0 // floating-point values 
0005: $3721 = 0.0 // floating-point values 
0004: $3706 = 0 // integer values 
0005: $3722 = 0.0 // floating-point values 
0005: $3723 = 0.0 // floating-point values 
0005: $3724 = 0.0 // floating-point values 
0004: $3725 = 0 // integer values 
0005: $3719 = -676.11 // floating-point values 
0005: $3720 = 1227.0 // floating-point values 
0005: $3721 = 11.5 // floating-point values 
0004: $3727 = 0 // integer values 
0004: $3728 = 0 // integer values 
0004: $3729 = 0 // integer values 
0004: $3730 = 0 // integer values 
0004: $3731 = 0 // integer values 
0004: $3732 = 0 // integer values 
0005: $3739 = 0.0 // floating-point values 
0005: $3740 = 0.0 // floating-point values 
0005: $3741 = 0.0 // floating-point values 
0004: $3726 = 0 // integer values 
0005: $3742 = 0.0 // floating-point values 
0005: $3743 = 0.0 // floating-point values 
0005: $3744 = 0.0 // floating-point values 
0004: $3745 = 0 // integer values 
0005: $3739 = -679.04 // floating-point values 
0005: $3740 = 1238.52 // floating-point values 
0005: $3741 = 11.5 // floating-point values 
0004: $3938 = 0 // integer values 
0004: $3939 = 0 // integer values 
0004: $3940 = 0 // integer values 
0004: $3970 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'BANKJ2' 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0247: request_model #COLT45 
0247: request_model #TAR_FRAME 
0247: request_model #TAR_DOWNLEFT 
0247: request_model #TAR_DOWNRIGHT 
0247: request_model #TAR_TOP 
0247: request_model #TAR_UPLEFT 
0247: request_model #TAR_UPRIGHT 
0247: request_model #FAKETARGET 
03CF: load_wav 'BNK2_1' as 1 
03CF: load_wav 'BNK2_2' as 2 

:RANGE_673
00D6: if or
8248:   not model #COLT45 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
8248:   not model #FAKETARGET available 
004D: jump_if_false @RANGE_712 
0001: wait 0 ms 
0002: jump @RANGE_673 

:RANGE_712
00D6: if or
8248:   not model #TAR_FRAME available 
8248:   not model #TAR_DOWNLEFT available 
8248:   not model #TAR_DOWNRIGHT available 
8248:   not model #TAR_TOP available 
8248:   not model #TAR_UPLEFT available 
8248:   not model #TAR_UPRIGHT available 
004D: jump_if_false @RANGE_764 
0001: wait 0 ms 
0002: jump @RANGE_712 

:RANGE_764
029B: $3944 = init_object #FAKETARGET at -668.42 1231.65 10.08 
01C7: remove_object_from_mission_cleanup_list $3944 
0177: set_object $3944 z_angle_to 90.0 
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $3938 ammo $3939 model $3940 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3944 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50000 
0004: $3911 = 100 // integer values 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 

:RANGE_899
00D6: if 
016B:   fading 
004D: jump_if_false @RANGE_993 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_986 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_986
0002: jump @RANGE_899 

:RANGE_993
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_1030 
0002: jump @RANGE_1638 

:RANGE_1030
00BC: text_highpriority 'BJM2_19' 8000 ms 1  // ~g~Hit as many targets as you can in the time limit!
0006: 16@ = 0 // integer values 

:RANGE_1052
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RANGE_1182 
0001: wait 0 ms 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_1105 
0002: jump @RANGE_1638 

:RANGE_1105
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_1175 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_1175
0002: jump @RANGE_1052 

:RANGE_1182
00BC: text_highpriority 'BJM2_20' 8000 ms 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 // integer values 

:RANGE_1204
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RANGE_1334 
0001: wait 0 ms 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_1257 
0002: jump @RANGE_1638 

:RANGE_1257
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_1327 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_1327
0002: jump @RANGE_1204 

:RANGE_1334
00BC: text_highpriority 'BJM2_2' 8000 ms 1  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
0006: 16@ = 0 // integer values 

:RANGE_1356
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RANGE_1486 
0001: wait 0 ms 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_1409 
0002: jump @RANGE_1638 

:RANGE_1409
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_1479 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_1479
0002: jump @RANGE_1356 

:RANGE_1486
00BC: text_highpriority 'BJM2_23' 8000 ms 1  // ~g~If you leave the shooting range during the competition, you will fail the mission.
0006: 16@ = 0 // integer values 

:RANGE_1508
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RANGE_1638 
0001: wait 0 ms 
00D6: if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
004D: jump_if_false @RANGE_1561 
0002: jump @RANGE_1638 

:RANGE_1561
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_1631 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_1631
0002: jump @RANGE_1508 

:RANGE_1638
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'BNK2_1' 5000 ms 1  // LIVE AMMUNITION
03D1: play_wav 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0004: $123 = 1 // integer values 

:RANGE_1685
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RANGE_1781 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_1774 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_1774
0002: jump @RANGE_1685 

:RANGE_1781
03D5: remove_text 'BNK2_1'  // LIVE AMMUNITION
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' 5000 ms 1  // AIM 3-2-1 FIRE!

:RANGE_1810
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @RANGE_1906 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_1899 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_1899
0002: jump @RANGE_1810 

:RANGE_1906
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
014E: start_timer_at $3677 count_in_direction 1 
04F7: status_text $3988 0 line 2 'BJM2_18'  // SCORE TO BEAT:
04F7: status_text $3968 0 line 1 'BJM2_15'  // SCORE:
0006: 16@ = 0 // integer values 
018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 

:RANGE_1986
00D6: if 
0038:   $3676 == 0 // integer values 
004D: jump_if_false @RANGE_5721 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_2078 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_2078
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @RANGE_2102 
0004: $3676 = 1 // integer values 

:RANGE_2102
00D6: if 
0038:   $3943 == 0 // integer values 
004D: jump_if_false @RANGE_2139 
03CF: load_wav 'BNK2_3' as 1 
0004: $3943 = 1 // integer values 

:RANGE_2139
00D6: if 
0038:   $3943 == 1 // integer values 
004D: jump_if_false @RANGE_2179 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @RANGE_2179 
0004: $3943 = 2 // integer values 

:RANGE_2179
0110: clear_player $PLAYER_CHAR wanted_level 
0419: $3680 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if or
0038:   $3677 == 0 // integer values 
0038:   $3680 == 0 // integer values 
004D: jump_if_false @RANGE_2310 
00D6: if 
0038:   $3970 == 0 // integer values 
004D: jump_if_false @RANGE_2258 
0006: 16@ = 0 // integer values 
0004: $3970 = 1 // integer values 
0002: jump @RANGE_2310 

:RANGE_2258
00D6: if 
0019:   16@ > 200 // integer values 
004D: jump_if_false @RANGE_2310 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' 5000 ms 1  // AREA CLEAR!
0004: $3947 = 1 // integer values 
0004: $3676 = 1 // integer values 

:RANGE_2310
01BD: $3978 = current_time_in_ms 
00D6: if 
0038:   $3979 == 0 // integer values 
004D: jump_if_false @RANGE_2353 
01BD: $3978 = current_time_in_ms 
0084: $3980 = $3978 // integer values and handles 
0004: $3979 = 1 // integer values 

:RANGE_2353
00D6: if 
0038:   $3979 == 1 // integer values 
004D: jump_if_false @RANGE_2387 
0084: $3981 = $3978 // integer values and handles 
0060: $3981 -= $3980 // integer values 

:RANGE_2387
00D6: if 
0028:   $3981 >= 2000 // integer values 
004D: jump_if_false @RANGE_2642 
00D6: if 
0038:   $3686 == 0 // integer values 
004D: jump_if_false @RANGE_2642 
0107: $3693 = create_object #TAR_FRAME at $3699 $3700 $3701 
0177: set_object $3693 z_angle_to 90.0 
0107: $3694 = create_object #TAR_DOWNLEFT at $3699 $3700 $3701 
0177: set_object $3694 z_angle_to 90.0 
0107: $3695 = create_object #TAR_DOWNRIGHT at $3699 $3700 $3701 
0177: set_object $3695 z_angle_to 90.0 
0107: $3696 = create_object #TAR_TOP at $3699 $3700 $3701 
0177: set_object $3696 z_angle_to 90.0 
0107: $3697 = create_object #TAR_UPLEFT at $3699 $3700 $3701 
0177: set_object $3697 z_angle_to 90.0 
0107: $3698 = create_object #TAR_UPRIGHT at $3699 $3700 $3701 
0177: set_object $3698 z_angle_to 90.0 
0004: $3687 = 0 // integer values 
0004: $3688 = 0 // integer values 
0004: $3689 = 0 // integer values 
0004: $3690 = 0 // integer values 
0004: $3691 = 0 // integer values 
0004: $3692 = 0 // integer values 
0004: $3705 = 0 // integer values 
0004: $3686 = 1 // integer values 

:RANGE_2642
00D6: if 
0038:   $3686 == 1 // integer values 
004D: jump_if_false @RANGE_2933 
00D6: if 
0038:   $3687 == 0 // integer values 
004D: jump_if_false @RANGE_2830 
00D6: if 
8366:   not object $3693 damaged 
004D: jump_if_false @RANGE_2708 
01BB: store_object $3693 position_to $3702 $3703 $3704 

:RANGE_2708
00D6: if 
0038:   $3705 == 0 // integer values 
004D: jump_if_false @RANGE_2778 
00D6: if 
0032:   1228.7 >= $3703 // floating-point values 
004D: jump_if_false @RANGE_2761 
0004: $3705 = 1 // integer values 
0002: jump @RANGE_2771 

:RANGE_2761
007E: $3703 -= frame_delta_time * 0.06 // floating-point values 

:RANGE_2771
0002: jump @RANGE_2823 

:RANGE_2778
00D6: if 
0030:   $3703 >= 1236.5 // floating-point values 
004D: jump_if_false @RANGE_2813 
0004: $3705 = 0 // integer values 
0002: jump @RANGE_2823 

:RANGE_2813
0078: $3703 += frame_delta_time * 0.06 // floating-point values 

:RANGE_2823
0002: jump @RANGE_2933 

:RANGE_2830
00D6: if 
8366:   not object $3693 damaged 
004D: jump_if_false @RANGE_2933 
01BB: store_object $3693 position_to $3702 $3703 $3704 
00D6: if 
0030:   $3703 >= 1239.0 // floating-point values 
004D: jump_if_false @RANGE_2923 
00D6: if 
8366:   not object $3693 damaged 
004D: jump_if_false @RANGE_2902 
0108: destroy_object $3693 

:RANGE_2902
0004: $3686 = 0 // integer values 
0004: $3979 = 0 // integer values 
0002: jump @RANGE_2933 

:RANGE_2923
0078: $3703 += frame_delta_time * 0.06 // floating-point values 

:RANGE_2933
00D6: if 
0038:   $3686 == 1 // integer values 
004D: jump_if_false @RANGE_3434 
01BC: put_object $3693 at $3702 $3703 $3704 
00D6: if 
0038:   $3687 == 0 // integer values 
004D: jump_if_false @RANGE_3434 
00D6: if and
0038:   $3688 == 1 // integer values 
0038:   $3689 == 1 // integer values 
0038:   $3690 == 1 // integer values 
0038:   $3691 == 1 // integer values 
0038:   $3692 == 1 // integer values 
004D: jump_if_false @RANGE_3064 
0008: $3989 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3968 += 1 // integer values 
0004: $3979 = 0 // integer values 
0004: $3687 = 1 // integer values 

:RANGE_3064
00D6: if 
0038:   $3688 == 0 // integer values 
004D: jump_if_false @RANGE_3138 
00D6: if 
0366:   object $3694 damaged 
004D: jump_if_false @RANGE_3124 
0108: destroy_object $3694 
0008: $3681 += 1 // integer values 
0004: $3688 = 1 // integer values 
0002: jump @RANGE_3138 

:RANGE_3124
01BC: put_object $3694 at $3702 $3703 $3704 

:RANGE_3138
00D6: if 
0038:   $3689 == 0 // integer values 
004D: jump_if_false @RANGE_3212 
00D6: if 
0366:   object $3695 damaged 
004D: jump_if_false @RANGE_3198 
0108: destroy_object $3695 
0008: $3681 += 1 // integer values 
0004: $3689 = 1 // integer values 
0002: jump @RANGE_3212 

:RANGE_3198
01BC: put_object $3695 at $3702 $3703 $3704 

:RANGE_3212
00D6: if 
0038:   $3690 == 0 // integer values 
004D: jump_if_false @RANGE_3286 
00D6: if 
0366:   object $3696 damaged 
004D: jump_if_false @RANGE_3272 
0108: destroy_object $3696 
0008: $3681 += 1 // integer values 
0004: $3690 = 1 // integer values 
0002: jump @RANGE_3286 

:RANGE_3272
01BC: put_object $3696 at $3702 $3703 $3704 

:RANGE_3286
00D6: if 
0038:   $3691 == 0 // integer values 
004D: jump_if_false @RANGE_3360 
00D6: if 
0366:   object $3697 damaged 
004D: jump_if_false @RANGE_3346 
0108: destroy_object $3697 
0008: $3681 += 1 // integer values 
0004: $3691 = 1 // integer values 
0002: jump @RANGE_3360 

:RANGE_3346
01BC: put_object $3697 at $3702 $3703 $3704 

:RANGE_3360
00D6: if 
0038:   $3692 == 0 // integer values 
004D: jump_if_false @RANGE_3434 
00D6: if 
0366:   object $3698 damaged 
004D: jump_if_false @RANGE_3420 
0108: destroy_object $3698 
0008: $3681 += 1 // integer values 
0004: $3692 = 1 // integer values 
0002: jump @RANGE_3434 

:RANGE_3420
01BC: put_object $3698 at $3702 $3703 $3704 

:RANGE_3434
00D6: if 
0038:   $3982 == 0 // integer values 
004D: jump_if_false @RANGE_3472 
01BD: $3978 = current_time_in_ms 
0084: $3983 = $3978 // integer values and handles 
0004: $3982 = 1 // integer values 

:RANGE_3472
00D6: if 
0038:   $3982 == 1 // integer values 
004D: jump_if_false @RANGE_3506 
0084: $3984 = $3978 // integer values and handles 
0060: $3984 -= $3983 // integer values 

:RANGE_3506
00D6: if 
0028:   $3984 >= 2000 // integer values 
004D: jump_if_false @RANGE_3761 
00D6: if 
0038:   $3706 == 0 // integer values 
004D: jump_if_false @RANGE_3761 
0107: $3713 = create_object #TAR_FRAME at $3719 $3720 $3721 
0177: set_object $3713 z_angle_to 90.0 
0107: $3714 = create_object #TAR_DOWNLEFT at $3719 $3720 $3721 
0177: set_object $3714 z_angle_to 90.0 
0107: $3715 = create_object #TAR_DOWNRIGHT at $3719 $3720 $3721 
0177: set_object $3715 z_angle_to 90.0 
0107: $3716 = create_object #TAR_TOP at $3719 $3720 $3721 
0177: set_object $3716 z_angle_to 90.0 
0107: $3717 = create_object #TAR_UPLEFT at $3719 $3720 $3721 
0177: set_object $3717 z_angle_to 90.0 
0107: $3718 = create_object #TAR_UPRIGHT at $3719 $3720 $3721 
0177: set_object $3718 z_angle_to 90.0 
0004: $3707 = 0 // integer values 
0004: $3708 = 0 // integer values 
0004: $3709 = 0 // integer values 
0004: $3710 = 0 // integer values 
0004: $3711 = 0 // integer values 
0004: $3712 = 0 // integer values 
0004: $3725 = 1 // integer values 
0004: $3706 = 1 // integer values 

:RANGE_3761
00D6: if 
0038:   $3706 == 1 // integer values 
004D: jump_if_false @RANGE_4052 
00D6: if 
0038:   $3707 == 0 // integer values 
004D: jump_if_false @RANGE_3949 
00D6: if 
8366:   not object $3713 damaged 
004D: jump_if_false @RANGE_3827 
01BB: store_object $3713 position_to $3722 $3723 $3724 

:RANGE_3827
00D6: if 
0038:   $3725 == 0 // integer values 
004D: jump_if_false @RANGE_3897 
00D6: if 
0032:   1228.7 >= $3723 // floating-point values 
004D: jump_if_false @RANGE_3880 
0004: $3725 = 1 // integer values 
0002: jump @RANGE_3890 

:RANGE_3880
007E: $3723 -= frame_delta_time * 0.04 // floating-point values 

:RANGE_3890
0002: jump @RANGE_3942 

:RANGE_3897
00D6: if 
0030:   $3723 >= 1236.5 // floating-point values 
004D: jump_if_false @RANGE_3932 
0004: $3725 = 0 // integer values 
0002: jump @RANGE_3942 

:RANGE_3932
0078: $3723 += frame_delta_time * 0.04 // floating-point values 

:RANGE_3942
0002: jump @RANGE_4052 

:RANGE_3949
00D6: if 
8366:   not object $3713 damaged 
004D: jump_if_false @RANGE_4052 
01BB: store_object $3713 position_to $3722 $3723 $3724 
00D6: if 
0032:   1227.0 >= $3723 // floating-point values 
004D: jump_if_false @RANGE_4042 
00D6: if 
8366:   not object $3713 damaged 
004D: jump_if_false @RANGE_4021 
0108: destroy_object $3713 

:RANGE_4021
0004: $3706 = 0 // integer values 
0004: $3982 = 0 // integer values 
0002: jump @RANGE_4052 

:RANGE_4042
007E: $3723 -= frame_delta_time * 0.06 // floating-point values 

:RANGE_4052
00D6: if 
0038:   $3706 == 1 // integer values 
004D: jump_if_false @RANGE_4567 
01BC: put_object $3713 at $3722 $3723 $3724 
00D6: if 
0038:   $3707 == 0 // integer values 
004D: jump_if_false @RANGE_4567 
00D6: if and
0038:   $3708 == 1 // integer values 
0038:   $3709 == 1 // integer values 
0038:   $3710 == 1 // integer values 
0038:   $3711 == 1 // integer values 
0038:   $3712 == 1 // integer values 
004D: jump_if_false @RANGE_4197 
0008: $3989 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3968 += 1 // integer values 
0004: $3982 = 0 // integer values 
0004: $3707 = 1 // integer values 

:RANGE_4197
00D6: if 
0038:   $3708 == 0 // integer values 
004D: jump_if_false @RANGE_4271 
00D6: if 
0366:   object $3714 damaged 
004D: jump_if_false @RANGE_4257 
0108: destroy_object $3714 
0008: $3681 += 1 // integer values 
0004: $3708 = 1 // integer values 
0002: jump @RANGE_4271 

:RANGE_4257
01BC: put_object $3714 at $3722 $3723 $3724 

:RANGE_4271
00D6: if 
0038:   $3709 == 0 // integer values 
004D: jump_if_false @RANGE_4345 
00D6: if 
0366:   object $3715 damaged 
004D: jump_if_false @RANGE_4331 
0108: destroy_object $3715 
0008: $3681 += 1 // integer values 
0004: $3709 = 1 // integer values 
0002: jump @RANGE_4345 

:RANGE_4331
01BC: put_object $3715 at $3722 $3723 $3724 

:RANGE_4345
00D6: if 
0038:   $3710 == 0 // integer values 
004D: jump_if_false @RANGE_4419 
00D6: if 
0366:   object $3716 damaged 
004D: jump_if_false @RANGE_4405 
0108: destroy_object $3716 
0008: $3681 += 1 // integer values 
0004: $3710 = 1 // integer values 
0002: jump @RANGE_4419 

:RANGE_4405
01BC: put_object $3716 at $3722 $3723 $3724 

:RANGE_4419
00D6: if 
0038:   $3711 == 0 // integer values 
004D: jump_if_false @RANGE_4493 
00D6: if 
0366:   object $3717 damaged 
004D: jump_if_false @RANGE_4479 
0108: destroy_object $3717 
0008: $3681 += 1 // integer values 
0004: $3711 = 1 // integer values 
0002: jump @RANGE_4493 

:RANGE_4479
01BC: put_object $3717 at $3722 $3723 $3724 

:RANGE_4493
00D6: if 
0038:   $3712 == 0 // integer values 
004D: jump_if_false @RANGE_4567 
00D6: if 
0366:   object $3718 damaged 
004D: jump_if_false @RANGE_4553 
0108: destroy_object $3718 
0008: $3681 += 1 // integer values 
0004: $3712 = 1 // integer values 
0002: jump @RANGE_4567 

:RANGE_4553
01BC: put_object $3718 at $3722 $3723 $3724 

:RANGE_4567
00D6: if 
0038:   $3985 == 0 // integer values 
004D: jump_if_false @RANGE_4605 
01BD: $3978 = current_time_in_ms 
0084: $3986 = $3978 // integer values and handles 
0004: $3985 = 1 // integer values 

:RANGE_4605
00D6: if 
0038:   $3985 == 1 // integer values 
004D: jump_if_false @RANGE_4639 
0084: $3987 = $3978 // integer values and handles 
0060: $3987 -= $3986 // integer values 

:RANGE_4639
00D6: if 
0028:   $3987 >= 2000 // integer values 
004D: jump_if_false @RANGE_4894 
00D6: if 
0038:   $3726 == 0 // integer values 
004D: jump_if_false @RANGE_4894 
0107: $3733 = create_object #TAR_FRAME at $3739 $3740 $3741 
0177: set_object $3733 z_angle_to 90.0 
0107: $3734 = create_object #TAR_DOWNLEFT at $3739 $3740 $3741 
0177: set_object $3734 z_angle_to 90.0 
0107: $3735 = create_object #TAR_DOWNRIGHT at $3739 $3740 $3741 
0177: set_object $3735 z_angle_to 90.0 
0107: $3736 = create_object #TAR_TOP at $3739 $3740 $3741 
0177: set_object $3736 z_angle_to 90.0 
0107: $3737 = create_object #TAR_UPLEFT at $3739 $3740 $3741 
0177: set_object $3737 z_angle_to 90.0 
0107: $3738 = create_object #TAR_UPRIGHT at $3739 $3740 $3741 
0177: set_object $3738 z_angle_to 90.0 
0004: $3727 = 0 // integer values 
0004: $3728 = 0 // integer values 
0004: $3729 = 0 // integer values 
0004: $3730 = 0 // integer values 
0004: $3731 = 0 // integer values 
0004: $3732 = 0 // integer values 
0004: $3745 = 0 // integer values 
0004: $3726 = 1 // integer values 

:RANGE_4894
00D6: if 
0038:   $3726 == 1 // integer values 
004D: jump_if_false @RANGE_5185 
00D6: if 
0038:   $3727 == 0 // integer values 
004D: jump_if_false @RANGE_5082 
00D6: if 
8366:   not object $3733 damaged 
004D: jump_if_false @RANGE_4960 
01BB: store_object $3733 position_to $3742 $3743 $3744 

:RANGE_4960
00D6: if 
0038:   $3745 == 0 // integer values 
004D: jump_if_false @RANGE_5030 
00D6: if 
0032:   1228.7 >= $3743 // floating-point values 
004D: jump_if_false @RANGE_5013 
0004: $3745 = 1 // integer values 
0002: jump @RANGE_5023 

:RANGE_5013
007E: $3743 -= frame_delta_time * 0.02 // floating-point values 

:RANGE_5023
0002: jump @RANGE_5075 

:RANGE_5030
00D6: if 
0030:   $3743 >= 1236.5 // floating-point values 
004D: jump_if_false @RANGE_5065 
0004: $3745 = 0 // integer values 
0002: jump @RANGE_5075 

:RANGE_5065
0078: $3743 += frame_delta_time * 0.02 // floating-point values 

:RANGE_5075
0002: jump @RANGE_5185 

:RANGE_5082
00D6: if 
8366:   not object $3733 damaged 
004D: jump_if_false @RANGE_5185 
01BB: store_object $3733 position_to $3742 $3743 $3744 
00D6: if 
0030:   $3743 >= 1239.0 // floating-point values 
004D: jump_if_false @RANGE_5175 
00D6: if 
8366:   not object $3733 damaged 
004D: jump_if_false @RANGE_5154 
0108: destroy_object $3733 

:RANGE_5154
0004: $3726 = 0 // integer values 
0004: $3987 = 0 // integer values 
0002: jump @RANGE_5185 

:RANGE_5175
0078: $3743 += frame_delta_time * 0.06 // floating-point values 

:RANGE_5185
00D6: if 
0038:   $3726 == 1 // integer values 
004D: jump_if_false @RANGE_5714 
01BC: put_object $3733 at $3742 $3743 $3744 
00D6: if 
0038:   $3727 == 0 // integer values 
004D: jump_if_false @RANGE_5714 
00D6: if and
0038:   $3728 == 1 // integer values 
0038:   $3729 == 1 // integer values 
0038:   $3730 == 1 // integer values 
0038:   $3731 == 1 // integer values 
0038:   $3732 == 1 // integer values 
004D: jump_if_false @RANGE_5344 
0008: $3989 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3674 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3968 += 1 // integer values 
0008: $3968 += 1 // integer values 
0004: $3987 = 0 // integer values 
0004: $3727 = 1 // integer values 

:RANGE_5344
00D6: if 
0038:   $3728 == 0 // integer values 
004D: jump_if_false @RANGE_5418 
00D6: if 
0366:   object $3734 damaged 
004D: jump_if_false @RANGE_5404 
0108: destroy_object $3734 
0008: $3681 += 1 // integer values 
0004: $3728 = 1 // integer values 
0002: jump @RANGE_5418 

:RANGE_5404
01BC: put_object $3734 at $3742 $3743 $3744 

:RANGE_5418
00D6: if 
0038:   $3729 == 0 // integer values 
004D: jump_if_false @RANGE_5492 
00D6: if 
0366:   object $3735 damaged 
004D: jump_if_false @RANGE_5478 
0108: destroy_object $3735 
0008: $3681 += 1 // integer values 
0004: $3729 = 1 // integer values 
0002: jump @RANGE_5492 

:RANGE_5478
01BC: put_object $3735 at $3742 $3743 $3744 

:RANGE_5492
00D6: if 
0038:   $3730 == 0 // integer values 
004D: jump_if_false @RANGE_5566 
00D6: if 
0366:   object $3736 damaged 
004D: jump_if_false @RANGE_5552 
0108: destroy_object $3736 
0008: $3681 += 1 // integer values 
0004: $3730 = 1 // integer values 
0002: jump @RANGE_5566 

:RANGE_5552
01BC: put_object $3736 at $3742 $3743 $3744 

:RANGE_5566
00D6: if 
0038:   $3731 == 0 // integer values 
004D: jump_if_false @RANGE_5640 
00D6: if 
0366:   object $3737 damaged 
004D: jump_if_false @RANGE_5626 
0108: destroy_object $3737 
0008: $3681 += 1 // integer values 
0004: $3731 = 1 // integer values 
0002: jump @RANGE_5640 

:RANGE_5626
01BC: put_object $3737 at $3742 $3743 $3744 

:RANGE_5640
00D6: if 
0038:   $3732 == 0 // integer values 
004D: jump_if_false @RANGE_5714 
00D6: if 
0366:   object $3738 damaged 
004D: jump_if_false @RANGE_5700 
0108: destroy_object $3738 
0008: $3681 += 1 // integer values 
0004: $3732 = 1 // integer values 
0002: jump @RANGE_5714 

:RANGE_5700
01BC: put_object $3738 at $3742 $3743 $3744 

:RANGE_5714
0002: jump @RANGE_1986 

:RANGE_5721
018E: stop_sound $3967 
00D6: if 
0038:   $3947 == 1 // integer values 
004D: jump_if_false @RANGE_5840 

:RANGE_5744
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RANGE_5840 
0001: wait 0 ms 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
004D: jump_if_false @RANGE_5833 
00BC: text_highpriority 'BJM2_22' 5000 ms 1  // ~r~You have left the shooting range!
0002: jump @RANGE_6145 

:RANGE_5833
0002: jump @RANGE_5744 

:RANGE_5840
03D5: remove_text 'BJM2_19'  // ~g~Hit as many targets as you can in the time limit!
03D5: remove_text 'BJM2_20'  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text 'BJM2_2'  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3912 = $3911 // integer values and handles 
0060: $3912 -= $3680 // integer values 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
014F: stop_timer $3677 
01E3: text_1number_styled 'RANGE_1' number $3674 time 4000 style 1  // SCORE FOR SHOOT: ~1~
0001: wait 4000 ms 
0084: $3910 = $3681 // integer values and handles 
0010: $3910 *= 100 // integer values 
00D6: if 
0018:   $3912 > 0 // integer values 
004D: jump_if_false @RANGE_5979 
0070: $3910 /= $3912 // integer values 
0002: jump @RANGE_5986 

:RANGE_5979
0004: $3910 = 0 // integer values 

:RANGE_5986
01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1  // HIT RATE: ~1~%
0001: wait 4000 ms 
03D6: remove_styled_text 'BJM2_3'  // HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $3944 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
0028:   $3968 >= 45 // integer values 
004D: jump_if_false @RANGE_6105 
00D6: if 
0038:   $108 == 0 // integer values 
004D: jump_if_false @RANGE_6105 
030C: progress_made += 1 
0331: set_player $PLAYER_CHAR fast_reload 1 
00BC: text_highpriority 'RELOAD' 5000 ms 1  // ~g~You have won the fast reload ability!
0004: $108 = 1 // integer values 

:RANGE_6105
00D6: if 
001C:   $3968 > $3988 // integer values 
004D: jump_if_false @RANGE_6138 
0002: jump @RANGE_6162 
0002: jump @RANGE_6145 

:RANGE_6138
0002: jump @RANGE_6145 

:RANGE_6145
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:RANGE_6162
01EB: set_traffic_density_multiplier_to 5.0 
01E3: text_1number_styled 'M_PASS' number 500000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 500000 
00D6: if 
0038:   $1604 == 0 // integer values 
004D: jump_if_false @RANGE_6222 
0595: mission_complete 
0004: $1604 = 1 // integer values 

:RANGE_6222
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
042F: save_record 0 integer $3968 
042F: save_record 1 integer $3910 
0051: return 

:RANGE_6247
018E: stop_sound $3967 
0108: destroy_object $3693 
0108: destroy_object $3694 
0108: destroy_object $3695 
0108: destroy_object $3696 
0108: destroy_object $3697 
0108: destroy_object $3698 
0108: destroy_object $3713 
0108: destroy_object $3714 
0108: destroy_object $3715 
0108: destroy_object $3716 
0108: destroy_object $3717 
0108: destroy_object $3718 
0108: destroy_object $3733 
0108: destroy_object $3734 
0108: destroy_object $3735 
0108: destroy_object $3736 
0108: destroy_object $3737 
0108: destroy_object $3738 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
0018:   $3939 > 0 // integer values 
004D: jump_if_false @RANGE_6370 
0247: request_model $3940 

:RANGE_6370
038B: load_requested_models 
01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this 
0249: release_model $3940 
0004: $ONMISSION = 0 // integer values 
0004: $995 = 0 // integer values 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
0108: destroy_object $3944 
0151: remove_status_text $3968 
0151: remove_status_text $3988 
014F: stop_timer $3677 
0249: release_model #COLT45 
0249: release_model #TAR_FRAME 
0249: release_model #TAR_DOWNLEFT 
0249: release_model #TAR_DOWNRIGHT 
0249: release_model #TAR_TOP 
0249: release_model #TAR_UPLEFT 
0249: release_model #TAR_UPRIGHT 
0249: release_model #FAKETARGET 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 67---------------
// Originally: Road Kill

:ASSIN1
03A4: name_thread 'ASSIN1' 
0050: gosub @ASSIN1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ASSIN1_37 
0050: gosub @ASSIN1_1824 

:ASSIN1_37
0050: gosub @ASSIN1_1908 
004E: end_thread 

:ASSIN1_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'ASSIN1' 
0247: request_model #PIZZABOY 
0247: request_model #HMYRI 
0247: request_model #PIZZABOX 
0247: request_model #CELLPHONE 

:ASSIN1_88
00D6: if or
8248:   not model #PIZZABOY available 
8248:   not model #HMYRI available 
8248:   not model #PIZZABOX available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @ASSIN1_129 
0001: wait 0 ms 
0002: jump @ASSIN1_88 

:ASSIN1_129
016A: fade 1 1500 ms 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 37.6088 -1023.987 range 9.4108 1.0 
0395: clear_area 0 at 36.86817 -1027.187 range 10.41709 1.0 
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 36.8778 -1023.988 9.4108 
0171: set_player $PLAYER_CHAR z_angle_to -0.01 
015F: set_camera_position 36.86817 -1027.187 10.41709 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
0373: set_camera_directly_behind_player 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB1_1B' as 1 
03CF: load_wav 'JOB1_1C' as 2 

:ASSIN1_338
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @ASSIN1_368 
0001: wait 0 ms 
0002: jump @ASSIN1_338 

:ASSIN1_368
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN1_392 
0001: wait 0 ms 
0002: jump @ASSIN1_368 

:ASSIN1_392
00BC: text_highpriority 'ASM1_D' 10000 ms 1  // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
03D1: play_wav 1 

:ASSIN1_411
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN1_466 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN1_459 
0002: jump @ASSIN1_694 

:ASSIN1_459
0002: jump @ASSIN1_411 

:ASSIN1_466
03D5: remove_text 'ASM1_D'  // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
040D: unload_wav 1 
00BC: text_highpriority 'ASM1_C' 10000 ms 1  // I have more work for you with a more 'hands-on' approach.
03D1: play_wav 2 

:ASSIN1_499
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN1_554 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN1_547 
0002: jump @ASSIN1_694 

:ASSIN1_547
0002: jump @ASSIN1_499 

:ASSIN1_554
03D5: remove_text 'ASM1_C'  // I have more work for you with a more 'hands-on' approach.
040D: unload_wav 2 
03CF: load_wav 'JOB1_1D' as 1 

:ASSIN1_580
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ASSIN1_606 
0001: wait 0 ms 
0002: jump @ASSIN1_580 

:ASSIN1_606
00BC: text_highpriority 'ASM1_B' 10000 ms 1  // Your next job is taped under the phone.
03D1: play_wav 1 

:ASSIN1_625
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN1_680 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN1_673 
0002: jump @ASSIN1_694 

:ASSIN1_673
0002: jump @ASSIN1_625 

:ASSIN1_680
03D5: remove_text 'ASM1_B'  // Your next job is taped under the phone.
040D: unload_wav 1 

:ASSIN1_694
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
0001: wait 500 ms 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
016A: fade 0 1500 ms 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 16@ = 0 // integer values 

:ASSIN1_749
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN1_773 
0001: wait 0 ms 
0002: jump @ASSIN1_749 

:ASSIN1_773
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 1500 ms 

:ASSIN1_788
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN1_812 
0001: wait 0 ms 
0002: jump @ASSIN1_788 

:ASSIN1_812
01B4: set_player $PLAYER_CHAR frozen_state 1 
0005: $6299 = 121.0519 // floating-point values 
0005: $6300 = -1443.547 // floating-point values 
0005: $6301 = 9.845 // floating-point values 
0005: $6302 = 150.0 // floating-point values 
0004: $6303 = 0 // integer values 
0004: $6306 = 0 // integer values 
0004: $6305 = 0 // integer values 
0004: $6304 = 50 // integer values 
0481:  3.0 

:ASSIN1_894
0001: wait 0 ms 
00D6: if 
0038:   $6306 == 0 // integer values 
004D: jump_if_false @ASSIN1_1078 
00BC: text_highpriority 'ASM1_7' 10000 ms 2  // ~g~Carl Pearson, Pizza Delivery Man. Kill him before he completes his deliveries.
0004: $6306 = 2 // integer values 
04E3: unknown_player $PLAYER_CHAR 2 350000 
03C4: set_status_text_to $6304 0 'ASM1_6'  // Deliveries left:
0395: clear_area 0 at $6299 $6300 range $6301 5.0 
00A5: $6295 = create_car #PIZZABOY at $6299 $6300 $6301 
0175: set_car $6295 z_angle_to $6302 
0129: $6294 = create_actor 4 #HMYRI in_car $6295 driverseat 
02A9: set_actor $6294 immune_to_nonplayer 1 
035F: set_actor $6294 armour_to 50 
00A8: set_car $6295 to_psycho_driver 
00AD: set_car $6295 max_speed_to 32.0 
00AE: set_vehicle $6295 traffic_behavior_to 2 
02AA: set_car $6295 immune_to_nonplayer 1 
0187: $6296 = create_marker_above_actor $6294 
0004: $6306 = 1 // integer values 

:ASSIN1_1078
00D6: if 
0038:   $6306 == 1 // integer values 
004D: jump_if_false @ASSIN1_1817 
00D6: if 
0118:   actor $6294 dead 
004D: jump_if_false @ASSIN1_1119 
0002: jump @ASSIN1_1841 

:ASSIN1_1119
00D6: if 
8118:   not actor $6294 dead 
004D: jump_if_false @ASSIN1_1180 
00D6: if 
0038:   $6304 == 0 // integer values 
004D: jump_if_false @ASSIN1_1180 
0151: remove_status_text $6304 
00BC: text_highpriority 'ASM1_5' 5000 ms 1  // ~r~Your target completed his deliveries!
0002: jump @ASSIN1_1824 

:ASSIN1_1180
00D6: if 
8118:   not actor $6294 dead 
004D: jump_if_false @ASSIN1_1509 
00D6: if 
001A:   2 > $6303 // integer values 
004D: jump_if_false @ASSIN1_1300 
00D6: if 
8119:   not car $6295 wrecked 
004D: jump_if_false @ASSIN1_1293 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6295 
004D: jump_if_false @ASSIN1_1279 
00D6: if 
02BF:   car $6295 sunk 
004D: jump_if_false @ASSIN1_1272 
0004: $6303 = 2 // integer values 

:ASSIN1_1272
0002: jump @ASSIN1_1286 

:ASSIN1_1279
0004: $6303 = 2 // integer values 

:ASSIN1_1286
0002: jump @ASSIN1_1300 

:ASSIN1_1293
0004: $6303 = 2 // integer values 

:ASSIN1_1300
00D6: if 
0038:   $6303 == 0 // integer values 
004D: jump_if_false @ASSIN1_1356 
00D6: if 
80DF:   not actor $6294 driving 
004D: jump_if_false @ASSIN1_1356 
01D5: actor $6294 go_to_and_drive_car $6295 
0319: set_actor $6294 running 1 
0004: $6303 = 1 // integer values 

:ASSIN1_1356
00D6: if 
0038:   $6303 == 1 // integer values 
004D: jump_if_false @ASSIN1_1422 
00D6: if 
0448:   actor $6294 in_car $6295 
004D: jump_if_false @ASSIN1_1422 
00AD: set_car $6295 max_speed_to 32.0 
00AE: set_vehicle $6295 traffic_behavior_to 2 
00A8: set_car $6295 to_psycho_driver 
0004: $6303 = 0 // integer values 

:ASSIN1_1422
00D6: if 
0038:   $6303 == 2 // integer values 
004D: jump_if_false @ASSIN1_1509 
00D6: if or
044B:   actor $6294 on_foot 
0119:   car $6295 wrecked 
004D: jump_if_false @ASSIN1_1488 
011C: actor $6294 clear_objective 
01D0: actor $6294 avoid_player $PLAYER_CHAR 
0004: $6303 = 3 // integer values 
0002: jump @ASSIN1_1509 

:ASSIN1_1488
00D6: if 
0449:   actor $6294 in_a_car 
004D: jump_if_false @ASSIN1_1509 
03E2: actor $6294 exit_car 

:ASSIN1_1509
00D6: if 
0038:   $6305 == 0 // integer values 
004D: jump_if_false @ASSIN1_1761 
00D6: if 
8119:   not car $6295 wrecked 
004D: jump_if_false @ASSIN1_1761 
00D6: if 
8118:   not actor $6294 dead 
004D: jump_if_false @ASSIN1_1761 
00D6: if 
0448:   actor $6294 in_car $6295 
004D: jump_if_false @ASSIN1_1761 
02E3: $6309 = car $6295 speed 
00D6: if 
0020:   $6309 > 10.0 // floating-point values 
004D: jump_if_false @ASSIN1_1761 
029B: $6311 = init_object #PIZZABOX at 0.0 0.0 100.0 
035C: place_object $6311 relative_to_car $6295 offset 0.5 0.0 0.7 
0382: set_object $6311 collision_detection 1 
0392: object $6311 toggle_in_moving_list 1 
0172: $6310 = actor $6294 z_angle 
000D: $6307 -= 90.0 // floating-point values 
000D: $6308 -= 90.0 // floating-point values 
02F7: $6307 = cosine $6310 
02F6: $6308 = sine $6310 // float 
0011: $6307 *= 11.0 // floating-point values 
0011: $6308 *= 11.0 // floating-point values 
038C: object $6311 scatter $6307 $6308 6.0 
0004: $6305 = 1 // integer values 
0006: 16@ = 0 // integer values 

:ASSIN1_1761
00D6: if 
0038:   $6305 == 1 // integer values 
004D: jump_if_false @ASSIN1_1817 
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @ASSIN1_1817 
0108: destroy_object $6311 
000C: $6304 -= 1 // integer values 
0004: $6305 = 0 // integer values 

:ASSIN1_1817
0002: jump @ASSIN1_894 

:ASSIN1_1824
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:ASSIN1_1841
0004: $298 = 1 // integer values 
0318: set_latest_mission_passed 'JOB_1'  // Road Kill
01E3: text_1number_styled 'M_PASS' number 500000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
0109: player $PLAYER_CHAR money += 500000 
0164: disable_marker $297 
0051: return 

:ASSIN1_1908
0004: $ONMISSION = 0 // integer values 
0249: release_model #PIZZABOX 
0249: release_model #HMYRI 
0249: release_model #PIZZABOY 
0249: release_model #CELLPHONE 
0151: remove_status_text $6304 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $6296 
00D8: mission_cleanup 
0051: return 

//-------------Mission 68---------------
// Originally: Waste the Wife

:ASSIN2
03A4: name_thread 'ASSIN2' 
0050: gosub @ASSIN2_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ASSIN2_37 
0050: gosub @ASSIN2_4071 

:ASSIN2_37
0050: gosub @ASSIN2_4155 
004E: end_thread 

:ASSIN2_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'ASSIN2' 
0004: $6316 = 0 // integer values 
0005: $6317 = 394.9916 // floating-point values 
0005: $6318 = 202.5176 // floating-point values 
0005: $6319 = 9.763453 // floating-point values 
0005: $6320 = 403.978 // floating-point values 
0005: $6321 = 222.629 // floating-point values 
0005: $6322 = 10.761 // floating-point values 
0004: $6323 = 0 // integer values 
0004: $6324 = 0 // integer values 
0004: $6326 = 0 // integer values 
0004: $6327 = 0 // integer values 
0004: $6328 = 0 // integer values 
0004: $6329 = 0 // integer values 
0004: $6335 = 0 // integer values 
0004: $6333 = 99999 // integer values 
0004: $6334 = 0 // integer values 
0004: $6316 = 0 // integer values 
0247: request_model #COMET 
0247: request_model #WFYRI 
0247: request_model #CELLPHONE 

:ASSIN2_223
00D6: if or
8248:   not model #COMET available 
8248:   not model #WFYRI available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @ASSIN2_259 
0001: wait 0 ms 
0002: jump @ASSIN2_223 

:ASSIN2_259
016A: fade 1 1500 ms 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 482.4669 244.3981 range 10.0611 1.0 
042B: clear_peds_from_cube 467.323 237.113 5.992 491.743 252.845 15.029 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 482.4622 244.5908 10.10115 
0171: set_player $PLAYER_CHAR z_angle_to 359.0237 
015F: set_camera_position 482.462 242.7434 12.795 0.0 rotation 0.0 0.0 
0395: clear_area 0 at 482.462 242.7434 range 12.795 1.0 
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
0373: set_camera_directly_behind_player 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB2_1B' as 1 
03CF: load_wav 'JOB1_1C' as 2 

:ASSIN2_468
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @ASSIN2_498 
0001: wait 0 ms 
0002: jump @ASSIN2_468 

:ASSIN2_498
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN2_522 
0001: wait 0 ms 
0002: jump @ASSIN2_498 

:ASSIN2_522
00BC: text_highpriority 'ASM2_A' 10000 ms 1  // My compliments on a job well done Mr. Teal. My client was very pleased.
03D1: play_wav 1 

:ASSIN2_541
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN2_596 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN2_589 
0002: jump @ASSIN2_824 

:ASSIN2_589
0002: jump @ASSIN2_541 

:ASSIN2_596
03D5: remove_text 'ASM2_A'  // My compliments on a job well done Mr. Teal. My client was very pleased.
040D: unload_wav 1 
00BC: text_highpriority 'ASM1_C' 10000 ms 1  // I have more work for you with a more 'hands-on' approach.
03D1: play_wav 2 

:ASSIN2_629
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN2_684 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN2_677 
0002: jump @ASSIN2_824 

:ASSIN2_677
0002: jump @ASSIN2_629 

:ASSIN2_684
03D5: remove_text 'ASM1_C'  // I have more work for you with a more 'hands-on' approach.
040D: unload_wav 2 
03CF: load_wav 'JOB1_1D' as 1 

:ASSIN2_710
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ASSIN2_736 
0001: wait 0 ms 
0002: jump @ASSIN2_710 

:ASSIN2_736
00BC: text_highpriority 'ASM1_B' 10000 ms 1  // Your next job is taped under the phone.
03D1: play_wav 1 

:ASSIN2_755
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN2_810 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN2_803 
0002: jump @ASSIN2_824 

:ASSIN2_803
0002: jump @ASSIN2_755 

:ASSIN2_810
03D5: remove_text 'ASM1_B'  // Your next job is taped under the phone.
040D: unload_wav 1 

:ASSIN2_824
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
0001: wait 500 ms 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
016A: fade 0 1500 ms 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:ASSIN2_872
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN2_896 
0001: wait 0 ms 
0002: jump @ASSIN2_872 

:ASSIN2_896
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 1500 ms 

:ASSIN2_911
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN2_935 
0001: wait 0 ms 
0002: jump @ASSIN2_911 

:ASSIN2_935
01B4: set_player $PLAYER_CHAR frozen_state 1 

:ASSIN2_942
0001: wait 0 ms 
00D6: if 
0038:   $6323 == 0 // integer values 
004D: jump_if_false @ASSIN2_1071 
00BC: text_highpriority 'ASM2_1' 10000 ms 2  // ~g~Mrs. Dawson will be leaving the Jewelry shop in Vice Point soon. Kill her. It must look like a car accident.
018A: $6325 = create_checkpoint_at $6320 $6321 $6322 
01E8: create_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89 
022B: create_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139 10.89 
0006: 16@ = 0 // integer values 
0004: $6323 = 1 // integer values 

:ASSIN2_1071
00D6: if 
0038:   $6323 == 1 // integer values 
004D: jump_if_false @ASSIN2_2168 
00D6: if 
0038:   $6324 == 0 // integer values 
004D: jump_if_false @ASSIN2_2168 
00D6: if 
00F8:   player $PLAYER_CHAR stopped 1 $6320 $6321 $6322 radius 2.0 2.0 3.0 
004D: jump_if_false @ASSIN2_2168 
00D6: if 
0443:   player $PLAYER_CHAR in_a_car 
004D: jump_if_false @ASSIN2_2153 
0164: disable_marker $6325 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at $6317 $6318 range $6319 30.0 
009A: $6312 = create_actor_pedtype 5 model #WFYRI at 379.3426 203.4908 11.39251 
0489: set_actor $6312 muted 1 
0173: set_actor $6312 z_angle_to 268.9735 
015F: set_camera_position 390.952 212.377 16.131 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0395: clear_area 1 at $6317 $6318 range $6319 15.0 
00A5: $6313 = create_car #COMET at $6317 $6318 $6319 
0229: set_car $6313 color_to 6 6 
0175: set_car $6313 z_angle_to 178.2268 
00AD: set_car $6313 max_speed_to 0.0 
00AE: set_vehicle $6313 traffic_behavior_to 0 
0224: set_car $6313 health_to 893 
020A: set_car $6313 door_status_to 3 

:ASSIN2_1367
00D6: if 
8038:   not  $6326 == 5 // integer values 
004D: jump_if_false @ASSIN2_2100 
0001: wait 0 ms 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_1461 
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_1461 
00D6: if 
0038:   $6326 == 0 // integer values 
004D: jump_if_false @ASSIN2_1461 
01D5: actor $6312 go_to_and_drive_car $6313 
0006: 16@ = 0 // integer values 
0004: $6326 = 1 // integer values 

:ASSIN2_1461
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_1625 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_1625 
00D6: if 
0038:   $6326 == 1 // integer values 
004D: jump_if_false @ASSIN2_1625 
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @ASSIN2_1625 
015F: set_camera_position 378.6064 203.7468 11.02881 0.0 rotation 0.0 0.0 
0160: point_camera 379.5837 203.6236 11.19348 switchstyle 2 
00BC: text_highpriority 'ASM2_8' 6000 ms 2  // ~g~You must make Mrs. Dawson's death look like an accident. Do not use any weapons.
00BB: text_lowpriority 'ASM2_10' 6000 ms 2  // ~g~When her car bursts into flames make your self scarce!
0006: 16@ = 0 // integer values 
0004: $6326 = 2 // integer values 

:ASSIN2_1625
00D6: if 
0038:   $6326 == 2 // integer values 
004D: jump_if_false @ASSIN2_1890 
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_1890 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_1890 
00D6: if 
00FF:   actor $6312 0 384.3994 203.4012 10.39251 radius 1.5 1.5 1.5 
004D: jump_if_false @ASSIN2_1834 
0395: clear_area 1 at $6317 $6318 range $6319 50.0 
015F: set_camera_position 390.022 205.2038 10.93295 0.0 rotation 0.0 0.0 
00A1: put_actor $6312 at 390.8115 202.5918 10.07062 
0173: set_actor $6312 z_angle_to 270.7903 
01D5: actor $6312 go_to_and_drive_car $6313 
0158: camera_on_vehicle $6313 mode 15 switchstyle 2 
0004: $6326 = 3 // integer values 
0002: jump @ASSIN2_1890 

:ASSIN2_1834
00D6: if 
0019:   16@ > 14000 // integer values 
004D: jump_if_false @ASSIN2_1890 
00A1: put_actor $6312 at 384.3994 203.4012 10.39251 
0173: set_actor $6312 z_angle_to 270.0 
0006: 16@ = 0 // integer values 

:ASSIN2_1890
00D6: if 
0038:   $6326 == 3 // integer values 
004D: jump_if_false @ASSIN2_2024 
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_2024 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_2024 
00D6: if 
0448:   actor $6312 in_car $6313 
004D: jump_if_false @ASSIN2_2024 
0187: $6314 = create_marker_above_actor $6312 
020A: set_car $6313 door_status_to 2 
00AD: set_car $6313 max_speed_to 15.0 
00A8: set_car $6313 to_psycho_driver 
00AE: set_vehicle $6313 traffic_behavior_to 1 
02AA: set_car $6313 immune_to_nonplayer 1 
054A: set_actor $6312 can_be_shot_in_a_car 0 
0006: 16@ = 0 // integer values 
0004: $6326 = 4 // integer values 

:ASSIN2_2024
00D6: if 
0038:   $6326 == 4 // integer values 
004D: jump_if_false @ASSIN2_2093 
00D6: if 
0019:   16@ > 4000 // integer values 
004D: jump_if_false @ASSIN2_2093 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03D5: remove_text 'ASM2_10'  // ~g~When her car bursts into flames make your self scarce!
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $6326 = 5 // integer values 

:ASSIN2_2093
0002: jump @ASSIN2_1367 

:ASSIN2_2100
0004: $6324 = 1 // integer values 
0004: $6323 = 2 // integer values 
03CC: car $6313 add_to_stuck_car_check 0.5 = 1000 
0190: add_vehicle $6313 to_flipped_check 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0006: 16@ = 0 // integer values 
0002: jump @ASSIN2_2168 

:ASSIN2_2153
00BC: text_highpriority 'ASM2_9' 3000 ms 2  // ~g~You need some wheels for this job!

:ASSIN2_2168
00D6: if 
0038:   $6324 == 1 // integer values 
004D: jump_if_false @ASSIN2_2391 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_2391 
00D6: if 
82BF:   not car $6313 sunk 
004D: jump_if_false @ASSIN2_2391 
00D6: if 
8495:   not vehicle $6313 burning 
004D: jump_if_false @ASSIN2_2391 
00D6: if or
03CE:   car $6313 stuck 
018F:   vehicle $6313 flipped 
004D: jump_if_false @ASSIN2_2391 
00D6: if 
82CA:   not car $6313 bounding_sphere_visible 
004D: jump_if_false @ASSIN2_2391 
00AA: store_car $6313 position_to $6330 $6331 $6332 
02C1: set $6330 $6331 $6332 to_car_path_coords_closest_to $6330 $6331 $6332 
00D6: if 
838A:   not car_in_cube $6330 $6331 $6332 4.0 4.0 3.0 
004D: jump_if_false @ASSIN2_2391 
00D6: if 
80C2:   not sphere_onscreen $6330 $6331 $6332 3.0 
004D: jump_if_false @ASSIN2_2391 
00AD: set_car $6313 max_speed_to 30.0 
00AE: set_vehicle $6313 traffic_behavior_to 2 
00A8: set_car $6313 to_psycho_driver 

:ASSIN2_2391
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_2467 
0227: $6315 = car $6313 health 
000C: $6315 -= 243 // integer values 
0010: $6315 *= 10 // integer values 
0014: $6315 /= 65 // integer values 
00D6: if 
002A:   0 >= $6315 // integer values 
004D: jump_if_false @ASSIN2_2460 
0151: remove_status_text $6315 

:ASSIN2_2460
0002: jump @ASSIN2_2474 

:ASSIN2_2467
0004: $6315 = 0 // integer values 

:ASSIN2_2474
00D6: if 
0038:   $6323 == 2 // integer values 
004D: jump_if_false @ASSIN2_2532 
00D6: if 
0038:   $6329 == 0 // integer values 
004D: jump_if_false @ASSIN2_2532 
03C4: set_status_text_to $6315 1 'ASM2_2'  // health:
0004: $6329 = 1 // integer values 

:ASSIN2_2532
00D6: if 
0038:   $6324 == 1 // integer values 
004D: jump_if_false @ASSIN2_2661 
00D6: if 
0038:   $6323 == 2 // integer values 
004D: jump_if_false @ASSIN2_2661 
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_2661 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_2661 
00D6: if 
0038:   $6327 == 0 // integer values 
004D: jump_if_false @ASSIN2_2661 
00D6: if 
8185:   not car $6313 health >= 892 
004D: jump_if_false @ASSIN2_2661 
00AD: set_car $6313 max_speed_to 29.0 
00AE: set_vehicle $6313 traffic_behavior_to 2 
0004: $6327 = 1 // integer values 

:ASSIN2_2661
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_3527 
00D6: if 
0038:   $6335 == 0 // integer values 
004D: jump_if_false @ASSIN2_3192 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_3185 
00D6: if 
0495:   vehicle $6313 burning 
004D: jump_if_false @ASSIN2_2778 
00D6: if 
0018:   $6333 > 1 // integer values 
004D: jump_if_false @ASSIN2_2771 
0004: $6334 = 1 // integer values 
0004: $6335 = 1 // integer values 
03CF: load_wav 'JOB2_9' as 1 

:ASSIN2_2771
0002: jump @ASSIN2_3185 

:ASSIN2_2778
00D6: if 
001A:   14 > $6315 // integer values 
004D: jump_if_false @ASSIN2_2847 
00D6: if 
0018:   $6333 > 2 // integer values 
004D: jump_if_false @ASSIN2_2840 
0004: $6334 = 2 // integer values 
0004: $6335 = 1 // integer values 
03CF: load_wav 'JOB2_8' as 1 

:ASSIN2_2840
0002: jump @ASSIN2_3185 

:ASSIN2_2847
00D6: if 
001A:   28 > $6315 // integer values 
004D: jump_if_false @ASSIN2_2916 
00D6: if 
0018:   $6333 > 3 // integer values 
004D: jump_if_false @ASSIN2_2909 
0004: $6334 = 3 // integer values 
0004: $6335 = 1 // integer values 
03CF: load_wav 'JOB2_7' as 1 

:ASSIN2_2909
0002: jump @ASSIN2_3185 

:ASSIN2_2916
00D6: if 
001A:   45 > $6315 // integer values 
004D: jump_if_false @ASSIN2_2985 
00D6: if 
0018:   $6333 > 4 // integer values 
004D: jump_if_false @ASSIN2_2978 
0004: $6334 = 4 // integer values 
0004: $6335 = 1 // integer values 
03CF: load_wav 'JOB2_6' as 1 

:ASSIN2_2978
0002: jump @ASSIN2_3185 

:ASSIN2_2985
00D6: if 
001A:   59 > $6315 // integer values 
004D: jump_if_false @ASSIN2_3054 
00D6: if 
0018:   $6333 > 5 // integer values 
004D: jump_if_false @ASSIN2_3047 
0004: $6334 = 5 // integer values 
0004: $6335 = 1 // integer values 
03CF: load_wav 'JOB2_5' as 1 

:ASSIN2_3047
0002: jump @ASSIN2_3185 

:ASSIN2_3054
00D6: if 
001A:   72 > $6315 // integer values 
004D: jump_if_false @ASSIN2_3123 
00D6: if 
0018:   $6333 > 6 // integer values 
004D: jump_if_false @ASSIN2_3116 
0004: $6334 = 6 // integer values 
0004: $6335 = 1 // integer values 
03CF: load_wav 'JOB2_4' as 1 

:ASSIN2_3116
0002: jump @ASSIN2_3185 

:ASSIN2_3123
00D6: if 
001A:   88 > $6315 // integer values 
004D: jump_if_false @ASSIN2_3185 
00D6: if 
0018:   $6333 > 7 // integer values 
004D: jump_if_false @ASSIN2_3185 
0004: $6334 = 7 // integer values 
0004: $6335 = 1 // integer values 
03CF: load_wav 'JOB2_3' as 1 

:ASSIN2_3185
0002: jump @ASSIN2_3520 

:ASSIN2_3192
00D6: if 
0038:   $6335 == 1 // integer values 
004D: jump_if_false @ASSIN2_3363 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @ASSIN2_3356 
03D1: play_wav 1 
00D6: if or
0038:   $6334 == 2 // integer values 
0038:   $6334 == 4 // integer values 
0038:   $6334 == 5 // integer values 
0038:   $6334 == 7 // integer values 
004D: jump_if_false @ASSIN2_3283 
00BC: text_highpriority 'ASM2_13' 3000 ms 1  // Oh my god!

:ASSIN2_3283
00D6: if 
0038:   $6334 == 3 // integer values 
004D: jump_if_false @ASSIN2_3316 
00BC: text_highpriority 'ASM2_12' 3000 ms 1  // Somebody help me!

:ASSIN2_3316
00D6: if 
0038:   $6334 == 6 // integer values 
004D: jump_if_false @ASSIN2_3349 
00BC: text_highpriority 'ASM2_11' 3000 ms 1  // Help me!

:ASSIN2_3349
0004: $6335 = 2 // integer values 

:ASSIN2_3356
0002: jump @ASSIN2_3520 

:ASSIN2_3363
00D6: if 
0038:   $6335 == 2 // integer values 
004D: jump_if_false @ASSIN2_3520 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @ASSIN2_3520 
0004: $6335 = 0 // integer values 
040D: unload_wav 1 
00D6: if or
0038:   $6334 == 2 // integer values 
0038:   $6334 == 4 // integer values 
0038:   $6334 == 5 // integer values 
0038:   $6334 == 7 // integer values 
004D: jump_if_false @ASSIN2_3456 
03D5: remove_text 'ASM2_13'  // Oh my god!

:ASSIN2_3456
00D6: if 
0038:   $6334 == 3 // integer values 
004D: jump_if_false @ASSIN2_3484 
03D5: remove_text 'ASM2_12'  // Somebody help me!

:ASSIN2_3484
00D6: if 
0038:   $6334 == 6 // integer values 
004D: jump_if_false @ASSIN2_3512 
03D5: remove_text 'ASM2_11'  // Help me!

:ASSIN2_3512
0084: $6333 = $6334 // integer values and handles 

:ASSIN2_3520
0002: jump @ASSIN2_3538 

:ASSIN2_3527
0004: $6335 = 0 // integer values 
040D: unload_wav 1 

:ASSIN2_3538
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_3718 
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_3718 
00D6: if 
0495:   vehicle $6313 burning 
004D: jump_if_false @ASSIN2_3718 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $6313 radius 20.0 20.0 0 
004D: jump_if_false @ASSIN2_3671 
0004: $6316 = 1 // integer values 
00D6: if 
0038:   $6328 == 0 // integer values 
004D: jump_if_false @ASSIN2_3664 
00BC: text_highpriority 'ASM2_3' 3000 ms 2  // ~g~She's gonna blow! Get out of there!
0004: $6328 = 1 // integer values 

:ASSIN2_3664
0002: jump @ASSIN2_3718 

:ASSIN2_3671
0004: $6316 = 0 // integer values 
00D6: if 
0038:   $6328 == 0 // integer values 
004D: jump_if_false @ASSIN2_3718 
00BC: text_highpriority 'ASM2_3' 3000 ms 2  // ~g~She's gonna blow! Get out of there!
0004: $6328 = 1 // integer values 

:ASSIN2_3718
00D6: if 
0018:   $6324 > 0 // integer values 
004D: jump_if_false @ASSIN2_3836 
00D6: if and
0119:   car $6313 wrecked 
0118:   actor $6312 dead 
004D: jump_if_false @ASSIN2_3836 
00D6: if 
831E:   not vehicle $6313 hit_by_weapon 47 
004D: jump_if_false @ASSIN2_3836 
00D6: if and
831D:   not actor $6312 hit_by_weapon 47 
0038:   $6316 == 0 // integer values 
004D: jump_if_false @ASSIN2_3814 
0002: jump @ASSIN2_4088 
0002: jump @ASSIN2_3836 

:ASSIN2_3814
00BC: text_highpriority 'ASM2_6' 5000 ms 1  // ~r~You were too near the scene of the 'accident'!
0002: jump @ASSIN2_4071 

:ASSIN2_3836
00D6: if 
0018:   $6324 > 0 // integer values 
004D: jump_if_false @ASSIN2_3955 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_3955 
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_3955 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6312 radius 250.0 250.0 
004D: jump_if_false @ASSIN2_3955 
00D6: if 
82CB:   not actor $6312 bounding_sphere_visible 
004D: jump_if_false @ASSIN2_3955 
00BC: text_highpriority 'ASM2_5' 5000 ms 1  // ~r~She got away!
0002: jump @ASSIN2_4071 

:ASSIN2_3955
00D6: if 
0018:   $6324 > 0 // integer values 
004D: jump_if_false @ASSIN2_4064 
00D6: if 
8119:   not car $6313 wrecked 
004D: jump_if_false @ASSIN2_4064 
00D6: if 
8118:   not actor $6312 dead 
004D: jump_if_false @ASSIN2_4064 
00D6: if 
00DB:   actor $6312 in_car $6313 
004D: jump_if_false @ASSIN2_4064 
00D6: if 
031E:   vehicle $6313 hit_by_weapon 47 
004D: jump_if_false @ASSIN2_4064 
00BC: text_highpriority 'ASM2_7' 5000 ms 1  // ~r~It's supposed to look like an accident! Try ramming her off the road instead!
0002: jump @ASSIN2_4071 

:ASSIN2_4064
0002: jump @ASSIN2_942 

:ASSIN2_4071
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:ASSIN2_4088
0004: $299 = 1 // integer values 
0318: set_latest_mission_passed 'JOB_2'  // Waste the Wife
01E3: text_1number_styled 'M_PASS' number 200000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 200000 
0164: disable_marker $297 
0051: return 

:ASSIN2_4155
0004: $ONMISSION = 0 // integer values 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
01E7: remove_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89 
022A: remove_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139 10.89 
0249: release_model #WFYRI 
0249: release_model #COMET 
0249: release_model #CELLPHONE 
0164: disable_marker $6314 
0164: disable_marker $6325 
0151: remove_status_text $6315 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 69---------------
// Originally: Autocide

:ASSIN3
03A4: name_thread 'ASSIN3' 
0050: gosub @ASSIN3_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ASSIN3_37 
0050: gosub @ASSIN3_6620 

:ASSIN3_37
0050: gosub @ASSIN3_6708 
004E: end_thread 

:ASSIN3_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'ASSIN3' 
0247: request_model #WMYCW 
0247: request_model #GDA 
0247: request_model #HMYAP 
0247: request_model #JMOTO 
0247: request_model #BOBCAT 
0247: request_model #TROPIC 
0247: request_model #PCJ600 
0247: request_model #SECURICA 
0247: request_model #BUDDYSHOT 
0247: request_model #CELLPHONE 

:ASSIN3_115
00D6: if or
8248:   not model #WMYCW available 
8248:   not model #BOBCAT available 
8248:   not model #TROPIC available 
8248:   not model #PCJ600 available 
8248:   not model #BUDDYSHOT available 
004D: jump_if_false @ASSIN3_161 
0001: wait 0 ms 
0002: jump @ASSIN3_115 

:ASSIN3_161
00D6: if or
8248:   not model #GDA available 
8248:   not model #SECURICA available 
8248:   not model #HMYAP available 
8248:   not model #JMOTO available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @ASSIN3_205 
0001: wait 0 ms 
0002: jump @ASSIN3_161 

:ASSIN3_205
023C: load_special_actor 1 'MBB' 

:ASSIN3_217
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @ASSIN3_243 
0001: wait 0 ms 
0002: jump @ASSIN3_217 

:ASSIN3_243
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 38.39647 -1026.227 range 9.660453 4.0 
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 38.39647 -1023.988 9.450843 
0171: set_player $PLAYER_CHAR z_angle_to 9.008627 
015F: set_camera_position 38.39647 -1026.227 9.660453 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
0373: set_camera_directly_behind_player 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB3_1' as 1 
03CF: load_wav 'JOB3_2' as 2 

:ASSIN3_421
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @ASSIN3_451 
0001: wait 0 ms 
0002: jump @ASSIN3_421 

:ASSIN3_451
016A: fade 1 1000 ms 

:ASSIN3_458
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN3_482 
0001: wait 0 ms 
0002: jump @ASSIN3_458 

:ASSIN3_482
00BC: text_highpriority 'ASM3_C' 10000 ms 1  // A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
03D1: play_wav 1 

:ASSIN3_501
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN3_556 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN3_549 
0002: jump @ASSIN3_784 

:ASSIN3_549
0002: jump @ASSIN3_501 

:ASSIN3_556
03D5: remove_text 'ASM3_C'  // A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
040D: unload_wav 1 
00BC: text_highpriority 'ASM3_D' 10000 ms 1  // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
03D1: play_wav 2 

:ASSIN3_589
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN3_644 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN3_637 
0002: jump @ASSIN3_784 

:ASSIN3_637
0002: jump @ASSIN3_589 

:ASSIN3_644
03D5: remove_text 'ASM3_D'  // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
040D: unload_wav 2 
03CF: load_wav 'JOB3_3' as 1 

:ASSIN3_670
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ASSIN3_696 
0001: wait 0 ms 
0002: jump @ASSIN3_670 

:ASSIN3_696
00BC: text_highpriority 'ASM3_E' 10000 ms 1  // Each target and their likely whereabouts are taped under the phone.
03D1: play_wav 1 

:ASSIN3_715
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN3_770 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN3_763 
0002: jump @ASSIN3_784 

:ASSIN3_763
0002: jump @ASSIN3_715 

:ASSIN3_770
03D5: remove_text 'ASM3_E'  // Each target and their likely whereabouts are taped under the phone.
040D: unload_wav 1 

:ASSIN3_784
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
0001: wait 500 ms 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
016A: fade 0 1000 ms 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 16@ = 0 // integer values 

:ASSIN3_839
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN3_863 
0001: wait 0 ms 
0002: jump @ASSIN3_839 

:ASSIN3_863
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 1000 ms 

:ASSIN3_878
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN3_902 
0001: wait 0 ms 
0002: jump @ASSIN3_878 

:ASSIN3_902
01B4: set_player $PLAYER_CHAR frozen_state 1 
0005: $6387 = -42.95979 // floating-point values 
0005: $6388 = -1049.275 // floating-point values 
0005: $6389 = 10.46391 // floating-point values 
0005: $6337 = -52.03355 // floating-point values 
0005: $6338 = -885.0644 // floating-point values 
0005: $6339 = 26.44922 // floating-point values 
0005: $6340 = 278.4962 // floating-point values 
0005: $6344 = 353.931 // floating-point values 
0005: $6345 = -729.856 // floating-point values 
0005: $6346 = 10.426 // floating-point values 
0005: $6347 = 336.07 // floating-point values 
0005: $6354 = 406.6844 // floating-point values 
0005: $6355 = 210.52 // floating-point values 
0005: $6356 = 10.79 // floating-point values 
0005: $6357 = 52.8 // floating-point values 
0005: $6366 = 36.2 // floating-point values 
0005: $6367 = -668.4 // floating-point values 
0005: $6368 = 4.95 // floating-point values 
0005: $6369 = 131.2 // floating-point values 
0005: $6376 = 31.4084 // floating-point values 
0005: $6377 = -1388.646 // floating-point values 
0005: $6378 = 9.2868 // floating-point values 
0005: $6379 = 152.6697 // floating-point values 
0004: $6400 = 540000 // integer values 
0004: $6393 = 0 // integer values 
0004: $6394 = 0 // integer values 
0004: $6395 = 0 // integer values 
0004: $6396 = 0 // integer values 
0004: $6397 = 0 // integer values 
0004: $6398 = 0 // integer values 
0004: $6352 = 0 // integer values 
0004: $6362 = 0 // integer values 
0004: $6374 = 0 // integer values 
0004: $6384 = 0 // integer values 
0004: $6350 = 0 // integer values 
0004: $6360 = 0 // integer values 
0004: $6372 = 0 // integer values 
0004: $6381 = 0 // integer values 
0004: $6382 = 0 // integer values 
0004: $6399 = 0 // integer values 
0004: $6342 = 0 // integer values 
0004: $6373 = 0 // integer values 
0004: $6407 = 0 // integer values 
0481:  3.5 

:ASSIN3_1289
0001: wait 0 ms 
00D6: if 
0038:   $6393 == 0 // integer values 
004D: jump_if_false @ASSIN3_1333 
03C3: set_timer_with_text_to $6400 type 1 text 'ASM3_11'  // TIME:
0004: $6393 = 1 // integer values 

:ASSIN3_1333
00D6: if 
0038:   $6393 == 1 // integer values 
004D: jump_if_false @ASSIN3_1510 
032B: $6386 = create_weapon_pickup #SNIPER 3 ammo 50000 at $6387 $6388 $6389 
032B: $6391 = create_weapon_pickup #UZI 3 ammo 50000 at -43.07554 -1052.056 10.47165 
03DC: $6390 = create_marker_above_pickup $6386 
0165: set_marker $6390 color_to 6 
0395: clear_area 0 at -41.6449 -1039.381 range 9.4545 1.5 
00A5: $6392 = create_car #PCJ600 at -41.6449 -1039.381 9.4545 
0229: set_car $6392 color_to 1 1 
0175: set_car $6392 z_angle_to 79.1594 
00BC: text_highpriority 'ASM3_12' 8000 ms 2  // ~g~A selection of weapons have been left for you nearby if you require them. You have ~h~9 MINUTES ~g~to kill all members of the gang.
0006: 16@ = 0 // integer values 
0004: $6393 = 2 // integer values 

:ASSIN3_1510
00D6: if 
0038:   $6393 == 2 // integer values 
004D: jump_if_false @ASSIN3_1579 
00D6: if or
0214:   pickup $6386 picked_up 
80E3:   not player $PLAYER_CHAR 0 $6387 $6388 radius 130.0 130.0 
004D: jump_if_false @ASSIN3_1579 
0164: disable_marker $6390 
0004: $6393 = 3 // integer values 

:ASSIN3_1579
00D6: if 
0038:   $6394 == 0 // integer values 
004D: jump_if_false @ASSIN3_1630 
00D6: if or
0019:   16@ > 9999 // integer values 
0038:   $6393 == 3 // integer values 
004D: jump_if_false @ASSIN3_1630 
0004: $6394 = 1 // integer values 

:ASSIN3_1630
00D6: if 
0038:   $6394 == 1 // integer values 
004D: jump_if_false @ASSIN3_1765 
0395: clear_area 0 at $6337 $6338 range $6339 1.0 
009A: $6336 = create_actor_pedtype 4 model #WMYCW at $6337 $6338 $6339 
01ED: clear_actor $6336 threat_search 
0173: set_actor $6336 z_angle_to $6340 
0187: $6341 = create_marker_above_actor $6336 
0350: set_actor $6336 maintain_position_when_attacked 1 
00BC: text_highpriority 'ASM3_13' 8000 ms 2  // ~g~Mike Griffin is working on an advertising board in Washington.
018C: play_sound 1 at 0.0 0.0 0.0 
04E3: unknown_player $PLAYER_CHAR 2 350000 
0004: $6394 = 2 // integer values 

:ASSIN3_1765
00D6: if 
8118:   not actor $6336 dead 
004D: jump_if_false @ASSIN3_1905 
00D6: if 
037E:   sniper_bullet_in_area -30.3157 -896.563 17.36755 -55.192 -880.0 37.84 
004D: jump_if_false @ASSIN3_1875 
0004: $6342 = 1 // integer values 
00D6: if 
0038:   $6342 == 1 // integer values 
004D: jump_if_false @ASSIN3_1868 
0372: set_actor $6336 anim 14 wait_state_time 60000 ms 
0004: $6342 = 2 // integer values 

:ASSIN3_1868
0002: jump @ASSIN3_1905 

:ASSIN3_1875
00D6: if 
0038:   $6342 == 0 // integer values 
004D: jump_if_false @ASSIN3_1905 
0372: set_actor $6336 anim 25 wait_state_time 60000 ms 

:ASSIN3_1905
00D6: if 
0018:   $6394 > 1 // integer values 
004D: jump_if_false @ASSIN3_1995 
00D6: if 
001A:   3 > $6394 // integer values 
004D: jump_if_false @ASSIN3_1995 
00D6: if 
0118:   actor $6336 dead 
004D: jump_if_false @ASSIN3_1995 
0004: $6394 = 3 // integer values 
0004: $6395 = 1 // integer values 
0164: disable_marker $6341 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_1995
00D6: if 
0038:   $6395 == 1 // integer values 
004D: jump_if_false @ASSIN3_2165 
0249: release_model #WMYCW 
01C2: remove_references_to_actor $6336 // Like turning an actor into a random pedestrian 
0395: clear_area 0 at $6344 $6345 range $6346 3.0 
00A5: $6349 = create_car #SECURICA at $6344 $6345 $6346 
0175: set_car $6349 z_angle_to $6347 
0129: $6343 = create_actor 4 #GDA in_car $6349 driverseat 
01ED: clear_actor $6343 threat_search 
00A9: set_car $6349 to_normal_driver 
0187: $6348 = create_marker_above_actor $6343 
020A: set_car $6349 door_status_to 3 
0224: set_car $6349 health_to 2200 
02AA: set_car $6349 immune_to_nonplayer 1 
01EC: make_car $6349 very_heavy 1 
00BC: text_highpriority 'ASM3_14' 8000 ms 2  // ~g~Dick Tanner is working for DBP Security in Ocean Drive.
018C: play_sound 1 at 0.0 0.0 0.0 
0004: $6395 = 2 // integer values 

:ASSIN3_2165
00D6: if 
0038:   $6395 == 2 // integer values 
004D: jump_if_false @ASSIN3_2349 
00D6: if 
0038:   $6350 == 0 // integer values 
004D: jump_if_false @ASSIN3_2349 
00D6: if 
0019:   16@ > 799 // integer values 
004D: jump_if_false @ASSIN3_2349 
00D6: if 
8118:   not actor $6343 dead 
004D: jump_if_false @ASSIN3_2349 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6343 radius 20.0 20.0 2.0 
004D: jump_if_false @ASSIN3_2349 
00D6: if 
8119:   not car $6349 wrecked 
004D: jump_if_false @ASSIN3_2349 
00D6: if 
02CA:   car $6349 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_2349 
00D6: if 
850D:   not unknown_actor $6343 dead 
004D: jump_if_false @ASSIN3_2349 
00BC: text_highpriority 'ASM3_18' 2000 ms 2  // ~g~Don't get too close to the target or he may spot you!
0006: 16@ = 0 // integer values 
0008: $6352 += 1 // integer values 

:ASSIN3_2349
00D6: if 
0038:   $6395 == 2 // integer values 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
0038:   $6350 == 0 // integer values 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
8118:   not actor $6343 dead 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
02CB:   actor $6343 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6343 radius 11.0 11.0 2.0 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
02D7:   player $PLAYER_CHAR currentweapon == 47 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
8119:   not car $6349 wrecked 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
02CA:   car $6349 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_2526 
00D6: if 
850D:   not unknown_actor $6343 dead 
004D: jump_if_false @ASSIN3_2526 
0004: $6352 = 20 // integer values 

:ASSIN3_2526
00D6: if 
0038:   $6395 == 2 // integer values 
004D: jump_if_false @ASSIN3_2603 
00D6: if 
0038:   $6350 == 0 // integer values 
004D: jump_if_false @ASSIN3_2603 
00D6: if 
8119:   not car $6349 wrecked 
004D: jump_if_false @ASSIN3_2603 
00D6: if 
0496:   vehicle $6349 tire 4 deflated 
004D: jump_if_false @ASSIN3_2603 
0004: $6352 = 20 // integer values 

:ASSIN3_2603
00D6: if 
0038:   $6395 == 2 // integer values 
004D: jump_if_false @ASSIN3_2818 
00D6: if 
0038:   $6350 == 0 // integer values 
004D: jump_if_false @ASSIN3_2818 
00D6: if 
8119:   not car $6349 wrecked 
004D: jump_if_false @ASSIN3_2818 
0227: $6351 = car $6349 health 
00D6: if or
001A:   2200 > $6351 // integer values 
0018:   $6352 > 3 // integer values 
004D: jump_if_false @ASSIN3_2818 
00D6: if 
8118:   not actor $6343 dead 
004D: jump_if_false @ASSIN3_2818 
00D6: if 
8119:   not car $6349 wrecked 
004D: jump_if_false @ASSIN3_2818 
00D6: if 
00DB:   actor $6343 in_car $6349 
004D: jump_if_false @ASSIN3_2818 
00D6: if 
850D:   not unknown_actor $6343 dead 
004D: jump_if_false @ASSIN3_2818 
00AD: set_car $6349 max_speed_to 38.0 
00A8: set_car $6349 to_psycho_driver 
00AE: set_vehicle $6349 traffic_behavior_to 3 
00BC: text_highpriority 'ASM3_19' 5000 ms 2  // ~g~He's seen you! Waste him!
03CC: car $6349 add_to_stuck_car_check 0.5 = 1000 
0190: add_vehicle $6349 to_flipped_check 
0004: $6350 = 1 // integer values 

:ASSIN3_2818
00D6: if 
0038:   $6350 == 1 // integer values 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
001A:   3 > $6395 // integer values 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
8118:   not actor $6343 dead 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
8119:   not car $6349 wrecked 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
00DB:   actor $6343 in_car $6349 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
82BF:   not car $6349 sunk 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
8495:   not vehicle $6349 burning 
004D: jump_if_false @ASSIN3_3094 
00D6: if or
03CE:   car $6349 stuck 
018F:   vehicle $6349 flipped 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
82CA:   not car $6349 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_3094 
00AA: store_car $6349 position_to $6404 $6405 $6406 
02C1: set $6404 $6405 $6406 to_car_path_coords_closest_to $6404 $6405 $6406 
00D6: if 
838A:   not car_in_cube $6404 $6405 $6406 4.0 4.0 3.0 
004D: jump_if_false @ASSIN3_3094 
00D6: if 
80C2:   not sphere_onscreen $6404 $6405 $6406 3.0 
004D: jump_if_false @ASSIN3_3094 
00AD: set_car $6349 max_speed_to 38.0 
00A8: set_car $6349 to_psycho_driver 
00AE: set_vehicle $6349 traffic_behavior_to 3 

:ASSIN3_3094
00D6: if 
0038:   $6350 == 1 // integer values 
004D: jump_if_false @ASSIN3_3191 
00D6: if 
8118:   not actor $6343 dead 
004D: jump_if_false @ASSIN3_3191 
00D6: if 
8119:   not car $6349 wrecked 
004D: jump_if_false @ASSIN3_3191 
0227: $6351 = car $6349 health 
00D6: if 
001A:   450 > $6351 // integer values 
004D: jump_if_false @ASSIN3_3191 
00A9: set_car $6349 to_normal_driver 
01D0: actor $6343 avoid_player $PLAYER_CHAR 
0004: $6350 = 2 // integer values 

:ASSIN3_3191
00D6: if 
0018:   $6395 > 1 // integer values 
004D: jump_if_false @ASSIN3_3262 
00D6: if 
001A:   3 > $6395 // integer values 
004D: jump_if_false @ASSIN3_3262 
00D6: if 
0118:   actor $6343 dead 
004D: jump_if_false @ASSIN3_3262 
0004: $6395 = 3 // integer values 
0004: $6396 = 1 // integer values 
0164: disable_marker $6348 

:ASSIN3_3262
00D6: if 
0038:   $6396 == 1 // integer values 
004D: jump_if_false @ASSIN3_3516 
0249: release_model #GDA 
01C2: remove_references_to_actor $6343 // Like turning an actor into a random pedestrian 
0249: release_model #SECURICA 
01C3: remove_references_to_car $6349 
0395: clear_area 0 at $6354 $6355 range $6356 3.0 
00A5: $6359 = create_car #BOBCAT at $6354 $6355 $6356 
0229: set_car $6359 color_to 0 15 
0175: set_car $6359 z_angle_to $6357 
0224: set_car $6359 health_to 1000 
0129: $6353 = create_actor 4 #HMYAP in_car $6359 driverseat 
01ED: clear_actor $6353 threat_search 
00A9: set_car $6359 to_normal_driver 
0187: $6358 = create_marker_above_actor $6353 
02A9: set_actor $6353 immune_to_nonplayer 1 
01C8: $6363 = create_actor_pedtype 4 model #HMYAP in_car $6359 passenger_seat 0 
0187: $6364 = create_marker_above_actor $6363 
01B2: give_actor $6363 weapon 21 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $6363 weapon_accuracy_to 95 
01ED: clear_actor $6363 threat_search 
011A: set_actor $6363 search_threat 1 
0243: set_actor $6363 ped_stats_to 16 
02A9: set_actor $6363 immune_to_nonplayer 1 
020A: set_car $6359 door_status_to 3 
02AA: set_car $6359 immune_to_nonplayer 1 
00BC: text_highpriority 'ASM3_15' 8000 ms 2  // ~g~Marcus Hammond and Franco Carter are located near the Jewelry shop in Vice Point.
018C: play_sound 1 at 0.0 0.0 0.0 
0004: $6396 = 2 // integer values 

:ASSIN3_3516
00D6: if 
0038:   $6396 == 2 // integer values 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
0038:   $6360 == 0 // integer values 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
0019:   16@ > 799 // integer values 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
8118:   not actor $6353 dead 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6353 radius 36.0 36.0 2.0 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
8119:   not car $6359 wrecked 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
02CA:   car $6359 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
8018:   not  $6362 > 2 // integer values 
004D: jump_if_false @ASSIN3_3718 
00D6: if 
850D:   not unknown_actor $6353 dead 
004D: jump_if_false @ASSIN3_3718 
00BC: text_highpriority 'ASM3_22' 2000 ms 2  // ~g~Don't get too close to the targets or they may spot you!
0006: 16@ = 0 // integer values 
0008: $6362 += 1 // integer values 

:ASSIN3_3718
00D6: if 
0038:   $6396 == 2 // integer values 
004D: jump_if_false @ASSIN3_3847 
00D6: if 
0038:   $6360 == 0 // integer values 
004D: jump_if_false @ASSIN3_3847 
00D6: if 
8118:   not actor $6353 dead 
004D: jump_if_false @ASSIN3_3847 
00D6: if 
02CB:   actor $6353 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_3847 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6353 radius 20.0 20.0 2.0 
004D: jump_if_false @ASSIN3_3847 
00D6: if 
02D7:   player $PLAYER_CHAR currentweapon == 47 
004D: jump_if_false @ASSIN3_3847 
0004: $6362 = 20 // integer values 

:ASSIN3_3847
00D6: if 
0038:   $6396 == 2 // integer values 
004D: jump_if_false @ASSIN3_3924 
00D6: if 
0038:   $6360 == 0 // integer values 
004D: jump_if_false @ASSIN3_3924 
00D6: if 
8119:   not car $6359 wrecked 
004D: jump_if_false @ASSIN3_3924 
00D6: if 
0496:   vehicle $6359 tire 4 deflated 
004D: jump_if_false @ASSIN3_3924 
0004: $6362 = 20 // integer values 

:ASSIN3_3924
00D6: if 
0038:   $6396 == 2 // integer values 
004D: jump_if_false @ASSIN3_4058 
00D6: if 
0038:   $6360 == 0 // integer values 
004D: jump_if_false @ASSIN3_4058 
00D6: if 
8119:   not car $6359 wrecked 
004D: jump_if_false @ASSIN3_4058 
0227: $6361 = car $6359 health 
00D6: if or
001A:   1000 > $6361 // integer values 
0018:   $6362 > 2 // integer values 
0118:   actor $6353 dead 
004D: jump_if_false @ASSIN3_4058 
00BC: text_highpriority 'ASM3_20' 5000 ms 2  // ~g~They have seen you! Make sure you waste them both!
00D6: if 
8118:   not actor $6363 dead 
004D: jump_if_false @ASSIN3_4051 
03E2: actor $6363 exit_car 

:ASSIN3_4051
0004: $6360 = 1 // integer values 

:ASSIN3_4058
00D6: if 
0038:   $6360 == 1 // integer values 
004D: jump_if_false @ASSIN3_4137 
00D6: if 
8118:   not actor $6363 dead 
004D: jump_if_false @ASSIN3_4130 
00D6: if 
80DF:   not actor $6363 driving 
004D: jump_if_false @ASSIN3_4123 
01CA: actor $6363 kill_player $PLAYER_CHAR 
0004: $6360 = 2 // integer values 

:ASSIN3_4123
0002: jump @ASSIN3_4137 

:ASSIN3_4130
0004: $6360 = 2 // integer values 

:ASSIN3_4137
00D6: if or
0038:   $6360 == 2 // integer values 
0118:   actor $6363 dead 
004D: jump_if_false @ASSIN3_4314 
00D6: if 
8118:   not actor $6353 dead 
004D: jump_if_false @ASSIN3_4314 
00D6: if 
8119:   not car $6359 wrecked 
004D: jump_if_false @ASSIN3_4314 
00D6: if 
00DB:   actor $6353 in_car $6359 
004D: jump_if_false @ASSIN3_4314 
00D6: if 
850D:   not unknown_actor $6353 dead 
004D: jump_if_false @ASSIN3_4314 
00D6: if 
0038:   $6407 == 0 // integer values 
004D: jump_if_false @ASSIN3_4314 
00BC: text_highpriority 'ASM3_20' 5000 ms 2  // ~g~They have seen you! Make sure you waste them both!
00AD: set_car $6359 max_speed_to 34.0 
00A8: set_car $6359 to_psycho_driver 
00AE: set_vehicle $6359 traffic_behavior_to 2 
03CC: car $6359 add_to_stuck_car_check 0.5 = 1000 
0190: add_vehicle $6359 to_flipped_check 
0004: $6360 = 3 // integer values 
0004: $6407 = 1 // integer values 

:ASSIN3_4314
00D6: if 
0038:   $6360 == 3 // integer values 
004D: jump_if_false @ASSIN3_4436 
00D6: if 
8118:   not actor $6353 dead 
004D: jump_if_false @ASSIN3_4436 
00D6: if 
8119:   not car $6359 wrecked 
004D: jump_if_false @ASSIN3_4436 
0227: $6361 = car $6359 health 
00D6: if 
001A:   500 > $6361 // integer values 
004D: jump_if_false @ASSIN3_4436 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $6359 radius 40.0 40.0 0 
004D: jump_if_false @ASSIN3_4436 
00AF: set_car $6359 driver_behaviour_to 2 
0004: $6360 = 4 // integer values 

:ASSIN3_4436
00D6: if 
0018:   $6360 > 2 // integer values 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
001A:   3 > $6396 // integer values 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
8118:   not actor $6353 dead 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
8119:   not car $6359 wrecked 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
00DB:   actor $6353 in_car $6359 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
82BF:   not car $6359 sunk 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
8495:   not vehicle $6359 burning 
004D: jump_if_false @ASSIN3_4707 
00D6: if or
03CE:   car $6359 stuck 
018F:   vehicle $6359 flipped 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
82CA:   not car $6359 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_4707 
00AA: store_car $6359 position_to $6401 $6402 $6403 
02C1: set $6401 $6402 $6403 to_car_path_coords_closest_to $6401 $6402 $6403 
00D6: if 
838A:   not car_in_cube $6401 $6402 $6403 4.0 4.0 3.0 
004D: jump_if_false @ASSIN3_4707 
00D6: if 
80C2:   not sphere_onscreen $6401 $6402 $6403 3.0 
004D: jump_if_false @ASSIN3_4707 
00AF: set_car $6359 driver_behaviour_to 2 
00AD: set_car $6359 max_speed_to 35.0 

:ASSIN3_4707
00D6: if 
0018:   $6396 > 1 // integer values 
004D: jump_if_false @ASSIN3_4785 
00D6: if 
001A:   3 > $6396 // integer values 
004D: jump_if_false @ASSIN3_4785 
00D6: if 
0118:   actor $6353 dead 
004D: jump_if_false @ASSIN3_4764 
0164: disable_marker $6358 

:ASSIN3_4764
00D6: if 
0118:   actor $6363 dead 
004D: jump_if_false @ASSIN3_4785 
0164: disable_marker $6364 

:ASSIN3_4785
00D6: if 
0018:   $6396 > 1 // integer values 
004D: jump_if_false @ASSIN3_4877 
00D6: if 
001A:   3 > $6396 // integer values 
004D: jump_if_false @ASSIN3_4877 
00D6: if 
0118:   actor $6353 dead 
004D: jump_if_false @ASSIN3_4877 
00D6: if 
0118:   actor $6363 dead 
004D: jump_if_false @ASSIN3_4877 
0004: $6396 = 3 // integer values 
0164: disable_marker $6358 
0164: disable_marker $6364 
0004: $6397 = 1 // integer values 

:ASSIN3_4877
00D6: if 
0038:   $6397 == 1 // integer values 
004D: jump_if_false @ASSIN3_5103 
0249: release_model #HMYAP 
0249: release_model #BOBCAT 
0249: release_model #BUDDYSHOT 
01C2: remove_references_to_actor $6353 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6363 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $6359 
0395: clear_area 0 at $6366 $6367 range $6368 3.0 
00A5: $6371 = create_car #TROPIC at $6366 $6367 $6368 
0175: set_car $6371 z_angle_to $6369 
009A: $6365 = create_actor_pedtype 4 model #JMOTO at 50.916 -640.893 8.3173 
0464: put_actor $6365 into_turret_on_car $6371 at_car_offset 0.0 -4.0 1.2 position 0 angle 360.0 with_weapon 0 
0187: $6370 = create_marker_above_actor $6365 
02AA: set_car $6371 immune_to_nonplayer 1 
0350: set_actor $6365 maintain_position_when_attacked 1 
0372: set_actor $6365 anim 13 wait_state_time 800000 ms 
00BC: text_highpriority 'ASM3_16' 8000 ms 2  // ~g~Nick Kong is cruising off Washington Beach.
018C: play_sound 1 at 0.0 0.0 0.0 
01ED: clear_actor $6365 threat_search 
0004: $6397 = 2 // integer values 

:ASSIN3_5103
00D6: if 
0038:   $6397 == 2 // integer values 
004D: jump_if_false @ASSIN3_5271 
00D6: if 
0038:   $6372 == 0 // integer values 
004D: jump_if_false @ASSIN3_5271 
00D6: if 
0019:   16@ > 999 // integer values 
004D: jump_if_false @ASSIN3_5271 
00D6: if 
8118:   not actor $6365 dead 
004D: jump_if_false @ASSIN3_5271 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6365 radius 30.0 30.0 5.0 
004D: jump_if_false @ASSIN3_5271 
00D6: if 
8119:   not car $6371 wrecked 
004D: jump_if_false @ASSIN3_5271 
00D6: if 
02CA:   car $6371 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_5271 
00BC: text_highpriority 'ASM3_18' 2000 ms 2  // ~g~Don't get too close to the target or he may spot you!
0006: 16@ = 0 // integer values 
0008: $6374 += 1 // integer values 

:ASSIN3_5271
00D6: if 
8118:   not actor $6365 dead 
004D: jump_if_false @ASSIN3_5367 
00D6: if 
037E:   sniper_bullet_in_area 4.66 -711.711 5.474 8.897 -684.8 11.77 
004D: jump_if_false @ASSIN3_5367 
00D6: if 
0038:   $6373 == 0 // integer values 
004D: jump_if_false @ASSIN3_5367 
0372: set_actor $6365 anim 14 wait_state_time 600000 ms 
0004: $6373 = 2 // integer values 

:ASSIN3_5367
00D6: if 
0038:   $6397 == 2 // integer values 
004D: jump_if_false @ASSIN3_5505 
00D6: if 
0038:   $6372 == 0 // integer values 
004D: jump_if_false @ASSIN3_5505 
00D6: if 
8119:   not car $6371 wrecked 
004D: jump_if_false @ASSIN3_5505 
00D6: if or
0038:   $6373 == 2 // integer values 
0018:   $6374 > 10 // integer values 
004D: jump_if_false @ASSIN3_5505 
00D6: if 
8118:   not actor $6365 dead 
004D: jump_if_false @ASSIN3_5505 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6365 radius 120.0 120.0 
004D: jump_if_false @ASSIN3_5505 
0350: set_actor $6365 maintain_position_when_attacked 1 
0004: $6372 = 1 // integer values 

:ASSIN3_5505
00D6: if 
0018:   $6397 > 1 // integer values 
004D: jump_if_false @ASSIN3_5576 
00D6: if 
001A:   3 > $6397 // integer values 
004D: jump_if_false @ASSIN3_5576 
00D6: if 
0118:   actor $6365 dead 
004D: jump_if_false @ASSIN3_5576 
0004: $6397 = 3 // integer values 
0004: $6398 = 1 // integer values 
0164: disable_marker $6370 

:ASSIN3_5576
00D6: if 
0038:   $6398 == 1 // integer values 
004D: jump_if_false @ASSIN3_5781 
0249: release_model #TROPIC 
0249: release_model #JMOTO 
01C2: remove_references_to_actor $6365 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $6371 
0395: clear_area 0 at $6376 $6377 range $6378 10.0 
00A5: $6383 = create_car #PCJ600 at $6376 $6377 $6378 
0229: set_car $6383 color_to 7 7 
0175: set_car $6383 z_angle_to $6379 
0129: $6375 = create_actor 21 #SPECIAL01 in_car $6383 driverseat 
01ED: clear_actor $6375 threat_search 
0187: $6380 = create_marker_above_actor $6375 
020A: set_car $6383 door_status_to 2 
02AA: set_car $6383 immune_to_nonplayer 1 
02A9: set_actor $6375 immune_to_nonplayer 1 
00AD: set_car $6383 max_speed_to 12.0 
00A8: set_car $6383 to_psycho_driver 
00AE: set_vehicle $6383 traffic_behavior_to 1 
02AA: set_car $6383 immune_to_nonplayer 1 
00BC: text_highpriority 'ASM3_17' 8000 ms 2  // ~g~Charlie Dilson is riding in Washington.
018C: play_sound 1 at 0.0 0.0 0.0 
0004: $6398 = 2 // integer values 

:ASSIN3_5781
00D6: if 
0038:   $6398 == 2 // integer values 
004D: jump_if_false @ASSIN3_5933 
00D6: if 
0038:   $6381 == 0 // integer values 
004D: jump_if_false @ASSIN3_5933 
00D6: if 
0019:   16@ > 999 // integer values 
004D: jump_if_false @ASSIN3_5933 
00D6: if 
8118:   not actor $6375 dead 
004D: jump_if_false @ASSIN3_5933 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6375 radius 90.0 90.0 5.0 
004D: jump_if_false @ASSIN3_5933 
00D6: if 
02CB:   actor $6375 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_5933 
00BC: text_highpriority 'ASM3_18' 5000 ms 2  // ~g~Don't get too close to the target or he may spot you!
0006: 16@ = 0 // integer values 
0008: $6384 += 1 // integer values 

:ASSIN3_5933
00D6: if 
0038:   $6398 == 2 // integer values 
004D: jump_if_false @ASSIN3_6044 
00D6: if 
0038:   $6381 == 0 // integer values 
004D: jump_if_false @ASSIN3_6044 
00D6: if 
8118:   not actor $6375 dead 
004D: jump_if_false @ASSIN3_6044 
00D6: if 
02CB:   actor $6375 bounding_sphere_visible 
004D: jump_if_false @ASSIN3_6044 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6375 radius 70.0 70.0 5.0 
004D: jump_if_false @ASSIN3_6044 
0004: $6384 = 20 // integer values 

:ASSIN3_6044
00D6: if 
0038:   $6398 == 2 // integer values 
004D: jump_if_false @ASSIN3_6211 
00D6: if 
0038:   $6381 == 0 // integer values 
004D: jump_if_false @ASSIN3_6211 
00D6: if 
8119:   not car $6383 wrecked 
004D: jump_if_false @ASSIN3_6211 
0227: $6385 = car $6383 health 
00D6: if or
001A:   1000 > $6385 // integer values 
0018:   $6384 > 1 // integer values 
004D: jump_if_false @ASSIN3_6211 
00D6: if 
00DF:   actor $6375 driving 
004D: jump_if_false @ASSIN3_6182 
0004: $6399 = 1 // integer values 
0004: $6381 = 1 // integer values 
00BC: text_highpriority 'ASM3_19' 5000 ms 2  // ~g~He's seen you! Waste him!
0002: jump @ASSIN3_6211 

:ASSIN3_6182
0004: $6399 = 0 // integer values 
0004: $6381 = 1 // integer values 
00BC: text_highpriority 'ASM3_19' 5000 ms 2  // ~g~He's seen you! Waste him!

:ASSIN3_6211
00D6: if 
0038:   $6381 == 1 // integer values 
004D: jump_if_false @ASSIN3_6463 
00D6: if 
8118:   not actor $6375 dead 
004D: jump_if_false @ASSIN3_6463 
00D6: if 
0038:   $6399 == 0 // integer values 
004D: jump_if_false @ASSIN3_6366 
00D6: if 
80DF:   not actor $6375 driving 
004D: jump_if_false @ASSIN3_6366 
00D6: if 
8119:   not car $6383 wrecked 
004D: jump_if_false @ASSIN3_6358 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6383 
004D: jump_if_false @ASSIN3_6343 
01D5: actor $6375 go_to_and_drive_car $6383 
0319: set_actor $6375 running 1 
0004: $6399 = 1 // integer values 
0002: jump @ASSIN3_6351 

:ASSIN3_6343
01D0: actor $6375 avoid_player $PLAYER_CHAR 

:ASSIN3_6351
0002: jump @ASSIN3_6366 

:ASSIN3_6358
01D0: actor $6375 avoid_player $PLAYER_CHAR 

:ASSIN3_6366
00D6: if 
0038:   $6399 == 1 // integer values 
004D: jump_if_false @ASSIN3_6463 
00D6: if 
8119:   not car $6383 wrecked 
004D: jump_if_false @ASSIN3_6463 
00D6: if 
00DB:   actor $6375 in_car $6383 
004D: jump_if_false @ASSIN3_6455 
00AD: set_car $6383 max_speed_to 42.0 
00AE: set_vehicle $6383 traffic_behavior_to 2 
00A8: set_car $6383 to_psycho_driver 
0004: $6399 = 0 // integer values 
0002: jump @ASSIN3_6463 

:ASSIN3_6455
01D0: actor $6375 avoid_player $PLAYER_CHAR 

:ASSIN3_6463
00D6: if 
0018:   $6398 > 1 // integer values 
004D: jump_if_false @ASSIN3_6534 
00D6: if 
001A:   3 > $6398 // integer values 
004D: jump_if_false @ASSIN3_6534 
00D6: if 
0118:   actor $6375 dead 
004D: jump_if_false @ASSIN3_6534 
0004: $6398 = 3 // integer values 
0004: $6382 = 1 // integer values 
0164: disable_marker $6380 

:ASSIN3_6534
00D6: if and
0038:   $6382 == 1 // integer values 
0018:   $6400 > 0 // integer values 
004D: jump_if_false @ASSIN3_6566 
0002: jump @ASSIN3_6637 

:ASSIN3_6566
00D6: if and
0038:   $6382 == 0 // integer values 
001A:   1 > $6400 // integer values 
004D: jump_if_false @ASSIN3_6613 
00BC: text_highpriority 'ASM3_21' 5000 ms 1  // ~r~You did not kill all the gang members in time!
0002: jump @ASSIN3_6620 

:ASSIN3_6613
0002: jump @ASSIN3_1289 

:ASSIN3_6620
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:ASSIN3_6637
0004: $300 = 1 // integer values 
0318: set_latest_mission_passed 'JOB_3'  // Autocide
01E3: text_1number_styled 'M_PASS' number 400000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 400000 
030C: progress_made += 1 
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
0164: disable_marker $297 
0051: return 

:ASSIN3_6708
0004: $ONMISSION = 0 // integer values 
0215: destroy_pickup $6386 
0215: destroy_pickup $6391 
0164: disable_marker $6341 
0164: disable_marker $6348 
0164: disable_marker $6358 
0164: disable_marker $6364 
0164: disable_marker $6370 
0164: disable_marker $6380 
0164: disable_marker $6390 
034F: destroy_actor_with_fade $6375 // The actor fades away like a ghost 
0249: release_model #TROPIC 
0249: release_model #PCJ600 
0249: release_model #WMYCW 
0249: release_model #GDA 
0249: release_model #HMYAP 
0249: release_model #JMOTO 
0249: release_model #BOBCAT 
0249: release_model #SECURICA 
0249: release_model #CELLPHONE 
0249: release_model #BUDDYSHOT 
0296: unload_special_actor 1 
014F: stop_timer $6400 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 70---------------
// Originally: Check Out at the Check In

:ASSIN4
03A4: name_thread 'ASSIN4' 
0050: gosub @ASSIN4_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ASSIN4_37 
0050: gosub @ASSIN4_8246 

:ASSIN4_37
0050: gosub @ASSIN4_8330 
004E: end_thread 

:ASSIN4_46
0004: $ONMISSION = 1 // integer values 
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'ASSIN4' 
0247: request_model #WMORI 
0247: request_model #HFYBU 
0247: request_model #UZI 
0247: request_model #CELLPHONE 

:ASSIN4_87
00D6: if or
8248:   not model #WMORI available 
8248:   not model #HFYBU available 
8248:   not model #CELLPHONE available 
8248:   not model #UZI available 
004D: jump_if_false @ASSIN4_127 
0001: wait 0 ms 
0002: jump @ASSIN4_87 

:ASSIN4_127
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:ASSIN4_151
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @ASSIN4_181 
0001: wait 0 ms 
0002: jump @ASSIN4_151 

:ASSIN4_181
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 0 at 38.39647 -1023.988 range 9.450843 4.0 
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 
0055: put_player $PLAYER_CHAR at -1482.114 -825.2285 13.8377 
0171: set_player $PLAYER_CHAR z_angle_to 100.263 
015F: set_camera_position -1479.544 -825.3295 15.01768 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
0373: set_camera_directly_behind_player 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB4_1' as 1 
03CF: load_wav 'JOB4_2' as 2 

:ASSIN4_359
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @ASSIN4_389 
0001: wait 0 ms 
0002: jump @ASSIN4_359 

:ASSIN4_389
016A: fade 1 1000 ms 

:ASSIN4_396
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN4_420 
0001: wait 0 ms 
0002: jump @ASSIN4_396 

:ASSIN4_420
00BC: text_highpriority 'ASM4_A' 10000 ms 1  // Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
03D1: play_wav 1 

:ASSIN4_439
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN4_494 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_487 
0002: jump @ASSIN4_838 

:ASSIN4_487
0002: jump @ASSIN4_439 

:ASSIN4_494
03D5: remove_text 'ASM4_A'  // Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
040D: unload_wav 1 
0395: clear_area 0 at -1474.531 -826.0056 range 15.00762 3.0 
015F: set_camera_position -1475.931 -826.0056 15.00762 0.0 rotation 0.0 0.0 
0160: point_camera -1476.763 -825.4517 14.99366 switchstyle 2 
00BC: text_highpriority 'ASM4_B' 10000 ms 1  // Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
03D1: play_wav 2 

:ASSIN4_602
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN4_657 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_650 
0002: jump @ASSIN4_838 

:ASSIN4_650
0002: jump @ASSIN4_602 

:ASSIN4_657
03D5: remove_text 'ASM4_B'  // Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
040D: unload_wav 2 
03CF: load_wav 'JOB4_3' as 1 

:ASSIN4_683
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ASSIN4_709 
0001: wait 0 ms 
0002: jump @ASSIN4_683 

:ASSIN4_709
015F: set_camera_position -1484.055 -825.312 16.72996 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
00BC: text_highpriority 'ASM4_C' 10000 ms 1  // You must kill that person, retrieve his case and take it to the location taped under the phone.
03D1: play_wav 1 

:ASSIN4_769
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN4_824 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_817 
0002: jump @ASSIN4_838 

:ASSIN4_817
0002: jump @ASSIN4_769 

:ASSIN4_824
03D5: remove_text 'ASM4_C'  // You must kill that person, retrieve his case and take it to the location taped under the phone.
040D: unload_wav 1 

:ASSIN4_838
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
0001: wait 500 ms 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
016A: fade 0 1000 ms 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 16@ = 0 // integer values 

:ASSIN4_893
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN4_917 
0001: wait 0 ms 
0002: jump @ASSIN4_893 

:ASSIN4_917
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 1000 ms 

:ASSIN4_932
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN4_956 
0001: wait 0 ms 
0002: jump @ASSIN4_932 

:ASSIN4_956
01B4: set_player $PLAYER_CHAR frozen_state 1 
0005: $6429 = -1493.219 // floating-point values 
0005: $6430 = -798.9757 // floating-point values 
0005: $6431 = 14.868 // floating-point values 
0005: $6432 = -1421.181 // floating-point values 
0005: $6433 = -874.6884 // floating-point values 
0005: $6434 = 19.8471 // floating-point values 
0005: $6435 = 289.025 // floating-point values 
0005: $6436 = -1388.918 // floating-point values 
0005: $6437 = -865.0283 // floating-point values 
0005: $6438 = 13.87768 // floating-point values 
0005: $6439 = 50.33542 // floating-point values 
0005: $6426 = -1360.671 // floating-point values 
0005: $6427 = -930.4258 // floating-point values 
0005: $6428 = 19.8531 // floating-point values 
0005: $6449 = -1387.584 // floating-point values 
0005: $6450 = -865.2448 // floating-point values 
0005: $6451 = 13.87768 // floating-point values 
0005: $6452 = 65.23693 // floating-point values 
0005: $6440 = -1484.78 // floating-point values 
0005: $6441 = -807.7946 // floating-point values 
0005: $6442 = 14.878 // floating-point values 
0005: $6446 = -676.2405 // floating-point values 
0005: $6447 = 1197.764 // floating-point values 
0005: $6448 = 10.07 // floating-point values 
0004: $6421 = 0 // integer values 
0004: $6422 = 0 // integer values 
0004: $6423 = 0 // integer values 
0004: $6424 = 0 // integer values 
0004: $6418 = 0 // integer values 
0004: $6425 = 0 // integer values 
0004: $6416 = 0 // integer values 
0004: $6417 = 0 // integer values 
0004: $6419 = 0 // integer values 
0004: $6453 = 0 // integer values 
0004: $6458 = 0 // integer values 
0004: $6456 = 0 // integer values 
0004: $6457 = 0 // integer values 
0004: $6454 = 0 // integer values 
0004: $6497 = 0 // integer values 
0006: 16@ = 0 // integer values 
0005: $6473 = -1152.279 // floating-point values 
0005: $6474 = -939.467 // floating-point values 
0005: $6475 = 14.688 // floating-point values 
0005: $6476 = 88.806 // floating-point values 
0004: $6477 = 0 // integer values 
0005: $6480 = -1163.086 // floating-point values 
0005: $6481 = -948.9131 // floating-point values 
0005: $6482 = 14.68145 // floating-point values 
0005: $6483 = 89.2464 // floating-point values 
0004: $6484 = 0 // integer values 
0005: $6487 = -1139.197 // floating-point values 
0005: $6488 = -1086.208 // floating-point values 
0005: $6489 = 14.71668 // floating-point values 
0005: $6490 = 295.402 // floating-point values 
0004: $6491 = 0 // integer values 
0004: $6494 = 0 // integer values 
0004: $6495 = 0 // integer values 
0004: $6496 = 0 // integer values 
032B: $6411 = create_weapon_pickup #SNIPER 3 ammo 50000 at $6440 $6441 $6442 
03DC: $6412 = create_marker_above_pickup $6411 
00BC: text_highpriority 'ASM4_15' 5000 ms 2  // ~g~Get the sniper rifle to your right.
015C: set_zone_gang_info 'TERMINL' 1 50 0 0 0 0 25 0 0 0 0 10 
015C: set_zone_gang_info 'TERMINL' 0 50 0 0 0 0 25 0 0 0 0 10 
022B: create_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422 -873.6301 29.8434 
022B: create_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172 23.8402 
022B: create_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952 -853.1511 28.5218 
022B: create_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062 16.8377 

:ASSIN4_1717
0001: wait 0 ms 
00D6: if 
0038:   $6418 == 0 // integer values 
004D: jump_if_false @ASSIN4_2628 
00D6: if 
0214:   pickup $6411 picked_up 
004D: jump_if_false @ASSIN4_2628 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
009A: $6408 = create_actor_pedtype 4 model #HFYBU at $6432 $6433 $6434 
02A9: set_actor $6408 immune_to_nonplayer 1 
0173: set_actor $6408 z_angle_to $6435 
0187: $6409 = create_marker_above_actor $6408 
01ED: clear_actor $6408 threat_search 
04F5: unknown_actor $6408 kiss_player $PLAYER_CHAR on 1 
0372: set_actor $6408 anim 13 wait_state_time 15000 ms 
009A: $6410 = create_actor_pedtype 4 model #WMORI at $6436 $6437 $6438 
02A9: set_actor $6410 immune_to_nonplayer 1 
0173: set_actor $6410 z_angle_to $6439 
0372: set_actor $6410 anim 13 wait_state_time 50000 ms 
01ED: clear_actor $6410 threat_search 
0350: set_actor $6410 maintain_position_when_attacked 1 
009A: $6415 = create_actor_pedtype 21 model #SPECIAL01 at $6449 $6450 $6451 
0173: set_actor $6415 z_angle_to $6452 
01B2: give_actor $6415 weapon 23 ammo 300000 // Load the weapon model before using this 
01DE: tie_actor $6415 to_actor $6410 
0243: set_actor $6415 ped_stats_to 16 
01ED: clear_actor $6415 threat_search 
0350: set_actor $6415 maintain_position_when_attacked 1 
02A9: set_actor $6415 immune_to_nonplayer 1 
015F: set_camera_position -1488.089 -811.8918 16.87549 0.0 rotation 0.0 0.0 
0160: point_camera -1487.585 -812.7545 16.91248 switchstyle 2 
0395: clear_area 0 at $6432 $6433 range $6434 75.0 
0395: clear_area 0 at $6436 $6437 range $6438 75.0 
0006: 16@ = 0 // integer values 

:ASSIN4_2055
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ASSIN4_2124 
0001: wait 0 ms 
00BC: text_highpriority 'ASM4_16' 5000 ms 2  // ~g~Watch the woman on the balcony, she will walk down the escalators and ask someone the time.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_2117 
0002: jump @ASSIN4_2599 

:ASSIN4_2117
0002: jump @ASSIN4_2055 

:ASSIN4_2124
015F: set_camera_position -1419.446 -874.2186 21.14 0.0 rotation 0.0 0.0 
00D6: if 
8118:   not actor $6408 dead 
004D: jump_if_false @ASSIN4_2181 
0159: camera_on_ped $6408 mode 15 switchstyle 2 

:ASSIN4_2181
0006: 16@ = 0 // integer values 

:ASSIN4_2188
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ASSIN4_2257 
0001: wait 0 ms 
00BC: text_highpriority 'ASM4_17' 5000 ms 2  // ~g~Once the conversation has finished kill the person she spoke to, but do not kill her.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_2250 
0002: jump @ASSIN4_2599 

:ASSIN4_2250
0002: jump @ASSIN4_2188 

:ASSIN4_2257
015F: set_camera_position -1407.901 -847.96 19.56 0.0 rotation 0.0 0.0 
00D6: if 
8118:   not actor $6408 dead 
004D: jump_if_false @ASSIN4_2314 
0159: camera_on_ped $6408 mode 15 switchstyle 2 

:ASSIN4_2314
0006: 16@ = 0 // integer values 

:ASSIN4_2321
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ASSIN4_2390 
0001: wait 0 ms 
00BC: text_highpriority 'ASM4_18' 5000 ms 2  // ~g~Once the target is dead retrieve his briefcase and take it to Ammu-Nation in Downtown.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_2383 
0002: jump @ASSIN4_2599 

:ASSIN4_2383
0002: jump @ASSIN4_2321 

:ASSIN4_2390
015F: set_camera_position -1443.797 -858.3729 19.361 0.0 rotation 0.0 0.0 
00D6: if 
8118:   not actor $6408 dead 
004D: jump_if_false @ASSIN4_2447 
0159: camera_on_ped $6408 mode 15 switchstyle 2 

:ASSIN4_2447
0006: 16@ = 0 // integer values 

:ASSIN4_2454
00D6: if 
001B:   6000 > 16@ // integer values 
004D: jump_if_false @ASSIN4_2523 
0001: wait 0 ms 
00BC: text_highpriority 'ASM4_19' 6000 ms 2  // ~g~Keep your distance from the target! Use the distance bar in the upper right corner of the screen.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_2516 
0002: jump @ASSIN4_2599 

:ASSIN4_2516
0002: jump @ASSIN4_2454 

:ASSIN4_2523
0006: 16@ = 0 // integer values 

:ASSIN4_2530
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ASSIN4_2599 
0001: wait 0 ms 
00BC: text_highpriority 'ASM4_20' 5000 ms 2  // ~g~If it gets full he will see you.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN4_2592 
0002: jump @ASSIN4_2599 

:ASSIN4_2592
0002: jump @ASSIN4_2530 

:ASSIN4_2599
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0004: $6418 = 1 // integer values 
0006: 16@ = 0 // integer values 

:ASSIN4_2628
00D6: if 
0038:   $6418 == 1 // integer values 
004D: jump_if_false @ASSIN4_2719 
00D6: if 
0019:   16@ > 15000 // integer values 
004D: jump_if_false @ASSIN4_2719 
00D6: if 
8118:   not actor $6408 dead 
004D: jump_if_false @ASSIN4_2719 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_2719 
04C2:  $6408 $6410 
0006: 16@ = 0 // integer values 
0004: $6418 = 2 // integer values 

:ASSIN4_2719
00D6: if 
0038:   $6418 == 2 // integer values 
004D: jump_if_false @ASSIN4_2872 
00D6: if 
8118:   not actor $6408 dead 
004D: jump_if_false @ASSIN4_2872 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_2872 
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_2872 
00D6: if or
0126:   actor $6408 walking 
0019:   16@ > 120000 // integer values 
004D: jump_if_false @ASSIN4_2872 
011C: actor $6408 clear_objective 
0372: set_actor $6410 anim 0 wait_state_time 100 ms 
022C: set_actor $6415 to_look_at_actor $6408 
03F9: make_actors $6408 $6410 converse_in 5000 ms 
0006: 16@ = 0 // integer values 
0004: $6418 = 3 // integer values 
0004: $6425 = 1 // integer values 
0004: $6416 = 1 // integer values 

:ASSIN4_2872
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @ASSIN4_2944 
00D6: if 
0038:   $6416 == 1 // integer values 
004D: jump_if_false @ASSIN4_2944 
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_2944 
022F: set_actor $6415 stop_looking 
0350: set_actor $6415 maintain_position_when_attacked 0 
0004: $6416 = 2 // integer values 

:ASSIN4_2944
00D6: if 
0019:   16@ > 5000 // integer values 
004D: jump_if_false @ASSIN4_3016 
00D6: if 
0038:   $6425 == 1 // integer values 
004D: jump_if_false @ASSIN4_3016 
00D6: if 
8118:   not actor $6408 dead 
004D: jump_if_false @ASSIN4_3016 
009C: set_actor $6408 wander_direction -1 
0164: disable_marker $6409 
0004: $6425 = 2 // integer values 

:ASSIN4_3016
00D6: if 
0038:   $6418 == 3 // integer values 
004D: jump_if_false @ASSIN4_3098 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_3098 
00D6: if 
0019:   16@ > 4999 // integer values 
004D: jump_if_false @ASSIN4_3098 
0211: actor $6410 walk_to -1389.755 -859.1885 
0006: 17@ = 0 // integer values 
0004: $6418 = 4 // integer values 

:ASSIN4_3098
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_3697 
00D6: if 
0018:   $6418 > 3 // integer values 
004D: jump_if_false @ASSIN4_3697 
00D6: if 
0038:   $6497 == 0 // integer values 
004D: jump_if_false @ASSIN4_3172 
0211: actor $6410 walk_to -1392.829 -862.1075 
0004: $6497 = 1 // integer values 

:ASSIN4_3172
00D6: if 
0038:   $6497 == 1 // integer values 
004D: jump_if_false @ASSIN4_3252 
00D6: if 
00F0:   actor $6410 stopped 0 -1392.829 -862.1075 radius 1.0 1.0 
004D: jump_if_false @ASSIN4_3252 
0372: set_actor $6410 anim 3 wait_state_time 1000 ms 
0006: 16@ = 0 // integer values 
0004: $6497 = 2 // integer values 

:ASSIN4_3252
00D6: if 
0038:   $6497 == 2 // integer values 
004D: jump_if_false @ASSIN4_3320 
00D6: if 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @ASSIN4_3320 
0372: set_actor $6410 anim 0 wait_state_time 100 ms 
0211: actor $6410 walk_to -1389.674 -859.1384 
0004: $6497 = 3 // integer values 

:ASSIN4_3320
00D6: if 
0038:   $6497 == 3 // integer values 
004D: jump_if_false @ASSIN4_3400 
00D6: if 
00F0:   actor $6410 stopped 0 -1389.674 -859.1384 radius 1.0 1.0 
004D: jump_if_false @ASSIN4_3400 
0372: set_actor $6410 anim 3 wait_state_time 2000 ms 
0006: 16@ = 0 // integer values 
0004: $6497 = 4 // integer values 

:ASSIN4_3400
00D6: if 
0038:   $6497 == 4 // integer values 
004D: jump_if_false @ASSIN4_3468 
00D6: if 
0019:   16@ > 2000 // integer values 
004D: jump_if_false @ASSIN4_3468 
0372: set_actor $6410 anim 0 wait_state_time 100 ms 
0211: actor $6410 walk_to -1380.315 -850.1871 
0004: $6497 = 5 // integer values 

:ASSIN4_3468
00D6: if 
0038:   $6497 == 5 // integer values 
004D: jump_if_false @ASSIN4_3531 
00D6: if 
00F0:   actor $6410 stopped 0 -1380.315 -850.1871 radius 1.0 1.0 
004D: jump_if_false @ASSIN4_3531 
0004: $6497 = 6 // integer values 

:ASSIN4_3531
00D6: if 
0038:   $6458 == 0 // integer values 
004D: jump_if_false @ASSIN4_3614 
00D6: if 
0038:   $6497 == 6 // integer values 
004D: jump_if_false @ASSIN4_3614 
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @ASSIN4_3614 
009E: set_actor $6410 path $6426 $6427 $6428 unknown 2.0 0 
0006: 17@ = 0 // integer values 

:ASSIN4_3614
00D6: if 
0038:   $6458 == 1 // integer values 
004D: jump_if_false @ASSIN4_3697 
00D6: if 
0038:   $6497 == 6 // integer values 
004D: jump_if_false @ASSIN4_3697 
00D6: if 
0019:   17@ > 1000 // integer values 
004D: jump_if_false @ASSIN4_3697 
009E: set_actor $6410 path $6426 $6427 $6428 unknown 2.0 1 
0006: 17@ = 0 // integer values 

:ASSIN4_3697
00D6: if 
0018:   $6418 > 3 // integer values 
004D: jump_if_false @ASSIN4_3745 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_3745 
00A0: store_actor $6410 position_to $6443 $6444 $6445 

:ASSIN4_3745
00D6: if 
0018:   $6418 > 3 // integer values 
004D: jump_if_false @ASSIN4_3980 
00D6: if 
0118:   actor $6410 dead 
004D: jump_if_false @ASSIN4_3980 
00D6: if 
0038:   $6417 == 0 // integer values 
004D: jump_if_false @ASSIN4_3980 
0213: $6413 = create_pickup #BRIEFCASE type 3 at $6443 $6444 $6445 
03DC: $6414 = create_marker_above_pickup $6413 
00BC: text_highpriority 'ASM4_21' 5000 ms 2  // ~g~Get the briefcase!
0151: remove_status_text $6459 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
04E3: unknown_player $PLAYER_CHAR 2 300000 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 5 0 0 0 0 5 
015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 5 0 0 0 0 5 
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_3959 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_3959
0004: $6418 = -1 // integer values 
0004: $6419 = 1 // integer values 
0004: $6417 = 1 // integer values 

:ASSIN4_3980
00D6: if 
0038:   $6418 == 1 // integer values 
004D: jump_if_false @ASSIN4_4063 
00D6: if 
0038:   $6457 == 1 // integer values 
004D: jump_if_false @ASSIN4_4063 
00D6: if 
0038:   $6456 == 0 // integer values 
004D: jump_if_false @ASSIN4_4063 
03C4: set_status_text_to $6459 1 'ASM4_12'  // Distance:
0004: $6457 = 2 // integer values 
0004: $6456 = 1 // integer values 

:ASSIN4_4063
00D6: if 
0018:   $6418 > 0 // integer values 
004D: jump_if_false @ASSIN4_4255 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_4255 
0054: store_player $PLAYER_CHAR position_to $6462 $6463 $6464 
00A0: store_actor $6410 position_to $6465 $6466 $6467 
0509: $6468 = distance_between_point $6462 $6463 and_point $6465 $6466 
00D6: if 
0020:   $6468 > 69.0 // floating-point values 
004D: jump_if_false @ASSIN4_4173 
0005: $6468 = 70.0 // floating-point values 

:ASSIN4_4173
00D6: if 
0022:   36.0 > $6468 // floating-point values 
004D: jump_if_false @ASSIN4_4204 
0005: $6468 = 35.0 // floating-point values 

:ASSIN4_4204
0005: $6461 = 70.0 // floating-point values 
0061: $6461 -= $6468 // floating-point values 
0086: $6460 = $6461 // floating-point values only 
0015: $6460 /= 0.35 // floating-point values 
008C: $6459 = float_to_integer $6460 
0004: $6457 = 1 // integer values 

:ASSIN4_4255
00D6: if 
0018:   $6418 > 3 // integer values 
004D: jump_if_false @ASSIN4_4381 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_4381 
00D6: if 
0018:   $6459 > 97 // integer values 
004D: jump_if_false @ASSIN4_4381 
00D6: if 
0038:   $6458 == 0 // integer values 
004D: jump_if_false @ASSIN4_4381 
00BC: text_highpriority 'ASM4_23' 5000 ms 2  // ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $6459 
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_4374 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4374
0004: $6458 = 1 // integer values 

:ASSIN4_4381
00D6: if 
0018:   $6418 > 3 // integer values 
004D: jump_if_false @ASSIN4_4541 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_4541 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6410 radius 40.0 40.0 20.0 
004D: jump_if_false @ASSIN4_4541 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN4_4541 
00D6: if 
0038:   $6458 == 0 // integer values 
004D: jump_if_false @ASSIN4_4541 
00BC: text_highpriority 'ASM4_23' 5000 ms 2  // ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $6459 
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_4534 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4534
0004: $6458 = 1 // integer values 

:ASSIN4_4541
00D6: if 
0018:   $6418 > 3 // integer values 
004D: jump_if_false @ASSIN4_4783 
00D6: if 
0038:   $6454 == 0 // integer values 
004D: jump_if_false @ASSIN4_4783 
00D6: if 
051A:   actor $6415 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @ASSIN4_4680 
00BC: text_highpriority 'ASM4_23' 5000 ms 2  // ~g~He has spotted you! Nail him and get the briefcase!
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_4640 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4640
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_4661 
054E: clear_actor $6415 damage 

:ASSIN4_4661
0151: remove_status_text $6459 
0004: $6458 = 1 // integer values 
0004: $6454 = 1 // integer values 

:ASSIN4_4680
00D6: if 
051A:   actor $6410 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @ASSIN4_4783 
00BC: text_highpriority 'ASM4_23' 5000 ms 2  // ~g~He has spotted you! Nail him and get the briefcase!
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_4743 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4743
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_4764 
054E: clear_actor $6410 damage 

:ASSIN4_4764
0151: remove_status_text $6459 
0004: $6458 = 1 // integer values 
0004: $6454 = 1 // integer values 

:ASSIN4_4783
00D6: if 
0038:   $6419 == 1 // integer values 
004D: jump_if_false @ASSIN4_5218 
00D6: if 
0214:   pickup $6413 picked_up 
004D: jump_if_false @ASSIN4_5218 
0249: release_model #WMORI 
0249: release_model #HFYBU 
01C2: remove_references_to_actor $6410 // Like turning an actor into a random pedestrian 
0247: request_model #MAVERICK 
0247: request_model #ADMIRAL 

:ASSIN4_4840
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #ADMIRAL available 
004D: jump_if_false @ASSIN4_4872 
0001: wait 0 ms 
0002: jump @ASSIN4_4840 

:ASSIN4_4872
00A5: $6455 = create_car #MAVERICK at -1369.432 -1256.787 17.3662 
0175: set_car $6455 z_angle_to 308.4397 
0164: disable_marker $6414 
00BC: text_highpriority 'ASM4_22' 5000 ms 2  // ~g~Take the briefcase to Ammu-Nation in Downtown.
018A: $6420 = create_checkpoint_at $6446 $6447 $6448 
00A5: $6469 = create_car #ADMIRAL at $6473 $6474 $6475 
0229: set_car $6469 color_to 0 0 
0175: set_car $6469 z_angle_to $6476 
0129: $6478 = create_actor 4 #SPECIAL01 in_car $6469 driverseat 
054A: set_actor $6478 can_be_shot_in_a_car 0 
01C8: $6479 = create_actor_pedtype 4 model #SPECIAL02 in_car $6469 passenger_seat 0 
00A9: set_car $6469 to_normal_driver 
020A: set_car $6469 door_status_to 2 
02AA: set_car $6469 immune_to_nonplayer 1 
0004: $6477 = 1 // integer values 
00A5: $6470 = create_car #ADMIRAL at $6480 $6481 $6482 
0229: set_car $6470 color_to 0 0 
0175: set_car $6470 z_angle_to $6483 
0129: $6485 = create_actor 4 #SPECIAL02 in_car $6470 driverseat 
054A: set_actor $6485 can_be_shot_in_a_car 0 
01C8: $6486 = create_actor_pedtype 4 model #SPECIAL01 in_car $6470 passenger_seat 0 
00A9: set_car $6470 to_normal_driver 
020A: set_car $6470 door_status_to 2 
0004: $6484 = 1 // integer values 
00A5: $6471 = create_car #ADMIRAL at $6487 $6488 $6489 
0229: set_car $6471 color_to 0 0 
0175: set_car $6471 z_angle_to $6490 
0129: $6492 = create_actor 4 #SPECIAL02 in_car $6471 driverseat 
054A: set_actor $6492 can_be_shot_in_a_car 0 
01C8: $6493 = create_actor_pedtype 4 model #SPECIAL01 in_car $6471 passenger_seat 0 
00A9: set_car $6471 to_normal_driver 
020A: set_car $6471 door_status_to 2 
02AA: set_car $6471 immune_to_nonplayer 1 
0004: $6491 = 1 // integer values 
0004: $6419 = 2 // integer values 

:ASSIN4_5218
00D6: if 
0038:   $6419 == 2 // integer values 
004D: jump_if_false @ASSIN4_7406 
00D6: if 
0038:   $6477 == 1 // integer values 
004D: jump_if_false @ASSIN4_5424 
00D6: if 
8119:   not car $6469 wrecked 
004D: jump_if_false @ASSIN4_5424 
00D6: if or
0056:   player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 
8185:   not car $6469 health >= 998 
004D: jump_if_false @ASSIN4_5424 
00D6: if 
8118:   not actor $6478 dead 
004D: jump_if_false @ASSIN4_5424 
00D6: if 
8118:   not actor $6479 dead 
004D: jump_if_false @ASSIN4_5424 
00D6: if 
00DF:   actor $6478 driving 
004D: jump_if_false @ASSIN4_5424 
00D6: if 
00DF:   actor $6479 driving 
004D: jump_if_false @ASSIN4_5424 
00AD: set_car $6469 max_speed_to 70.0 
02C2: car $6469 drive_to_point -1202.135 -937.3721 14.65 
01EC: make_car $6469 very_heavy 1 
0004: $6477 = 2 // integer values 

:ASSIN4_5424
00D6: if 
0038:   $6477 == 2 // integer values 
004D: jump_if_false @ASSIN4_5574 
00D6: if 
8118:   not actor $6478 dead 
004D: jump_if_false @ASSIN4_5574 
00D6: if 
8118:   not actor $6479 dead 
004D: jump_if_false @ASSIN4_5574 
00D6: if 
8119:   not car $6469 wrecked 
004D: jump_if_false @ASSIN4_5574 
00D6: if 
00DF:   actor $6478 driving 
004D: jump_if_false @ASSIN4_5574 
00D6: if 
00DF:   actor $6479 driving 
004D: jump_if_false @ASSIN4_5574 
00D6: if 
01AD:   car $6469 sphere 0 near_point -1202.135 -937.3721 radius 7.0 7.0 
004D: jump_if_false @ASSIN4_5574 
00AF: set_car $6469 driver_behaviour_to 4 
0004: $6477 = 3 // integer values 

:ASSIN4_5574
00D6: if 
0038:   $6477 == 3 // integer values 
004D: jump_if_false @ASSIN4_5819 
00D6: if 
8118:   not actor $6478 dead 
004D: jump_if_false @ASSIN4_5819 
00D6: if 
8118:   not actor $6479 dead 
004D: jump_if_false @ASSIN4_5819 
00D6: if 
8119:   not car $6469 wrecked 
004D: jump_if_false @ASSIN4_5819 
00D6: if 
00DF:   actor $6478 driving 
004D: jump_if_false @ASSIN4_5819 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $6469 radius 30.0 30.0 0 
004D: jump_if_false @ASSIN4_5819 
00AA: store_car $6469 position_to $6473 $6474 $6475 
009B: destroy_actor_instantly $6479 
000D: $6475 -= 20.0 // floating-point values 
009A: $6479 = create_actor_pedtype 4 model #SPECIAL01 at $6473 $6474 $6475 
0464: put_actor $6479 into_turret_on_car $6469 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
0114: set_actor $6479 car_weapon 23 ammo_to 3000 
0243: set_actor $6479 ped_stats_to 16 
0350: set_actor $6479 maintain_position_when_attacked 1 
01CA: actor $6479 kill_player $PLAYER_CHAR 
00AE: set_vehicle $6469 traffic_behavior_to 2 
00AF: set_car $6469 driver_behaviour_to 4 
0004: $6477 = 4 // integer values 

:ASSIN4_5819
00D6: if 
0038:   $6477 == 4 // integer values 
004D: jump_if_false @ASSIN4_5959 
00D6: if 
8118:   not actor $6479 dead 
004D: jump_if_false @ASSIN4_5959 
00D6: if 
0038:   $6494 == 0 // integer values 
004D: jump_if_false @ASSIN4_5910 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @ASSIN4_5910 
03C1: $6472 = player $PLAYER_CHAR car_no_save 
01D9: actor $6479 destroy_car $6472 
0004: $6494 = 1 // integer values 

:ASSIN4_5910
00D6: if 
0038:   $6494 == 1 // integer values 
004D: jump_if_false @ASSIN4_5959 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @ASSIN4_5959 
01CA: actor $6479 kill_player $PLAYER_CHAR 
0004: $6494 = 0 // integer values 

:ASSIN4_5959
00D6: if 
0038:   $6484 == 1 // integer values 
004D: jump_if_false @ASSIN4_6140 
00D6: if 
8119:   not car $6470 wrecked 
004D: jump_if_false @ASSIN4_6140 
00D6: if or
0056:   player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 
8185:   not car $6470 health >= 998 
004D: jump_if_false @ASSIN4_6140 
00D6: if 
8118:   not actor $6485 dead 
004D: jump_if_false @ASSIN4_6140 
00D6: if 
8118:   not actor $6486 dead 
004D: jump_if_false @ASSIN4_6140 
00D6: if 
00DF:   actor $6485 driving 
004D: jump_if_false @ASSIN4_6140 
00D6: if 
00DF:   actor $6486 driving 
004D: jump_if_false @ASSIN4_6140 
00AD: set_car $6470 max_speed_to 70.0 
00A7: car $6470 drive_to -1202.935 -947.956 14.534 
0004: $6484 = 2 // integer values 

:ASSIN4_6140
00D6: if 
0038:   $6484 == 2 // integer values 
004D: jump_if_false @ASSIN4_6290 
00D6: if 
8118:   not actor $6485 dead 
004D: jump_if_false @ASSIN4_6290 
00D6: if 
8118:   not actor $6486 dead 
004D: jump_if_false @ASSIN4_6290 
00D6: if 
8119:   not car $6470 wrecked 
004D: jump_if_false @ASSIN4_6290 
00D6: if 
00DF:   actor $6485 driving 
004D: jump_if_false @ASSIN4_6290 
00D6: if 
00DF:   actor $6486 driving 
004D: jump_if_false @ASSIN4_6290 
00D6: if 
01AD:   car $6470 sphere 0 near_point -1202.935 -947.956 radius 10.0 10.0 
004D: jump_if_false @ASSIN4_6290 
00AF: set_car $6470 driver_behaviour_to 2 
0004: $6484 = 3 // integer values 

:ASSIN4_6290
00D6: if 
0038:   $6484 == 3 // integer values 
004D: jump_if_false @ASSIN4_6528 
00D6: if 
8118:   not actor $6485 dead 
004D: jump_if_false @ASSIN4_6528 
00D6: if 
8118:   not actor $6486 dead 
004D: jump_if_false @ASSIN4_6528 
00D6: if 
8119:   not car $6470 wrecked 
004D: jump_if_false @ASSIN4_6528 
00D6: if 
00DF:   actor $6485 driving 
004D: jump_if_false @ASSIN4_6528 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $6470 radius 30.0 30.0 0 
004D: jump_if_false @ASSIN4_6528 
00AA: store_car $6470 position_to $6480 $6481 $6482 
009B: destroy_actor_instantly $6486 
000D: $6482 -= 20.0 // floating-point values 
009A: $6486 = create_actor_pedtype 4 model #SPECIAL01 at $6480 $6481 $6482 
0464: put_actor $6486 into_turret_on_car $6470 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
0114: set_actor $6486 car_weapon 23 ammo_to 3000 
0243: set_actor $6486 ped_stats_to 16 
0350: set_actor $6486 maintain_position_when_attacked 1 
01CA: actor $6486 kill_player $PLAYER_CHAR 
00AF: set_car $6470 driver_behaviour_to 2 
0004: $6484 = 4 // integer values 

:ASSIN4_6528
00D6: if 
0038:   $6484 == 4 // integer values 
004D: jump_if_false @ASSIN4_6668 
00D6: if 
8118:   not actor $6486 dead 
004D: jump_if_false @ASSIN4_6668 
00D6: if 
0038:   $6495 == 0 // integer values 
004D: jump_if_false @ASSIN4_6619 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @ASSIN4_6619 
03C1: $6472 = player $PLAYER_CHAR car_no_save 
01D9: actor $6486 destroy_car $6472 
0004: $6495 = 1 // integer values 

:ASSIN4_6619
00D6: if 
0038:   $6495 == 1 // integer values 
004D: jump_if_false @ASSIN4_6668 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @ASSIN4_6668 
01CA: actor $6486 kill_player $PLAYER_CHAR 
0004: $6495 = 0 // integer values 

:ASSIN4_6668
00D6: if 
0038:   $6491 == 1 // integer values 
004D: jump_if_false @ASSIN4_6811 
00D6: if 
8118:   not actor $6492 dead 
004D: jump_if_false @ASSIN4_6811 
00D6: if 
8119:   not car $6471 wrecked 
004D: jump_if_false @ASSIN4_6811 
00D6: if 
00DF:   actor $6492 driving 
004D: jump_if_false @ASSIN4_6811 
00D6: if or
01FC:   player $PLAYER_CHAR near_car $6471 radius 25.0 25.0 0 
8185:   not car $6471 health >= 998 
004D: jump_if_false @ASSIN4_6811 
00AD: set_car $6471 max_speed_to 70.0 
00AE: set_vehicle $6471 traffic_behavior_to 2 
00AF: set_car $6471 driver_behaviour_to 2 
01EC: make_car $6471 very_heavy 1 
0004: $6491 = 2 // integer values 

:ASSIN4_6811
00D6: if 
0038:   $6491 == 2 // integer values 
004D: jump_if_false @ASSIN4_7056 
00D6: if 
8118:   not actor $6492 dead 
004D: jump_if_false @ASSIN4_7056 
00D6: if 
8118:   not actor $6493 dead 
004D: jump_if_false @ASSIN4_7056 
00D6: if 
8119:   not car $6471 wrecked 
004D: jump_if_false @ASSIN4_7056 
00D6: if 
00DF:   actor $6492 driving 
004D: jump_if_false @ASSIN4_7056 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $6471 radius 25.0 25.0 0 
004D: jump_if_false @ASSIN4_7056 
00AA: store_car $6471 position_to $6487 $6488 $6489 
009B: destroy_actor_instantly $6493 
000D: $6489 -= 20.0 // floating-point values 
009A: $6493 = create_actor_pedtype 4 model #SPECIAL01 at $6487 $6488 $6489 
0464: put_actor $6493 into_turret_on_car $6471 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
0114: set_actor $6493 car_weapon 23 ammo_to 3000 
0243: set_actor $6493 ped_stats_to 16 
0350: set_actor $6493 maintain_position_when_attacked 1 
02E2: set_actor $6493 weapon_accuracy_to 90 
01CA: actor $6493 kill_player $PLAYER_CHAR 
00AF: set_car $6471 driver_behaviour_to 4 
0004: $6491 = 3 // integer values 

:ASSIN4_7056
00D6: if 
0038:   $6491 == 4 // integer values 
004D: jump_if_false @ASSIN4_7196 
00D6: if 
8118:   not actor $6493 dead 
004D: jump_if_false @ASSIN4_7196 
00D6: if 
0038:   $6496 == 0 // integer values 
004D: jump_if_false @ASSIN4_7147 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @ASSIN4_7147 
03C1: $6472 = player $PLAYER_CHAR car_no_save 
01D9: actor $6493 destroy_car $6472 
0004: $6496 = 1 // integer values 

:ASSIN4_7147
00D6: if 
0038:   $6496 == 1 // integer values 
004D: jump_if_false @ASSIN4_7196 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @ASSIN4_7196 
01CA: actor $6493 kill_player $PLAYER_CHAR 
0004: $6496 = 0 // integer values 

:ASSIN4_7196
00D6: if 
0118:   actor $6415 dead 
004D: jump_if_false @ASSIN4_7217 
01C2: remove_references_to_actor $6415 // Like turning an actor into a random pedestrian 

:ASSIN4_7217
00D6: if 
0118:   actor $6478 dead 
004D: jump_if_false @ASSIN4_7238 
01C2: remove_references_to_actor $6478 // Like turning an actor into a random pedestrian 

:ASSIN4_7238
00D6: if 
0118:   actor $6479 dead 
004D: jump_if_false @ASSIN4_7259 
01C2: remove_references_to_actor $6479 // Like turning an actor into a random pedestrian 

:ASSIN4_7259
00D6: if 
0118:   actor $6485 dead 
004D: jump_if_false @ASSIN4_7280 
01C2: remove_references_to_actor $6485 // Like turning an actor into a random pedestrian 

:ASSIN4_7280
00D6: if 
0118:   actor $6486 dead 
004D: jump_if_false @ASSIN4_7301 
01C2: remove_references_to_actor $6486 // Like turning an actor into a random pedestrian 

:ASSIN4_7301
00D6: if 
0118:   actor $6492 dead 
004D: jump_if_false @ASSIN4_7322 
01C2: remove_references_to_actor $6492 // Like turning an actor into a random pedestrian 

:ASSIN4_7322
00D6: if 
0118:   actor $6493 dead 
004D: jump_if_false @ASSIN4_7343 
01C2: remove_references_to_actor $6493 // Like turning an actor into a random pedestrian 

:ASSIN4_7343
00D6: if 
0119:   car $6469 wrecked 
004D: jump_if_false @ASSIN4_7364 
01C3: remove_references_to_car $6469 

:ASSIN4_7364
00D6: if 
0119:   car $6470 wrecked 
004D: jump_if_false @ASSIN4_7385 
01C3: remove_references_to_car $6470 

:ASSIN4_7385
00D6: if 
0119:   car $6471 wrecked 
004D: jump_if_false @ASSIN4_7406 
01C3: remove_references_to_car $6471 

:ASSIN4_7406
00D6: if or
0018:   $6418 > 0 // integer values 
0038:   $6418 == -1 // integer values 
004D: jump_if_false @ASSIN4_7469 
00D6: if 
0118:   actor $6408 dead 
004D: jump_if_false @ASSIN4_7469 
00BC: text_highpriority 'ASM4_25' 5000 ms 1  // ~r~You killed the woman you fool!
0002: jump @ASSIN4_8246 

:ASSIN4_7469
00D6: if 
0018:   $6418 > 0 // integer values 
004D: jump_if_false @ASSIN4_7572 
00D6: if 
001A:   4 > $6418 // integer values 
004D: jump_if_false @ASSIN4_7572 
00D6: if 
0118:   actor $6410 dead 
004D: jump_if_false @ASSIN4_7572 
00BC: text_highpriority 'ASM4_29' 5000 ms 1  // ~r~Itchy trigger finger? You killed him too soon!
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_7565 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_7565
0002: jump @ASSIN4_8246 

:ASSIN4_7572
00D6: if and
001A:   4 > $6418 // integer values 
0018:   $6418 > 0 // integer values 
004D: jump_if_false @ASSIN4_7811 
00D6: if 
0038:   $6454 == 0 // integer values 
004D: jump_if_false @ASSIN4_7811 
00D6: if 
051A:   actor $6415 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @ASSIN4_7713 
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_7663 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_7663
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_7684 
054E: clear_actor $6415 damage 

:ASSIN4_7684
00BC: text_highpriority 'ASM4_28' 5000 ms 1  // ~r~The target heard you firing your weapon!
0004: $6454 = 1 // integer values 
0002: jump @ASSIN4_8246 

:ASSIN4_7713
00D6: if 
051A:   actor $6410 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @ASSIN4_7811 
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_7761 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_7761
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_7782 
054E: clear_actor $6410 damage 

:ASSIN4_7782
00BC: text_highpriority 'ASM4_28' 5000 ms 1  // ~r~The target heard you firing your weapon!
0004: $6454 = 1 // integer values 
0002: jump @ASSIN4_8246 

:ASSIN4_7811
00D6: if 
0018:   $6418 > 0 // integer values 
004D: jump_if_false @ASSIN4_7966 
00D6: if 
001A:   4 > $6418 // integer values 
004D: jump_if_false @ASSIN4_7966 
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_7966 
00D6: if 
00FB:   player $PLAYER_CHAR 0 $6410 radius 40.0 40.0 20.0 
004D: jump_if_false @ASSIN4_7966 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN4_7966 
00BC: text_highpriority 'ASM4_28' 5000 ms 1  // ~r~The target heard you firing your weapon!
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_7959 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_7959
0002: jump @ASSIN4_8246 

:ASSIN4_7966
00D6: if 
0018:   $6418 > 0 // integer values 
004D: jump_if_false @ASSIN4_8071 
00D6: if 
001A:   4 > $6418 // integer values 
004D: jump_if_false @ASSIN4_8071 
00D6: if 
0018:   $6459 > 97 // integer values 
004D: jump_if_false @ASSIN4_8071 
00BC: text_highpriority 'ASM4_27' 5000 ms 1  // ~r~The target has seen you! You should have kept your distance!
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_8064 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_8064
0002: jump @ASSIN4_8246 

:ASSIN4_8071
00D6: if 
8118:   not actor $6410 dead 
004D: jump_if_false @ASSIN4_8172 
00D6: if 
00EC:   actor $6410 0 $6426 $6427 radius 5.0 5.0 
004D: jump_if_false @ASSIN4_8172 
00BC: text_highpriority 'ASM4_26' 5000 ms 1  // ~r~The target has boarded his flight!
00D6: if 
8118:   not actor $6415 dead 
004D: jump_if_false @ASSIN4_8165 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_8165
0002: jump @ASSIN4_8246 

:ASSIN4_8172
00D6: if 
0018:   $6419 > 1 // integer values 
004D: jump_if_false @ASSIN4_8239 
00D6: if 
00F6:   player $PLAYER_CHAR 1 $6446 $6447 $6448 radius 3.0 3.0 3.0 
004D: jump_if_false @ASSIN4_8239 
0002: jump @ASSIN4_8263 

:ASSIN4_8239
0002: jump @ASSIN4_1717 

:ASSIN4_8246
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:ASSIN4_8263
0004: $301 = 1 // integer values 
0318: set_latest_mission_passed 'JOB_4'  // Check Out at the Check In
01E3: text_1number_styled 'M_PASS' number 800000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 800000 
030C: progress_made += 1 
0394: play_music 1 
0533: increment_assassination_contracts_by 1 
0164: disable_marker $297 
0051: return 

:ASSIN4_8330
0004: $ONMISSION = 0 // integer values 
0164: disable_marker $6420 
0164: disable_marker $6414 
0164: disable_marker $6412 
0164: disable_marker $6409 
0215: destroy_pickup $6413 
0215: destroy_pickup $6411 
0249: release_model #WMORI 
0249: release_model #HFYBU 
0249: release_model #ADMIRAL 
0249: release_model #MAVERICK 
0249: release_model #UZI 
034F: destroy_actor_with_fade $6415 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6410 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6478 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6479 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6485 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6486 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6492 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6493 // The actor fades away like a ghost 
0151: remove_status_text $6459 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 20 
015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 50 0 0 0 0 10 
022A: remove_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422 -873.6301 29.8434 
022A: remove_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172 23.8402 
022A: remove_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952 -853.1511 28.5218 
022A: remove_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062 16.8377 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 71---------------
// Originally: Loose Ends

:ASSIN5
03A4: name_thread 'ASSIN5' 
0050: gosub @ASSIN5_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ASSIN5_37 
0050: gosub @ASSIN5_12318 

:ASSIN5_37
0050: gosub @ASSIN5_12466 
004E: end_thread 

:ASSIN5_46
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'ASSIN5' 
0247: request_model #SGA 
0247: request_model #SGB 
0247: request_model #MP5LNG 
0247: request_model #CELLPHONE 
0247: request_model #ADMIRAL 
0247: request_model #PONY 
0247: request_model #MAVERICK 
0247: request_model #BARREL4 

:ASSIN5_106
00D6: if or
8248:   not model #SGA available 
8248:   not model #SGB available 
8248:   not model #MP5LNG available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @ASSIN5_146 
0001: wait 0 ms 
0002: jump @ASSIN5_106 

:ASSIN5_146
00D6: if or
8248:   not model #ADMIRAL available 
8248:   not model #PONY available 
8248:   not model #MAVERICK available 
8248:   not model #BARREL4 available 
004D: jump_if_false @ASSIN5_187 
0001: wait 0 ms 
0002: jump @ASSIN5_146 

:ASSIN5_187
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:ASSIN5_211
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @ASSIN5_241 
0001: wait 0 ms 
0002: jump @ASSIN5_211 

:ASSIN5_241
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -977.4625 -530.668 range 9.9113 4.0 
0395: clear_area 0 at -989.819 -524.6922 range 11.39922 3.0 
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 
0055: put_player $PLAYER_CHAR at -977.4625 -530.668 9.9113 
0171: set_player $PLAYER_CHAR z_angle_to 284.6051 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
015F: set_camera_position -981.4931 -531.1837 11.49621 0.0 rotation 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
0373: set_camera_directly_behind_player 

:ASSIN5_419
00D6: if 
834E:   not move_object $1818 to -973.664 -516.25 10.092 speed 0.0 0.1 0.0 collision_check 0 
004D: jump_if_false @ASSIN5_478 
0001: wait 0 ms 
0002: jump @ASSIN5_419 

:ASSIN5_478
03CF: load_wav 'JOB5_1' as 1 
03CF: load_wav 'JOB5_2' as 2 

:ASSIN5_502
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @ASSIN5_532 
0001: wait 0 ms 
0002: jump @ASSIN5_502 

:ASSIN5_532
016A: fade 1 500 ms 

:ASSIN5_539
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN5_563 
0001: wait 0 ms 
0002: jump @ASSIN5_539 

:ASSIN5_563
00BC: text_highpriority 'ASM5_A' 10000 ms 1  // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
03D1: play_wav 1 

:ASSIN5_582
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN5_637 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN5_630 
0002: jump @ASSIN5_916 

:ASSIN5_630
0002: jump @ASSIN5_582 

:ASSIN5_637
03D5: remove_text 'ASM5_A'  // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
040D: unload_wav 1 
00BC: text_highpriority 'ASM5_B' 10000 ms 1  // Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
03D1: play_wav 2 

:ASSIN5_670
00D6: if and
83D2:   not wav 2 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN5_725 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN5_718 
0002: jump @ASSIN5_916 

:ASSIN5_718
0002: jump @ASSIN5_670 

:ASSIN5_725
03D5: remove_text 'ASM5_B'  // Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
040D: unload_wav 2 
03CF: load_wav 'JOB5_3' as 1 

:ASSIN5_751
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ASSIN5_777 
0001: wait 0 ms 
0002: jump @ASSIN5_751 

:ASSIN5_777
015F: set_camera_position -988.1754 -532.6743 11.89331 0.0 rotation 0.0 0.0 
0160: point_camera -987.3879 -532.0587 11.84551 switchstyle 2 
00BC: text_highpriority 'ASM5_C' 10000 ms 1  // There is a gate to your left that leads to the back of the factory.
03D1: play_wav 1 

:ASSIN5_847
00D6: if and
83D2:   not wav 1 ended 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ASSIN5_902 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ASSIN5_895 
0002: jump @ASSIN5_916 

:ASSIN5_895
0002: jump @ASSIN5_847 

:ASSIN5_902
03D5: remove_text 'ASM5_C'  // There is a gate to your left that leads to the back of the factory.
040D: unload_wav 1 

:ASSIN5_916
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
0001: wait 500 ms 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
016A: fade 0 1000 ms 

:ASSIN5_950
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN5_974 
0001: wait 0 ms 
0002: jump @ASSIN5_950 

:ASSIN5_974
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 16@ = 0 // integer values 
0482:  2.0 
03C7: set_sensitivity_to_crime_to 0.1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0004: $6612 = 0 // integer values 
0004: $6613 = 0 // integer values 
0004: $6614 = 0 // integer values 
0004: $6615 = 0 // integer values 
0004: $6616 = 0 // integer values 
0004: $6617 = 0 // integer values 
0004: $6618 = 0 // integer values 
0004: $6619 = 0 // integer values 
0004: $6620 = 0 // integer values 
0004: $6621 = 0 // integer values 
0004: $6622 = 0 // integer values 
0004: $6623 = 0 // integer values 
0004: $6624 = 0 // integer values 
0004: $6625 = 0 // integer values 
0004: $6626 = 0 // integer values 
0004: $6627 = 0 // integer values 
0004: $6628 = 0 // integer values 
0004: $6629 = 0 // integer values 
0004: $6630 = 0 // integer values 
0004: $6631 = 0 // integer values 
0004: $6632 = 0 // integer values 
0004: $6633 = 0 // integer values 
0004: $6634 = 0 // integer values 
0004: $6635 = 0 // integer values 
0004: $6636 = 0 // integer values 
0004: $6637 = 0 // integer values 
0004: $6638 = 0 // integer values 
0004: $6647 = 0 // integer values 
0004: $6639 = 0 // integer values 
0004: $6640 = 0 // integer values 
0004: $6641 = 0 // integer values 
0004: $6642 = 0 // integer values 
0004: $6643 = 0 // integer values 
0004: $6644 = 0 // integer values 
0004: $6645 = 0 // integer values 
0004: $6646 = 0 // integer values 
0004: $6648 = 0 // integer values 
0004: $6649 = 0 // integer values 
0004: $6650 = 0 // integer values 
0004: $6651 = 0 // integer values 
0004: $6652 = 0 // integer values 
0004: $6653 = 0 // integer values 
0004: $6654 = 0 // integer values 
0004: $6655 = 0 // integer values 
0004: $6656 = 0 // integer values 
0004: $6657 = 0 // integer values 
0004: $6658 = 0 // integer values 
0004: $6659 = 0 // integer values 
0004: $6660 = 0 // integer values 
0004: $6661 = 0 // integer values 
0004: $6662 = 0 // integer values 
0004: $6663 = 0 // integer values 
0004: $6664 = 0 // integer values 
0004: $6665 = 0 // integer values 
009A: $6532 = create_actor_pedtype 21 model #SPECIAL01 at -888.0087 -516.6854 28.1699 
01B2: give_actor $6532 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6532 z_angle_to 112.8337 
01ED: clear_actor $6532 threat_search 
0243: set_actor $6532 ped_stats_to 16 
011A: set_actor $6532 search_threat 1 
02A9: set_actor $6532 immune_to_nonplayer 1 
009A: $6533 = create_actor_pedtype 21 model #SPECIAL02 at -886.0616 -514.7507 28.1699 
01B2: give_actor $6533 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6533 z_angle_to 105.293 
01ED: clear_actor $6533 threat_search 
0243: set_actor $6533 ped_stats_to 16 
011A: set_actor $6533 search_threat 1 
02A9: set_actor $6533 immune_to_nonplayer 1 
009A: $6534 = create_actor_pedtype 21 model #SPECIAL01 at -886.1217 -518.1573 28.16999 
01B2: give_actor $6534 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6534 z_angle_to 104.0362 
01ED: clear_actor $6534 threat_search 
0243: set_actor $6534 ped_stats_to 16 
011A: set_actor $6534 search_threat 1 
02A9: set_actor $6534 immune_to_nonplayer 1 
009A: $6535 = create_actor_pedtype 4 model #SGA at -893.7256 -517.13 28.1754 
01B2: give_actor $6535 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6535 z_angle_to 279.891 
01ED: clear_actor $6535 threat_search 
0243: set_actor $6535 ped_stats_to 16 
011A: set_actor $6535 search_threat 1 
02A9: set_actor $6535 immune_to_nonplayer 1 
009A: $6536 = create_actor_pedtype 4 model #SGB at -894.7341 -515.9601 28.1754 
01B2: give_actor $6536 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6536 z_angle_to 285.984 
01ED: clear_actor $6536 threat_search 
0243: set_actor $6536 ped_stats_to 16 
011A: set_actor $6536 search_threat 1 
02A9: set_actor $6536 immune_to_nonplayer 1 
03F9: make_actors $6535 $6532 converse_in 800000 ms 
0107: $6547 = create_object #BARREL4 at -927.3963 -528.213 10.134 
035D: make_object $6547 targetable 
0107: $6548 = create_object #BARREL4 at -904.3218 -566.7883 9.7807 
00A5: $6498 = create_car #MAVERICK at -870.6392 -516.396 28.1699 
0229: set_car $6498 color_to 7 1 
0175: set_car $6498 z_angle_to 183.0478 
00A9: set_car $6498 to_normal_driver 
00A5: $6537 = create_car #ADMIRAL at -941.5502 -513.9277 9.9197 
0229: set_car $6537 color_to 0 0 
00A9: set_car $6537 to_normal_driver 
0175: set_car $6537 z_angle_to 5.3408 
009A: $6501 = create_actor_pedtype 21 model #SPECIAL01 at -939.6057 -512.2731 9.9113 
01B2: give_actor $6501 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6501 z_angle_to 90.5315 
01ED: clear_actor $6501 threat_search 
011A: set_actor $6501 search_threat 1 
0243: set_actor $6501 ped_stats_to 16 
02A9: set_actor $6501 immune_to_nonplayer 1 
0350: set_actor $6501 maintain_position_when_attacked 1 
009A: $6502 = create_actor_pedtype 21 model #SPECIAL02 at -939.5907 -516.5395 9.9532 
01B2: give_actor $6502 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6502 z_angle_to 90.1574 
01ED: clear_actor $6502 threat_search 
011A: set_actor $6502 search_threat 1 
0243: set_actor $6502 ped_stats_to 16 
02A9: set_actor $6502 immune_to_nonplayer 1 
0350: set_actor $6502 maintain_position_when_attacked 1 
009A: $6503 = create_actor_pedtype 21 model #SPECIAL02 at -905.3917 -512.3774 16.9633 
01B2: give_actor $6503 weapon 25 ammo 3000 // Load the weapon model before using this 
0173: set_actor $6503 z_angle_to 119.0373 
01ED: clear_actor $6503 threat_search 
011A: set_actor $6503 search_threat 1 
0243: set_actor $6503 ped_stats_to 16 
02A9: set_actor $6503 immune_to_nonplayer 1 
009A: $6504 = create_actor_pedtype 21 model #SPECIAL01 at -900.4265 -545.6013 21.4256 
01B2: give_actor $6504 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6504 z_angle_to 81.1633 
01ED: clear_actor $6504 threat_search 
011A: set_actor $6504 search_threat 1 
0243: set_actor $6504 ped_stats_to 16 
02A9: set_actor $6504 immune_to_nonplayer 1 
009A: $6505 = create_actor_pedtype 21 model #SPECIAL02 at -919.222 -544.302 10.49 
01B2: give_actor $6505 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6505 z_angle_to 8.948461 
02A9: set_actor $6505 immune_to_nonplayer 1 
0350: set_actor $6505 maintain_position_when_attacked 1 
00A5: $6539 = create_car #PONY at -925.0329 -530.9766 10.1511 
0229: set_car $6539 color_to 0 0 
0175: set_car $6539 z_angle_to 100.691 
02AA: set_car $6539 immune_to_nonplayer 1 
0129: $6506 = create_actor 21 #SPECIAL01 in_car $6539 driverseat 
01B2: give_actor $6506 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6506 threat_search 
011A: set_actor $6506 search_threat 1 
0243: set_actor $6506 ped_stats_to 16 
02A9: set_actor $6506 immune_to_nonplayer 1 
02E2: set_actor $6506 weapon_accuracy_to 10 
01C8: $6507 = create_actor_pedtype 21 model #SPECIAL02 in_car $6539 passenger_seat 0 
01B2: give_actor $6507 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6507 threat_search 
011A: set_actor $6507 search_threat 1 
0243: set_actor $6507 ped_stats_to 16 
02A9: set_actor $6507 immune_to_nonplayer 1 
02E2: set_actor $6507 weapon_accuracy_to 10 
01C8: $6508 = create_actor_pedtype 21 model #SPECIAL01 in_car $6539 passenger_seat 1 
01B2: give_actor $6508 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6508 threat_search 
011A: set_actor $6508 search_threat 1 
0243: set_actor $6508 ped_stats_to 16 
02A9: set_actor $6508 immune_to_nonplayer 1 
02E2: set_actor $6508 weapon_accuracy_to 10 
01C8: $6509 = create_actor_pedtype 21 model #SPECIAL01 in_car $6539 passenger_seat 2 
01B2: give_actor $6509 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6509 threat_search 
011A: set_actor $6509 search_threat 1 
0243: set_actor $6509 ped_stats_to 16 
02A9: set_actor $6509 immune_to_nonplayer 1 
02E2: set_actor $6509 weapon_accuracy_to 10 
00A9: set_car $6539 to_normal_driver 
00A5: $6538 = create_car #ADMIRAL at -923.2911 -534.3985 10.1921 
0175: set_car $6538 z_angle_to 95.827 
0229: set_car $6538 color_to 0 0 
02AA: set_car $6538 immune_to_nonplayer 1 
009A: $6510 = create_actor_pedtype 21 model #SPECIAL02 at -910.9335 -549.9265 10.5692 
01B2: give_actor $6510 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6510 z_angle_to 357.5166 
01ED: clear_actor $6510 threat_search 
011A: set_actor $6510 search_threat 1 
0243: set_actor $6510 ped_stats_to 16 
02A9: set_actor $6510 immune_to_nonplayer 1 
0350: set_actor $6510 maintain_position_when_attacked 1 
009A: $6511 = create_actor_pedtype 21 model #SPECIAL01 at -919.4705 -564.1069 10.1924 
01B2: give_actor $6511 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6511 z_angle_to 11.053 
01ED: clear_actor $6511 threat_search 
011A: set_actor $6511 search_threat 1 
0243: set_actor $6511 ped_stats_to 16 
02A9: set_actor $6511 immune_to_nonplayer 1 
0350: set_actor $6511 maintain_position_when_attacked 1 
009A: $6512 = create_actor_pedtype 21 model #SPECIAL02 at -907.8641 -562.6886 10.3168 
01B2: give_actor $6512 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6512 z_angle_to 354.8635 
01ED: clear_actor $6512 threat_search 
011A: set_actor $6512 search_threat 1 
0243: set_actor $6512 ped_stats_to 16 
02A9: set_actor $6512 immune_to_nonplayer 1 
0350: set_actor $6512 maintain_position_when_attacked 1 
009A: $6513 = create_actor_pedtype 21 model #SPECIAL02 at -898.9297 -605.6819 11.8547 
01B2: give_actor $6513 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6513 z_angle_to 182.2136 
01ED: clear_actor $6513 threat_search 
011A: set_actor $6513 search_threat 1 
0243: set_actor $6513 ped_stats_to 16 
02A9: set_actor $6513 immune_to_nonplayer 1 
0350: set_actor $6513 maintain_position_when_attacked 1 
009A: $6514 = create_actor_pedtype 21 model #SPECIAL01 at -909.2119 -602.8759 9.5246 
01B2: give_actor $6514 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6514 z_angle_to 12.6305 
01ED: clear_actor $6514 threat_search 
011A: set_actor $6514 search_threat 1 
0243: set_actor $6514 ped_stats_to 16 
02A9: set_actor $6514 immune_to_nonplayer 1 
0350: set_actor $6514 maintain_position_when_attacked 1 
009A: $6515 = create_actor_pedtype 21 model #SPECIAL01 at -916.5301 -562.2043 12.0173 
01B2: give_actor $6515 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6515 z_angle_to 137.803 
01ED: clear_actor $6515 threat_search 
011A: set_actor $6515 search_threat 1 
0243: set_actor $6515 ped_stats_to 16 
02A9: set_actor $6515 immune_to_nonplayer 1 
0350: set_actor $6515 maintain_position_when_attacked 1 
009A: $6516 = create_actor_pedtype 21 model #SPECIAL02 at -881.8743 -584.6597 18.6255 
01B2: give_actor $6516 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6516 z_angle_to 192.3254 
01ED: clear_actor $6516 threat_search 
011A: set_actor $6516 search_threat 1 
0243: set_actor $6516 ped_stats_to 16 
02A9: set_actor $6516 immune_to_nonplayer 1 
009A: $6517 = create_actor_pedtype 21 model #SPECIAL01 at -931.1354 -585.5306 9.1849 
01B2: give_actor $6517 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6517 z_angle_to 18.2377 
01ED: clear_actor $6517 threat_search 
011A: set_actor $6517 search_threat 1 
0243: set_actor $6517 ped_stats_to 16 
02A9: set_actor $6517 immune_to_nonplayer 1 
009A: $6518 = create_actor_pedtype 21 model #SPECIAL02 at -925.1932 -615.1325 12.7716 
01B2: give_actor $6518 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6518 z_angle_to 18.3567 
01ED: clear_actor $6518 threat_search 
011A: set_actor $6518 search_threat 1 
0243: set_actor $6518 ped_stats_to 16 
02A9: set_actor $6518 immune_to_nonplayer 1 
0350: set_actor $6518 maintain_position_when_attacked 1 
009A: $6519 = create_actor_pedtype 21 model #SPECIAL02 at -929.0777 -614.6532 14.9469 
01B2: give_actor $6519 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6519 z_angle_to 17.6835 
01ED: clear_actor $6519 threat_search 
011A: set_actor $6519 search_threat 1 
0243: set_actor $6519 ped_stats_to 16 
02A9: set_actor $6519 immune_to_nonplayer 1 
0350: set_actor $6518 maintain_position_when_attacked 1 
009A: $6520 = create_actor_pedtype 21 model #SPECIAL01 at -927.3255 -620.7064 14.9642 
01B2: give_actor $6520 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6520 z_angle_to 1.3416 
01ED: clear_actor $6520 threat_search 
011A: set_actor $6520 search_threat 1 
0243: set_actor $6520 ped_stats_to 16 
02A9: set_actor $6520 immune_to_nonplayer 1 
0350: set_actor $6520 maintain_position_when_attacked 1 
009A: $6521 = create_actor_pedtype 21 model #SPECIAL02 at -897.9171 -632.6987 15.5191 
01B2: give_actor $6521 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6521 z_angle_to 102.1576 
01ED: clear_actor $6521 threat_search 
011A: set_actor $6521 search_threat 1 
0243: set_actor $6521 ped_stats_to 16 
02A9: set_actor $6521 immune_to_nonplayer 1 
0350: set_actor $6521 maintain_position_when_attacked 1 
009A: $6522 = create_actor_pedtype 21 model #SPECIAL01 at -878.5259 -624.2981 14.7945 
01B2: give_actor $6522 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6522 z_angle_to 346.1281 
01ED: clear_actor $6522 threat_search 
011A: set_actor $6522 search_threat 1 
0243: set_actor $6522 ped_stats_to 16 
02A9: set_actor $6522 immune_to_nonplayer 1 
0350: set_actor $6522 maintain_position_when_attacked 1 
009A: $6523 = create_actor_pedtype 21 model #SPECIAL02 at -867.262 -608.2192 23.1638 
01B2: give_actor $6523 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6523 z_angle_to 138.8068 
01ED: clear_actor $6523 threat_search 
011A: set_actor $6523 search_threat 1 
0243: set_actor $6523 ped_stats_to 16 
02A9: set_actor $6523 immune_to_nonplayer 1 
0350: set_actor $6523 maintain_position_when_attacked 1 
009A: $6524 = create_actor_pedtype 21 model #SPECIAL01 at -874.3932 -605.0528 14.7369 
01B2: give_actor $6524 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6524 z_angle_to 101.475 
01ED: clear_actor $6524 threat_search 
011A: set_actor $6524 search_threat 1 
0243: set_actor $6524 ped_stats_to 16 
02A9: set_actor $6524 immune_to_nonplayer 1 
0350: set_actor $6524 maintain_position_when_attacked 1 
009A: $6525 = create_actor_pedtype 21 model #SPECIAL01 at -924.4441 -575.0138 9.2581 
01B2: give_actor $6525 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6525 z_angle_to 1.4189 
01ED: clear_actor $6525 threat_search 
011A: set_actor $6525 search_threat 1 
0243: set_actor $6525 ped_stats_to 16 
02A9: set_actor $6525 immune_to_nonplayer 1 
0350: set_actor $6525 maintain_position_when_attacked 1 
009A: $6526 = create_actor_pedtype 21 model #SPECIAL01 at -867.9724 -601.2151 23.1638 
01B2: give_actor $6526 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6526 z_angle_to 127.6761 
01ED: clear_actor $6526 threat_search 
011A: set_actor $6526 search_threat 1 
0243: set_actor $6526 ped_stats_to 16 
02A9: set_actor $6526 immune_to_nonplayer 1 
0350: set_actor $6526 maintain_position_when_attacked 1 
009A: $6527 = create_actor_pedtype 21 model #SPECIAL02 at -896.634 -565.709 12.025 
01B2: give_actor $6527 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6527 z_angle_to 37.43 
01ED: clear_actor $6527 threat_search 
011A: set_actor $6527 search_threat 1 
0243: set_actor $6527 ped_stats_to 16 
02A9: set_actor $6527 immune_to_nonplayer 1 
0350: set_actor $6527 maintain_position_when_attacked 1 
02E2: set_actor $6527 weapon_accuracy_to 90 
009A: $6528 = create_actor_pedtype 21 model #SPECIAL02 at -878.1485 -571.4688 18.6207 
01B2: give_actor $6528 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6528 z_angle_to 138.079 
01ED: clear_actor $6528 threat_search 
011A: set_actor $6528 search_threat 1 
0243: set_actor $6528 ped_stats_to 16 
02A9: set_actor $6528 immune_to_nonplayer 1 
0350: set_actor $6528 maintain_position_when_attacked 1 
009A: $6529 = create_actor_pedtype 21 model #SPECIAL01 at -892.1982 -552.9963 23.8094 
01B2: give_actor $6529 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6529 z_angle_to 190.8916 
01ED: clear_actor $6529 threat_search 
011A: set_actor $6529 search_threat 1 
0243: set_actor $6529 ped_stats_to 16 
02A9: set_actor $6529 immune_to_nonplayer 1 
0350: set_actor $6529 maintain_position_when_attacked 1 
009A: $6530 = create_actor_pedtype 21 model #SPECIAL01 at -929.842 -637.3516 14.9582 
01B2: give_actor $6530 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6530 z_angle_to 10.5009 
01ED: clear_actor $6530 threat_search 
011A: set_actor $6530 search_threat 1 
0243: set_actor $6530 ped_stats_to 16 
02A9: set_actor $6530 immune_to_nonplayer 1 
0350: set_actor $6530 maintain_position_when_attacked 1 
009A: $6531 = create_actor_pedtype 21 model #SPECIAL01 at -914.1021 -530.2435 10.1809 
01B2: give_actor $6531 weapon 25 ammo 300000 // Load the weapon model before using this 
0173: set_actor $6531 z_angle_to 45.0281 
01ED: clear_actor $6531 threat_search 
011A: set_actor $6531 search_threat 1 
0243: set_actor $6531 ped_stats_to 16 
02A9: set_actor $6531 immune_to_nonplayer 1 
0350: set_actor $6531 maintain_position_when_attacked 1 
016A: fade 1 500 ms 

:ASSIN5_4353
00D6: if 
016B:   fading 
004D: jump_if_false @ASSIN5_4377 
0001: wait 0 ms 
0002: jump @ASSIN5_4353 

:ASSIN5_4377
0001: wait 0 ms 
00D6: if 
0038:   $6612 == 0 // integer values 
004D: jump_if_false @ASSIN5_4541 
0213: $6542 = create_pickup #BODYARMOUR type 3 at -883.108 -615.856 11.134 
0213: $6545 = create_pickup #HEALTH type 3 at -867.2684 -615.3924 15.7369 
0213: $6499 = create_pickup #BRIEFCASE type 3 at -891.4261 -516.9407 29.1699 
03DC: $6500 = create_marker_above_pickup $6499 
032B: $6543 = create_weapon_pickup #M4 3 ammo 50000 at -973.5544 -518.9319 10.926 
032B: $6544 = create_weapon_pickup #SHOTGSPA 3 ammo 50000 at -898.9763 -549.0946 22.432 
0004: $6612 = 1 // integer values 

:ASSIN5_4541
00D6: if 
0038:   $6612 == 1 // integer values 
004D: jump_if_false @ASSIN5_4581 
00BC: text_highpriority 'ASM5_1' 7000 ms 2  // ~g~Enter the compound behind the Cherry Popper Ice Cream Company The deal is taking place on the roof.
0004: $6612 = 2 // integer values 

:ASSIN5_4581
00D6: if 
0038:   $6612 == 2 // integer values 
004D: jump_if_false @ASSIN5_12311 
00D6: if 
0038:   $6613 == 0 // integer values 
004D: jump_if_false @ASSIN5_4868 
00D6: if 
8119:   not car $6538 wrecked 
004D: jump_if_false @ASSIN5_4868 
0227: $6540 = car $6538 health 
00D6: if 
8119:   not car $6539 wrecked 
004D: jump_if_false @ASSIN5_4868 
0227: $6541 = car $6539 health 
00D6: if or
00E3:   player $PLAYER_CHAR 0 -914.0022 -533.3141 radius 12.0 12.0 
001A:   990 > $6540 // integer values 
001A:   990 > $6541 // integer values 
004D: jump_if_false @ASSIN5_4868 
00D6: if 
8118:   not actor $6506 dead 
004D: jump_if_false @ASSIN5_4743 
01CA: actor $6506 kill_player $PLAYER_CHAR 

:ASSIN5_4743
00D6: if 
8118:   not actor $6507 dead 
004D: jump_if_false @ASSIN5_4767 
01CA: actor $6507 kill_player $PLAYER_CHAR 

:ASSIN5_4767
00D6: if 
8118:   not actor $6508 dead 
004D: jump_if_false @ASSIN5_4791 
01CA: actor $6508 kill_player $PLAYER_CHAR 

:ASSIN5_4791
00D6: if 
8118:   not actor $6509 dead 
004D: jump_if_false @ASSIN5_4815 
01CA: actor $6509 kill_player $PLAYER_CHAR 

:ASSIN5_4815
00D6: if 
8119:   not car $6538 wrecked 
004D: jump_if_false @ASSIN5_4838 
02AA: set_car $6538 immune_to_nonplayer 0 

:ASSIN5_4838
00D6: if 
8119:   not car $6539 wrecked 
004D: jump_if_false @ASSIN5_4861 
02AA: set_car $6539 immune_to_nonplayer 0 

:ASSIN5_4861
0004: $6613 = 1 // integer values 

:ASSIN5_4868
00D6: if 
8118:   not actor $6501 dead 
004D: jump_if_false @ASSIN5_5174 
00D6: if 
0038:   $6614 == 0 // integer values 
004D: jump_if_false @ASSIN5_4917 
01CA: actor $6501 kill_player $PLAYER_CHAR 
0004: $6614 = 1 // integer values 

:ASSIN5_4917
00D6: if 
0038:   $6614 == 1 // integer values 
004D: jump_if_false @ASSIN5_5174 
00D6: if 
0038:   $6637 == 0 // integer values 
004D: jump_if_false @ASSIN5_5073 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_5024 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6501 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_5017 
01BD: $6551 = current_time_in_ms 
04EB: actor $6501 crouch 1 300000 ms 

:ASSIN5_5017
0002: jump @ASSIN5_5073 

:ASSIN5_5024
01BD: $6549 = current_time_in_ms 
0084: $6550 = $6549 // integer values and handles 
0060: $6550 -= $6551 // integer values 
00D6: if 
0018:   $6550 > 2500 // integer values 
004D: jump_if_false @ASSIN5_5073 
04EB: actor $6501 crouch 0 100 ms 

:ASSIN5_5073
00D6: if 
0038:   $6637 == 0 // integer values 
004D: jump_if_false @ASSIN5_5174 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6501 radius 5.0 5.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_5174 
04EB: actor $6501 crouch 0 100 ms 
0350: set_actor $6501 maintain_position_when_attacked 0 
01CA: actor $6501 kill_player $PLAYER_CHAR 
0004: $6637 = 1 // integer values 

:ASSIN5_5174
00D6: if 
8118:   not actor $6502 dead 
004D: jump_if_false @ASSIN5_5459 
00D6: if 
0038:   $6615 == 0 // integer values 
004D: jump_if_false @ASSIN5_5223 
01CA: actor $6502 kill_player $PLAYER_CHAR 
0004: $6615 = 1 // integer values 

:ASSIN5_5223
00D6: if 
0038:   $6615 == 1 // integer values 
004D: jump_if_false @ASSIN5_5459 
00D6: if 
0038:   $6638 == 0 // integer values 
004D: jump_if_false @ASSIN5_5379 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_5330 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6502 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_5323 
01BD: $6554 = current_time_in_ms 
04EB: actor $6502 crouch 1 300000 ms 

:ASSIN5_5323
0002: jump @ASSIN5_5379 

:ASSIN5_5330
01BD: $6552 = current_time_in_ms 
0084: $6553 = $6552 // integer values and handles 
0060: $6553 -= $6554 // integer values 
00D6: if 
0018:   $6553 > 2000 // integer values 
004D: jump_if_false @ASSIN5_5379 
04EB: actor $6502 crouch 0 100 ms 

:ASSIN5_5379
00D6: if 
0038:   $6638 == 0 // integer values 
004D: jump_if_false @ASSIN5_5459 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6502 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_5459 
04EB: actor $6502 crouch 0 100 ms 
0350: set_actor $6502 maintain_position_when_attacked 0 
01CA: actor $6502 kill_player $PLAYER_CHAR 
0004: $6638 = 1 // integer values 

:ASSIN5_5459
00D6: if 
8118:   not actor $6505 dead 
004D: jump_if_false @ASSIN5_5744 
00D6: if 
0038:   $6616 == 0 // integer values 
004D: jump_if_false @ASSIN5_5508 
01CA: actor $6505 kill_player $PLAYER_CHAR 
0004: $6616 = 1 // integer values 

:ASSIN5_5508
00D6: if 
0038:   $6616 == 1 // integer values 
004D: jump_if_false @ASSIN5_5744 
00D6: if 
0038:   $6639 == 0 // integer values 
004D: jump_if_false @ASSIN5_5664 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_5615 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6505 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_5608 
01BD: $6557 = current_time_in_ms 
04EB: actor $6505 crouch 1 300000 ms 

:ASSIN5_5608
0002: jump @ASSIN5_5664 

:ASSIN5_5615
01BD: $6555 = current_time_in_ms 
0084: $6556 = $6555 // integer values and handles 
0060: $6556 -= $6557 // integer values 
00D6: if 
0018:   $6556 > 2500 // integer values 
004D: jump_if_false @ASSIN5_5664 
04EB: actor $6505 crouch 0 100 ms 

:ASSIN5_5664
00D6: if 
0038:   $6639 == 0 // integer values 
004D: jump_if_false @ASSIN5_5744 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6505 radius 7.0 7.0 
004D: jump_if_false @ASSIN5_5744 
04EB: actor $6505 crouch 0 100 ms 
0350: set_actor $6505 maintain_position_when_attacked 0 
01CA: actor $6505 kill_player $PLAYER_CHAR 
0004: $6639 = 1 // integer values 

:ASSIN5_5744
00D6: if 
8118:   not actor $6510 dead 
004D: jump_if_false @ASSIN5_6066 
00D6: if 
0038:   $6617 == 0 // integer values 
004D: jump_if_false @ASSIN5_5793 
01CA: actor $6510 kill_player $PLAYER_CHAR 
0004: $6617 = 1 // integer values 

:ASSIN5_5793
00D6: if 
0038:   $6617 == 1 // integer values 
004D: jump_if_false @ASSIN5_6066 
00D6: if 
0038:   $6640 == 0 // integer values 
004D: jump_if_false @ASSIN5_5949 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_5900 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6510 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_5893 
01BD: $6560 = current_time_in_ms 
04EB: actor $6510 crouch 1 300000 ms 

:ASSIN5_5893
0002: jump @ASSIN5_5949 

:ASSIN5_5900
01BD: $6558 = current_time_in_ms 
0084: $6559 = $6558 // integer values and handles 
0060: $6559 -= $6560 // integer values 
00D6: if 
0018:   $6559 > 3500 // integer values 
004D: jump_if_false @ASSIN5_5949 
04EB: actor $6510 crouch 0 100 ms 

:ASSIN5_5949
00D6: if 
0038:   $6640 == 0 // integer values 
004D: jump_if_false @ASSIN5_6066 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_6066 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6510 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_6066 
04EB: actor $6510 crouch 0 100 ms 
0350: set_actor $6510 maintain_position_when_attacked 0 
01CA: actor $6510 kill_player $PLAYER_CHAR 
0004: $6640 = 1 // integer values 

:ASSIN5_6066
00D6: if 
8118:   not actor $6511 dead 
004D: jump_if_false @ASSIN5_6355 
00D6: if 
0038:   $6618 == 0 // integer values 
004D: jump_if_false @ASSIN5_6115 
01CA: actor $6511 kill_player $PLAYER_CHAR 
0004: $6618 = 1 // integer values 

:ASSIN5_6115
00D6: if 
0038:   $6618 == 1 // integer values 
004D: jump_if_false @ASSIN5_6355 
00D6: if 
0038:   $6641 == 0 // integer values 
004D: jump_if_false @ASSIN5_6271 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_6222 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6511 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_6215 
01BD: $6563 = current_time_in_ms 
04EB: actor $6511 crouch 1 300000 ms 

:ASSIN5_6215
0002: jump @ASSIN5_6271 

:ASSIN5_6222
01BD: $6561 = current_time_in_ms 
0084: $6562 = $6561 // integer values and handles 
0060: $6562 -= $6563 // integer values 
00D6: if 
0018:   $6562 > 2500 // integer values 
004D: jump_if_false @ASSIN5_6271 
04EB: actor $6511 crouch 0 100 ms 

:ASSIN5_6271
00D6: if 
0038:   $6641 == 0 // integer values 
004D: jump_if_false @ASSIN5_6355 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6511 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_6355 
02E2: set_actor $6511 weapon_accuracy_to 90 
0004: $6641 = 1 // integer values 

:ASSIN5_6355
00D6: if 
8118:   not actor $6512 dead 
004D: jump_if_false @ASSIN5_6640 
00D6: if 
0038:   $6619 == 0 // integer values 
004D: jump_if_false @ASSIN5_6404 
01CA: actor $6512 kill_player $PLAYER_CHAR 
0004: $6619 = 1 // integer values 

:ASSIN5_6404
00D6: if 
0038:   $6619 == 1 // integer values 
004D: jump_if_false @ASSIN5_6640 
00D6: if 
0038:   $6642 == 0 // integer values 
004D: jump_if_false @ASSIN5_6560 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_6511 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6512 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_6504 
01BD: $6566 = current_time_in_ms 
04EB: actor $6512 crouch 1 300000 ms 

:ASSIN5_6504
0002: jump @ASSIN5_6560 

:ASSIN5_6511
01BD: $6564 = current_time_in_ms 
0084: $6565 = $6564 // integer values and handles 
0060: $6565 -= $6566 // integer values 
00D6: if 
0018:   $6565 > 3500 // integer values 
004D: jump_if_false @ASSIN5_6560 
04EB: actor $6512 crouch 0 100 ms 

:ASSIN5_6560
00D6: if 
0038:   $6642 == 0 // integer values 
004D: jump_if_false @ASSIN5_6640 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6512 radius 10.0 10.0 
004D: jump_if_false @ASSIN5_6640 
04EB: actor $6512 crouch 0 100 ms 
0350: set_actor $6512 maintain_position_when_attacked 0 
01CA: actor $6512 kill_player $PLAYER_CHAR 
0004: $6642 = 1 // integer values 

:ASSIN5_6640
00D6: if 
8118:   not actor $6514 dead 
004D: jump_if_false @ASSIN5_6941 
00D6: if 
0038:   $6621 == 0 // integer values 
004D: jump_if_false @ASSIN5_6689 
01CA: actor $6514 kill_player $PLAYER_CHAR 
0004: $6621 = 1 // integer values 

:ASSIN5_6689
00D6: if 
0038:   $6621 == 1 // integer values 
004D: jump_if_false @ASSIN5_6941 
00D6: if 
0038:   $6644 == 0 // integer values 
004D: jump_if_false @ASSIN5_6845 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_6796 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6514 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_6789 
01BD: $6569 = current_time_in_ms 
04EB: actor $6514 crouch 1 300000 ms 

:ASSIN5_6789
0002: jump @ASSIN5_6845 

:ASSIN5_6796
01BD: $6567 = current_time_in_ms 
0084: $6568 = $6567 // integer values and handles 
0060: $6568 -= $6569 // integer values 
00D6: if 
0018:   $6568 > 3000 // integer values 
004D: jump_if_false @ASSIN5_6845 
04EB: actor $6514 crouch 0 100 ms 

:ASSIN5_6845
00D6: if 
0038:   $6644 == 0 // integer values 
004D: jump_if_false @ASSIN5_6941 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_6941 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6514 radius 10.0 10.0 
004D: jump_if_false @ASSIN5_6941 
04EB: actor $6514 crouch 0 100 ms 
0350: set_actor $6514 maintain_position_when_attacked 0 
01CA: actor $6514 kill_player $PLAYER_CHAR 
0004: $6644 = 1 // integer values 

:ASSIN5_6941
00D6: if 
8118:   not actor $6513 dead 
004D: jump_if_false @ASSIN5_7082 
00D6: if 
0038:   $6620 == 0 // integer values 
004D: jump_if_false @ASSIN5_7002 
01CA: actor $6513 kill_player $PLAYER_CHAR 
04EB: actor $6513 crouch 1 800000 ms 
0004: $6620 = 1 // integer values 

:ASSIN5_7002
00D6: if 
0038:   $6643 == 0 // integer values 
004D: jump_if_false @ASSIN5_7082 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6513 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_7082 
04EB: actor $6513 crouch 0 100 ms 
0350: set_actor $6513 maintain_position_when_attacked 0 
01CA: actor $6513 kill_player $PLAYER_CHAR 
0004: $6643 = 1 // integer values 

:ASSIN5_7082
00D6: if 
8118:   not actor $6515 dead 
004D: jump_if_false @ASSIN5_7223 
00D6: if 
0038:   $6622 == 0 // integer values 
004D: jump_if_false @ASSIN5_7143 
01CA: actor $6515 kill_player $PLAYER_CHAR 
04EB: actor $6515 crouch 1 800000 ms 
0004: $6622 = 1 // integer values 

:ASSIN5_7143
00D6: if 
0038:   $6645 == 0 // integer values 
004D: jump_if_false @ASSIN5_7223 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6515 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_7223 
04EB: actor $6515 crouch 0 100 ms 
0350: set_actor $6515 maintain_position_when_attacked 0 
01CA: actor $6515 kill_player $PLAYER_CHAR 
0004: $6645 = 1 // integer values 

:ASSIN5_7223
00D6: if 
0038:   $6647 == 0 // integer values 
004D: jump_if_false @ASSIN5_7371 
00D6: if 
8118:   not actor $6503 dead 
004D: jump_if_false @ASSIN5_7371 
00D6: if 
02CB:   actor $6503 bounding_sphere_visible 
004D: jump_if_false @ASSIN5_7371 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_7371 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_7371 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6503 radius 30.0 30.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_7371 
02E2: set_actor $6503 weapon_accuracy_to 95 
0004: $6647 = 1 // integer values 

:ASSIN5_7371
00D6: if 
8118:   not actor $6518 dead 
004D: jump_if_false @ASSIN5_7672 
00D6: if 
0038:   $6623 == 0 // integer values 
004D: jump_if_false @ASSIN5_7420 
01CA: actor $6518 kill_player $PLAYER_CHAR 
0004: $6623 = 1 // integer values 

:ASSIN5_7420
00D6: if 
0038:   $6623 == 1 // integer values 
004D: jump_if_false @ASSIN5_7672 
00D6: if 
0038:   $6650 == 0 // integer values 
004D: jump_if_false @ASSIN5_7576 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_7527 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6518 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_7520 
01BD: $6572 = current_time_in_ms 
04EB: actor $6518 crouch 1 300000 ms 

:ASSIN5_7520
0002: jump @ASSIN5_7576 

:ASSIN5_7527
01BD: $6570 = current_time_in_ms 
0084: $6571 = $6570 // integer values and handles 
0060: $6571 -= $6572 // integer values 
00D6: if 
0018:   $6571 > 2000 // integer values 
004D: jump_if_false @ASSIN5_7576 
04EB: actor $6518 crouch 0 100 ms 

:ASSIN5_7576
00D6: if 
0038:   $6650 == 0 // integer values 
004D: jump_if_false @ASSIN5_7672 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_7672 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6518 radius 10.0 10.0 
004D: jump_if_false @ASSIN5_7672 
04EB: actor $6518 crouch 0 100 ms 
0350: set_actor $6518 maintain_position_when_attacked 0 
01CA: actor $6518 kill_player $PLAYER_CHAR 
0004: $6650 = 1 // integer values 

:ASSIN5_7672
00D6: if 
8118:   not actor $6519 dead 
004D: jump_if_false @ASSIN5_7977 
00D6: if 
0038:   $6624 == 0 // integer values 
004D: jump_if_false @ASSIN5_7721 
01CA: actor $6519 kill_player $PLAYER_CHAR 
0004: $6624 = 1 // integer values 

:ASSIN5_7721
00D6: if 
0038:   $6624 == 1 // integer values 
004D: jump_if_false @ASSIN5_7977 
00D6: if 
0038:   $6651 == 0 // integer values 
004D: jump_if_false @ASSIN5_7877 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_7828 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6519 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_7821 
01BD: $6575 = current_time_in_ms 
04EB: actor $6519 crouch 1 300000 ms 

:ASSIN5_7821
0002: jump @ASSIN5_7877 

:ASSIN5_7828
01BD: $6573 = current_time_in_ms 
0084: $6574 = $6573 // integer values and handles 
0060: $6574 -= $6575 // integer values 
00D6: if 
0018:   $6574 > 4000 // integer values 
004D: jump_if_false @ASSIN5_7877 
04EB: actor $6519 crouch 0 100 ms 

:ASSIN5_7877
00D6: if 
0038:   $6651 == 0 // integer values 
004D: jump_if_false @ASSIN5_7977 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_7977 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6519 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_7977 
02E2: set_actor $6519 weapon_accuracy_to 90 
0004: $6651 = 1 // integer values 

:ASSIN5_7977
00D6: if 
8118:   not actor $6520 dead 
004D: jump_if_false @ASSIN5_8282 
00D6: if 
0038:   $6625 == 0 // integer values 
004D: jump_if_false @ASSIN5_8026 
01CA: actor $6520 kill_player $PLAYER_CHAR 
0004: $6625 = 1 // integer values 

:ASSIN5_8026
00D6: if 
0038:   $6625 == 1 // integer values 
004D: jump_if_false @ASSIN5_8282 
00D6: if 
0038:   $6652 == 0 // integer values 
004D: jump_if_false @ASSIN5_8182 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_8133 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6520 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_8126 
01BD: $6578 = current_time_in_ms 
04EB: actor $6520 crouch 1 300000 ms 

:ASSIN5_8126
0002: jump @ASSIN5_8182 

:ASSIN5_8133
01BD: $6576 = current_time_in_ms 
0084: $6577 = $6576 // integer values and handles 
0060: $6577 -= $6578 // integer values 
00D6: if 
0018:   $6577 > 3500 // integer values 
004D: jump_if_false @ASSIN5_8182 
04EB: actor $6520 crouch 0 100 ms 

:ASSIN5_8182
00D6: if 
0038:   $6652 == 0 // integer values 
004D: jump_if_false @ASSIN5_8282 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_8282 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6520 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_8282 
02E2: set_actor $6520 weapon_accuracy_to 90 
0004: $6652 = 1 // integer values 

:ASSIN5_8282
00D6: if 
8118:   not actor $6521 dead 
004D: jump_if_false @ASSIN5_8587 
00D6: if 
0038:   $6626 == 0 // integer values 
004D: jump_if_false @ASSIN5_8331 
01CA: actor $6521 kill_player $PLAYER_CHAR 
0004: $6626 = 1 // integer values 

:ASSIN5_8331
00D6: if 
0038:   $6626 == 1 // integer values 
004D: jump_if_false @ASSIN5_8587 
00D6: if 
0038:   $6653 == 0 // integer values 
004D: jump_if_false @ASSIN5_8487 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_8438 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6521 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_8431 
01BD: $6581 = current_time_in_ms 
04EB: actor $6521 crouch 1 300000 ms 

:ASSIN5_8431
0002: jump @ASSIN5_8487 

:ASSIN5_8438
01BD: $6579 = current_time_in_ms 
0084: $6580 = $6579 // integer values and handles 
0060: $6580 -= $6581 // integer values 
00D6: if 
0018:   $6580 > 4000 // integer values 
004D: jump_if_false @ASSIN5_8487 
04EB: actor $6521 crouch 0 100 ms 

:ASSIN5_8487
00D6: if 
0038:   $6653 == 0 // integer values 
004D: jump_if_false @ASSIN5_8587 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_8587 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6521 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_8587 
02E2: set_actor $6521 weapon_accuracy_to 90 
0004: $6653 = 1 // integer values 

:ASSIN5_8587
00D6: if 
8118:   not actor $6522 dead 
004D: jump_if_false @ASSIN5_8872 
00D6: if 
0038:   $6627 == 0 // integer values 
004D: jump_if_false @ASSIN5_8636 
01CA: actor $6522 kill_player $PLAYER_CHAR 
0004: $6627 = 1 // integer values 

:ASSIN5_8636
00D6: if 
0038:   $6627 == 1 // integer values 
004D: jump_if_false @ASSIN5_8872 
00D6: if 
0038:   $6654 == 0 // integer values 
004D: jump_if_false @ASSIN5_8792 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_8743 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6522 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_8736 
01BD: $6584 = current_time_in_ms 
04EB: actor $6522 crouch 1 300000 ms 

:ASSIN5_8736
0002: jump @ASSIN5_8792 

:ASSIN5_8743
01BD: $6582 = current_time_in_ms 
0084: $6583 = $6582 // integer values and handles 
0060: $6583 -= $6584 // integer values 
00D6: if 
0018:   $6583 > 4000 // integer values 
004D: jump_if_false @ASSIN5_8792 
04EB: actor $6522 crouch 0 100 ms 

:ASSIN5_8792
00D6: if 
0038:   $6654 == 0 // integer values 
004D: jump_if_false @ASSIN5_8872 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6522 radius 10.0 10.0 
004D: jump_if_false @ASSIN5_8872 
04EB: actor $6522 crouch 0 100 ms 
0350: set_actor $6522 maintain_position_when_attacked 0 
01CA: actor $6522 kill_player $PLAYER_CHAR 
0004: $6654 = 1 // integer values 

:ASSIN5_8872
00D6: if 
8118:   not actor $6523 dead 
004D: jump_if_false @ASSIN5_9157 
00D6: if 
0038:   $6628 == 0 // integer values 
004D: jump_if_false @ASSIN5_8921 
01CA: actor $6523 kill_player $PLAYER_CHAR 
0004: $6628 = 1 // integer values 

:ASSIN5_8921
00D6: if 
0038:   $6628 == 1 // integer values 
004D: jump_if_false @ASSIN5_9157 
00D6: if 
0038:   $6655 == 0 // integer values 
004D: jump_if_false @ASSIN5_9077 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_9028 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6523 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_9021 
01BD: $6587 = current_time_in_ms 
04EB: actor $6523 crouch 1 300000 ms 

:ASSIN5_9021
0002: jump @ASSIN5_9077 

:ASSIN5_9028
01BD: $6585 = current_time_in_ms 
0084: $6586 = $6585 // integer values and handles 
0060: $6586 -= $6587 // integer values 
00D6: if 
0018:   $6586 > 3000 // integer values 
004D: jump_if_false @ASSIN5_9077 
04EB: actor $6523 crouch 0 100 ms 

:ASSIN5_9077
00D6: if 
0038:   $6655 == 0 // integer values 
004D: jump_if_false @ASSIN5_9157 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6523 radius 10.0 10.0 
004D: jump_if_false @ASSIN5_9157 
04EB: actor $6523 crouch 0 100 ms 
0350: set_actor $6523 maintain_position_when_attacked 0 
01CA: actor $6523 kill_player $PLAYER_CHAR 
0004: $6655 = 1 // integer values 

:ASSIN5_9157
00D6: if 
8118:   not actor $6524 dead 
004D: jump_if_false @ASSIN5_9479 
00D6: if 
0038:   $6629 == 0 // integer values 
004D: jump_if_false @ASSIN5_9206 
01CA: actor $6524 kill_player $PLAYER_CHAR 
0004: $6629 = 1 // integer values 

:ASSIN5_9206
00D6: if 
0038:   $6629 == 1 // integer values 
004D: jump_if_false @ASSIN5_9479 
00D6: if 
0038:   $6656 == 0 // integer values 
004D: jump_if_false @ASSIN5_9362 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_9313 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6524 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_9306 
01BD: $6590 = current_time_in_ms 
04EB: actor $6524 crouch 1 300000 ms 

:ASSIN5_9306
0002: jump @ASSIN5_9362 

:ASSIN5_9313
01BD: $6588 = current_time_in_ms 
0084: $6589 = $6588 // integer values and handles 
0060: $6589 -= $6590 // integer values 
00D6: if 
0018:   $6589 > 2000 // integer values 
004D: jump_if_false @ASSIN5_9362 
04EB: actor $6524 crouch 0 100 ms 

:ASSIN5_9362
00D6: if 
0038:   $6656 == 0 // integer values 
004D: jump_if_false @ASSIN5_9479 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_9479 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6524 radius 2.0 2.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_9479 
04EB: actor $6524 crouch 0 100 ms 
0350: set_actor $6524 maintain_position_when_attacked 0 
01CA: actor $6524 kill_player $PLAYER_CHAR 
0004: $6656 = 1 // integer values 

:ASSIN5_9479
00D6: if 
8118:   not actor $6525 dead 
004D: jump_if_false @ASSIN5_9764 
00D6: if 
0038:   $6630 == 0 // integer values 
004D: jump_if_false @ASSIN5_9528 
01CA: actor $6525 kill_player $PLAYER_CHAR 
0004: $6630 = 1 // integer values 

:ASSIN5_9528
00D6: if 
0038:   $6630 == 1 // integer values 
004D: jump_if_false @ASSIN5_9764 
00D6: if 
0038:   $6657 == 0 // integer values 
004D: jump_if_false @ASSIN5_9684 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_9635 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6525 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_9628 
01BD: $6593 = current_time_in_ms 
04EB: actor $6525 crouch 1 300000 ms 

:ASSIN5_9628
0002: jump @ASSIN5_9684 

:ASSIN5_9635
01BD: $6591 = current_time_in_ms 
0084: $6592 = $6591 // integer values and handles 
0060: $6592 -= $6593 // integer values 
00D6: if 
0018:   $6592 > 3000 // integer values 
004D: jump_if_false @ASSIN5_9684 
04EB: actor $6525 crouch 0 100 ms 

:ASSIN5_9684
00D6: if 
0038:   $6657 == 0 // integer values 
004D: jump_if_false @ASSIN5_9764 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6525 radius 3.0 3.0 
004D: jump_if_false @ASSIN5_9764 
04EB: actor $6525 crouch 0 100 ms 
0350: set_actor $6525 maintain_position_when_attacked 0 
01CA: actor $6525 kill_player $PLAYER_CHAR 
0004: $6657 = 1 // integer values 

:ASSIN5_9764
00D6: if 
0038:   $6649 == 0 // integer values 
004D: jump_if_false @ASSIN5_9896 
00D6: if 
8118:   not actor $6517 dead 
004D: jump_if_false @ASSIN5_9896 
00D6: if 
02CB:   actor $6517 bounding_sphere_visible 
004D: jump_if_false @ASSIN5_9896 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_9896 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6517 radius 20.0 20.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_9896 
02E2: set_actor $6517 weapon_accuracy_to 90 
0004: $6649 = 1 // integer values 

:ASSIN5_9896
00D6: if 
8118:   not actor $6526 dead 
004D: jump_if_false @ASSIN5_10218 
00D6: if 
0038:   $6631 == 0 // integer values 
004D: jump_if_false @ASSIN5_9945 
01CA: actor $6526 kill_player $PLAYER_CHAR 
0004: $6631 = 1 // integer values 

:ASSIN5_9945
00D6: if 
0038:   $6631 == 1 // integer values 
004D: jump_if_false @ASSIN5_10218 
00D6: if 
0038:   $6658 == 0 // integer values 
004D: jump_if_false @ASSIN5_10101 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_10052 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6526 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_10045 
01BD: $6596 = current_time_in_ms 
04EB: actor $6526 crouch 1 300000 ms 

:ASSIN5_10045
0002: jump @ASSIN5_10101 

:ASSIN5_10052
01BD: $6594 = current_time_in_ms 
0084: $6595 = $6594 // integer values and handles 
0060: $6595 -= $6596 // integer values 
00D6: if 
0018:   $6595 > 2000 // integer values 
004D: jump_if_false @ASSIN5_10101 
04EB: actor $6526 crouch 0 100 ms 

:ASSIN5_10101
00D6: if 
0038:   $6658 == 0 // integer values 
004D: jump_if_false @ASSIN5_10218 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_10218 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6526 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_10218 
04EB: actor $6526 crouch 0 100 ms 
0350: set_actor $6526 maintain_position_when_attacked 0 
01CA: actor $6526 kill_player $PLAYER_CHAR 
0004: $6658 = 1 // integer values 

:ASSIN5_10218
00D6: if 
8118:   not actor $6527 dead 
004D: jump_if_false @ASSIN5_10531 
00D6: if 
0038:   $6632 == 0 // integer values 
004D: jump_if_false @ASSIN5_10267 
01CA: actor $6527 kill_player $PLAYER_CHAR 
0004: $6632 = 1 // integer values 

:ASSIN5_10267
00D6: if 
0038:   $6632 == 1 // integer values 
004D: jump_if_false @ASSIN5_10531 
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @ASSIN5_10423 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_10374 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6527 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_10367 
01BD: $6599 = current_time_in_ms 
04EB: actor $6527 crouch 1 300000 ms 

:ASSIN5_10367
0002: jump @ASSIN5_10423 

:ASSIN5_10374
01BD: $6597 = current_time_in_ms 
0084: $6598 = $6597 // integer values and handles 
0060: $6598 -= $6599 // integer values 
00D6: if 
0018:   $6598 > 2500 // integer values 
004D: jump_if_false @ASSIN5_10423 
04EB: actor $6527 crouch 0 100 ms 

:ASSIN5_10423
00D6: if 
0038:   $6659 == 0 // integer values 
004D: jump_if_false @ASSIN5_10531 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_10531 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6527 radius 5.0 5.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_10531 
01CA: actor $6527 kill_player $PLAYER_CHAR 
02E2: set_actor $6527 weapon_accuracy_to 90 
0004: $6659 = 1 // integer values 

:ASSIN5_10531
00D6: if 
8118:   not actor $6528 dead 
004D: jump_if_false @ASSIN5_10816 
00D6: if 
0038:   $6633 == 0 // integer values 
004D: jump_if_false @ASSIN5_10580 
01CA: actor $6528 kill_player $PLAYER_CHAR 
0004: $6633 = 1 // integer values 

:ASSIN5_10580
00D6: if 
0038:   $6633 == 1 // integer values 
004D: jump_if_false @ASSIN5_10816 
00D6: if 
0038:   $6660 == 0 // integer values 
004D: jump_if_false @ASSIN5_10736 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_10687 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6528 radius 5.0 5.0 
004D: jump_if_false @ASSIN5_10680 
01BD: $6602 = current_time_in_ms 
04EB: actor $6528 crouch 1 300000 ms 

:ASSIN5_10680
0002: jump @ASSIN5_10736 

:ASSIN5_10687
01BD: $6600 = current_time_in_ms 
0084: $6601 = $6600 // integer values and handles 
0060: $6601 -= $6602 // integer values 
00D6: if 
0018:   $6601 > 4000 // integer values 
004D: jump_if_false @ASSIN5_10736 
04EB: actor $6528 crouch 0 100 ms 

:ASSIN5_10736
00D6: if 
0038:   $6660 == 0 // integer values 
004D: jump_if_false @ASSIN5_10816 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6528 radius 7.0 7.0 
004D: jump_if_false @ASSIN5_10816 
04EB: actor $6528 crouch 0 100 ms 
0350: set_actor $6528 maintain_position_when_attacked 0 
01CA: actor $6528 kill_player $PLAYER_CHAR 
0004: $6660 = 1 // integer values 

:ASSIN5_10816
00D6: if 
8118:   not actor $6529 dead 
004D: jump_if_false @ASSIN5_11101 
00D6: if 
0038:   $6634 == 0 // integer values 
004D: jump_if_false @ASSIN5_10865 
01CA: actor $6529 kill_player $PLAYER_CHAR 
0004: $6634 = 1 // integer values 

:ASSIN5_10865
00D6: if 
0038:   $6634 == 1 // integer values 
004D: jump_if_false @ASSIN5_11101 
00D6: if 
0038:   $6661 == 0 // integer values 
004D: jump_if_false @ASSIN5_11021 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_10972 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6529 radius 3.0 3.0 
004D: jump_if_false @ASSIN5_10965 
01BD: $6605 = current_time_in_ms 
04EB: actor $6529 crouch 1 300000 ms 

:ASSIN5_10965
0002: jump @ASSIN5_11021 

:ASSIN5_10972
01BD: $6603 = current_time_in_ms 
0084: $6604 = $6603 // integer values and handles 
0060: $6604 -= $6605 // integer values 
00D6: if 
0018:   $6604 > 3000 // integer values 
004D: jump_if_false @ASSIN5_11021 
04EB: actor $6529 crouch 0 100 ms 

:ASSIN5_11021
00D6: if 
0038:   $6661 == 0 // integer values 
004D: jump_if_false @ASSIN5_11101 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6529 radius 3.0 3.0 
004D: jump_if_false @ASSIN5_11101 
04EB: actor $6529 crouch 0 100 ms 
0350: set_actor $6529 maintain_position_when_attacked 0 
01CA: actor $6529 kill_player $PLAYER_CHAR 
0004: $6661 = 1 // integer values 

:ASSIN5_11101
00D6: if 
8118:   not actor $6530 dead 
004D: jump_if_false @ASSIN5_11406 
00D6: if 
0038:   $6635 == 0 // integer values 
004D: jump_if_false @ASSIN5_11150 
01CA: actor $6530 kill_player $PLAYER_CHAR 
0004: $6635 = 1 // integer values 

:ASSIN5_11150
00D6: if 
0038:   $6635 == 1 // integer values 
004D: jump_if_false @ASSIN5_11406 
00D6: if 
0038:   $6662 == 0 // integer values 
004D: jump_if_false @ASSIN5_11306 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_11257 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6530 radius 3.0 3.0 
004D: jump_if_false @ASSIN5_11250 
01BD: $6608 = current_time_in_ms 
04EB: actor $6530 crouch 1 300000 ms 

:ASSIN5_11250
0002: jump @ASSIN5_11306 

:ASSIN5_11257
01BD: $6606 = current_time_in_ms 
0084: $6607 = $6606 // integer values and handles 
0060: $6607 -= $6608 // integer values 
00D6: if 
0018:   $6607 > 3000 // integer values 
004D: jump_if_false @ASSIN5_11306 
04EB: actor $6530 crouch 0 100 ms 

:ASSIN5_11306
00D6: if 
0038:   $6662 == 0 // integer values 
004D: jump_if_false @ASSIN5_11406 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_11406 
00D6: if or
00E9:   player $PLAYER_CHAR 0 $6530 radius 3.0 3.0 
02D7:   player $PLAYER_CHAR currentweapon == 30 
02D7:   player $PLAYER_CHAR currentweapon == 28 
02D7:   player $PLAYER_CHAR currentweapon == 29 
004D: jump_if_false @ASSIN5_11406 
02E2: set_actor $6530 weapon_accuracy_to 95 
0004: $6662 = 1 // integer values 

:ASSIN5_11406
00D6: if 
8118:   not actor $6531 dead 
004D: jump_if_false @ASSIN5_11691 
00D6: if 
0038:   $6636 == 0 // integer values 
004D: jump_if_false @ASSIN5_11455 
01CA: actor $6531 kill_player $PLAYER_CHAR 
0004: $6636 = 1 // integer values 

:ASSIN5_11455
00D6: if 
0038:   $6636 == 1 // integer values 
004D: jump_if_false @ASSIN5_11691 
00D6: if 
0038:   $6663 == 0 // integer values 
004D: jump_if_false @ASSIN5_11611 
00D6: if 
02DF:   player $PLAYER_CHAR aggressive 
004D: jump_if_false @ASSIN5_11562 
00D6: if 
80E9:   not player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 
004D: jump_if_false @ASSIN5_11555 
01BD: $6611 = current_time_in_ms 
04EB: actor $6531 crouch 1 300000 ms 

:ASSIN5_11555
0002: jump @ASSIN5_11611 

:ASSIN5_11562
01BD: $6609 = current_time_in_ms 
0084: $6610 = $6609 // integer values and handles 
0060: $6610 -= $6611 // integer values 
00D6: if 
0018:   $6610 > 3000 // integer values 
004D: jump_if_false @ASSIN5_11611 
04EB: actor $6531 crouch 0 100 ms 

:ASSIN5_11611
00D6: if 
0038:   $6663 == 0 // integer values 
004D: jump_if_false @ASSIN5_11691 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 
004D: jump_if_false @ASSIN5_11691 
04EB: actor $6531 crouch 0 100 ms 
0350: set_actor $6531 maintain_position_when_attacked 0 
01CA: actor $6531 kill_player $PLAYER_CHAR 
0004: $6663 = 1 // integer values 

:ASSIN5_11691
00D6: if 
0056:   player $PLAYER_CHAR 0 -896.5784 -551.9854 -879.3575 -504.746 
004D: jump_if_false @ASSIN5_11769 
00D6: if 
0038:   $6665 == 0 // integer values 
004D: jump_if_false @ASSIN5_11769 
00BC: text_highpriority 'ASM5_2' 7000 ms 2  // ~g~Get the merchandise and take it to the helipad at the airport!
0004: $6665 = 1 // integer values 

:ASSIN5_11769
00D6: if 
0038:   $6664 == 0 // integer values 
004D: jump_if_false @ASSIN5_11850 
00D6: if 
0214:   pickup $6499 picked_up 
004D: jump_if_false @ASSIN5_11850 
0164: disable_marker $6500 
00BC: text_highpriority 'ASM5_3' 7000 ms 2  // ~g~Take the merchandise to the helipad at the airport!
018A: $6546 = create_checkpoint_at -1368.395 -1255.998 17.2 
0004: $6664 = 1 // integer values 

:ASSIN5_11850
00D6: if 
0038:   $6664 == 1 // integer values 
004D: jump_if_false @ASSIN5_11928 
00D6: if 
00F5:   player $PLAYER_CHAR 1 -1368.395 -1255.998 17.2 radius 5.0 5.0 4.0 
004D: jump_if_false @ASSIN5_11928 
0164: disable_marker $6546 
0002: jump @ASSIN5_12394 

:ASSIN5_11928
00D6: if 
0118:   actor $6501 dead 
004D: jump_if_false @ASSIN5_11949 
01C2: remove_references_to_actor $6501 // Like turning an actor into a random pedestrian 

:ASSIN5_11949
00D6: if 
0118:   actor $6502 dead 
004D: jump_if_false @ASSIN5_11970 
01C2: remove_references_to_actor $6502 // Like turning an actor into a random pedestrian 

:ASSIN5_11970
00D6: if 
0118:   actor $6505 dead 
004D: jump_if_false @ASSIN5_11991 
01C2: remove_references_to_actor $6505 // Like turning an actor into a random pedestrian 

:ASSIN5_11991
00D6: if 
0118:   actor $6506 dead 
004D: jump_if_false @ASSIN5_12012 
01C2: remove_references_to_actor $6506 // Like turning an actor into a random pedestrian 

:ASSIN5_12012
00D6: if 
0118:   actor $6507 dead 
004D: jump_if_false @ASSIN5_12033 
01C2: remove_references_to_actor $6507 // Like turning an actor into a random pedestrian 

:ASSIN5_12033
00D6: if 
0118:   actor $6508 dead 
004D: jump_if_false @ASSIN5_12054 
01C2: remove_references_to_actor $6508 // Like turning an actor into a random pedestrian 

:ASSIN5_12054
00D6: if 
0118:   actor $6509 dead 
004D: jump_if_false @ASSIN5_12075 
01C2: remove_references_to_actor $6509 // Like turning an actor into a random pedestrian 

:ASSIN5_12075
00D6: if 
0118:   actor $6510 dead 
004D: jump_if_false @ASSIN5_12096 
01C2: remove_references_to_actor $6510 // Like turning an actor into a random pedestrian 

:ASSIN5_12096
00D6: if 
0118:   actor $6511 dead 
004D: jump_if_false @ASSIN5_12117 
01C2: remove_references_to_actor $6511 // Like turning an actor into a random pedestrian 

:ASSIN5_12117
00D6: if 
0118:   actor $6514 dead 
004D: jump_if_false @ASSIN5_12138 
01C2: remove_references_to_actor $6514 // Like turning an actor into a random pedestrian 

:ASSIN5_12138
00D6: if 
0118:   actor $6515 dead 
004D: jump_if_false @ASSIN5_12159 
01C2: remove_references_to_actor $6515 // Like turning an actor into a random pedestrian 

:ASSIN5_12159
00D6: if 
0118:   actor $6518 dead 
004D: jump_if_false @ASSIN5_12180 
01C2: remove_references_to_actor $6518 // Like turning an actor into a random pedestrian 

:ASSIN5_12180
00D6: if 
0118:   actor $6519 dead 
004D: jump_if_false @ASSIN5_12201 
01C2: remove_references_to_actor $6519 // Like turning an actor into a random pedestrian 

:ASSIN5_12201
00D6: if 
0118:   actor $6520 dead 
004D: jump_if_false @ASSIN5_12222 
01C2: remove_references_to_actor $6520 // Like turning an actor into a random pedestrian 

:ASSIN5_12222
00D6: if 
0118:   actor $6521 dead 
004D: jump_if_false @ASSIN5_12243 
01C2: remove_references_to_actor $6521 // Like turning an actor into a random pedestrian 

:ASSIN5_12243
00D6: if 
0119:   car $6539 wrecked 
004D: jump_if_false @ASSIN5_12269 
01C3: remove_references_to_car $6539 
0249: release_model #PONY 

:ASSIN5_12269
00D6: if 
0119:   car $6537 wrecked 
004D: jump_if_false @ASSIN5_12290 
01C3: remove_references_to_car $6537 

:ASSIN5_12290
00D6: if 
0119:   car $6538 wrecked 
004D: jump_if_false @ASSIN5_12311 
01C3: remove_references_to_car $6538 

:ASSIN5_12311
0002: jump @ASSIN5_4377 

:ASSIN5_12318
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!

:ASSIN5_12333
00D6: if 
834E:   not move_object $1818 to -973.664 -519.65 10.092 speed 0.0 1.0 0.0 collision_check 0 
004D: jump_if_false @ASSIN5_12392 
0001: wait 0 ms 
0002: jump @ASSIN5_12333 

:ASSIN5_12392
0051: return 

:ASSIN5_12394
0004: $302 = 1 // integer values 
0318: set_latest_mission_passed 'JOB_5'  // Loose Ends
01C4: remove_references_to_object $1818 // This object will now disappear when the player looks away 
01E3: text_1number_styled 'M_PASS' number 160000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 160000 
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
0164: disable_marker $297 
0051: return 

:ASSIN5_12466
0004: $ONMISSION = 0 // integer values 
0215: destroy_pickup $6542 
0215: destroy_pickup $6543 
0215: destroy_pickup $6544 
0215: destroy_pickup $6545 
0215: destroy_pickup $6499 
0164: disable_marker $6500 
0164: disable_marker $6546 
0249: release_model #SGA 
0249: release_model #SGB 
0249: release_model #MP5LNG 
0249: release_model #ADMIRAL 
0249: release_model #PONY 
0249: release_model #MAVERICK 
0249: release_model #BARREL4 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
034F: destroy_actor_with_fade $6501 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6502 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6503 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6504 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6505 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6506 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6507 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6508 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6509 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6510 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6511 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6512 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6513 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6514 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6515 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6516 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6517 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6518 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6519 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6520 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6521 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6522 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6523 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6524 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6525 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6526 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6527 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6528 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6529 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6530 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $6531 // The actor fades away like a ghost 
0108: destroy_object $6547 
0108: destroy_object $6548 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 72---------------
// Originally: V.I.P.

:TAXWAR1
0050: gosub @TAXWAR1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TAXWAR1_27 
0050: gosub @TAXWAR1_3908 

:TAXWAR1_27
0050: gosub @TAXWAR1_3991 
004E: end_thread 

:TAXWAR1_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'TAXWAR1' 
0001: wait 0 ms 
054C: use_GXT_table 'TAXIWA1' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
0004: $6678 = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 1@ = 0 // integer values 
0006: 3@ = 0 // integer values 
03CF: load_wav 'TAX1_1' as 1 
03CF: load_wav 'TAX1_2' as 2 

:TAXWAR1_143
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @TAXWAR1_173 
0001: wait 0 ms 
0002: jump @TAXWAR1_143 

:TAXWAR1_173
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_1' 4500 ms 1  // Ok, we got a high class fare needs picking up from Starfish island - any takers?
0001: wait 500 ms 
0006: 16@ = 0 // integer values 

:TAXWAR1_204
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @TAXWAR1_258 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @TAXWAR1_251 
0002: jump @TAXWAR1_338 

:TAXWAR1_251
0002: jump @TAXWAR1_204 

:TAXWAR1_258
03D1: play_wav 2 
00BC: text_highpriority 'TAX1_2' 3000 ms 1  // Tommy here, I'll take it!
0006: 16@ = 0 // integer values 

:TAXWAR1_284
00D6: if 
8019:   not  16@ > 3000 // integer values 
004D: jump_if_false @TAXWAR1_338 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @TAXWAR1_331 
0002: jump @TAXWAR1_338 

:TAXWAR1_331
0002: jump @TAXWAR1_284 

:TAXWAR1_338
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 1 
040D: unload_wav 2 
0247: request_model #TAXI 
0247: request_model #WMOCA 
0247: request_model #WMOBU 
0247: request_model #KAUFMAN 

:TAXWAR1_377
00D6: if or
8248:   not model #TAXI available 
8248:   not model #WMOCA available 
8248:   not model #WMOBU available 
8248:   not model #KAUFMAN available 
004D: jump_if_false @TAXWAR1_417 
0001: wait 0 ms 
0002: jump @TAXWAR1_377 

:TAXWAR1_417
018A: $6672 = create_checkpoint_at -576.7 -480.1 10.8 
00BC: text_highpriority 'TAXW1_1' 10000 ms 1  // ~g~Pick up the V.I.P. on Starfish Island.
0004: $6685 = 61000 // integer values 
014E: start_timer_at $6685 count_in_direction 1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @TAXWAR1_493 
00DA: $311 = player $PLAYER_CHAR car 

:TAXWAR1_493
00D6: if 
0119:   car $311 wrecked 
004D: jump_if_false @TAXWAR1_509 

:TAXWAR1_509
00D6: if or
80F8:   not player $PLAYER_CHAR stopped 1 -576.7 -480.1 10.5 radius 2.5 2.5 3.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
8122:   not player $PLAYER_CHAR pressing_horn 
004D: jump_if_false @TAXWAR1_757 
0001: wait 0 ms 
00D6: if 
0119:   car $311 wrecked 
004D: jump_if_false @TAXWAR1_590 

:TAXWAR1_590
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
004D: jump_if_false @TAXWAR1_624 
00DA: $311 = player $PLAYER_CHAR car 
0002: jump @TAXWAR1_639 

:TAXWAR1_624
00BC: text_highpriority 'TAXW1_5' 1000 ms 1  // ~g~You need to be in a Kaufman cab!

:TAXWAR1_639
00D6: if 
0038:   $6685 == 0 // integer values 
004D: jump_if_false @TAXWAR1_679 
00BC: text_highpriority 'OUTTIME' 5000 ms 1  // ~r~Too slow, man, too slow!
0002: jump @TAXWAR1_3908 

:TAXWAR1_679
00D6: if and
00F8:   player $PLAYER_CHAR stopped 1 -576.7 -480.1 11.0 radius 2.5 2.5 3.0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
004D: jump_if_false @TAXWAR1_750 
00BC: text_highpriority 'HORN' 1000 ms 1  // ~g~Sound the horn.

:TAXWAR1_750
0002: jump @TAXWAR1_509 

:TAXWAR1_757
00D6: if 
8119:   not car $311 wrecked 
004D: jump_if_false @TAXWAR1_780 
020A: set_car $311 door_status_to 4 

:TAXWAR1_780
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
014F: stop_timer $6685 
009A: 0@ = create_actor_pedtype 4 model #WMOBU at -573.9 -448.1 14.1 
0173: set_actor 0@ z_angle_to 270.0 
01ED: clear_actor 0@ threat_search 
0211: actor 0@ walk_to -564.3 -447.9 
015F: set_camera_position -576.171 -461.122 11.516 0.0 rotation 0.0 0.0 
0160: point_camera -575.533 -460.37 11.682 switchstyle 2 
03CF: load_wav 'TAX1_3' as 1 
0001: wait 3000 ms 
015F: set_camera_position -584.096 -471.163 12.693 0.0 rotation 0.0 0.0 
0160: point_camera -583.402 -471.861 12.514 switchstyle 2 
00A5: $6698 = create_car #TAXI at -546.0 -474.3 10.0 
03BA: clear_cars_from_cube -600.8 -487.6 0.0 -463.6 -433.6 20.0 
0129: $6679 = create_actor 4 #WMOCA in_car $6698 driverseat 
0175: set_car $6698 z_angle_to 90.0 
00AD: set_car $6698 max_speed_to 30.0 
04BA: set_car $6698 speed_instantly 10.0 
00AE: set_vehicle $6698 traffic_behavior_to 3 
02AA: set_car $6698 immune_to_nonplayer 1 
0243: set_actor $6679 ped_stats_to 16 
0164: disable_marker $6672 
04E0: car $6698 abandon_path_radius 100 
00A7: car $6698 drive_to -578.0 -474.3 10.8 
0006: 17@ = 0 // integer values 

:TAXWAR1_1131
00D6: if 
81AD:   not car $6698 sphere 0 near_point -578.0 -474.3 radius 6.0 4.0 
004D: jump_if_false @TAXWAR1_1290 
0001: wait 0 ms 
00D6: if 
0119:   car $6698 wrecked 
004D: jump_if_false @TAXWAR1_1196 
0002: jump @TAXWAR1_3908 

:TAXWAR1_1196
00D6: if 
0118:   actor $6679 dead 
004D: jump_if_false @TAXWAR1_1234 
00BC: text_highpriority 'TAXW1_3' 5000 ms 1  // ~r~The V.I.P. is dead!
0002: jump @TAXWAR1_3908 

:TAXWAR1_1234
00D6: if 
0118:   actor $6679 dead 
004D: jump_if_false @TAXWAR1_1257 
0002: jump @TAXWAR1_3908 

:TAXWAR1_1257
00D6: if 
0019:   17@ > 10000 // integer values 
004D: jump_if_false @TAXWAR1_1283 
0002: jump @TAXWAR1_1290 

:TAXWAR1_1283
0002: jump @TAXWAR1_1131 

:TAXWAR1_1290
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TAXWAR1_1324 
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_3' 4000 ms 1  // This is my fare, back off asshole!

:TAXWAR1_1324
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_1376 
00A1: put_actor 0@ at -576.2 -471.1 10.4 
01D4: actor 0@ go_to_car $6698 and_enter_it_as_a_passenger 
0187: $6699 = create_marker_above_actor 0@ 

:TAXWAR1_1376
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR1_1402 
00AD: set_car $6698 max_speed_to 0.0 

:TAXWAR1_1402
00D6: if 
80DB:   not actor 0@ in_car $6698 
004D: jump_if_false @TAXWAR1_1531 
0001: wait 0 ms 
00D6: if 
0119:   car $6698 wrecked 
004D: jump_if_false @TAXWAR1_1463 
00BC: text_highpriority 'TAXW1_3' 5000 ms 1  // ~r~The V.I.P. is dead!
0002: jump @TAXWAR1_3908 

:TAXWAR1_1463
00D6: if 
0118:   actor $6679 dead 
004D: jump_if_false @TAXWAR1_1501 
00BC: text_highpriority 'TAXW1_3' 5000 ms 1  // ~r~The V.I.P. is dead!
0002: jump @TAXWAR1_3908 

:TAXWAR1_1501
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @TAXWAR1_1524 
0002: jump @TAXWAR1_3908 

:TAXWAR1_1524
0002: jump @TAXWAR1_1402 

:TAXWAR1_1531
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR1_1554 
020A: set_car $6698 door_status_to 3 

:TAXWAR1_1554
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
015A: restore_camera 
00D6: if 
8119:   not car $311 wrecked 
004D: jump_if_false @TAXWAR1_1590 
020A: set_car $311 door_status_to 1 

:TAXWAR1_1590
00BC: text_highpriority 'TAXW1_2' 5000 ms 1  // ~g~Get the V.I.P back! Take the other car out!
00A7: car $6698 drive_to -683.0 -488.6 10.6 
00AD: set_car $6698 max_speed_to 30.0 
00AE: set_vehicle $6698 traffic_behavior_to 2 
02AA: set_car $6698 immune_to_nonplayer 0 
0593:  0@ 1 
018A: $6672 = create_checkpoint_at -1438.1 -833.6 11.3 
03CF: load_wav 'TAX1_4' as 1 

:TAXWAR1_1688
00D6: if 
8101:   not actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 
004D: jump_if_false @TAXWAR1_3060 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @TAXWAR1_1778 
00BC: text_highpriority 'TAXW1_3' 5000 ms 1  // ~r~The V.I.P. is dead!
0002: jump @TAXWAR1_3908 

:TAXWAR1_1778
00D6: if 
0119:   car $311 wrecked 
004D: jump_if_false @TAXWAR1_1794 

:TAXWAR1_1794
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @TAXWAR1_1818 
00DA: $311 = player $PLAYER_CHAR car 

:TAXWAR1_1818
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR1_2329 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6698 
004D: jump_if_false @TAXWAR1_2329 
00D6: if 
01AF:   car $6698 0 -683.0 -488.6 10.6 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_1921 
00A7: car $6698 drive_to -847.1 -516.6 10.6 

:TAXWAR1_1921
00D6: if 
01AF:   car $6698 0 -847.1 -516.6 10.6 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_1989 
00A7: car $6698 drive_to -831.4 -639.5 10.6 

:TAXWAR1_1989
00D6: if 
01AF:   car $6698 0 -831.4 -639.5 10.6 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_2057 
00A7: car $6698 drive_to -1131.7 -687.8 10.6 

:TAXWAR1_2057
00D6: if 
01AF:   car $6698 0 -1131.7 -687.8 10.6 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_2125 
00A7: car $6698 drive_to -914.3 -1067.2 10.6 

:TAXWAR1_2125
00D6: if 
01AF:   car $6698 0 -914.3 -1067.2 10.6 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_2193 
00A7: car $6698 drive_to -1197.3 -1070.9 11.3 

:TAXWAR1_2193
00D6: if 
01AF:   car $6698 0 -1197.3 -1070.9 11.3 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_2261 
00A7: car $6698 drive_to -1407.5 -785.4 11.3 

:TAXWAR1_2261
00D6: if 
01AF:   car $6698 0 -1407.5 -785.4 11.3 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_2329 
00A7: car $6698 drive_to -1438.1 -833.6 11.3 

:TAXWAR1_2329
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR1_2716 
00D6: if or
8185:   not car $6698 health >= 500 
0118:   actor $6679 dead 
004D: jump_if_false @TAXWAR1_2716 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @TAXWAR1_2716 
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR1_2410 
020A: set_car $6698 door_status_to 1 

:TAXWAR1_2410
01D3: actor 0@ leave_car $6698 

:TAXWAR1_2418
00D6: if 
00DB:   actor 0@ in_car $6698 
004D: jump_if_false @TAXWAR1_2597 
0001: wait 0 ms 
00D6: if 
0119:   car $311 wrecked 
004D: jump_if_false @TAXWAR1_2457 

:TAXWAR1_2457
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @TAXWAR1_2481 
00DA: $311 = player $PLAYER_CHAR car 

:TAXWAR1_2481
00D6: if 
0119:   car $6698 wrecked 
004D: jump_if_false @TAXWAR1_2497 

:TAXWAR1_2497
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @TAXWAR1_2535 
00BC: text_highpriority 'TAXW1_3' 5000 ms 1  // ~r~The V.I.P. is dead!
0002: jump @TAXWAR1_3908 

:TAXWAR1_2535
00D6: if 
0101:   actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 4.0 4.0 5.0 sphere 1 
004D: jump_if_false @TAXWAR1_2590 
0002: jump @TAXWAR1_3060 

:TAXWAR1_2590
0002: jump @TAXWAR1_2418 

:TAXWAR1_2597
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_2620 
0593:  0@ 0 

:TAXWAR1_2620
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TAXWAR1_2654 
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_4' 4000 ms 1  // Come on come on, Get in, quick!

:TAXWAR1_2654
0006: 17@ = 0 // integer values 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_2709 
03CF: load_wav 'TAX1_5' as 2 
011C: actor 0@ clear_objective 
0319: set_actor 0@ running 1 
01DE: tie_actor 0@ to_actor $PLAYER_ACTOR 

:TAXWAR1_2709
0006: 1@ = 1 // integer values 

:TAXWAR1_2716
00D6: if 
0039:   1@ == 1 // integer values 
004D: jump_if_false @TAXWAR1_3053 
00D6: if 
0019:   16@ > 500 // integer values 
004D: jump_if_false @TAXWAR1_2805 
00D6: if and
8119:   not car $6698 wrecked 
8118:   not actor $6679 dead 
004D: jump_if_false @TAXWAR1_2805 
00AD: set_car $6698 max_speed_to 50.0 
00AE: set_vehicle $6698 traffic_behavior_to 3 
00AF: set_car $6698 driver_behaviour_to 2 
0006: 16@ = 0 // integer values 

:TAXWAR1_2805
00D6: if 
8119:   not car $311 wrecked 
004D: jump_if_false @TAXWAR1_2865 
00D6: if 
00DB:   actor 0@ in_car $311 
004D: jump_if_false @TAXWAR1_2852 
0164: disable_marker $6699 
0002: jump @TAXWAR1_2865 

:TAXWAR1_2852
0164: disable_marker $6699 
0187: $6699 = create_marker_above_actor 0@ 

:TAXWAR1_2865
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @TAXWAR1_3015 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_3015 
00D6: if 
00FB:   player $PLAYER_CHAR 0 0@ radius 15.0 15.0 6.0 
004D: jump_if_false @TAXWAR1_3015 
00D6: if 
0019:   17@ > 2000 // integer values 
004D: jump_if_false @TAXWAR1_3015 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TAXWAR1_3015 
03D1: play_wav 2 
00BC: text_highpriority 'TAX1_5' 4000 ms 1  // Ok, ok! Just don't hurt me!
0001: wait 4000 ms 
00BC: text_highpriority 'TAXW1_6' 8000 ms 1  // ~g~Take the V.I.P. to the airport!
0006: 3@ = 1 // integer values 

:TAXWAR1_3015
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @TAXWAR1_3053 
00BC: text_highpriority 'TAXW1_3' 5000 ms 1  // ~r~The V.I.P. is dead!
0002: jump @TAXWAR1_3908 

:TAXWAR1_3053
0002: jump @TAXWAR1_1688 

:TAXWAR1_3060
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR1_3170 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_3170 
00D6: if and
00DB:   actor 0@ in_car $6698 
01AF:   car $6698 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_3170 
00BC: text_highpriority 'TAXW1_4' 5000 ms 1  // ~r~The V.I.P. has been dropped off!
0002: jump @TAXWAR1_3908 

:TAXWAR1_3170
00D6: if 
8119:   not car $311 wrecked 
004D: jump_if_false @TAXWAR1_3309 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_3309 
00D6: if and
0101:   actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 
80F5:   not player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_3309 
00BC: text_highpriority 'TAXW1_4' 5000 ms 1  // ~r~The V.I.P. has been dropped off!
0002: jump @TAXWAR1_3908 

:TAXWAR1_3309
00D6: if 
8119:   not car $311 wrecked 
004D: jump_if_false @TAXWAR1_3602 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_3602 
00D6: if and
00DB:   actor 0@ in_car $311 
01B0:   car $311 stopped 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_3602 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1462.635 -791.768 15.662 0.0 rotation 0.0 0.0 
0160: point_camera -1462.162 -792.641 15.783 switchstyle 2 
0001: wait 2000 ms 
015F: set_camera_position -1468.559 -834.603 16.36 0.0 rotation 0.0 0.0 
0160: point_camera -1467.827 -833.977 16.091 switchstyle 2 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_3588 
01E0: clear_leader 0@ 
0319: set_actor 0@ running 0 
0362: put_actor 0@ at -1459.6 -825.3 13.9 and_remove_from_car 
0173: set_actor 0@ z_angle_to 146.0 
0211: actor 0@ walk_to -1465.7 -832.2 

:TAXWAR1_3588
0001: wait 3500 ms 
02EB: restore_camera_with_jumpcut 
0002: jump @TAXWAR1_3925 

:TAXWAR1_3602
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_3908 
00D6: if and
00FF:   actor 0@ 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
00F6:   player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
004D: jump_if_false @TAXWAR1_3908 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1462.635 -791.768 15.662 0.0 rotation 0.0 0.0 
0160: point_camera -1462.162 -792.641 15.783 switchstyle 2 
0001: wait 2000 ms 
015F: set_camera_position -1468.559 -834.603 16.36 0.0 rotation 0.0 0.0 
0160: point_camera -1467.827 -833.977 16.091 switchstyle 2 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR1_3894 
01E0: clear_leader 0@ 
0319: set_actor 0@ running 0 
00A1: put_actor 0@ at -1459.6 -825.3 13.9 
0173: set_actor 0@ z_angle_to 146.0 
0211: actor 0@ walk_to -1465.7 -832.2 

:TAXWAR1_3894
0001: wait 3500 ms 
02EB: restore_camera_with_jumpcut 
0002: jump @TAXWAR1_3925 

:TAXWAR1_3908
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:TAXWAR1_3925
0004: $308 = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 100000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 100000 
0318: set_latest_mission_passed 'TAXI_1'  // V.I.P.
030C: progress_made += 1 
004F: create_thread @TWAR2  
0051: return 

:TAXWAR1_3991
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $6699 
0164: disable_marker $6672 
0249: release_model #TAXI 
0249: release_model #WMOCA 
0249: release_model #WMOBU 
0249: release_model #KAUFMAN 
014F: stop_timer $6685 
0004: $371 = 0 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 
00D8: mission_cleanup 
0051: return 

//-------------Mission 73---------------
// Originally: Friendly Rivalry

:TAXWAR2
0050: gosub @TAXWAR2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TAXWAR2_27 
0050: gosub @TAXWAR2_1596 

:TAXWAR2_27
0050: gosub @TAXWAR2_1679 
004E: end_thread 

:TAXWAR2_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'TAXWAR2' 
0001: wait 0 ms 
054C: use_GXT_table 'TAXIWA2' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
0004: $6678 = 0 // integer values 
0004: $6692 = 0 // integer values 
0004: $6693 = 0 // integer values 
0004: $6694 = 0 // integer values 
0004: $6700 = 0 // integer values 
0004: $6701 = 0 // integer values 
0004: $6702 = 0 // integer values 
0004: $6686 = 0 // integer values 
0004: $6687 = 0 // integer values 
0004: $6688 = 0 // integer values 
03CF: load_wav 'TAX2_1' as 1 
03CF: load_wav 'TAX2_2' as 2 

:TAXWAR2_185
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @TAXWAR2_215 
0001: wait 0 ms 
0002: jump @TAXWAR2_185 

:TAXWAR2_215
03D1: play_wav 1 
00BC: text_highpriority 'TAX2_1' 4000 ms 1  // Calling all cars, we're losing fares all over town. What's with you guys?
0001: wait 500 ms 
0006: 16@ = 0 // integer values 

:TAXWAR2_246
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @TAXWAR2_300 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @TAXWAR2_293 
0002: jump @TAXWAR2_498 

:TAXWAR2_293
0002: jump @TAXWAR2_246 

:TAXWAR2_300
03D1: play_wav 2 
00BC: text_highpriority 'TAX2_2' 4000 ms 1  // VC Cabs keep beating us to it. They've just got too many cars - we can't compete!
0006: 16@ = 0 // integer values 

:TAXWAR2_326
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @TAXWAR2_380 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @TAXWAR2_373 
0002: jump @TAXWAR2_498 

:TAXWAR2_373
0002: jump @TAXWAR2_326 

:TAXWAR2_380
03CF: load_wav 'TAX2_3' as 1 

:TAXWAR2_392
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @TAXWAR2_418 
0001: wait 0 ms 
0002: jump @TAXWAR2_392 

:TAXWAR2_418
03D1: play_wav 1 
00BC: text_highpriority 'TAX2_3' 6000 ms 1  // Mr. Vercetti, if you're out there listening in, you gotta put some VC Cabs out of action before we go bust!
0006: 16@ = 0 // integer values 

:TAXWAR2_444
00D6: if 
8019:   not  16@ > 6000 // integer values 
004D: jump_if_false @TAXWAR2_498 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @TAXWAR2_491 
0002: jump @TAXWAR2_498 

:TAXWAR2_491
0002: jump @TAXWAR2_444 

:TAXWAR2_498
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 1 
040D: unload_wav 2 
0247: request_model #TAXI 
0247: request_model #WMOCA 
0247: request_model #UZI 
0247: request_model #KAUFMAN 

:TAXWAR2_538
00D6: if or
8248:   not model #TAXI available 
8248:   not model #WMOCA available 
8248:   not model #UZI available 
8248:   not model #KAUFMAN available 
004D: jump_if_false @TAXWAR2_579 
0001: wait 0 ms 
0002: jump @TAXWAR2_538 

:TAXWAR2_579
0563: give_player $PLAYER_CHAR ammo 300 
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 
00A5: $6666 = create_car #TAXI at -893.3 -653.1 -100.0 
0129: $6679 = create_actor 4 #WMOCA in_car $6666 driverseat 
0186: $6672 = create_marker_above_car $6666 
00AD: set_car $6666 max_speed_to 17.0 
00AE: set_vehicle $6666 traffic_behavior_to 2 
02AA: set_car $6666 immune_to_nonplayer 1 
0243: set_actor $6679 ped_stats_to 16 
00A5: $6667 = create_car #TAXI at -978.7 -606.3 -100.0 
0129: $6680 = create_actor 4 #WMOCA in_car $6667 driverseat 
0186: $6673 = create_marker_above_car $6667 
00AD: set_car $6667 max_speed_to 17.0 
00AE: set_vehicle $6667 traffic_behavior_to 2 
02AA: set_car $6667 immune_to_nonplayer 1 
0243: set_actor $6680 ped_stats_to 16 
00A5: $6668 = create_car #TAXI at -1059.0 -334.8 -100.0 
0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat 
0186: $6674 = create_marker_above_car $6668 
00AD: set_car $6668 max_speed_to 17.0 
00AE: set_vehicle $6668 traffic_behavior_to 2 
02AA: set_car $6668 immune_to_nonplayer 1 
0243: set_actor $6681 ped_stats_to 16 
00BC: text_highpriority 'TAXW2_1' 10000 ms 1  // ~g~Destroy 3 of the rival taxis!

:TAXWAR2_831
00D6: if 
8038:   not  $6678 == 3 // integer values 
004D: jump_if_false @TAXWAR2_1589 
0001: wait 0 ms 
00D6: if and
0119:   car $6666 wrecked 
0038:   $6692 == 0 // integer values 
004D: jump_if_false @TAXWAR2_914 
0164: disable_marker $6672 
0004: $6692 = 1 // integer values 
0008: $6678 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_914
00D6: if 
8119:   not car $6666 wrecked 
004D: jump_if_false @TAXWAR2_1040 
00D6: if 
8185:   not car $6666 health >= 999 
004D: jump_if_false @TAXWAR2_1040 
00D6: if 
8118:   not actor $6679 dead 
004D: jump_if_false @TAXWAR2_1040 
00D6: if 
00DB:   actor $6679 in_car $6666 
004D: jump_if_false @TAXWAR2_1040 
00D6: if 
0038:   $6700 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1040 
00AD: set_car $6666 max_speed_to 35.0 
00AE: set_vehicle $6666 traffic_behavior_to 2 
00AF: set_car $6666 driver_behaviour_to 2 
02AA: set_car $6666 immune_to_nonplayer 0 
0004: $6700 = 1 // integer values 

:TAXWAR2_1040
00D6: if 
8119:   not car $6666 wrecked 
004D: jump_if_false @TAXWAR2_1096 
00D6: if and
00DC:   player $PLAYER_CHAR driving $6666 
0038:   $6686 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1096 
02AA: set_car $6666 immune_to_nonplayer 0 
0004: $6686 = 1 // integer values 

:TAXWAR2_1096
00D6: if and
0119:   car $6667 wrecked 
0038:   $6693 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1157 
0164: disable_marker $6673 
0004: $6693 = 1 // integer values 
0008: $6678 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_1157
00D6: if 
8119:   not car $6667 wrecked 
004D: jump_if_false @TAXWAR2_1283 
00D6: if 
8185:   not car $6667 health >= 999 
004D: jump_if_false @TAXWAR2_1283 
00D6: if 
8118:   not actor $6680 dead 
004D: jump_if_false @TAXWAR2_1283 
00D6: if 
00DB:   actor $6680 in_car $6667 
004D: jump_if_false @TAXWAR2_1283 
00D6: if 
0038:   $6701 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1283 
00AD: set_car $6667 max_speed_to 35.0 
00AE: set_vehicle $6667 traffic_behavior_to 2 
00AF: set_car $6667 driver_behaviour_to 2 
02AA: set_car $6667 immune_to_nonplayer 0 
0004: $6701 = 1 // integer values 

:TAXWAR2_1283
00D6: if 
8119:   not car $6667 wrecked 
004D: jump_if_false @TAXWAR2_1339 
00D6: if and
00DC:   player $PLAYER_CHAR driving $6667 
0038:   $6687 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1339 
02AA: set_car $6667 immune_to_nonplayer 0 
0004: $6687 = 1 // integer values 

:TAXWAR2_1339
00D6: if and
0119:   car $6668 wrecked 
0038:   $6694 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1400 
0164: disable_marker $6674 
0004: $6694 = 1 // integer values 
0008: $6678 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_1400
00D6: if 
8119:   not car $6668 wrecked 
004D: jump_if_false @TAXWAR2_1526 
00D6: if 
8185:   not car $6668 health >= 999 
004D: jump_if_false @TAXWAR2_1526 
00D6: if 
8118:   not actor $6681 dead 
004D: jump_if_false @TAXWAR2_1526 
00D6: if 
00DB:   actor $6681 in_car $6668 
004D: jump_if_false @TAXWAR2_1526 
00D6: if 
0038:   $6702 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1526 
00AD: set_car $6668 max_speed_to 35.0 
00AE: set_vehicle $6668 traffic_behavior_to 2 
00AF: set_car $6668 driver_behaviour_to 2 
02AA: set_car $6668 immune_to_nonplayer 0 
0004: $6702 = 1 // integer values 

:TAXWAR2_1526
00D6: if 
8119:   not car $6668 wrecked 
004D: jump_if_false @TAXWAR2_1582 
00D6: if and
00DC:   player $PLAYER_CHAR driving $6668 
0038:   $6688 == 0 // integer values 
004D: jump_if_false @TAXWAR2_1582 
02AA: set_car $6668 immune_to_nonplayer 0 
0004: $6688 = 1 // integer values 

:TAXWAR2_1582
0002: jump @TAXWAR2_831 

:TAXWAR2_1589
0002: jump @TAXWAR2_1613 

:TAXWAR2_1596
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:TAXWAR2_1613
0004: $309 = 1 // integer values 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 200000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 200000 
0318: set_latest_mission_passed 'TAXI_2'  // Friendly Rivalry
030C: progress_made += 1 
004F: create_thread @TWAR3  
0051: return 

:TAXWAR2_1679
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $6672 
0164: disable_marker $6673 
0164: disable_marker $6674 
0249: release_model #TAXI 
0249: release_model #WMOCA 
0249: release_model #UZI 
0249: release_model #KAUFMAN 
0004: $371 = 0 // integer values 
040D: unload_wav 1 
040D: unload_wav 2 
00D8: mission_cleanup 
0051: return 

//-------------Mission 74---------------
// Originally: Cabmaggedon

:TAXWAR3
0050: gosub @TAXWAR3_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @TAXWAR3_27 
0050: gosub @TAXWAR3_5352 

:TAXWAR3_27
0050: gosub @TAXWAR3_5482 
004E: end_thread 

:TAXWAR3_36
0317: increment_mission_attempts 
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'TAXWAR3' 
0001: wait 0 ms 
054C: use_GXT_table 'TAXIWA3' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
0004: $6678 = 0 // integer values 
0004: $6692 = 0 // integer values 
0004: $6693 = 0 // integer values 
0004: $6694 = 0 // integer values 
0004: $6695 = 0 // integer values 
0004: $6696 = 0 // integer values 
0004: $6697 = 0 // integer values 
0004: $6700 = 0 // integer values 
0004: $6701 = 0 // integer values 
0004: $6702 = 0 // integer values 
0004: $6703 = 0 // integer values 
0004: $6704 = 0 // integer values 
0004: $6705 = 0 // integer values 
0006: 1@ = 0 // integer values 
0006: 3@ = 0 // integer values 
0006: 4@ = 0 // integer values 
03CF: load_wav 'TAX3_1' as 1 
03CF: load_wav 'TAX3_2' as 2 

:TAXWAR3_227
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @TAXWAR3_257 
0001: wait 0 ms 
0002: jump @TAXWAR3_227 

:TAXWAR3_257
03D1: play_wav 1 
00BC: text_highpriority 'TAX3_1' 4500 ms 1  // Car 13, We got a Miss Cortez, asked for you especially.
0001: wait 500 ms 
0006: 16@ = 0 // integer values 

:TAXWAR3_288
00D6: if 
8019:   not  16@ > 4000 // integer values 
004D: jump_if_false @TAXWAR3_342 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @TAXWAR3_335 
0002: jump @TAXWAR3_422 

:TAXWAR3_335
0002: jump @TAXWAR3_288 

:TAXWAR3_342
03D1: play_wav 2 
00BC: text_highpriority 'TAX3_2' 3000 ms 1  // Ok, I got it. Car 13 out!
0006: 16@ = 0 // integer values 

:TAXWAR3_368
00D6: if 
8019:   not  16@ > 3000 // integer values 
004D: jump_if_false @TAXWAR3_422 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @TAXWAR3_415 
0002: jump @TAXWAR3_422 

:TAXWAR3_415
0002: jump @TAXWAR3_368 

:TAXWAR3_422
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 1 
040D: unload_wav 2 
0247: request_model #TAXI 
0247: request_model #WMOCA 
0247: request_model #ZEBRA 
0247: request_model #KAUFMAN 
0247: request_model #KATANA 

:TAXWAR3_467
00D6: if or
8248:   not model #TAXI available 
8248:   not model #WMOCA available 
8248:   not model #ZEBRA available 
8248:   not model #KAUFMAN available 
8248:   not model #KATANA available 
004D: jump_if_false @TAXWAR3_513 
0001: wait 0 ms 
0002: jump @TAXWAR3_467 

:TAXWAR3_513
03CF: load_wav 'TAX3_3' as 1 
03CF: load_wav 'TAX3_4' as 2 
00BC: text_highpriority 'TAXW3_1' 10000 ms 1  // ~g~Go and pick up Mercedes.
018A: $6672 = create_checkpoint_at -1094.0 -1292.0 10.5 

:TAXWAR3_572
00D6: if or
80F8:   not player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
8122:   not player $PLAYER_CHAR pressing_horn 
004D: jump_if_false @TAXWAR3_764 
0001: wait 0 ms 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
004D: jump_if_false @TAXWAR3_671 
00DA: $311 = player $PLAYER_CHAR car 
0002: jump @TAXWAR3_686 

:TAXWAR3_671
00BC: text_highpriority 'TAXW1_5' 1000 ms 1  // ~g~You need to be in a Kaufman cab!

:TAXWAR3_686
00D6: if and
00F8:   player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
004D: jump_if_false @TAXWAR3_757 
00BC: text_highpriority 'HORN' 1000 ms 1  // ~g~Sound the horn.

:TAXWAR3_757
0002: jump @TAXWAR3_572 

:TAXWAR3_764
00D6: if 
8119:   not car $311 wrecked 
004D: jump_if_false @TAXWAR3_787 
020A: set_car $311 door_status_to 4 

:TAXWAR3_787
0164: disable_marker $6672 
0395: clear_area 1 at -989.9 -1252.2 range 10.4 50.0 
00A5: $6666 = create_car #TAXI at -983.5 -1248.9 10.5 
0129: $6679 = create_actor 4 #WMOCA in_car $6666 driverseat 
0186: $6672 = create_marker_above_car $6666 
0175: set_car $6666 z_angle_to 70.0 
00AD: set_car $6666 max_speed_to 0.0 
00AE: set_vehicle $6666 traffic_behavior_to 0 
0243: set_actor $6679 ped_stats_to 16 
04E0: car $6666 abandon_path_radius 255 
00A5: $6667 = create_car #TAXI at -976.1 -1251.7 10.5 
0129: $6680 = create_actor 4 #WMOCA in_car $6667 driverseat 
0186: $6673 = create_marker_above_car $6667 
0175: set_car $6667 z_angle_to 70.0 
00AD: set_car $6667 max_speed_to 0.0 
00AE: set_vehicle $6667 traffic_behavior_to 0 
0243: set_actor $6680 ped_stats_to 16 
04E0: car $6667 abandon_path_radius 255 
00A5: $6668 = create_car #TAXI at -970.5 -1253.6 10.5 
0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat 
0186: $6674 = create_marker_above_car $6668 
0175: set_car $6668 z_angle_to 70.0 
00AD: set_car $6668 max_speed_to 0.0 
00AE: set_vehicle $6668 traffic_behavior_to 0 
0243: set_actor $6681 ped_stats_to 16 
04E0: car $6668 abandon_path_radius 255 
00A5: $6669 = create_car #TAXI at -964.9 -1255.8 10.5 
0129: $6682 = create_actor 4 #WMOCA in_car $6669 driverseat 
0186: $6675 = create_marker_above_car $6669 
0175: set_car $6669 z_angle_to 70.0 
00AD: set_car $6669 max_speed_to 0.0 
00AE: set_vehicle $6669 traffic_behavior_to 0 
0243: set_actor $6682 ped_stats_to 16 
04E0: car $6669 abandon_path_radius 255 
00A5: $6670 = create_car #TAXI at -959.0 -1257.9 10.5 
0129: $6683 = create_actor 4 #WMOCA in_car $6670 driverseat 
0186: $6676 = create_marker_above_car $6670 
0175: set_car $6670 z_angle_to 70.0 
00AD: set_car $6670 max_speed_to 0.0 
00AE: set_vehicle $6670 traffic_behavior_to 0 
0243: set_actor $6683 ped_stats_to 16 
04E0: car $6670 abandon_path_radius 255 
00A5: $6671 = create_car #TAXI at -951.6 -1261.1 10.5 
0129: $6684 = create_actor 4 #WMOCA in_car $6671 driverseat 
0186: $6677 = create_marker_above_car $6671 
0175: set_car $6671 z_angle_to 70.0 
00AD: set_car $6671 max_speed_to 0.0 
00AE: set_vehicle $6671 traffic_behavior_to 0 
0243: set_actor $6684 ped_stats_to 16 
04E0: car $6671 abandon_path_radius 255 
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1089.808 -1286.083 13.512 0.0 rotation 0.0 0.0 
0160: point_camera -1090.248 -1286.97 13.374 switchstyle 2 
0001: wait 2000 ms 
015F: set_camera_position -1098.031 -1296.028 14.583 0.0 rotation 0.0 0.0 
0160: point_camera -1097.359 -1295.294 14.484 switchstyle 2 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TAXWAR3_1483 
03D1: play_wav 1 
00BC: text_highpriority 'TAX3_3' 4000 ms 1  // Hmmmm, no sign of Mercedes...

:TAXWAR3_1483
0001: wait 2000 ms 
015F: set_camera_position -989.263 -1239.276 10.429 0.0 rotation 0.0 0.0 
0160: point_camera -989.007 -1240.218 10.646 switchstyle 2 
0006: 17@ = 0 // integer values 
00D6: if 
8119:   not car $6666 wrecked 
004D: jump_if_false @TAXWAR3_1592 
00AD: set_car $6666 max_speed_to 30.0 
00A7: car $6666 drive_to -1065.6 -1224.2 10.5 

:TAXWAR3_1592
00D6: if 
8119:   not car $6667 wrecked 
004D: jump_if_false @TAXWAR3_1638 
00AD: set_car $6667 max_speed_to 28.0 
00A7: car $6667 drive_to -1065.6 -1224.2 10.5 

:TAXWAR3_1638
00D6: if 
8119:   not car $6668 wrecked 
004D: jump_if_false @TAXWAR3_1684 
00AD: set_car $6668 max_speed_to 26.0 
00A7: car $6668 drive_to -1065.6 -1224.2 10.5 

:TAXWAR3_1684
00D6: if 
8119:   not car $6669 wrecked 
004D: jump_if_false @TAXWAR3_1730 
00AD: set_car $6669 max_speed_to 24.0 
00A7: car $6669 drive_to -1065.6 -1224.2 10.5 

:TAXWAR3_1730
00D6: if 
8119:   not car $6670 wrecked 
004D: jump_if_false @TAXWAR3_1776 
00AD: set_car $6670 max_speed_to 22.0 
00A7: car $6670 drive_to -1065.6 -1224.2 10.5 

:TAXWAR3_1776
00D6: if 
8119:   not car $6671 wrecked 
004D: jump_if_false @TAXWAR3_1822 
00AD: set_car $6671 max_speed_to 19.0 
00A7: car $6671 drive_to -1065.6 -1224.2 10.5 

:TAXWAR3_1822
00D6: if 
8019:   not  17@ > 10000 // integer values 
004D: jump_if_false @TAXWAR3_2426 
0001: wait 0 ms 
00D6: if 
8119:   not car $6666 wrecked 
004D: jump_if_false @TAXWAR3_1929 
00D6: if 
01AF:   car $6666 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
004D: jump_if_false @TAXWAR3_1929 
00A7: car $6666 drive_to -1096.0 -1253.0 10.5 

:TAXWAR3_1929
00D6: if 
8119:   not car $6667 wrecked 
004D: jump_if_false @TAXWAR3_2013 
00D6: if 
01AF:   car $6667 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
004D: jump_if_false @TAXWAR3_2013 
00A7: car $6667 drive_to -1090.1 -1257.2 10.5 

:TAXWAR3_2013
00D6: if 
8119:   not car $6668 wrecked 
004D: jump_if_false @TAXWAR3_2097 
00D6: if 
01AF:   car $6668 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
004D: jump_if_false @TAXWAR3_2097 
00A7: car $6668 drive_to -1083.4 -1258.8 10.5 

:TAXWAR3_2097
00D6: if 
8119:   not car $6669 wrecked 
004D: jump_if_false @TAXWAR3_2181 
00D6: if 
01AF:   car $6669 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
004D: jump_if_false @TAXWAR3_2181 
00A7: car $6669 drive_to -1075.7 -1261.5 10.5 

:TAXWAR3_2181
00D6: if 
8119:   not car $6670 wrecked 
004D: jump_if_false @TAXWAR3_2265 
00D6: if 
01AF:   car $6670 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
004D: jump_if_false @TAXWAR3_2265 
00A7: car $6670 drive_to -1067.4 -1264.3 10.5 

:TAXWAR3_2265
00D6: if 
8119:   not car $6671 wrecked 
004D: jump_if_false @TAXWAR3_2349 
00D6: if 
01AF:   car $6671 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
004D: jump_if_false @TAXWAR3_2349 
00A7: car $6671 drive_to -1060.7 -1266.1 10.5 

:TAXWAR3_2349
00D6: if 
0019:   17@ > 2500 // integer values 
004D: jump_if_false @TAXWAR3_2419 
015F: set_camera_position -1107.913 -1266.256 12.023 0.0 rotation 0.0 0.0 
0160: point_camera -1107.038 -1265.79 11.892 switchstyle 2 

:TAXWAR3_2419
0002: jump @TAXWAR3_1822 

:TAXWAR3_2426
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $6685 = 61000 // integer values 
014E: start_timer_at $6685 count_in_direction 1 
00BC: text_highpriority 'TAXW3_2' 8000 ms 1  // ~g~Stay alive until the timer runs out.
00D6: if 
8119:   not car $311 wrecked 
004D: jump_if_false @TAXWAR3_2496 
020A: set_car $311 door_status_to 1 

:TAXWAR3_2496
0001: wait 1000 ms 

:TAXWAR3_2501
00D6: if and
801A:   not  1 > $6685 // integer values 
8038:   not  $6678 == 6 // integer values 
004D: jump_if_false @TAXWAR3_3610 
0001: wait 0 ms 
00D6: if and
0119:   car $6666 wrecked 
0038:   $6692 == 0 // integer values 
004D: jump_if_false @TAXWAR3_2572 
0164: disable_marker $6672 
0004: $6692 = 1 // integer values 
0008: $6678 += 1 // integer values 

:TAXWAR3_2572
00D6: if 
8119:   not car $6666 wrecked 
004D: jump_if_false @TAXWAR3_2679 
00D6: if 
0038:   $6700 == 0 // integer values 
004D: jump_if_false @TAXWAR3_2672 
00D6: if 
8118:   not actor $6679 dead 
004D: jump_if_false @TAXWAR3_2672 
00D6: if 
00DB:   actor $6679 in_car $6666 
004D: jump_if_false @TAXWAR3_2672 
00AD: set_car $6666 max_speed_to 40.0 
00AE: set_vehicle $6666 traffic_behavior_to 3 
00AF: set_car $6666 driver_behaviour_to 2 
0004: $6700 = 1 // integer values 

:TAXWAR3_2672
0002: jump @TAXWAR3_2684 

:TAXWAR3_2679
0164: disable_marker $6672 

:TAXWAR3_2684
00D6: if and
0119:   car $6667 wrecked 
0038:   $6693 == 0 // integer values 
004D: jump_if_false @TAXWAR3_2726 
0164: disable_marker $6673 
0004: $6693 = 1 // integer values 
0008: $6678 += 1 // integer values 

:TAXWAR3_2726
00D6: if 
8119:   not car $6667 wrecked 
004D: jump_if_false @TAXWAR3_2833 
00D6: if 
0038:   $6701 == 0 // integer values 
004D: jump_if_false @TAXWAR3_2826 
00D6: if 
8118:   not actor $6680 dead 
004D: jump_if_false @TAXWAR3_2826 
00D6: if 
00DB:   actor $6680 in_car $6667 
004D: jump_if_false @TAXWAR3_2826 
00AD: set_car $6667 max_speed_to 40.0 
00AE: set_vehicle $6667 traffic_behavior_to 3 
00AF: set_car $6667 driver_behaviour_to 2 
0004: $6701 = 1 // integer values 

:TAXWAR3_2826
0002: jump @TAXWAR3_2838 

:TAXWAR3_2833
0164: disable_marker $6673 

:TAXWAR3_2838
00D6: if and
0119:   car $6668 wrecked 
0038:   $6694 == 0 // integer values 
004D: jump_if_false @TAXWAR3_2880 
0164: disable_marker $6674 
0004: $6694 = 1 // integer values 
0008: $6678 += 1 // integer values 

:TAXWAR3_2880
00D6: if 
8119:   not car $6668 wrecked 
004D: jump_if_false @TAXWAR3_2987 
00D6: if 
0038:   $6702 == 0 // integer values 
004D: jump_if_false @TAXWAR3_2980 
00D6: if 
8118:   not actor $6681 dead 
004D: jump_if_false @TAXWAR3_2980 
00D6: if 
00DB:   actor $6681 in_car $6668 
004D: jump_if_false @TAXWAR3_2980 
00AD: set_car $6668 max_speed_to 40.0 
00AE: set_vehicle $6668 traffic_behavior_to 3 
00AF: set_car $6668 driver_behaviour_to 2 
0004: $6702 = 1 // integer values 

:TAXWAR3_2980
0002: jump @TAXWAR3_2992 

:TAXWAR3_2987
0164: disable_marker $6674 

:TAXWAR3_2992
00D6: if and
0119:   car $6669 wrecked 
0038:   $6695 == 0 // integer values 
004D: jump_if_false @TAXWAR3_3034 
0164: disable_marker $6675 
0004: $6695 = 1 // integer values 
0008: $6678 += 1 // integer values 

:TAXWAR3_3034
00D6: if 
8119:   not car $6669 wrecked 
004D: jump_if_false @TAXWAR3_3141 
00D6: if 
0038:   $6703 == 0 // integer values 
004D: jump_if_false @TAXWAR3_3134 
00D6: if 
8118:   not actor $6682 dead 
004D: jump_if_false @TAXWAR3_3134 
00D6: if 
00DB:   actor $6682 in_car $6669 
004D: jump_if_false @TAXWAR3_3134 
00AD: set_car $6669 max_speed_to 40.0 
00AE: set_vehicle $6669 traffic_behavior_to 3 
00AF: set_car $6669 driver_behaviour_to 2 
0004: $6703 = 1 // integer values 

:TAXWAR3_3134
0002: jump @TAXWAR3_3146 

:TAXWAR3_3141
0164: disable_marker $6675 

:TAXWAR3_3146
00D6: if and
0119:   car $6670 wrecked 
0038:   $6696 == 0 // integer values 
004D: jump_if_false @TAXWAR3_3188 
0164: disable_marker $6676 
0004: $6696 = 1 // integer values 
0008: $6678 += 1 // integer values 

:TAXWAR3_3188
00D6: if 
8119:   not car $6670 wrecked 
004D: jump_if_false @TAXWAR3_3295 
00D6: if 
0038:   $6704 == 0 // integer values 
004D: jump_if_false @TAXWAR3_3288 
00D6: if 
8118:   not actor $6683 dead 
004D: jump_if_false @TAXWAR3_3288 
00D6: if 
00DB:   actor $6683 in_car $6670 
004D: jump_if_false @TAXWAR3_3288 
00AD: set_car $6670 max_speed_to 40.0 
00AE: set_vehicle $6670 traffic_behavior_to 3 
00AF: set_car $6670 driver_behaviour_to 2 
0004: $6704 = 1 // integer values 

:TAXWAR3_3288
0002: jump @TAXWAR3_3300 

:TAXWAR3_3295
0164: disable_marker $6676 

:TAXWAR3_3300
00D6: if and
0119:   car $6671 wrecked 
0038:   $6697 == 0 // integer values 
004D: jump_if_false @TAXWAR3_3342 
0164: disable_marker $6677 
0004: $6697 = 1 // integer values 
0008: $6678 += 1 // integer values 

:TAXWAR3_3342
00D6: if 
8119:   not car $6671 wrecked 
004D: jump_if_false @TAXWAR3_3449 
00D6: if 
0038:   $6705 == 0 // integer values 
004D: jump_if_false @TAXWAR3_3442 
00D6: if 
8118:   not actor $6684 dead 
004D: jump_if_false @TAXWAR3_3442 
00D6: if 
00DB:   actor $6684 in_car $6671 
004D: jump_if_false @TAXWAR3_3442 
00AD: set_car $6671 max_speed_to 30.0 
00AE: set_vehicle $6671 traffic_behavior_to 3 
00AF: set_car $6671 driver_behaviour_to 2 
0004: $6705 = 1 // integer values 

:TAXWAR3_3442
0002: jump @TAXWAR3_3454 

:TAXWAR3_3449
0164: disable_marker $6677 

:TAXWAR3_3454
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @TAXWAR3_3603 
018C: play_sound 3 at -989.9 -1252.2 10.4 
018D: $12 = create_sound 2 at -989.9 -1252.2 10.4 

:TAXWAR3_3513
00D6: if 
834E:   not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 
004D: jump_if_false @TAXWAR3_3572 
0001: wait 0 ms 
0002: jump @TAXWAR3_3513 

:TAXWAR3_3572
018E: stop_sound $12 
018C: play_sound 3 at -986.272 -1243.532 10.4 
0006: 3@ = 1 // integer values 

:TAXWAR3_3603
0002: jump @TAXWAR3_2501 

:TAXWAR3_3610
00D6: if 
8119:   not car $6666 wrecked 
004D: jump_if_false @TAXWAR3_3636 
00AD: set_car $6666 max_speed_to 0.0 

:TAXWAR3_3636
00D6: if 
8119:   not car $6667 wrecked 
004D: jump_if_false @TAXWAR3_3662 
00AD: set_car $6667 max_speed_to 0.0 

:TAXWAR3_3662
00D6: if 
8119:   not car $6668 wrecked 
004D: jump_if_false @TAXWAR3_3688 
00AD: set_car $6668 max_speed_to 0.0 

:TAXWAR3_3688
00D6: if 
8119:   not car $6669 wrecked 
004D: jump_if_false @TAXWAR3_3714 
00AD: set_car $6669 max_speed_to 0.0 

:TAXWAR3_3714
00D6: if 
8119:   not car $6670 wrecked 
004D: jump_if_false @TAXWAR3_3740 
00AD: set_car $6670 max_speed_to 0.0 

:TAXWAR3_3740
00D6: if 
8119:   not car $6671 wrecked 
004D: jump_if_false @TAXWAR3_3766 
00AD: set_car $6671 max_speed_to 0.0 

:TAXWAR3_3766
0164: disable_marker $6672 
0164: disable_marker $6673 
0164: disable_marker $6674 
0164: disable_marker $6675 
0164: disable_marker $6676 
0164: disable_marker $6677 
01C3: remove_references_to_car $6666 
01C3: remove_references_to_car $6667 
01C3: remove_references_to_car $6668 
01C3: remove_references_to_car $6669 
01C3: remove_references_to_car $6670 
01C3: remove_references_to_car $6671 
01C2: remove_references_to_actor $6679 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6680 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6681 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6682 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6683 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6684 // Like turning an actor into a random pedestrian 
0249: release_model #TAXI 
014F: stop_timer $6685 
00A5: $6698 = create_car #ZEBRA at -983.5 -1248.9 10.4 
0129: 0@ = create_actor 4 #WMOCA in_car $6698 driverseat 
0224: set_car $6698 health_to 2000 
020A: set_car $6698 door_status_to 3 
0223: set_actor 0@ health_to 300 
0175: set_car $6698 z_angle_to 66.0 
00AD: set_car $6698 max_speed_to 0.0 
00AE: set_vehicle $6698 traffic_behavior_to 0 
0243: set_actor 0@ ped_stats_to 16 
04E0: car $6698 abandon_path_radius 255 
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
00D6: if 
00F5:   player $PLAYER_CHAR 0 -998.5 -1243.2 10.5 radius 10.0 10.0 4.0 
004D: jump_if_false @TAXWAR3_4050 
0055: put_player $PLAYER_CHAR at -1028.3 -1237.6 10.5 

:TAXWAR3_4050
015F: set_camera_position -988.01 -1242.028 10.362 0.0 rotation 0.0 0.0 
0160: point_camera -987.595 -1242.919 10.541 switchstyle 2 
0395: clear_area 1 at -983.5 -1248.9 range 10.4 30.0 
0001: wait 1000 ms 
018C: play_sound 3 at -986.272 -1243.532 10.4 
018D: $12 = create_sound 2 at -986.272 -1243.532 10.4 

:TAXWAR3_4171
00D6: if 
834E:   not move_object $1792 to -989.9 -1252.2 10.4 speed 0.05 0.12 0.0 collision_check 0 
004D: jump_if_false @TAXWAR3_4230 
0001: wait 0 ms 
0002: jump @TAXWAR3_4171 

:TAXWAR3_4230
018E: stop_sound $12 
018C: play_sound 3 at -989.9 -1252.2 10.4 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TAXWAR3_4288 
03D1: play_wav 2 
00BC: text_highpriority 'TAX3_4' 4000 ms 1  // It's time for Kaufman Cab's guardian angel to eat some fender!

:TAXWAR3_4288
0001: wait 3500 ms 
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR3_4339 
00AD: set_car $6698 max_speed_to 30.0 
00A7: car $6698 drive_to -1017.4 -1235.7 10.5 

:TAXWAR3_4339
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: text_highpriority 'TAXW3_3' 8000 ms 1  // ~g~Take out the leader cab!
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR3_4398 
0187: $6699 = create_marker_above_actor 0@ 

:TAXWAR3_4398
0006: 3@ = 0 // integer values 

:TAXWAR3_4405
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR3_4996 
0001: wait 0 ms 
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR3_4525 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR3_4525 
00D6: if 
00DB:   actor 0@ in_car $6698 
004D: jump_if_false @TAXWAR3_4525 
00D6: if 
0039:   1@ == 0 // integer values 
004D: jump_if_false @TAXWAR3_4525 
00AD: set_car $6698 max_speed_to 40.0 
00AE: set_vehicle $6698 traffic_behavior_to 3 
00AF: set_car $6698 driver_behaviour_to 2 
0006: 1@ = 1 // integer values 

:TAXWAR3_4525
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @TAXWAR3_4619 
00D6: if 
0019:   16@ > 6000 // integer values 
004D: jump_if_false @TAXWAR3_4612 
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR3_4612 
0477: set_car $6698 action 2 time 2000 
00D6: if 
0019:   16@ > 8000 // integer values 
004D: jump_if_false @TAXWAR3_4612 
0006: 16@ = 0 // integer values 

:TAXWAR3_4612
0002: jump @TAXWAR3_4626 

:TAXWAR3_4619
0006: 16@ = 0 // integer values 

:TAXWAR3_4626
00D6: if 
0039:   3@ == 0 // integer values 
004D: jump_if_false @TAXWAR3_4775 
018C: play_sound 3 at -989.9 -1252.2 10.4 
018D: $12 = create_sound 2 at -989.9 -1252.2 10.4 

:TAXWAR3_4685
00D6: if 
834E:   not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 
004D: jump_if_false @TAXWAR3_4744 
0001: wait 0 ms 
0002: jump @TAXWAR3_4685 

:TAXWAR3_4744
018E: stop_sound $12 
018C: play_sound 3 at -986.272 -1243.532 10.4 
0006: 3@ = 1 // integer values 

:TAXWAR3_4775
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR3_4989 
00D6: if 
0039:   4@ == 0 // integer values 
004D: jump_if_false @TAXWAR3_4989 
00D6: if 
8185:   not car $6698 health >= 250 
004D: jump_if_false @TAXWAR3_4989 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR3_4982 
01D3: actor 0@ leave_car $6698 
0243: set_actor 0@ ped_stats_to 30 
01B2: give_actor 0@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 10 
020A: set_car $6698 door_status_to 1 

:TAXWAR3_4882
00D6: if 
00DB:   actor 0@ in_car $6698 
004D: jump_if_false @TAXWAR3_4958 
0001: wait 0 ms 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @TAXWAR3_4928 
0002: jump @TAXWAR3_4996 

:TAXWAR3_4928
00D6: if 
0119:   car $6698 wrecked 
004D: jump_if_false @TAXWAR3_4951 
0002: jump @TAXWAR3_4996 

:TAXWAR3_4951
0002: jump @TAXWAR3_4882 

:TAXWAR3_4958
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TAXWAR3_4982 
01C9: actor 0@ kill_actor $PLAYER_ACTOR 

:TAXWAR3_4982
0006: 4@ = 1 // integer values 

:TAXWAR3_4989
0002: jump @TAXWAR3_4405 

:TAXWAR3_4996
0001: wait 2000 ms 
04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 $621 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
016A: fade 0 500 ms 

:TAXWAR3_5039
00D6: if 
016B:   fading 
004D: jump_if_false @TAXWAR3_5063 
0001: wait 0 ms 
0002: jump @TAXWAR3_5039 

:TAXWAR3_5063
03CB: set_camera -1017.904 207.165 15.09 
015F: set_camera_position -1018.54 207.931 15.185 0.0 rotation 0.0 0.0 
0160: point_camera -1017.904 207.165 15.09 switchstyle 2 
016A: fade 1 500 ms 

:TAXWAR3_5138
00D6: if 
016B:   fading 
004D: jump_if_false @TAXWAR3_5162 
0001: wait 0 ms 
0002: jump @TAXWAR3_5138 

:TAXWAR3_5162
0394: play_music 1 
00BA: text_styled 'TAX_AS1' 5000 ms 6  // TAXI FIRM ASSET COMPLETED
0001: wait 5000 ms 
03CB: set_camera -1002.412 192.715 13.452 
015F: set_camera_position -1003.2 193.281 13.694 0.0 rotation 0.0 0.0 
0160: point_camera -1002.412 192.715 13.452 switchstyle 2 
01E5: text_1number_highpriority 'TAX_AS2' $621 flag 6000 time 1  // ~g~Kaufman Cabs will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait 6000 ms 
016A: fade 0 500 ms 

:TAXWAR3_5284
00D6: if 
016B:   fading 
004D: jump_if_false @TAXWAR3_5308 
0001: wait 0 ms 
0002: jump @TAXWAR3_5284 

:TAXWAR3_5308
03CB: set_camera -1119.7 -1381.3 11.5 
016A: fade 1 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0002: jump @TAXWAR3_5369 

:TAXWAR3_5352
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:TAXWAR3_5369
0004: $310 = 1 // integer values 
01E3: text_1number_styled 'M_PASS' number 500000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 500000 
0164: disable_marker $306 
0164: disable_marker $619 
04CE: $306 = create_icon_marker_without_sphere $432 at $489 $490 $491 
0004: $623 = 1 // integer values 
0008: $1175 += 1 // integer values 
0318: set_latest_mission_passed 'TAXI_3'  // Cabmaggedon
0551: set_kaufman_radio 1 
030C: progress_made += 1 
0051: return 

:TAXWAR3_5482
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker $6672 
0164: disable_marker $6673 
0164: disable_marker $6674 
0164: disable_marker $6675 
0164: disable_marker $6676 
0164: disable_marker $6677 
0164: disable_marker $6699 
0249: release_model #TAXI 
0249: release_model #WMOCA 
0249: release_model #KAUFMAN 
0249: release_model #ZEBRA 
0249: release_model #KATANA 
014F: stop_timer $6685 
0004: $371 = 0 // integer values 
0108: destroy_object $1792 
00D6: if 
8119:   not car $6698 wrecked 
004D: jump_if_false @TAXWAR3_5593 
020A: set_car $6698 door_status_to 1 

:TAXWAR3_5593
029B: $1792 = init_object #ELECTRICGATE at -989.9 -1252.2 10.4 
0177: set_object $1792 z_angle_to 249.0 
01C7: remove_object_from_mission_cleanup_list $1792 
040D: unload_wav 1 
040D: unload_wav 2 
00D8: mission_cleanup 
0051: return 

//-------------Mission 75---------------
// Originally: TAXI DRIVER

:TAXI
0050: gosub @TAXI_16 
0050: gosub @TAXI_6968 
004E: end_thread 

:TAXI_16
03A4: name_thread 'TAXI' 
0111: set_wasted_busted_check_to 0 
0004: $ONMISSION = 1 // integer values 
0004: $314 = 1 // integer values 
0004: $6710 = 0 // integer values 
0004: $6714 = 0 // integer values 
0004: $6712 = 0 // integer values 
0004: $6715 = 0 // integer values 
0004: $6711 = -1 // integer values 
0004: $6708 = 0 // integer values 
0004: $6713 = 0 // integer values 
0004: $6724 = 5 // integer values 
0004: $6723 = 500 // integer values 
054C: use_GXT_table 'TAXI1' 
0001: wait 0 ms 
03C4: set_status_text_to $6712 0 'FARES'  // FARES:
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_160 
0002: jump @TAXI_6552 

:TAXI_160
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @TAXI_191 
00DA: $6709 = player $PLAYER_CHAR car
02AC: set_car $6709 immunities 1 1 1 1 1
01EC: make_car $6709 very_heavy 1
0423: car $6709 improve_handling 1.5 
0002: jump @TAXI_198 

:TAXI_191
0002: jump @TAXI_6552 

:TAXI_198
0216: set_car $6709 taxi_available_light_to 1 
00BC: text_highpriority 'TAXI1' 1500 ms 1  // ~g~Look for a fare.
0001: wait 0 ms 

:TAXI_224
00D6: if 
0038:   $375 == 0 // integer values 
004D: jump_if_false @TAXI_259 
03E5: text_box 'TAXIH1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
0004: $375 = 1 // integer values 

:TAXI_259
0004: $6721 = 0 // integer values 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_289 
0002: jump @TAXI_6552 

:TAXI_289
00D6: if 
0119:   car $6709 wrecked 
004D: jump_if_false @TAXI_312 
0002: jump @TAXI_6552 

:TAXI_312
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6709 
004D: jump_if_false @TAXI_338 
0002: jump @TAXI_6552 

:TAXI_338
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_394 
00D6: if and
00E1:   player 0 pressed_button 19 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_387 
0002: jump @TAXI_6347 

:TAXI_387
0002: jump @TAXI_425 

:TAXI_394
00D6: if and
00E1:   player 0 pressed_button 14 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_425 
0002: jump @TAXI_6347 

:TAXI_425
00D6: if and
0038:   $6710 == 1 // integer values 
0038:   $6714 == 0 // integer values 
004D: jump_if_false @TAXI_457 
0002: jump @TAXI_6552 

:TAXI_457
02DD: get_random_actor $6711 in_zone 'VICE_C' 1 1 1 
00D6: if 
0038:   $6711 == -1 // integer values 
004D: jump_if_false @TAXI_505 
0001: wait 0 ms 
0002: jump @TAXI_224 

:TAXI_505
009F: set_actor $6711 idle 
01ED: clear_actor $6711 threat_search 
0291: set_actor $6711 attack_when_provoked 0 
0187: $6706 = create_marker_above_actor $6711 
0365: set_actor $6711 objective_to-29 

:TAXI_535
00D6: if or
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 
81C1:   not car $6709 stopped 
004D: jump_if_false @TAXI_913 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_603 
0002: jump @TAXI_6552 

:TAXI_603
00D6: if 
0119:   car $6709 wrecked 
004D: jump_if_false @TAXI_626 
0002: jump @TAXI_6552 

:TAXI_626
00D6: if 
0118:   actor $6711 dead 
004D: jump_if_false @TAXI_649 
0002: jump @TAXI_6486 

:TAXI_649
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6709 
004D: jump_if_false @TAXI_675 
0002: jump @TAXI_6552 

:TAXI_675
00D6: if 
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 
004D: jump_if_false @TAXI_718 
0002: jump @TAXI_6486 

:TAXI_718
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_774 
00D6: if and
00E1:   player 0 pressed_button 19 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_767 
0002: jump @TAXI_6347 

:TAXI_767
0002: jump @TAXI_805 

:TAXI_774
00D6: if and
00E1:   player 0 pressed_button 14 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_805 
0002: jump @TAXI_6347 

:TAXI_805
00D6: if and
0038:   $6710 == 1 // integer values 
0038:   $6714 == 0 // integer values 
004D: jump_if_false @TAXI_837 
0002: jump @TAXI_6552 

:TAXI_837
00D6: if and
0185:   car $6709 health >= 400 
0038:   $6708 == 1 // integer values 
004D: jump_if_false @TAXI_882 
0164: disable_marker $374 
0004: $6708 = 0 // integer values 
0004: $6713 = 0 // integer values 

:TAXI_882
00D6: if 
8118:   not actor $6711 dead 
004D: jump_if_false @TAXI_906 
020F: actor $6711 look_at_player $PLAYER_CHAR 

:TAXI_906
0002: jump @TAXI_535 

:TAXI_913
00D6: if 
8185:   not car $6709 health >= 400 
004D: jump_if_false @TAXI_1294 
00BC: text_highpriority 'TAXI7' 4000 ms 1  // ~r~Your car is trashed, get it repaired.
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @TAXI_1024 
0164: disable_marker $374 
02A8: $374 = create_marker 27 at -3.8 -1265.8 12.0 

:TAXI_1024
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @TAXI_1101 
0164: disable_marker $374 
02A8: $374 = create_marker 27 at 319.0 441.3 12.0 

:TAXI_1101
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @TAXI_1165 
0164: disable_marker $374 
02A8: $374 = create_marker 27 at -903.0 -1261.1 12.0 

:TAXI_1165
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
004D: jump_if_false @TAXI_1255 
0164: disable_marker $374 
02A8: $374 = create_marker 27 at -876.2 -105.5 12.0 

:TAXI_1255
00D6: if 
0038:   $6708 == 0 // integer values 
004D: jump_if_false @TAXI_1287 
0004: $6708 = 1 // integer values 
0004: $6713 = 1 // integer values 

:TAXI_1287
0002: jump @TAXI_6486 

:TAXI_1294
0319: set_actor $6711 running 1 
01D4: actor $6711 go_to_car $6709 and_enter_it_as_a_passenger 

:TAXI_1309
00D6: if 
80DB:   not actor $6711 in_car $6709 
004D: jump_if_false @TAXI_1677 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_1355 
0002: jump @TAXI_6552 

:TAXI_1355
00D6: if 
0119:   car $6709 wrecked 
004D: jump_if_false @TAXI_1378 
0002: jump @TAXI_6552 

:TAXI_1378
00D6: if 
0118:   actor $6711 dead 
004D: jump_if_false @TAXI_1401 
0002: jump @TAXI_6486 

:TAXI_1401
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6709 
004D: jump_if_false @TAXI_1427 
0002: jump @TAXI_6552 

:TAXI_1427
00D6: if 
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 
004D: jump_if_false @TAXI_1470 
0002: jump @TAXI_6486 

:TAXI_1470
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_1526 
00D6: if and
00E1:   player 0 pressed_button 19 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_1519 
0002: jump @TAXI_6347 

:TAXI_1519
0002: jump @TAXI_1557 

:TAXI_1526
00D6: if and
00E1:   player 0 pressed_button 14 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_1557 
0002: jump @TAXI_6347 

:TAXI_1557
00D6: if and
0038:   $6710 == 1 // integer values 
0038:   $6714 == 0 // integer values 
004D: jump_if_false @TAXI_1589 
0002: jump @TAXI_6552 

:TAXI_1589
00D6: if and
0185:   car $6709 health >= 400 
0038:   $6708 == 1 // integer values 
004D: jump_if_false @TAXI_1627 
0164: disable_marker $374 
0004: $6708 = 0 // integer values 

:TAXI_1627
00D6: if 
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 
004D: jump_if_false @TAXI_1670 
0002: jump @TAXI_535 

:TAXI_1670
0002: jump @TAXI_1309 

:TAXI_1677
00A0: store_actor $6711 position_to $6731 $6732 $6733 
0164: disable_marker $6706 
0216: set_car $6709 taxi_available_light_to 0 

:TAXI_1703
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_1730 
0002: jump @TAXI_6552 

:TAXI_1730
0209: $372 = random_int_in_ranges 1 16 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_1762 
0002: jump @TAXI_6552 

:TAXI_1762
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @TAXI_3268 
00D6: if 
0038:   $372 == 1 // integer values 
004D: jump_if_false @TAXI_1945 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @TAXI_1900 
0002: jump @TAXI_1703 

:TAXI_1900
00BC: text_highpriority 'MFARE1' 5000 ms 1  // ~g~Destination ~w~'Ammu-Nation' ~g~in Downtown.
0005: $6725 = -679.1 // floating-point values 
0005: $6726 = 1193.5 // floating-point values 
0005: $6727 = 9.4 // floating-point values 

:TAXI_1945
00D6: if 
0038:   $372 == 2 // integer values 
004D: jump_if_false @TAXI_2039 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @TAXI_1994 
0002: jump @TAXI_1703 

:TAXI_1994
00BC: text_highpriority 'MFARE2' 5000 ms 1  // ~g~Destination ~w~'the Terminal' ~g~at Escobar International Airport.
0005: $6725 = -1457.7 // floating-point values 
0005: $6726 = -825.1 // floating-point values 
0005: $6727 = 13.1 // floating-point values 

:TAXI_2039
00D6: if 
0038:   $372 == 3 // integer values 
004D: jump_if_false @TAXI_2133 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @TAXI_2088 
0002: jump @TAXI_1703 

:TAXI_2088
00BC: text_highpriority 'WFARE3' 5000 ms 1  // ~g~Destination ~w~'Sunshine Autos' ~g~in Little Havana.
0005: $6725 = -1009.0 // floating-point values 
0005: $6726 = -880.9 // floating-point values 
0005: $6727 = 11.9 // floating-point values 

:TAXI_2133
00D6: if 
0038:   $372 == 4 // integer values 
004D: jump_if_false @TAXI_2227 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @TAXI_2182 
0002: jump @TAXI_1703 

:TAXI_2182
00BC: text_highpriority 'WFARE4' 5000 ms 1  // ~g~Destination ~w~'Kaufman Cabs' ~g~in Little Haiti.
0005: $6725 = -1018.4 // floating-point values 
0005: $6726 = 195.9 // floating-point values 
0005: $6727 = 10.1 // floating-point values 

:TAXI_2227
00D6: if 
0038:   $372 == 5 // integer values 
004D: jump_if_false @TAXI_2321 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @TAXI_2276 
0002: jump @TAXI_1703 

:TAXI_2276
00BC: text_highpriority 'WFARE5' 5000 ms 1  // ~g~Destination ~w~'The Hardware store' ~g~in Little Havana.
0005: $6725 = -971.2 // floating-point values 
0005: $6726 = -677.2 // floating-point values 
0005: $6727 = 10.4 // floating-point values 

:TAXI_2321
00D6: if 
0038:   $372 == 6 // integer values 
004D: jump_if_false @TAXI_2415 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @TAXI_2370 
0002: jump @TAXI_1703 

:TAXI_2370
00BC: text_highpriority 'WFARE6' 5000 ms 1  // ~g~Destination ~w~'Howlin Petes Bike Emporium' ~g~in Downtown.
0005: $6725 = -600.6 // floating-point values 
0005: $6726 = 667.3 // floating-point values 
0005: $6727 = 9.9 // floating-point values 

:TAXI_2415
00D6: if 
0038:   $372 == 7 // integer values 
004D: jump_if_false @TAXI_2509 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @TAXI_2464 
0002: jump @TAXI_1703 

:TAXI_2464
00BC: text_highpriority 'WFARE7' 5000 ms 1  // ~g~Destination ~w~'Police Station' ~g~in Little Havana.
0005: $6725 = -865.6 // floating-point values 
0005: $6726 = -677.0 // floating-point values 
0005: $6727 = 10.0 // floating-point values 

:TAXI_2509
00D6: if 
0038:   $372 == 8 // integer values 
004D: jump_if_false @TAXI_2603 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @TAXI_2558 
0002: jump @TAXI_1703 

:TAXI_2558
00BC: text_highpriority 'WFARE8' 5000 ms 1  // ~g~Destination ~w~'Police Station' ~g~in Downtown.
0005: $6725 = -661.7 // floating-point values 
0005: $6726 = 755.7 // floating-point values 
0005: $6727 = 9.8 // floating-point values 

:TAXI_2603
00D6: if 
0038:   $372 == 9 // integer values 
004D: jump_if_false @TAXI_2697 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @TAXI_2652 
0002: jump @TAXI_1703 

:TAXI_2652
00BC: text_highpriority 'WFARE9' 5000 ms 1  // ~g~Destination ~w~'Hospital' ~g~in Downtown.
0005: $6725 = -800.4 // floating-point values 
0005: $6726 = 1167.8 // floating-point values 
0005: $6727 = 9.6 // floating-point values 

:TAXI_2697
00D6: if 
0038:   $372 == 10 // integer values 
004D: jump_if_false @TAXI_2791 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @TAXI_2746 
0002: jump @TAXI_1703 

:TAXI_2746
00BC: text_highpriority 'WFARE10' 5000 ms 1  // ~g~Destination ~w~'Hospital' ~g~in Little Havana.
0005: $6725 = -871.9 // floating-point values 
0005: $6726 = -467.2 // floating-point values 
0005: $6727 = 9.8 // floating-point values 

:TAXI_2791
00D6: if 
0038:   $372 == 11 // integer values 
004D: jump_if_false @TAXI_2885 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @TAXI_2840 
0002: jump @TAXI_1703 

:TAXI_2840
00BC: text_highpriority 'WFARE11' 5000 ms 1  // ~g~Destination ~w~'The Stadium' ~g~in Downtown.
0005: $6725 = -1024.6 // floating-point values 
0005: $6726 = 1332.8 // floating-point values 
0005: $6727 = 7.4 // floating-point values 

:TAXI_2885
00D6: if 
0038:   $372 == 12 // integer values 
004D: jump_if_false @TAXI_2979 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @TAXI_2934 
0002: jump @TAXI_1703 

:TAXI_2934
00BC: text_highpriority 'WFARE12' 5000 ms 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Little Haiti.
0005: $6725 = -1064.6 // floating-point values 
0005: $6726 = 84.0 // floating-point values 
0005: $6727 = 10.2 // floating-point values 

:TAXI_2979
00D6: if 
0038:   $372 == 13 // integer values 
004D: jump_if_false @TAXI_3073 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @TAXI_3028 
0002: jump @TAXI_1703 

:TAXI_3028
00BC: text_highpriority 'WFARE13' 5000 ms 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Downtown.
0005: $6725 = -878.6 // floating-point values 
0005: $6726 = 795.7 // floating-point values 
0005: $6727 = 10.0 // floating-point values 

:TAXI_3073
00D6: if 
0038:   $372 == 14 // integer values 
004D: jump_if_false @TAXI_3167 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
004D: jump_if_false @TAXI_3122 
0002: jump @TAXI_1703 

:TAXI_3122
00BC: text_highpriority 'WFARE14' 5000 ms 1  // ~g~Destination ~w~'Docks' ~g~in Viceport.
0005: $6725 = -745.0 // floating-point values 
0005: $6726 = -1264.0 // floating-point values 
0005: $6727 = 10.1 // floating-point values 

:TAXI_3167
00D6: if 
0038:   $372 == 15 // integer values 
004D: jump_if_false @TAXI_3261 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @TAXI_3216 
0002: jump @TAXI_1703 

:TAXI_3216
00BC: text_highpriority 'WFARE15' 5000 ms 1  // ~g~Destination ~w~'Chemist' ~g~in Little Haiti.
0005: $6725 = -850.6 // floating-point values 
0005: $6726 = -92.4 // floating-point values 
0005: $6727 = 10.1 // floating-point values 

:TAXI_3261
0002: jump @TAXI_4678 

:TAXI_3268
00D6: if 
0038:   $372 == 1 // integer values 
004D: jump_if_false @TAXI_3362 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @TAXI_3317 
0002: jump @TAXI_1703 

:TAXI_3317
00BC: text_highpriority 'FARE1' 5000 ms 1  // ~g~Destination ~w~'The Pole Position Club' ~g~in Ocean Beach.
0005: $6725 = 100.7 // floating-point values 
0005: $6726 = -1476.8 // floating-point values 
0005: $6727 = 9.4 // floating-point values 

:TAXI_3362
00D6: if 
0038:   $372 == 2 // integer values 
004D: jump_if_false @TAXI_3456 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @TAXI_3411 
0002: jump @TAXI_1703 

:TAXI_3411
00BC: text_highpriority 'FARE2' 5000 ms 1  // ~g~Destination ~w~'The Malibu club' ~g~in Vice Point.
0005: $6725 = 505.8 // floating-point values 
0005: $6726 = -93.9 // floating-point values 
0005: $6727 = 9.4 // floating-point values 

:TAXI_3456
00D6: if 
0038:   $372 == 3 // integer values 
004D: jump_if_false @TAXI_3550 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @TAXI_3505 
0002: jump @TAXI_1703 

:TAXI_3505
00BC: text_highpriority 'FARE3' 5000 ms 1  // ~g~Destination ~w~'The Marina' ~g~in Ocean Beach.
0005: $6725 = -244.7 // floating-point values 
0005: $6726 = -1301.8 // floating-point values 
0005: $6727 = 6.9 // floating-point values 

:TAXI_3550
00D6: if 
0038:   $372 == 4 // integer values 
004D: jump_if_false @TAXI_3644 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @TAXI_3599 
0002: jump @TAXI_1703 

:TAXI_3599
00BC: text_highpriority 'FARE4' 5000 ms 1  // ~g~Destination ~w~'Ammu-Nation' ~g~in Ocean Beach.
0005: $6725 = -53.5 // floating-point values 
0005: $6726 = -1481.7 // floating-point values 
0005: $6727 = 8.1 // floating-point values 

:TAXI_3644
00D6: if 
0038:   $372 == 5 // integer values 
004D: jump_if_false @TAXI_3738 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @TAXI_3693 
0002: jump @TAXI_1703 

:TAXI_3693
00BC: text_highpriority 'FARE5' 5000 ms 1  // ~g~Destination ~w~'The Hardware store' ~g~in Washington Beach.
0005: $6725 = 201.6 // floating-point values 
0005: $6726 = -491.7 // floating-point values 
0005: $6727 = 10.3 // floating-point values 

:TAXI_3738
00D6: if 
0038:   $372 == 6 // integer values 
004D: jump_if_false @TAXI_3832 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @TAXI_3787 
0002: jump @TAXI_1703 

:TAXI_3787
00BC: text_highpriority 'FARE6' 5000 ms 1  // ~g~Destination ~w~'The North Point Mall' ~g~in Vice Point.
0005: $6725 = 483.3 // floating-point values 
0005: $6726 = 1124.3 // floating-point values 
0005: $6727 = 15.4 // floating-point values 

:TAXI_3832
00D6: if 
0038:   $372 == 7 // integer values 
004D: jump_if_false @TAXI_3926 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @TAXI_3881 
0002: jump @TAXI_1703 

:TAXI_3881
00BC: text_highpriority 'FARE7' 5000 ms 1  // ~g~Destination ~w~'The Jewelers' ~g~in Vice Point.
0005: $6725 = 394.8 // floating-point values 
0005: $6726 = 203.8 // floating-point values 
0005: $6727 = 9.9 // floating-point values 

:TAXI_3926
00D6: if 
0038:   $372 == 8 // integer values 
004D: jump_if_false @TAXI_4020 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @TAXI_3975 
0002: jump @TAXI_1703 

:TAXI_3975
00BC: text_highpriority 'FARE8' 5000 ms 1  // ~g~Destination ~w~'The Beach' ~g~in Ocean Beach.
0005: $6725 = 482.3 // floating-point values 
0005: $6726 = -1218.7 // floating-point values 
0005: $6727 = 9.7 // floating-point values 

:TAXI_4020
00D6: if 
0038:   $372 == 9 // integer values 
004D: jump_if_false @TAXI_4114 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @TAXI_4069 
0002: jump @TAXI_1703 

:TAXI_4069
00BC: text_highpriority 'FARE9' 5000 ms 1  // ~g~Destination ~w~'The Beach' ~g~in Washington Beach.
0005: $6725 = 600.0 // floating-point values 
0005: $6726 = -618.2 // floating-point values 
0005: $6727 = 11.2 // floating-point values 

:TAXI_4114
00D6: if 
0038:   $372 == 10 // integer values 
004D: jump_if_false @TAXI_4208 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @TAXI_4163 
0002: jump @TAXI_1703 

:TAXI_4163
00BC: text_highpriority 'FARE10' 5000 ms 1  // ~g~Destination ~w~'The Beach' ~g~in Vice Point.
0005: $6725 = 736.2 // floating-point values 
0005: $6726 = 493.1 // floating-point values 
0005: $6727 = 10.9 // floating-point values 

:TAXI_4208
00D6: if 
0038:   $372 == 11 // integer values 
004D: jump_if_false @TAXI_4302 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @TAXI_4257 
0002: jump @TAXI_1703 

:TAXI_4257
00BC: text_highpriority 'FARE11' 5000 ms 1  // ~g~Destination ~w~'Hospital' ~g~in Ocean Beach.
0005: $6725 = -99.7 // floating-point values 
0005: $6726 = -975.7 // floating-point values 
0005: $6727 = 9.4 // floating-point values 

:TAXI_4302
00D6: if 
0038:   $372 == 12 // integer values 
004D: jump_if_false @TAXI_4396 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @TAXI_4351 
0002: jump @TAXI_1703 

:TAXI_4351
00BC: text_highpriority 'FARE12' 5000 ms 1  // ~g~Destination ~w~'Hospital' ~g~in Vice Point.
0005: $6725 = 431.1 // floating-point values 
0005: $6726 = 705.3 // floating-point values 
0005: $6727 = 10.4 // floating-point values 

:TAXI_4396
00D6: if 
0038:   $372 == 13 // integer values 
004D: jump_if_false @TAXI_4490 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @TAXI_4445 
0002: jump @TAXI_1703 

:TAXI_4445
00BC: text_highpriority 'FARE13' 5000 ms 1  // ~g~Destination ~w~'Police Station' ~g~in Washington Beach.
0005: $6725 = 403.9 // floating-point values 
0005: $6726 = -467.5 // floating-point values 
0005: $6727 = 9.1 // floating-point values 

:TAXI_4490
00D6: if 
0038:   $372 == 14 // integer values 
004D: jump_if_false @TAXI_4584 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @TAXI_4539 
0002: jump @TAXI_1703 

:TAXI_4539
00BC: text_highpriority 'FARE14' 5000 ms 1  // ~g~Destination ~w~'Police Station' ~g~in Vice Point.
0005: $6725 = 520.7 // floating-point values 
0005: $6726 = 507.5 // floating-point values 
0005: $6727 = 10.1 // floating-point values 

:TAXI_4584
00D6: if 
0038:   $372 == 15 // integer values 
004D: jump_if_false @TAXI_4678 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @TAXI_4633 
0002: jump @TAXI_1703 

:TAXI_4633
00BC: text_highpriority 'FARE15' 5000 ms 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Vice Point.
0005: $6725 = 433.0 // floating-point values 
0005: $6726 = 68.1 // floating-point values 
0005: $6727 = 10.0 // floating-point values 

:TAXI_4678
018A: $6707 = create_checkpoint_at $6725 $6726 $6727 
018B: show_on_radar $6707 2 
00D6: if 
0119:   car $6709 wrecked 
004D: jump_if_false @TAXI_4722 
0002: jump @TAXI_6552 

:TAXI_4722
0086: $6734 = $6731 // floating-point values only 
0061: $6734 -= $6728 // floating-point values 
0086: $6735 = $6732 // floating-point values only 
0061: $6735 -= $6729 // floating-point values 
0086: $6736 = $6734 // floating-point values only 
0069: $6736 *= $6734 // floating-point values 
0086: $6737 = $6735 // floating-point values only 
0069: $6737 *= $6735 // floating-point values 
0086: $6738 = $6736 // floating-point values only 
0059: $6738 += $6737 // floating-point values 
01FB: $6739 = square_root $6738 
008C: $6716 = float_to_integer $6739 
0084: $6717 = $6716 // integer values and handles 
00D6: if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @TAXI_5193 
00D6: if 
0038:   $6712 == 0 // integer values 
004D: jump_if_false @TAXI_4940 
0010: $6716 *= 80 // integer values 

:TAXI_4940
00D6: if 
0038:   $6712 == 1 // integer values 
004D: jump_if_false @TAXI_4965 
0010: $6716 *= 75 // integer values 

:TAXI_4965
00D6: if 
0038:   $6712 == 2 // integer values 
004D: jump_if_false @TAXI_4990 
0010: $6716 *= 70 // integer values 

:TAXI_4990
00D6: if 
0038:   $6712 == 3 // integer values 
004D: jump_if_false @TAXI_5015 
0010: $6716 *= 69 // integer values 

:TAXI_5015
00D6: if 
0038:   $6712 == 4 // integer values 
004D: jump_if_false @TAXI_5040 
0010: $6716 *= 68 // integer values 

:TAXI_5040
00D6: if 
0038:   $6712 == 5 // integer values 
004D: jump_if_false @TAXI_5065 
0010: $6716 *= 66 // integer values 

:TAXI_5065
00D6: if and
0018:   $6712 > 5 // integer values 
002A:   10 >= $6712 // integer values 
004D: jump_if_false @TAXI_5097 
0010: $6716 *= 65 // integer values 

:TAXI_5097
00D6: if and
0018:   $6712 > 11 // integer values 
002A:   20 >= $6712 // integer values 
004D: jump_if_false @TAXI_5129 
0010: $6716 *= 60 // integer values 

:TAXI_5129
00D6: if and
0018:   $6712 > 20 // integer values 
002A:   50 >= $6712 // integer values 
004D: jump_if_false @TAXI_5161 
0010: $6716 *= 55 // integer values 

:TAXI_5161
00D6: if 
0018:   $6712 > 50 // integer values 
004D: jump_if_false @TAXI_5186 
0010: $6716 *= 50 // integer values 

:TAXI_5186
0002: jump @TAXI_5464 

:TAXI_5193
00D6: if 
0038:   $6712 == 0 // integer values 
004D: jump_if_false @TAXI_5218 
0010: $6716 *= 90 // integer values 

:TAXI_5218
00D6: if 
0038:   $6712 == 1 // integer values 
004D: jump_if_false @TAXI_5243 
0010: $6716 *= 85 // integer values 

:TAXI_5243
00D6: if 
0038:   $6712 == 2 // integer values 
004D: jump_if_false @TAXI_5268 
0010: $6716 *= 80 // integer values 

:TAXI_5268
00D6: if 
0038:   $6712 == 3 // integer values 
004D: jump_if_false @TAXI_5293 
0010: $6716 *= 79 // integer values 

:TAXI_5293
00D6: if 
0038:   $6712 == 4 // integer values 
004D: jump_if_false @TAXI_5318 
0010: $6716 *= 78 // integer values 

:TAXI_5318
00D6: if 
0038:   $6712 == 5 // integer values 
004D: jump_if_false @TAXI_5343 
0010: $6716 *= 76 // integer values 

:TAXI_5343
00D6: if and
0018:   $6712 > 5 // integer values 
002A:   10 >= $6712 // integer values 
004D: jump_if_false @TAXI_5375 
0010: $6716 *= 75 // integer values 

:TAXI_5375
00D6: if and
0018:   $6712 > 11 // integer values 
002A:   20 >= $6712 // integer values 
004D: jump_if_false @TAXI_5407 
0010: $6716 *= 70 // integer values 

:TAXI_5407
00D6: if and
0018:   $6712 > 20 // integer values 
002A:   50 >= $6712 // integer values 
004D: jump_if_false @TAXI_5439 
0010: $6716 *= 65 // integer values 

:TAXI_5439
00D6: if 
0018:   $6712 > 50 // integer values 
004D: jump_if_false @TAXI_5464 
0010: $6716 *= 60 // integer values 

:TAXI_5464
0058: $6714 += $6716 // integer values 
0084: $6722 = $6716 // integer values and handles 
0014: $6722 /= 100 // integer values 
0010: $6722 *= 65 // integer values 
0006: 17@ = 0 // integer values 
00D6: if 
0038:   $6710 == 0 // integer values 
004D: jump_if_false @TAXI_5541 
03C3: set_timer_with_text_to $6714 type 1 text 'SEG3_1'  // TIME:
0004: $6710 = 1 // integer values 

:TAXI_5541
00D6: if 
0038:   $6712 == 0 // integer values 
004D: jump_if_false @TAXI_5567 
0008: $6714 += 5000 // integer values 

:TAXI_5567
00D6: if or
80FA:   not player $PLAYER_CHAR stopped 1 $6725 $6726 $6727 radius 4.0 4.0 4.0 
80DC:   not player $PLAYER_CHAR driving $6709 
004D: jump_if_false @TAXI_5969 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_5644 
0002: jump @TAXI_6552 

:TAXI_5644
00D6: if 
0119:   car $6709 wrecked 
004D: jump_if_false @TAXI_5667 
0002: jump @TAXI_6552 

:TAXI_5667
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6709 
004D: jump_if_false @TAXI_5693 
0002: jump @TAXI_6552 

:TAXI_5693
0293: $18 = get_controller_mode 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_5754 
00D6: if and
00E1:   player 0 pressed_button 19 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_5747 
0002: jump @TAXI_6347 

:TAXI_5747
0002: jump @TAXI_5785 

:TAXI_5754
00D6: if and
00E1:   player 0 pressed_button 14 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_5785 
0002: jump @TAXI_6347 

:TAXI_5785
00D6: if 
0038:   $6714 == 0 // integer values 
004D: jump_if_false @TAXI_5810 
0002: jump @TAXI_6271 

:TAXI_5810
00D6: if 
8185:   not car $6709 health >= 400 
004D: jump_if_false @TAXI_5873 
00D6: if 
0038:   $6708 == 0 // integer values 
004D: jump_if_false @TAXI_5873 
0164: disable_marker $374 
0004: $6708 = 1 // integer values 
0050: gosub @TAXI_6293 
0002: jump @TAXI_6486 

:TAXI_5873
00D6: if 
8119:   not car $6709 wrecked 
004D: jump_if_false @TAXI_5934 
00D6: if and
0185:   car $6709 health >= 400 
0038:   $6708 == 1 // integer values 
004D: jump_if_false @TAXI_5934 
0164: disable_marker $374 
0004: $6708 = 0 // integer values 
0004: $6713 = 0 // integer values 

:TAXI_5934
00D6: if and
01F4:   car $6709 flipped 
01C1:   car $6709 stopped 
004D: jump_if_false @TAXI_5962 
0002: jump @TAXI_6293 

:TAXI_5962
0002: jump @TAXI_5567 

:TAXI_5969
00D6: if 
001F:   17@ > $6722 // integer values 
004D: jump_if_false @TAXI_6025 
0084: $6721 = $6717 // integer values and handles 
0014: $6721 /= 10 // integer values 
00BA: text_styled 'TAXI4' 5000 ms 5  // Fare complete!
0002: jump @TAXI_6055 

:TAXI_6025
0084: $6721 = $6717 // integer values and handles 
0014: $6721 /= 8 // integer values 
00BA: text_styled 'TAXI5' 5000 ms 5  // SPEED BONUS!!

:TAXI_6055
0109: player $PLAYER_CHAR money += $6721 
01E3: text_1number_styled 'TSCORE2' number $6721 time 6000 style 6  // $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0058: $6715 += $6721 // integer values 
0008: $369 += 1 // integer values 
0315: increment_taxi_dropoffs 
0008: $6712 += 1 // integer values 
00D6: if and
0038:   $373 == 0 // integer values 
0018:   $369 > 99 // integer values 
004D: jump_if_false @TAXI_6178 
0317: increment_mission_attempts 
0595: mission_complete 
0572: set_taxi_boost_jump 1 
03E5: text_box 'NITRO'  // All taxi's now have a boost jump! Just press the horn button.
030C: progress_made += 1 
0004: $373 = 1 // integer values 

:TAXI_6178
0008: $6714 += 10000 // integer values 
0050: gosub @TAXI_6552 
00D6: if 
003A:   $6712 == $6724 // integer values and handles 
004D: jump_if_false @TAXI_6264 
036D: text_2numbers_styled 'IN_ROW' numbers $6712 $6723 time 5000 style 6  // ~1~ IN A ROW bonus! $~1~
0109: player $PLAYER_CHAR money += $6723 
0058: $6715 += $6723 // integer values 
0008: $6724 += 5 // integer values 
0008: $6723 += 500 // integer values 

:TAXI_6264
0002: jump @TAXI_6486 

:TAXI_6271
00BC: text_highpriority 'TAXI2' 5000 ms 1  // ~r~You're out of time!
0002: jump @TAXI_6552 

:TAXI_6293
0001: wait 0 ms 
00BC: text_highpriority 'TAXI3' 5000 ms 1  // ~r~Your passenger fled in terror!
00D6: if 
8118:   not actor $6711 dead 
004D: jump_if_false @TAXI_6333 
0193: set_actor $6711 objective_to_act_like_ped 

:TAXI_6333
0004: $6713 = 1 // integer values 
0002: jump @TAXI_6552 

:TAXI_6347
0293: $18 = get_controller_mode 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_6428 

:TAXI_6370
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @TAXI_6421 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_6414 
0002: jump @TAXI_6552 

:TAXI_6414
0002: jump @TAXI_6370 

:TAXI_6421
0002: jump @TAXI_6479 

:TAXI_6428
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @TAXI_6479 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_6472 
0002: jump @TAXI_6552 

:TAXI_6472
0002: jump @TAXI_6428 

:TAXI_6479
0002: jump @TAXI_6552 

:TAXI_6486
0164: disable_marker $6706 
0164: disable_marker $6707 
01C2: remove_references_to_actor $6711 // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car $6709 wrecked 
004D: jump_if_false @TAXI_6524 
0216: set_car $6709 taxi_available_light_to 1 

:TAXI_6524
0001: wait 0 ms 
00BB: text_lowpriority 'TAXI1' 1500 ms 1  // ~g~Look for a fare.
0002: jump @TAXI_224 
0051: return 

:TAXI_6552
00D6: if 
8118:   not actor $6711 dead 
004D: jump_if_false @TAXI_6833 
00D6: if 
8119:   not car $6709 wrecked 
004D: jump_if_false @TAXI_6833 
00D6: if 
00DB:   actor $6711 in_car $6709 
004D: jump_if_false @TAXI_6833 
01D3: actor $6711 leave_car $6709 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_6634 
01B4: set_player $PLAYER_CHAR frozen_state 0 

:TAXI_6634
00D6: if 
00DB:   actor $6711 in_car $6709 
004D: jump_if_false @TAXI_6833 
0001: wait 0 ms 
00D6: if or
0118:   actor $6711 dead 
0119:   car $6709 wrecked 
004D: jump_if_false @TAXI_6685 
0002: jump @TAXI_6876 

:TAXI_6685
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_6708 
0002: jump @TAXI_6876 

:TAXI_6708
00D6: if 
80DC:   not player $PLAYER_CHAR driving $6709 
004D: jump_if_false @TAXI_6734 
0002: jump @TAXI_6876 

:TAXI_6734
0293: $18 = get_controller_mode 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @TAXI_6795 
00D6: if and
00E1:   player 0 pressed_button 19 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_6788 
0002: jump @TAXI_6876 

:TAXI_6788
0002: jump @TAXI_6826 

:TAXI_6795
00D6: if and
00E1:   player 0 pressed_button 14 
0038:   $ONMISSION == 1 // integer values 
004D: jump_if_false @TAXI_6826 
0002: jump @TAXI_6876 

:TAXI_6826
0002: jump @TAXI_6634 

:TAXI_6833
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_6856 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:TAXI_6856
00D6: if 
0038:   $6713 == 1 // integer values 
004D: jump_if_false @TAXI_6876 
0051: return 

:TAXI_6876
0001: wait 0 ms 
00D6: if 
8118:   not actor $6711 dead 
004D: jump_if_false @TAXI_6943 
00D6: if 
8119:   not car $6709 wrecked 
004D: jump_if_false @TAXI_6943 
00D6: if 
80DB:   not actor $6711 in_car $6709 
004D: jump_if_false @TAXI_6943 
009C: set_actor $6711 wander_direction 0 
01C2: remove_references_to_actor $6711 // Like turning an actor into a random pedestrian 

:TAXI_6943
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_6966 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:TAXI_6966
0051: return 

:TAXI_6968
014F: stop_timer $6714 
0151: remove_status_text $6712 
00D6: if 
8119:   not car $6709 wrecked 
004D: jump_if_false @TAXI_7001 
0216: set_car $6709 taxi_available_light_to 0 

:TAXI_7001
0164: disable_marker $6706 
0164: disable_marker $6707 
0164: disable_marker $374 
01C2: remove_references_to_actor $6711 // Like turning an actor into a random pedestrian 
00BA: text_styled 'TAXI6' 5000 ms 5  // Taxi mission over
01E3: text_1number_styled 'TSCORE' number $6715 time 6000 style 6  // EARNINGS: $~1~
0316: save_taxi_earnings_from $6715 
0111: set_wasted_busted_check_to 1 
0004: $ONMISSION = 0 // integer values 
0004: $314 = 0 // integer values 
0004: $371 = 0 // integer values 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXI_7107 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:TAXI_7107
03E6: remove_text_box 
00D8: mission_cleanup 
0051: return 

//-------------Mission 76---------------
// Originally: PARAMEDIC

:AMBULAN
0050: gosub @AMBULAN_16 
0050: gosub @AMBULAN_7425 
004E: end_thread 

:AMBULAN_16
0004: $ONMISSION = 1 // integer values 
0004: $319 = 1 // integer values 
03A4: name_thread 'AMBULAN' 
00D6: if 
0038:   $1581 == 0 // integer values 
004D: jump_if_false @AMBULAN_60 
0317: increment_mission_attempts 

:AMBULAN_60
0001: wait 0 ms 
054C: use_GXT_table 'AMBULAE' 
0004: $6740 = 0 // integer values 
0004: $6741 = 0 // integer values 
0004: $6746 = 0 // integer values 
0004: $6747 = 0 // integer values 
0004: $6748 = 0 // integer values 
0004: $6749 = 0 // integer values 
0004: $6750 = 0 // integer values 
0004: $6744 = 1 // integer values 
0004: $6743 = 0 // integer values 
0006: 2@ = 0 // integer values 
0006: 5@ = 0 // integer values 
0006: 8@ = 0 // integer values 
0006: 11@ = 0 // integer values 
0006: 14@ = 0 // integer values 
0004: $6766 = 0 // integer values 
0004: $6769 = 0 // integer values 
0004: $6772 = 0 // integer values 
0004: $6775 = 0 // integer values 
0004: $6778 = 0 // integer values 
0004: $6781 = 0 // integer values 
0004: $6784 = 0 // integer values 
0004: $6753 = 0 // integer values 
0005: $6812 = 10.0 // floating-point values 
0004: $6756 = 1 // integer values 
0004: $6755 = 0 // integer values 
0004: $6757 = 0 // integer values 
0004: $6751 = 0 // integer values 
0004: $6752 = 0 // integer values 
0004: $6759 = 0 // integer values 
0004: $6760 = 0 // integer values 
0004: $6761 = 0 // integer values 
0004: $6758 = 0 // integer values 
0004: $6763 = 0 // integer values 
0004: $6788 = 0 // integer values 
0005: $6799 = 0.0 // floating-point values 
0005: $6800 = 0.0 // floating-point values 
0005: $6801 = 0.0 // floating-point values 
00BC: text_highpriority 'ATUTOR2' 3000 ms 1  // ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival.
03C7: set_sensitivity_to_crime_to 0.5 

:AMBULAN_367
01E4: text_1number_lowpriority 'ALEVEL' $6756 5000 ms 4  // Paramedic Mission Level ~1~
014F: stop_timer $6740 
0004: $6740 = 0 // integer values 
00D6: if 
00E3:   player $PLAYER_CHAR 0 361.298 -958.797 radius 750.0 850.0 
004D: jump_if_false @AMBULAN_492 
0005: $6791 = -133.0288 // floating-point values 
0005: $6792 = -981.1411 // floating-point values 
0005: $6793 = 9.4084 // floating-point values 
0005: $6797 = -134.3 // floating-point values 
0005: $6798 = -982.6 // floating-point values 
0002: jump @AMBULAN_770 

:AMBULAN_492
00D6: if 
00E3:   player $PLAYER_CHAR 0 574.234 641.203 radius 750.0 750.0 
004D: jump_if_false @AMBULAN_587 
0005: $6791 = 479.1241 // floating-point values 
0005: $6792 = 710.748 // floating-point values 
0005: $6793 = 10.3577 // floating-point values 
0005: $6797 = 496.5145 // floating-point values 
0005: $6798 = 708.1912 // floating-point values 
0002: jump @AMBULAN_770 

:AMBULAN_587
00D6: if 
00E3:   player $PLAYER_CHAR 0 -1138.702 -902.039 radius 750.0 900.0 
004D: jump_if_false @AMBULAN_682 
0005: $6791 = -871.6317 // floating-point values 
0005: $6792 = -477.0081 // floating-point values 
0005: $6793 = 10.0683 // floating-point values 
0005: $6797 = -887.111 // floating-point values 
0005: $6798 = -470.534 // floating-point values 
0002: jump @AMBULAN_770 

:AMBULAN_682
00D6: if 
00E3:   player $PLAYER_CHAR 0 -1025.766 847.961 radius 850.0 850.0 
004D: jump_if_false @AMBULAN_770 
0005: $6791 = -823.111 // floating-point values 
0005: $6792 = 1167.676 // floating-point values 
0005: $6793 = 9.8744 // floating-point values 
0005: $6797 = -823.264 // floating-point values 
0005: $6798 = 1140.061 // floating-point values 

:AMBULAN_770
00D6: if 
001C:   $6744 > $6743 // integer values 
004D: jump_if_false @AMBULAN_849 
0050: gosub @AMBULAN_2333 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_821 
0002: jump @AMBULAN_7425 

:AMBULAN_821
0050: gosub @AMBULAN_1011 
0050: gosub @AMBULAN_5692 
0008: $6743 += 1 // integer values 
0002: jump @AMBULAN_770 

:AMBULAN_849
00D6: if 
0018:   $6744 > 3 // integer values 
004D: jump_if_false @AMBULAN_881 
0004: $6752 = 1 // integer values 
0002: jump @AMBULAN_888 

:AMBULAN_881
0004: $6752 = 0 // integer values 

:AMBULAN_888
0084: $6755 = $6740 // integer values and handles 
0070: $6755 /= $6744 // integer values 
0014: $6755 /= 2 // integer values 
0084: $6745 = $6744 // integer values and handles 
0008: $6745 += 1 // integer values 
0068: $6755 *= $6745 // integer values 
0058: $6740 += $6755 // integer values 
0070: $6740 /= $6744 // integer values 
0084: $6755 = $6740 // integer values and handles 
0014: $6755 /= 2 // integer values 
014E: start_timer_at $6740 count_in_direction 1 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @AMBULAN_1004 
018A: $6754 = create_checkpoint_at $6791 $6792 $6793 

:AMBULAN_1004
0002: jump @AMBULAN_5736 

:AMBULAN_1011
00D6: if and
0018:   $6744 > 0 // integer values 
0039:   2@ == 0 // integer values 
004D: jump_if_false @AMBULAN_1121 
0376: 0@ = create_random_actor $6799 $6800 $6801 
0006: 2@ = 1 // integer values 
0332: set_actor 0@ bleeding_to 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor 0@ z_angle_to $6811 
0319: set_actor 0@ running 1 
01ED: clear_actor 0@ threat_search 
0187: 1@ = create_marker_above_actor 0@ 
0192: set_actor 0@ objective_to_stand_still 
0051: return 

:AMBULAN_1121
00D6: if and
0018:   $6744 > 1 // integer values 
0039:   5@ == 0 // integer values 
004D: jump_if_false @AMBULAN_1231 
0376: 3@ = create_random_actor $6799 $6800 $6801 
0006: 5@ = 1 // integer values 
0332: set_actor 3@ bleeding_to 1 
02A9: set_actor 3@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor 3@ z_angle_to $6811 
0319: set_actor 3@ running 1 
01ED: clear_actor 3@ threat_search 
0187: 4@ = create_marker_above_actor 3@ 
0192: set_actor 3@ objective_to_stand_still 
0051: return 

:AMBULAN_1231
00D6: if and
0018:   $6744 > 2 // integer values 
0039:   8@ == 0 // integer values 
004D: jump_if_false @AMBULAN_1341 
0376: 6@ = create_random_actor $6799 $6800 $6801 
0006: 8@ = 1 // integer values 
0332: set_actor 6@ bleeding_to 1 
02A9: set_actor 6@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor 6@ z_angle_to $6811 
0319: set_actor 6@ running 1 
01ED: clear_actor 6@ threat_search 
0187: 7@ = create_marker_above_actor 6@ 
0192: set_actor 6@ objective_to_stand_still 
0051: return 

:AMBULAN_1341
00D6: if and
0018:   $6744 > 3 // integer values 
0039:   11@ == 0 // integer values 
004D: jump_if_false @AMBULAN_1451 
0376: 9@ = create_random_actor $6799 $6800 $6801 
0006: 11@ = 1 // integer values 
0332: set_actor 9@ bleeding_to 1 
02A9: set_actor 9@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor 9@ z_angle_to $6811 
0319: set_actor 9@ running 1 
01ED: clear_actor 9@ threat_search 
0187: 10@ = create_marker_above_actor 9@ 
0192: set_actor 9@ objective_to_stand_still 
0051: return 

:AMBULAN_1451
00D6: if and
0018:   $6744 > 4 // integer values 
0039:   14@ == 0 // integer values 
004D: jump_if_false @AMBULAN_1561 
0376: 12@ = create_random_actor $6799 $6800 $6801 
0006: 14@ = 1 // integer values 
0332: set_actor 12@ bleeding_to 1 
02A9: set_actor 12@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor 12@ z_angle_to $6811 
0319: set_actor 12@ running 1 
01ED: clear_actor 12@ threat_search 
0187: 13@ = create_marker_above_actor 12@ 
0192: set_actor 12@ objective_to_stand_still 
0051: return 

:AMBULAN_1561
00D6: if and
0018:   $6744 > 5 // integer values 
0038:   $6766 == 0 // integer values 
004D: jump_if_false @AMBULAN_1671 
0376: $6764 = create_random_actor $6799 $6800 $6801 
0004: $6766 = 1 // integer values 
0332: set_actor $6764 bleeding_to 1 
02A9: set_actor $6764 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor $6764 z_angle_to $6811 
0319: set_actor $6764 running 1 
01ED: clear_actor $6764 threat_search 
0187: $6765 = create_marker_above_actor $6764 
0192: set_actor $6764 objective_to_stand_still 
0051: return 

:AMBULAN_1671
00D6: if and
0018:   $6744 > 6 // integer values 
0038:   $6769 == 0 // integer values 
004D: jump_if_false @AMBULAN_1781 
0376: $6767 = create_random_actor $6799 $6800 $6801 
0004: $6769 = 1 // integer values 
0332: set_actor $6767 bleeding_to 1 
02A9: set_actor $6767 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor $6767 z_angle_to $6811 
0319: set_actor $6767 running 1 
01ED: clear_actor $6767 threat_search 
0187: $6768 = create_marker_above_actor $6767 
0192: set_actor $6767 objective_to_stand_still 
0051: return 

:AMBULAN_1781
00D6: if and
0018:   $6744 > 7 // integer values 
0038:   $6772 == 0 // integer values 
004D: jump_if_false @AMBULAN_1891 
0376: $6770 = create_random_actor $6799 $6800 $6801 
0004: $6772 = 1 // integer values 
0332: set_actor $6770 bleeding_to 1 
02A9: set_actor $6770 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor $6770 z_angle_to $6811 
0319: set_actor $6770 running 1 
01ED: clear_actor $6770 threat_search 
0187: $6771 = create_marker_above_actor $6770 
0192: set_actor $6770 objective_to_stand_still 
0051: return 

:AMBULAN_1891
00D6: if and
0018:   $6744 > 8 // integer values 
0038:   $6775 == 0 // integer values 
004D: jump_if_false @AMBULAN_2001 
0376: $6773 = create_random_actor $6799 $6800 $6801 
0004: $6775 = 1 // integer values 
0332: set_actor $6773 bleeding_to 1 
02A9: set_actor $6773 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor $6773 z_angle_to $6811 
0319: set_actor $6773 running 1 
01ED: clear_actor $6773 threat_search 
0187: $6774 = create_marker_above_actor $6773 
0192: set_actor $6773 objective_to_stand_still 
0051: return 

:AMBULAN_2001
00D6: if and
0018:   $6744 > 9 // integer values 
0038:   $6778 == 0 // integer values 
004D: jump_if_false @AMBULAN_2111 
0376: $6776 = create_random_actor $6799 $6800 $6801 
0004: $6778 = 1 // integer values 
0332: set_actor $6776 bleeding_to 1 
02A9: set_actor $6776 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor $6776 z_angle_to $6811 
0319: set_actor $6776 running 1 
01ED: clear_actor $6776 threat_search 
0187: $6777 = create_marker_above_actor $6776 
0192: set_actor $6776 objective_to_stand_still 
0051: return 

:AMBULAN_2111
00D6: if and
0018:   $6744 > 10 // integer values 
0038:   $6781 == 0 // integer values 
004D: jump_if_false @AMBULAN_2221 
0376: $6779 = create_random_actor $6799 $6800 $6801 
0004: $6781 = 1 // integer values 
0332: set_actor $6779 bleeding_to 1 
02A9: set_actor $6779 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor $6779 z_angle_to $6811 
0319: set_actor $6779 running 1 
01ED: clear_actor $6779 threat_search 
0187: $6780 = create_marker_above_actor $6779 
0192: set_actor $6779 objective_to_stand_still 
0051: return 

:AMBULAN_2221
00D6: if and
0018:   $6744 > 11 // integer values 
0038:   $6784 == 0 // integer values 
004D: jump_if_false @AMBULAN_2331 
0376: $6782 = create_random_actor $6799 $6800 $6801 
0004: $6784 = 1 // integer values 
0332: set_actor $6782 bleeding_to 1 
02A9: set_actor $6782 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
0173: set_actor $6782 z_angle_to $6811 
0319: set_actor $6782 running 1 
01ED: clear_actor $6782 threat_search 
0187: $6783 = create_marker_above_actor $6782 
0192: set_actor $6782 objective_to_stand_still 
0051: return 

:AMBULAN_2331
0051: return 

:AMBULAN_2333
0001: wait 0 ms 
0054: store_player $PLAYER_CHAR position_to $6794 $6795 $6796 
00D6: if 
0042:   $6791 == -133.0288 // floating-point values 
004D: jump_if_false @AMBULAN_2402 
0208: $6789 = random_float -388.702 1111.298 
0208: $6790 = random_float -1808.797 -108.797 

:AMBULAN_2402
00D6: if 
0042:   $6791 == 479.1241 // floating-point values 
004D: jump_if_false @AMBULAN_2453 
0208: $6789 = random_float -175.766 1324.234 
0208: $6790 = random_float -108.797 1391.203 

:AMBULAN_2453
00D6: if 
0042:   $6791 == -871.6317 // floating-point values 
004D: jump_if_false @AMBULAN_2504 
0208: $6789 = random_float -1888.702 -388.702 
0208: $6790 = random_float -1802.039 -2.039 

:AMBULAN_2504
00D6: if 
0042:   $6791 == -823.111 // floating-point values 
004D: jump_if_false @AMBULAN_2555 
0208: $6789 = random_float -1875.766 -175.766 
0208: $6790 = random_float -2.039 1697.961 

:AMBULAN_2555
0293: $18 = get_controller_mode 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @AMBULAN_2609 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @AMBULAN_2602 
0004: $6761 = 1 // integer values 

:AMBULAN_2602
0002: jump @AMBULAN_2633 

:AMBULAN_2609
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @AMBULAN_2633 
0004: $6761 = 1 // integer values 

:AMBULAN_2633
00D6: if 
0038:   $6761 == 1 // integer values 
004D: jump_if_false @AMBULAN_2758 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @AMBULAN_2717 
00D6: if 
80E1:   not player 0 pressed_button 19 
004D: jump_if_false @AMBULAN_2710 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Paramedic mission cancelled!
0004: $6788 = 1 // integer values 
0051: return 

:AMBULAN_2710
0002: jump @AMBULAN_2758 

:AMBULAN_2717
00D6: if 
80E1:   not player 0 pressed_button 14 
004D: jump_if_false @AMBULAN_2758 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Paramedic mission cancelled!
0004: $6788 = 1 // integer values 
0051: return 

:AMBULAN_2758
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
004D: jump_if_false @AMBULAN_2801 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Paramedic mission cancelled!
0004: $6788 = 1 // integer values 
0051: return 

:AMBULAN_2801
02C0: set $6799 $6800 $6801 to_ped_path_coords_closest_to $6789 $6790 $6796 
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values 
004D: jump_if_false @AMBULAN_3071 
00D6: if and
0020:   $6799 > -2327.212 // floating-point values 
0022:   -261.402 > $6799 // floating-point values 
0020:   $6800 > -2027.821 // floating-point values 
0022:   1894.426 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_2897 
0002: jump @AMBULAN_2333 

:AMBULAN_2897
00D6: if and
0020:   $6799 > -265.018 // floating-point values 
0022:   170.188 > $6799 // floating-point values 
0020:   $6800 > -275.942 // floating-point values 
0022:   1689.059 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_2955 
0002: jump @AMBULAN_2333 

:AMBULAN_2955
00D6: if and
0020:   $6799 > -265.657 // floating-point values 
0022:   36.828 > $6799 // floating-point values 
0020:   $6800 > -729.217 // floating-point values 
0022:   -275.488 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3013 
0002: jump @AMBULAN_2333 

:AMBULAN_3013
00D6: if and
0020:   $6799 > 164.191 // floating-point values 
0022:   259.713 > $6799 // floating-point values 
0020:   $6800 > -187.926 // floating-point values 
0022:   631.97 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3071 
0002: jump @AMBULAN_2333 

:AMBULAN_3071
00D6: if and
0020:   $6799 > 333.358 // floating-point values 
0022:   435.544 > $6799 // floating-point values 
0020:   $6800 > -557.261 // floating-point values 
0022:   -433.179 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3129 
0002: jump @AMBULAN_2333 

:AMBULAN_3129
00D6: if and
0020:   $6799 > -64.434 // floating-point values 
0022:   81.544 > $6799 // floating-point values 
0020:   $6800 > -995.198 // floating-point values 
0022:   -896.662 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3187 
0002: jump @AMBULAN_2333 

:AMBULAN_3187
00D6: if and
0020:   $6799 > 446.491 // floating-point values 
0022:   599.769 > $6799 // floating-point values 
0020:   $6800 > -92.564 // floating-point values 
0022:   53.415 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3245 
0002: jump @AMBULAN_2333 

:AMBULAN_3245
00D6: if and
0020:   $6799 > -192.361 // floating-point values 
0022:   234.821 > $6799 // floating-point values 
0020:   $6800 > -272.607 // floating-point values 
0022:   406.194 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3303 
0002: jump @AMBULAN_2333 

:AMBULAN_3303
00D6: if and
0020:   $6799 > -290.702 // floating-point values 
0022:   282.265 > $6799 // floating-point values 
0020:   $6800 > 398.714 // floating-point values 
0022:   661.476 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3361 
0002: jump @AMBULAN_2333 

:AMBULAN_3361
00D6: if and
0020:   $6799 > -728.193 // floating-point values 
0022:   -67.639 > $6799 // floating-point values 
0020:   $6800 > -20.866 // floating-point values 
0022:   99.566 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3419 
0002: jump @AMBULAN_2333 

:AMBULAN_3419
00D6: if and
0020:   $6799 > -516.97 // floating-point values 
0022:   -188.518 > $6799 // floating-point values 
0020:   $6800 > -667.97 // floating-point values 
0022:   -507.393 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3477 
0002: jump @AMBULAN_2333 

:AMBULAN_3477
00D6: if and
0020:   $6799 > -710.393 // floating-point values 
0022:   -579.012 > $6799 // floating-point values 
0020:   $6800 > -1416.112 // floating-point values 
0022:   -1211.742 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3535 
0002: jump @AMBULAN_2333 

:AMBULAN_3535
00D6: if and
0020:   $6799 > 333.358 // floating-point values 
0022:   493.934 > $6799 // floating-point values 
0020:   $6800 > 991.328 // floating-point values 
0022:   1261.389 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3593 
0002: jump @AMBULAN_2333 

:AMBULAN_3593
00D6: if and
0020:   $6799 > -790.682 // floating-point values 
0022:   -626.456 > $6799 // floating-point values 
0020:   $6800 > 1196.908 // floating-point values 
0022:   1306.392 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3651 
0002: jump @AMBULAN_2333 

:AMBULAN_3651
00D6: if and
0020:   $6799 > -1173.877 // floating-point values 
0022:   -1027.898 > $6799 // floating-point values 
0020:   $6800 > 237.098 // floating-point values 
0022:   415.922 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3709 
0002: jump @AMBULAN_2333 

:AMBULAN_3709
00D6: if and
0020:   $6799 > -1389.195 // floating-point values 
0022:   -1199.422 > $6799 // floating-point values 
0020:   $6800 > -47.561 // floating-point values 
0022:   229.799 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3767 
0002: jump @AMBULAN_2333 

:AMBULAN_3767
00D6: if and
0020:   $6799 > -1571.667 // floating-point values 
0022:   -1290.658 > $6799 // floating-point values 
0020:   $6800 > -1007.371 // floating-point values 
0022:   -784.753 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3825 
0002: jump @AMBULAN_2333 

:AMBULAN_3825
00D6: if and
0020:   $6799 > -757.335 // floating-point values 
0022:   -219.313 > $6799 // floating-point values 
0020:   $6800 > -979.568 // floating-point values 
0022:   -878.689 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3883 
0002: jump @AMBULAN_2333 

:AMBULAN_3883
00D6: if and
0020:   $6799 > -180.88 // floating-point values 
0022:   64.112 > $6799 // floating-point values 
0020:   $6800 > -499.183 // floating-point values 
0022:   -417.519 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3941 
0002: jump @AMBULAN_2333 

:AMBULAN_3941
00D6: if and
0020:   $6799 > 511.112 // floating-point values 
0022:   638.214 > $6799 // floating-point values 
0020:   $6800 > -1815.644 // floating-point values 
0022:   -1679.04 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_3999 
0002: jump @AMBULAN_2333 

:AMBULAN_3999
00D6: if and
0020:   $6799 > -691.673 // floating-point values 
0022:   -581.673 > $6799 // floating-point values 
0020:   $6800 > -1519.748 // floating-point values 
0022:   -1449.748 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4057 
0002: jump @AMBULAN_2333 

:AMBULAN_4057
00D6: if and
0020:   $6799 > -1176.038 // floating-point values 
0022:   -1012.796 > $6799 // floating-point values 
0020:   $6800 > -266.898 // floating-point values 
0022:   -158.26 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4115 
0002: jump @AMBULAN_2333 

:AMBULAN_4115
00D6: if and
0020:   $6799 > -1031.494 // floating-point values 
0022:   -949.479 > $6799 // floating-point values 
0020:   $6800 > -902.312 // floating-point values 
0022:   -821.592 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4173 
0002: jump @AMBULAN_2333 

:AMBULAN_4173
00D6: if and
0020:   $6799 > -896.098 // floating-point values 
0022:   -855.09 > $6799 // floating-point values 
0020:   $6800 > -593.101 // floating-point values 
0022:   -548.64 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4231 
0002: jump @AMBULAN_2333 

:AMBULAN_4231
00D6: if and
0020:   $6799 > -1012.06 // floating-point values 
0022:   -982.06 > $6799 // floating-point values 
0020:   $6800 > 181.561 // floating-point values 
0022:   216.561 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4289 
0002: jump @AMBULAN_2333 

:AMBULAN_4289
00D6: if and
0020:   $6799 > -112.495 // floating-point values 
0022:   9.705 > $6799 // floating-point values 
0020:   $6800 > 920.349 // floating-point values 
0022:   1025.694 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4347 
0002: jump @AMBULAN_2333 

:AMBULAN_4347
00D6: if and
0020:   $6799 > 533.891 // floating-point values 
0022:   673.891 > $6799 // floating-point values 
0020:   $6800 > -343.116 // floating-point values 
0022:   -183.116 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4405 
0002: jump @AMBULAN_2333 

:AMBULAN_4405
00D6: if and
0020:   $6799 > -1783.222 // floating-point values 
0022:   -1586.599 > $6799 // floating-point values 
0020:   $6800 > -307.5092 // floating-point values 
0022:   -84.3105 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4463 
0002: jump @AMBULAN_2333 

:AMBULAN_4463
00D6: if and
0020:   $6799 > -903.6972 // floating-point values 
0022:   -882.7946 > $6799 // floating-point values 
0020:   $6800 > 791.7817 // floating-point values 
0022:   808.3229 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4521 
0002: jump @AMBULAN_2333 

:AMBULAN_4521
00D6: if and
0020:   $6799 > -1059.234 // floating-point values 
0022:   -1040.148 > $6799 // floating-point values 
0020:   $6800 > 73.3646 // floating-point values 
0022:   89.7497 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4579 
0002: jump @AMBULAN_2333 

:AMBULAN_4579
00D6: if and
0020:   $6799 > -1235.792 // floating-point values 
0022:   -1110.932 > $6799 // floating-point values 
0020:   $6800 > 32.1217 // floating-point values 
0022:   126.1341 > $6800 // floating-point values 
004D: jump_if_false @AMBULAN_4637 
0002: jump @AMBULAN_2333 

:AMBULAN_4637
00D6: if 
0022:   6.0 > $6801 // floating-point values 
004D: jump_if_false @AMBULAN_4665 
0002: jump @AMBULAN_2333 

:AMBULAN_4665
0086: $6805 = $6794 // floating-point values only 
0061: $6805 -= $6799 // floating-point values 
0086: $6806 = $6795 // floating-point values only 
0061: $6806 -= $6800 // floating-point values 
0069: $6805 *= $6805 // floating-point values 
0069: $6806 *= $6806 // floating-point values 
0086: $6807 = $6805 // floating-point values only 
0059: $6807 += $6806 // floating-point values 
01FB: $6808 = square_root $6807 
00D6: if 
0022:   120.0 > $6808 // floating-point values 
004D: jump_if_false @AMBULAN_4765 
0002: jump @AMBULAN_2333 

:AMBULAN_4765
0086: $6805 = $6791 // floating-point values only 
0061: $6805 -= $6799 // floating-point values 
0086: $6806 = $6792 // floating-point values only 
0061: $6806 -= $6800 // floating-point values 
0069: $6805 *= $6805 // floating-point values 
0069: $6806 *= $6806 // floating-point values 
0086: $6807 = $6805 // floating-point values only 
0059: $6807 += $6806 // floating-point values 
01FB: $6809 = square_root $6807 
00D6: if 
0022:   100.0 > $6809 // floating-point values 
004D: jump_if_false @AMBULAN_4865 
0002: jump @AMBULAN_2333 

:AMBULAN_4865
00D6: if 
0019:   2@ > 0 // integer values 
004D: jump_if_false @AMBULAN_4940 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AMBULAN_4940 
00D6: if 
00EC:   actor 0@ 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_4940 
0002: jump @AMBULAN_2333 

:AMBULAN_4940
00D6: if 
0019:   5@ > 0 // integer values 
004D: jump_if_false @AMBULAN_5015 
00D6: if 
8118:   not actor 3@ dead 
004D: jump_if_false @AMBULAN_5015 
00D6: if 
00EC:   actor 3@ 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5015 
0002: jump @AMBULAN_2333 

:AMBULAN_5015
00D6: if 
0019:   8@ > 0 // integer values 
004D: jump_if_false @AMBULAN_5090 
00D6: if 
8118:   not actor 6@ dead 
004D: jump_if_false @AMBULAN_5090 
00D6: if 
00EC:   actor 6@ 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5090 
0002: jump @AMBULAN_2333 

:AMBULAN_5090
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @AMBULAN_5165 
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @AMBULAN_5165 
00D6: if 
00EC:   actor 9@ 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5165 
0002: jump @AMBULAN_2333 

:AMBULAN_5165
00D6: if 
0019:   14@ > 0 // integer values 
004D: jump_if_false @AMBULAN_5240 
00D6: if 
8118:   not actor 12@ dead 
004D: jump_if_false @AMBULAN_5240 
00D6: if 
00EC:   actor 12@ 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5240 
0002: jump @AMBULAN_2333 

:AMBULAN_5240
00D6: if 
0018:   $6766 > 0 // integer values 
004D: jump_if_false @AMBULAN_5315 
00D6: if 
8118:   not actor $6764 dead 
004D: jump_if_false @AMBULAN_5315 
00D6: if 
00EC:   actor $6764 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5315 
0002: jump @AMBULAN_2333 

:AMBULAN_5315
00D6: if 
0018:   $6769 > 0 // integer values 
004D: jump_if_false @AMBULAN_5390 
00D6: if 
8118:   not actor $6767 dead 
004D: jump_if_false @AMBULAN_5390 
00D6: if 
00EC:   actor $6767 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5390 
0002: jump @AMBULAN_2333 

:AMBULAN_5390
00D6: if 
0018:   $6772 > 0 // integer values 
004D: jump_if_false @AMBULAN_5465 
00D6: if 
8118:   not actor $6770 dead 
004D: jump_if_false @AMBULAN_5465 
00D6: if 
00EC:   actor $6770 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5465 
0002: jump @AMBULAN_2333 

:AMBULAN_5465
00D6: if 
0018:   $6775 > 0 // integer values 
004D: jump_if_false @AMBULAN_5540 
00D6: if 
8118:   not actor $6773 dead 
004D: jump_if_false @AMBULAN_5540 
00D6: if 
00EC:   actor $6773 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5540 
0002: jump @AMBULAN_2333 

:AMBULAN_5540
00D6: if 
0018:   $6778 > 0 // integer values 
004D: jump_if_false @AMBULAN_5615 
00D6: if 
8118:   not actor $6776 dead 
004D: jump_if_false @AMBULAN_5615 
00D6: if 
00EC:   actor $6776 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5615 
0002: jump @AMBULAN_2333 

:AMBULAN_5615
00D6: if 
0018:   $6781 > 0 // integer values 
004D: jump_if_false @AMBULAN_5690 
00D6: if 
8118:   not actor $6779 dead 
004D: jump_if_false @AMBULAN_5690 
00D6: if 
00EC:   actor $6779 0 $6799 $6800 radius 25.0 25.0 
004D: jump_if_false @AMBULAN_5690 
0002: jump @AMBULAN_2333 

:AMBULAN_5690
0051: return 

:AMBULAN_5692
0086: $6810 = $6809 // floating-point values only 
0071: $6810 /= $6812 // floating-point values 
0011: $6810 *= 1000.0 // floating-point values 
008C: $6742 = float_to_integer $6810 
0058: $6740 += $6742 // integer values 
0051: return 

:AMBULAN_5736
0001: wait 0 ms 
0293: $18 = get_controller_mode 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @AMBULAN_5794 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @AMBULAN_5787 
0004: $6761 = 1 // integer values 

:AMBULAN_5787
0002: jump @AMBULAN_5818 

:AMBULAN_5794
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @AMBULAN_5818 
0004: $6761 = 1 // integer values 

:AMBULAN_5818
00D6: if 
0038:   $6761 == 1 // integer values 
004D: jump_if_false @AMBULAN_5939 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @AMBULAN_5900 
00D6: if 
80E1:   not player 0 pressed_button 19 
004D: jump_if_false @AMBULAN_5893 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Paramedic mission cancelled!
0002: jump @AMBULAN_7425 

:AMBULAN_5893
0002: jump @AMBULAN_5939 

:AMBULAN_5900
00D6: if 
80E1:   not player 0 pressed_button 14 
004D: jump_if_false @AMBULAN_5939 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Paramedic mission cancelled!
0002: jump @AMBULAN_7425 

:AMBULAN_5939
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
004D: jump_if_false @AMBULAN_5987 
00BC: text_highpriority 'A_CANC' 3000 ms 1  // ~r~Paramedic mission cancelled!
0002: jump @AMBULAN_7425 
0002: jump @AMBULAN_5995 

:AMBULAN_5987
00DA: $6741 = player $PLAYER_CHAR car
02AC: set_car $6741 immunities 1 1 1 1 1
01EC: make_car $6741 very_heavy 1
0423: car $6741 improve_handling 1.5 

:AMBULAN_5995
00D6: if and
0018:   $6744 > 6 // integer values 
0038:   $6752 == 2 // integer values 
0038:   $6759 == 0 // integer values 
004D: jump_if_false @AMBULAN_6041 
0004: $6752 = 1 // integer values 
0008: $6759 += 1 // integer values 

:AMBULAN_6041
00D6: if and
0018:   $6744 > 9 // integer values 
0038:   $6752 == 2 // integer values 
0038:   $6759 == 1 // integer values 
004D: jump_if_false @AMBULAN_6087 
0004: $6752 = 1 // integer values 
0008: $6759 += 1 // integer values 

:AMBULAN_6087
00D6: if and
0018:   $6744 > 12 // integer values 
0038:   $6752 == 2 // integer values 
0038:   $6759 == 2 // integer values 
004D: jump_if_false @AMBULAN_6133 
0004: $6752 = 1 // integer values 
0008: $6759 += 1 // integer values 

:AMBULAN_6133
00D6: if 
0019:   2@ > 0 // integer values 
004D: jump_if_false @AMBULAN_6215 
008A: $6785 = 0@ // integer values and handles 
008A: $6786 = 2@ // integer values and handles 
008A: $6787 = 1@ // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6207 
0002: jump @AMBULAN_7425 

:AMBULAN_6207
008B: 2@ = $6786 // integer values and handles 

:AMBULAN_6215
00D6: if 
0019:   5@ > 0 // integer values 
004D: jump_if_false @AMBULAN_6297 
008A: $6785 = 3@ // integer values and handles 
008A: $6786 = 5@ // integer values and handles 
008A: $6787 = 4@ // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6289 
0002: jump @AMBULAN_7425 

:AMBULAN_6289
008B: 5@ = $6786 // integer values and handles 

:AMBULAN_6297
00D6: if 
0019:   8@ > 0 // integer values 
004D: jump_if_false @AMBULAN_6379 
008A: $6785 = 6@ // integer values and handles 
008A: $6786 = 8@ // integer values and handles 
008A: $6787 = 7@ // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6371 
0002: jump @AMBULAN_7425 

:AMBULAN_6371
008B: 8@ = $6786 // integer values and handles 

:AMBULAN_6379
00D6: if 
0019:   11@ > 0 // integer values 
004D: jump_if_false @AMBULAN_6461 
008A: $6785 = 9@ // integer values and handles 
008A: $6786 = 11@ // integer values and handles 
008A: $6787 = 10@ // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6453 
0002: jump @AMBULAN_7425 

:AMBULAN_6453
008B: 11@ = $6786 // integer values and handles 

:AMBULAN_6461
00D6: if 
0019:   14@ > 0 // integer values 
004D: jump_if_false @AMBULAN_6543 
008A: $6785 = 12@ // integer values and handles 
008A: $6786 = 14@ // integer values and handles 
008A: $6787 = 13@ // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6535 
0002: jump @AMBULAN_7425 

:AMBULAN_6535
008B: 14@ = $6786 // integer values and handles 

:AMBULAN_6543
00D6: if 
0018:   $6766 > 0 // integer values 
004D: jump_if_false @AMBULAN_6625 
0084: $6785 = $6764 // integer values and handles 
0084: $6786 = $6766 // integer values and handles 
0084: $6787 = $6765 // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6617 
0002: jump @AMBULAN_7425 

:AMBULAN_6617
0084: $6766 = $6786 // integer values and handles 

:AMBULAN_6625
00D6: if 
0018:   $6769 > 0 // integer values 
004D: jump_if_false @AMBULAN_6707 
0084: $6785 = $6767 // integer values and handles 
0084: $6786 = $6769 // integer values and handles 
0084: $6787 = $6768 // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6699 
0002: jump @AMBULAN_7425 

:AMBULAN_6699
0084: $6769 = $6786 // integer values and handles 

:AMBULAN_6707
00D6: if 
0018:   $6772 > 0 // integer values 
004D: jump_if_false @AMBULAN_6789 
0084: $6785 = $6770 // integer values and handles 
0084: $6786 = $6772 // integer values and handles 
0084: $6787 = $6771 // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6781 
0002: jump @AMBULAN_7425 

:AMBULAN_6781
0084: $6772 = $6786 // integer values and handles 

:AMBULAN_6789
00D6: if 
0018:   $6775 > 0 // integer values 
004D: jump_if_false @AMBULAN_6871 
0084: $6785 = $6773 // integer values and handles 
0084: $6786 = $6775 // integer values and handles 
0084: $6787 = $6774 // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6863 
0002: jump @AMBULAN_7425 

:AMBULAN_6863
0084: $6775 = $6786 // integer values and handles 

:AMBULAN_6871
00D6: if 
0018:   $6778 > 0 // integer values 
004D: jump_if_false @AMBULAN_6953 
0084: $6785 = $6776 // integer values and handles 
0084: $6786 = $6778 // integer values and handles 
0084: $6787 = $6777 // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_6945 
0002: jump @AMBULAN_7425 

:AMBULAN_6945
0084: $6778 = $6786 // integer values and handles 

:AMBULAN_6953
00D6: if 
0018:   $6781 > 0 // integer values 
004D: jump_if_false @AMBULAN_7035 
0084: $6785 = $6779 // integer values and handles 
0084: $6786 = $6781 // integer values and handles 
0084: $6787 = $6780 // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_7027 
0002: jump @AMBULAN_7425 

:AMBULAN_7027
0084: $6781 = $6786 // integer values and handles 

:AMBULAN_7035
00D6: if 
0018:   $6784 > 0 // integer values 
004D: jump_if_false @AMBULAN_7117 
0084: $6785 = $6782 // integer values and handles 
0084: $6786 = $6784 // integer values and handles 
0084: $6787 = $6783 // integer values and handles 
0050: gosub @AMBULAN_7618 
00D6: if 
0038:   $6788 == 1 // integer values 
004D: jump_if_false @AMBULAN_7109 
0002: jump @AMBULAN_7425 

:AMBULAN_7109
0084: $6784 = $6786 // integer values and handles 

:AMBULAN_7117
00D6: if 
003A:   $6753 == $6744 // integer values and handles 
004D: jump_if_false @AMBULAN_7418 
0084: $6751 = $6756 // integer values and handles 
0068: $6751 *= $6756 // integer values 
0010: $6751 *= 1500 // integer values 
01E3: text_1number_styled 'REWARD' number $6751 time 6000 style 6  // REWARD $~1~
0058: $316 += $6753 // integer values 
0058: $6763 += $6753 // integer values 
0008: $6744 += 1 // integer values 
0004: $6753 = 0 // integer values 
0004: $6743 = 0 // integer values 
0109: player $PLAYER_CHAR money += $6751 
0004: $6760 = 0 // integer values 
0164: disable_marker $6754 
0164: disable_marker 1@ 
0164: disable_marker 4@ 
0164: disable_marker 7@ 
0164: disable_marker 10@ 
0164: disable_marker 13@ 
0164: disable_marker $6765 
0164: disable_marker $6768 
0164: disable_marker $6771 
0164: disable_marker $6774 
0164: disable_marker $6777 
0164: disable_marker $6780 
0164: disable_marker $6783 
0403: save_highest_ambulance_level $6756 
0008: $6756 += 1 // integer values 
00D6: if 
0038:   $6756 == 13 // integer values 
004D: jump_if_false @AMBULAN_7411 
01E3: text_1number_styled 'A_COMP1' number 125000 time 5000 style 5  // Paramedic missions complete: $~1~
0109: player $PLAYER_CHAR money += 125000 
0394: play_music 1 
0330: set_player $PLAYER_CHAR infinite_run_to 1 
00D6: if 
0038:   $1581 == 0 // integer values 
004D: jump_if_false @AMBULAN_7409 
030C: progress_made += 1 
03E5: text_box 'A_COMP2'  // You will never get tired!
0330: set_player $PLAYER_CHAR infinite_run_to 1 
0595: mission_complete 
0004: $1581 = 1 // integer values 

:AMBULAN_7409
0051: return 

:AMBULAN_7411
0002: jump @AMBULAN_367 

:AMBULAN_7418
0002: jump @AMBULAN_5736 

:AMBULAN_7425
014F: stop_timer $6740 
00D6: if 
8038:   not  $6756 == 13 // integer values 
004D: jump_if_false @AMBULAN_7481 
00BA: text_styled 'A_FAIL1' 5000 ms 5  // Paramedic mission ended.
01E3: text_1number_styled 'A_SAVES' number $6763 time 6000 style 6  // PEOPLE SAVED: ~1~

:AMBULAN_7481
0004: $6760 = 0 // integer values 
0164: disable_marker $6754 
0164: disable_marker 1@ 
0164: disable_marker 4@ 
0164: disable_marker 7@ 
0164: disable_marker 10@ 
0164: disable_marker 13@ 
0164: disable_marker $6765 
0164: disable_marker $6768 
0164: disable_marker $6771 
0164: disable_marker $6774 
0164: disable_marker $6777 
0164: disable_marker $6780 
0164: disable_marker $6783 
03C7: set_sensitivity_to_crime_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
0004: $319 = 0 // integer values 
00D8: mission_cleanup 
00D6: if 
0038:   $1581 == 1 // integer values 
004D: jump_if_false @AMBULAN_7616 
03E5: text_box 'A_COMP2'  // You will never get tired!
0004: $1581 = 2 // integer values 

:AMBULAN_7616
0051: return 

:AMBULAN_7618
00D6: if 
0118:   actor $6785 dead 
004D: jump_if_false @AMBULAN_7658 
00BC: text_highpriority 'A_FAIL3' 3000 ms 1  // ~r~The patient is dead!!
0004: $6788 = 1 // integer values 
0051: return 

:AMBULAN_7658
00D6: if 
0038:   $6740 == 0 // integer values 
004D: jump_if_false @AMBULAN_7710 
0321: kill_actor $6785 
034F: destroy_actor_with_fade $6785 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' 3000 ms 1  // ~r~Your lack of urgency has been fatal to the patient!
0004: $6788 = 1 // integer values 
0051: return 

:AMBULAN_7710
00D6: if 
0038:   $6786 == 3 // integer values 
004D: jump_if_false @AMBULAN_7882 
00A0: store_actor $6785 position_to $6802 $6803 $6804 
0227: $6747 = car $6741 health 
00D6: if 
001C:   $6746 > $6747 // integer values 
004D: jump_if_false @AMBULAN_7882 
0084: $6748 = $6746 // integer values and handles 
0060: $6748 -= $6747 // integer values 
0010: $6748 *= 50 // integer values 
0060: $6740 -= $6748 // integer values 
00D6: if 
03A3:   actor $6785 male 
004D: jump_if_false @AMBULAN_7836 
018C: play_sound 19 at $6802 $6803 $6804 
0002: jump @AMBULAN_7849 

:AMBULAN_7836
018C: play_sound 20 at $6802 $6803 $6804 

:AMBULAN_7849
00D6: if 
001A:   0 > $6740 // integer values 
004D: jump_if_false @AMBULAN_7874 
0004: $6740 = 0 // integer values 

:AMBULAN_7874
0084: $6746 = $6747 // integer values and handles 

:AMBULAN_7882
00D6: if 
0038:   $6786 == 1 // integer values 
004D: jump_if_false @AMBULAN_8048 
00D6: if 
00FD:   player $PLAYER_CHAR 0 $6785 in_car radius 10.0 10.0 2.0 
004D: jump_if_false @AMBULAN_8048 
01E9: $6750 = car $6741 num_passengers 
01EA: $6749 = car $6741 max_passengers 
00D6: if 
003A:   $6750 == $6749 // integer values and handles 
004D: jump_if_false @AMBULAN_8000 
00BC: text_highpriority 'A_FULL' 5000 ms 1  // ~r~Ambulance full!!
0004: $6758 = 1 // integer values 
0002: jump @AMBULAN_8007 

:AMBULAN_8000
0004: $6758 = 0 // integer values 

:AMBULAN_8007
0227: $6746 = car $6741 health 
00D6: if 
0038:   $6758 == 0 // integer values 
004D: jump_if_false @AMBULAN_8048 
01D4: actor $6785 go_to_car $6741 and_enter_it_as_a_passenger 
0004: $6786 = 2 // integer values 

:AMBULAN_8048
00D6: if 
0038:   $6786 == 2 // integer values 
004D: jump_if_false @AMBULAN_8143 
00D6: if 
80EB:   not player $PLAYER_CHAR 0 $6785 radius 20.0 20.0 
004D: jump_if_false @AMBULAN_8104 
0004: $6786 = 1 // integer values 

:AMBULAN_8104
00D6: if 
04FF:  $6785 
004D: jump_if_false @AMBULAN_8143 
00D6: if 
80DF:   not actor $6785 driving 
004D: jump_if_false @AMBULAN_8143 
0004: $6786 = 1 // integer values 

:AMBULAN_8143
00D6: if 
0038:   $6786 == 2 // integer values 
004D: jump_if_false @AMBULAN_8270 
00D6: if 
00DF:   actor $6785 driving 
004D: jump_if_false @AMBULAN_8270 
0164: disable_marker $6787 
00D6: if 
0038:   $6760 == 0 // integer values 
004D: jump_if_false @AMBULAN_8221 
018A: $6754 = create_checkpoint_at $6791 $6792 $6793 
0004: $6760 = 1 // integer values 

:AMBULAN_8221
0084: $6757 = $6755 // integer values and handles 
0014: $6757 /= 1000 // integer values 
01E3: text_1number_styled 'A_TIME' number $6757 time 6000 style 6  // +~1~ seconds
0058: $6740 += $6755 // integer values 
0004: $6786 = 3 // integer values 

:AMBULAN_8270
00D6: if 
0038:   $6786 == 3 // integer values 
004D: jump_if_false @AMBULAN_8348 
00D6: if 
00FA:   player $PLAYER_CHAR stopped 1 $6791 $6792 $6793 radius 6.0 6.0 2.0 
004D: jump_if_false @AMBULAN_8348 
0239: actor $6785 run_to $6797 $6798 
0004: $6786 = 4 // integer values 

:AMBULAN_8348
00D6: if 
0038:   $6786 == 4 // integer values 
004D: jump_if_false @AMBULAN_8557 
0239: actor $6785 run_to $6797 $6798 
00D6: if 
80DF:   not actor $6785 driving 
004D: jump_if_false @AMBULAN_8557 
0239: actor $6785 run_to $6797 $6798 
01C2: remove_references_to_actor $6785 // Like turning an actor into a random pedestrian 
00BA: text_styled 'A_PASS' 3000 ms 5  // Rescued!
00D6: if 
0038:   $6752 == 1 // integer values 
004D: jump_if_false @AMBULAN_8522 
0084: $6757 = $6755 // integer values and handles 
0014: $6757 /= 1000 // integer values 
01E3: text_1number_styled 'A_TIME' number $6757 time 6000 style 6  // +~1~ seconds
00DA: $6741 = player $PLAYER_CHAR car 
02AC: set_car $6741 immunities 1 1 1 1 1 
053F: set_car $6741 tires_vulnerable 0
01EC: make_car $6741 very_heavy 1
0227: $6762 = car $6741 health 
0008: $6762 += 110 // integer values 
0224: set_car $6741 health_to $6762 
0058: $6740 += $6755 // integer values 
0008: $6752 += 1 // integer values 

:AMBULAN_8522
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $6753 += 1 // integer values 
0401: increment_people_saved_in_ambulance 
0004: $6786 = 0 // integer values 

:AMBULAN_8557
0051: return 

//-------------Mission 77---------------
// Originally: FIREFIGHTER

:FIRETRU
0050: gosub @FIRETRU_16 
0050: gosub @FIRETRU_7990 
004E: end_thread 

:FIRETRU_16
0004: $ONMISSION = 1 // integer values 
0004: $321 = 1 // integer values 
03A4: name_thread 'FIRETRU' 
0001: wait 0 ms 
00D6: if 
0038:   $1583 == 0 // integer values 
004D: jump_if_false @FIRETRU_64 
0317: increment_mission_attempts 

:FIRETRU_64
054C: use_GXT_table 'FIRETRK' 
0004: $6841 = 0 // integer values 
0004: $6844 = 0 // integer values 
0004: $6845 = 0 // integer values 
0004: $6847 = 0 // integer values 
0004: $6846 = 0 // integer values 
0004: $6850 = 0 // integer values 
0004: $6849 = 0 // integer values 
0005: $6871 = 5.5 // floating-point values 
0004: $6848 = 1 // integer values 
0004: $6842 = 0 // integer values 
0004: $6935 = 0 // integer values 
0004: $6843 = 0 // integer values 
0004: $6851 = 0 // integer values 
0006: 1@ = -1 // integer values 
0006: 1@ = -1 // integer values 
0006: 1@ = -1 // integer values 
0004: $6856 = 0 // integer values 
0004: $6818 = 0 // integer values 
0004: $6819 = 0 // integer values 
0004: $6820 = 0 // integer values 
0004: $6821 = 0 // integer values 
0004: $6822 = 0 // integer values 
0004: $6823 = 0 // integer values 
0004: $6824 = 0 // integer values 
0004: $6825 = 0 // integer values 
0004: $6826 = 0 // integer values 
03C7: set_sensitivity_to_crime_to 0.5 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @FIRETRU_480 
018A: $6827 = create_checkpoint_at $445 $446 $447 
018A: $6828 = create_checkpoint_at $445 $446 $447 
018A: $6829 = create_checkpoint_at $445 $446 $447 
018A: $6830 = create_checkpoint_at $445 $446 $447 
018A: $6831 = create_checkpoint_at $445 $446 $447 
018A: $6832 = create_checkpoint_at $445 $446 $447 
018A: $6833 = create_checkpoint_at $445 $446 $447 
018A: $6834 = create_checkpoint_at $445 $446 $447 
018A: $6835 = create_checkpoint_at $445 $446 $447 
018A: $6836 = create_checkpoint_at $445 $446 $447 
018A: $6837 = create_checkpoint_at $445 $446 $447 
018A: $6838 = create_checkpoint_at $445 $446 $447 
018A: $6839 = create_checkpoint_at $445 $446 $447 
018A: $6840 = create_checkpoint_at $445 $446 $447 

:FIRETRU_480
0004: $6855 = 0 // integer values 
0004: $6853 = 0 // integer values 
0004: $6858 = 0 // integer values 
0004: $6859 = 0 // integer values 
0004: $6860 = 0 // integer values 
0004: $6862 = 0 // integer values 
0004: $6863 = 0 // integer values 
0004: $6864 = 0 // integer values 
0004: $6865 = 0 // integer values 
0004: $6866 = 0 // integer values 
0004: $6867 = 0 // integer values 
0004: $6868 = 0 // integer values 
0004: $6869 = 0 // integer values 
0004: $6870 = 0 // integer values 
0209: $4127 = random_int_in_ranges 25 44 
00D6: if 
0038:   $4127 == 25 // integer values 
004D: jump_if_false @FIRETRU_613 
04AE: $6935 = 135 // = constant 

:FIRETRU_613
00D6: if 
0038:   $4127 == 26 // integer values 
004D: jump_if_false @FIRETRU_639 
04AE: $6935 = 148 // = constant 

:FIRETRU_639
00D6: if 
0038:   $4127 == 27 // integer values 
004D: jump_if_false @FIRETRU_665 
04AE: $6935 = 151 // = constant 

:FIRETRU_665
00D6: if 
0038:   $4127 == 28 // integer values 
004D: jump_if_false @FIRETRU_691 
04AE: $6935 = 130 // = constant 

:FIRETRU_691
00D6: if 
0038:   $4127 == 29 // integer values 
004D: jump_if_false @FIRETRU_717 
04AE: $6935 = 134 // = constant 

:FIRETRU_717
00D6: if 
0038:   $4127 == 30 // integer values 
004D: jump_if_false @FIRETRU_743 
04AE: $6935 = 175 // = constant 

:FIRETRU_743
00D6: if 
0038:   $4127 == 31 // integer values 
004D: jump_if_false @FIRETRU_769 
04AE: $6935 = 196 // = constant 

:FIRETRU_769
00D6: if 
0038:   $4127 == 32 // integer values 
004D: jump_if_false @FIRETRU_795 
04AE: $6935 = 197 // = constant 

:FIRETRU_795
00D6: if 
0038:   $4127 == 33 // integer values 
004D: jump_if_false @FIRETRU_821 
04AE: $6935 = 209 // = constant 

:FIRETRU_821
00D6: if 
0038:   $4127 == 34 // integer values 
004D: jump_if_false @FIRETRU_847 
04AE: $6935 = 143 // = constant 

:FIRETRU_847
00D6: if 
0038:   $4127 == 35 // integer values 
004D: jump_if_false @FIRETRU_873 
04AE: $6935 = 150 // = constant 

:FIRETRU_873
00D6: if 
0038:   $4127 == 36 // integer values 
004D: jump_if_false @FIRETRU_899 
04AE: $6935 = 168 // = constant 

:FIRETRU_899
00D6: if 
0038:   $4127 == 37 // integer values 
004D: jump_if_false @FIRETRU_925 
04AE: $6935 = 170 // = constant 

:FIRETRU_925
00D6: if 
0038:   $4127 == 38 // integer values 
004D: jump_if_false @FIRETRU_951 
04AE: $6935 = 179 // = constant 

:FIRETRU_951
00D6: if 
0038:   $4127 == 39 // integer values 
004D: jump_if_false @FIRETRU_977 
04AE: $6935 = 200 // = constant 

:FIRETRU_977
00D6: if 
0038:   $4127 == 40 // integer values 
004D: jump_if_false @FIRETRU_1003 
04AE: $6935 = 212 // = constant 

:FIRETRU_1003
00D6: if 
0038:   $4127 == 41 // integer values 
004D: jump_if_false @FIRETRU_1029 
04AE: $6935 = 216 // = constant 

:FIRETRU_1029
00D6: if 
0038:   $4127 == 42 // integer values 
004D: jump_if_false @FIRETRU_1055 
04AE: $6935 = 222 // = constant 

:FIRETRU_1055
00D6: if 
0038:   $4127 == 43 // integer values 
004D: jump_if_false @FIRETRU_1081 
04AE: $6935 = 174 // = constant 

:FIRETRU_1081
0247: request_model $6935 

:FIRETRU_1086
0050: gosub @FIRETRU_6347 
00D6: if 
0038:   $6842 == 1 // integer values 
004D: jump_if_false @FIRETRU_1118 
0002: jump @FIRETRU_7990 

:FIRETRU_1118
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values 
004D: jump_if_false @FIRETRU_1173 
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 
0002: jump @FIRETRU_1278 

:FIRETRU_1173
00D6: if 
0056:   player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 
004D: jump_if_false @FIRETRU_1248 
0208: $6942 = random_float -1802.615 -270.134 
0208: $6943 = random_float -1518.473 1591.896 
0002: jump @FIRETRU_1278 

:FIRETRU_1248
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 

:FIRETRU_1278
00D6: if 
001A:   5 > $6848 // integer values 
004D: jump_if_false @FIRETRU_1325 
02C1: set $6942 $6943 $6944 to_car_path_coords_closest_to $6942 $6943 10.0 
0002: jump @FIRETRU_2054 

:FIRETRU_1325
00D6: if 
001A:   9 > $6848 // integer values 
004D: jump_if_false @FIRETRU_1646 
04B9: unknown_stuff $6942 $6943 10.0 12.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $447 
00D6: if and
0042:   $6942 == 0.0 // floating-point values 
0042:   $6943 == 0.0 // floating-point values 
0042:   $6945 == 0.0 // floating-point values 
0042:   $6946 == 0.0 // floating-point values 
004D: jump_if_false @FIRETRU_1449 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_1449
0086: $6963 = $6945 // floating-point values only 
0061: $6963 -= $6942 // floating-point values 
0086: $6964 = $6946 // floating-point values only 
0061: $6964 -= $6943 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $6963 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $6964 // floating-point values 
0086: $6965 = $6978 // floating-point values only 
0059: $6965 += $6979 // floating-point values 
01FB: $6965 = square_root $6965 
0005: $4864 = 12.0 // floating-point values 
0071: $4864 /= $6965 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $4864 // floating-point values 
0086: $6945 = $6942 // floating-point values only 
0059: $6945 += $6978 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $4864 // floating-point values 
0086: $6946 = $6943 // floating-point values only 
0059: $6946 += $6979 // floating-point values 
0009: $6944 += 0.5 // floating-point values 
0009: $6947 += 0.5 // floating-point values 
0002: jump @FIRETRU_2054 

:FIRETRU_1646
04B9: unknown_stuff $6942 $6943 10.0 18.0 500.0 $6945 $6946 $6947 $6948 $6949 $6950 $447 
00D6: if and
0042:   $6945 == 0.0 // floating-point values 
0042:   $6946 == 0.0 // floating-point values 
0042:   $6948 == 0.0 // floating-point values 
0042:   $6949 == 0.0 // floating-point values 
004D: jump_if_false @FIRETRU_1752 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_1752
0086: $6963 = $6948 // floating-point values only 
0061: $6963 -= $6945 // floating-point values 
0086: $6964 = $6949 // floating-point values only 
0061: $6964 -= $6946 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $6963 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $6964 // floating-point values 
0086: $6965 = $6978 // floating-point values only 
0059: $6965 += $6979 // floating-point values 
01FB: $6965 = square_root $6965 
0005: $4864 = 18.0 // floating-point values 
0071: $4864 /= $6965 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $4864 // floating-point values 
0086: $6948 = $6945 // floating-point values only 
0059: $6948 += $6978 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $4864 // floating-point values 
0086: $6949 = $6946 // floating-point values only 
0059: $6949 += $6979 // floating-point values 
0086: $6942 = $6945 // floating-point values only 
0061: $6942 -= $6948 // floating-point values 
0015: $6942 /= 2.0 // floating-point values 
0059: $6942 += $6948 // floating-point values 
0086: $6943 = $6946 // floating-point values only 
0061: $6943 -= $6949 // floating-point values 
0015: $6943 /= 2.0 // floating-point values 
0059: $6943 += $6949 // floating-point values 
0086: $6944 = $6947 // floating-point values only 
0061: $6944 -= $6950 // floating-point values 
0015: $6944 /= 2.0 // floating-point values 
0059: $6944 += $6950 // floating-point values 
0009: $6947 += 0.5 // floating-point values 
0009: $6944 += 0.5 // floating-point values 
0009: $6950 += 0.5 // floating-point values 

:FIRETRU_2054
00D6: if 
0022:   7.0 > $6944 // floating-point values 
004D: jump_if_false @FIRETRU_2086 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2086
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0509: $6872 = distance_between_point $95 $96 and_point $6942 $6943 
00D6: if or
0022:   150.0 > $6872 // floating-point values 
0020:   $6872 > 600.0 // floating-point values 
004D: jump_if_false @FIRETRU_2159 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2159
00D6: if and
0020:   $6942 > -1905.785 // floating-point values 
0022:   -1105.785 > $6942 // floating-point values 
0020:   $6943 > 745.678 // floating-point values 
0022:   1773.513 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2221 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2221
00D6: if and
0020:   $6942 > -265.018 // floating-point values 
0022:   170.188 > $6942 // floating-point values 
0020:   $6943 > -275.942 // floating-point values 
0022:   1689.059 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2283 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2283
00D6: if and
0020:   $6942 > 164.191 // floating-point values 
0022:   259.713 > $6942 // floating-point values 
0020:   $6943 > -187.926 // floating-point values 
0022:   631.97 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2345 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2345
00D6: if and
0020:   $6942 > -731.729 // floating-point values 
0022:   -263.334 > $6942 // floating-point values 
0020:   $6943 > -4.399 // floating-point values 
0022:   62.853 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2407 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2407
00D6: if and
0020:   $6942 > -180.88 // floating-point values 
0022:   64.112 > $6942 // floating-point values 
0020:   $6943 > -499.183 // floating-point values 
0022:   -417.519 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2469 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2469
00D6: if and
0020:   $6942 > -762.855 // floating-point values 
0022:   -172.566 > $6942 // floating-point values 
0020:   $6943 > -667.099 // floating-point values 
0022:   -224.382 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2531 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2531
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values 
004D: jump_if_false @FIRETRU_2797 
00D6: if and
0020:   $6942 > -2327.212 // floating-point values 
0022:   -261.402 > $6942 // floating-point values 
0020:   $6943 > -2027.821 // floating-point values 
0022:   1894.426 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2611 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2611
00D6: if and
0020:   $6942 > -265.018 // floating-point values 
0022:   170.188 > $6942 // floating-point values 
0020:   $6943 > -275.942 // floating-point values 
0022:   1689.059 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2673 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2673
00D6: if and
0020:   $6942 > -265.657 // floating-point values 
0022:   36.828 > $6942 // floating-point values 
0020:   $6943 > -729.217 // floating-point values 
0022:   -275.488 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2735 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2735
00D6: if and
0020:   $6942 > 164.191 // floating-point values 
0022:   259.713 > $6942 // floating-point values 
0020:   $6943 > -187.926 // floating-point values 
0022:   631.97 > $6943 // floating-point values 
004D: jump_if_false @FIRETRU_2797 
0001: wait 0 ms 
0002: jump @FIRETRU_1086 

:FIRETRU_2797
0086: $6873 = $6872 // floating-point values only 
0071: $6873 /= $6871 // floating-point values 
0011: $6873 *= 1000.0 // floating-point values 
008C: $6843 = float_to_integer $6873 
0058: $6841 += $6843 // integer values 
00D6: if 
0038:   $6847 == 0 // integer values 
004D: jump_if_false @FIRETRU_2888 
00D6: if 
001A:   50000 > $6841 // integer values 
004D: jump_if_false @FIRETRU_2888 
0004: $6841 = 50000 // integer values 

:FIRETRU_2888
00D6: if 
8248:   not model $6935 available 
004D: jump_if_false @FIRETRU_2947 
0001: wait 0 ms 
0050: gosub @FIRETRU_6347 
00D6: if 
0038:   $6842 == 1 // integer values 
004D: jump_if_false @FIRETRU_2940 
0002: jump @FIRETRU_7990 

:FIRETRU_2940
0002: jump @FIRETRU_2888 

:FIRETRU_2947
00A5: 1@ = create_car $6935 at $6942 $6943 $6944 
0208: $6874 = random_float 0.0 359.9 
0175: set_car 1@ z_angle_to $6874 
0325: $6814 = create_car 1@ fire 
02AC: set_car 1@ immunities 1 1 1 1 1
0186: $6828 = create_marker_above_car 1@ 
018B: show_on_radar $6828 2 
03ED: set_car 1@ not_damaged_when_upside_down 1 
0008: $6855 += 1 // integer values 
0560: create_random_actor_in_vehicle 1@ in_driverseat_handle_as 5@ 
02A9: set_actor 5@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 
00D6: if 
0018:   $6848 > 2 // integer values 
004D: jump_if_false @FIRETRU_3088 
0561: 6@ = create_random_ped_in_vehicle 1@ passengerseat 0 
02A9: set_actor 6@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3088
00D6: if 
0018:   $6848 > 3 // integer values 
004D: jump_if_false @FIRETRU_3130 
0561: 7@ = create_random_ped_in_vehicle 1@ passengerseat 1 
02A9: set_actor 7@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3130
00D6: if 
0018:   $6848 > 4 // integer values 
004D: jump_if_false @FIRETRU_3317 
0086: $6978 = $6945 // floating-point values only 
000D: $6978 -= 5.0 // floating-point values 
0086: $445 = $6978 // floating-point values only 
0009: $445 += 10.0 // floating-point values 
0208: $6945 = random_float $6978 $445 
0086: $6979 = $6946 // floating-point values only 
000D: $6979 -= 5.0 // floating-point values 
0086: $446 = $6979 // floating-point values only 
0009: $446 += 10.0 // floating-point values 
0208: $6946 = random_float $6979 $446 
00A5: 2@ = create_car $6935 at $6945 $6946 $6947 
039F: car 2@ race_to $6942 $6943 
0325: $6815 = create_car 2@ fire 
02AC: set_car 2@ immunities 1 1 1 1 1
04BA: set_car 2@ speed_instantly 20.0 
0186: $6829 = create_marker_above_car 2@ 
018B: show_on_radar $6829 2 
03ED: set_car 2@ not_damaged_when_upside_down 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3317
00D6: if 
0018:   $6848 > 5 // integer values 
004D: jump_if_false @FIRETRU_3357 
0560: create_random_actor_in_vehicle 2@ in_driverseat_handle_as 8@ 
02A9: set_actor 8@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3357
00D6: if 
0018:   $6848 > 6 // integer values 
004D: jump_if_false @FIRETRU_3399 
0561: 9@ = create_random_ped_in_vehicle 2@ passengerseat 0 
02A9: set_actor 9@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3399
00D6: if 
0018:   $6848 > 7 // integer values 
004D: jump_if_false @FIRETRU_3441 
0561: 10@ = create_random_ped_in_vehicle 2@ passengerseat 1 
02A9: set_actor 10@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3441
00D6: if 
0018:   $6848 > 8 // integer values 
004D: jump_if_false @FIRETRU_3628 
0086: $6978 = $6948 // floating-point values only 
000D: $6978 -= 5.0 // floating-point values 
0086: $445 = $6978 // floating-point values only 
0009: $445 += 10.0 // floating-point values 
0208: $6948 = random_float $6978 $445 
0086: $6979 = $6949 // floating-point values only 
000D: $6979 -= 5.0 // floating-point values 
0086: $446 = $6979 // floating-point values only 
0009: $446 += 10.0 // floating-point values 
0208: $6949 = random_float $6979 $446 
00A5: 3@ = create_car $6935 at $6948 $6949 $6950 
039F: car 3@ race_to $6942 $6943 
0325: $6816 = create_car 3@ fire 
02AC: set_car 3@ immunities 1 1 1 1 1
04BA: set_car 3@ speed_instantly 20.0 
0186: $6830 = create_marker_above_car 3@ 
018B: show_on_radar $6830 2 
03ED: set_car 3@ not_damaged_when_upside_down 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3628
0249: release_model $6935 
00D6: if 
0018:   $6848 > 9 // integer values 
004D: jump_if_false @FIRETRU_3673 
0560: create_random_actor_in_vehicle 3@ in_driverseat_handle_as 11@ 
02A9: set_actor 11@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3673
00D6: if 
0018:   $6848 > 10 // integer values 
004D: jump_if_false @FIRETRU_3715 
0561: 12@ = create_random_ped_in_vehicle 3@ passengerseat 0 
02A9: set_actor 12@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3715
00D6: if 
0018:   $6848 > 11 // integer values 
004D: jump_if_false @FIRETRU_3757 
0561: 13@ = create_random_ped_in_vehicle 3@ passengerseat 1 
02A9: set_actor 13@ immune_to_nonplayer 1 
0008: $6855 += 1 // integer values 

:FIRETRU_3757
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @FIRETRU_3780 
00AF: set_car 1@ driver_behaviour_to 11 

:FIRETRU_3780
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @FIRETRU_3803 
00AF: set_car 2@ driver_behaviour_to 11 

:FIRETRU_3803
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @FIRETRU_3826 
00AF: set_car 3@ driver_behaviour_to 11 

:FIRETRU_3826
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @FIRETRU_4995 
00D6: if 
001A:   5 > $6848 // integer values 
004D: jump_if_false @FIRETRU_4431 
00D6: if 
0154:   actor 5@ in_zone 'VICE_C'  // Vice City
004D: jump_if_false @FIRETRU_3907 
0384: text_1string 'F_START' 'VICE_C' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice City

:FIRETRU_3907
00D6: if 
0154:   actor 5@ in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @FIRETRU_3954 
0384: text_1string 'F_START' 'BEACH1' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach

:FIRETRU_3954
00D6: if 
0154:   actor 5@ in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @FIRETRU_4001 
0384: text_1string 'F_START' 'BEACH2' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Washington Beach

:FIRETRU_4001
00D6: if 
0154:   actor 5@ in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @FIRETRU_4048 
0384: text_1string 'F_START' 'BEACH3' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice Point

:FIRETRU_4048
00D6: if 
0154:   actor 5@ in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @FIRETRU_4095 
0384: text_1string 'F_START' 'GOLFC' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Leaf Links

:FIRETRU_4095
00D6: if 
0154:   actor 5@ in_zone 'STARI'  // Starfish Island
004D: jump_if_false @FIRETRU_4142 
0384: text_1string 'F_START' 'STARI' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Starfish Island

:FIRETRU_4142
00D6: if 
0154:   actor 5@ in_zone 'DOCKS'  // Viceport
004D: jump_if_false @FIRETRU_4189 
0384: text_1string 'F_START' 'DOCKS' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Viceport

:FIRETRU_4189
00D6: if 
0154:   actor 5@ in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @FIRETRU_4236 
0384: text_1string 'F_START' 'HAVANA' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Havana

:FIRETRU_4236
00D6: if 
0154:   actor 5@ in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @FIRETRU_4283 
0384: text_1string 'F_START' 'HAITI' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Haiti

:FIRETRU_4283
00D6: if 
0154:   actor 5@ in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @FIRETRU_4330 
0384: text_1string 'F_START' 'PORNI' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Prawn Island

:FIRETRU_4330
00D6: if 
0154:   actor 5@ in_zone 'DTOWN'  // Downtown
004D: jump_if_false @FIRETRU_4377 
0384: text_1string 'F_START' 'DTOWN' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Downtown

:FIRETRU_4377
00D6: if 
0154:   actor 5@ in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @FIRETRU_4424 
0384: text_1string 'F_START' 'A_PORT' 5000 ms 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Escobar International

:FIRETRU_4424
0002: jump @FIRETRU_4995 

:FIRETRU_4431
00D6: if 
0154:   actor 5@ in_zone 'VICE_C'  // Vice City
004D: jump_if_false @FIRETRU_4478 
0384: text_1string 'F_STAR1' 'VICE_C' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice City

:FIRETRU_4478
00D6: if 
0154:   actor 5@ in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @FIRETRU_4525 
0384: text_1string 'F_STAR1' 'BEACH1' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach

:FIRETRU_4525
00D6: if 
0154:   actor 5@ in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @FIRETRU_4572 
0384: text_1string 'F_STAR1' 'BEACH2' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Washington Beach

:FIRETRU_4572
00D6: if 
0154:   actor 5@ in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @FIRETRU_4619 
0384: text_1string 'F_STAR1' 'BEACH3' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice Point

:FIRETRU_4619
00D6: if 
0154:   actor 5@ in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @FIRETRU_4666 
0384: text_1string 'F_STAR1' 'GOLFC' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Leaf Links

:FIRETRU_4666
00D6: if 
0154:   actor 5@ in_zone 'STARI'  // Starfish Island
004D: jump_if_false @FIRETRU_4713 
0384: text_1string 'F_STAR1' 'STARI' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Starfish Island

:FIRETRU_4713
00D6: if 
0154:   actor 5@ in_zone 'DOCKS'  // Viceport
004D: jump_if_false @FIRETRU_4760 
0384: text_1string 'F_STAR1' 'DOCKS' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Viceport

:FIRETRU_4760
00D6: if 
0154:   actor 5@ in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @FIRETRU_4807 
0384: text_1string 'F_STAR1' 'HAVANA' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Havana

:FIRETRU_4807
00D6: if 
0154:   actor 5@ in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @FIRETRU_4854 
0384: text_1string 'F_STAR1' 'HAITI' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Haiti

:FIRETRU_4854
00D6: if 
0154:   actor 5@ in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @FIRETRU_4901 
0384: text_1string 'F_STAR1' 'PORNI' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Prawn Island

:FIRETRU_4901
00D6: if 
0154:   actor 5@ in_zone 'DTOWN'  // Downtown
004D: jump_if_false @FIRETRU_4948 
0384: text_1string 'F_STAR1' 'DTOWN' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Downtown

:FIRETRU_4948
00D6: if 
0154:   actor 5@ in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @FIRETRU_4995 
0384: text_1string 'F_STAR1' 'A_PORT' 5000 ms 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Escobar International

:FIRETRU_4995
01E4: text_1number_lowpriority 'FIRELVL' $6848 3000 ms 1  // Fire Truck Mission level ~1~
00D6: if 
0038:   $6848 == 1 // integer values 
004D: jump_if_false @FIRETRU_5043 
000C: $6855 -= 1 // integer values 
009B: destroy_actor_instantly 5@ 

:FIRETRU_5043
00D6: if 
0038:   $332 == 1 // integer values 
004D: jump_if_false @FIRETRU_5129 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 0 // integer values 
004D: jump_if_false @FIRETRU_5094 
03E5: text_box 'SIREN_1'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:FIRETRU_5094
00D6: if 
0018:   $18 > 0 // integer values 
004D: jump_if_false @FIRETRU_5122 
03E5: text_box 'SIREN_2'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:FIRETRU_5122
0004: $332 = 2 // integer values 

:FIRETRU_5129
00D6: if 
0038:   $332 == 0 // integer values 
004D: jump_if_false @FIRETRU_5215 
0293: $18 = get_controller_mode 
00D6: if 
001A:   3 > $18 // integer values 
004D: jump_if_false @FIRETRU_5180 
03E5: text_box 'SPRAY_1'  // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:FIRETRU_5180
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @FIRETRU_5208 
03E5: text_box 'SPRAY_4'  // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:FIRETRU_5208
0004: $332 = 1 // integer values 

:FIRETRU_5215
00D6: if 
0038:   $6845 == 0 // integer values 
004D: jump_if_false @FIRETRU_5254 
014E: start_timer_at $6841 count_in_direction 1 
0004: $6845 = 1 // integer values 
0002: jump @FIRETRU_5258 

:FIRETRU_5254
0396: pause_timer 0 

:FIRETRU_5258
0084: $6852 = $6848 // integer values and handles 
000C: $6852 -= 4 // integer values 
01BD: $4811 = current_time_in_ms 
0084: $6856 = $4811 // integer values and handles 
0008: $6856 += 3000 // integer values 

:FIRETRU_5294
00D6: if 
0038:   $6842 == 1 // integer values 
004D: jump_if_false @FIRETRU_5319 
0002: jump @FIRETRU_7990 

:FIRETRU_5319
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
0050: gosub @FIRETRU_6347 
00D6: if 
0038:   $6842 == 1 // integer values 
004D: jump_if_false @FIRETRU_5360 
0002: jump @FIRETRU_7990 

:FIRETRU_5360
0085: 0@ = 1@ // integer values and handles 
0084: $6813 = $6814 // integer values and handles 
0084: $6857 = $6858 // integer values and handles 
0084: $6827 = $6828 // integer values and handles 
0050: gosub @FIRETRU_6655 
0084: $6814 = $6813 // integer values and handles 
0084: $6858 = $6857 // integer values and handles 
0084: $6828 = $6827 // integer values and handles 
00D6: if 
0018:   $6848 > 1 // integer values 
004D: jump_if_false @FIRETRU_5504 
0085: 4@ = 5@ // integer values and handles 
0084: $6861 = $6862 // integer values and handles 
0084: $6817 = $6818 // integer values and handles 
0084: $6831 = $6832 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6862 = $6861 // integer values and handles 
0084: $6818 = $6817 // integer values and handles 
0084: $6832 = $6831 // integer values and handles 

:FIRETRU_5504
00D6: if 
0018:   $6848 > 2 // integer values 
004D: jump_if_false @FIRETRU_5585 
0085: 4@ = 6@ // integer values and handles 
0084: $6861 = $6863 // integer values and handles 
0084: $6817 = $6819 // integer values and handles 
0084: $6831 = $6833 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6863 = $6861 // integer values and handles 
0084: $6819 = $6817 // integer values and handles 
0084: $6833 = $6831 // integer values and handles 

:FIRETRU_5585
00D6: if 
0018:   $6848 > 3 // integer values 
004D: jump_if_false @FIRETRU_5666 
0085: 4@ = 7@ // integer values and handles 
0084: $6861 = $6864 // integer values and handles 
0084: $6817 = $6820 // integer values and handles 
0084: $6831 = $6834 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6864 = $6861 // integer values and handles 
0084: $6820 = $6817 // integer values and handles 
0084: $6834 = $6831 // integer values and handles 

:FIRETRU_5666
00D6: if 
0018:   $6848 > 4 // integer values 
004D: jump_if_false @FIRETRU_5747 
0085: 0@ = 2@ // integer values and handles 
0084: $6813 = $6815 // integer values and handles 
0084: $6857 = $6859 // integer values and handles 
0084: $6827 = $6829 // integer values and handles 
0050: gosub @FIRETRU_6655 
0084: $6815 = $6813 // integer values and handles 
0084: $6859 = $6857 // integer values and handles 
0084: $6829 = $6827 // integer values and handles 

:FIRETRU_5747
00D6: if 
0018:   $6848 > 5 // integer values 
004D: jump_if_false @FIRETRU_5828 
0085: 4@ = 8@ // integer values and handles 
0084: $6861 = $6865 // integer values and handles 
0084: $6817 = $6821 // integer values and handles 
0084: $6831 = $6835 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6865 = $6861 // integer values and handles 
0084: $6821 = $6817 // integer values and handles 
0084: $6835 = $6831 // integer values and handles 

:FIRETRU_5828
00D6: if 
0018:   $6848 > 6 // integer values 
004D: jump_if_false @FIRETRU_5909 
0085: 4@ = 9@ // integer values and handles 
0084: $6861 = $6866 // integer values and handles 
0084: $6817 = $6822 // integer values and handles 
0084: $6831 = $6836 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6866 = $6861 // integer values and handles 
0084: $6822 = $6817 // integer values and handles 
0084: $6836 = $6831 // integer values and handles 

:FIRETRU_5909
00D6: if 
0018:   $6848 > 7 // integer values 
004D: jump_if_false @FIRETRU_5990 
0085: 4@ = 10@ // integer values and handles 
0084: $6861 = $6867 // integer values and handles 
0084: $6817 = $6823 // integer values and handles 
0084: $6831 = $6837 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6867 = $6861 // integer values and handles 
0084: $6823 = $6817 // integer values and handles 
0084: $6837 = $6831 // integer values and handles 

:FIRETRU_5990
00D6: if 
0018:   $6848 > 8 // integer values 
004D: jump_if_false @FIRETRU_6071 
0085: 0@ = 3@ // integer values and handles 
0084: $6813 = $6816 // integer values and handles 
0084: $6857 = $6860 // integer values and handles 
0084: $6827 = $6830 // integer values and handles 
0050: gosub @FIRETRU_6655 
0084: $6816 = $6813 // integer values and handles 
0084: $6860 = $6857 // integer values and handles 
0084: $6830 = $6827 // integer values and handles 

:FIRETRU_6071
00D6: if 
0018:   $6848 > 9 // integer values 
004D: jump_if_false @FIRETRU_6152 
0085: 4@ = 11@ // integer values and handles 
0084: $6861 = $6868 // integer values and handles 
0084: $6817 = $6824 // integer values and handles 
0084: $6831 = $6838 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6868 = $6861 // integer values and handles 
0084: $6824 = $6817 // integer values and handles 
0084: $6838 = $6831 // integer values and handles 

:FIRETRU_6152
00D6: if 
0018:   $6848 > 10 // integer values 
004D: jump_if_false @FIRETRU_6233 
0085: 4@ = 12@ // integer values and handles 
0084: $6861 = $6869 // integer values and handles 
0084: $6817 = $6825 // integer values and handles 
0084: $6831 = $6839 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6869 = $6861 // integer values and handles 
0084: $6825 = $6817 // integer values and handles 
0084: $6839 = $6831 // integer values and handles 

:FIRETRU_6233
00D6: if 
0018:   $6848 > 11 // integer values 
004D: jump_if_false @FIRETRU_6314 
0085: 4@ = 13@ // integer values and handles 
0084: $6861 = $6870 // integer values and handles 
0084: $6817 = $6826 // integer values and handles 
0084: $6831 = $6840 // integer values and handles 
0050: gosub @FIRETRU_7151 
0084: $6870 = $6861 // integer values and handles 
0084: $6826 = $6817 // integer values and handles 
0084: $6840 = $6831 // integer values and handles 

:FIRETRU_6314
00D6: if 
003A:   $6853 == $6855 // integer values and handles 
004D: jump_if_false @FIRETRU_6340 
0002: jump @FIRETRU_7575 

:FIRETRU_6340
0002: jump @FIRETRU_5294 

:FIRETRU_6347
00D6: if 
0038:   $6845 == 1 // integer values 
004D: jump_if_false @FIRETRU_6407 
00D6: if 
001A:   1 > $6841 // integer values 
004D: jump_if_false @FIRETRU_6407 
00BC: text_highpriority 'F_FAIL2' 5000 ms 1  // ~r~You're too late!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_6407
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
004D: jump_if_false @FIRETRU_6450 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Fire Fighter mission cancelled!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_6450
0293: $18 = get_controller_mode 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @FIRETRU_6504 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @FIRETRU_6497 
0004: $6849 = 1 // integer values 

:FIRETRU_6497
0002: jump @FIRETRU_6528 

:FIRETRU_6504
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @FIRETRU_6528 
0004: $6849 = 1 // integer values 

:FIRETRU_6528
00D6: if 
0038:   $6849 == 1 // integer values 
004D: jump_if_false @FIRETRU_6653 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @FIRETRU_6612 
00D6: if 
80E1:   not player 0 pressed_button 19 
004D: jump_if_false @FIRETRU_6605 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Fire Fighter mission cancelled!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_6605
0002: jump @FIRETRU_6653 

:FIRETRU_6612
00D6: if 
80E1:   not player 0 pressed_button 14 
004D: jump_if_false @FIRETRU_6653 
00BC: text_highpriority 'F_CANC' 3000 ms 1  // ~r~Fire Fighter mission cancelled!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_6653
0051: return 

:FIRETRU_6655
00D6: if 
8038:   not  $6857 == 10 // integer values 
004D: jump_if_false @FIRETRU_7149 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @FIRETRU_6992 
00D6: if 
82D0:   not fire $6813 extinguished 
004D: jump_if_false @FIRETRU_6875 
0227: $6854 = car 0@ health 
00D6: if 
001C:   $4811 > $6856 // integer values 
004D: jump_if_false @FIRETRU_6787 
00D6: if 
001A:   700 > $6854 // integer values 
004D: jump_if_false @FIRETRU_6780 
020B: explode_car 0@ 
00BC: text_highpriority 'F_FAIL2' 5000 ms 1  // ~r~You're too late!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_6780
0002: jump @FIRETRU_6795 

:FIRETRU_6787
0224: set_car 0@ health_to 1000 

:FIRETRU_6795
00D6: if 
0038:   $6857 == 0 // integer values 
004D: jump_if_false @FIRETRU_6868 
00D6: if 
003A:   $6853 == $6852 // integer values and handles 
004D: jump_if_false @FIRETRU_6868 
00A8: set_car 0@ to_psycho_driver 
00AD: set_car 0@ max_speed_to 20.0 
00AE: set_vehicle 0@ traffic_behavior_to 2 
02AA: set_car 0@ immune_to_nonplayer 1 
0004: $6857 = 1 // integer values 

:FIRETRU_6868
0002: jump @FIRETRU_6985 

:FIRETRU_6875
00D6: if 
8038:   not  $6857 == 10 // integer values 
004D: jump_if_false @FIRETRU_6985 
0164: disable_marker $6827 
045F: unknown_car 0@ 4 
00D6: if 
0038:   $6846 == 0 // integer values 
004D: jump_if_false @FIRETRU_6945 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
0004: $6846 = 1 // integer values 

:FIRETRU_6945
018C: play_sound 1 at 0.0 0.0 0.0 
0004: $6857 = 10 // integer values 
0008: $6847 += 1 // integer values 
0008: $6853 += 1 // integer values 

:FIRETRU_6985
0002: jump @FIRETRU_7149 

:FIRETRU_6992
00D6: if 
02BF:   car 0@ sunk 
004D: jump_if_false @FIRETRU_7125 
00D6: if 
8038:   not  $6857 == 10 // integer values 
004D: jump_if_false @FIRETRU_7118 
0164: disable_marker $6827 
045F: unknown_car 0@ 4 
00D6: if 
0038:   $6846 == 0 // integer values 
004D: jump_if_false @FIRETRU_7078 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
0004: $6846 = 1 // integer values 

:FIRETRU_7078
018C: play_sound 1 at 0.0 0.0 0.0 
0004: $6857 = 10 // integer values 
0008: $6847 += 1 // integer values 
0008: $6853 += 1 // integer values 

:FIRETRU_7118
0002: jump @FIRETRU_7149 

:FIRETRU_7125
00BC: text_highpriority 'F_FAIL2' 5000 ms 1  // ~r~You're too late!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_7149
0051: return 

:FIRETRU_7151
00D6: if 
001A:   2 > $6861 // integer values 
004D: jump_if_false @FIRETRU_7573 
00D6: if 
8118:   not actor 4@ dead 
004D: jump_if_false @FIRETRU_7385 
00D6: if 
0038:   $6861 == 0 // integer values 
004D: jump_if_false @FIRETRU_7257 
00D6: if 
80DF:   not actor 4@ driving 
004D: jump_if_false @FIRETRU_7257 
0326: $6817 = create_actor 4@ fire 
01D0: actor 4@ avoid_player $PLAYER_CHAR 
0187: $6831 = create_marker_above_actor 4@ 
018B: show_on_radar $6831 2 
0004: $6861 = 1 // integer values 

:FIRETRU_7257
00D6: if 
0038:   $6861 == 1 // integer values 
004D: jump_if_false @FIRETRU_7378 
00D6: if 
02D0:   fire $6817 extinguished 
004D: jump_if_false @FIRETRU_7378 
0164: disable_marker $6831 
0404: increment_fires_extinguished 
00D6: if 
0038:   $6846 == 0 // integer values 
004D: jump_if_false @FIRETRU_7338 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
0004: $6846 = 1 // integer values 

:FIRETRU_7338
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $6847 += 1 // integer values 
0008: $6853 += 1 // integer values 
0004: $6861 = 2 // integer values 

:FIRETRU_7378
0002: jump @FIRETRU_7573 

:FIRETRU_7385
00D6: if 
04AD:   actor 4@ in_water 
004D: jump_if_false @FIRETRU_7549 
00D6: if 
0038:   $6861 == 1 // integer values 
004D: jump_if_false @FIRETRU_7518 
02D1: destroy_fire $6817 
0164: disable_marker $6831 
0404: increment_fires_extinguished 
00D6: if 
0038:   $6846 == 0 // integer values 
004D: jump_if_false @FIRETRU_7471 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
0004: $6846 = 1 // integer values 

:FIRETRU_7471
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $6847 += 1 // integer values 
0008: $6853 += 1 // integer values 
0004: $6861 = 2 // integer values 
0002: jump @FIRETRU_7542 

:FIRETRU_7518
00BC: text_highpriority 'F_FAIL2' 5000 ms 1  // ~r~You're too late!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_7542
0002: jump @FIRETRU_7573 

:FIRETRU_7549
00BC: text_highpriority 'F_FAIL2' 5000 ms 1  // ~r~You're too late!
0004: $6842 = 1 // integer values 
0051: return 

:FIRETRU_7573
0051: return 

:FIRETRU_7575
0396: pause_timer 1 
00BA: text_styled 'F_PASS1' 5000 ms 5  // Fire extinguished!
0084: $6844 = $6848 // integer values and handles 
0068: $6844 *= $6848 // integer values 
0010: $6844 *= 1800 // integer values 
0058: $6850 += $6844 // integer values 
01E3: text_1number_styled 'REWARD' number $6844 time 6000 style 6  // REWARD $~1~
0109: player $PLAYER_CHAR money += $6844 
00D6: if 
0018:   $6848 > 11 // integer values 
004D: jump_if_false @FIRETRU_7717 
00D6: if 
0038:   $1583 == 0 // integer values 
004D: jump_if_false @FIRETRU_7717 
055D: make_player $PLAYER_CHAR fireproof 1 
03E5: text_box 'FIREPRO'  // Fire Truck Mission level 12 complete. You are now completely fireproof!!
030C: progress_made += 1 
0595: mission_complete 
0004: $1583 = 1 // integer values 

:FIRETRU_7717
0599: set_highest_firefighter_mission_level $6848 
0008: $6848 += 1 // integer values 
031A: remove_all_fires 
0164: disable_marker $6827 
0164: disable_marker $6828 
0164: disable_marker $6829 
0164: disable_marker $6830 
0164: disable_marker $6831 
0164: disable_marker $6832 
0164: disable_marker $6833 
0164: disable_marker $6834 
0164: disable_marker $6835 
0164: disable_marker $6836 
0164: disable_marker $6837 
0164: disable_marker $6838 
0164: disable_marker $6839 
0164: disable_marker $6840 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @FIRETRU_7849 
00DA: $4790 = player $PLAYER_CHAR car 
02AC: set_car $4790 immunities 1 1 1 1 1 
053F: set_car $4790 tires_vulnerable 0
01EC: make_car $4790 very_heavy 1
0227: $6851 = car $4790 health 
0008: $6851 += 150 // integer values 
0224: set_car $4790 health_to $6851 

:FIRETRU_7849
01C3: remove_references_to_car 1@ 
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @FIRETRU_7877 
02AA: set_car 1@ immune_to_nonplayer 0 

:FIRETRU_7877
01C3: remove_references_to_car 2@ 
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @FIRETRU_7905 
02AA: set_car 2@ immune_to_nonplayer 0 

:FIRETRU_7905
01C3: remove_references_to_car 3@ 
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @FIRETRU_7933 
02AA: set_car 3@ immune_to_nonplayer 0 

:FIRETRU_7933
01C2: remove_references_to_actor 5@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 12@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
0249: release_model $6935 
0002: jump @FIRETRU_480 

:FIRETRU_7990
014F: stop_timer $6841 
0151: remove_status_text $6847 
00BA: text_styled 'F_FAIL1' 5000 ms 5  // Fire Fighter mission ended.
01E3: text_1number_styled 'TSCORE' number $6850 time 6000 style 6  // EARNINGS: $~1~
031A: remove_all_fires 
03C7: set_sensitivity_to_crime_to 1.0 
0164: disable_marker $6827 
0164: disable_marker $6828 
0164: disable_marker $6829 
0164: disable_marker $6830 
0164: disable_marker $6831 
0164: disable_marker $6832 
0164: disable_marker $6833 
0164: disable_marker $6834 
0164: disable_marker $6835 
0164: disable_marker $6836 
0164: disable_marker $6837 
0164: disable_marker $6838 
0164: disable_marker $6839 
0164: disable_marker $6840 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @FIRETRU_8140 
02A9: set_actor 5@ immune_to_nonplayer 0 
0321: kill_actor 5@ 

:FIRETRU_8140
00D6: if 
8118:   not actor 6@ dead 
004D: jump_if_false @FIRETRU_8168 
02A9: set_actor 6@ immune_to_nonplayer 0 
0321: kill_actor 6@ 

:FIRETRU_8168
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @FIRETRU_8196 
02A9: set_actor 7@ immune_to_nonplayer 0 
0321: kill_actor 7@ 

:FIRETRU_8196
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @FIRETRU_8224 
02A9: set_actor 8@ immune_to_nonplayer 0 
0321: kill_actor 8@ 

:FIRETRU_8224
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @FIRETRU_8252 
02A9: set_actor 9@ immune_to_nonplayer 0 
0321: kill_actor 9@ 

:FIRETRU_8252
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @FIRETRU_8280 
02A9: set_actor 10@ immune_to_nonplayer 0 
0321: kill_actor 10@ 

:FIRETRU_8280
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @FIRETRU_8308 
02A9: set_actor 11@ immune_to_nonplayer 0 
0321: kill_actor 11@ 

:FIRETRU_8308
00D6: if 
8118:   not actor 12@ dead 
004D: jump_if_false @FIRETRU_8336 
02A9: set_actor 12@ immune_to_nonplayer 0 
0321: kill_actor 12@ 

:FIRETRU_8336
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @FIRETRU_8364 
02A9: set_actor 13@ immune_to_nonplayer 0 
0321: kill_actor 13@ 

:FIRETRU_8364
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @FIRETRU_8392 
02AA: set_car 1@ immune_to_nonplayer 0 
020B: explode_car 1@ 

:FIRETRU_8392
00D6: if 
8119:   not car 2@ wrecked 
004D: jump_if_false @FIRETRU_8420 
02AA: set_car 2@ immune_to_nonplayer 0 
020B: explode_car 2@ 

:FIRETRU_8420
00D6: if 
8119:   not car 3@ wrecked 
004D: jump_if_false @FIRETRU_8448 
02AA: set_car 3@ immune_to_nonplayer 0 
020B: explode_car 3@ 

:FIRETRU_8448
0249: release_model $6935 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 // integer values 
0004: $321 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

//-------------Mission 78---------------
// Originally: VIGILANTE

:COPCAR
0050: gosub @COPCAR_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COPCAR_27 
0050: gosub @COPCAR_11758 

:COPCAR_27
0050: gosub @COPCAR_11760 
004E: end_thread 

:COPCAR_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'COPCAR' 
0001: wait 0 ms 
00D6: if 
0038:   $1582 == 0 // integer values 
004D: jump_if_false @COPCAR_77 
0317: increment_mission_attempts 

:COPCAR_77
054C: use_GXT_table 'COPCAR' 
0004: $6892 = 0 // integer values 
0004: $6900 = -100 // integer values 
0004: $6902 = 0 // integer values 
0004: $6895 = 0 // integer values 
0004: $6909 = 0 // integer values 
0004: $6906 = 0 // integer values 
0004: $6894 = 0 // integer values 
0004: $6896 = 0 // integer values 
0004: $6908 = 0 // integer values 
0004: $6897 = 0 // integer values 
0004: $6898 = 0 // integer values 
0004: $6899 = 0 // integer values 
0004: $6901 = 0 // integer values 
0004: $6903 = 0 // integer values 
0004: $6904 = 0 // integer values 
0004: $6905 = 0 // integer values 
0004: $6907 = 0 // integer values 
0004: $6935 = 0 // integer values 
0004: $6936 = 0 // integer values 
0005: $6980 = 4.0 // floating-point values 
0005: $6981 = 1.0 // floating-point values 
0004: $6937 = 0 // integer values 
0005: $4886 = 0.0 // floating-point values 
0005: $6962 = 0.0 // floating-point values 
0005: $6982 = 0.0 // floating-point values 
0005: $6983 = 0.0 // floating-point values 
0005: $6984 = 0.0 // floating-point values 
0005: $6985 = 0.0 // floating-point values 
0007: 2@ = 0.0 // floating-point values 
0007: 3@ = 0.0 // floating-point values 
0007: 4@ = 0.0 // floating-point values 
0007: 5@ = 0.0 // floating-point values 
0007: 8@ = 0.0 // floating-point values 
0007: 9@ = 0.0 // floating-point values 
0007: 10@ = 0.0 // floating-point values 
0007: 11@ = 0.0 // floating-point values 
0247: request_model #COLT45 
0247: request_model #TEC9 
0247: request_model #RUGER 
0247: request_model #CHROMEGUN 
0247: request_model #MACHETE 
0247: request_model #BAT 
038B: load_requested_models 

:COPCAR_419
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #TEC9 available 
8248:   not model #RUGER available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @COPCAR_461 
0001: wait 0 ms 
0002: jump @COPCAR_419 

:COPCAR_461
00D6: if or
8248:   not model #MACHETE available 
8248:   not model #BAT available 
004D: jump_if_false @COPCAR_493 
0001: wait 0 ms 
0002: jump @COPCAR_461 

:COPCAR_493
0481:  6.0 
0482:  3.0 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COPCAR_538 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
02AC: set_car $6875 immunities 1 1 1 1 1
01EC: make_car $6875 very_heavy 1
053F: set_car $6875 tires_vulnerable 0 

:COPCAR_538
0004: $6918 = 0 // integer values 
0004: $6927 = 0 // integer values 
0004: $6934 = 0 // integer values 
0004: $6894 = 0 // integer values 
0004: $6910 = 0 // integer values 
0004: $6911 = 0 // integer values 
0004: $6912 = 0 // integer values 
0004: $6913 = 0 // integer values 
0004: $6914 = 0 // integer values 
0004: $6915 = 0 // integer values 
0004: $6916 = 0 // integer values 
0004: $6919 = 0 // integer values 
0004: $6920 = 0 // integer values 
0004: $6921 = 0 // integer values 
0004: $6922 = 0 // integer values 
0004: $6923 = 0 // integer values 
0004: $6924 = 0 // integer values 
0004: $6925 = 0 // integer values 
0004: $6928 = 0 // integer values 
0006: 12@ = 0 // integer values 
0006: 13@ = 0 // integer values 
0004: $6929 = 0 // integer values 
0004: $6930 = 0 // integer values 
0004: $6931 = 0 // integer values 
0004: $6932 = 0 // integer values 
0005: $6966 = 0.0 // floating-point values 
0005: $6967 = 0.0 // floating-point values 
0005: $6968 = 0.0 // floating-point values 
0005: $6969 = 0.0 // floating-point values 
0004: $2565 = 0 // integer values 
0050: gosub @COPCAR_11841 
0209: $6936 = random_int_in_ranges 9 95 
0247: request_model $6936 

:COPCAR_781
0050: gosub @COPCAR_16370 
00D6: if 
0038:   $6902 == 1 // integer values 
004D: jump_if_false @COPCAR_813 
0002: jump @COPCAR_11758 

:COPCAR_813
0054: store_player $PLAYER_CHAR position_to $95 $96 $447 
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values 
004D: jump_if_false @COPCAR_882 
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 
0002: jump @COPCAR_987 

:COPCAR_882
00D6: if 
0056:   player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 
004D: jump_if_false @COPCAR_957 
0208: $6942 = random_float -1802.615 -270.134 
0208: $6943 = random_float -1518.473 1591.896 
0002: jump @COPCAR_987 

:COPCAR_957
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 

:COPCAR_987
0005: $6944 = 10.0 // floating-point values 
00D6: if 
001A:   4 > $6892 // integer values 
004D: jump_if_false @COPCAR_1048 
03D3: point $6942 $6943 $6944 get_nearby_vector $6942 $6943 $6944 $6951 
0009: $6944 += 0.5 // floating-point values 

:COPCAR_1048
00D6: if and
0018:   $6892 > 3 // integer values 
001A:   8 > $6892 // integer values 
004D: jump_if_false @COPCAR_1433 
04B9: unknown_stuff $6942 $6943 $6944 8.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $6951 
00D6: if and
0042:   $6942 == 0.0 // floating-point values 
0042:   $6943 == 0.0 // floating-point values 
0042:   $6945 == 0.0 // floating-point values 
0042:   $6946 == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_1177 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_1177
0086: $6963 = $6945 // floating-point values only 
0061: $6963 -= $6942 // floating-point values 
0086: $6964 = $6946 // floating-point values only 
0061: $6964 -= $6943 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $6963 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $6964 // floating-point values 
0086: $6965 = $6978 // floating-point values only 
0059: $6965 += $6979 // floating-point values 
01FB: $6965 = square_root $6965 
0005: $4864 = 8.0 // floating-point values 
0071: $4864 /= $6965 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $4864 // floating-point values 
0086: $6945 = $6942 // floating-point values only 
0059: $6945 += $6978 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $4864 // floating-point values 
0086: $6946 = $6943 // floating-point values only 
0059: $6946 += $6979 // floating-point values 
0005: $4864 = 2.0 // floating-point values 
0071: $4864 /= $6965 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $4864 // floating-point values 
0059: $6942 += $6978 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $4864 // floating-point values 
0059: $6943 += $6979 // floating-point values 
0009: $6944 += 0.5 // floating-point values 
0009: $6947 += 0.5 // floating-point values 

:COPCAR_1433
00D6: if and
0018:   $6892 > 7 // integer values 
001A:   12 > $6892 // integer values 
004D: jump_if_false @COPCAR_1930 
04B9: unknown_stuff $6942 $6943 $6944 13.0 500.0 $6942 $6943 $6944 $6948 $6949 $6950 $6951 
00D6: if and
0042:   $6942 == 0.0 // floating-point values 
0042:   $6943 == 0.0 // floating-point values 
0042:   $6948 == 0.0 // floating-point values 
0042:   $6949 == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_1562 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_1562
0086: $6963 = $6948 // floating-point values only 
0061: $6963 -= $6942 // floating-point values 
0086: $6964 = $6949 // floating-point values only 
0061: $6964 -= $6943 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $6963 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $6964 // floating-point values 
0086: $6965 = $6978 // floating-point values only 
0059: $6965 += $6979 // floating-point values 
01FB: $6965 = square_root $6965 
0005: $4864 = 13.0 // floating-point values 
0071: $4864 /= $6965 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $4864 // floating-point values 
0086: $6948 = $6942 // floating-point values only 
0059: $6948 += $6978 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $4864 // floating-point values 
0086: $6949 = $6943 // floating-point values only 
0059: $6949 += $6979 // floating-point values 
0005: $4864 = 2.0 // floating-point values 
0071: $4864 /= $6965 // floating-point values 
0086: $6978 = $6963 // floating-point values only 
0069: $6978 *= $4864 // floating-point values 
0059: $6942 += $6978 // floating-point values 
0086: $6979 = $6964 // floating-point values only 
0069: $6979 *= $4864 // floating-point values 
0059: $6943 += $6979 // floating-point values 
0086: $6945 = $6942 // floating-point values only 
0061: $6945 -= $6948 // floating-point values 
0015: $6945 /= 2.0 // floating-point values 
0059: $6945 += $6948 // floating-point values 
0086: $6946 = $6943 // floating-point values only 
0061: $6946 -= $6949 // floating-point values 
0015: $6946 /= 2.0 // floating-point values 
0059: $6946 += $6949 // floating-point values 
0086: $6947 = $6944 // floating-point values only 
0061: $6947 -= $6950 // floating-point values 
0015: $6947 /= 2.0 // floating-point values 
0059: $6947 += $6950 // floating-point values 
0009: $6944 += 0.5 // floating-point values 
0009: $6947 += 0.5 // floating-point values 
0009: $6950 += 0.5 // floating-point values 

:COPCAR_1930
00D6: if 
0022:   7.0 > $6944 // floating-point values 
004D: jump_if_false @COPCAR_1962 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_1962
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0509: $6953 = distance_between_point $95 $96 and_point $6942 $6943 
00D6: if or
0022:   150.0 > $6953 // floating-point values 
0020:   $6953 > 600.0 // floating-point values 
004D: jump_if_false @COPCAR_2035 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2035
00D6: if and
0020:   $6942 > -1905.785 // floating-point values 
0022:   -1105.785 > $6942 // floating-point values 
0020:   $6943 > 745.678 // floating-point values 
0022:   1773.513 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2097 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2097
00D6: if and
0020:   $6942 > -265.018 // floating-point values 
0022:   170.188 > $6942 // floating-point values 
0020:   $6943 > -275.942 // floating-point values 
0022:   1689.059 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2159 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2159
00D6: if and
0020:   $6942 > 164.191 // floating-point values 
0022:   259.713 > $6942 // floating-point values 
0020:   $6943 > -187.926 // floating-point values 
0022:   631.97 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2221 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2221
00D6: if and
0020:   $6942 > -731.729 // floating-point values 
0022:   -263.334 > $6942 // floating-point values 
0020:   $6943 > -4.399 // floating-point values 
0022:   62.853 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2283 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2283
00D6: if and
0020:   $6942 > -180.88 // floating-point values 
0022:   64.112 > $6942 // floating-point values 
0020:   $6943 > -499.183 // floating-point values 
0022:   -417.519 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2345 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2345
00D6: if and
0020:   $6942 > -762.855 // floating-point values 
0022:   -172.566 > $6942 // floating-point values 
0020:   $6943 > -667.099 // floating-point values 
0022:   -224.382 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2407 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2407
00D6: if 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values 
004D: jump_if_false @COPCAR_2673 
00D6: if and
0020:   $6942 > -2327.212 // floating-point values 
0022:   -261.402 > $6942 // floating-point values 
0020:   $6943 > -2027.821 // floating-point values 
0022:   1894.426 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2487 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2487
00D6: if and
0020:   $6942 > -265.018 // floating-point values 
0022:   170.188 > $6942 // floating-point values 
0020:   $6943 > -275.942 // floating-point values 
0022:   1689.059 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2549 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2549
00D6: if and
0020:   $6942 > -265.657 // floating-point values 
0022:   36.828 > $6942 // floating-point values 
0020:   $6943 > -729.217 // floating-point values 
0022:   -275.488 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2611 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2611
00D6: if and
0020:   $6942 > 164.191 // floating-point values 
0022:   259.713 > $6942 // floating-point values 
0020:   $6943 > -187.926 // floating-point values 
0022:   631.97 > $6943 // floating-point values 
004D: jump_if_false @COPCAR_2673 
0001: wait 0 ms 
0002: jump @COPCAR_781 

:COPCAR_2673
0099: $6893 = random_integer_0-to-65535 

:COPCAR_2678
00D6: if 
0038:   $6893 == 0 // integer values 
004D: jump_if_false @COPCAR_2708 
0099: $6893 = random_integer_0-to-65535 
0002: jump @COPCAR_2678 

:COPCAR_2708
00D6: if or
8248:   not model $6935 available 
8248:   not model $6936 available 
004D: jump_if_false @COPCAR_2772 
0001: wait 0 ms 
0050: gosub @COPCAR_16370 
00D6: if 
0038:   $6902 == 1 // integer values 
004D: jump_if_false @COPCAR_2765 
0002: jump @COPCAR_11758 

:COPCAR_2765
0002: jump @COPCAR_2708 

:COPCAR_2772
00A5: $6876 = create_car $6935 at $6942 $6943 $6944 
0224: set_car $6876 health_to 800 
00AE: set_vehicle $6876 traffic_behavior_to 2 
048B: set_car $6876 route_seed $6893 
04BD: set_car $6876 is_part_of_convoy 1 
0175: set_car $6876 z_angle_to $6951 
0428: set_car $6876 avoid_level_transitions 1 

:COPCAR_2834
00D6: if 
04F1:   is_car_waiting_for_world_collision $6876 
004D: jump_if_false @COPCAR_2916 
0001: wait 0 ms 
00D6: if 
0119:   car $6876 wrecked 
004D: jump_if_false @COPCAR_2877 
0002: jump @COPCAR_11758 

:COPCAR_2877
0050: gosub @COPCAR_16370 
00D6: if 
0038:   $6902 == 1 // integer values 
004D: jump_if_false @COPCAR_2909 
0002: jump @COPCAR_11758 

:COPCAR_2909
0002: jump @COPCAR_2834 

:COPCAR_2916
0129: $6877 = create_actor 15 $6936 in_car $6876 driverseat 
00D6: if 
8038:   not  $ONMISSION == 1 // integer values 
004D: jump_if_false @COPCAR_2989 
018A: $6939 = create_checkpoint_at $445 $446 $447 
018A: $6940 = create_checkpoint_at $445 $446 $447 
018A: $6941 = create_checkpoint_at $445 $446 $447 

:COPCAR_2989
0164: disable_marker $6939 
0187: $6939 = create_marker_above_actor $6877 
0084: $6891 = $6877 // integer values and handles 
0050: gosub @COPCAR_15798 
00D6: if 
0018:   $6892 > 0 // integer values 
004D: jump_if_false @COPCAR_3072 
01C8: $6878 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 0 
0084: $6891 = $6878 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3079 

:COPCAR_3072
0004: $6914 = 1 // integer values 

:COPCAR_3079
00D6: if 
0018:   $6892 > 1 // integer values 
004D: jump_if_false @COPCAR_3134 
01C8: $6879 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 1 
0084: $6891 = $6879 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3141 

:COPCAR_3134
0004: $6915 = 1 // integer values 

:COPCAR_3141
00D6: if 
0018:   $6892 > 2 // integer values 
004D: jump_if_false @COPCAR_3196 
01C8: $6880 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 2 
0084: $6891 = $6880 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3203 

:COPCAR_3196
0004: $6916 = 1 // integer values 

:COPCAR_3203
00D6: if 
0018:   $6892 > 3 // integer values 
004D: jump_if_false @COPCAR_3413 
00A5: $6881 = create_car $6935 at $6945 $6946 $6947 
04BD: set_car $6881 is_part_of_convoy 1 
0175: set_car $6881 z_angle_to $6951 
0428: set_car $6881 avoid_level_transitions 1 
00AE: set_vehicle $6881 traffic_behavior_to 2 
0224: set_car $6881 health_to 800 
048B: set_car $6881 route_seed $6893 

:COPCAR_3283
00D6: if 
04F1:   is_car_waiting_for_world_collision $6881 
004D: jump_if_false @COPCAR_3365 
0001: wait 0 ms 
00D6: if 
0119:   car $6881 wrecked 
004D: jump_if_false @COPCAR_3326 
0002: jump @COPCAR_11758 

:COPCAR_3326
0050: gosub @COPCAR_16370 
00D6: if 
0038:   $6902 == 1 // integer values 
004D: jump_if_false @COPCAR_3358 
0002: jump @COPCAR_11758 

:COPCAR_3358
0002: jump @COPCAR_3283 

:COPCAR_3365
0129: $6882 = create_actor 15 $6936 in_car $6881 driverseat 
0084: $6891 = $6882 // integer values and handles 
0050: gosub @COPCAR_15798 
0164: disable_marker $6940 
0187: $6940 = create_marker_above_actor $6882 
0002: jump @COPCAR_3427 

:COPCAR_3413
0004: $6927 = 1 // integer values 
0004: $6922 = 1 // integer values 

:COPCAR_3427
00D6: if 
0018:   $6892 > 4 // integer values 
004D: jump_if_false @COPCAR_3482 
01C8: $6883 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 0 
0084: $6891 = $6883 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3489 

:COPCAR_3482
0004: $6923 = 1 // integer values 

:COPCAR_3489
00D6: if 
0018:   $6892 > 5 // integer values 
004D: jump_if_false @COPCAR_3544 
01C8: $6884 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 1 
0084: $6891 = $6884 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3551 

:COPCAR_3544
0004: $6924 = 1 // integer values 

:COPCAR_3551
00D6: if 
0018:   $6892 > 6 // integer values 
004D: jump_if_false @COPCAR_3606 
01C8: $6885 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 2 
0084: $6891 = $6885 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3613 

:COPCAR_3606
0004: $6925 = 1 // integer values 

:COPCAR_3613
00D6: if 
0018:   $6892 > 7 // integer values 
004D: jump_if_false @COPCAR_3823 
00A5: $6886 = create_car $6935 at $6948 $6949 $6950 
04BD: set_car $6886 is_part_of_convoy 1 
0175: set_car $6886 z_angle_to $6951 
0428: set_car $6886 avoid_level_transitions 1 
00AE: set_vehicle $6886 traffic_behavior_to 2 
0224: set_car $6886 health_to 800 
048B: set_car $6886 route_seed $6893 

:COPCAR_3693
00D6: if 
04F1:   is_car_waiting_for_world_collision $6886 
004D: jump_if_false @COPCAR_3775 
0001: wait 0 ms 
00D6: if 
0119:   car $6886 wrecked 
004D: jump_if_false @COPCAR_3736 
0002: jump @COPCAR_11758 

:COPCAR_3736
0050: gosub @COPCAR_16370 
00D6: if 
0038:   $6902 == 1 // integer values 
004D: jump_if_false @COPCAR_3768 
0002: jump @COPCAR_11758 

:COPCAR_3768
0002: jump @COPCAR_3693 

:COPCAR_3775
0129: $6887 = create_actor 15 $6936 in_car $6886 driverseat 
0084: $6891 = $6887 // integer values and handles 
0050: gosub @COPCAR_15798 
0164: disable_marker $6941 
0187: $6941 = create_marker_above_actor $6887 
0002: jump @COPCAR_3837 

:COPCAR_3823
0004: $6934 = 1 // integer values 
0004: $6929 = 1 // integer values 

:COPCAR_3837
00D6: if 
0018:   $6892 > 8 // integer values 
004D: jump_if_false @COPCAR_3892 
01C8: $6888 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 0 
0084: $6891 = $6888 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3899 

:COPCAR_3892
0004: $6930 = 1 // integer values 

:COPCAR_3899
00D6: if 
0018:   $6892 > 9 // integer values 
004D: jump_if_false @COPCAR_3954 
01C8: $6889 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 1 
0084: $6891 = $6889 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_3961 

:COPCAR_3954
0004: $6931 = 1 // integer values 

:COPCAR_3961
00D6: if 
0018:   $6892 > 10 // integer values 
004D: jump_if_false @COPCAR_4016 
01C8: $6890 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 2 
0084: $6891 = $6890 // integer values and handles 
0050: gosub @COPCAR_15798 
0002: jump @COPCAR_4023 

:COPCAR_4016
0004: $6932 = 1 // integer values 

:COPCAR_4023
0249: release_model $6935 
0249: release_model $6936 
0050: gosub @COPCAR_15216 
00A0: store_actor $6877 position_to $6954 $6955 $447 
03AA: play_suspect_last_seen_at $6954 $6955 $447 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $4862 = $95 // floating-point values only 
0061: $4862 -= $6954 // floating-point values 
0086: $4863 = $96 // floating-point values only 
0061: $4863 -= $6955 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $6952 = $4863 // floating-point values only 
0059: $6952 += $4863 // floating-point values 
01FB: $6952 = square_root $6952 
0071: $6952 /= $6980 // floating-point values 
0011: $6952 *= 1000.0 // floating-point values 
008C: $6907 = float_to_integer $6952 
00D6: if 
001A:   40000 > $6907 // integer values 
004D: jump_if_false @COPCAR_4208 
0004: $6907 = 40000 // integer values 

:COPCAR_4208
0058: $6900 += $6907 // integer values 
0014: $6907 /= 1000 // integer values 
00D6: if 
0038:   $6909 == 1 // integer values 
004D: jump_if_false @COPCAR_4267 
01E3: text_1number_styled 'A_TIME' number $6907 time 4000 style 6  // +~1~ seconds
0002: jump @COPCAR_4320 

:COPCAR_4267
00D6: if 
001A:   45000 > $6900 // integer values 
004D: jump_if_false @COPCAR_4298 
0004: $6900 = 45000 // integer values 

:COPCAR_4298
0008: $6900 += 30000 // integer values 
014E: start_timer_at $6900 count_in_direction 1 
0004: $6909 = 1 // integer values 

:COPCAR_4320
01BD: $4811 = current_time_in_ms 
0084: $6917 = $4811 // integer values and handles 
0084: $6926 = $4811 // integer values and handles 
0084: $6933 = $4811 // integer values and handles 
00D6: if 
001A:   13 > $6892 // integer values 
004D: jump_if_false @COPCAR_4377 
000D: $6980 -= 0.1 // floating-point values 

:COPCAR_4377
0396: pause_timer 0 
0084: $6938 = $6892 // integer values and handles 
0008: $6938 += 1 // integer values 
01E5: text_1number_highpriority 'CLEVEL' $6938 flag 5000 time 1  // Vigilante Mission Level ~1~

:COPCAR_4414
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0050: gosub @COPCAR_16370 
00D6: if 
0038:   $6902 == 1 // integer values 
004D: jump_if_false @COPCAR_4469 
0002: jump @COPCAR_11758 

:COPCAR_4469
00D6: if or
0038:   $6910 == -1 // integer values 
0038:   $6919 == -1 // integer values 
0038:   $6928 == -1 // integer values 
004D: jump_if_false @COPCAR_4508 
0004: $6894 = 1 // integer values 

:COPCAR_4508
0008: $2565 += 1 // integer values 
00D6: if 
0018:   $2565 > 2 // integer values 
004D: jump_if_false @COPCAR_4540 
0004: $2565 = 0 // integer values 

:COPCAR_4540
00D6: if 
0038:   $2565 == 0 // integer values 
004D: jump_if_false @COPCAR_6393 
00D6: if 
8118:   not actor $6877 dead 
004D: jump_if_false @COPCAR_5636 
00D6: if 
0449:   actor $6877 in_a_car 
004D: jump_if_false @COPCAR_5233 
01C3: remove_references_to_car $6876 
03C0: $6876 = actor $6877 car 
00D6: if 
0038:   $6910 == -1 // integer values 
004D: jump_if_false @COPCAR_4685 
046D: $6898 = actor $6877 car_free_seats // members_in_group 
00D6: if 
0018:   $6898 > 0 // integer values 
004D: jump_if_false @COPCAR_4670 
0084: $6917 = $4811 // integer values and handles 
0008: $6917 += 2000 // integer values 
0002: jump @COPCAR_4678 

:COPCAR_4670
0084: $6917 = $4811 // integer values and handles 

:COPCAR_4678
0004: $6910 = 0 // integer values 

:COPCAR_4685
00D6: if 
0038:   $6910 == 0 // integer values 
004D: jump_if_false @COPCAR_4766 
00D6: if 
001C:   $4811 > $6917 // integer values 
004D: jump_if_false @COPCAR_4766 
00AD: set_car $6876 max_speed_to 100.0 
00AE: set_vehicle $6876 traffic_behavior_to 2 
00A8: set_car $6876 to_psycho_driver 
0084: $6911 = $4811 // integer values and handles 
0004: $6910 = 1 // integer values 
0004: $6912 = 0 // integer values 

:COPCAR_4766
00D6: if 
0018:   $6910 > 0 // integer values 
004D: jump_if_false @COPCAR_5226 
00D6: if 
00DC:   player $PLAYER_CHAR driving $6876 
004D: jump_if_false @COPCAR_4811 
01CA: actor $6877 kill_player $PLAYER_CHAR 

:COPCAR_4811
0084: $4880 = $6876 // integer values and handles 
0084: $4881 = $6912 // integer values and handles 
0084: $4882 = $6911 // integer values and handles 
0086: $4877 = $6982 // floating-point values only 
0086: $4878 = $6983 // floating-point values only 
0086: $4879 = $6984 // floating-point values only 
00D6: if 
0020:   $6985 > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_4887 
0050: gosub @COPCAR_13644 

:COPCAR_4887
0084: $6912 = $4881 // integer values and handles 
0084: $6911 = $4882 // integer values and handles 
0086: $6982 = $4877 // floating-point values only 
0086: $6983 = $4878 // floating-point values only 
0086: $6984 = $4879 // floating-point values only 
00D6: if 
0038:   $6912 == -9 // integer values 
004D: jump_if_false @COPCAR_4960 
046B: actor $6877 leave_car $6876 and_flee 
0004: $6912 = 0 // integer values 

:COPCAR_4960
00D6: if 
8185:   not car $6876 health >= 400 
004D: jump_if_false @COPCAR_4987 
01CA: actor $6877 kill_player $PLAYER_CHAR 

:COPCAR_4987
00D6: if 
8185:   not car $6876 health >= 251 
004D: jump_if_false @COPCAR_5037 
046B: actor $6877 leave_car $6876 and_flee 
0084: $6917 = $4811 // integer values and handles 
0008: $6917 += 2000 // integer values 
0002: jump @COPCAR_5045 

:COPCAR_5037
0084: $6917 = $4811 // integer values and handles 

:COPCAR_5045
0050: gosub @COPCAR_14253 
00A0: store_actor $6877 position_to $6954 $6955 $447 
0086: $4862 = $95 // floating-point values only 
0061: $4862 -= $6954 // floating-point values 
0086: $4863 = $96 // floating-point values only 
0061: $4863 -= $6955 // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
0005: $6985 = 1000.0 // floating-point values 
0071: $6985 /= $4864 // floating-point values 
00D6: if 
0020:   $6985 > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_5187 
0005: $6985 = 100.0 // floating-point values 

:COPCAR_5187
00D6: if 
0022:   15.0 > $6985 // floating-point values 
004D: jump_if_false @COPCAR_5218 
0005: $6985 = 15.0 // floating-point values 

:COPCAR_5218
00AD: set_car $6876 max_speed_to $6985 

:COPCAR_5226
0002: jump @COPCAR_5629 

:COPCAR_5233
0004: $6910 = -1 // integer values 
0050: gosub @COPCAR_14253 
00D6: if 
001C:   $4811 > $6917 // integer values 
004D: jump_if_false @COPCAR_5629 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6877 radius 45.0 45.0 
004D: jump_if_false @COPCAR_5505 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COPCAR_5328 
01CA: actor $6877 kill_player $PLAYER_CHAR 
0002: jump @COPCAR_5498 

:COPCAR_5328
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6877 radius 30.0 30.0 
004D: jump_if_false @COPCAR_5374 
01CA: actor $6877 kill_player $PLAYER_CHAR 
0002: jump @COPCAR_5498 

:COPCAR_5374
0084: $4869 = $6877 // integer values and handles 
00D6: if 
8119:   not car $6876 wrecked 
004D: jump_if_false @COPCAR_5491 
00D6: if 
0185:   car $6876 health >= 400 
004D: jump_if_false @COPCAR_5477 
00D6: if 
0202:   actor $6877 near_car $6876 radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_5463 
01D5: actor $6877 go_to_and_drive_car $6876 
0002: jump @COPCAR_5470 

:COPCAR_5463
0050: gosub @COPCAR_13066 

:COPCAR_5470
0002: jump @COPCAR_5484 

:COPCAR_5477
0050: gosub @COPCAR_13066 

:COPCAR_5484
0002: jump @COPCAR_5498 

:COPCAR_5491
0050: gosub @COPCAR_13066 

:COPCAR_5498
0002: jump @COPCAR_5629 

:COPCAR_5505
0084: $4869 = $6877 // integer values and handles 
00D6: if 
8119:   not car $6876 wrecked 
004D: jump_if_false @COPCAR_5622 
00D6: if 
0185:   car $6876 health >= 400 
004D: jump_if_false @COPCAR_5608 
00D6: if 
0202:   actor $6877 near_car $6876 radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_5594 
01D5: actor $6877 go_to_and_drive_car $6876 
0002: jump @COPCAR_5601 

:COPCAR_5594
0050: gosub @COPCAR_13066 

:COPCAR_5601
0002: jump @COPCAR_5615 

:COPCAR_5608
0050: gosub @COPCAR_13066 

:COPCAR_5615
0002: jump @COPCAR_5629 

:COPCAR_5622
0050: gosub @COPCAR_13066 

:COPCAR_5629
0002: jump @COPCAR_6087 

:COPCAR_5636
0164: disable_marker $6939 
01C2: remove_references_to_actor $6877 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $6913 == 0 // integer values 
004D: jump_if_false @COPCAR_5732 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_5725 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_5725
0004: $6913 = 1 // integer values 

:COPCAR_5732
00D6: if 
8118:   not actor $6878 dead 
004D: jump_if_false @COPCAR_5894 
0084: $6877 = $6878 // integer values and handles 
0004: $6878 = -1 // integer values 
0004: $6913 = 0 // integer values 
0004: $6914 = 1 // integer values 
0187: $6939 = create_marker_above_actor $6877 
00D6: if 
8118:   not actor $6879 dead 
004D: jump_if_false @COPCAR_5836 
01DE: tie_actor $6879 to_actor $6877 
00D6: if 
831F:   not unknown_actor $6879 hit_by_actor $6877 
004D: jump_if_false @COPCAR_5836 
01CC: actor $6879 kill_player $PLAYER_CHAR 

:COPCAR_5836
00D6: if 
8118:   not actor $6880 dead 
004D: jump_if_false @COPCAR_5887 
01DE: tie_actor $6880 to_actor $6877 
00D6: if 
831F:   not unknown_actor $6880 hit_by_actor $6877 
004D: jump_if_false @COPCAR_5887 
01CC: actor $6880 kill_player $PLAYER_CHAR 

:COPCAR_5887
0002: jump @COPCAR_6087 

:COPCAR_5894
01C2: remove_references_to_actor $6878 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $6879 dead 
004D: jump_if_false @COPCAR_6010 
0084: $6877 = $6879 // integer values and handles 
0004: $6879 = -1 // integer values 
0004: $6913 = 0 // integer values 
0004: $6915 = 1 // integer values 
0187: $6939 = create_marker_above_actor $6877 
00D6: if 
8118:   not actor $6880 dead 
004D: jump_if_false @COPCAR_6003 
01DE: tie_actor $6880 to_actor $6877 
00D6: if 
831F:   not unknown_actor $6880 hit_by_actor $6877 
004D: jump_if_false @COPCAR_6003 
01CC: actor $6880 kill_player $PLAYER_CHAR 

:COPCAR_6003
0002: jump @COPCAR_6087 

:COPCAR_6010
01C2: remove_references_to_actor $6879 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $6880 dead 
004D: jump_if_false @COPCAR_6075 
0084: $6877 = $6880 // integer values and handles 
0004: $6880 = -1 // integer values 
0004: $6913 = 0 // integer values 
0004: $6916 = 1 // integer values 
0187: $6939 = create_marker_above_actor $6877 
0002: jump @COPCAR_6087 

:COPCAR_6075
01C2: remove_references_to_actor $6880 // Like turning an actor into a random pedestrian 
0004: $6918 = 1 // integer values 

:COPCAR_6087
00D6: if 
0118:   actor $6878 dead 
004D: jump_if_false @COPCAR_6189 
00D6: if 
0038:   $6914 == 0 // integer values 
004D: jump_if_false @COPCAR_6189 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_6182 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_6182
0004: $6914 = 1 // integer values 

:COPCAR_6189
00D6: if 
0118:   actor $6879 dead 
004D: jump_if_false @COPCAR_6291 
00D6: if 
0038:   $6915 == 0 // integer values 
004D: jump_if_false @COPCAR_6291 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_6284 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_6284
0004: $6915 = 1 // integer values 

:COPCAR_6291
00D6: if 
0118:   actor $6880 dead 
004D: jump_if_false @COPCAR_6393 
00D6: if 
0038:   $6916 == 0 // integer values 
004D: jump_if_false @COPCAR_6393 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_6386 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_6386
0004: $6916 = 1 // integer values 

:COPCAR_6393
00D6: if 
0038:   $2565 == 1 // integer values 
004D: jump_if_false @COPCAR_8713 
00D6: if 
8118:   not actor $6882 dead 
004D: jump_if_false @COPCAR_7956 
00D6: if 
0449:   actor $6882 in_a_car 
004D: jump_if_false @COPCAR_7553 
01C3: remove_references_to_car $6881 
03C0: $6881 = actor $6882 car 
00D6: if 
0038:   $6919 == -1 // integer values 
004D: jump_if_false @COPCAR_6538 
046D: $6898 = actor $6882 car_free_seats // members_in_group 
00D6: if 
0018:   $6898 > 0 // integer values 
004D: jump_if_false @COPCAR_6523 
0084: $6926 = $4811 // integer values and handles 
0008: $6926 += 2000 // integer values 
0002: jump @COPCAR_6531 

:COPCAR_6523
0084: $6926 = $4811 // integer values and handles 

:COPCAR_6531
0004: $6919 = 0 // integer values 

:COPCAR_6538
00D6: if 
0038:   $6919 == 0 // integer values 
004D: jump_if_false @COPCAR_6697 
00D6: if 
001C:   $4811 > $6926 // integer values 
004D: jump_if_false @COPCAR_6697 
00AD: set_car $6881 max_speed_to 100.0 
00AE: set_vehicle $6881 traffic_behavior_to 2 
00D6: if 
0038:   $6894 == 0 // integer values 
004D: jump_if_false @COPCAR_6645 
00D6: if 
8119:   not car $6876 wrecked 
004D: jump_if_false @COPCAR_6638 
00A8: set_car $6881 to_psycho_driver 
0002: jump @COPCAR_6645 

:COPCAR_6638
0004: $6894 = 1 // integer values 

:COPCAR_6645
00D6: if 
0038:   $6894 == 1 // integer values 
004D: jump_if_false @COPCAR_6675 
04BD: set_car $6881 is_part_of_convoy 0 
00A8: set_car $6881 to_psycho_driver 

:COPCAR_6675
0084: $6920 = $4811 // integer values and handles 
0004: $6919 = 1 // integer values 
0004: $6921 = 0 // integer values 

:COPCAR_6697
00D6: if 
0018:   $6919 > 0 // integer values 
004D: jump_if_false @COPCAR_7546 
00D6: if 
00DC:   player $PLAYER_CHAR driving $6881 
004D: jump_if_false @COPCAR_6742 
01CA: actor $6882 kill_player $PLAYER_CHAR 

:COPCAR_6742
0084: $4880 = $6881 // integer values and handles 
0084: $4881 = $6921 // integer values and handles 
0084: $4882 = $6920 // integer values and handles 
0088: $4877 = 2@ // floating-point values only 
0088: $4878 = 3@ // floating-point values only 
0088: $4879 = 4@ // floating-point values only 
00D6: if 
0021:   5@ > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_6818 
0050: gosub @COPCAR_13644 

:COPCAR_6818
0084: $6921 = $4881 // integer values and handles 
0084: $6920 = $4882 // integer values and handles 
0089: 2@ = $4877 // floating-point values only 
0089: 3@ = $4878 // floating-point values only 
0089: 4@ = $4879 // floating-point values only 
00D6: if 
0038:   $6921 == -9 // integer values 
004D: jump_if_false @COPCAR_6891 
046B: actor $6882 leave_car $6881 and_flee 
0004: $6921 = 0 // integer values 

:COPCAR_6891
00D6: if 
8185:   not car $6881 health >= 400 
004D: jump_if_false @COPCAR_6918 
01CA: actor $6882 kill_player $PLAYER_CHAR 

:COPCAR_6918
00D6: if 
8185:   not car $6881 health >= 251 
004D: jump_if_false @COPCAR_6968 
046B: actor $6882 leave_car $6881 and_flee 
0084: $6926 = $4811 // integer values and handles 
0008: $6926 += 2000 // integer values 
0002: jump @COPCAR_6976 

:COPCAR_6968
0084: $6926 = $4811 // integer values and handles 

:COPCAR_6976
0050: gosub @COPCAR_14574 
00A0: store_actor $6882 position_to 0@ 1@ $447 
0086: $4862 = $95 // floating-point values only 
0067: $4862 -= 0@ // floating-point values 
0086: $4863 = $96 // floating-point values only 
0067: $4863 -= 1@ // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
0007: 5@ = 1000.0 // floating-point values 
0077: 5@ /= $4864 // floating-point values 
00D6: if 
0021:   5@ > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_7118 
0007: 5@ = 100.0 // floating-point values 

:COPCAR_7118
00D6: if 
0023:   15.0 > 5@ // floating-point values 
004D: jump_if_false @COPCAR_7149 
0007: 5@ = 15.0 // floating-point values 

:COPCAR_7149
00D6: if 
0038:   $6894 == 0 // integer values 
004D: jump_if_false @COPCAR_7501 
00D6: if 
8119:   not car $6876 wrecked 
004D: jump_if_false @COPCAR_7489 
0084: $4867 = $6881 // integer values and handles 
0084: $4868 = $6876 // integer values and handles 
0050: gosub @COPCAR_12853 
0089: 5@ = $6962 // floating-point values only 
02F8: get_vehicle $6881 Z_angle_sine_to $6976 
02F9: get_vehicle $6881 Z_angle_cosine_to $6977 
00AA: store_car $6876 position_to $6970 $6971 $447 
00AA: store_car $6881 position_to $6972 $6973 $447 
0086: $6958 = $6972 // floating-point values only 
0061: $6958 -= $6970 // floating-point values 
0069: $6976 *= $6958 // floating-point values 
0086: $6959 = $6973 // floating-point values only 
0061: $6959 -= $6971 // floating-point values 
0069: $6977 *= $6959 // floating-point values 
0086: $6966 = $6976 // floating-point values only 
0059: $6966 += $6977 // floating-point values 
02F8: get_vehicle $6876 Z_angle_sine_to $6976 
02F9: get_vehicle $6876 Z_angle_cosine_to $6977 
00AA: store_car $6881 position_to $6972 $6973 $447 
00AA: store_car $6876 position_to $6970 $6971 $447 
0086: $6958 = $6970 // floating-point values only 
0061: $6958 -= $6972 // floating-point values 
0069: $6976 *= $6958 // floating-point values 
0086: $6959 = $6971 // floating-point values only 
0061: $6959 -= $6973 // floating-point values 
0069: $6977 *= $6959 // floating-point values 
0086: $6967 = $6976 // floating-point values only 
0059: $6967 += $6977 // floating-point values 
00D6: if 
0020:   $6966 > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_7482 
00D6: if 
0022:   0.0 > $6967 // floating-point values 
004D: jump_if_false @COPCAR_7482 
0007: 5@ = 0.0 // floating-point values 

:COPCAR_7482
0002: jump @COPCAR_7501 

:COPCAR_7489
00A8: set_car $6881 to_psycho_driver 
0004: $6894 = 1 // integer values 

:COPCAR_7501
00D6: if 
0043:   5@ == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_7538 
0477: set_car $6881 action 1 time 17 
0002: jump @COPCAR_7546 

:COPCAR_7538
00AD: set_car $6881 max_speed_to 5@ 

:COPCAR_7546
0002: jump @COPCAR_7949 

:COPCAR_7553
0004: $6919 = -1 // integer values 
0050: gosub @COPCAR_14574 
00D6: if 
001C:   $4811 > $6926 // integer values 
004D: jump_if_false @COPCAR_7949 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6882 radius 40.0 40.0 
004D: jump_if_false @COPCAR_7825 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COPCAR_7648 
01CA: actor $6882 kill_player $PLAYER_CHAR 
0002: jump @COPCAR_7818 

:COPCAR_7648
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6882 radius 25.0 25.0 
004D: jump_if_false @COPCAR_7694 
01CA: actor $6882 kill_player $PLAYER_CHAR 
0002: jump @COPCAR_7818 

:COPCAR_7694
0084: $4869 = $6882 // integer values and handles 
00D6: if 
8119:   not car $6881 wrecked 
004D: jump_if_false @COPCAR_7811 
00D6: if 
0185:   car $6881 health >= 400 
004D: jump_if_false @COPCAR_7797 
00D6: if 
0202:   actor $6882 near_car $6881 radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_7783 
01D5: actor $6882 go_to_and_drive_car $6881 
0002: jump @COPCAR_7790 

:COPCAR_7783
0050: gosub @COPCAR_13066 

:COPCAR_7790
0002: jump @COPCAR_7804 

:COPCAR_7797
0050: gosub @COPCAR_13066 

:COPCAR_7804
0002: jump @COPCAR_7818 

:COPCAR_7811
0050: gosub @COPCAR_13066 

:COPCAR_7818
0002: jump @COPCAR_7949 

:COPCAR_7825
0084: $4869 = $6882 // integer values and handles 
00D6: if 
8119:   not car $6881 wrecked 
004D: jump_if_false @COPCAR_7942 
00D6: if 
0185:   car $6881 health >= 400 
004D: jump_if_false @COPCAR_7928 
00D6: if 
0202:   actor $6882 near_car $6881 radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_7914 
01D5: actor $6882 go_to_and_drive_car $6881 
0002: jump @COPCAR_7921 

:COPCAR_7914
0050: gosub @COPCAR_13066 

:COPCAR_7921
0002: jump @COPCAR_7935 

:COPCAR_7928
0050: gosub @COPCAR_13066 

:COPCAR_7935
0002: jump @COPCAR_7949 

:COPCAR_7942
0050: gosub @COPCAR_13066 

:COPCAR_7949
0002: jump @COPCAR_8407 

:COPCAR_7956
0164: disable_marker $6940 
01C2: remove_references_to_actor $6882 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $6922 == 0 // integer values 
004D: jump_if_false @COPCAR_8052 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_8045 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8045
0004: $6922 = 1 // integer values 

:COPCAR_8052
00D6: if 
8118:   not actor $6883 dead 
004D: jump_if_false @COPCAR_8214 
0084: $6882 = $6883 // integer values and handles 
0004: $6883 = -1 // integer values 
0004: $6922 = 0 // integer values 
0004: $6923 = 1 // integer values 
0187: $6940 = create_marker_above_actor $6882 
00D6: if 
8118:   not actor $6884 dead 
004D: jump_if_false @COPCAR_8156 
01DE: tie_actor $6884 to_actor $6882 
00D6: if 
831F:   not unknown_actor $6884 hit_by_actor $6882 
004D: jump_if_false @COPCAR_8156 
01CC: actor $6884 kill_player $PLAYER_CHAR 

:COPCAR_8156
00D6: if 
8118:   not actor $6885 dead 
004D: jump_if_false @COPCAR_8207 
01DE: tie_actor $6885 to_actor $6882 
00D6: if 
831F:   not unknown_actor $6885 hit_by_actor $6882 
004D: jump_if_false @COPCAR_8207 
01CC: actor $6885 kill_player $PLAYER_CHAR 

:COPCAR_8207
0002: jump @COPCAR_8407 

:COPCAR_8214
01C2: remove_references_to_actor $6883 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $6884 dead 
004D: jump_if_false @COPCAR_8330 
0084: $6882 = $6884 // integer values and handles 
0004: $6884 = -1 // integer values 
0004: $6922 = 0 // integer values 
0004: $6924 = 1 // integer values 
0187: $6940 = create_marker_above_actor $6882 
00D6: if 
8118:   not actor $6885 dead 
004D: jump_if_false @COPCAR_8323 
01DE: tie_actor $6885 to_actor $6882 
00D6: if 
831F:   not unknown_actor $6885 hit_by_actor $6882 
004D: jump_if_false @COPCAR_8323 
01CC: actor $6885 kill_player $PLAYER_CHAR 

:COPCAR_8323
0002: jump @COPCAR_8407 

:COPCAR_8330
01C2: remove_references_to_actor $6884 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $6885 dead 
004D: jump_if_false @COPCAR_8395 
0084: $6882 = $6885 // integer values and handles 
0004: $6885 = -1 // integer values 
0004: $6922 = 0 // integer values 
0004: $6925 = 1 // integer values 
0187: $6940 = create_marker_above_actor $6882 
0002: jump @COPCAR_8407 

:COPCAR_8395
01C2: remove_references_to_actor $6885 // Like turning an actor into a random pedestrian 
0004: $6927 = 1 // integer values 

:COPCAR_8407
00D6: if 
0118:   actor $6883 dead 
004D: jump_if_false @COPCAR_8509 
00D6: if 
0038:   $6923 == 0 // integer values 
004D: jump_if_false @COPCAR_8509 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_8502 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8502
0004: $6923 = 1 // integer values 

:COPCAR_8509
00D6: if 
0118:   actor $6884 dead 
004D: jump_if_false @COPCAR_8611 
00D6: if 
0038:   $6924 == 0 // integer values 
004D: jump_if_false @COPCAR_8611 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_8604 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8604
0004: $6924 = 1 // integer values 

:COPCAR_8611
00D6: if 
0118:   actor $6885 dead 
004D: jump_if_false @COPCAR_8713 
00D6: if 
0038:   $6925 == 0 // integer values 
004D: jump_if_false @COPCAR_8713 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_8706 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8706
0004: $6925 = 1 // integer values 

:COPCAR_8713
00D6: if 
0038:   $2565 == 2 // integer values 
004D: jump_if_false @COPCAR_11033 
00D6: if 
8118:   not actor $6887 dead 
004D: jump_if_false @COPCAR_10276 
00D6: if 
0449:   actor $6887 in_a_car 
004D: jump_if_false @COPCAR_9873 
01C3: remove_references_to_car $6886 
03C0: $6886 = actor $6887 car 
00D6: if 
0038:   $6928 == -1 // integer values 
004D: jump_if_false @COPCAR_8858 
046D: $6898 = actor $6887 car_free_seats // members_in_group 
00D6: if 
0018:   $6898 > 0 // integer values 
004D: jump_if_false @COPCAR_8843 
0084: $6933 = $4811 // integer values and handles 
0008: $6933 += 2000 // integer values 
0002: jump @COPCAR_8851 

:COPCAR_8843
0084: $6933 = $4811 // integer values and handles 

:COPCAR_8851
0004: $6928 = 0 // integer values 

:COPCAR_8858
00D6: if 
0038:   $6928 == 0 // integer values 
004D: jump_if_false @COPCAR_9017 
00D6: if 
001C:   $4811 > $6933 // integer values 
004D: jump_if_false @COPCAR_9017 
00AD: set_car $6886 max_speed_to 100.0 
00AE: set_vehicle $6886 traffic_behavior_to 2 
00D6: if 
0038:   $6894 == 0 // integer values 
004D: jump_if_false @COPCAR_8965 
00D6: if 
8119:   not car $6881 wrecked 
004D: jump_if_false @COPCAR_8958 
00A8: set_car $6886 to_psycho_driver 
0002: jump @COPCAR_8965 

:COPCAR_8958
0004: $6894 = 1 // integer values 

:COPCAR_8965
00D6: if 
0038:   $6894 == 1 // integer values 
004D: jump_if_false @COPCAR_8995 
04BD: set_car $6886 is_part_of_convoy 0 
00A8: set_car $6886 to_psycho_driver 

:COPCAR_8995
008B: 12@ = $4811 // integer values and handles 
0004: $6928 = 1 // integer values 
0006: 13@ = 0 // integer values 

:COPCAR_9017
00D6: if 
0018:   $6928 > 0 // integer values 
004D: jump_if_false @COPCAR_9866 
00D6: if 
00DC:   player $PLAYER_CHAR driving $6886 
004D: jump_if_false @COPCAR_9062 
01CA: actor $6887 kill_player $PLAYER_CHAR 

:COPCAR_9062
0084: $4880 = $6886 // integer values and handles 
008A: $4881 = 13@ // integer values and handles 
008A: $4882 = 12@ // integer values and handles 
0088: $4877 = 8@ // floating-point values only 
0088: $4878 = 9@ // floating-point values only 
0088: $4879 = 10@ // floating-point values only 
00D6: if 
0021:   11@ > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_9138 
0050: gosub @COPCAR_13644 

:COPCAR_9138
008B: 13@ = $4881 // integer values and handles 
008B: 12@ = $4882 // integer values and handles 
0089: 8@ = $4877 // floating-point values only 
0089: 9@ = $4878 // floating-point values only 
0089: 10@ = $4879 // floating-point values only 
00D6: if 
0039:   13@ == -9 // integer values 
004D: jump_if_false @COPCAR_9211 
046B: actor $6887 leave_car $6886 and_flee 
0006: 13@ = 0 // integer values 

:COPCAR_9211
00D6: if 
8185:   not car $6886 health >= 400 
004D: jump_if_false @COPCAR_9238 
01CA: actor $6887 kill_player $PLAYER_CHAR 

:COPCAR_9238
00D6: if 
8185:   not car $6886 health >= 251 
004D: jump_if_false @COPCAR_9288 
046B: actor $6887 leave_car $6886 and_flee 
0084: $6933 = $4811 // integer values and handles 
0008: $6933 += 2000 // integer values 
0002: jump @COPCAR_9296 

:COPCAR_9288
0084: $6933 = $4811 // integer values and handles 

:COPCAR_9296
0050: gosub @COPCAR_14895 
00A0: store_actor $6887 position_to 6@ 7@ $447 
0086: $4862 = $95 // floating-point values only 
0067: $4862 -= 6@ // floating-point values 
0086: $4863 = $96 // floating-point values only 
0067: $4863 -= 7@ // floating-point values 
0069: $4862 *= $4862 // floating-point values 
0069: $4863 *= $4863 // floating-point values 
0086: $4864 = $4862 // floating-point values only 
0059: $4864 += $4863 // floating-point values 
01FB: $4864 = square_root $4864 
0007: 11@ = 1000.0 // floating-point values 
0077: 11@ /= $4864 // floating-point values 
00D6: if 
0021:   11@ > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_9438 
0007: 11@ = 100.0 // floating-point values 

:COPCAR_9438
00D6: if 
0023:   15.0 > 11@ // floating-point values 
004D: jump_if_false @COPCAR_9469 
0007: 11@ = 15.0 // floating-point values 

:COPCAR_9469
00D6: if 
0038:   $6894 == 0 // integer values 
004D: jump_if_false @COPCAR_9821 
00D6: if 
8119:   not car $6881 wrecked 
004D: jump_if_false @COPCAR_9809 
0084: $4867 = $6886 // integer values and handles 
0084: $4868 = $6881 // integer values and handles 
0050: gosub @COPCAR_12853 
0089: 11@ = $6962 // floating-point values only 
02F8: get_vehicle $6886 Z_angle_sine_to $6976 
02F9: get_vehicle $6886 Z_angle_cosine_to $6977 
00AA: store_car $6881 position_to $6972 $6973 $447 
00AA: store_car $6886 position_to $6974 $6975 $447 
0086: $6958 = $6974 // floating-point values only 
0061: $6958 -= $6972 // floating-point values 
0069: $6976 *= $6958 // floating-point values 
0086: $6959 = $6975 // floating-point values only 
0061: $6959 -= $6973 // floating-point values 
0069: $6977 *= $6959 // floating-point values 
0086: $6968 = $6976 // floating-point values only 
0059: $6968 += $6977 // floating-point values 
02F8: get_vehicle $6881 Z_angle_sine_to $6976 
02F9: get_vehicle $6881 Z_angle_cosine_to $6977 
00AA: store_car $6886 position_to $6974 $6975 $447 
00AA: store_car $6881 position_to $6972 $6973 $447 
0086: $6958 = $6972 // floating-point values only 
0061: $6958 -= $6974 // floating-point values 
0069: $6976 *= $6958 // floating-point values 
0086: $6959 = $6973 // floating-point values only 
0061: $6959 -= $6975 // floating-point values 
0069: $6977 *= $6959 // floating-point values 
0086: $6969 = $6976 // floating-point values only 
0059: $6969 += $6977 // floating-point values 
00D6: if 
0020:   $6968 > 0.0 // floating-point values 
004D: jump_if_false @COPCAR_9802 
00D6: if 
0022:   0.0 > $6969 // floating-point values 
004D: jump_if_false @COPCAR_9802 
0007: 11@ = 0.0 // floating-point values 

:COPCAR_9802
0002: jump @COPCAR_9821 

:COPCAR_9809
00A8: set_car $6886 to_psycho_driver 
0004: $6894 = 1 // integer values 

:COPCAR_9821
00D6: if 
0043:   11@ == 0.0 // floating-point values 
004D: jump_if_false @COPCAR_9858 
0477: set_car $6886 action 1 time 17 
0002: jump @COPCAR_9866 

:COPCAR_9858
00AD: set_car $6886 max_speed_to 11@ 

:COPCAR_9866
0002: jump @COPCAR_10269 

:COPCAR_9873
0004: $6928 = -1 // integer values 
0050: gosub @COPCAR_14895 
00D6: if 
001C:   $4811 > $6933 // integer values 
004D: jump_if_false @COPCAR_10269 
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6887 radius 40.0 40.0 
004D: jump_if_false @COPCAR_10145 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @COPCAR_9968 
01CA: actor $6887 kill_player $PLAYER_CHAR 
0002: jump @COPCAR_10138 

:COPCAR_9968
00D6: if 
00E9:   player $PLAYER_CHAR 0 $6887 radius 25.0 25.0 
004D: jump_if_false @COPCAR_10014 
01CA: actor $6887 kill_player $PLAYER_CHAR 
0002: jump @COPCAR_10138 

:COPCAR_10014
0084: $4869 = $6887 // integer values and handles 
00D6: if 
8119:   not car $6886 wrecked 
004D: jump_if_false @COPCAR_10131 
00D6: if 
0185:   car $6886 health >= 400 
004D: jump_if_false @COPCAR_10117 
00D6: if 
0202:   actor $6887 near_car $6886 radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_10103 
01D5: actor $6887 go_to_and_drive_car $6886 
0002: jump @COPCAR_10110 

:COPCAR_10103
0050: gosub @COPCAR_13066 

:COPCAR_10110
0002: jump @COPCAR_10124 

:COPCAR_10117
0050: gosub @COPCAR_13066 

:COPCAR_10124
0002: jump @COPCAR_10138 

:COPCAR_10131
0050: gosub @COPCAR_13066 

:COPCAR_10138
0002: jump @COPCAR_10269 

:COPCAR_10145
0084: $4869 = $6887 // integer values and handles 
00D6: if 
8119:   not car $6886 wrecked 
004D: jump_if_false @COPCAR_10262 
00D6: if 
0185:   car $6886 health >= 400 
004D: jump_if_false @COPCAR_10248 
00D6: if 
0202:   actor $6887 near_car $6886 radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_10234 
01D5: actor $6887 go_to_and_drive_car $6886 
0002: jump @COPCAR_10241 

:COPCAR_10234
0050: gosub @COPCAR_13066 

:COPCAR_10241
0002: jump @COPCAR_10255 

:COPCAR_10248
0050: gosub @COPCAR_13066 

:COPCAR_10255
0002: jump @COPCAR_10269 

:COPCAR_10262
0050: gosub @COPCAR_13066 

:COPCAR_10269
0002: jump @COPCAR_10727 

:COPCAR_10276
0164: disable_marker $6941 
01C2: remove_references_to_actor $6887 // Like turning an actor into a random pedestrian 
00D6: if 
0038:   $6929 == 0 // integer values 
004D: jump_if_false @COPCAR_10372 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_10365 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_10365
0004: $6929 = 1 // integer values 

:COPCAR_10372
00D6: if 
8118:   not actor $6888 dead 
004D: jump_if_false @COPCAR_10534 
0084: $6887 = $6888 // integer values and handles 
0004: $6888 = -1 // integer values 
0004: $6929 = 0 // integer values 
0004: $6930 = 1 // integer values 
0187: $6941 = create_marker_above_actor $6887 
00D6: if 
8118:   not actor $6889 dead 
004D: jump_if_false @COPCAR_10476 
01DE: tie_actor $6889 to_actor $6887 
00D6: if 
831F:   not unknown_actor $6889 hit_by_actor $6887 
004D: jump_if_false @COPCAR_10476 
01CC: actor $6889 kill_player $PLAYER_CHAR 

:COPCAR_10476
00D6: if 
8118:   not actor $6890 dead 
004D: jump_if_false @COPCAR_10527 
01DE: tie_actor $6890 to_actor $6887 
00D6: if 
831F:   not unknown_actor $6890 hit_by_actor $6887 
004D: jump_if_false @COPCAR_10527 
01CC: actor $6890 kill_player $PLAYER_CHAR 

:COPCAR_10527
0002: jump @COPCAR_10727 

:COPCAR_10534
01C2: remove_references_to_actor $6888 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $6889 dead 
004D: jump_if_false @COPCAR_10650 
0084: $6887 = $6889 // integer values and handles 
0004: $6889 = -1 // integer values 
0004: $6929 = 0 // integer values 
0004: $6931 = 1 // integer values 
0187: $6941 = create_marker_above_actor $6887 
00D6: if 
8118:   not actor $6890 dead 
004D: jump_if_false @COPCAR_10643 
01DE: tie_actor $6890 to_actor $6887 
00D6: if 
831F:   not unknown_actor $6890 hit_by_actor $6887 
004D: jump_if_false @COPCAR_10643 
01CC: actor $6890 kill_player $PLAYER_CHAR 

:COPCAR_10643
0002: jump @COPCAR_10727 

:COPCAR_10650
01C2: remove_references_to_actor $6889 // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $6890 dead 
004D: jump_if_false @COPCAR_10715 
0084: $6887 = $6890 // integer values and handles 
0004: $6890 = -1 // integer values 
0004: $6929 = 0 // integer values 
0004: $6932 = 1 // integer values 
0187: $6941 = create_marker_above_actor $6887 
0002: jump @COPCAR_10727 

:COPCAR_10715
01C2: remove_references_to_actor $6890 // Like turning an actor into a random pedestrian 
0004: $6934 = 1 // integer values 

:COPCAR_10727
00D6: if 
0118:   actor $6888 dead 
004D: jump_if_false @COPCAR_10829 
00D6: if 
0038:   $6930 == 0 // integer values 
004D: jump_if_false @COPCAR_10829 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_10822 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_10822
0004: $6930 = 1 // integer values 

:COPCAR_10829
00D6: if 
0118:   actor $6889 dead 
004D: jump_if_false @COPCAR_10931 
00D6: if 
0038:   $6931 == 0 // integer values 
004D: jump_if_false @COPCAR_10931 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_10924 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_10924
0004: $6931 = 1 // integer values 

:COPCAR_10931
00D6: if 
0118:   actor $6890 dead 
004D: jump_if_false @COPCAR_11033 
00D6: if 
0038:   $6932 == 0 // integer values 
004D: jump_if_false @COPCAR_11033 
0008: $6895 += 1 // integer values 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
00D6: if 
0038:   $6895 == 1 // integer values 
004D: jump_if_false @COPCAR_11026 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_11026
0004: $6932 = 1 // integer values 

:COPCAR_11033
00D6: if and
0038:   $6918 == 1 // integer values 
0038:   $6927 == 1 // integer values 
0038:   $6934 == 1 // integer values 
004D: jump_if_false @COPCAR_11072 
0002: jump @COPCAR_11079 

:COPCAR_11072
0002: jump @COPCAR_4414 

:COPCAR_11079
0578: save_highest_vigilante_level $6938 
0008: $6892 += 1 // integer values 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
00DE:   player $PLAYER_CHAR driving_vehicle_type #SEASPAR 
004D: jump_if_false @COPCAR_11161 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
02AC: set_car $6875 immunities 1 1 1 1 1
01EC: make_car $6875 very_heavy 1
053F: set_car $6875 tires_vulnerable 0 
0227: $6908 = car $6875 health 
0008: $6908 += 100 // integer values 
0224: set_car $6875 health_to $6908 

:COPCAR_11161
01C3: remove_references_to_car $6876 
01C2: remove_references_to_actor $6877 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6878 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6879 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6880 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $6881 
01C2: remove_references_to_actor $6882 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6883 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6884 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6885 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $6886 
01C2: remove_references_to_actor $6887 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6888 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6889 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $6890 // Like turning an actor into a random pedestrian 
0164: disable_marker $6939 
0164: disable_marker $6940 
0164: disable_marker $6941 
0084: $6897 = $6892 // integer values and handles 
0068: $6897 *= $6892 // integer values 
0010: $6897 *= 1800 // integer values 
01E3: text_1number_styled 'C_PASS' number $6897 time 5000 style 5  // THREAT ELIMINATED: $ ~1~
0109: player $PLAYER_CHAR money += $6897 
00D6: if 
0038:   $1582 == 0 // integer values 
004D: jump_if_false @COPCAR_11374 
00D6: if 
0038:   $6892 == 12 // integer values 
004D: jump_if_false @COPCAR_11374 
03E5: text_box 'C_COMP1'  // Vigilante mission level 12 complete: Your max Body Armor increased to 150
030C: progress_made += 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
035F: set_actor $PLAYER_ACTOR armour_to 150 
0595: mission_complete 
0004: $1582 = 1 // integer values 

:COPCAR_11374
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SEASPAR
004D: jump_if_false @COPCAR_11660 
00D6: if 
0038:   $6901 == 0 // integer values 
004D: jump_if_false @COPCAR_11482 
01BD: $6896 = current_time_in_ms 
00D6: if 
0018:   $6900 > 60000 // integer values 
004D: jump_if_false @COPCAR_11467 
0004: $6899 = 60000 // integer values 
0002: jump @COPCAR_11475 

:COPCAR_11467
0084: $6899 = $6900 // integer values and handles 

:COPCAR_11475
0004: $6901 = 1 // integer values 

:COPCAR_11482
01BD: $6903 = current_time_in_ms 
0084: $6904 = $6903 // integer values and handles 
0060: $6904 -= $6896 // integer values 
0060: $6899 -= $6904 // integer values 
0084: $6896 = $6903 // integer values and handles 
0084: $6905 = $6899 // integer values and handles 
0014: $6905 /= 1000 // integer values 
00D6: if 
001A:   1 > $6905 // integer values 
004D: jump_if_false @COPCAR_11615 
0004: $6905 = 0 // integer values 
00D6: if 
001C:   $6903 > $6937 // integer values 
004D: jump_if_false @COPCAR_11608 
00BC: text_highpriority 'C_TIME' 3000 ms 1  // ~r~Your time as a law enforcer is over!
0004: $6902 = 1 // integer values 
0002: jump @COPCAR_11758 

:COPCAR_11608
0002: jump @COPCAR_11631 

:COPCAR_11615
0084: $6937 = $6903 // integer values and handles 
0008: $6937 += 1000 // integer values 

:COPCAR_11631
01E5: text_1number_highpriority 'COPCART' $6905 flag 200 time 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
0001: wait 0 ms 
0002: jump @COPCAR_11374 

:COPCAR_11660
0396: pause_timer 1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @COPCAR_11718 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
02AC: set_car $6875 immunities 1 1 1 1 1
01EC: make_car $6875 very_heavy 1
053F: set_car $6875 tires_vulnerable 0 
0227: $6908 = car $6875 health 
0008: $6908 += 100 // integer values 
0224: set_car $6875 health_to $6908 

:COPCAR_11718
00D6: if 
001A:   13 > $6892 // integer values 
004D: jump_if_false @COPCAR_11751 
000D: $6981 -= 0.05 // floating-point values 
03C7: set_sensitivity_to_crime_to $6981 

:COPCAR_11751
0002: jump @COPCAR_538 

:COPCAR_11758
0051: return 

:COPCAR_11760
0004: $ONMISSION = 0 // integer values 
0164: disable_marker $6939 
0164: disable_marker $6940 
0164: disable_marker $6941 
014F: stop_timer $6900 
0151: remove_status_text $6895 
0249: release_model $6935 
0249: release_model $6936 
0249: release_model #COLT45 
0249: release_model #TEC9 
0249: release_model #RUGER 
0249: release_model #CHROMEGUN 
0249: release_model #MACHETE 
0249: release_model #BAT 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:COPCAR_11841
00D6: if 
0018:   $6892 > 1 // integer values 
004D: jump_if_false @COPCAR_11875 
0209: $4127 = random_int_in_ranges 26 37 
0002: jump @COPCAR_11884 

:COPCAR_11875
0209: $4127 = random_int_in_ranges 0 37 

:COPCAR_11884
00D6: if 
0038:   $4127 == 0 // integer values 
004D: jump_if_false @COPCAR_11910 
04AE: $6935 = 191 // = constant 

:COPCAR_11910
00D6: if 
0038:   $4127 == 1 // integer values 
004D: jump_if_false @COPCAR_11936 
04AE: $6935 = 192 // = constant 

:COPCAR_11936
00D6: if 
0038:   $4127 == 2 // integer values 
004D: jump_if_false @COPCAR_11962 
04AE: $6935 = 193 // = constant 

:COPCAR_11962
00D6: if 
0038:   $4127 == 3 // integer values 
004D: jump_if_false @COPCAR_11988 
04AE: $6935 = 198 // = constant 

:COPCAR_11988
00D6: if 
0038:   $4127 == 4 // integer values 
004D: jump_if_false @COPCAR_12014 
04AE: $6935 = 210 // = constant 

:COPCAR_12014
00D6: if 
0038:   $4127 == 5 // integer values 
004D: jump_if_false @COPCAR_12040 
04AE: $6935 = 132 // = constant 

:COPCAR_12040
00D6: if 
0038:   $4127 == 6 // integer values 
004D: jump_if_false @COPCAR_12066 
04AE: $6935 = 141 // = constant 

:COPCAR_12066
00D6: if 
0038:   $4127 == 7 // integer values 
004D: jump_if_false @COPCAR_12092 
04AE: $6935 = 145 // = constant 

:COPCAR_12092
00D6: if 
0038:   $4127 == 8 // integer values 
004D: jump_if_false @COPCAR_12118 
04AE: $6935 = 159 // = constant 

:COPCAR_12118
00D6: if 
0038:   $4127 == 9 // integer values 
004D: jump_if_false @COPCAR_12144 
04AE: $6935 = 207 // = constant 

:COPCAR_12144
00D6: if 
0038:   $4127 == 10 // integer values 
004D: jump_if_false @COPCAR_12170 
04AE: $6935 = 154 // = constant 

:COPCAR_12170
00D6: if 
0038:   $4127 == 11 // integer values 
004D: jump_if_false @COPCAR_12196 
04AE: $6935 = 131 // = constant 

:COPCAR_12196
00D6: if 
0038:   $4127 == 12 // integer values 
004D: jump_if_false @COPCAR_12222 
04AE: $6935 = 133 // = constant 

:COPCAR_12222
00D6: if 
0038:   $4127 == 13 // integer values 
004D: jump_if_false @COPCAR_12248 
04AE: $6935 = 140 // = constant 

:COPCAR_12248
00D6: if 
0038:   $4127 == 14 // integer values 
004D: jump_if_false @COPCAR_12274 
04AE: $6935 = 143 // = constant 

:COPCAR_12274
00D6: if 
0038:   $4127 == 15 // integer values 
004D: jump_if_false @COPCAR_12300 
04AE: $6935 = 144 // = constant 

:COPCAR_12300
00D6: if 
0038:   $4127 == 16 // integer values 
004D: jump_if_false @COPCAR_12326 
04AE: $6935 = 152 // = constant 

:COPCAR_12326
00D6: if 
0038:   $4127 == 17 // integer values 
004D: jump_if_false @COPCAR_12352 
04AE: $6935 = 149 // = constant 

:COPCAR_12352
00D6: if 
0038:   $4127 == 18 // integer values 
004D: jump_if_false @COPCAR_12378 
04AE: $6935 = 153 // = constant 

:COPCAR_12378
00D6: if 
0038:   $4127 == 19 // integer values 
004D: jump_if_false @COPCAR_12404 
04AE: $6935 = 169 // = constant 

:COPCAR_12404
00D6: if 
0038:   $4127 == 20 // integer values 
004D: jump_if_false @COPCAR_12430 
04AE: $6935 = 186 // = constant 

:COPCAR_12430
00D6: if 
0038:   $4127 == 21 // integer values 
004D: jump_if_false @COPCAR_12456 
04AE: $6935 = 205 // = constant 

:COPCAR_12456
00D6: if 
0038:   $4127 == 22 // integer values 
004D: jump_if_false @COPCAR_12482 
04AE: $6935 = 212 // = constant 

:COPCAR_12482
00D6: if 
0038:   $4127 == 23 // integer values 
004D: jump_if_false @COPCAR_12508 
04AE: $6935 = 208 // = constant 

:COPCAR_12508
00D6: if 
0038:   $4127 == 24 // integer values 
004D: jump_if_false @COPCAR_12534 
04AE: $6935 = 204 // = constant 

:COPCAR_12534
00D6: if 
0038:   $4127 == 25 // integer values 
004D: jump_if_false @COPCAR_12560 
04AE: $6935 = 170 // = constant 

:COPCAR_12560
00D6: if 
0038:   $4127 == 26 // integer values 
004D: jump_if_false @COPCAR_12586 
04AE: $6935 = 135 // = constant 

:COPCAR_12586
00D6: if 
0038:   $4127 == 27 // integer values 
004D: jump_if_false @COPCAR_12612 
04AE: $6935 = 148 // = constant 

:COPCAR_12612
00D6: if 
0038:   $4127 == 28 // integer values 
004D: jump_if_false @COPCAR_12638 
04AE: $6935 = 151 // = constant 

:COPCAR_12638
00D6: if 
0038:   $4127 == 29 // integer values 
004D: jump_if_false @COPCAR_12664 
04AE: $6935 = 130 // = constant 

:COPCAR_12664
00D6: if 
0038:   $4127 == 30 // integer values 
004D: jump_if_false @COPCAR_12690 
04AE: $6935 = 134 // = constant 

:COPCAR_12690
00D6: if 
0038:   $4127 == 31 // integer values 
004D: jump_if_false @COPCAR_12716 
04AE: $6935 = 175 // = constant 

:COPCAR_12716
00D6: if 
0038:   $4127 == 32 // integer values 
004D: jump_if_false @COPCAR_12742 
04AE: $6935 = 196 // = constant 

:COPCAR_12742
00D6: if 
0038:   $4127 == 33 // integer values 
004D: jump_if_false @COPCAR_12768 
04AE: $6935 = 197 // = constant 

:COPCAR_12768
00D6: if 
0038:   $4127 == 34 // integer values 
004D: jump_if_false @COPCAR_12794 
04AE: $6935 = 222 // = constant 

:COPCAR_12794
00D6: if 
0038:   $4127 == 35 // integer values 
004D: jump_if_false @COPCAR_12820 
04AE: $6935 = 209 // = constant 

:COPCAR_12820
00D6: if 
0038:   $4127 == 36 // integer values 
004D: jump_if_false @COPCAR_12846 
04AE: $6935 = 174 // = constant 

:COPCAR_12846
0247: request_model $6935 
0051: return 

:COPCAR_12853
00D6: if 
0038:   $4868 == -1 // integer values 
004D: jump_if_false @COPCAR_12892 
0054: store_player $PLAYER_CHAR position_to $6960 $6961 $6958 
0002: jump @COPCAR_12906 

:COPCAR_12892
00AA: store_car $4868 position_to $6960 $6961 $6958 

:COPCAR_12906
00AA: store_car $4867 position_to $6956 $6957 $6958 
0086: $6958 = $6956 // floating-point values only 
0061: $6958 -= $6960 // floating-point values 
0086: $6959 = $6957 // floating-point values only 
0061: $6959 -= $6961 // floating-point values 
0069: $6958 *= $6958 // floating-point values 
0069: $6959 *= $6959 // floating-point values 
0059: $6958 += $6959 // floating-point values 
01FB: $6958 = square_root $6958 
0086: $6962 = $6958 // floating-point values only 
0009: $6962 += 3.0 // floating-point values 
00D6: if 
0020:   $6962 > 100.0 // floating-point values 
004D: jump_if_false @COPCAR_13033 
0005: $6962 = 100.0 // floating-point values 

:COPCAR_13033
00D6: if 
0022:   0.0 > $6962 // floating-point values 
004D: jump_if_false @COPCAR_13064 
0005: $6962 = 0.0 // floating-point values 

:COPCAR_13064
0051: return 

:COPCAR_13066
00D6: if 
8118:   not actor $4869 dead 
004D: jump_if_false @COPCAR_13642 
00A0: store_actor $4869 position_to $4872 $4873 $4874 
00D6: if 
0042:   $4886 == 919.9 // floating-point values 
004D: jump_if_false @COPCAR_13134 
00A5: $451 = create_car $6935 at $4872 $4873 $4874 

:COPCAR_13134
00D6: if 
00E9:   player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 
004D: jump_if_false @COPCAR_13421 
0086: $4875 = $4872 // floating-point values only 
0009: $4875 += 40.0 // floating-point values 
0086: $4876 = $4873 // floating-point values only 
0009: $4876 += 40.0 // floating-point values 
000D: $4872 -= 40.0 // floating-point values 
000D: $4873 -= 40.0 // floating-point values 
01C3: remove_references_to_car $451 
0004: $451 = -1 // integer values 
0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 
00D6: if or
0038:   $451 == -1 // integer values 
003A:   $6876 == $451 // integer values and handles 
004D: jump_if_false @COPCAR_13293 
01CA: actor $4869 kill_player $PLAYER_CHAR 
0002: jump @COPCAR_13414 

:COPCAR_13293
00D6: if 
0185:   car $451 health >= 400 
004D: jump_if_false @COPCAR_13394 
046D: $6898 = actor $4869 car_free_seats // members_in_group 
01EA: $4939 = car $451 max_passengers 
00D6: if 
801C:   not  $6898 > $4939 // integer values 
004D: jump_if_false @COPCAR_13379 
020A: set_car $451 door_status_to 1 
00AD: set_car $451 max_speed_to 0.0 
01D5: actor $4869 go_to_and_drive_car $451 
0002: jump @COPCAR_13387 

:COPCAR_13379
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COPCAR_13387
0002: jump @COPCAR_13414 

:COPCAR_13394
01CA: actor $4869 kill_player $PLAYER_CHAR 
01C3: remove_references_to_car $451 
0004: $451 = -1 // integer values 

:COPCAR_13414
0002: jump @COPCAR_13642 

:COPCAR_13421
03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 
00D6: if 
80C2:   not sphere_onscreen $4872 $4873 $4874 3.0 
004D: jump_if_false @COPCAR_13642 
00D6: if 
838A:   not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 
004D: jump_if_false @COPCAR_13569 
00D6: if 
0248:   model $6935 available 
004D: jump_if_false @COPCAR_13562 
01C3: remove_references_to_car $451 
00A5: $451 = create_car $6935 at $4872 $4873 $4874 
0175: set_car $451 z_angle_to $4886 
01D5: actor $4869 go_to_and_drive_car $451 

:COPCAR_13562
0002: jump @COPCAR_13642 

:COPCAR_13569
00D6: if 
00FF:   actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 
004D: jump_if_false @COPCAR_13642 
02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 
0239: actor $4869 run_to $4872 $4873 

:COPCAR_13642
0051: return 

:COPCAR_13644
01BD: $4887 = current_time_in_ms 
00D6: if 
8119:   not car $4880 wrecked 
004D: jump_if_false @COPCAR_14251 
00D6: if and
01F4:   car $4880 flipped 
01C1:   car $4880 stopped 
004D: jump_if_false @COPCAR_13847 
0004: $6894 = 1 // integer values 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
004D: jump_if_false @COPCAR_13745 
03ED: set_car $4880 not_damaged_when_upside_down 0 
0004: $4881 = -9 // integer values 
0002: jump @COPCAR_13847 

:COPCAR_13745
00D6: if 
82CA:   not car $4880 bounding_sphere_visible 
004D: jump_if_false @COPCAR_13847 
00AA: store_car $4880 position_to $4883 $4884 $4885 
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
00D6: if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
004D: jump_if_false @COPCAR_13847 
00AB: put_car $4880 at $4883 $4884 $4885 
0175: set_car $4880 z_angle_to $4886 

:COPCAR_13847
00D6: if 
01AF:   car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_14188 
00D6: if 
0038:   $4881 == 0 // integer values 
004D: jump_if_false @COPCAR_13922 
0084: $4882 = $4887 // integer values and handles 
0004: $4881 = 1 // integer values 

:COPCAR_13922
0060: $4887 -= $4882 // integer values 
00D6: if 
0038:   $4881 == 1 // integer values 
004D: jump_if_false @COPCAR_14188 
00D6: if 
0018:   $4887 > 8000 // integer values 
004D: jump_if_false @COPCAR_14188 
00D6: if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
004D: jump_if_false @COPCAR_14027 
03ED: set_car $4880 not_damaged_when_upside_down 0 
0084: $4882 = $4887 // integer values and handles 
0004: $4881 = -9 // integer values 
0002: jump @COPCAR_14188 

:COPCAR_14027
00D6: if 
82CA:   not car $4880 bounding_sphere_visible 
004D: jump_if_false @COPCAR_14188 
00AA: store_car $4880 position_to $4883 $4884 $4885 
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
00D6: if 
838A:   not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_14188 
00D6: if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
004D: jump_if_false @COPCAR_14188 
00AB: put_car $4880 at $4883 $4884 $4885 
0175: set_car $4880 z_angle_to $4886 
0084: $4882 = $4887 // integer values and handles 
0004: $4881 = 0 // integer values 
0004: $6894 = 1 // integer values 

:COPCAR_14188
00D6: if 
81AF:   not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_14251 
00AA: store_car $4880 position_to $4877 $4878 $4879 
0004: $4881 = 0 // integer values 

:COPCAR_14251
0051: return 

:COPCAR_14253
00D6: if 
8118:   not actor $6877 dead 
004D: jump_if_false @COPCAR_14572 
00D6: if 
8118:   not actor $6878 dead 
004D: jump_if_false @COPCAR_14365 
00D6: if 
831F:   not unknown_actor $6878 hit_by_actor $6877 
004D: jump_if_false @COPCAR_14358 
00D6: if 
00F2:   actor $6878 near_actor $6877 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_14350 
01DE: tie_actor $6878 to_actor $6877 
0002: jump @COPCAR_14358 

:COPCAR_14350
01CC: actor $6878 kill_player $PLAYER_CHAR 

:COPCAR_14358
0002: jump @COPCAR_14370 

:COPCAR_14365
01C2: remove_references_to_actor $6878 // Like turning an actor into a random pedestrian 

:COPCAR_14370
00D6: if 
8118:   not actor $6879 dead 
004D: jump_if_false @COPCAR_14466 
00D6: if 
831F:   not unknown_actor $6879 hit_by_actor $6877 
004D: jump_if_false @COPCAR_14459 
00D6: if 
00F2:   actor $6879 near_actor $6877 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_14451 
01DE: tie_actor $6879 to_actor $6877 
0002: jump @COPCAR_14459 

:COPCAR_14451
01CC: actor $6879 kill_player $PLAYER_CHAR 

:COPCAR_14459
0002: jump @COPCAR_14471 

:COPCAR_14466
01C2: remove_references_to_actor $6879 // Like turning an actor into a random pedestrian 

:COPCAR_14471
00D6: if 
8118:   not actor $6880 dead 
004D: jump_if_false @COPCAR_14567 
00D6: if 
831F:   not unknown_actor $6880 hit_by_actor $6877 
004D: jump_if_false @COPCAR_14560 
00D6: if 
00F2:   actor $6880 near_actor $6877 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_14552 
01DE: tie_actor $6880 to_actor $6877 
0002: jump @COPCAR_14560 

:COPCAR_14552
01CC: actor $6880 kill_player $PLAYER_CHAR 

:COPCAR_14560
0002: jump @COPCAR_14572 

:COPCAR_14567
01C2: remove_references_to_actor $6880 // Like turning an actor into a random pedestrian 

:COPCAR_14572
0051: return 

:COPCAR_14574
00D6: if 
8118:   not actor $6882 dead 
004D: jump_if_false @COPCAR_14893 
00D6: if 
8118:   not actor $6883 dead 
004D: jump_if_false @COPCAR_14686 
00D6: if 
831F:   not unknown_actor $6883 hit_by_actor $6882 
004D: jump_if_false @COPCAR_14679 
00D6: if 
00F2:   actor $6883 near_actor $6882 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_14671 
01DE: tie_actor $6883 to_actor $6882 
0002: jump @COPCAR_14679 

:COPCAR_14671
01CC: actor $6883 kill_player $PLAYER_CHAR 

:COPCAR_14679
0002: jump @COPCAR_14691 

:COPCAR_14686
01C2: remove_references_to_actor $6883 // Like turning an actor into a random pedestrian 

:COPCAR_14691
00D6: if 
8118:   not actor $6884 dead 
004D: jump_if_false @COPCAR_14787 
00D6: if 
831F:   not unknown_actor $6884 hit_by_actor $6882 
004D: jump_if_false @COPCAR_14780 
00D6: if 
00F2:   actor $6884 near_actor $6882 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_14772 
01DE: tie_actor $6884 to_actor $6882 
0002: jump @COPCAR_14780 

:COPCAR_14772
01CC: actor $6884 kill_player $PLAYER_CHAR 

:COPCAR_14780
0002: jump @COPCAR_14792 

:COPCAR_14787
01C2: remove_references_to_actor $6884 // Like turning an actor into a random pedestrian 

:COPCAR_14792
00D6: if 
8118:   not actor $6885 dead 
004D: jump_if_false @COPCAR_14888 
00D6: if 
831F:   not unknown_actor $6885 hit_by_actor $6882 
004D: jump_if_false @COPCAR_14881 
00D6: if 
00F2:   actor $6885 near_actor $6882 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_14873 
01DE: tie_actor $6885 to_actor $6882 
0002: jump @COPCAR_14881 

:COPCAR_14873
01CC: actor $6885 kill_player $PLAYER_CHAR 

:COPCAR_14881
0002: jump @COPCAR_14893 

:COPCAR_14888
01C2: remove_references_to_actor $6885 // Like turning an actor into a random pedestrian 

:COPCAR_14893
0051: return 

:COPCAR_14895
00D6: if 
8118:   not actor $6887 dead 
004D: jump_if_false @COPCAR_15214 
00D6: if 
8118:   not actor $6888 dead 
004D: jump_if_false @COPCAR_15007 
00D6: if 
831F:   not unknown_actor $6888 hit_by_actor $6887 
004D: jump_if_false @COPCAR_15000 
00D6: if 
00F2:   actor $6888 near_actor $6887 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_14992 
01DE: tie_actor $6888 to_actor $6887 
0002: jump @COPCAR_15000 

:COPCAR_14992
01CC: actor $6888 kill_player $PLAYER_CHAR 

:COPCAR_15000
0002: jump @COPCAR_15012 

:COPCAR_15007
01C2: remove_references_to_actor $6888 // Like turning an actor into a random pedestrian 

:COPCAR_15012
00D6: if 
8118:   not actor $6889 dead 
004D: jump_if_false @COPCAR_15108 
00D6: if 
831F:   not unknown_actor $6889 hit_by_actor $6887 
004D: jump_if_false @COPCAR_15101 
00D6: if 
00F2:   actor $6889 near_actor $6887 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_15093 
01DE: tie_actor $6889 to_actor $6887 
0002: jump @COPCAR_15101 

:COPCAR_15093
01CC: actor $6889 kill_player $PLAYER_CHAR 

:COPCAR_15101
0002: jump @COPCAR_15113 

:COPCAR_15108
01C2: remove_references_to_actor $6889 // Like turning an actor into a random pedestrian 

:COPCAR_15113
00D6: if 
8118:   not actor $6890 dead 
004D: jump_if_false @COPCAR_15209 
00D6: if 
831F:   not unknown_actor $6890 hit_by_actor $6887 
004D: jump_if_false @COPCAR_15202 
00D6: if 
00F2:   actor $6890 near_actor $6887 radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_15194 
01DE: tie_actor $6890 to_actor $6887 
0002: jump @COPCAR_15202 

:COPCAR_15194
01CC: actor $6890 kill_player $PLAYER_CHAR 

:COPCAR_15202
0002: jump @COPCAR_15214 

:COPCAR_15209
01C2: remove_references_to_actor $6890 // Like turning an actor into a random pedestrian 

:COPCAR_15214
0051: return 

:COPCAR_15216
00D6: if 
8118:   not actor $6877 dead 
004D: jump_if_false @COPCAR_15796 
00D6: if 
0154:   actor $6877 in_zone 'VICE_C'  // Vice City
004D: jump_if_false @COPCAR_15279 
0384: text_1string 'C_BREIF' 'VICE_C' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Vice City

:COPCAR_15279
00D6: if 
0154:   actor $6877 in_zone 'BEACH1'  // Ocean Beach
004D: jump_if_false @COPCAR_15326 
0384: text_1string 'C_BREIF' 'BEACH1' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Ocean Beach

:COPCAR_15326
00D6: if 
0154:   actor $6877 in_zone 'BEACH2'  // Washington Beach
004D: jump_if_false @COPCAR_15373 
0384: text_1string 'C_BREIF' 'BEACH2' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Washington Beach

:COPCAR_15373
00D6: if 
0154:   actor $6877 in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @COPCAR_15420 
0384: text_1string 'C_BREIF' 'BEACH3' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Vice Point

:COPCAR_15420
00D6: if 
0154:   actor $6877 in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @COPCAR_15467 
0384: text_1string 'C_BREIF' 'GOLFC' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Leaf Links

:COPCAR_15467
00D6: if 
0154:   actor $6877 in_zone 'STARI'  // Starfish Island
004D: jump_if_false @COPCAR_15514 
0384: text_1string 'C_BREIF' 'STARI' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Starfish Island

:COPCAR_15514
00D6: if 
0154:   actor $6877 in_zone 'DOCKS'  // Viceport
004D: jump_if_false @COPCAR_15561 
0384: text_1string 'C_BREIF' 'DOCKS' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Viceport

:COPCAR_15561
00D6: if 
0154:   actor $6877 in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @COPCAR_15608 
0384: text_1string 'C_BREIF' 'HAVANA' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Little Havana

:COPCAR_15608
00D6: if 
0154:   actor $6877 in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @COPCAR_15655 
0384: text_1string 'C_BREIF' 'HAITI' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Little Haiti

:COPCAR_15655
00D6: if 
0154:   actor $6877 in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @COPCAR_15702 
0384: text_1string 'C_BREIF' 'PORNI' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Prawn Island

:COPCAR_15702
00D6: if 
0154:   actor $6877 in_zone 'DTOWN'  // Downtown
004D: jump_if_false @COPCAR_15749 
0384: text_1string 'C_BREIF' 'DTOWN' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Downtown

:COPCAR_15749
00D6: if 
0154:   actor $6877 in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @COPCAR_15796 
0384: text_1string 'C_BREIF' 'A_PORT' 5000 ms 1  // ~g~Suspect last seen in the ~a~ area. // Escobar International

:COPCAR_15796
0051: return 

:COPCAR_15798
0433: set_actor $6891 is_criminal 1 
0319: set_actor $6891 running 1 
02A9: set_actor $6891 immune_to_nonplayer 0 
01ED: clear_actor $6891 threat_search 
0243: set_actor $6891 ped_stats_to 16 
011A: set_actor $6891 search_threat 1 
011A: set_actor $6891 search_threat 2 
011A: set_actor $6891 search_threat 4 
011A: set_actor $6891 search_threat 8 
011A: set_actor $6891 search_threat 16 
011A: set_actor $6891 search_threat 32 
011A: set_actor $6891 search_threat 64 
011A: set_actor $6891 search_threat 128 
011A: set_actor $6891 search_threat 256 
011A: set_actor $6891 search_threat 512 
011A: set_actor $6891 search_threat 1024 
011A: set_actor $6891 search_threat 2048 
011A: set_actor $6891 search_threat 4096 
011A: set_actor $6891 search_threat 8192 
011A: set_actor $6891 search_threat 16384 
011A: set_actor $6891 search_threat 65536 
011A: set_actor $6891 search_threat 131072 
011A: set_actor $6891 search_threat 262144 
011A: set_actor $6891 search_threat 524288 
011A: set_actor $6891 search_threat 1048576 
011A: set_actor $6891 search_threat 2097152 
011A: set_actor $6891 search_threat 4194304 
011A: set_actor $6891 search_threat 16777216 
0291: set_actor $6891 attack_when_provoked 1 
00D6: if 
0038:   $6892 == 0 // integer values 
004D: jump_if_false @COPCAR_16058 
0209: $4127 = random_int_in_ranges 0 2 

:COPCAR_16058
00D6: if 
0018:   $6892 > 1 // integer values 
004D: jump_if_false @COPCAR_16085 
0209: $4127 = random_int_in_ranges 0 3 

:COPCAR_16085
00D6: if 
0018:   $6892 > 3 // integer values 
004D: jump_if_false @COPCAR_16112 
0209: $4127 = random_int_in_ranges 0 4 

:COPCAR_16112
00D6: if 
0018:   $6892 > 5 // integer values 
004D: jump_if_false @COPCAR_16139 
0209: $4127 = random_int_in_ranges 0 5 

:COPCAR_16139
00D6: if 
0018:   $6892 > 7 // integer values 
004D: jump_if_false @COPCAR_16166 
0209: $4127 = random_int_in_ranges 0 6 

:COPCAR_16166
00D6: if 
0038:   $4127 == 0 // integer values 
004D: jump_if_false @COPCAR_16249 
0209: $4127 = random_int_in_ranges 10 13 
00D6: if 
0038:   $4127 == 10 // integer values 
004D: jump_if_false @COPCAR_16221 
01B2: give_actor $6891 weapon 9 ammo 9999 // Load the weapon model before using this 

:COPCAR_16221
00D6: if 
0038:   $4127 == 11 // integer values 
004D: jump_if_false @COPCAR_16249 
01B2: give_actor $6891 weapon 6 ammo 9999 // Load the weapon model before using this 

:COPCAR_16249
00D6: if 
0038:   $4127 == 1 // integer values 
004D: jump_if_false @COPCAR_16277 
01B2: give_actor $6891 weapon 17 ammo 9999 // Load the weapon model before using this 

:COPCAR_16277
00D6: if 
0038:   $4127 == 2 // integer values 
004D: jump_if_false @COPCAR_16305 
01B2: give_actor $6891 weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_16305
00D6: if 
0038:   $4127 == 3 // integer values 
004D: jump_if_false @COPCAR_16333 
01B2: give_actor $6891 weapon 27 ammo 9999 // Load the weapon model before using this 

:COPCAR_16333
00D6: if or
0038:   $4127 == 4 // integer values 
0038:   $4127 == 5 // integer values 
004D: jump_if_false @COPCAR_16368 
01B2: give_actor $6891 weapon 19 ammo 9999 // Load the weapon model before using this 

:COPCAR_16368
0051: return 

:COPCAR_16370
00D6: if 
8038:   not  $6900 == -100 // integer values 
004D: jump_if_false @COPCAR_16430 
00D6: if 
001A:   1 > $6900 // integer values 
004D: jump_if_false @COPCAR_16430 
0004: $6902 = 1 // integer values 
00BC: text_highpriority 'C_TIME' 3000 ms 1  // ~r~Your time as a law enforcer is over!
0051: return 

:COPCAR_16430
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SEASPAR  
004D: jump_if_false @COPCAR_16704 
0396: pause_timer 0 
00D6: if 
0038:   $6901 == 0 // integer values 
004D: jump_if_false @COPCAR_16542 
01BD: $6896 = current_time_in_ms 
00D6: if 
0018:   $6900 > 60000 // integer values 
004D: jump_if_false @COPCAR_16527 
0004: $6899 = 60000 // integer values 
0002: jump @COPCAR_16535 

:COPCAR_16527
0084: $6899 = $6900 // integer values and handles 

:COPCAR_16535
0004: $6901 = 1 // integer values 

:COPCAR_16542
01BD: $6903 = current_time_in_ms 
0084: $6904 = $6903 // integer values and handles 
0060: $6904 -= $6896 // integer values 
0060: $6899 -= $6904 // integer values 
0084: $6896 = $6903 // integer values and handles 
0084: $6905 = $6899 // integer values and handles 
0014: $6905 /= 1000 // integer values 
00D6: if 
001A:   1 > $6905 // integer values 
004D: jump_if_false @COPCAR_16670 
0004: $6905 = 0 // integer values 
00D6: if 
001C:   $6903 > $6937 // integer values 
004D: jump_if_false @COPCAR_16663 
00BC: text_highpriority 'C_TIME' 3000 ms 1  // ~r~Your time as a law enforcer is over!
0004: $6902 = 1 // integer values 
0051: return 

:COPCAR_16663
0002: jump @COPCAR_16686 

:COPCAR_16670
0084: $6937 = $6903 // integer values and handles 
0008: $6937 += 1000 // integer values 

:COPCAR_16686
01E5: text_1number_highpriority 'COPCART' $6905 flag 200 time 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_16704
0293: $18 = get_controller_mode 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
00DE:   player $PLAYER_CHAR driving_vehicle_type #SEASPAR 
004D: jump_if_false @COPCAR_16936 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
02AC: set_car $6875 immunities 1 1 1 1 1
01EC: make_car $6875 very_heavy 1
053F: set_car $6875 tires_vulnerable 0 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @COPCAR_16855 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @COPCAR_16823 
00D6: if 
0038:   $6906 == 1 // integer values 
004D: jump_if_false @COPCAR_16816 
0004: $6906 = 2 // integer values 

:COPCAR_16816
0002: jump @COPCAR_16848 

:COPCAR_16823
00D6: if 
0038:   $6906 == 0 // integer values 
004D: jump_if_false @COPCAR_16848 
0004: $6906 = 1 // integer values 

:COPCAR_16848
0002: jump @COPCAR_16929 

:COPCAR_16855
00D6: if 
00E1:   player 0 pressed_button 14 
004D: jump_if_false @COPCAR_16904 
00D6: if 
0038:   $6906 == 1 // integer values 
004D: jump_if_false @COPCAR_16897 
0004: $6906 = 2 // integer values 

:COPCAR_16897
0002: jump @COPCAR_16929 

:COPCAR_16904
00D6: if 
0038:   $6906 == 0 // integer values 
004D: jump_if_false @COPCAR_16929 
0004: $6906 = 1 // integer values 

:COPCAR_16929
0004: $6901 = 0 // integer values 

:COPCAR_16936
00D6: if 
0038:   $6906 == 2 // integer values 
004D: jump_if_false @COPCAR_17061 
00D6: if 
8038:   not  $18 == 3 // integer values 
004D: jump_if_false @COPCAR_17020 
00D6: if 
80E1:   not player 0 pressed_button 19 
004D: jump_if_false @COPCAR_17013 
00BC: text_highpriority 'C_CANC' 3000 ms 1  // ~r~Vigilante mission cancelled!
0004: $6902 = 1 // integer values 
0051: return 

:COPCAR_17013
0002: jump @COPCAR_17061 

:COPCAR_17020
00D6: if 
80E1:   not player 0 pressed_button 14 
004D: jump_if_false @COPCAR_17061 
00BC: text_highpriority 'C_CANC' 3000 ms 1  // ~r~Vigilante mission cancelled!
0004: $6902 = 1 // integer values 
0051: return 

:COPCAR_17061
0051: return 

//-------------Mission 79---------------
// Originally: HOTRING

:OVALRNG
0050: gosub @OVALRNG_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @OVALRNG_27 
0050: gosub @OVALRNG_17790 

:OVALRNG_27
0050: gosub @OVALRNG_18173 
004E: end_thread 

:OVALRNG_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'OVALRNG' 
0001: wait 0 ms 
00D6: if 
0038:   $1597 == 0 // integer values 
004D: jump_if_false @OVALRNG_77 
0317: increment_mission_attempts 

:OVALRNG_77
054C: use_GXT_table 'OVALRIG' 
0004: $7440 = 0 // integer values 
0004: $7436 = 0 // integer values 
0004: $7437 = 0 // integer values 
0004: $7438 = 0 // integer values 
0004: $7439 = 0 // integer values 
0004: $7021 = 0 // integer values 
0004: $7027 = 0 // integer values 
0004: $7033 = 0 // integer values 
0004: $7039 = 0 // integer values 
0004: $7045 = 0 // integer values 
0004: $7051 = 0 // integer values 
0004: $7057 = 0 // integer values 
0004: $7063 = 0 // integer values 
0004: $7069 = 0 // integer values 
0004: $7057 = 0 // integer values 
0004: $7081 = 0 // integer values 
0004: $7087 = 0 // integer values 
0004: $7008 = 0 // integer values 
0004: $7012 = 0 // integer values 
0004: $7016 = 0 // integer values 
0004: $7022 = 0 // integer values 
0004: $7028 = 0 // integer values 
0004: $7034 = 0 // integer values 
0004: $7040 = 0 // integer values 
0004: $7046 = 0 // integer values 
0004: $7052 = 0 // integer values 
0004: $7058 = 0 // integer values 
0004: $7064 = 0 // integer values 
0004: $7070 = 0 // integer values 
0004: $7076 = 0 // integer values 
0004: $7082 = 0 // integer values 
0004: $7088 = 0 // integer values 
0004: $7443 = 0 // integer values 
0004: $7444 = 0 // integer values 
0004: $7445 = 0 // integer values 
0004: $7091 = 0 // integer values 
0004: $7092 = 0 // integer values 
0004: $7093 = 0 // integer values 
0004: $7094 = 0 // integer values 
0004: $7095 = 0 // integer values 
0004: $7096 = 0 // integer values 
0004: $7097 = 0 // integer values 
0004: $7098 = 0 // integer values 
0004: $7099 = 0 // integer values 
0004: $7100 = 0 // integer values 
0004: $7101 = 0 // integer values 
0004: $7102 = 0 // integer values 
0004: $7010 = 0 // integer values 
0004: $7014 = 0 // integer values 
0004: $7018 = 0 // integer values 
0004: $7024 = 0 // integer values 
0004: $7030 = 0 // integer values 
0004: $7036 = 0 // integer values 
0004: $7042 = 0 // integer values 
0004: $7048 = 0 // integer values 
0004: $7054 = 0 // integer values 
0004: $7060 = 0 // integer values 
0004: $7066 = 0 // integer values 
0004: $7072 = 0 // integer values 
0004: $7078 = 0 // integer values 
0004: $7084 = 0 // integer values 
0004: $7090 = 0 // integer values 
0004: $6999 = 0 // integer values 
0004: $6986 = -1 // integer values 
0004: $6987 = 0 // integer values 
0004: $6988 = 0 // integer values 
0004: $6989 = 0 // integer values 
0004: $6990 = 0 // integer values 
0004: $6991 = 0 // integer values 
0004: $6992 = -1 // integer values 
0004: $6993 = -1 // integer values 
0004: $6995 = 0 // integer values 
0004: $6997 = 0 // integer values 
0004: $7004 = 0 // integer values 
0004: $7441 = 0 // integer values 
0004: $7002 = 0 // integer values 
0004: $7005 = 0 // integer values 
0004: $6998 = 0 // integer values 
0004: $7001 = 100 // integer values 
0005: $7498 = 0.0 // floating-point values 
0005: $7499 = 0.0 // floating-point values 
0005: $7500 = 0.0 // floating-point values 
0005: $7507 = -1288.976 // floating-point values 
0005: $7508 = 1190.669 // floating-point values 
0005: $7509 = 264.291 // floating-point values 
0005: $7510 = -1257.085 // floating-point values 
0005: $7511 = 1245.841 // floating-point values 
0005: $7512 = 264.296 // floating-point values 
0005: $7513 = -1296.749 // floating-point values 
0005: $7514 = 1306.123 // floating-point values 
0005: $7515 = 264.296 // floating-point values 
0005: $7516 = -1366.372 // floating-point values 
0005: $7517 = 1326.72 // floating-point values 
0005: $7518 = 264.296 // floating-point values 
0005: $7519 = -1419.235 // floating-point values 
0005: $7520 = 1327.06 // floating-point values 
0005: $7521 = 264.296 // floating-point values 
0005: $7522 = -1500.381 // floating-point values 
0005: $7523 = 1306.066 // floating-point values 
0005: $7524 = 264.296 // floating-point values 
0005: $7525 = -1540.008 // floating-point values 
0005: $7526 = 1245.841 // floating-point values 
0005: $7527 = 264.296 // floating-point values 
0005: $7528 = -1500.446 // floating-point values 
0005: $7529 = 1185.51 // floating-point values 
0005: $7530 = 264.296 // floating-point values 
0005: $7531 = -1419.234 // floating-point values 
0005: $7532 = 1164.33 // floating-point values 
0005: $7533 = 264.296 // floating-point values 
0005: $7534 = -1355.087 // floating-point values 
0005: $7535 = 1165.782 // floating-point values 
0005: $7536 = 264.296 // floating-point values 
04BB: select_interiour 16 // select render area 
057E: make_radar_grey 1 
0581: enable_radar 0 
04F9: set_extracolors 11 fade 0 
0055: put_player $PLAYER_CHAR at -1420.856 1245.843 251.379 
0247: request_model #WMYCR 
0247: request_model #HOTRINA 
0247: request_model #HOTRINB 
0247: request_model #HOTRING 
03CB: set_camera -1343.743 1151.814 275.7988 
038B: load_requested_models 

:OVALRNG_1046
00D6: if or
8248:   not model #WMYCR available 
8248:   not model #HOTRINA available 
8248:   not model #HOTRINB available 
8248:   not model #HOTRING available 
004D: jump_if_false @OVALRNG_1087 
0001: wait 0 ms 
0002: jump @OVALRNG_1046 

:OVALRNG_1087
015F: set_camera_position -1318.205 1163.39 273.7596 0.0 rotation 0.0 0.0 
0160: point_camera -1319.118 1163.731 273.5374 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @OVALRNG_1562 
009A: $6993 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7422 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7423 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7424 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7020 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7026 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7032 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7038 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7044 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7050 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7056 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7062 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7068 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7074 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7080 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $7086 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:OVALRNG_1562
00A5: $7007 = create_car #HOTRINA at -1344.487 1172.733 263.8694 
0175: set_car $7007 z_angle_to 284.8876 
00AA: store_car $7007 position_to $7489 $7490 $7491 
0084: $6992 = $7007 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7422 = $6993 // integer values and handles 
0506: vehicle_model 232 set_next_variation 0 -1 
00A5: $7011 = create_car #HOTRINA at -1343.438 1167.837 264.6195 
0175: set_car $7011 z_angle_to 281.5068 
00AA: store_car $7011 position_to $7492 $7493 $7494 
0084: $6992 = $7011 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7423 = $6993 // integer values and handles 
0506: vehicle_model 232 set_next_variation 1 -1 
00A5: $7015 = create_car #HOTRINA at -1354.297 1170.289 263.9862 
0175: set_car $7015 z_angle_to 282.7367 
00AA: store_car $7015 position_to $7495 $7496 $7497 
0084: $6992 = $7015 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7424 = $6993 // integer values and handles 
0506: vehicle_model 232 set_next_variation 2 -1 
00A5: $7019 = create_car #HOTRINA at -1352.847 1165.527 264.7497 
0175: set_car $7019 z_angle_to 284.2442 
00AA: store_car $7019 position_to 0@ 1@ 2@ 
0084: $6992 = $7019 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7020 = $6993 // integer values and handles 
0506: vehicle_model 232 set_next_variation 3 -1 
00A5: $7025 = create_car #HOTRINA at -1363.758 1169.078 264.0151 
0175: set_car $7025 z_angle_to 276.4275 
00AA: store_car $7025 position_to 3@ 4@ 5@ 
0084: $6992 = $7025 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7026 = $6993 // integer values and handles 
0506: vehicle_model 232 set_next_variation 4 -1 
00A5: $7031 = create_car #HOTRINA at -1363.67 1164.15 264.7848 
0175: set_car $7031 z_angle_to 277.8466 
00AA: store_car $7031 position_to 6@ 7@ 8@ 
0084: $6992 = $7031 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7032 = $6993 // integer values and handles 
0506: vehicle_model 232 set_next_variation 5 -1 
00A5: $7037 = create_car #HOTRINA at -1373.879 1168.654 264.0179 
0175: set_car $7037 z_angle_to 273.302 
00AA: store_car $7037 position_to 9@ 10@ 11@ 
0084: $6992 = $7037 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7038 = $6993 // integer values and handles 
0506: vehicle_model 233 set_next_variation 0 -1 
00A5: $7043 = create_car #HOTRINB at -1374.561 1163.055 264.9375 
0175: set_car $7043 z_angle_to 272.9799 
00AA: store_car $7043 position_to 12@ 13@ 14@ 
0084: $6992 = $7043 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7044 = $6993 // integer values and handles 
0506: vehicle_model 233 set_next_variation 1 -1 
00A5: $7049 = create_car #HOTRINB at -1383.668 1167.947 264.1144 
0175: set_car $7049 z_angle_to 273.0015 
00AA: store_car $7049 position_to $7103 $7104 $7105 
0084: $6992 = $7049 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7050 = $6993 // integer values and handles 
0506: vehicle_model 233 set_next_variation 2 -1 
00A5: $7055 = create_car #HOTRINB at -1383.582 1162.903 264.9546 
0175: set_car $7055 z_angle_to 269.9305 
00AA: store_car $7055 position_to $7106 $7107 $7108 
0084: $6992 = $7055 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7056 = $6993 // integer values and handles 
0506: vehicle_model 233 set_next_variation 3 -1 
00A5: $7061 = create_car #HOTRINB at -1393.223 1167.712 264.1403 
0175: set_car $7061 z_angle_to 270.1651 
00AA: store_car $7061 position_to $7109 $7110 $7111 
0084: $6992 = $7061 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7062 = $6993 // integer values and handles 
0506: vehicle_model 233 set_next_variation 4 -1 
00A5: $7067 = create_car #HOTRINB at -1393.104 1163.053 264.914 
0175: set_car $7067 z_angle_to 270.334 
00AA: store_car $7067 position_to $7112 $7113 $7114 
0084: $6992 = $7067 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7068 = $6993 // integer values and handles 
0506: vehicle_model 233 set_next_variation 5 -1 
00A5: $7073 = create_car #HOTRINB at -1402.184 1167.193 264.2093 
0175: set_car $7073 z_angle_to 271.0722 
00AA: store_car $7073 position_to $7115 $7116 $7117 
0084: $6992 = $7073 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7074 = $6993 // integer values and handles 
00A5: $7079 = create_car #HOTRINA at -1402.375 1163.057 264.9016 
0175: set_car $7079 z_angle_to 266.2549 
00AA: store_car $7079 position_to $7118 $7119 $7120 
0084: $6992 = $7079 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7080 = $6993 // integer values and handles 
00A5: $7085 = create_car #HOTRINB at -1412.111 1167.211 264.2081 
0175: set_car $7085 z_angle_to 273.8779 
00AA: store_car $7085 position_to $7121 $7122 $7123 
0084: $6992 = $7085 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7086 = $6993 // integer values and handles 
00A5: $7000 = create_car #HOTRING at -1411.949 1162.92 264.916 
0175: set_car $7000 z_angle_to 271.2772 
0224: set_car $7000 health_to 1250 
02AC: set_car $7000 immunities 0 1 1 0 0 
00AA: store_car $7000 position_to $7483 $7484 $7485 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 
0001: wait 250 ms 
0004: $6994 = 1 // integer values 
0050: gosub @OVALRNG_18808 
00D6: if 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @OVALRNG_2871 
00D6: if 
8119:   not car $7000 wrecked 
004D: jump_if_false @OVALRNG_2864 
0369: put_player $PLAYER_CHAR in_car $7000 

:OVALRNG_2864
0002: jump @OVALRNG_2919 

:OVALRNG_2871
012A: put_player $PLAYER_CHAR at -1504.198 1314.846 265.2744 and_remove_from_car 
0001: wait 0 ms 
00D6: if 
8119:   not car $7000 wrecked 
004D: jump_if_false @OVALRNG_2919 
0369: put_player $PLAYER_CHAR in_car $7000 

:OVALRNG_2919
00BC: text_highpriority 'HOTR_01' 8000 ms 1  // ~g~The Race lasts for 12 laps. Only 1st, 2nd and 3rd places qualify for winnings.
01BD: $4811 = current_time_in_ms 
0004: $6991 = 1 // integer values 
03F0: enable_text_draw 1 
0006: 16@ = 0 // integer values 

:OVALRNG_2957
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
00D6: if 
00F6:   player $PLAYER_CHAR 1 -1414.753 1155.434 266.3521 radius 1.5 2.0 1.5 
004D: jump_if_false @OVALRNG_3036 
00BC: text_highpriority 'HOTR_14' 2500 ms 1  // ~r~You have been disqualified!
0002: jump @OVALRNG_17790 

:OVALRNG_3036
00D6: if 
001A:   5 > $6986 // integer values 
004D: jump_if_false @OVALRNG_3163 
00D6: if 
0018:   $6986 > -1 // integer values 
004D: jump_if_false @OVALRNG_3163 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @OVALRNG_3138 
00D6: if 
0038:   $7002 == 1 // integer values 
004D: jump_if_false @OVALRNG_3131 
03EB: clear_small_messages_only 
0084: $6987 = $4811 // integer values and handles 
000C: $6987 -= 100 // integer values 
0004: $6986 = 5 // integer values 

:OVALRNG_3131
0002: jump @OVALRNG_3163 

:OVALRNG_3138
00D6: if 
0038:   $7002 == 0 // integer values 
004D: jump_if_false @OVALRNG_3163 
0004: $7002 = 1 // integer values 

:OVALRNG_3163
00D6: if 
0038:   $6986 == -1 // integer values 
004D: jump_if_false @OVALRNG_3224 
0004: $6999 = 2 // integer values 
00D6: if 
816B:   not fading 
004D: jump_if_false @OVALRNG_3224 
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 3000 // integer values 
0004: $6986 = 0 // integer values 

:OVALRNG_3224
00D6: if 
0038:   $6986 == 0 // integer values 
004D: jump_if_false @OVALRNG_3335 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_3335 
015F: set_camera_position -1334.666 1172.511 266.2422 0.0 rotation 0.0 0.0 
0160: point_camera -1335.628 1172.264 266.1259 switchstyle 2 
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 3000 // integer values 
0004: $6986 = 1 // integer values 

:OVALRNG_3335
00D6: if 
0038:   $6986 == 1 // integer values 
004D: jump_if_false @OVALRNG_3461 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_3461 
015F: set_camera_position -1323.005 1328.07 270.0141 0.0 rotation 0.0 0.0 
0160: point_camera -1323.981 1328.235 269.8705 switchstyle 2 
00BC: text_highpriority 'HOTR_02' 3500 ms 1  // ~g~If your car is destroyed you will be disqualified.
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 3500 // integer values 
0004: $6986 = 2 // integer values 

:OVALRNG_3461
00D6: if 
0038:   $6986 == 2 // integer values 
004D: jump_if_false @OVALRNG_3587 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_3587 
015F: set_camera_position -1378.531 1355.834 271.5822 0.0 rotation 0.0 0.0 
0160: point_camera -1379.45 1355.702 271.2112 switchstyle 2 
00BB: text_lowpriority 'HOTR_03' 4500 ms 1  // ~g~When your car is damaged you can get it repaired at the pitstop.
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 4500 // integer values 
0004: $6986 = 3 // integer values 

:OVALRNG_3587
00D6: if 
0038:   $6986 == 3 // integer values 
004D: jump_if_false @OVALRNG_3713 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_3713 
015F: set_camera_position -1394.765 1175.184 269.201 0.0 rotation 0.0 0.0 
0160: point_camera -1395.474 1174.495 269.0483 switchstyle 2 
00BC: text_highpriority 'HOTR_04' 4500 ms 1  // ~g~This is the way to leave the stadium.
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 2500 // integer values 
0004: $6986 = 4 // integer values 

:OVALRNG_3713
00D6: if 
0038:   $6986 == 4 // integer values 
004D: jump_if_false @OVALRNG_3824 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_3824 
015F: set_camera_position -1405.329 1161.493 270.4964 0.0 rotation 0.0 0.0 
0160: point_camera -1406.135 1160.961 270.2356 switchstyle 1 
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 2000 // integer values 
0004: $6986 = 5 // integer values 

:OVALRNG_3824
00D6: if 
0038:   $6986 == 5 // integer values 
004D: jump_if_false @OVALRNG_3937 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_3937 
03F0: enable_text_draw 0 
0004: $6999 = 0 // integer values 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 7 at 0.0 0.0 0.0 
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 1000 // integer values 
0004: $6986 = 6 // integer values 

:OVALRNG_3937
00D6: if 
0038:   $6986 == 6 // integer values 
004D: jump_if_false @OVALRNG_4031 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_4031 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 8 at 0.0 0.0 0.0 
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 1000 // integer values 
0004: $6986 = 7 // integer values 

:OVALRNG_4031
00D6: if 
0038:   $6986 == 7 // integer values 
004D: jump_if_false @OVALRNG_4125 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_4125 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 9 at 0.0 0.0 0.0 
0084: $6987 = $4811 // integer values and handles 
0008: $6987 += 1000 // integer values 
0004: $6986 = 8 // integer values 

:OVALRNG_4125
00D6: if 
0038:   $6986 == 8 // integer values 
004D: jump_if_false @OVALRNG_4372 
00D6: if 
001C:   $4811 > $6987 // integer values 
004D: jump_if_false @OVALRNG_4372 
00D6: if 
8119:   not car $7000 wrecked 
004D: jump_if_false @OVALRNG_4372 
0004: $6994 = 0 // integer values 
0050: gosub @OVALRNG_18808 
00BA: text_styled 'RACES_7' 800 ms 4  // GO!
018C: play_sound 10 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
04F7: status_text $7001 1 line 1 'HOTR_05'  // Car Health:
0084: $7440 = $7436 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7483 = $7498 // floating-point values only 
0086: $7484 = $7499 // floating-point values only 
0086: $7485 = $7500 // floating-point values only 
0084: $7436 = $7440 // integer values and handles 
04F7: status_text $6988 0 line 2 'HOTR_06'  // Laps:
04F7: status_text $7441 0 line 3 'HOTR_09'  // Position:
03C3: set_timer_with_text_to $6997 type 0 text 'HOTR_10'  // Race Time:
0084: $6998 = $4811 // integer values and handles 
0004: $6986 = 9 // integer values 

:OVALRNG_4372
00D6: if 
0038:   $6986 == 9 // integer values 
004D: jump_if_false @OVALRNG_14261 
0004: $7441 = 1 // integer values 
00D6: if 
0119:   car $7000 wrecked 
004D: jump_if_false @OVALRNG_4442 
00BC: text_highpriority 'HOTR_12' 2000 ms 1  // ~r~Your car has been destroyed!
0002: jump @OVALRNG_17790 
0002: jump @OVALRNG_4607 

:OVALRNG_4442
00D6: if 
01B0:   car $7000 stopped 1 -1396.369 1354.573 265.0766 radius 9.0 4.0 5.0 
004D: jump_if_false @OVALRNG_4559 
00D6: if 
0442:   player $PLAYER_CHAR in_car $7000 
004D: jump_if_false @OVALRNG_4559 
0227: $7001 = car $7000 health 
0008: $7001 += 5 // integer values 
00D6: if 
0018:   $7001 > 1250 // integer values 
004D: jump_if_false @OVALRNG_4551 
0004: $7001 = 1250 // integer values 

:OVALRNG_4551
0224: set_car $7000 health_to $7001 

:OVALRNG_4559
0227: $7001 = car $7000 health 
000C: $7001 -= 250 // integer values 
0014: $7001 /= 10 // integer values 
00D6: if 
001A:   0 > $7001 // integer values 
004D: jump_if_false @OVALRNG_4607 
0004: $7001 = 0 // integer values 

:OVALRNG_4607
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7483 $7484 $7485 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_4928 
0084: $7440 = $7436 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7483 = $7498 // floating-point values only 
0086: $7484 = $7499 // floating-point values only 
0086: $7485 = $7500 // floating-point values only 
0084: $7436 = $7440 // integer values and handles 
00D6: if 
0038:   $7436 == 0 // integer values 
004D: jump_if_false @OVALRNG_4928 
0008: $6988 += 1 // integer values 
0084: $6996 = $4811 // integer values and handles 
0060: $6996 -= $6998 // integer values 
0084: $7458 = $6996 // integer values and handles 
0014: $7458 /= 1000 // integer values 
0084: $7003 = $7458 // integer values and handles 
0010: $7003 *= 1000 // integer values 
0084: $7451 = $6996 // integer values and handles 
0060: $7451 -= $7003 // integer values 
0084: $7003 = $7451 // integer values and handles 
0014: $7003 /= 10 // integer values 
00D6: if 
001C:   $1594 > $6996 // integer values 
004D: jump_if_false @OVALRNG_4901 
0084: $1594 = $6996 // integer values and handles 
042E: downdate_integer_stat 21 to $1594 
00D6: if 
0018:   $7003 > 9 // integer values 
004D: jump_if_false @OVALRNG_4880 
02FD: text_2numbers_lowpriority 'HOTR_11' $7458 $7003 5000 flag 1  // New best lap time: ~1~.~1~ seconds
0002: jump @OVALRNG_4901 

:OVALRNG_4880
02FD: text_2numbers_lowpriority 'HOTR_34' $7458 $7003 5000 flag 1  // New best lap time: ~1~.0~1~ seconds

:OVALRNG_4901
0084: $6998 = $4811 // integer values and handles 
018C: play_sound 1 at 0.0 0.0 0.0 

:OVALRNG_4928
0084: $6989 = $6988 // integer values and handles 
0010: $6989 *= 100 // integer values 
0058: $6989 += $7436 // integer values 
00D6: if 
0119:   car $7007 wrecked 
004D: jump_if_false @OVALRNG_5170 
01C3: remove_references_to_car $7007 
01C2: remove_references_to_actor $7422 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_5163 
00A5: $7007 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7007 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7422 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7008 // integer values 
004D: jump_if_false @OVALRNG_5093 
0084: $7008 = $6988 // integer values and handles 

:OVALRNG_5093
0004: $7437 = 0 // integer values 
0084: $7440 = $7437 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7489 = $7498 // floating-point values only 
0086: $7490 = $7499 // floating-point values only 
0086: $7491 = $7500 // floating-point values only 
00A7: car $7007 drive_to $7489 $7490 $7491 
04BA: set_car $7007 speed_instantly 30.0 

:OVALRNG_5163
0002: jump @OVALRNG_5541 

:OVALRNG_5170
00D6: if 
01AF:   car $7007 0 $7489 $7490 $7491 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_5321 
0084: $7440 = $7437 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7489 = $7498 // floating-point values only 
0086: $7490 = $7499 // floating-point values only 
0086: $7491 = $7500 // floating-point values only 
0084: $7437 = $7440 // integer values and handles 
00D6: if 
0038:   $7437 == 0 // integer values 
004D: jump_if_false @OVALRNG_5284 
0008: $7008 += 1 // integer values 

:OVALRNG_5284
00A7: car $7007 drive_to $7489 $7490 $7491 
0084: $7009 = $7008 // integer values and handles 
0010: $7009 *= 100 // integer values 
0058: $7009 += $7437 // integer values 

:OVALRNG_5321
00D6: if 
01AF:   car $7007 0 $4853 $4854 $4855 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_5397 
00D6: if 
001C:   $4811 > $7443 // integer values 
004D: jump_if_false @OVALRNG_5390 
0224: set_car $7007 health_to 230 

:OVALRNG_5390
0002: jump @OVALRNG_5427 

:OVALRNG_5397
00AA: store_car $7007 position_to $4853 $4854 $4855 
0084: $7443 = $4811 // integer values and handles 
0008: $7443 += 5000 // integer values 

:OVALRNG_5427
00D6: if 
01AF:   car $7007 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_5525 
00D6: if 
001C:   $4811 > $7010 // integer values 
004D: jump_if_false @OVALRNG_5518 
0224: set_car $7007 health_to 100 
01C3: remove_references_to_car $7007 
01C2: remove_references_to_actor $7422 // Like turning an actor into a random pedestrian 
0004: $7007 = -1 // integer values 

:OVALRNG_5518
0002: jump @OVALRNG_5541 

:OVALRNG_5525
0084: $7010 = $4811 // integer values and handles 
0008: $7010 += 3000 // integer values 

:OVALRNG_5541
0084: $6990 = $7009 // integer values and handles 
0084: $451 = $7007 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7011 wrecked 
004D: jump_if_false @OVALRNG_5792 
01C3: remove_references_to_car $7011 
01C2: remove_references_to_actor $7423 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_5785 
0506: vehicle_model 232 set_next_variation 0 -1 
00A5: $7011 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7011 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7423 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7012 // integer values 
004D: jump_if_false @OVALRNG_5715 
0084: $7012 = $6988 // integer values and handles 

:OVALRNG_5715
0004: $7438 = 0 // integer values 
0084: $7440 = $7438 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7492 = $7498 // floating-point values only 
0086: $7493 = $7499 // floating-point values only 
0086: $7494 = $7500 // floating-point values only 
00A7: car $7011 drive_to $7492 $7493 $7494 
04BA: set_car $7011 speed_instantly 30.0 

:OVALRNG_5785
0002: jump @OVALRNG_6163 

:OVALRNG_5792
00D6: if 
01AF:   car $7011 0 $7492 $7493 $7494 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_5943 
0084: $7440 = $7438 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7492 = $7498 // floating-point values only 
0086: $7493 = $7499 // floating-point values only 
0086: $7494 = $7500 // floating-point values only 
0084: $7438 = $7440 // integer values and handles 
00D6: if 
0038:   $7438 == 0 // integer values 
004D: jump_if_false @OVALRNG_5906 
0008: $7012 += 1 // integer values 

:OVALRNG_5906
00A7: car $7011 drive_to $7492 $7493 $7494 
0084: $7013 = $7012 // integer values and handles 
0010: $7013 *= 100 // integer values 
0058: $7013 += $7438 // integer values 

:OVALRNG_5943
00D6: if 
01AF:   car $7011 0 $4856 $4857 $4858 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_6019 
00D6: if 
001C:   $4811 > $7444 // integer values 
004D: jump_if_false @OVALRNG_6012 
0224: set_car $7011 health_to 230 

:OVALRNG_6012
0002: jump @OVALRNG_6049 

:OVALRNG_6019
00AA: store_car $7011 position_to $4856 $4857 $4858 
0084: $7444 = $4811 // integer values and handles 
0008: $7444 += 5000 // integer values 

:OVALRNG_6049
00D6: if 
01AF:   car $7011 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_6147 
00D6: if 
001C:   $4811 > $7014 // integer values 
004D: jump_if_false @OVALRNG_6140 
0224: set_car $7011 health_to 100 
01C3: remove_references_to_car $7011 
01C2: remove_references_to_actor $7423 // Like turning an actor into a random pedestrian 
0004: $7011 = -1 // integer values 

:OVALRNG_6140
0002: jump @OVALRNG_6163 

:OVALRNG_6147
0084: $7014 = $4811 // integer values and handles 
0008: $7014 += 3000 // integer values 

:OVALRNG_6163
0084: $6990 = $7013 // integer values and handles 
0084: $451 = $7011 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7015 wrecked 
004D: jump_if_false @OVALRNG_6414 
01C3: remove_references_to_car $7015 
01C2: remove_references_to_actor $7424 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_6407 
0506: vehicle_model 232 set_next_variation 1 -1 
00A5: $7015 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7015 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7424 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7016 // integer values 
004D: jump_if_false @OVALRNG_6337 
0084: $7016 = $6988 // integer values and handles 

:OVALRNG_6337
0004: $7439 = 0 // integer values 
0084: $7440 = $7439 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7495 = $7498 // floating-point values only 
0086: $7496 = $7499 // floating-point values only 
0086: $7497 = $7500 // floating-point values only 
00A7: car $7015 drive_to $7495 $7496 $7497 
04BA: set_car $7015 speed_instantly 30.0 

:OVALRNG_6407
0002: jump @OVALRNG_6785 

:OVALRNG_6414
00D6: if 
01AF:   car $7015 0 $7495 $7496 $7497 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_6565 
0084: $7440 = $7439 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7495 = $7498 // floating-point values only 
0086: $7496 = $7499 // floating-point values only 
0086: $7497 = $7500 // floating-point values only 
0084: $7439 = $7440 // integer values and handles 
00D6: if 
0038:   $7439 == 0 // integer values 
004D: jump_if_false @OVALRNG_6528 
0008: $7016 += 1 // integer values 

:OVALRNG_6528
00A7: car $7015 drive_to $7495 $7496 $7497 
0084: $7017 = $7016 // integer values and handles 
0010: $7017 *= 100 // integer values 
0058: $7017 += $7439 // integer values 

:OVALRNG_6565
00D6: if 
01AF:   car $7015 0 $4859 $4860 $4861 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_6641 
00D6: if 
001C:   $4811 > $7445 // integer values 
004D: jump_if_false @OVALRNG_6634 
0224: set_car $7015 health_to 230 

:OVALRNG_6634
0002: jump @OVALRNG_6671 

:OVALRNG_6641
00AA: store_car $7015 position_to $4859 $4860 $4861 
0084: $7445 = $4811 // integer values and handles 
0008: $7445 += 5000 // integer values 

:OVALRNG_6671
00D6: if 
01AF:   car $7015 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_6769 
00D6: if 
001C:   $4811 > $7018 // integer values 
004D: jump_if_false @OVALRNG_6762 
0224: set_car $7015 health_to 100 
01C3: remove_references_to_car $7015 
01C2: remove_references_to_actor $7424 // Like turning an actor into a random pedestrian 
0004: $7015 = -1 // integer values 

:OVALRNG_6762
0002: jump @OVALRNG_6785 

:OVALRNG_6769
0084: $7018 = $4811 // integer values and handles 
0008: $7018 += 3000 // integer values 

:OVALRNG_6785
0084: $6990 = $7017 // integer values and handles 
0084: $451 = $7015 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7019 wrecked 
004D: jump_if_false @OVALRNG_7036 
01C3: remove_references_to_car $7019 
01C2: remove_references_to_actor $7020 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_7029 
0506: vehicle_model 232 set_next_variation 2 -1 
00A5: $7019 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7019 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7020 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7022 // integer values 
004D: jump_if_false @OVALRNG_6959 
0084: $7022 = $6988 // integer values and handles 

:OVALRNG_6959
0004: $7021 = 0 // integer values 
0084: $7440 = $7021 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 0@ = $7498 // floating-point values only 
0089: 1@ = $7499 // floating-point values only 
0089: 2@ = $7500 // floating-point values only 
00A7: car $7019 drive_to 0@ 1@ 2@ 
04BA: set_car $7019 speed_instantly 30.0 

:OVALRNG_7029
0002: jump @OVALRNG_7407 

:OVALRNG_7036
00D6: if 
01AF:   car $7019 0 0@ 1@ 2@ radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_7187 
0084: $7440 = $7021 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 0@ = $7498 // floating-point values only 
0089: 1@ = $7499 // floating-point values only 
0089: 2@ = $7500 // floating-point values only 
0084: $7021 = $7440 // integer values and handles 
00D6: if 
0038:   $7021 == 0 // integer values 
004D: jump_if_false @OVALRNG_7150 
0008: $7022 += 1 // integer values 

:OVALRNG_7150
00A7: car $7019 drive_to 0@ 1@ 2@ 
0084: $7023 = $7022 // integer values and handles 
0010: $7023 *= 100 // integer values 
0058: $7023 += $7021 // integer values 

:OVALRNG_7187
00D6: if 
01AF:   car $7019 0 $7124 $7125 $7126 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_7263 
00D6: if 
001C:   $4811 > $7091 // integer values 
004D: jump_if_false @OVALRNG_7256 
0224: set_car $7019 health_to 230 

:OVALRNG_7256
0002: jump @OVALRNG_7293 

:OVALRNG_7263
00AA: store_car $7019 position_to $7124 $7125 $7126 
0084: $7091 = $4811 // integer values and handles 
0008: $7091 += 5000 // integer values 

:OVALRNG_7293
00D6: if 
01AF:   car $7019 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_7391 
00D6: if 
001C:   $4811 > $7024 // integer values 
004D: jump_if_false @OVALRNG_7384 
0224: set_car $7019 health_to 100 
01C3: remove_references_to_car $7019 
01C2: remove_references_to_actor $7020 // Like turning an actor into a random pedestrian 
0004: $7019 = -1 // integer values 

:OVALRNG_7384
0002: jump @OVALRNG_7407 

:OVALRNG_7391
0084: $7024 = $4811 // integer values and handles 
0008: $7024 += 3000 // integer values 

:OVALRNG_7407
0084: $6990 = $7023 // integer values and handles 
0084: $451 = $7019 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7025 wrecked 
004D: jump_if_false @OVALRNG_7658 
01C3: remove_references_to_car $7025 
01C2: remove_references_to_actor $7026 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_7651 
0506: vehicle_model 232 set_next_variation 3 -1 
00A5: $7025 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7025 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7026 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7028 // integer values 
004D: jump_if_false @OVALRNG_7581 
0084: $7028 = $6988 // integer values and handles 

:OVALRNG_7581
0004: $7027 = 0 // integer values 
0084: $7440 = $7027 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 3@ = $7498 // floating-point values only 
0089: 4@ = $7499 // floating-point values only 
0089: 5@ = $7500 // floating-point values only 
00A7: car $7025 drive_to 3@ 4@ 5@ 
04BA: set_car $7025 speed_instantly 30.0 

:OVALRNG_7651
0002: jump @OVALRNG_8029 

:OVALRNG_7658
00D6: if 
01AF:   car $7025 0 3@ 4@ 5@ radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_7809 
0084: $7440 = $7027 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 3@ = $7498 // floating-point values only 
0089: 4@ = $7499 // floating-point values only 
0089: 5@ = $7500 // floating-point values only 
0084: $7027 = $7440 // integer values and handles 
00D6: if 
0038:   $7027 == 0 // integer values 
004D: jump_if_false @OVALRNG_7772 
0008: $7028 += 1 // integer values 

:OVALRNG_7772
00A7: car $7025 drive_to 3@ 4@ 5@ 
0084: $7029 = $7028 // integer values and handles 
0010: $7029 *= 100 // integer values 
0058: $7029 += $7027 // integer values 

:OVALRNG_7809
00D6: if 
01AF:   car $7025 0 $7127 $7128 $7129 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_7885 
00D6: if 
001C:   $4811 > $7092 // integer values 
004D: jump_if_false @OVALRNG_7878 
0224: set_car $7025 health_to 230 

:OVALRNG_7878
0002: jump @OVALRNG_7915 

:OVALRNG_7885
00AA: store_car $7025 position_to $7127 $7128 $7129 
0084: $7092 = $4811 // integer values and handles 
0008: $7092 += 5000 // integer values 

:OVALRNG_7915
00D6: if 
01AF:   car $7025 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_8013 
00D6: if 
001C:   $4811 > $7030 // integer values 
004D: jump_if_false @OVALRNG_8006 
0224: set_car $7025 health_to 100 
01C3: remove_references_to_car $7025 
01C2: remove_references_to_actor $7026 // Like turning an actor into a random pedestrian 
0004: $7025 = -1 // integer values 

:OVALRNG_8006
0002: jump @OVALRNG_8029 

:OVALRNG_8013
0084: $7030 = $4811 // integer values and handles 
0008: $7030 += 3000 // integer values 

:OVALRNG_8029
0084: $6990 = $7029 // integer values and handles 
0084: $451 = $7025 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7031 wrecked 
004D: jump_if_false @OVALRNG_8280 
01C3: remove_references_to_car $7031 
01C2: remove_references_to_actor $7032 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_8273 
0506: vehicle_model 232 set_next_variation 4 -1 
00A5: $7031 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7031 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7032 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7034 // integer values 
004D: jump_if_false @OVALRNG_8203 
0084: $7034 = $6988 // integer values and handles 

:OVALRNG_8203
0004: $7033 = 0 // integer values 
0084: $7440 = $7033 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 6@ = $7498 // floating-point values only 
0089: 7@ = $7499 // floating-point values only 
0089: 8@ = $7500 // floating-point values only 
00A7: car $7031 drive_to 6@ 7@ 8@ 
04BA: set_car $7031 speed_instantly 30.0 

:OVALRNG_8273
0002: jump @OVALRNG_8651 

:OVALRNG_8280
00D6: if 
01AF:   car $7031 0 6@ 7@ 8@ radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_8431 
0084: $7440 = $7033 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 6@ = $7498 // floating-point values only 
0089: 7@ = $7499 // floating-point values only 
0089: 8@ = $7500 // floating-point values only 
0084: $7033 = $7440 // integer values and handles 
00D6: if 
0038:   $7033 == 0 // integer values 
004D: jump_if_false @OVALRNG_8394 
0008: $7034 += 1 // integer values 

:OVALRNG_8394
00A7: car $7031 drive_to 6@ 7@ 8@ 
0084: $7035 = $7034 // integer values and handles 
0010: $7035 *= 100 // integer values 
0058: $7035 += $7033 // integer values 

:OVALRNG_8431
00D6: if 
01AF:   car $7031 0 $7130 $7131 $7132 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_8507 
00D6: if 
001C:   $4811 > $7093 // integer values 
004D: jump_if_false @OVALRNG_8500 
0224: set_car $7031 health_to 230 

:OVALRNG_8500
0002: jump @OVALRNG_8537 

:OVALRNG_8507
00AA: store_car $7031 position_to $7130 $7131 $7132 
0084: $7093 = $4811 // integer values and handles 
0008: $7093 += 5000 // integer values 

:OVALRNG_8537
00D6: if 
01AF:   car $7031 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_8635 
00D6: if 
001C:   $4811 > $7036 // integer values 
004D: jump_if_false @OVALRNG_8628 
0224: set_car $7031 health_to 100 
01C3: remove_references_to_car $7031 
01C2: remove_references_to_actor $7032 // Like turning an actor into a random pedestrian 
0004: $7031 = -1 // integer values 

:OVALRNG_8628
0002: jump @OVALRNG_8651 

:OVALRNG_8635
0084: $7036 = $4811 // integer values and handles 
0008: $7036 += 3000 // integer values 

:OVALRNG_8651
0084: $6990 = $7035 // integer values and handles 
0084: $451 = $7031 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7037 wrecked 
004D: jump_if_false @OVALRNG_8893 
01C3: remove_references_to_car $7037 
01C2: remove_references_to_actor $7038 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_8886 
00A5: $7037 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7037 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7038 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7040 // integer values 
004D: jump_if_false @OVALRNG_8816 
0084: $7040 = $6988 // integer values and handles 

:OVALRNG_8816
0004: $7039 = 0 // integer values 
0084: $7440 = $7039 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 9@ = $7498 // floating-point values only 
0089: 10@ = $7499 // floating-point values only 
0089: 11@ = $7500 // floating-point values only 
00A7: car $7037 drive_to 9@ 10@ 11@ 
04BA: set_car $7037 speed_instantly 30.0 

:OVALRNG_8886
0002: jump @OVALRNG_9264 

:OVALRNG_8893
00D6: if 
01AF:   car $7037 0 9@ 10@ 11@ radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_9044 
0084: $7440 = $7039 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 9@ = $7498 // floating-point values only 
0089: 10@ = $7499 // floating-point values only 
0089: 11@ = $7500 // floating-point values only 
0084: $7039 = $7440 // integer values and handles 
00D6: if 
0038:   $7039 == 0 // integer values 
004D: jump_if_false @OVALRNG_9007 
0008: $7040 += 1 // integer values 

:OVALRNG_9007
00A7: car $7037 drive_to 9@ 10@ 11@ 
0084: $7041 = $7040 // integer values and handles 
0010: $7041 *= 100 // integer values 
0058: $7041 += $7039 // integer values 

:OVALRNG_9044
00D6: if 
01AF:   car $7037 0 $7133 $7134 $7135 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_9120 
00D6: if 
001C:   $4811 > $7094 // integer values 
004D: jump_if_false @OVALRNG_9113 
0224: set_car $7037 health_to 230 

:OVALRNG_9113
0002: jump @OVALRNG_9150 

:OVALRNG_9120
00AA: store_car $7037 position_to $7133 $7134 $7135 
0084: $7094 = $4811 // integer values and handles 
0008: $7094 += 5000 // integer values 

:OVALRNG_9150
00D6: if 
01AF:   car $7037 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_9248 
00D6: if 
001C:   $4811 > $7042 // integer values 
004D: jump_if_false @OVALRNG_9241 
0224: set_car $7037 health_to 100 
01C3: remove_references_to_car $7037 
01C2: remove_references_to_actor $7038 // Like turning an actor into a random pedestrian 
0004: $7037 = -1 // integer values 

:OVALRNG_9241
0002: jump @OVALRNG_9264 

:OVALRNG_9248
0084: $7042 = $4811 // integer values and handles 
0008: $7042 += 3000 // integer values 

:OVALRNG_9264
0084: $6990 = $7041 // integer values and handles 
0084: $451 = $7037 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7043 wrecked 
004D: jump_if_false @OVALRNG_9515 
01C3: remove_references_to_car $7043 
01C2: remove_references_to_actor $7044 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_9508 
0506: vehicle_model 233 set_next_variation 0 -1 
00A5: $7043 = create_car #HOTRINB at -1409.717 1144.97 266.3857 
0084: $6992 = $7043 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7044 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7046 // integer values 
004D: jump_if_false @OVALRNG_9438 
0084: $7046 = $6988 // integer values and handles 

:OVALRNG_9438
0004: $7045 = 0 // integer values 
0084: $7440 = $7045 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 12@ = $7498 // floating-point values only 
0089: 13@ = $7499 // floating-point values only 
0089: 14@ = $7500 // floating-point values only 
00A7: car $7043 drive_to 12@ 13@ 14@ 
04BA: set_car $7043 speed_instantly 30.0 

:OVALRNG_9508
0002: jump @OVALRNG_9886 

:OVALRNG_9515
00D6: if 
01AF:   car $7043 0 12@ 13@ 14@ radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_9666 
0084: $7440 = $7045 // integer values and handles 
0050: gosub @OVALRNG_18246 
0089: 12@ = $7498 // floating-point values only 
0089: 13@ = $7499 // floating-point values only 
0089: 14@ = $7500 // floating-point values only 
0084: $7045 = $7440 // integer values and handles 
00D6: if 
0038:   $7045 == 0 // integer values 
004D: jump_if_false @OVALRNG_9629 
0008: $7046 += 1 // integer values 

:OVALRNG_9629
00A7: car $7043 drive_to 12@ 13@ 14@ 
0084: $7047 = $7046 // integer values and handles 
0010: $7047 *= 100 // integer values 
0058: $7047 += $7045 // integer values 

:OVALRNG_9666
00D6: if 
01AF:   car $7043 0 $7136 $7137 $7138 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_9742 
00D6: if 
001C:   $4811 > $7095 // integer values 
004D: jump_if_false @OVALRNG_9735 
0224: set_car $7043 health_to 230 

:OVALRNG_9735
0002: jump @OVALRNG_9772 

:OVALRNG_9742
00AA: store_car $7043 position_to $7136 $7137 $7138 
0084: $7095 = $4811 // integer values and handles 
0008: $7095 += 5000 // integer values 

:OVALRNG_9772
00D6: if 
01AF:   car $7043 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_9870 
00D6: if 
001C:   $4811 > $7048 // integer values 
004D: jump_if_false @OVALRNG_9863 
0224: set_car $7043 health_to 100 
01C3: remove_references_to_car $7043 
01C2: remove_references_to_actor $7044 // Like turning an actor into a random pedestrian 
0004: $7043 = -1 // integer values 

:OVALRNG_9863
0002: jump @OVALRNG_9886 

:OVALRNG_9870
0084: $7048 = $4811 // integer values and handles 
0008: $7048 += 3000 // integer values 

:OVALRNG_9886
0084: $6990 = $7047 // integer values and handles 
0084: $451 = $7043 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7049 wrecked 
004D: jump_if_false @OVALRNG_10137 
01C3: remove_references_to_car $7049 
01C2: remove_references_to_actor $7050 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_10130 
0506: vehicle_model 233 set_next_variation 1 -1 
00A5: $7049 = create_car #HOTRINB at -1409.717 1144.97 266.3857 
0084: $6992 = $7049 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7050 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7052 // integer values 
004D: jump_if_false @OVALRNG_10060 
0084: $7052 = $6988 // integer values and handles 

:OVALRNG_10060
0004: $7051 = 0 // integer values 
0084: $7440 = $7051 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7103 = $7498 // floating-point values only 
0086: $7104 = $7499 // floating-point values only 
0086: $7105 = $7500 // floating-point values only 
00A7: car $7049 drive_to $7103 $7104 $7105 
04BA: set_car $7049 speed_instantly 30.0 

:OVALRNG_10130
0002: jump @OVALRNG_10508 

:OVALRNG_10137
00D6: if 
01AF:   car $7049 0 $7103 $7104 $7105 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_10288 
0084: $7440 = $7051 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7103 = $7498 // floating-point values only 
0086: $7104 = $7499 // floating-point values only 
0086: $7105 = $7500 // floating-point values only 
0084: $7051 = $7440 // integer values and handles 
00D6: if 
0038:   $7051 == 0 // integer values 
004D: jump_if_false @OVALRNG_10251 
0008: $7052 += 1 // integer values 

:OVALRNG_10251
00A7: car $7049 drive_to $7103 $7104 $7105 
0084: $7053 = $7052 // integer values and handles 
0010: $7053 *= 100 // integer values 
0058: $7053 += $7051 // integer values 

:OVALRNG_10288
00D6: if 
01AF:   car $7049 0 $7139 $7140 $7141 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_10364 
00D6: if 
001C:   $4811 > $7096 // integer values 
004D: jump_if_false @OVALRNG_10357 
0224: set_car $7049 health_to 230 

:OVALRNG_10357
0002: jump @OVALRNG_10394 

:OVALRNG_10364
00AA: store_car $7049 position_to $7139 $7140 $7141 
0084: $7096 = $4811 // integer values and handles 
0008: $7096 += 5000 // integer values 

:OVALRNG_10394
00D6: if 
01AF:   car $7049 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_10492 
00D6: if 
001C:   $4811 > $7054 // integer values 
004D: jump_if_false @OVALRNG_10485 
0224: set_car $7049 health_to 100 
01C3: remove_references_to_car $7049 
01C2: remove_references_to_actor $7050 // Like turning an actor into a random pedestrian 
0004: $7049 = -1 // integer values 

:OVALRNG_10485
0002: jump @OVALRNG_10508 

:OVALRNG_10492
0084: $7054 = $4811 // integer values and handles 
0008: $7054 += 3000 // integer values 

:OVALRNG_10508
0084: $6990 = $7053 // integer values and handles 
0084: $451 = $7049 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7055 wrecked 
004D: jump_if_false @OVALRNG_10759 
01C3: remove_references_to_car $7055 
01C2: remove_references_to_actor $7056 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_10752 
0506: vehicle_model 233 set_next_variation 2 -1 
00A5: $7055 = create_car #HOTRINB at -1409.717 1144.97 266.3857 
0084: $6992 = $7055 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7056 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7058 // integer values 
004D: jump_if_false @OVALRNG_10682 
0084: $7058 = $6988 // integer values and handles 

:OVALRNG_10682
0004: $7057 = 0 // integer values 
0084: $7440 = $7057 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7106 = $7498 // floating-point values only 
0086: $7107 = $7499 // floating-point values only 
0086: $7108 = $7500 // floating-point values only 
00A7: car $7055 drive_to $7106 $7107 $7108 
04BA: set_car $7055 speed_instantly 30.0 

:OVALRNG_10752
0002: jump @OVALRNG_11130 

:OVALRNG_10759
00D6: if 
01AF:   car $7055 0 $7106 $7107 $7108 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_10910 
0084: $7440 = $7057 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7106 = $7498 // floating-point values only 
0086: $7107 = $7499 // floating-point values only 
0086: $7108 = $7500 // floating-point values only 
0084: $7057 = $7440 // integer values and handles 
00D6: if 
0038:   $7057 == 0 // integer values 
004D: jump_if_false @OVALRNG_10873 
0008: $7058 += 1 // integer values 

:OVALRNG_10873
00A7: car $7055 drive_to $7106 $7107 $7108 
0084: $7059 = $7058 // integer values and handles 
0010: $7059 *= 100 // integer values 
0058: $7059 += $7057 // integer values 

:OVALRNG_10910
00D6: if 
01AF:   car $7055 0 $7142 $7143 $7144 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_10986 
00D6: if 
001C:   $4811 > $7097 // integer values 
004D: jump_if_false @OVALRNG_10979 
0224: set_car $7055 health_to 230 

:OVALRNG_10979
0002: jump @OVALRNG_11016 

:OVALRNG_10986
00AA: store_car $7055 position_to $7142 $7143 $7144 
0084: $7097 = $4811 // integer values and handles 
0008: $7097 += 5000 // integer values 

:OVALRNG_11016
00D6: if 
01AF:   car $7055 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_11114 
00D6: if 
001C:   $4811 > $7060 // integer values 
004D: jump_if_false @OVALRNG_11107 
0224: set_car $7055 health_to 100 
01C3: remove_references_to_car $7055 
01C2: remove_references_to_actor $7056 // Like turning an actor into a random pedestrian 
0004: $7055 = -1 // integer values 

:OVALRNG_11107
0002: jump @OVALRNG_11130 

:OVALRNG_11114
0084: $7060 = $4811 // integer values and handles 
0008: $7060 += 3000 // integer values 

:OVALRNG_11130
0084: $6990 = $7059 // integer values and handles 
0084: $451 = $7055 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7061 wrecked 
004D: jump_if_false @OVALRNG_11381 
01C3: remove_references_to_car $7061 
01C2: remove_references_to_actor $7062 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_11374 
0506: vehicle_model 233 set_next_variation 3 -1 
00A5: $7061 = create_car #HOTRINB at -1409.717 1144.97 266.3857 
0084: $6992 = $7061 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7062 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7064 // integer values 
004D: jump_if_false @OVALRNG_11304 
0084: $7064 = $6988 // integer values and handles 

:OVALRNG_11304
0004: $7063 = 0 // integer values 
0084: $7440 = $7063 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7109 = $7498 // floating-point values only 
0086: $7110 = $7499 // floating-point values only 
0086: $7111 = $7500 // floating-point values only 
00A7: car $7061 drive_to $7109 $7110 $7111 
04BA: set_car $7061 speed_instantly 30.0 

:OVALRNG_11374
0002: jump @OVALRNG_11752 

:OVALRNG_11381
00D6: if 
01AF:   car $7061 0 $7109 $7110 $7111 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_11532 
0084: $7440 = $7063 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7109 = $7498 // floating-point values only 
0086: $7110 = $7499 // floating-point values only 
0086: $7111 = $7500 // floating-point values only 
0084: $7063 = $7440 // integer values and handles 
00D6: if 
0038:   $7063 == 0 // integer values 
004D: jump_if_false @OVALRNG_11495 
0008: $7064 += 1 // integer values 

:OVALRNG_11495
00A7: car $7061 drive_to $7109 $7110 $7111 
0084: $7065 = $7064 // integer values and handles 
0010: $7065 *= 100 // integer values 
0058: $7065 += $7063 // integer values 

:OVALRNG_11532
00D6: if 
01AF:   car $7061 0 $7145 $7146 $7147 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_11608 
00D6: if 
001C:   $4811 > $7098 // integer values 
004D: jump_if_false @OVALRNG_11601 
0224: set_car $7061 health_to 230 

:OVALRNG_11601
0002: jump @OVALRNG_11638 

:OVALRNG_11608
00AA: store_car $7061 position_to $7145 $7146 $7147 
0084: $7098 = $4811 // integer values and handles 
0008: $7098 += 5000 // integer values 

:OVALRNG_11638
00D6: if 
01AF:   car $7061 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_11736 
00D6: if 
001C:   $4811 > $7066 // integer values 
004D: jump_if_false @OVALRNG_11729 
0224: set_car $7061 health_to 100 
01C3: remove_references_to_car $7061 
01C2: remove_references_to_actor $7062 // Like turning an actor into a random pedestrian 
0004: $7061 = -1 // integer values 

:OVALRNG_11729
0002: jump @OVALRNG_11752 

:OVALRNG_11736
0084: $7066 = $4811 // integer values and handles 
0008: $7066 += 3000 // integer values 

:OVALRNG_11752
0084: $6990 = $7065 // integer values and handles 
0084: $451 = $7061 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7067 wrecked 
004D: jump_if_false @OVALRNG_12003 
01C3: remove_references_to_car $7067 
01C2: remove_references_to_actor $7068 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_11996 
0506: vehicle_model 233 set_next_variation 4 -1 
00A5: $7067 = create_car #HOTRINB at -1409.717 1144.97 266.3857 
0084: $6992 = $7067 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7068 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7070 // integer values 
004D: jump_if_false @OVALRNG_11926 
0084: $7070 = $6988 // integer values and handles 

:OVALRNG_11926
0004: $7069 = 0 // integer values 
0084: $7440 = $7069 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7112 = $7498 // floating-point values only 
0086: $7113 = $7499 // floating-point values only 
0086: $7114 = $7500 // floating-point values only 
00A7: car $7067 drive_to $7112 $7113 $7114 
04BA: set_car $7067 speed_instantly 30.0 

:OVALRNG_11996
0002: jump @OVALRNG_12374 

:OVALRNG_12003
00D6: if 
01AF:   car $7067 0 $7112 $7113 $7114 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_12154 
0084: $7440 = $7069 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7112 = $7498 // floating-point values only 
0086: $7113 = $7499 // floating-point values only 
0086: $7114 = $7500 // floating-point values only 
0084: $7069 = $7440 // integer values and handles 
00D6: if 
0038:   $7069 == 0 // integer values 
004D: jump_if_false @OVALRNG_12117 
0008: $7070 += 1 // integer values 

:OVALRNG_12117
00A7: car $7067 drive_to $7112 $7113 $7114 
0084: $7071 = $7070 // integer values and handles 
0010: $7071 *= 100 // integer values 
0058: $7071 += $7069 // integer values 

:OVALRNG_12154
00D6: if 
01AF:   car $7067 0 $7148 $7149 $7150 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_12230 
00D6: if 
001C:   $4811 > $7099 // integer values 
004D: jump_if_false @OVALRNG_12223 
0224: set_car $7067 health_to 230 

:OVALRNG_12223
0002: jump @OVALRNG_12260 

:OVALRNG_12230
00AA: store_car $7067 position_to $7148 $7149 $7150 
0084: $7099 = $4811 // integer values and handles 
0008: $7099 += 5000 // integer values 

:OVALRNG_12260
00D6: if 
01AF:   car $7067 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_12358 
00D6: if 
001C:   $4811 > $7072 // integer values 
004D: jump_if_false @OVALRNG_12351 
0224: set_car $7067 health_to 100 
01C3: remove_references_to_car $7067 
01C2: remove_references_to_actor $7068 // Like turning an actor into a random pedestrian 
0004: $7067 = -1 // integer values 

:OVALRNG_12351
0002: jump @OVALRNG_12374 

:OVALRNG_12358
0084: $7072 = $4811 // integer values and handles 
0008: $7072 += 3000 // integer values 

:OVALRNG_12374
0084: $6990 = $7071 // integer values and handles 
0084: $451 = $7067 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7073 wrecked 
004D: jump_if_false @OVALRNG_12616 
01C3: remove_references_to_car $7073 
01C2: remove_references_to_actor $7074 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_12609 
00A5: $7073 = create_car #HOTRINB at -1409.717 1144.97 266.3857 
0084: $6992 = $7073 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7074 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7076 // integer values 
004D: jump_if_false @OVALRNG_12539 
0084: $7076 = $6988 // integer values and handles 

:OVALRNG_12539
0004: $7075 = 0 // integer values 
0084: $7440 = $7075 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7115 = $7498 // floating-point values only 
0086: $7116 = $7499 // floating-point values only 
0086: $7117 = $7500 // floating-point values only 
00A7: car $7073 drive_to $7115 $7116 $7117 
04BA: set_car $7073 speed_instantly 30.0 

:OVALRNG_12609
0002: jump @OVALRNG_12987 

:OVALRNG_12616
00D6: if 
01AF:   car $7073 0 $7115 $7116 $7117 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_12767 
0084: $7440 = $7075 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7115 = $7498 // floating-point values only 
0086: $7116 = $7499 // floating-point values only 
0086: $7117 = $7500 // floating-point values only 
0084: $7075 = $7440 // integer values and handles 
00D6: if 
0038:   $7075 == 0 // integer values 
004D: jump_if_false @OVALRNG_12730 
0008: $7076 += 1 // integer values 

:OVALRNG_12730
00A7: car $7073 drive_to $7115 $7116 $7117 
0084: $7077 = $7076 // integer values and handles 
0010: $7077 *= 100 // integer values 
0058: $7077 += $7075 // integer values 

:OVALRNG_12767
00D6: if 
01AF:   car $7073 0 $7151 $7152 $7153 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_12843 
00D6: if 
001C:   $4811 > $7100 // integer values 
004D: jump_if_false @OVALRNG_12836 
0224: set_car $7073 health_to 230 

:OVALRNG_12836
0002: jump @OVALRNG_12873 

:OVALRNG_12843
00AA: store_car $7073 position_to $7151 $7152 $7153 
0084: $7100 = $4811 // integer values and handles 
0008: $7100 += 5000 // integer values 

:OVALRNG_12873
00D6: if 
01AF:   car $7073 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_12971 
00D6: if 
001C:   $4811 > $7078 // integer values 
004D: jump_if_false @OVALRNG_12964 
0224: set_car $7073 health_to 100 
01C3: remove_references_to_car $7073 
01C2: remove_references_to_actor $7074 // Like turning an actor into a random pedestrian 
0004: $7073 = -1 // integer values 

:OVALRNG_12964
0002: jump @OVALRNG_12987 

:OVALRNG_12971
0084: $7078 = $4811 // integer values and handles 
0008: $7078 += 3000 // integer values 

:OVALRNG_12987
0084: $6990 = $7077 // integer values and handles 
0084: $451 = $7073 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7079 wrecked 
004D: jump_if_false @OVALRNG_13238 
01C3: remove_references_to_car $7079 
01C2: remove_references_to_actor $7080 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_13231 
0506: vehicle_model 232 set_next_variation 0 -1 
00A5: $7079 = create_car #HOTRINA at -1409.717 1144.97 266.3857 
0084: $6992 = $7079 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7080 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7082 // integer values 
004D: jump_if_false @OVALRNG_13161 
0084: $7082 = $6988 // integer values and handles 

:OVALRNG_13161
0004: $7081 = 0 // integer values 
0084: $7440 = $7081 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7118 = $7498 // floating-point values only 
0086: $7119 = $7499 // floating-point values only 
0086: $7120 = $7500 // floating-point values only 
00A7: car $7079 drive_to $7118 $7119 $7120 
04BA: set_car $7079 speed_instantly 30.0 

:OVALRNG_13231
0002: jump @OVALRNG_13609 

:OVALRNG_13238
00D6: if 
01AF:   car $7079 0 $7118 $7119 $7120 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_13389 
0084: $7440 = $7081 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7118 = $7498 // floating-point values only 
0086: $7119 = $7499 // floating-point values only 
0086: $7120 = $7500 // floating-point values only 
0084: $7081 = $7440 // integer values and handles 
00D6: if 
0038:   $7081 == 0 // integer values 
004D: jump_if_false @OVALRNG_13352 
0008: $7082 += 1 // integer values 

:OVALRNG_13352
00A7: car $7079 drive_to $7118 $7119 $7120 
0084: $7083 = $7082 // integer values and handles 
0010: $7083 *= 100 // integer values 
0058: $7083 += $7081 // integer values 

:OVALRNG_13389
00D6: if 
01AF:   car $7079 0 $7154 $7155 $7156 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_13465 
00D6: if 
001C:   $4811 > $7101 // integer values 
004D: jump_if_false @OVALRNG_13458 
0224: set_car $7079 health_to 230 

:OVALRNG_13458
0002: jump @OVALRNG_13495 

:OVALRNG_13465
00AA: store_car $7079 position_to $7154 $7155 $7156 
0084: $7101 = $4811 // integer values and handles 
0008: $7101 += 5000 // integer values 

:OVALRNG_13495
00D6: if 
01AF:   car $7079 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_13593 
00D6: if 
001C:   $4811 > $7084 // integer values 
004D: jump_if_false @OVALRNG_13586 
0224: set_car $7079 health_to 100 
01C3: remove_references_to_car $7079 
01C2: remove_references_to_actor $7080 // Like turning an actor into a random pedestrian 
0004: $7079 = -1 // integer values 

:OVALRNG_13586
0002: jump @OVALRNG_13609 

:OVALRNG_13593
0084: $7084 = $4811 // integer values and handles 
0008: $7084 += 3000 // integer values 

:OVALRNG_13609
0084: $6990 = $7083 // integer values and handles 
0084: $451 = $7079 // integer values and handles 
0050: gosub @OVALRNG_17639 
00D6: if 
0119:   car $7085 wrecked 
004D: jump_if_false @OVALRNG_13860 
01C3: remove_references_to_car $7085 
01C2: remove_references_to_actor $7086 // Like turning an actor into a random pedestrian 
00D6: if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
004D: jump_if_false @OVALRNG_13853 
0506: vehicle_model 233 set_next_variation 0 -1 
00A5: $7085 = create_car #HOTRINB at -1409.717 1144.97 266.3857 
0084: $6992 = $7085 // integer values and handles 
0050: gosub @OVALRNG_18682 
0084: $7086 = $6993 // integer values and handles 
00D6: if 
001C:   $6988 > $7088 // integer values 
004D: jump_if_false @OVALRNG_13783 
0084: $7088 = $6988 // integer values and handles 

:OVALRNG_13783
0004: $7087 = 0 // integer values 
0084: $7440 = $7087 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7121 = $7498 // floating-point values only 
0086: $7122 = $7499 // floating-point values only 
0086: $7123 = $7500 // floating-point values only 
00A7: car $7085 drive_to $7121 $7122 $7123 
04BA: set_car $7085 speed_instantly 30.0 

:OVALRNG_13853
0002: jump @OVALRNG_14231 

:OVALRNG_13860
00D6: if 
01AF:   car $7085 0 $7121 $7122 $7123 radius 24.0 24.0 24.0 
004D: jump_if_false @OVALRNG_14011 
0084: $7440 = $7087 // integer values and handles 
0050: gosub @OVALRNG_18246 
0086: $7121 = $7498 // floating-point values only 
0086: $7122 = $7499 // floating-point values only 
0086: $7123 = $7500 // floating-point values only 
0084: $7087 = $7440 // integer values and handles 
00D6: if 
0038:   $7087 == 0 // integer values 
004D: jump_if_false @OVALRNG_13974 
0008: $7088 += 1 // integer values 

:OVALRNG_13974
00A7: car $7085 drive_to $7121 $7122 $7123 
0084: $7089 = $7088 // integer values and handles 
0010: $7089 *= 100 // integer values 
0058: $7089 += $7087 // integer values 

:OVALRNG_14011
00D6: if 
01AF:   car $7085 0 $7157 $7158 $7159 radius 3.0 3.0 3.0 
004D: jump_if_false @OVALRNG_14087 
00D6: if 
001C:   $4811 > $7102 // integer values 
004D: jump_if_false @OVALRNG_14080 
0224: set_car $7085 health_to 230 

:OVALRNG_14080
0002: jump @OVALRNG_14117 

:OVALRNG_14087
00AA: store_car $7085 position_to $7157 $7158 $7159 
0084: $7102 = $4811 // integer values and handles 
0008: $7102 += 5000 // integer values 

:OVALRNG_14117
00D6: if 
01AF:   car $7085 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
004D: jump_if_false @OVALRNG_14215 
00D6: if 
001C:   $4811 > $7090 // integer values 
004D: jump_if_false @OVALRNG_14208 
0224: set_car $7085 health_to 100 
01C3: remove_references_to_car $7085 
01C2: remove_references_to_actor $7086 // Like turning an actor into a random pedestrian 
0004: $7085 = -1 // integer values 

:OVALRNG_14208
0002: jump @OVALRNG_14231 

:OVALRNG_14215
0084: $7090 = $4811 // integer values and handles 
0008: $7090 += 3000 // integer values 

:OVALRNG_14231
0084: $6990 = $7089 // integer values and handles 
0084: $451 = $7085 // integer values and handles 
0050: gosub @OVALRNG_17639 
0002: jump @OVALRNG_14651 

:OVALRNG_14261
00D6: if 
8119:   not car $7007 wrecked 
004D: jump_if_false @OVALRNG_14287 
0477: set_car $7007 action 1 time 200 

:OVALRNG_14287
00D6: if 
8119:   not car $7011 wrecked 
004D: jump_if_false @OVALRNG_14313 
0477: set_car $7011 action 1 time 200 

:OVALRNG_14313
00D6: if 
8119:   not car $7015 wrecked 
004D: jump_if_false @OVALRNG_14339 
0477: set_car $7015 action 1 time 200 

:OVALRNG_14339
00D6: if 
8119:   not car $7019 wrecked 
004D: jump_if_false @OVALRNG_14365 
0477: set_car $7019 action 1 time 200 

:OVALRNG_14365
00D6: if 
8119:   not car $7025 wrecked 
004D: jump_if_false @OVALRNG_14391 
0477: set_car $7025 action 1 time 200 

:OVALRNG_14391
00D6: if 
8119:   not car $7031 wrecked 
004D: jump_if_false @OVALRNG_14417 
0477: set_car $7031 action 1 time 200 

:OVALRNG_14417
00D6: if 
8119:   not car $7037 wrecked 
004D: jump_if_false @OVALRNG_14443 
0477: set_car $7037 action 1 time 200 

:OVALRNG_14443
00D6: if 
8119:   not car $7043 wrecked 
004D: jump_if_false @OVALRNG_14469 
0477: set_car $7043 action 1 time 200 

:OVALRNG_14469
00D6: if 
8119:   not car $7049 wrecked 
004D: jump_if_false @OVALRNG_14495 
0477: set_car $7049 action 1 time 200 

:OVALRNG_14495
00D6: if 
8119:   not car $7055 wrecked 
004D: jump_if_false @OVALRNG_14521 
0477: set_car $7055 action 1 time 200 

:OVALRNG_14521
00D6: if 
8119:   not car $7061 wrecked 
004D: jump_if_false @OVALRNG_14547 
0477: set_car $7061 action 1 time 200 

:OVALRNG_14547
00D6: if 
8119:   not car $7067 wrecked 
004D: jump_if_false @OVALRNG_14573 
0477: set_car $7067 action 1 time 200 

:OVALRNG_14573
00D6: if 
8119:   not car $7073 wrecked 
004D: jump_if_false @OVALRNG_14599 
0477: set_car $7073 action 1 time 200 

:OVALRNG_14599
00D6: if 
8119:   not car $7079 wrecked 
004D: jump_if_false @OVALRNG_14625 
0477: set_car $7079 action 1 time 200 

:OVALRNG_14625
00D6: if 
8119:   not car $7085 wrecked 
004D: jump_if_false @OVALRNG_14651 
0477: set_car $7085 action 1 time 200 

:OVALRNG_14651
00D6: if 
0038:   $6999 == 1 // integer values 
004D: jump_if_false @OVALRNG_14696 
03F0: enable_text_draw 1 
0084: $7006 = $4811 // integer values and handles 
0008: $7006 += 5000 // integer values 
0004: $6999 = 3 // integer values 

:OVALRNG_14696
00D6: if 
0038:   $6999 == 0 // integer values 
004D: jump_if_false @OVALRNG_15158 
00D6: if 
0038:   $6988 == 12 // integer values 
004D: jump_if_false @OVALRNG_15158 
0151: remove_status_text $7001 
0151: remove_status_text $6988 
0151: remove_status_text $7441 
014F: stop_timer $6997 
00D6: if 
001C:   $1596 > $7441 // integer values 
004D: jump_if_false @OVALRNG_14779 
0084: $1596 = $7441 // integer values and handles 

:OVALRNG_14779
0014: $6997 /= 1000 // integer values 
0084: $6995 = $1595 // integer values and handles 
00D6: if 
001C:   $1595 > $6997 // integer values 
004D: jump_if_false @OVALRNG_14829 
0084: $1595 = $6997 // integer values and handles 
042E: downdate_integer_stat 20 to $1595 

:OVALRNG_14829
0004: $6999 = 1 // integer values 
00D6: if 
0038:   $7441 == 1 // integer values 
004D: jump_if_false @OVALRNG_14933 
00BA: text_styled 'HOTR_30' 6000 ms 5  // 1ST PLACE
01E3: text_1number_styled 'HOTR_29' number 15000 time 6000 style 6  // $~1~
0582:  0 $7441 
0109: player $PLAYER_CHAR money += 15000 
00D6: if 
0038:   $1597 == 0 // integer values 
004D: jump_if_false @OVALRNG_14933 
030C: progress_made += 1 
0595: mission_complete 
0004: $1597 = 1 // integer values 

:OVALRNG_14933
00D6: if 
0038:   $7441 == 2 // integer values 
004D: jump_if_false @OVALRNG_14999 
00BA: text_styled 'HOTR_31' 6000 ms 5  // 2ND PLACE
01E3: text_1number_styled 'HOTR_29' number 7500 time 6000 style 6  // $~1~
0582:  0 $7441 
0109: player $PLAYER_CHAR money += 7500 

:OVALRNG_14999
00D6: if 
0038:   $7441 == 3 // integer values 
004D: jump_if_false @OVALRNG_15065 
00BA: text_styled 'HOTR_32' 6000 ms 5  // 3RD PLACE
01E3: text_1number_styled 'HOTR_29' number 5500 time 6000 style 6  // $~1~
0582:  0 $7441 
0109: player $PLAYER_CHAR money += 5500 

:OVALRNG_15065
00D6: if 
0018:   $7441 > 3 // integer values 
004D: jump_if_false @OVALRNG_15158 
0582:  0 $7441 
0004: $6999 = 0 // integer values 
00BC: text_highpriority 'HOTR_13' 2000 ms 1  // ~r~You didn't win the race!
0169: set_fade_color 0 0 1 
016A: fade 0 1500 ms 

:OVALRNG_15127
00D6: if 
016B:   fading 
004D: jump_if_false @OVALRNG_15151 
0001: wait 0 ms 
0002: jump @OVALRNG_15127 

:OVALRNG_15151
0002: jump @OVALRNG_18001 

:OVALRNG_15158
00D6: if 
0018:   $6999 > 1 // integer values 
004D: jump_if_false @OVALRNG_16712 
00D6: if 
0038:   $6999 == 4 // integer values 
004D: jump_if_false @OVALRNG_15214 
00D6: if 
816B:   not fading 
004D: jump_if_false @OVALRNG_15214 
0002: jump @OVALRNG_18001 

:OVALRNG_15214
00D6: if 
0038:   $6999 == 3 // integer values 
004D: jump_if_false @OVALRNG_15265 
00D6: if 
001C:   $4811 > $7006 // integer values 
004D: jump_if_false @OVALRNG_15265 
016A: fade 0 1500 ms 
0004: $6999 = 4 // integer values 

:OVALRNG_15265
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @OVALRNG_15305 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
02AC: set_car $4790 immunities 1 1 1 1 1
01EC: make_car $4790 very_heavy 1
0227: $7001 = car $4790 health 
0224: set_car $4790 health_to $7001 

:OVALRNG_15305
00D6: if 
0018:   $6999 > 2 // integer values 
004D: jump_if_false @OVALRNG_15577 
0050: gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
0084: $7457 = $6997 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $6997 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @OVALRNG_15495 
0340: set_text_draw_color 0 0 0 255 
045B: text_draw_2numbers 32.0 232.0 'HOTR_15' $7457 $7458  // Time: ~1~:~1~
0050: gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
045B: text_draw_2numbers 30.0 230.0 'HOTR_15' $7457 $7458  // Time: ~1~:~1~
0002: jump @OVALRNG_15577 

:OVALRNG_15495
0340: set_text_draw_color 0 0 0 255 
045B: text_draw_2numbers 32.0 232.0 'HOTR_16' $7457 $7458  // Time: ~1~:0~1~
0050: gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
045B: text_draw_2numbers 30.0 230.0 'HOTR_16' $7457 $7458  // Time: ~1~:0~1~

:OVALRNG_15577
0050: gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
00D6: if 
0038:   $1595 == 999999 // integer values 
004D: jump_if_false @OVALRNG_15670 
033E: text_draw 32.0 302.0 'HOTR_19'  // Best Time: NA
0050: gosub @OVALRNG_17584 
033E: text_draw 30.0 300.0 'HOTR_19'  // Best Time: NA
0002: jump @OVALRNG_16054 

:OVALRNG_15670
0084: $7457 = $1595 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $1595 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
001C:   $1595 > $6995 // integer values 
004D: jump_if_false @OVALRNG_15885 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @OVALRNG_15819 
045B: text_draw_2numbers 32.0 302.0 'HOTR_17' $7457 $7458  // Best Time: ~1~:~1~
0050: gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 300.0 'HOTR_17' $7457 $7458  // Best Time: ~1~:~1~
0002: jump @OVALRNG_15878 

:OVALRNG_15819
045B: text_draw_2numbers 32.0 302.0 'HOTR_18' $7457 $7458  // Best Time: ~1~:0~1~
0050: gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 300.0 'HOTR_18' $7457 $7458  // Best Time: ~1~:0~1~

:OVALRNG_15878
0002: jump @OVALRNG_16054 

:OVALRNG_15885
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @OVALRNG_15982 
045B: text_draw_2numbers 32.0 302.0 'HOTR_20' $7457 $7458  // New Best Time: ~1~:~1~
0050: gosub @OVALRNG_17584 
0340: set_text_draw_color 255 128 0 255 
045B: text_draw_2numbers 30.0 300.0 'HOTR_20' $7457 $7458  // New Best Time: ~1~:~1~
0002: jump @OVALRNG_16054 

:OVALRNG_15982
045B: text_draw_2numbers 32.0 302.0 'HOTR_21' $7457 $7458  // New Best Time: ~1~:0~1~
0050: gosub @OVALRNG_17584 
0340: set_text_draw_color 255 128 0 255 
045B: text_draw_2numbers 30.0 300.0 'HOTR_21' $7457 $7458  // New Best Time: ~1~:0~1~

:OVALRNG_16054
0050: gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
00D6: if 
0038:   $1596 == 999999 // integer values 
004D: jump_if_false @OVALRNG_16140 
033E: text_draw 32.0 317.0 'HOTR_22'  // Best Result: NA
0050: gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_22'  // Best Result: NA

:OVALRNG_16140
00D6: if 
0038:   $1596 == 1 // integer values 
004D: jump_if_false @OVALRNG_16205 
033E: text_draw 32.0 317.0 'HOTR_23'  // Best Result: 1st
0050: gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_23'  // Best Result: 1st

:OVALRNG_16205
00D6: if 
0038:   $1596 == 2 // integer values 
004D: jump_if_false @OVALRNG_16270 
033E: text_draw 32.0 317.0 'HOTR_24'  // Best Result: 2nd
0050: gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_24'  // Best Result: 2nd

:OVALRNG_16270
00D6: if 
0038:   $1596 == 3 // integer values 
004D: jump_if_false @OVALRNG_16335 
033E: text_draw 32.0 317.0 'HOTR_25'  // Best Result: 3rd
0050: gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_25'  // Best Result: 3rd

:OVALRNG_16335
00D6: if and
0018:   $1596 > 3 // integer values 
001A:   17 > $1596 // integer values 
004D: jump_if_false @OVALRNG_16413 
045A: text_draw_1number 32.0 317.0 'HOTR_26' $1596  // Best Result: ~1~th
0050: gosub @OVALRNG_17584 
045A: text_draw_1number 30.0 315.0 'HOTR_26' $1596  // Best Result: ~1~th

:OVALRNG_16413
0050: gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
00D6: if 
0038:   $1594 == 999999 // integer values 
004D: jump_if_false @OVALRNG_16506 
033E: text_draw 32.0 332.0 'HOTR_33'  // Best Lap Time: NA
0050: gosub @OVALRNG_17584 
033E: text_draw 30.0 330.0 'HOTR_33'  // Best Lap Time: NA
0002: jump @OVALRNG_16712 

:OVALRNG_16506
0084: $7458 = $1594 // integer values and handles 
0014: $7458 /= 1000 // integer values 
0084: $7003 = $7458 // integer values and handles 
0010: $7003 *= 1000 // integer values 
0084: $7451 = $1594 // integer values and handles 
0060: $7451 -= $7003 // integer values 
0084: $7003 = $7451 // integer values and handles 
0014: $7003 /= 10 // integer values 
00D6: if 
0018:   $7003 > 9 // integer values 
004D: jump_if_false @OVALRNG_16653 
045B: text_draw_2numbers 32.0 332.0 'HOTR_27' $7458 $7003  // Best Lap Time: ~1~.~1~ seconds
0050: gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 330.0 'HOTR_27' $7458 $7003  // Best Lap Time: ~1~.~1~ seconds
0002: jump @OVALRNG_16712 

:OVALRNG_16653
045B: text_draw_2numbers 32.0 332.0 'HOTR_28' $7458 $7003  // Best Lap Time: ~1~.0~1~ seconds
0050: gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 330.0 'HOTR_28' $7458 $7003  // Best Lap Time: ~1~.0~1~ seconds

:OVALRNG_16712
00D6: if 
0019:   16@ > 2500 // integer values 
004D: jump_if_false @OVALRNG_16763 
0006: 16@ = 0 // integer values 
00D6: if 
0038:   $7004 == 0 // integer values 
004D: jump_if_false @OVALRNG_16763 
0004: $7004 = 1 // integer values 

:OVALRNG_16763
00D6: if 
0038:   $7004 == 3 // integer values 
004D: jump_if_false @OVALRNG_16803 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @OVALRNG_16803 
0004: $7004 = 0 // integer values 

:OVALRNG_16803
00D6: if 
0038:   $7004 == 2 // integer values 
004D: jump_if_false @OVALRNG_16847 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @OVALRNG_16847 
03D1: play_wav 1 
0004: $7004 = 3 // integer values 

:OVALRNG_16847
00D6: if 
0038:   $7004 == 1 // integer values 
004D: jump_if_false @OVALRNG_17577 
0209: $7451 = random_int_in_ranges 1 23 
00D6: if 
003A:   $7005 == $7451 // integer values and handles 
004D: jump_if_false @OVALRNG_16925 
0008: $7451 += 1 // integer values 
00D6: if 
0018:   $7451 > 22 // integer values 
004D: jump_if_false @OVALRNG_16925 
0004: $7451 = 1 // integer values 

:OVALRNG_16925
00D6: if 
0038:   $7451 == 1 // integer values 
004D: jump_if_false @OVALRNG_16955 
03CF: load_wav 'HOT1' as 1 

:OVALRNG_16955
00D6: if 
0038:   $7451 == 2 // integer values 
004D: jump_if_false @OVALRNG_16985 
03CF: load_wav 'HOT2' as 1 

:OVALRNG_16985
00D6: if 
0038:   $7451 == 3 // integer values 
004D: jump_if_false @OVALRNG_17015 
03CF: load_wav 'HOT3' as 1 

:OVALRNG_17015
00D6: if 
0038:   $7451 == 4 // integer values 
004D: jump_if_false @OVALRNG_17045 
03CF: load_wav 'HOT4' as 1 

:OVALRNG_17045
00D6: if 
0038:   $7451 == 5 // integer values 
004D: jump_if_false @OVALRNG_17075 
03CF: load_wav 'HOT5' as 1 

:OVALRNG_17075
00D6: if 
0038:   $7451 == 6 // integer values 
004D: jump_if_false @OVALRNG_17105 
03CF: load_wav 'HOT6' as 1 

:OVALRNG_17105
00D6: if 
0038:   $7451 == 7 // integer values 
004D: jump_if_false @OVALRNG_17135 
03CF: load_wav 'HOT7' as 1 

:OVALRNG_17135
00D6: if 
0038:   $7451 == 8 // integer values 
004D: jump_if_false @OVALRNG_17165 
03CF: load_wav 'HOT8' as 1 

:OVALRNG_17165
00D6: if 
0038:   $7451 == 9 // integer values 
004D: jump_if_false @OVALRNG_17195 
03CF: load_wav 'HOT9' as 1 

:OVALRNG_17195
00D6: if 
0038:   $7451 == 10 // integer values 
004D: jump_if_false @OVALRNG_17225 
03CF: load_wav 'HOT10' as 1 

:OVALRNG_17225
00D6: if 
0038:   $7451 == 11 // integer values 
004D: jump_if_false @OVALRNG_17255 
03CF: load_wav 'HOT11' as 1 

:OVALRNG_17255
00D6: if 
0038:   $7451 == 12 // integer values 
004D: jump_if_false @OVALRNG_17285 
03CF: load_wav 'HOT12' as 1 

:OVALRNG_17285
00D6: if 
0038:   $7451 == 13 // integer values 
004D: jump_if_false @OVALRNG_17315 
03CF: load_wav 'HOT13' as 1 

:OVALRNG_17315
00D6: if 
0038:   $7451 == 14 // integer values 
004D: jump_if_false @OVALRNG_17345 
03CF: load_wav 'HOT14' as 1 

:OVALRNG_17345
00D6: if 
0038:   $7451 == 15 // integer values 
004D: jump_if_false @OVALRNG_17375 
03CF: load_wav 'HOT15' as 1 

:OVALRNG_17375
00D6: if or
0038:   $7451 == 16 // integer values 
0038:   $7451 == 22 // integer values 
004D: jump_if_false @OVALRNG_17412 
03CF: load_wav 'CHEER1' as 1 

:OVALRNG_17412
00D6: if 
0038:   $7451 == 17 // integer values 
004D: jump_if_false @OVALRNG_17442 
03CF: load_wav 'CHEER2' as 1 

:OVALRNG_17442
00D6: if 
0038:   $7451 == 18 // integer values 
004D: jump_if_false @OVALRNG_17472 
03CF: load_wav 'CHEER3' as 1 

:OVALRNG_17472
00D6: if 
0038:   $7451 == 19 // integer values 
004D: jump_if_false @OVALRNG_17502 
03CF: load_wav 'CHEER4' as 1 

:OVALRNG_17502
00D6: if 
0038:   $7451 == 20 // integer values 
004D: jump_if_false @OVALRNG_17532 
03CF: load_wav 'OOH1' as 1 

:OVALRNG_17532
00D6: if 
0038:   $7451 == 21 // integer values 
004D: jump_if_false @OVALRNG_17562 
03CF: load_wav 'OOH2' as 1 

:OVALRNG_17562
0084: $7005 = $7451 // integer values and handles 
0004: $7004 = 2 // integer values 

:OVALRNG_17577
0002: jump @OVALRNG_2957 

:OVALRNG_17584
0340: set_text_draw_color 180 180 180 255 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.6 1.6 
0051: return 

:OVALRNG_17639
00D6: if 
003A:   $6989 == $6990 // integer values and handles 
004D: jump_if_false @OVALRNG_17762 
00D6: if 
8119:   not car $451 wrecked 
004D: jump_if_false @OVALRNG_17762 
00AA: store_car $451 position_to $7465 $7466 $447 
0509: $7475 = distance_between_point $7465 $7466 and_point $7483 $7484 
0054: store_player $PLAYER_CHAR position_to $7465 $7466 $447 
0509: $7476 = distance_between_point $7465 $7466 and_point $7483 $7484 
00D6: if 
0024:   $7476 > $7475 // floating-point values only 
004D: jump_if_false @OVALRNG_17762 
0008: $7441 += 1 // integer values 

:OVALRNG_17762
00D6: if 
001C:   $6990 > $6989 // integer values 
004D: jump_if_false @OVALRNG_17788 
0008: $7441 += 1 // integer values 

:OVALRNG_17788
0051: return 

:OVALRNG_17790
00D6: if 
8112:   not wasted_or_busted 
004D: jump_if_false @OVALRNG_17999 
0169: set_fade_color 0 0 1 
016A: fade 0 1000 ms 

:OVALRNG_17818
00D6: if 
016B:   fading 
004D: jump_if_false @OVALRNG_17842 
0001: wait 0 ms 
0002: jump @OVALRNG_17818 

:OVALRNG_17842
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
057E: make_radar_grey 0 
0581: enable_radar 1 

:OVALRNG_17858
00D6: if and
80E0:   not player $PLAYER_CHAR driving 
844A:   not player $PLAYER_CHAR on_foot 
004D: jump_if_false @OVALRNG_17890 
0001: wait 0 ms 
0002: jump @OVALRNG_17858 

:OVALRNG_17890
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @OVALRNG_17933 
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 
0002: jump @OVALRNG_17953 

:OVALRNG_17933
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 

:OVALRNG_17953
0171: set_player $PLAYER_CHAR z_angle_to 274.1051 
03CB: set_camera -1102.723 1330.958 19.029 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 1 
016A: fade 1 1000 ms 

:OVALRNG_17999
0051: return 

:OVALRNG_18001
00D6: if 
8112:   not wasted_or_busted 
004D: jump_if_false @OVALRNG_18171 
04BB: select_interiour 0 // select render area 
04FA: reset_sky_colors_with_fade 0 
057E: make_radar_grey 0 
0581: enable_radar 1 

:OVALRNG_18030
00D6: if and
80E0:   not player $PLAYER_CHAR driving 
844A:   not player $PLAYER_CHAR on_foot 
004D: jump_if_false @OVALRNG_18062 
0001: wait 0 ms 
0002: jump @OVALRNG_18030 

:OVALRNG_18062
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @OVALRNG_18105 
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 
0002: jump @OVALRNG_18125 

:OVALRNG_18105
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 

:OVALRNG_18125
0171: set_player $PLAYER_CHAR z_angle_to 274.1051 
03CB: set_camera -1102.723 1330.958 19.029 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color 0 0 1 
016A: fade 1 1500 ms 

:OVALRNG_18171
0051: return 

:OVALRNG_18173
0249: release_model #WMYCR 
0249: release_model #HOTRINA 
0249: release_model #HOTRINB 
0249: release_model #HOTRING 
0151: remove_status_text $7001 
0151: remove_status_text $6988 
0151: remove_status_text $7441 
014F: stop_timer $6997 
03F0: enable_text_draw 0 
057E: make_radar_grey 0 
0581: enable_radar 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0581: enable_radar 1 
03E6: remove_text_box 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:OVALRNG_18246
00D6: if 
0038:   $7440 == 0 // integer values 
004D: jump_if_false @OVALRNG_18288 
0086: $7498 = $7507 // floating-point values only 
0086: $7499 = $7508 // floating-point values only 
0086: $7500 = $7509 // floating-point values only 

:OVALRNG_18288
00D6: if 
0038:   $7440 == 1 // integer values 
004D: jump_if_false @OVALRNG_18330 
0086: $7498 = $7510 // floating-point values only 
0086: $7499 = $7511 // floating-point values only 
0086: $7500 = $7512 // floating-point values only 

:OVALRNG_18330
00D6: if 
0038:   $7440 == 2 // integer values 
004D: jump_if_false @OVALRNG_18372 
0086: $7498 = $7513 // floating-point values only 
0086: $7499 = $7514 // floating-point values only 
0086: $7500 = $7515 // floating-point values only 

:OVALRNG_18372
00D6: if 
0038:   $7440 == 3 // integer values 
004D: jump_if_false @OVALRNG_18414 
0086: $7498 = $7516 // floating-point values only 
0086: $7499 = $7517 // floating-point values only 
0086: $7500 = $7518 // floating-point values only 

:OVALRNG_18414
00D6: if 
0038:   $7440 == 4 // integer values 
004D: jump_if_false @OVALRNG_18456 
0086: $7498 = $7519 // floating-point values only 
0086: $7499 = $7520 // floating-point values only 
0086: $7500 = $7521 // floating-point values only 

:OVALRNG_18456
00D6: if 
0038:   $7440 == 5 // integer values 
004D: jump_if_false @OVALRNG_18498 
0086: $7498 = $7522 // floating-point values only 
0086: $7499 = $7523 // floating-point values only 
0086: $7500 = $7524 // floating-point values only 

:OVALRNG_18498
00D6: if 
0038:   $7440 == 6 // integer values 
004D: jump_if_false @OVALRNG_18540 
0086: $7498 = $7525 // floating-point values only 
0086: $7499 = $7526 // floating-point values only 
0086: $7500 = $7527 // floating-point values only 

:OVALRNG_18540
00D6: if 
0038:   $7440 == 7 // integer values 
004D: jump_if_false @OVALRNG_18582 
0086: $7498 = $7528 // floating-point values only 
0086: $7499 = $7529 // floating-point values only 
0086: $7500 = $7530 // floating-point values only 

:OVALRNG_18582
00D6: if 
0038:   $7440 == 8 // integer values 
004D: jump_if_false @OVALRNG_18624 
0086: $7498 = $7531 // floating-point values only 
0086: $7499 = $7532 // floating-point values only 
0086: $7500 = $7533 // floating-point values only 

:OVALRNG_18624
00D6: if 
0038:   $7440 == 9 // integer values 
004D: jump_if_false @OVALRNG_18673 
0086: $7498 = $7534 // floating-point values only 
0086: $7499 = $7535 // floating-point values only 
0086: $7500 = $7536 // floating-point values only 
0004: $7440 = -1 // integer values 

:OVALRNG_18673
0008: $7440 += 1 // integer values 
0051: return 

:OVALRNG_18682
00D6: if 
0038:   $6991 == 1 // integer values 
004D: jump_if_false @OVALRNG_18710 
0175: set_car $6992 z_angle_to 301.748 

:OVALRNG_18710
020A: set_car $6992 door_status_to 2 
02AC: set_car $6992 immunities 0 1 1 0 0 
04E0: car $6992 abandon_path_radius 5 
00A9: set_car $6992 to_normal_driver 
00AE: set_vehicle $6992 traffic_behavior_to 2 
00AD: set_car $6992 max_speed_to 100.0 
046C: $6993 = car $6992 driver 
00D6: if 
0038:   $6993 == -1 // integer values 
004D: jump_if_false @OVALRNG_18806 
0129: $6993 = create_actor 4 #WMYCR in_car $6992 driverseat 
039E: set_actor $6993 locked_while_in_vehicle 1 

:OVALRNG_18806
0051: return 

:OVALRNG_18808
00D6: if 
8119:   not car $7007 wrecked 
004D: jump_if_false @OVALRNG_18832 
0519: lock_vehicle $7007 in_current_position $6994 

:OVALRNG_18832
00D6: if 
8119:   not car $7011 wrecked 
004D: jump_if_false @OVALRNG_18856 
0519: lock_vehicle $7011 in_current_position $6994 

:OVALRNG_18856
00D6: if 
8119:   not car $7015 wrecked 
004D: jump_if_false @OVALRNG_18880 
0519: lock_vehicle $7015 in_current_position $6994 

:OVALRNG_18880
00D6: if 
8119:   not car $7019 wrecked 
004D: jump_if_false @OVALRNG_18904 
0519: lock_vehicle $7019 in_current_position $6994 

:OVALRNG_18904
00D6: if 
8119:   not car $7025 wrecked 
004D: jump_if_false @OVALRNG_18928 
0519: lock_vehicle $7025 in_current_position $6994 

:OVALRNG_18928
00D6: if 
8119:   not car $7031 wrecked 
004D: jump_if_false @OVALRNG_18952 
0519: lock_vehicle $7031 in_current_position $6994 

:OVALRNG_18952
00D6: if 
8119:   not car $7037 wrecked 
004D: jump_if_false @OVALRNG_18976 
0519: lock_vehicle $7037 in_current_position $6994 

:OVALRNG_18976
00D6: if 
8119:   not car $7043 wrecked 
004D: jump_if_false @OVALRNG_19000 
0519: lock_vehicle $7043 in_current_position $6994 

:OVALRNG_19000
00D6: if 
8119:   not car $7049 wrecked 
004D: jump_if_false @OVALRNG_19024 
0519: lock_vehicle $7049 in_current_position $6994 

:OVALRNG_19024
00D6: if 
8119:   not car $7055 wrecked 
004D: jump_if_false @OVALRNG_19048 
0519: lock_vehicle $7055 in_current_position $6994 

:OVALRNG_19048
00D6: if 
8119:   not car $7061 wrecked 
004D: jump_if_false @OVALRNG_19072 
0519: lock_vehicle $7061 in_current_position $6994 

:OVALRNG_19072
00D6: if 
8119:   not car $7067 wrecked 
004D: jump_if_false @OVALRNG_19096 
0519: lock_vehicle $7067 in_current_position $6994 

:OVALRNG_19096
00D6: if 
8119:   not car $7073 wrecked 
004D: jump_if_false @OVALRNG_19120 
0519: lock_vehicle $7073 in_current_position $6994 

:OVALRNG_19120
00D6: if 
8119:   not car $7079 wrecked 
004D: jump_if_false @OVALRNG_19144 
0519: lock_vehicle $7079 in_current_position $6994 

:OVALRNG_19144
00D6: if 
8119:   not car $7085 wrecked 
004D: jump_if_false @OVALRNG_19168 
0519: lock_vehicle $7085 in_current_position $6994 

:OVALRNG_19168
00D6: if 
8119:   not car $7000 wrecked 
004D: jump_if_false @OVALRNG_19192 
0519: lock_vehicle $7000 in_current_position $6994 

:OVALRNG_19192
0051: return 

//-------------Mission 80---------------
// Originally: BLOODRING

:MM
03A4: name_thread 'MM' 
0050: gosub @MM_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MM_37 
0050: gosub @MM_9527 

:MM_37
0050: gosub @MM_10452 
004E: end_thread 

:MM_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $1598 == 0 // integer values 
004D: jump_if_false @MM_83 
0317: increment_mission_attempts 

:MM_83
00C0: set_current_time 10 0 
01B6: set_weather 4 
057E: make_radar_grey 1 
0414: set_player $PLAYER_CHAR single_free_treatment 1 
0001: wait 0 ms 
054C: use_GXT_table 'MM' 
0004: $7193 = 0 // integer values 
0004: $7194 = 16 // integer values 
0004: $7195 = 0 // integer values 
00D6: if 
0038:   $7197 == 0 // integer values 
004D: jump_if_false @MM_181 
0004: $7198 = 1 // integer values 
0004: $7199 = 60 // integer values 
0004: $7208 = 60000 // integer values 

:MM_181
0004: $7196 = 30000 // integer values 
0004: $7200 = 0 // integer values 
0004: $7201 = 0 // integer values 
0004: $7202 = 0 // integer values 
0004: $7203 = 0 // integer values 
0004: $7204 = 0 // integer values 
0004: $7205 = 0 // integer values 
0004: $7206 = 0 // integer values 
0004: $7207 = 0 // integer values 
0004: $7209 = 0 // integer values 
0004: $7210 = 0 // integer values 
0004: $7211 = 0 // integer values 
0004: $7212 = 0 // integer values 
0004: $7213 = 0 // integer values 
0004: $7214 = 0 // integer values 
0005: $7215 = 0.0 // floating-point values 
0005: $7216 = 0.0 // floating-point values 
0005: $7217 = 0.0 // floating-point values 
0005: $7218 = 0.0 // floating-point values 
0005: $95 = 0.0 // floating-point values 
0005: $96 = 0.0 // floating-point values 
0005: $97 = 0.0 // floating-point values 
0005: $7227 = 0.0 // floating-point values 
0005: $7228 = 0.0 // floating-point values 
0005: $7229 = 0.0 // floating-point values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @MM_419 
018A: $7230 = create_checkpoint_at $7227 $7228 $7229 

:MM_419
0247: request_model #BLOODRB 
0247: request_model #BLOODRA 
0247: request_model #WMYCR 

:MM_433
00D6: if or
8248:   not model #BLOODRB available 
8248:   not model #BLOODRA available 
8248:   not model #WMYCR available 
004D: jump_if_false @MM_469 
0001: wait 0 ms 
0002: jump @MM_433 

:MM_469
016E: override_next_restart at -1102.4 1331.2 19.0 angle 271.2 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
04BB: select_interiour 15 // select render area 
03AD: set_rubbish 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03CB: set_camera -1379.3 1000.0 251.5 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @MM_599 
012A: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 and_remove_from_car 
0002: jump @MM_619 

:MM_599
0055: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 

:MM_619
00A5: $7192 = create_car #BLOODRA at -1280.96 994.86 261.8 
020A: set_car $7192 door_status_to 4 
0369: put_player $PLAYER_CHAR in_car $7192 
03AB: set_car $7192 strong 1 
0175: set_car $7192 z_angle_to 90.0 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
04F9: set_extracolors 10 fade 0 
03ED: set_car $7192 not_damaged_when_upside_down 1 
0224: set_car $7192 health_to 1249 
0005: $7215 = -1285.77 // floating-point values 
0005: $7216 = 1014.54 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 104.4 // floating-point values 
00A5: $7160 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7160 z_angle_to $7218 
04E0: car $7160 abandon_path_radius 255 
0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 
0489: set_actor $7176 muted 1 
03CC: car $7160 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7160 traffic_behavior_to 3 
03ED: set_car $7160 not_damaged_when_upside_down 1 
0005: $7215 = -1299.5 // floating-point values 
0005: $7216 = 1030.74 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 132.6 // floating-point values 
00A5: $7161 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7161 z_angle_to $7218 
04E0: car $7161 abandon_path_radius 255 
0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 
0489: set_actor $7177 muted 1 
03CC: car $7161 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7161 traffic_behavior_to 3 
00AF: set_car $7161 driver_behaviour_to 2 
03ED: set_car $7161 not_damaged_when_upside_down 1 
0005: $7215 = -1319.3 // floating-point values 
0005: $7216 = 1042.82 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 135.4 // floating-point values 
00A5: $7162 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7162 z_angle_to $7218 
04E0: car $7162 abandon_path_radius 255 
0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 
0489: set_actor $7178 muted 1 
03CC: car $7162 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7162 traffic_behavior_to 3 
03ED: set_car $7162 not_damaged_when_upside_down 1 
0005: $7215 = -1349.33 // floating-point values 
0005: $7216 = 1054.47 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 155.4 // floating-point values 
00A5: $7163 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7163 z_angle_to $7218 
04E0: car $7163 abandon_path_radius 255 
0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 
0489: set_actor $7179 muted 1 
03CC: car $7163 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7163 traffic_behavior_to 3 
03ED: set_car $7163 not_damaged_when_upside_down 1 
0005: $7215 = -1384.33 // floating-point values 
0005: $7216 = 1058.55 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 173.2 // floating-point values 
00A5: $7164 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7164 z_angle_to $7218 
04E0: car $7164 abandon_path_radius 255 
0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 
0489: set_actor $7180 muted 1 
03CC: car $7164 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7164 traffic_behavior_to 3 
03ED: set_car $7164 not_damaged_when_upside_down 1 
0005: $7215 = -1293.77 // floating-point values 
0005: $7216 = 958.96 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 60.5 // floating-point values 
00A5: $7165 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7165 z_angle_to $7218 
04E0: car $7165 abandon_path_radius 255 
0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 
0489: set_actor $7181 muted 1 
03CC: car $7165 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7165 traffic_behavior_to 3 
00AF: set_car $7165 driver_behaviour_to 2 
03ED: set_car $7165 not_damaged_when_upside_down 1 
0005: $7215 = -1418.77 // floating-point values 
0005: $7216 = 1057.54 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 180.4 // floating-point values 
00A5: $7166 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7166 z_angle_to $7218 
04E0: car $7166 abandon_path_radius 255 
0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 
0489: set_actor $7182 muted 1 
03CC: car $7166 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7166 traffic_behavior_to 3 
03ED: set_car $7166 not_damaged_when_upside_down 1 
0005: $7215 = -1460.3 // floating-point values 
0005: $7216 = 1050.3 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 242.9 // floating-point values 
00A5: $7167 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7167 z_angle_to $7218 
04E0: car $7167 abandon_path_radius 255 
0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 
0489: set_actor $7183 muted 1 
03CC: car $7167 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7167 traffic_behavior_to 3 
03ED: set_car $7167 not_damaged_when_upside_down 1 
0005: $7215 = -1499.77 // floating-point values 
0005: $7216 = 1029.54 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 242.4 // floating-point values 
00A5: $7168 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7168 z_angle_to $7218 
04E0: car $7168 abandon_path_radius 255 
0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 
0489: set_actor $7184 muted 1 
03CC: car $7168 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7168 traffic_behavior_to 3 
03ED: set_car $7168 not_damaged_when_upside_down 1 
0005: $7215 = -1513.77 // floating-point values 
0005: $7216 = 986.54 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 271.4 // floating-point values 
00A5: $7169 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7169 z_angle_to $7218 
04E0: car $7169 abandon_path_radius 255 
0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 
0489: set_actor $7185 muted 1 
03CC: car $7169 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7169 traffic_behavior_to 3 
03ED: set_car $7169 not_damaged_when_upside_down 1 
0005: $7215 = -1496.77 // floating-point values 
0005: $7216 = 959.54 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 293.4 // floating-point values 
00A5: $7170 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7170 z_angle_to $7218 
04E0: car $7170 abandon_path_radius 255 
0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 
0489: set_actor $7186 muted 1 
03CC: car $7170 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7170 traffic_behavior_to 3 
03ED: set_car $7170 not_damaged_when_upside_down 1 
0005: $7215 = -1461.84 // floating-point values 
0005: $7216 = 938.32 // floating-point values 
0005: $7217 = 261.0 // floating-point values 
0005: $7218 = 345.6 // floating-point values 
00A5: $7171 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7171 z_angle_to $7218 
04E0: car $7171 abandon_path_radius 255 
0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 
0489: set_actor $7187 muted 1 
03CC: car $7171 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7171 traffic_behavior_to 3 
03ED: set_car $7171 not_damaged_when_upside_down 1 
0005: $7215 = -1424.36 // floating-point values 
0005: $7216 = 931.29 // floating-point values 
0005: $7217 = 261.0 // floating-point values 
0005: $7218 = 0.0 // floating-point values 
00A5: $7172 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7172 z_angle_to $7218 
04E0: car $7172 abandon_path_radius 255 
0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 
0489: set_actor $7188 muted 1 
03CC: car $7172 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7172 traffic_behavior_to 3 
03ED: set_car $7172 not_damaged_when_upside_down 1 
0005: $7215 = -1363.77 // floating-point values 
0005: $7216 = 932.44 // floating-point values 
0005: $7217 = 261.0 // floating-point values 
0005: $7218 = 17.85 // floating-point values 
00A5: $7173 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7173 z_angle_to $7218 
04E0: car $7173 abandon_path_radius 255 
0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 
0489: set_actor $7189 muted 1 
03CC: car $7173 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7173 traffic_behavior_to 3 
03ED: set_car $7173 not_damaged_when_upside_down 1 
0005: $7215 = -1332.77 // floating-point values 
0005: $7216 = 940.3 // floating-point values 
0005: $7217 = 263.0 // floating-point values 
0005: $7218 = 39.98 // floating-point values 
00A5: $7174 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7174 z_angle_to $7218 
04E0: car $7174 abandon_path_radius 255 
0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 
0489: set_actor $7190 muted 1 
03CC: car $7174 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7174 traffic_behavior_to 3 
03ED: set_car $7174 not_damaged_when_upside_down 1 
0005: $7215 = -1443.29 // floating-point values 
0005: $7216 = 933.86 // floating-point values 
0005: $7217 = 261.0 // floating-point values 
0005: $7218 = 351.4 // floating-point values 
00A5: $7175 = create_car #BLOODRB at $7215 $7216 $7217 
0175: set_car $7175 z_angle_to $7218 
04E0: car $7175 abandon_path_radius 255 
0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 
0489: set_actor $7191 muted 1 
03CC: car $7175 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7175 traffic_behavior_to 3 
03ED: set_car $7175 not_damaged_when_upside_down 1 
00AD: set_car $7160 max_speed_to 0.0 
00AD: set_car $7161 max_speed_to 0.0 
00AD: set_car $7162 max_speed_to 0.0 
00AD: set_car $7163 max_speed_to 0.0 
00AD: set_car $7164 max_speed_to 0.0 
00AD: set_car $7165 max_speed_to 0.0 
00AD: set_car $7166 max_speed_to 0.0 
00AD: set_car $7167 max_speed_to 0.0 
00AD: set_car $7168 max_speed_to 0.0 
00AD: set_car $7169 max_speed_to 0.0 
00AD: set_car $7170 max_speed_to 0.0 
00AD: set_car $7171 max_speed_to 0.0 
00AD: set_car $7172 max_speed_to 0.0 
00AD: set_car $7173 max_speed_to 0.0 
00AD: set_car $7174 max_speed_to 0.0 
00AD: set_car $7175 max_speed_to 0.0 
02A3: enable_widescreen 1 
015F: set_camera_position -1266.5 1042.8 278.3 0.0 rotation 0.0 0.0 
0160: point_camera -1339.9 1009.8 252.0 switchstyle 2 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 

:MM_2858
00D6: if 
016B:   fading 
004D: jump_if_false @MM_2882 
0001: wait 0 ms 
0002: jump @MM_2858 

:MM_2882
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MM_2905 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:MM_2905
0006: 16@ = 0 // integer values 
00BC: text_highpriority 'BLOD_01' 5000 ms 1  // Drive through the checkpoints to increase your overall time.

:MM_2927
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @MM_3038 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @MM_3006 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @MM_2999 
0004: $61 = 0 // integer values 
0002: jump @MM_3413 

:MM_2999
0002: jump @MM_3031 

:MM_3006
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @MM_3031 
0004: $61 = 1 // integer values 

:MM_3031
0002: jump @MM_2927 

:MM_3038
0006: 16@ = 0 // integer values 
015F: set_camera_position -1468.7 948.8 262.9 0.0 rotation 0.0 0.0 
0160: point_camera -1459.5 942.2 261.6 switchstyle 2 
00BC: text_highpriority 'BLOD_02' 5000 ms 1  // You will fail if your overall time reaches zero.

:MM_3111
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @MM_3222 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @MM_3190 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @MM_3183 
0004: $61 = 0 // integer values 
0002: jump @MM_3413 

:MM_3183
0002: jump @MM_3215 

:MM_3190
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @MM_3215 
0004: $61 = 1 // integer values 

:MM_3215
0002: jump @MM_3111 

:MM_3222
0006: 16@ = 0 // integer values 
015F: set_camera_position -1262.7 997.2 266.8 0.0 rotation 0.0 0.0 
0160: point_camera -1277.6 996.0 263.6 switchstyle 2 
00BC: text_highpriority 'BLOD_03' 5000 ms 1  // Get your overall time above the Target Time to win!

:MM_3295
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @MM_3406 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @MM_3374 
00D6: if 
0038:   $61 == 1 // integer values 
004D: jump_if_false @MM_3367 
0004: $61 = 0 // integer values 
0002: jump @MM_3413 

:MM_3367
0002: jump @MM_3399 

:MM_3374
00D6: if 
0038:   $61 == 0 // integer values 
004D: jump_if_false @MM_3399 
0004: $61 = 1 // integer values 

:MM_3399
0002: jump @MM_3295 

:MM_3406
0006: 16@ = 0 // integer values 

:MM_3413
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
0001: wait 800 ms 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car $7160 wrecked 
004D: jump_if_false @MM_3648 
00AD: set_car $7160 max_speed_to 100.0 
0477: set_car $7160 action 8 time 5000 
00D6: if 
8119:   not car $7161 wrecked 
004D: jump_if_false @MM_3648 
032C: car $7160 ram $7161 

:MM_3648
00D6: if 
8119:   not car $7161 wrecked 
004D: jump_if_false @MM_3691 
00AD: set_car $7161 max_speed_to 100.0 
0477: set_car $7161 action 8 time 5000 
00AF: set_car $7161 driver_behaviour_to 2 

:MM_3691
00D6: if 
8119:   not car $7162 wrecked 
004D: jump_if_false @MM_3727 
00AD: set_car $7162 max_speed_to 100.0 
0477: set_car $7162 action 8 time 5000 

:MM_3727
00D6: if 
8119:   not car $7163 wrecked 
004D: jump_if_false @MM_3787 
00AD: set_car $7163 max_speed_to 100.0 
0477: set_car $7163 action 8 time 5000 
00D6: if 
8119:   not car $7164 wrecked 
004D: jump_if_false @MM_3787 
032C: car $7163 ram $7164 

:MM_3787
00D6: if 
8119:   not car $7164 wrecked 
004D: jump_if_false @MM_3847 
00AD: set_car $7164 max_speed_to 100.0 
0477: set_car $7164 action 8 time 5000 
00D6: if 
8119:   not car $7165 wrecked 
004D: jump_if_false @MM_3847 
032C: car $7164 ram $7165 

:MM_3847
00D6: if 
8119:   not car $7165 wrecked 
004D: jump_if_false @MM_3890 
00AD: set_car $7165 max_speed_to 100.0 
0477: set_car $7165 action 8 time 5000 
00AF: set_car $7165 driver_behaviour_to 2 

:MM_3890
00D6: if 
8119:   not car $7166 wrecked 
004D: jump_if_false @MM_3950 
00AD: set_car $7166 max_speed_to 100.0 
0477: set_car $7166 action 8 time 5000 
00D6: if 
8119:   not car $7167 wrecked 
004D: jump_if_false @MM_3950 
032C: car $7166 ram $7167 

:MM_3950
00D6: if 
8119:   not car $7167 wrecked 
004D: jump_if_false @MM_4010 
00AD: set_car $7167 max_speed_to 100.0 
0477: set_car $7167 action 8 time 5000 
00D6: if 
8119:   not car $7168 wrecked 
004D: jump_if_false @MM_4010 
032C: car $7167 ram $7168 

:MM_4010
00D6: if 
8119:   not car $7168 wrecked 
004D: jump_if_false @MM_4070 
00AD: set_car $7168 max_speed_to 100.0 
0477: set_car $7168 action 8 time 5000 
00D6: if 
8119:   not car $7169 wrecked 
004D: jump_if_false @MM_4070 
032C: car $7168 ram $7169 

:MM_4070
00D6: if 
8119:   not car $7169 wrecked 
004D: jump_if_false @MM_4106 
00AD: set_car $7169 max_speed_to 100.0 
0477: set_car $7169 action 8 time 5000 

:MM_4106
00D6: if 
8119:   not car $7170 wrecked 
004D: jump_if_false @MM_4166 
00AD: set_car $7170 max_speed_to 100.0 
0477: set_car $7170 action 8 time 5000 
00D6: if 
8119:   not car $7171 wrecked 
004D: jump_if_false @MM_4166 
032C: car $7170 ram $7171 

:MM_4166
00D6: if 
8119:   not car $7171 wrecked 
004D: jump_if_false @MM_4226 
00AD: set_car $7171 max_speed_to 100.0 
0477: set_car $7171 action 8 time 5000 
00D6: if 
8119:   not car $7172 wrecked 
004D: jump_if_false @MM_4226 
032C: car $7171 ram $7172 

:MM_4226
00D6: if 
8119:   not car $7172 wrecked 
004D: jump_if_false @MM_4286 
00AD: set_car $7172 max_speed_to 100.0 
0477: set_car $7172 action 8 time 5000 
00D6: if 
8119:   not car $7173 wrecked 
004D: jump_if_false @MM_4286 
032C: car $7172 ram $7173 

:MM_4286
00D6: if 
8119:   not car $7173 wrecked 
004D: jump_if_false @MM_4346 
00AD: set_car $7173 max_speed_to 100.0 
0477: set_car $7173 action 8 time 5000 
00D6: if 
8119:   not car $7174 wrecked 
004D: jump_if_false @MM_4346 
032C: car $7173 ram $7174 

:MM_4346
00D6: if 
8119:   not car $7174 wrecked 
004D: jump_if_false @MM_4406 
00AD: set_car $7174 max_speed_to 100.0 
0477: set_car $7174 action 8 time 5000 
00D6: if 
8119:   not car $7175 wrecked 
004D: jump_if_false @MM_4406 
032C: car $7174 ram $7175 

:MM_4406
00D6: if 
8119:   not car $7175 wrecked 
004D: jump_if_false @MM_4466 
00AD: set_car $7175 max_speed_to 100.0 
0477: set_car $7175 action 8 time 5000 
00D6: if 
8119:   not car $7160 wrecked 
004D: jump_if_false @MM_4466 
032C: car $7175 ram $7160 

:MM_4466
014E: start_timer_at $7196 count_in_direction 1 
04F7: status_text $7201 1 line 1 'BLOD_04'  // CAR HEALTH:
0208: $7219 = random_float -1530.0 -1384.0 
0208: $7220 = random_float 995.0 923.0 
0208: $7221 = random_float -1530.0 -1384.0 
0208: $7222 = random_float 995.0 1056.0 
0208: $7223 = random_float -1265.0 -1384.0 
0208: $7224 = random_float 995.0 923.0 
0208: $7225 = random_float -1265.0 -1384.0 
0208: $7226 = random_float 995.0 1056.0 
0050: gosub @MM_14708 
0006: 16@ = 0 // integer values 
0006: 17@ = 0 // integer values 

:MM_4631
00D6: if 
0018:   $7196 > 0 // integer values 
004D: jump_if_false @MM_9459 
0001: wait 0 ms 
00D6: if 
0038:   $7197 == 0 // integer values 
004D: jump_if_false @MM_4696 
01E4: text_1number_lowpriority 'BLOD_05' $7198 $7208 ms 1  // ~g~TARGET TIME: ~1~ Minute
0002: jump @MM_4714 

:MM_4696
01E4: text_1number_lowpriority 'BLOD_06' $7198 $7208 ms 1  // ~g~TARGET TIME: ~1~ Minutes

:MM_4714
00D6: if 
001C:   $7196 > $7208 // integer values 
004D: jump_if_false @MM_4740 
0002: jump @MM_9544 

:MM_4740
00D6: if 
0038:   $7212 == 1 // integer values 
004D: jump_if_false @MM_4765 
0050: gosub @MM_14838 

:MM_4765
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7227 $7228 $7229 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 
004D: jump_if_false @MM_4950 
00D6: if 
8119:   not car $7192 wrecked 
004D: jump_if_false @MM_4916 
0227: $7214 = car $7192 health 
00D6: if 
001A:   1234 > $7214 // integer values 
004D: jump_if_false @MM_4900 
0008: $7214 += 15 // integer values 
0224: set_car $7192 health_to $7214 
0002: jump @MM_4916 

:MM_4900
0004: $7214 = 1249 // integer values 
0224: set_car $7192 health_to $7214 

:MM_4916
0008: $7196 += 15000 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0050: gosub @MM_14708 

:MM_4950
00D6: if 
8119:   not car $7162 wrecked 
004D: jump_if_false @MM_5015 
00D6: if 
01AF:   car $7162 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 
004D: jump_if_false @MM_5015 
0050: gosub @MM_14708 

:MM_5015
00D6: if 
8119:   not car $7169 wrecked 
004D: jump_if_false @MM_5080 
00D6: if 
01AF:   car $7169 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 
004D: jump_if_false @MM_5080 
0050: gosub @MM_14708 

:MM_5080
00D6: if 
001A:   0 > $7195 // integer values 
004D: jump_if_false @MM_5105 
0004: $7195 = 0 // integer values 

:MM_5105
00D6: if 
8119:   not car $7192 wrecked 
004D: jump_if_false @MM_5278 
0227: $7200 = car $7192 health 
000C: $7200 -= 249 // integer values 
00D6: if 
001A:   0 > $7200 // integer values 
004D: jump_if_false @MM_5162 
0004: $7200 = 0 // integer values 

:MM_5162
0084: $7201 = $7200 // integer values and handles 
0014: $7201 /= 10 // integer values 
00D6: if 
001A:   0 > $7201 // integer values 
004D: jump_if_false @MM_5202 
0004: $7201 = 0 // integer values 

:MM_5202
00D6: if 
01F4:   car $7192 flipped 
004D: jump_if_false @MM_5278 
00D6: if 
01C1:   car $7192 stopped 
004D: jump_if_false @MM_5278 
00AA: store_car $7192 position_to $95 $96 $97 
0174: $7218 = car $7192 z_angle 
00AB: put_car $7192 at $95 $96 $97 
0175: set_car $7192 z_angle_to $7218 

:MM_5278
00D6: if 
0019:   17@ > 5000 // integer values 
004D: jump_if_false @MM_8947 
00D6: if 
0038:   $7209 == 0 // integer values 
004D: jump_if_false @MM_5386 
00D6: if 
8119:   not car $7162 wrecked 
004D: jump_if_false @MM_5347 
02C2: car $7162 drive_to_point $7227 $7228 -100.0 

:MM_5347
00D6: if 
8119:   not car $7169 wrecked 
004D: jump_if_false @MM_5379 
02C2: car $7169 drive_to_point $7227 $7228 -100.0 

:MM_5379
0004: $7209 = 1 // integer values 

:MM_5386
00D6: if 
0038:   $7203 == 1 // integer values 
004D: jump_if_false @MM_5483 
00D6: if 
8119:   not car $7160 wrecked 
004D: jump_if_false @MM_5476 
00D6: if 
8119:   not car $7162 wrecked 
004D: jump_if_false @MM_5452 
02C2: car $7162 drive_to_point $7227 $7228 -100.0 

:MM_5452
00D6: if 
8119:   not car $7163 wrecked 
004D: jump_if_false @MM_5476 
032C: car $7163 ram $7160 

:MM_5476
0004: $7203 = 5 // integer values 

:MM_5483
00D6: if 
0038:   $7202 == 0 // integer values 
004D: jump_if_false @MM_5581 
00D6: if 
0038:   $7203 == 5 // integer values 
004D: jump_if_false @MM_5581 
00D6: if 
8119:   not car $7160 wrecked 
004D: jump_if_false @MM_5581 
0208: $7219 = random_float -1530.0 -1384.0 
0208: $7220 = random_float 995.0 923.0 
02C2: car $7160 drive_to_point $7219 $7220 -100.0 

:MM_5581
00D6: if 
0038:   $7203 == 11 // integer values 
004D: jump_if_false @MM_5652 
00D6: if 
8119:   not car $7160 wrecked 
004D: jump_if_false @MM_5622 
00AF: set_car $7160 driver_behaviour_to 2 

:MM_5622
00D6: if 
8119:   not car $7163 wrecked 
004D: jump_if_false @MM_5645 
00AF: set_car $7163 driver_behaviour_to 2 

:MM_5645
0004: $7203 = 6 // integer values 

:MM_5652
00D6: if 
0038:   $7203 == 2 // integer values 
004D: jump_if_false @MM_5741 
00D6: if 
8119:   not car $7164 wrecked 
004D: jump_if_false @MM_5734 
00D6: if 
8119:   not car $7166 wrecked 
004D: jump_if_false @MM_5710 
032C: car $7166 ram $7164 

:MM_5710
00D6: if 
8119:   not car $7167 wrecked 
004D: jump_if_false @MM_5734 
032C: car $7167 ram $7164 

:MM_5734
0004: $7203 = 5 // integer values 

:MM_5741
00D6: if 
0038:   $7202 == 0 // integer values 
004D: jump_if_false @MM_5839 
00D6: if 
0038:   $7203 == 5 // integer values 
004D: jump_if_false @MM_5839 
00D6: if 
8119:   not car $7164 wrecked 
004D: jump_if_false @MM_5839 
0208: $7221 = random_float -1530.0 -1384.0 
0208: $7222 = random_float 995.0 1056.0 
02C2: car $7164 drive_to_point $7221 $7222 -100.0 

:MM_5839
00D6: if 
0038:   $7203 == 12 // integer values 
004D: jump_if_false @MM_5933 
00D6: if 
8119:   not car $7164 wrecked 
004D: jump_if_false @MM_5880 
00AF: set_car $7164 driver_behaviour_to 2 

:MM_5880
00D6: if 
8119:   not car $7166 wrecked 
004D: jump_if_false @MM_5903 
00AF: set_car $7166 driver_behaviour_to 2 

:MM_5903
00D6: if 
8119:   not car $7167 wrecked 
004D: jump_if_false @MM_5926 
00AF: set_car $7167 driver_behaviour_to 2 

:MM_5926
0004: $7203 = 6 // integer values 

:MM_5933
00D6: if 
0038:   $7203 == 3 // integer values 
004D: jump_if_false @MM_6054 
00D6: if 
8119:   not car $7168 wrecked 
004D: jump_if_false @MM_6047 
00D6: if 
8119:   not car $7169 wrecked 
004D: jump_if_false @MM_5999 
02C2: car $7169 drive_to_point $7227 $7228 -100.0 

:MM_5999
00D6: if 
8119:   not car $7170 wrecked 
004D: jump_if_false @MM_6023 
032C: car $7170 ram $7168 

:MM_6023
00D6: if 
8119:   not car $7171 wrecked 
004D: jump_if_false @MM_6047 
032C: car $7171 ram $7168 

:MM_6047
0004: $7203 = 5 // integer values 

:MM_6054
00D6: if 
0038:   $7202 == 0 // integer values 
004D: jump_if_false @MM_6152 
00D6: if 
0038:   $7203 == 5 // integer values 
004D: jump_if_false @MM_6152 
00D6: if 
8119:   not car $7168 wrecked 
004D: jump_if_false @MM_6152 
0208: $7223 = random_float -1265.0 -1384.0 
0208: $7224 = random_float 995.0 923.0 
02C2: car $7168 drive_to_point $7223 $7224 -100.0 

:MM_6152
00D6: if 
0038:   $7203 == 13 // integer values 
004D: jump_if_false @MM_6246 
00D6: if 
8119:   not car $7168 wrecked 
004D: jump_if_false @MM_6193 
00AF: set_car $7168 driver_behaviour_to 2 

:MM_6193
00D6: if 
8119:   not car $7170 wrecked 
004D: jump_if_false @MM_6216 
00AF: set_car $7170 driver_behaviour_to 2 

:MM_6216
00D6: if 
8119:   not car $7171 wrecked 
004D: jump_if_false @MM_6239 
00AF: set_car $7171 driver_behaviour_to 2 

:MM_6239
0004: $7203 = 6 // integer values 

:MM_6246
00D6: if 
0038:   $7203 == 4 // integer values 
004D: jump_if_false @MM_6359 
00D6: if 
8119:   not car $7172 wrecked 
004D: jump_if_false @MM_6352 
00D6: if 
8119:   not car $7173 wrecked 
004D: jump_if_false @MM_6304 
032C: car $7173 ram $7172 

:MM_6304
00D6: if 
8119:   not car $7174 wrecked 
004D: jump_if_false @MM_6328 
032C: car $7174 ram $7172 

:MM_6328
00D6: if 
8119:   not car $7175 wrecked 
004D: jump_if_false @MM_6352 
032C: car $7175 ram $7172 

:MM_6352
0004: $7203 = 5 // integer values 

:MM_6359
00D6: if 
0038:   $7202 == 0 // integer values 
004D: jump_if_false @MM_6464 
00D6: if 
0038:   $7203 == 5 // integer values 
004D: jump_if_false @MM_6457 
00D6: if 
8119:   not car $7172 wrecked 
004D: jump_if_false @MM_6457 
0208: $7225 = random_float -1265.0 -1384.0 
0208: $7226 = random_float 995.0 1056.0 
02C2: car $7172 drive_to_point $7225 $7226 -100.0 

:MM_6457
0004: $7202 = 1 // integer values 

:MM_6464
00D6: if 
0038:   $7203 == 14 // integer values 
004D: jump_if_false @MM_6581 
00D6: if 
8119:   not car $7172 wrecked 
004D: jump_if_false @MM_6505 
00AF: set_car $7172 driver_behaviour_to 2 

:MM_6505
00D6: if 
8119:   not car $7173 wrecked 
004D: jump_if_false @MM_6528 
00AF: set_car $7173 driver_behaviour_to 2 

:MM_6528
00D6: if 
8119:   not car $7174 wrecked 
004D: jump_if_false @MM_6551 
00AF: set_car $7174 driver_behaviour_to 2 

:MM_6551
00D6: if 
8119:   not car $7175 wrecked 
004D: jump_if_false @MM_6574 
00AF: set_car $7175 driver_behaviour_to 2 

:MM_6574
0004: $7203 = 6 // integer values 

:MM_6581
00D6: if 
8119:   not car $7160 wrecked 
004D: jump_if_false @MM_6698 
00D6: if 
01F4:   car $7160 flipped 
004D: jump_if_false @MM_6672 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7160 radius 7.0 7.0 0 
004D: jump_if_false @MM_6672 
00AA: store_car $7160 position_to $95 $96 $97 
00AB: put_car $7160 at $95 $96 $97 

:MM_6672
00D6: if 
03CE:   car $7160 stuck 
004D: jump_if_false @MM_6698 
0477: set_car $7160 action 2 time 3000 

:MM_6698
00D6: if 
8119:   not car $7161 wrecked 
004D: jump_if_false @MM_6815 
00D6: if 
01F4:   car $7161 flipped 
004D: jump_if_false @MM_6789 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7161 radius 7.0 7.0 0 
004D: jump_if_false @MM_6789 
00AA: store_car $7161 position_to $95 $96 $97 
00AB: put_car $7161 at $95 $96 $97 

:MM_6789
00D6: if 
03CE:   car $7161 stuck 
004D: jump_if_false @MM_6815 
0477: set_car $7161 action 2 time 3000 

:MM_6815
00D6: if 
8119:   not car $7162 wrecked 
004D: jump_if_false @MM_6932 
00D6: if 
01F4:   car $7162 flipped 
004D: jump_if_false @MM_6906 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7162 radius 7.0 7.0 0 
004D: jump_if_false @MM_6906 
00AA: store_car $7162 position_to $95 $96 $97 
00AB: put_car $7162 at $95 $96 $97 

:MM_6906
00D6: if 
03CE:   car $7162 stuck 
004D: jump_if_false @MM_6932 
0477: set_car $7162 action 2 time 3000 

:MM_6932
00D6: if 
8119:   not car $7163 wrecked 
004D: jump_if_false @MM_7049 
00D6: if 
01F4:   car $7163 flipped 
004D: jump_if_false @MM_7023 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7163 radius 7.0 7.0 0 
004D: jump_if_false @MM_7023 
00AA: store_car $7163 position_to $95 $96 $97 
00AB: put_car $7163 at $95 $96 $97 

:MM_7023
00D6: if 
03CE:   car $7163 stuck 
004D: jump_if_false @MM_7049 
0477: set_car $7163 action 2 time 3000 

:MM_7049
00D6: if 
8119:   not car $7164 wrecked 
004D: jump_if_false @MM_7166 
00D6: if 
01F4:   car $7164 flipped 
004D: jump_if_false @MM_7140 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7164 radius 7.0 7.0 0 
004D: jump_if_false @MM_7140 
00AA: store_car $7164 position_to $95 $96 $97 
00AB: put_car $7164 at $95 $96 $97 

:MM_7140
00D6: if 
03CE:   car $7164 stuck 
004D: jump_if_false @MM_7166 
0477: set_car $7164 action 2 time 3000 

:MM_7166
00D6: if 
8119:   not car $7165 wrecked 
004D: jump_if_false @MM_7283 
00D6: if 
01F4:   car $7165 flipped 
004D: jump_if_false @MM_7257 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7165 radius 7.0 7.0 0 
004D: jump_if_false @MM_7257 
00AA: store_car $7165 position_to $95 $96 $97 
00AB: put_car $7165 at $95 $96 $97 

:MM_7257
00D6: if 
03CE:   car $7165 stuck 
004D: jump_if_false @MM_7283 
0477: set_car $7165 action 2 time 3000 

:MM_7283
00D6: if 
8119:   not car $7166 wrecked 
004D: jump_if_false @MM_7400 
00D6: if 
01F4:   car $7166 flipped 
004D: jump_if_false @MM_7374 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7166 radius 7.0 7.0 0 
004D: jump_if_false @MM_7374 
00AA: store_car $7166 position_to $95 $96 $97 
00AB: put_car $7166 at $95 $96 $97 

:MM_7374
00D6: if 
03CE:   car $7166 stuck 
004D: jump_if_false @MM_7400 
0477: set_car $7166 action 2 time 3000 

:MM_7400
00D6: if 
8119:   not car $7167 wrecked 
004D: jump_if_false @MM_7517 
00D6: if 
01F4:   car $7167 flipped 
004D: jump_if_false @MM_7491 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7167 radius 7.0 7.0 0 
004D: jump_if_false @MM_7491 
00AA: store_car $7167 position_to $95 $96 $97 
00AB: put_car $7167 at $95 $96 $97 

:MM_7491
00D6: if 
03CE:   car $7167 stuck 
004D: jump_if_false @MM_7517 
0477: set_car $7167 action 2 time 3000 

:MM_7517
00D6: if 
8119:   not car $7168 wrecked 
004D: jump_if_false @MM_7634 
00D6: if 
01F4:   car $7168 flipped 
004D: jump_if_false @MM_7608 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7168 radius 7.0 7.0 0 
004D: jump_if_false @MM_7608 
00AA: store_car $7168 position_to $95 $96 $97 
00AB: put_car $7168 at $95 $96 $97 

:MM_7608
00D6: if 
03CE:   car $7168 stuck 
004D: jump_if_false @MM_7634 
0477: set_car $7168 action 2 time 3000 

:MM_7634
00D6: if 
8119:   not car $7169 wrecked 
004D: jump_if_false @MM_7751 
00D6: if 
01F4:   car $7169 flipped 
004D: jump_if_false @MM_7725 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7169 radius 7.0 7.0 0 
004D: jump_if_false @MM_7725 
00AA: store_car $7169 position_to $95 $96 $97 
00AB: put_car $7169 at $95 $96 $97 

:MM_7725
00D6: if 
03CE:   car $7169 stuck 
004D: jump_if_false @MM_7751 
0477: set_car $7169 action 2 time 3000 

:MM_7751
00D6: if 
8119:   not car $7170 wrecked 
004D: jump_if_false @MM_7868 
00D6: if 
01F4:   car $7170 flipped 
004D: jump_if_false @MM_7842 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7170 radius 7.0 7.0 0 
004D: jump_if_false @MM_7842 
00AA: store_car $7170 position_to $95 $96 $97 
00AB: put_car $7170 at $95 $96 $97 

:MM_7842
00D6: if 
03CE:   car $7170 stuck 
004D: jump_if_false @MM_7868 
0477: set_car $7170 action 2 time 3000 

:MM_7868
00D6: if 
8119:   not car $7171 wrecked 
004D: jump_if_false @MM_7985 
00D6: if 
01F4:   car $7171 flipped 
004D: jump_if_false @MM_7959 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7171 radius 7.0 7.0 0 
004D: jump_if_false @MM_7959 
00AA: store_car $7171 position_to $95 $96 $97 
00AB: put_car $7171 at $95 $96 $97 

:MM_7959
00D6: if 
03CE:   car $7171 stuck 
004D: jump_if_false @MM_7985 
0477: set_car $7171 action 2 time 3000 

:MM_7985
00D6: if 
8119:   not car $7172 wrecked 
004D: jump_if_false @MM_8102 
00D6: if 
01F4:   car $7172 flipped 
004D: jump_if_false @MM_8076 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7172 radius 7.0 7.0 0 
004D: jump_if_false @MM_8076 
00AA: store_car $7172 position_to $95 $96 $97 
00AB: put_car $7172 at $95 $96 $97 

:MM_8076
00D6: if 
03CE:   car $7172 stuck 
004D: jump_if_false @MM_8102 
0477: set_car $7172 action 2 time 3000 

:MM_8102
00D6: if 
8119:   not car $7173 wrecked 
004D: jump_if_false @MM_8219 
00D6: if 
01F4:   car $7173 flipped 
004D: jump_if_false @MM_8193 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7173 radius 7.0 7.0 0 
004D: jump_if_false @MM_8193 
00AA: store_car $7173 position_to $95 $96 $97 
00AB: put_car $7173 at $95 $96 $97 

:MM_8193
00D6: if 
03CE:   car $7173 stuck 
004D: jump_if_false @MM_8219 
0477: set_car $7173 action 2 time 3000 

:MM_8219
00D6: if 
8119:   not car $7174 wrecked 
004D: jump_if_false @MM_8336 
00D6: if 
01F4:   car $7174 flipped 
004D: jump_if_false @MM_8310 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7174 radius 7.0 7.0 0 
004D: jump_if_false @MM_8310 
00AA: store_car $7174 position_to $95 $96 $97 
00AB: put_car $7174 at $95 $96 $97 

:MM_8310
00D6: if 
03CE:   car $7174 stuck 
004D: jump_if_false @MM_8336 
0477: set_car $7174 action 2 time 3000 

:MM_8336
00D6: if 
8119:   not car $7175 wrecked 
004D: jump_if_false @MM_8453 
00D6: if 
01F4:   car $7175 flipped 
004D: jump_if_false @MM_8427 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7175 radius 7.0 7.0 0 
004D: jump_if_false @MM_8427 
00AA: store_car $7175 position_to $95 $96 $97 
00AB: put_car $7175 at $95 $96 $97 

:MM_8427
00D6: if 
03CE:   car $7175 stuck 
004D: jump_if_false @MM_8453 
0477: set_car $7175 action 2 time 3000 

:MM_8453
00D6: if 
0019:   16@ > 1500 // integer values 
004D: jump_if_false @MM_8511 
0004: $7202 = 0 // integer values 
0006: 16@ = 0 // integer values 
00D6: if 
0038:   $7212 == 0 // integer values 
004D: jump_if_false @MM_8511 
0004: $7212 = 1 // integer values 

:MM_8511
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_8588 
00D6: if 
0038:   $7204 == 0 // integer values 
004D: jump_if_false @MM_8581 
0004: $7203 = 11 // integer values 
0004: $7204 = 1 // integer values 

:MM_8581
0002: jump @MM_8620 

:MM_8588
00D6: if 
0038:   $7204 == 1 // integer values 
004D: jump_if_false @MM_8620 
0004: $7203 = 1 // integer values 
0004: $7204 = 0 // integer values 

:MM_8620
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_8697 
00D6: if 
0038:   $7205 == 0 // integer values 
004D: jump_if_false @MM_8690 
0004: $7203 = 12 // integer values 
0004: $7205 = 1 // integer values 

:MM_8690
0002: jump @MM_8729 

:MM_8697
00D6: if 
0038:   $7205 == 1 // integer values 
004D: jump_if_false @MM_8729 
0004: $7203 = 2 // integer values 
0004: $7205 = 0 // integer values 

:MM_8729
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_8806 
00D6: if 
0038:   $7206 == 0 // integer values 
004D: jump_if_false @MM_8799 
0004: $7203 = 13 // integer values 
0004: $7206 = 1 // integer values 

:MM_8799
0002: jump @MM_8838 

:MM_8806
00D6: if 
0038:   $7206 == 1 // integer values 
004D: jump_if_false @MM_8838 
0004: $7203 = 3 // integer values 
0004: $7206 = 0 // integer values 

:MM_8838
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_8915 
00D6: if 
0038:   $7207 == 0 // integer values 
004D: jump_if_false @MM_8908 
0004: $7203 = 14 // integer values 
0004: $7207 = 1 // integer values 

:MM_8908
0002: jump @MM_8947 

:MM_8915
00D6: if 
0038:   $7207 == 1 // integer values 
004D: jump_if_false @MM_8947 
0004: $7203 = 4 // integer values 
0004: $7207 = 0 // integer values 

:MM_8947
00D6: if 
0119:   car $7160 wrecked 
004D: jump_if_false @MM_8977 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_8977
00D6: if 
0119:   car $7161 wrecked 
004D: jump_if_false @MM_9007 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9007
00D6: if 
0119:   car $7162 wrecked 
004D: jump_if_false @MM_9037 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9037
00D6: if 
0119:   car $7163 wrecked 
004D: jump_if_false @MM_9067 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9067
00D6: if 
0119:   car $7164 wrecked 
004D: jump_if_false @MM_9097 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9097
00D6: if 
0119:   car $7165 wrecked 
004D: jump_if_false @MM_9127 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9127
00D6: if 
0119:   car $7166 wrecked 
004D: jump_if_false @MM_9157 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9157
00D6: if 
0119:   car $7167 wrecked 
004D: jump_if_false @MM_9187 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9187
00D6: if 
0119:   car $7168 wrecked 
004D: jump_if_false @MM_9217 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9217
00D6: if 
0119:   car $7169 wrecked 
004D: jump_if_false @MM_9247 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9247
00D6: if 
0119:   car $7170 wrecked 
004D: jump_if_false @MM_9277 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9277
00D6: if 
0119:   car $7171 wrecked 
004D: jump_if_false @MM_9307 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9307
00D6: if 
0119:   car $7172 wrecked 
004D: jump_if_false @MM_9337 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9337
00D6: if 
0119:   car $7173 wrecked 
004D: jump_if_false @MM_9367 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9367
00D6: if 
0119:   car $7174 wrecked 
004D: jump_if_false @MM_9397 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9397
00D6: if 
0119:   car $7175 wrecked 
004D: jump_if_false @MM_9427 
000C: $7194 -= 1 // integer values 
0008: $7195 += 1 // integer values 

:MM_9427
00D6: if 
001A:   16 > $7194 // integer values 
004D: jump_if_false @MM_9452 
0050: gosub @MM_10712 

:MM_9452
0002: jump @MM_4631 

:MM_9459
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:MM_9481
00D6: if 
016B:   fading 
004D: jump_if_false @MM_9505 
0001: wait 0 ms 
0002: jump @MM_9481 

:MM_9505
00BC: text_highpriority 'TAXI2' 5000 ms 1  // ~r~You're out of time!
0002: jump @MM_9527 

:MM_9527
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:MM_9544
03CF: load_wav 'AIRHRNL' as 1 

:MM_9556
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MM_9582 
0001: wait 0 ms 
0002: jump @MM_9556 

:MM_9582
03CF: load_wav 'AIRHRNR' as 2 

:MM_9594
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @MM_9620 
0001: wait 0 ms 
0002: jump @MM_9594 

:MM_9620
03D1: play_wav 1 
03D1: play_wav 2 

:MM_9628
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MM_9654 
0001: wait 0 ms 
0002: jump @MM_9628 

:MM_9654
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0394: play_music 1 
00D6: if 
8119:   not car $7160 wrecked 
004D: jump_if_false @MM_9692 
0519: lock_vehicle $7160 in_current_position 1 

:MM_9692
00D6: if 
8119:   not car $7161 wrecked 
004D: jump_if_false @MM_9715 
0519: lock_vehicle $7161 in_current_position 1 

:MM_9715
00D6: if 
8119:   not car $7162 wrecked 
004D: jump_if_false @MM_9738 
0519: lock_vehicle $7162 in_current_position 1 

:MM_9738
00D6: if 
8119:   not car $7163 wrecked 
004D: jump_if_false @MM_9761 
0519: lock_vehicle $7163 in_current_position 1 

:MM_9761
00D6: if 
8119:   not car $7164 wrecked 
004D: jump_if_false @MM_9784 
0519: lock_vehicle $7164 in_current_position 1 

:MM_9784
00D6: if 
8119:   not car $7165 wrecked 
004D: jump_if_false @MM_9807 
0519: lock_vehicle $7165 in_current_position 1 

:MM_9807
00D6: if 
8119:   not car $7166 wrecked 
004D: jump_if_false @MM_9830 
0519: lock_vehicle $7166 in_current_position 1 

:MM_9830
00D6: if 
8119:   not car $7167 wrecked 
004D: jump_if_false @MM_9853 
0519: lock_vehicle $7167 in_current_position 1 

:MM_9853
00D6: if 
8119:   not car $7168 wrecked 
004D: jump_if_false @MM_9876 
0519: lock_vehicle $7168 in_current_position 1 

:MM_9876
00D6: if 
8119:   not car $7169 wrecked 
004D: jump_if_false @MM_9899 
0519: lock_vehicle $7169 in_current_position 1 

:MM_9899
00D6: if 
8119:   not car $7170 wrecked 
004D: jump_if_false @MM_9922 
0519: lock_vehicle $7170 in_current_position 1 

:MM_9922
00D6: if 
8119:   not car $7171 wrecked 
004D: jump_if_false @MM_9945 
0519: lock_vehicle $7171 in_current_position 1 

:MM_9945
00D6: if 
8119:   not car $7172 wrecked 
004D: jump_if_false @MM_9968 
0519: lock_vehicle $7172 in_current_position 1 

:MM_9968
00D6: if 
8119:   not car $7173 wrecked 
004D: jump_if_false @MM_9991 
0519: lock_vehicle $7173 in_current_position 1 

:MM_9991
00D6: if 
8119:   not car $7174 wrecked 
004D: jump_if_false @MM_10014 
0519: lock_vehicle $7174 in_current_position 1 

:MM_10014
00D6: if 
8119:   not car $7175 wrecked 
004D: jump_if_false @MM_10037 
0519: lock_vehicle $7175 in_current_position 1 

:MM_10037
00BA: text_styled 'BLOD_10' 6000 ms 5  // WINNER!!
01E3: text_1number_styled 'BLOD_09' number 100000 time 6000 style 6  // $~1~
0109: player $PLAYER_CHAR money += 100000 
0084: $7199 = $7208 // integer values and handles 
0014: $7199 /= 1000 // integer values 
0008: $7197 += 1 // integer values 
0008: $7198 += 1 // integer values 
0544: save_longest_time_in_bloodring $7199 
0006: 16@ = 0 // integer values 
03F0: enable_text_draw 1 

:MM_10124
0001: wait 0 ms 
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @MM_10322 
0050: gosub @MM_15844 
0340: set_text_draw_color 0 0 0 255 
045A: text_draw_1number 32.0 302.0 'BLOD_07' $7199  // NEW Best Time: ~1~ Seconds
0050: gosub @MM_15844 
0340: set_text_draw_color 255 128 0 255 
045A: text_draw_1number 30.0 300.0 'BLOD_07' $7199  // NEW Best Time: ~1~ Seconds
0050: gosub @MM_15844 
0340: set_text_draw_color 0 0 0 255 
045A: text_draw_1number 32.0 317.0 'BLOD_08' $7195  // Cars Destroyed: ~1~
0050: gosub @MM_15844 
0340: set_text_draw_color 255 128 0 255 
045A: text_draw_1number 30.0 315.0 'BLOD_08' $7195  // Cars Destroyed: ~1~
0002: jump @MM_10329 

:MM_10322
0002: jump @MM_10336 

:MM_10329
0002: jump @MM_10124 

:MM_10336
0008: $7208 += 60000 // integer values 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:MM_10361
00D6: if 
016B:   fading 
004D: jump_if_false @MM_10385 
0001: wait 0 ms 
0002: jump @MM_10361 

:MM_10385
02A3: enable_widescreen 0 
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR single_free_treatment 0 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $1598 == 0 // integer values 
004D: jump_if_false @MM_10450 
030C: progress_made += 1 
0595: mission_complete 
0004: $1598 = 1 // integer values 

:MM_10450
0051: return 

:MM_10452
0004: $ONMISSION = 0 // integer values 
03F0: enable_text_draw 0 
04FA: reset_sky_colors_with_fade 0 
0164: disable_marker $7230 
03CB: set_camera -1101.0 1331.0 19.1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01B7: release_weather 
0543: add_to_bloodring_kills_stat $7195 
0151: remove_status_text $7195 
014F: stop_timer $7196 
0151: remove_status_text $7201 
03D5: remove_text 'BLOD_05'  // ~g~TARGET TIME: ~1~ Minute
03D5: remove_text 'BLOD_06'  // ~g~TARGET TIME: ~1~ Minutes
0249: release_model #BLOODRB 
0249: release_model #BLOODRA 
0249: release_model #WMYCR 
0004: $392 = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
057E: make_radar_grey 0 
00D6: if 
8112:   not wasted_or_busted 
004D: jump_if_false @MM_10708 
04BB: select_interiour 0 // select render area 
03CB: set_camera -1101.0 1331.0 19.1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @MM_10652 
012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 
0002: jump @MM_10672 

:MM_10652
0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 

:MM_10672
0171: set_player $PLAYER_CHAR z_angle_to 278.65 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:MM_10708
00D8: mission_cleanup 
0051: return 

:MM_10712
0050: gosub @MM_14305 
00D6: if 
0119:   car $7160 wrecked 
004D: jump_if_false @MM_10936 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_10816 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_10816
03CD: car $7160 remove_from_stuck_car_check 
01C3: remove_references_to_car $7160 
01C2: remove_references_to_actor $7176 // Like turning an actor into a random pedestrian 
00A5: $7160 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 
0489: set_actor $7176 muted 1 
04E0: car $7160 abandon_path_radius 255 
02AA: set_car $7160 immune_to_nonplayer 1 
00AD: set_car $7160 max_speed_to 100.0 
03CC: car $7160 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7160 traffic_behavior_to 3 
04BA: set_car $7160 speed_instantly 25.0 
00AF: set_car $7160 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_10936
0050: gosub @MM_14305 
00D6: if 
0119:   car $7161 wrecked 
004D: jump_if_false @MM_11160 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_11040 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_11040
03CD: car $7161 remove_from_stuck_car_check 
01C3: remove_references_to_car $7161 
01C2: remove_references_to_actor $7177 // Like turning an actor into a random pedestrian 
00A5: $7161 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 
0489: set_actor $7177 muted 1 
04E0: car $7161 abandon_path_radius 255 
02AA: set_car $7161 immune_to_nonplayer 1 
00AD: set_car $7161 max_speed_to 100.0 
03CC: car $7161 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7161 traffic_behavior_to 3 
04BA: set_car $7161 speed_instantly 25.0 
00AF: set_car $7161 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_11160
0050: gosub @MM_14305 
00D6: if 
0119:   car $7162 wrecked 
004D: jump_if_false @MM_11384 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_11264 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_11264
03CD: car $7162 remove_from_stuck_car_check 
01C3: remove_references_to_car $7162 
01C2: remove_references_to_actor $7178 // Like turning an actor into a random pedestrian 
00A5: $7162 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 
0489: set_actor $7178 muted 1 
04E0: car $7162 abandon_path_radius 255 
02AA: set_car $7162 immune_to_nonplayer 1 
00AD: set_car $7162 max_speed_to 100.0 
03CC: car $7162 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7162 traffic_behavior_to 3 
04BA: set_car $7162 speed_instantly 25.0 
00AF: set_car $7162 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_11384
0050: gosub @MM_14305 
00D6: if 
0119:   car $7163 wrecked 
004D: jump_if_false @MM_11608 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_11488 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_11488
03CD: car $7163 remove_from_stuck_car_check 
01C3: remove_references_to_car $7163 
01C2: remove_references_to_actor $7179 // Like turning an actor into a random pedestrian 
00A5: $7163 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 
0489: set_actor $7179 muted 1 
04E0: car $7163 abandon_path_radius 255 
02AA: set_car $7163 immune_to_nonplayer 1 
00AD: set_car $7163 max_speed_to 100.0 
03CC: car $7163 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7163 traffic_behavior_to 3 
04BA: set_car $7163 speed_instantly 25.0 
00AF: set_car $7163 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_11608
0050: gosub @MM_14305 
00D6: if 
0119:   car $7164 wrecked 
004D: jump_if_false @MM_11832 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_11712 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 100000 

:MM_11712
03CD: car $7164 remove_from_stuck_car_check 
01C3: remove_references_to_car $7164 
01C2: remove_references_to_actor $7180 // Like turning an actor into a random pedestrian 
00A5: $7164 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 
0489: set_actor $7180 muted 1 
04E0: car $7164 abandon_path_radius 255 
02AA: set_car $7164 immune_to_nonplayer 1 
00AD: set_car $7164 max_speed_to 100.0 
03CC: car $7164 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7164 traffic_behavior_to 3 
04BA: set_car $7164 speed_instantly 25.0 
00AF: set_car $7164 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_11832
0050: gosub @MM_14305 
00D6: if 
0119:   car $7165 wrecked 
004D: jump_if_false @MM_12063 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_11936 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_11936
03CD: car $7165 remove_from_stuck_car_check 
01C3: remove_references_to_car $7165 
01C2: remove_references_to_actor $7181 // Like turning an actor into a random pedestrian 
00A5: $7165 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 
0489: set_actor $7181 muted 1 
04E0: car $7165 abandon_path_radius 255 
02AA: set_car $7165 immune_to_nonplayer 1 
00AD: set_car $7165 max_speed_to 100.0 
03CC: car $7165 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7165 traffic_behavior_to 3 
04BA: set_car $7165 speed_instantly 25.0 
00AF: set_car $7165 driver_behaviour_to 2 
00AF: set_car $7165 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_12063
0050: gosub @MM_14305 
00D6: if 
0119:   car $7166 wrecked 
004D: jump_if_false @MM_12287 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_12167 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_12167
03CD: car $7166 remove_from_stuck_car_check 
01C3: remove_references_to_car $7166 
01C2: remove_references_to_actor $7182 // Like turning an actor into a random pedestrian 
00A5: $7166 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 
0489: set_actor $7182 muted 1 
04E0: car $7166 abandon_path_radius 255 
02AA: set_car $7166 immune_to_nonplayer 1 
00AD: set_car $7166 max_speed_to 100.0 
03CC: car $7166 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7166 traffic_behavior_to 3 
04BA: set_car $7166 speed_instantly 25.0 
00AF: set_car $7166 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_12287
0050: gosub @MM_14305 
00D6: if 
0119:   car $7167 wrecked 
004D: jump_if_false @MM_12511 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_12391 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_12391
03CD: car $7167 remove_from_stuck_car_check 
01C3: remove_references_to_car $7167 
01C2: remove_references_to_actor $7183 // Like turning an actor into a random pedestrian 
00A5: $7167 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 
0489: set_actor $7183 muted 1 
04E0: car $7167 abandon_path_radius 255 
02AA: set_car $7167 immune_to_nonplayer 1 
00AD: set_car $7167 max_speed_to 100.0 
03CC: car $7167 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7167 traffic_behavior_to 3 
04BA: set_car $7167 speed_instantly 25.0 
00AF: set_car $7167 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_12511
0050: gosub @MM_14305 
00D6: if 
0119:   car $7168 wrecked 
004D: jump_if_false @MM_12735 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_12615 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_12615
03CD: car $7168 remove_from_stuck_car_check 
01C3: remove_references_to_car $7168 
01C2: remove_references_to_actor $7184 // Like turning an actor into a random pedestrian 
00A5: $7168 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 
0489: set_actor $7184 muted 1 
04E0: car $7168 abandon_path_radius 255 
02AA: set_car $7168 immune_to_nonplayer 1 
00AD: set_car $7168 max_speed_to 100.0 
03CC: car $7168 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7168 traffic_behavior_to 3 
04BA: set_car $7168 speed_instantly 25.0 
00AF: set_car $7168 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_12735
0050: gosub @MM_14305 
00D6: if 
0119:   car $7169 wrecked 
004D: jump_if_false @MM_12959 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_12839 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_12839
03CD: car $7169 remove_from_stuck_car_check 
01C3: remove_references_to_car $7169 
01C2: remove_references_to_actor $7185 // Like turning an actor into a random pedestrian 
00A5: $7169 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 
0489: set_actor $7185 muted 1 
04E0: car $7169 abandon_path_radius 255 
02AA: set_car $7169 immune_to_nonplayer 1 
00AD: set_car $7169 max_speed_to 100.0 
03CC: car $7169 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7169 traffic_behavior_to 3 
04BA: set_car $7169 speed_instantly 25.0 
00AF: set_car $7169 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_12959
0050: gosub @MM_14305 
00D6: if 
0119:   car $7170 wrecked 
004D: jump_if_false @MM_13183 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_13063 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_13063
03CD: car $7170 remove_from_stuck_car_check 
01C3: remove_references_to_car $7170 
01C2: remove_references_to_actor $7186 // Like turning an actor into a random pedestrian 
00A5: $7170 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 
0489: set_actor $7186 muted 1 
04E0: car $7170 abandon_path_radius 255 
02AA: set_car $7170 immune_to_nonplayer 1 
00AD: set_car $7170 max_speed_to 100.0 
03CC: car $7170 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7170 traffic_behavior_to 3 
04BA: set_car $7170 speed_instantly 25.0 
00AF: set_car $7170 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_13183
0050: gosub @MM_14305 
00D6: if 
0119:   car $7171 wrecked 
004D: jump_if_false @MM_13407 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
004D: jump_if_false @MM_13287 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_13287
03CD: car $7171 remove_from_stuck_car_check 
01C3: remove_references_to_car $7171 
01C2: remove_references_to_actor $7187 // Like turning an actor into a random pedestrian 
00A5: $7171 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 
0489: set_actor $7187 muted 1 
04E0: car $7171 abandon_path_radius 255 
02AA: set_car $7171 immune_to_nonplayer 1 
00AD: set_car $7171 max_speed_to 100.0 
03CC: car $7171 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7171 traffic_behavior_to 3 
04BA: set_car $7171 speed_instantly 25.0 
00AF: set_car $7171 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_13407
0050: gosub @MM_14305 
00D6: if 
0119:   car $7172 wrecked 
004D: jump_if_false @MM_13631 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_13511 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_13511
03CD: car $7172 remove_from_stuck_car_check 
01C3: remove_references_to_car $7172 
01C2: remove_references_to_actor $7188 // Like turning an actor into a random pedestrian 
00A5: $7172 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 
0489: set_actor $7188 muted 1 
04E0: car $7172 abandon_path_radius 255 
02AA: set_car $7172 immune_to_nonplayer 1 
00AD: set_car $7172 max_speed_to 100.0 
03CC: car $7172 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7172 traffic_behavior_to 3 
04BA: set_car $7172 speed_instantly 25.0 
00AF: set_car $7172 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_13631
0050: gosub @MM_14305 
00D6: if 
0119:   car $7173 wrecked 
004D: jump_if_false @MM_13855 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_13735 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_13735
03CD: car $7173 remove_from_stuck_car_check 
01C3: remove_references_to_car $7173 
01C2: remove_references_to_actor $7189 // Like turning an actor into a random pedestrian 
00A5: $7173 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 
0489: set_actor $7189 muted 1 
04E0: car $7173 abandon_path_radius 255 
02AA: set_car $7173 immune_to_nonplayer 1 
00AD: set_car $7173 max_speed_to 100.0 
03CC: car $7173 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7173 traffic_behavior_to 3 
04BA: set_car $7173 speed_instantly 25.0 
00AF: set_car $7173 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_13855
0050: gosub @MM_14305 
00D6: if 
0119:   car $7174 wrecked 
004D: jump_if_false @MM_14079 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_13959 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_13959
03CD: car $7174 remove_from_stuck_car_check 
01C3: remove_references_to_car $7174 
01C2: remove_references_to_actor $7190 // Like turning an actor into a random pedestrian 
00A5: $7174 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 
0489: set_actor $7190 muted 1 
04E0: car $7174 abandon_path_radius 255 
02AA: set_car $7174 immune_to_nonplayer 1 
00AD: set_car $7174 max_speed_to 100.0 
03CC: car $7174 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7174 traffic_behavior_to 3 
04BA: set_car $7174 speed_instantly 25.0 
00AF: set_car $7174 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_14079
0050: gosub @MM_14305 
00D6: if 
0119:   car $7175 wrecked 
004D: jump_if_false @MM_14303 
00D6: if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
004D: jump_if_false @MM_14183 
01E3: text_1number_styled 'BONUS' number 10000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 10000 

:MM_14183
03CD: car $7175 remove_from_stuck_car_check 
01C3: remove_references_to_car $7175 
01C2: remove_references_to_actor $7191 // Like turning an actor into a random pedestrian 
00A5: $7175 = create_car #BLOODRB at $7215 $7216 $7217 
0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 
0489: set_actor $7191 muted 1 
04E0: car $7175 abandon_path_radius 255 
02AA: set_car $7175 immune_to_nonplayer 1 
00AD: set_car $7175 max_speed_to 100.0 
03CC: car $7175 add_to_stuck_car_check 1.5 = 4000 
00AE: set_vehicle $7175 traffic_behavior_to 3 
04BA: set_car $7175 speed_instantly 25.0 
00AF: set_car $7175 driver_behaviour_to 2 
0008: $7194 += 1 // integer values 

:MM_14303
0051: return 

:MM_14305
0209: $7193 = random_int_in_ranges 1 4 
0001: wait 0 ms 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7227 $7228 $7229 
00D6: if 
0038:   $7212 == 1 // integer values 
004D: jump_if_false @MM_14371 
0050: gosub @MM_14838 

:MM_14371
00D6: if 
0038:   $7193 == 1 // integer values 
004D: jump_if_false @MM_14486 
00D6: if 
838A:   not car_in_cube -1461.84 938.32 261.0 5.0 5.0 5.0 
004D: jump_if_false @MM_14479 
0005: $7215 = -1461.84 // floating-point values 
0005: $7216 = 938.32 // floating-point values 
0005: $7217 = 261.0 // floating-point values 
0005: $7218 = 345.6 // floating-point values 
0002: jump @MM_14486 

:MM_14479
0002: jump @MM_14305 

:MM_14486
00D6: if 
0038:   $7193 == 2 // integer values 
004D: jump_if_false @MM_14591 
00D6: if 
838A:   not car_in_cube -1424.36 933.86 261.0 5.0 5.0 5.0 
004D: jump_if_false @MM_14584 
0005: $7215 = -1424.36 // floating-point values 
0005: $7216 = 933.86 // floating-point values 
0005: $7217 = 261.0 // floating-point values 
0002: jump @MM_14591 

:MM_14584
0002: jump @MM_14305 

:MM_14591
00D6: if 
0038:   $7193 == 3 // integer values 
004D: jump_if_false @MM_14706 
00D6: if 
838A:   not car_in_cube -1443.29 931.29 261.0 5.0 5.0 5.0 
004D: jump_if_false @MM_14699 
0005: $7215 = -1443.29 // floating-point values 
0005: $7216 = 931.29 // floating-point values 
0005: $7217 = 261.0 // floating-point values 
0005: $7218 = 351.4 // floating-point values 
0002: jump @MM_14706 

:MM_14699
0002: jump @MM_14305 

:MM_14706
0051: return 

:MM_14708
0208: $7227 = random_float -1290.0 -1508.0 
0208: $7228 = random_float 939.0 1052.0 
02CE: $7229 = ground_z $7227 $7228 275.8 
00D6: if 
0020:   $7229 > 260.2 // floating-point values 
004D: jump_if_false @MM_14782 
0002: jump @MM_14708 

:MM_14782
00D6: if 
0022:   249.0 > $7229 // floating-point values 
004D: jump_if_false @MM_14810 
0002: jump @MM_14708 

:MM_14810
0164: disable_marker $7230 
018A: $7230 = create_checkpoint_at $7227 $7228 $7229 
0165: set_marker $7230 color_to 4 
0051: return 

:MM_14838
0209: $7211 = random_int_in_ranges 1 22 
00D6: if 
0038:   $7210 == 0 // integer values 
004D: jump_if_false @MM_15701 
00D6: if 
003A:   $7213 == $7211 // integer values and handles 
004D: jump_if_false @MM_14916 
0008: $7211 += 1 // integer values 
00D6: if 
0018:   $7211 > 21 // integer values 
004D: jump_if_false @MM_14916 
0004: $7211 = 1 // integer values 

:MM_14916
00D6: if 
0038:   $7211 == 1 // integer values 
004D: jump_if_false @MM_14953 
03CF: load_wav 'RACE1' as 1 
0004: $7210 = 1 // integer values 

:MM_14953
00D6: if 
0038:   $7211 == 2 // integer values 
004D: jump_if_false @MM_14990 
03CF: load_wav 'RACE2' as 1 
0004: $7210 = 1 // integer values 

:MM_14990
00D6: if 
0038:   $7211 == 3 // integer values 
004D: jump_if_false @MM_15027 
03CF: load_wav 'RACE3' as 1 
0004: $7210 = 1 // integer values 

:MM_15027
00D6: if 
0038:   $7211 == 4 // integer values 
004D: jump_if_false @MM_15064 
03CF: load_wav 'RACE4' as 1 
0004: $7210 = 1 // integer values 

:MM_15064
00D6: if 
0038:   $7211 == 5 // integer values 
004D: jump_if_false @MM_15101 
03CF: load_wav 'RACE5' as 1 
0004: $7210 = 1 // integer values 

:MM_15101
00D6: if 
0038:   $7211 == 6 // integer values 
004D: jump_if_false @MM_15138 
03CF: load_wav 'RACE6' as 1 
0004: $7210 = 1 // integer values 

:MM_15138
00D6: if 
0038:   $7211 == 7 // integer values 
004D: jump_if_false @MM_15175 
03CF: load_wav 'RACE7' as 1 
0004: $7210 = 1 // integer values 

:MM_15175
00D6: if 
0038:   $7211 == 8 // integer values 
004D: jump_if_false @MM_15212 
03CF: load_wav 'RACE8' as 1 
0004: $7210 = 1 // integer values 

:MM_15212
00D6: if 
0038:   $7211 == 9 // integer values 
004D: jump_if_false @MM_15249 
03CF: load_wav 'RACE9' as 1 
0004: $7210 = 1 // integer values 

:MM_15249
00D6: if 
0038:   $7211 == 10 // integer values 
004D: jump_if_false @MM_15286 
03CF: load_wav 'RACE10' as 1 
0004: $7210 = 1 // integer values 

:MM_15286
00D6: if 
0038:   $7211 == 11 // integer values 
004D: jump_if_false @MM_15323 
03CF: load_wav 'RACE11' as 1 
0004: $7210 = 1 // integer values 

:MM_15323
00D6: if 
0038:   $7211 == 12 // integer values 
004D: jump_if_false @MM_15360 
03CF: load_wav 'RACE12' as 1 
0004: $7210 = 1 // integer values 

:MM_15360
00D6: if 
0038:   $7211 == 13 // integer values 
004D: jump_if_false @MM_15397 
03CF: load_wav 'RACE13' as 1 
0004: $7210 = 1 // integer values 

:MM_15397
00D6: if 
0038:   $7211 == 14 // integer values 
004D: jump_if_false @MM_15434 
03CF: load_wav 'RACE14' as 1 
0004: $7210 = 1 // integer values 

:MM_15434
00D6: if 
0038:   $7211 == 15 // integer values 
004D: jump_if_false @MM_15471 
03CF: load_wav 'RACE15' as 1 
0004: $7210 = 1 // integer values 

:MM_15471
00D6: if 
0038:   $7211 == 16 // integer values 
004D: jump_if_false @MM_15508 
03CF: load_wav 'CHEER1' as 1 
0004: $7210 = 1 // integer values 

:MM_15508
00D6: if 
0038:   $7211 == 17 // integer values 
004D: jump_if_false @MM_15545 
03CF: load_wav 'CHEER2' as 1 
0004: $7210 = 1 // integer values 

:MM_15545
00D6: if 
0038:   $7211 == 18 // integer values 
004D: jump_if_false @MM_15582 
03CF: load_wav 'CHEER3' as 1 
0004: $7210 = 1 // integer values 

:MM_15582
00D6: if 
0038:   $7211 == 19 // integer values 
004D: jump_if_false @MM_15619 
03CF: load_wav 'CHEER4' as 1 
0004: $7210 = 1 // integer values 

:MM_15619
00D6: if 
0038:   $7211 == 20 // integer values 
004D: jump_if_false @MM_15656 
03CF: load_wav 'OOH1' as 1 
0004: $7210 = 1 // integer values 

:MM_15656
00D6: if 
0038:   $7211 == 21 // integer values 
004D: jump_if_false @MM_15693 
03CF: load_wav 'OOH2' as 1 
0004: $7210 = 1 // integer values 

:MM_15693
0084: $7213 = $7211 // integer values and handles 

:MM_15701
00D6: if 
0038:   $7210 == 1 // integer values 
004D: jump_if_false @MM_15741 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MM_15741 
0004: $7210 = 2 // integer values 

:MM_15741
00D6: if 
0038:   $7210 == 2 // integer values 
004D: jump_if_false @MM_15770 
03D1: play_wav 1 
0004: $7210 = 3 // integer values 

:MM_15770
00D6: if 
0038:   $7210 == 3 // integer values 
004D: jump_if_false @MM_15810 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MM_15810 
0004: $7210 = 4 // integer values 

:MM_15810
00D6: if 
0038:   $7210 == 4 // integer values 
004D: jump_if_false @MM_15842 
0004: $7210 = 0 // integer values 
0004: $7212 = 0 // integer values 

:MM_15842
0051: return 

:MM_15844
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.6 1.6 
0051: return 

//-------------Mission 81---------------
// Originally: DIRTRING

:KICKST
03A4: name_thread 'KICKST' 
0050: gosub @KICKST_53 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @KICKST_37 
0050: gosub @KICKST_9979 

:KICKST_37
0050: gosub @KICKST_10445 
004E: end_thread 
0004: $7417 = 0 // integer values 

:KICKST_53
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $55 == 0 // integer values 
004D: jump_if_false @KICKST_80 
0317: increment_mission_attempts 

:KICKST_80
0004: $7231 = 0 // integer values 
0004: $7237 = 0 // integer values 
0004: $7235 = 30000 // integer values 
0005: $7238 = -1484.643 // floating-point values 
0005: $7239 = 1488.02 // floating-point values 
0005: $7240 = 302.654 // floating-point values 
0004: $7241 = 0 // integer values 
0005: $7243 = -1333.7 // floating-point values 
0005: $7244 = 1478.77 // floating-point values 
0005: $7245 = 302.5 // floating-point values 
0004: $7246 = 0 // integer values 
0005: $7248 = -1335.735 // floating-point values 
0005: $7249 = 1519.111 // floating-point values 
0005: $7250 = 300.748 // floating-point values 
0004: $7251 = 0 // integer values 
0005: $7253 = -1304.975 // floating-point values 
0005: $7254 = 1494.277 // floating-point values 
0005: $7255 = 302.124 // floating-point values 
0004: $7256 = 0 // integer values 
0005: $7258 = -1302.957 // floating-point values 
0005: $7259 = 1514.426 // floating-point values 
0005: $7260 = 302.18 // floating-point values 
0004: $7261 = 0 // integer values 
0005: $7263 = -1388.63 // floating-point values 
0005: $7264 = 1486.478 // floating-point values 
0005: $7265 = 305.919 // floating-point values 
0004: $7266 = 0 // integer values 
0005: $7268 = -1437.116 // floating-point values 
0005: $7269 = 1434.815 // floating-point values 
0005: $7270 = 315.836 // floating-point values 
0004: $7271 = 0 // integer values 
0005: $7273 = -1417.707 // floating-point values 
0005: $7274 = 1544.8 // floating-point values 
0005: $7275 = 302.693 // floating-point values 
0004: $7276 = 0 // integer values 
0005: $7278 = -1313.301 // floating-point values 
0005: $7279 = 1502.544 // floating-point values 
0005: $7280 = 301.162 // floating-point values 
0004: $7281 = 0 // integer values 
0005: $7283 = -1312.47 // floating-point values 
0005: $7284 = 1512.856 // floating-point values 
0005: $7285 = 302.067 // floating-point values 
0004: $7286 = 0 // integer values 
0005: $7288 = -1323.204 // floating-point values 
0005: $7289 = 1492.103 // floating-point values 
0005: $7290 = 303.936 // floating-point values 
0004: $7291 = 0 // integer values 
0005: $7293 = -1323.245 // floating-point values 
0005: $7294 = 1477.574 // floating-point values 
0005: $7295 = 305.774 // floating-point values 
0004: $7296 = 0 // integer values 
0005: $7298 = -1344.384 // floating-point values 
0005: $7299 = 1533.452 // floating-point values 
0005: $7300 = 303.0 // floating-point values 
0004: $7301 = 0 // integer values 
0005: $7303 = -1348.278 // floating-point values 
0005: $7304 = 1511.859 // floating-point values 
0005: $7305 = 298.644 // floating-point values 
0004: $7306 = 0 // integer values 
0005: $7308 = -1378.509 // floating-point values 
0005: $7309 = 1509.739 // floating-point values 
0005: $7310 = 300.0 // floating-point values 
0004: $7311 = 0 // integer values 
0005: $7313 = -1388.155 // floating-point values 
0005: $7314 = 1527.837 // floating-point values 
0005: $7315 = 300.929 // floating-point values 
0004: $7316 = 0 // integer values 
0005: $7318 = -1409.253 // floating-point values 
0005: $7319 = 1522.967 // floating-point values 
0005: $7320 = 298.37 // floating-point values 
0004: $7321 = 0 // integer values 
0005: $7323 = -1426.424 // floating-point values 
0005: $7324 = 1520.959 // floating-point values 
0005: $7325 = 303.545 // floating-point values 
0004: $7326 = 0 // integer values 
0005: $7328 = -1460.186 // floating-point values 
0005: $7329 = 1510.866 // floating-point values 
0005: $7330 = 298.952 // floating-point values 
0004: $7331 = 0 // integer values 
0005: $7333 = -1460.878 // floating-point values 
0005: $7334 = 1471.218 // floating-point values 
0005: $7335 = 298.564 // floating-point values 
0004: $7336 = 0 // integer values 
0005: $7338 = -1429.784 // floating-point values 
0005: $7339 = 1451.61 // floating-point values 
0005: $7340 = 298.27 // floating-point values 
0004: $7341 = 0 // integer values 
0005: $7343 = -1400.634 // floating-point values 
0005: $7344 = 1461.061 // floating-point values 
0005: $7345 = 298.286 // floating-point values 
0004: $7346 = 0 // integer values 
0005: $7348 = -1425.175 // floating-point values 
0005: $7349 = 1478.428 // floating-point values 
0005: $7350 = 301.445 // floating-point values 
0004: $7351 = 0 // integer values 
0005: $7353 = -1414.86 // floating-point values 
0005: $7354 = 1497.479 // floating-point values 
0005: $7355 = 302.988 // floating-point values 
0004: $7356 = 0 // integer values 
0005: $7358 = -1379.127 // floating-point values 
0005: $7359 = 1492.167 // floating-point values 
0005: $7360 = 302.758 // floating-point values 
0004: $7361 = 0 // integer values 
0005: $7363 = -1366.536 // floating-point values 
0005: $7364 = 1450.439 // floating-point values 
0005: $7365 = 299.945 // floating-point values 
0004: $7366 = 0 // integer values 
0005: $7368 = -1346.842 // floating-point values 
0005: $7369 = 1484.873 // floating-point values 
0005: $7370 = 299.035 // floating-point values 
0004: $7371 = 0 // integer values 
0005: $7373 = -1513.362 // floating-point values 
0005: $7374 = 1508.387 // floating-point values 
0005: $7375 = 302.0 // floating-point values 
0004: $7376 = 0 // integer values 
0005: $7378 = -1493.339 // floating-point values 
0005: $7379 = 1462.965 // floating-point values 
0005: $7380 = 302.345 // floating-point values 
0004: $7381 = 0 // integer values 
0005: $7383 = -1509.219 // floating-point values 
0005: $7384 = 1479.257 // floating-point values 
0005: $7385 = 301.356 // floating-point values 
0004: $7386 = 0 // integer values 
0005: $7388 = -1484.417 // floating-point values 
0005: $7389 = 1454.364 // floating-point values 
0005: $7390 = 303.049 // floating-point values 
0004: $7391 = 0 // integer values 
0005: $7393 = -1496.913 // floating-point values 
0005: $7394 = 1517.326 // floating-point values 
0005: $7395 = 301.5 // floating-point values 
0004: $7396 = 0 // integer values 
0004: $7398 = 0 // integer values 
0004: $7400 = 0 // integer values 
0004: $7399 = 0 // integer values 
0004: $7403 = 0 // integer values 
0004: $7401 = 0 // integer values 
0004: $7405 = 32 // integer values 
0005: $7406 = 0.0 // floating-point values 
0005: $7407 = 0.0 // floating-point values 
0005: $7408 = 0.0 // floating-point values 
0005: $7409 = 0.0 // floating-point values 
0005: $7410 = 0.0 // floating-point values 
0005: $7411 = 0.0 // floating-point values 
0004: $7412 = 0 // integer values 
0004: $7414 = 0 // integer values 
0004: $7415 = 0 // integer values 
0004: $7416 = 0 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'KICKSTT' 
01B4: set_player $PLAYER_CHAR frozen_state 0 
057E: make_radar_grey 1 
04BB: select_interiour 14 // select render area 
04F9: set_extracolors 9 fade 0 
03CB: set_camera -1331.889 1498.615 298.14 
0247: request_model #SANCHEZ 

:KICKST_1473
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @KICKST_1500 
0001: wait 0 ms 
0002: jump @KICKST_1473 

:KICKST_1500
015F: set_camera_position -1339.475 1448.583 299.939 0.0 rotation 0.0 0.0 
0160: point_camera -1338.617 1449.095 299.894 switchstyle 2 
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A5: $7402 = create_car #SANCHEZ at -1331.994 1454.152 298.15 
02AC: set_car $7402 immunities 1 1 1 1 1 
0186: $7404 = create_marker_above_car $7402 
03AB: set_car $7402 strong 1 
03BC: $7413 = create_sphere -1445.728 1531.963 301.721 3.0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 
0167: $7242 = create_marker_at $7238 $7239 $7240 color 0 flag 3 
0168: set_blip $7242 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 
0167: $7247 = create_marker_at $7243 $7244 $7245 color 0 flag 3 
0168: set_blip $7247 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 
0167: $7252 = create_marker_at $7248 $7249 $7250 color 0 flag 3 
0168: set_blip $7252 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 
0167: $7257 = create_marker_at $7253 $7254 $7255 color 0 flag 3 
0168: set_blip $7257 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 
0167: $7262 = create_marker_at $7258 $7259 $7260 color 0 flag 3 
0168: set_blip $7262 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 
0167: $7267 = create_marker_at $7263 $7264 $7265 color 0 flag 3 
0168: set_blip $7267 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 
0167: $7272 = create_marker_at $7268 $7269 $7270 color 0 flag 3 
0168: set_blip $7272 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 
0167: $7277 = create_marker_at $7273 $7274 $7275 color 0 flag 3 
0168: set_blip $7277 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 
0167: $7282 = create_marker_at $7278 $7279 $7280 color 0 flag 3 
0168: set_blip $7282 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 
0167: $7287 = create_marker_at $7283 $7284 $7285 color 0 flag 3 
0168: set_blip $7287 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 
0167: $7292 = create_marker_at $7288 $7289 $7290 color 0 flag 3 
0168: set_blip $7292 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 
0167: $7297 = create_marker_at $7293 $7294 $7295 color 0 flag 3 
0168: set_blip $7297 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 
0167: $7302 = create_marker_at $7298 $7299 $7300 color 0 flag 3 
0168: set_blip $7302 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 
0167: $7307 = create_marker_at $7303 $7304 $7305 color 0 flag 3 
0168: set_blip $7307 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 
0167: $7312 = create_marker_at $7308 $7309 $7310 color 0 flag 3 
0168: set_blip $7312 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 
0167: $7317 = create_marker_at $7313 $7314 $7315 color 0 flag 3 
0168: set_blip $7317 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 
0167: $7322 = create_marker_at $7318 $7319 $7320 color 0 flag 3 
0168: set_blip $7322 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 
0167: $7327 = create_marker_at $7323 $7324 $7325 color 0 flag 3 
0168: set_blip $7327 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 
0167: $7332 = create_marker_at $7328 $7329 $7330 color 0 flag 3 
0168: set_blip $7332 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 
0167: $7337 = create_marker_at $7333 $7334 $7335 color 0 flag 3 
0168: set_blip $7337 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 
0167: $7342 = create_marker_at $7338 $7339 $7340 color 0 flag 3 
0168: set_blip $7342 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 
0167: $7347 = create_marker_at $7343 $7344 $7345 color 0 flag 3 
0168: set_blip $7347 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 
0167: $7352 = create_marker_at $7348 $7349 $7350 color 0 flag 3 
0168: set_blip $7352 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 
0167: $7357 = create_marker_at $7353 $7354 $7355 color 0 flag 3 
0168: set_blip $7357 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 
0167: $7362 = create_marker_at $7358 $7359 $7360 color 0 flag 3 
0168: set_blip $7362 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 
0167: $7367 = create_marker_at $7363 $7364 $7365 color 0 flag 3 
0168: set_blip $7367 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 
0167: $7372 = create_marker_at $7368 $7369 $7370 color 0 flag 3 
0168: set_blip $7372 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 
0167: $7377 = create_marker_at $7373 $7374 $7375 color 0 flag 3 
0168: set_blip $7377 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 
0167: $7382 = create_marker_at $7378 $7379 $7380 color 0 flag 3 
0168: set_blip $7382 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 
0167: $7387 = create_marker_at $7383 $7384 $7385 color 0 flag 3 
0168: set_blip $7387 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 
0167: $7392 = create_marker_at $7388 $7389 $7390 color 0 flag 3 
0168: set_blip $7392 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 
0167: $7397 = create_marker_at $7393 $7394 $7395 color 0 flag 3 
0168: set_blip $7397 size 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 0 
0001: wait 500 ms 
016A: fade 1 1500 ms 
015F: set_camera_position -1332.843 1459.14 299.987 0.0 rotation 0.0 0.0 
0160: point_camera -1332.882 1460.137 300.053 switchstyle 2 

:KICKST_3476
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_3621 
0001: wait 0 ms 
00D6: if 
0119:   car $7402 wrecked 
004D: jump_if_false @KICKST_3599 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_3561
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_3585 
0001: wait 0 ms 
0002: jump @KICKST_3561 

:KICKST_3585
0002: jump @KICKST_9979 
0002: jump @KICKST_3607 

:KICKST_3599
0224: set_car $7402 health_to 1000 

:KICKST_3607
0050: gosub @KICKST_10817 
0002: jump @KICKST_3476 

:KICKST_3621
00BC: text_highpriority 'KICK_10' 10000 ms 1  // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0006: 16@ = 0 // integer values 

:KICKST_3643
00D6: if 
001B:   7000 > 16@ // integer values 
004D: jump_if_false @KICKST_3794 
0001: wait 0 ms 
00D6: if 
0119:   car $7402 wrecked 
004D: jump_if_false @KICKST_3772 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_3734
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_3758 
0001: wait 0 ms 
0002: jump @KICKST_3734 

:KICKST_3758
0002: jump @KICKST_9979 
0002: jump @KICKST_3780 

:KICKST_3772
0224: set_car $7402 health_to 1000 

:KICKST_3780
0050: gosub @KICKST_10817 
0002: jump @KICKST_3643 

:KICKST_3794
03D5: remove_text 'KICK_10'  // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0055: put_player $PLAYER_CHAR at -1459.98 1532.382 301.478 
015F: set_camera_position -1454.861 1526.978 305.908 0.0 rotation 0.0 0.0 
0160: point_camera -1453.956 1527.388 305.79 switchstyle 2 
00BC: text_highpriority 'KICK_11' 10000 ms 1  // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0006: 16@ = 0 // integer values 

:KICKST_3897
00D6: if 
001B:   7000 > 16@ // integer values 
004D: jump_if_false @KICKST_4048 
0001: wait 0 ms 
00D6: if 
0119:   car $7402 wrecked 
004D: jump_if_false @KICKST_4026 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_3988
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_4012 
0001: wait 0 ms 
0002: jump @KICKST_3988 

:KICKST_4012
0002: jump @KICKST_9979 
0002: jump @KICKST_4034 

:KICKST_4026
0224: set_car $7402 health_to 1000 

:KICKST_4034
0050: gosub @KICKST_10817 
0002: jump @KICKST_3897 

:KICKST_4048
03D5: remove_text 'KICK_11'  // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
00BC: text_highpriority 'KICK1_8' 5000 ms 1  // ~g~Get on the bike!

:KICKST_4136
00D6: if 
80DC:   not player $PLAYER_CHAR driving $7402 
004D: jump_if_false @KICKST_4541 
0001: wait 0 ms 
00D6: if 
0119:   car $7402 wrecked 
004D: jump_if_false @KICKST_4265 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_4227
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_4251 
0001: wait 0 ms 
0002: jump @KICKST_4227 

:KICKST_4251
0002: jump @KICKST_9979 
0002: jump @KICKST_4273 

:KICKST_4265
0224: set_car $7402 health_to 1000 

:KICKST_4273
00D6: if or
0028:   $7237 >= 3600000 // integer values 
0038:   $7401 == 1 // integer values 
004D: jump_if_false @KICKST_4384 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_13' 5000 ms 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_4353
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_4377 
0001: wait 0 ms 
0002: jump @KICKST_4353 

:KICKST_4377
0002: jump @KICKST_9979 

:KICKST_4384
00D6: if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
0038:   $7412 == 1 // integer values 
004D: jump_if_false @KICKST_4527 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_12' 5000 ms 1  // ~r~You bottled it!
03BD: destroy_sphere $7413 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_4496
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_4520 
0001: wait 0 ms 
0002: jump @KICKST_4496 

:KICKST_4520
0002: jump @KICKST_9979 

:KICKST_4527
0050: gosub @KICKST_10817 
0002: jump @KICKST_4136 

:KICKST_4541
0164: disable_marker $7404 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00BC: text_highpriority 'KICK1_1' 5000 ms 1  // ~g~Complete the course as quickly as possible.
03C4: set_status_text_to $7405 0 'KICK1_9'  // CHECKPOINTS:
03C3: set_timer_with_text_to $7237 type 0 text 'KICK1_T'  // TIME TAKEN:
0006: 16@ = 0 // integer values 

:KICKST_4605
00D6: if 
8038:   not  $7231 == 32 // integer values 
004D: jump_if_false @KICKST_9962 
0001: wait 0 ms 
00D6: if 
0038:   $7415 == 0 // integer values 
004D: jump_if_false @KICKST_4814 
00D6: if 
001A:   8 > $7231 // integer values 
004D: jump_if_false @KICKST_4682 
03CF: load_wav 'CHEER1' as 1 
0004: $7415 = 1 // integer values 

:KICKST_4682
00D6: if and
0018:   $7231 > 8 // integer values 
001A:   16 > $7231 // integer values 
004D: jump_if_false @KICKST_4726 
03CF: load_wav 'CHEER2' as 1 
0004: $7415 = 1 // integer values 

:KICKST_4726
00D6: if and
0018:   $7231 > 16 // integer values 
001A:   24 > $7231 // integer values 
004D: jump_if_false @KICKST_4770 
03CF: load_wav 'CHEER3' as 1 
0004: $7415 = 1 // integer values 

:KICKST_4770
00D6: if and
0018:   $7231 > 24 // integer values 
001A:   32 > $7231 // integer values 
004D: jump_if_false @KICKST_4814 
03CF: load_wav 'CHEER4' as 1 
0004: $7415 = 1 // integer values 

:KICKST_4814
00D6: if 
0038:   $7415 == 1 // integer values 
004D: jump_if_false @KICKST_4854 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KICKST_4854 
0004: $7415 = 2 // integer values 

:KICKST_4854
00D6: if 
0038:   $7415 == 2 // integer values 
004D: jump_if_false @KICKST_4988 
00D6: if 
0038:   $7231 == 8 // integer values 
004D: jump_if_false @KICKST_4901 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_4901
00D6: if 
0038:   $7231 == 16 // integer values 
004D: jump_if_false @KICKST_4930 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_4930
00D6: if 
0038:   $7231 == 24 // integer values 
004D: jump_if_false @KICKST_4959 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_4959
00D6: if 
0038:   $7231 == 32 // integer values 
004D: jump_if_false @KICKST_4988 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_4988
00D6: if 
0038:   $7415 == 3 // integer values 
004D: jump_if_false @KICKST_5028 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KICKST_5028 
0004: $7415 = 4 // integer values 

:KICKST_5028
00D6: if 
0038:   $7415 == 4 // integer values 
004D: jump_if_false @KICKST_5053 
0004: $7415 = 0 // integer values 

:KICKST_5053
00D6: if 
0038:   $7416 == 0 // integer values 
004D: jump_if_false @KICKST_5090 
03CF: load_wav 'OOH1' as 2 
0004: $7416 = 1 // integer values 

:KICKST_5090
00D6: if 
0038:   $7416 == 1 // integer values 
004D: jump_if_false @KICKST_5130 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @KICKST_5130 
0004: $7416 = 2 // integer values 

:KICKST_5130
00D6: if 
0038:   $7416 == 3 // integer values 
004D: jump_if_false @KICKST_5159 
03D2:   wav 2 ended 
0004: $7416 = 4 // integer values 

:KICKST_5159
00D6: if 
0038:   $7416 == 4 // integer values 
004D: jump_if_false @KICKST_5184 
0004: $7416 = 0 // integer values 

:KICKST_5184
00D6: if or
0028:   $7237 >= 3600000 // integer values 
0038:   $7401 == 1 // integer values 
004D: jump_if_false @KICKST_5295 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_13' 5000 ms 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_5264
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_5288 
0001: wait 0 ms 
0002: jump @KICKST_5264 

:KICKST_5288
0002: jump @KICKST_9979 

:KICKST_5295
00D6: if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
0038:   $7412 == 1 // integer values 
004D: jump_if_false @KICKST_5438 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_12' 5000 ms 1  // ~r~You bottled it!
03BD: destroy_sphere $7413 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_5407
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_5431 
0001: wait 0 ms 
0002: jump @KICKST_5407 

:KICKST_5431
0002: jump @KICKST_9979 

:KICKST_5438
0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 
00D6: if 
0022:   290.0 > $7408 // floating-point values 
004D: jump_if_false @KICKST_5503 
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:KICKST_5503
00D6: if or
0119:   car $7402 wrecked 
0038:   $7417 == 1 // integer values 
004D: jump_if_false @KICKST_5616 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_5578
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_5602 
0001: wait 0 ms 
0002: jump @KICKST_5578 

:KICKST_5602
0002: jump @KICKST_9979 
0002: jump @KICKST_5689 

:KICKST_5616
0224: set_car $7402 health_to 1000 
00AA: store_car $7402 position_to $7409 $7410 $7411 
00D6: if 
0022:   290.0 > $7411 // floating-point values 
004D: jump_if_false @KICKST_5689 
00AB: put_car $7402 at -1331.994 1454.152 298.15 
0175: set_car $7402 z_angle_to 0.0 

:KICKST_5689
0050: gosub @KICKST_10817 
00D6: if 
0038:   $7241 == 0 // integer values 
004D: jump_if_false @KICKST_5743 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 

:KICKST_5743
00D6: if 
0038:   $7246 == 0 // integer values 
004D: jump_if_false @KICKST_5790 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 

:KICKST_5790
00D6: if 
0038:   $7251 == 0 // integer values 
004D: jump_if_false @KICKST_5837 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 

:KICKST_5837
00D6: if 
0038:   $7256 == 0 // integer values 
004D: jump_if_false @KICKST_5884 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 

:KICKST_5884
00D6: if 
0038:   $7261 == 0 // integer values 
004D: jump_if_false @KICKST_5931 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 

:KICKST_5931
00D6: if 
0038:   $7266 == 0 // integer values 
004D: jump_if_false @KICKST_5978 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 

:KICKST_5978
00D6: if 
0038:   $7271 == 0 // integer values 
004D: jump_if_false @KICKST_6025 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 

:KICKST_6025
00D6: if 
0038:   $7276 == 0 // integer values 
004D: jump_if_false @KICKST_6072 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 

:KICKST_6072
00D6: if 
0038:   $7281 == 0 // integer values 
004D: jump_if_false @KICKST_6119 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 

:KICKST_6119
00D6: if 
0038:   $7286 == 0 // integer values 
004D: jump_if_false @KICKST_6166 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 

:KICKST_6166
00D6: if 
0038:   $7291 == 0 // integer values 
004D: jump_if_false @KICKST_6213 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 

:KICKST_6213
00D6: if 
0038:   $7296 == 0 // integer values 
004D: jump_if_false @KICKST_6260 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 

:KICKST_6260
00D6: if 
0038:   $7301 == 0 // integer values 
004D: jump_if_false @KICKST_6307 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 

:KICKST_6307
00D6: if 
0038:   $7306 == 0 // integer values 
004D: jump_if_false @KICKST_6354 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 

:KICKST_6354
00D6: if 
0038:   $7311 == 0 // integer values 
004D: jump_if_false @KICKST_6401 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 

:KICKST_6401
00D6: if 
0038:   $7316 == 0 // integer values 
004D: jump_if_false @KICKST_6448 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 

:KICKST_6448
00D6: if 
0038:   $7321 == 0 // integer values 
004D: jump_if_false @KICKST_6495 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 

:KICKST_6495
00D6: if 
0038:   $7326 == 0 // integer values 
004D: jump_if_false @KICKST_6542 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 

:KICKST_6542
00D6: if 
0038:   $7331 == 0 // integer values 
004D: jump_if_false @KICKST_6589 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 

:KICKST_6589
00D6: if 
0038:   $7336 == 0 // integer values 
004D: jump_if_false @KICKST_6636 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 

:KICKST_6636
00D6: if 
0038:   $7341 == 0 // integer values 
004D: jump_if_false @KICKST_6683 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 

:KICKST_6683
00D6: if 
0038:   $7346 == 0 // integer values 
004D: jump_if_false @KICKST_6730 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 

:KICKST_6730
00D6: if 
0038:   $7351 == 0 // integer values 
004D: jump_if_false @KICKST_6777 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 

:KICKST_6777
00D6: if 
0038:   $7356 == 0 // integer values 
004D: jump_if_false @KICKST_6824 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 

:KICKST_6824
00D6: if 
0038:   $7361 == 0 // integer values 
004D: jump_if_false @KICKST_6871 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 

:KICKST_6871
00D6: if 
0038:   $7366 == 0 // integer values 
004D: jump_if_false @KICKST_6918 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 

:KICKST_6918
00D6: if 
0038:   $7371 == 0 // integer values 
004D: jump_if_false @KICKST_6965 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 

:KICKST_6965
00D6: if 
0038:   $7376 == 0 // integer values 
004D: jump_if_false @KICKST_7012 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 

:KICKST_7012
00D6: if 
0038:   $7381 == 0 // integer values 
004D: jump_if_false @KICKST_7059 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 

:KICKST_7059
00D6: if 
0038:   $7386 == 0 // integer values 
004D: jump_if_false @KICKST_7106 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 

:KICKST_7106
00D6: if 
0038:   $7391 == 0 // integer values 
004D: jump_if_false @KICKST_7153 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 

:KICKST_7153
00D6: if 
0038:   $7396 == 0 // integer values 
004D: jump_if_false @KICKST_7200 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 

:KICKST_7200
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
004D: jump_if_false @KICKST_7255 
0004: $7412 = 1 // integer values 

:KICKST_7255
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_9915 
00D6: if 
0038:   $7403 == 0 // integer values 
004D: jump_if_false @KICKST_7336 
0186: $7404 = create_marker_above_car $7402 
00D6: if 
0038:   $7416 == 2 // integer values 
004D: jump_if_false @KICKST_7329 
03D1: play_wav 2 
0004: $7416 = 3 // integer values 

:KICKST_7329
0004: $7403 = 1 // integer values 

:KICKST_7336
01BD: $7234 = current_time_in_ms 
0004: $7235 = 30000 // integer values 

:KICKST_7349
00D6: if 
0018:   $7235 > 0 // integer values 
004D: jump_if_false @KICKST_9807 
0001: wait 0 ms 
00D6: if 
0038:   $7415 == 0 // integer values 
004D: jump_if_false @KICKST_7558 
00D6: if 
001A:   8 > $7231 // integer values 
004D: jump_if_false @KICKST_7426 
03CF: load_wav 'CHEER1' as 1 
0004: $7415 = 1 // integer values 

:KICKST_7426
00D6: if and
0018:   $7231 > 8 // integer values 
001A:   16 > $7231 // integer values 
004D: jump_if_false @KICKST_7470 
03CF: load_wav 'CHEER2' as 1 
0004: $7415 = 1 // integer values 

:KICKST_7470
00D6: if and
0018:   $7231 > 16 // integer values 
001A:   24 > $7231 // integer values 
004D: jump_if_false @KICKST_7514 
03CF: load_wav 'CHEER3' as 1 
0004: $7415 = 1 // integer values 

:KICKST_7514
00D6: if and
0018:   $7231 > 24 // integer values 
001A:   32 > $7231 // integer values 
004D: jump_if_false @KICKST_7558 
03CF: load_wav 'CHEER4' as 1 
0004: $7415 = 1 // integer values 

:KICKST_7558
00D6: if 
0038:   $7415 == 1 // integer values 
004D: jump_if_false @KICKST_7598 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KICKST_7598 
0004: $7415 = 2 // integer values 

:KICKST_7598
00D6: if 
0038:   $7415 == 2 // integer values 
004D: jump_if_false @KICKST_7732 
00D6: if 
0038:   $7231 == 8 // integer values 
004D: jump_if_false @KICKST_7645 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_7645
00D6: if 
0038:   $7231 == 16 // integer values 
004D: jump_if_false @KICKST_7674 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_7674
00D6: if 
0038:   $7231 == 24 // integer values 
004D: jump_if_false @KICKST_7703 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_7703
00D6: if 
0038:   $7231 == 32 // integer values 
004D: jump_if_false @KICKST_7732 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_7732
00D6: if 
0038:   $7415 == 3 // integer values 
004D: jump_if_false @KICKST_7772 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KICKST_7772 
0004: $7415 = 4 // integer values 

:KICKST_7772
00D6: if 
0038:   $7415 == 4 // integer values 
004D: jump_if_false @KICKST_7797 
0004: $7415 = 0 // integer values 

:KICKST_7797
00D6: if 
0038:   $7416 == 0 // integer values 
004D: jump_if_false @KICKST_7834 
03CF: load_wav 'OOH1' as 2 
0004: $7416 = 1 // integer values 

:KICKST_7834
00D6: if 
0038:   $7416 == 1 // integer values 
004D: jump_if_false @KICKST_7874 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @KICKST_7874 
0004: $7416 = 2 // integer values 

:KICKST_7874
00D6: if 
0038:   $7416 == 3 // integer values 
004D: jump_if_false @KICKST_7903 
03D2:   wav 2 ended 
0004: $7416 = 4 // integer values 

:KICKST_7903
00D6: if 
0038:   $7416 == 4 // integer values 
004D: jump_if_false @KICKST_7928 
0004: $7416 = 0 // integer values 

:KICKST_7928
00D6: if or
0028:   $7237 >= 3600000 // integer values 
0038:   $7401 == 1 // integer values 
004D: jump_if_false @KICKST_8039 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_13' 5000 ms 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_8008
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_8032 
0001: wait 0 ms 
0002: jump @KICKST_8008 

:KICKST_8032
0002: jump @KICKST_9979 

:KICKST_8039
00D6: if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
0038:   $7412 == 1 // integer values 
004D: jump_if_false @KICKST_8182 
01B4: set_player $PLAYER_CHAR frozen_state 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_12' 5000 ms 1  // ~r~You bottled it!
03BD: destroy_sphere $7413 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_8151
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_8175 
0001: wait 0 ms 
0002: jump @KICKST_8151 

:KICKST_8175
0002: jump @KICKST_9979 

:KICKST_8182
00D6: if 
0038:   $7241 == 0 // integer values 
004D: jump_if_false @KICKST_8229 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 

:KICKST_8229
00D6: if 
0038:   $7246 == 0 // integer values 
004D: jump_if_false @KICKST_8276 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 

:KICKST_8276
00D6: if 
0038:   $7251 == 0 // integer values 
004D: jump_if_false @KICKST_8323 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 

:KICKST_8323
00D6: if 
0038:   $7256 == 0 // integer values 
004D: jump_if_false @KICKST_8370 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 

:KICKST_8370
00D6: if 
0038:   $7261 == 0 // integer values 
004D: jump_if_false @KICKST_8417 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 

:KICKST_8417
00D6: if 
0038:   $7266 == 0 // integer values 
004D: jump_if_false @KICKST_8464 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 

:KICKST_8464
00D6: if 
0038:   $7271 == 0 // integer values 
004D: jump_if_false @KICKST_8511 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 

:KICKST_8511
00D6: if 
0038:   $7276 == 0 // integer values 
004D: jump_if_false @KICKST_8558 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 

:KICKST_8558
00D6: if 
0038:   $7281 == 0 // integer values 
004D: jump_if_false @KICKST_8605 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 

:KICKST_8605
00D6: if 
0038:   $7286 == 0 // integer values 
004D: jump_if_false @KICKST_8652 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 

:KICKST_8652
00D6: if 
0038:   $7291 == 0 // integer values 
004D: jump_if_false @KICKST_8699 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 

:KICKST_8699
00D6: if 
0038:   $7296 == 0 // integer values 
004D: jump_if_false @KICKST_8746 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 

:KICKST_8746
00D6: if 
0038:   $7301 == 0 // integer values 
004D: jump_if_false @KICKST_8793 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 

:KICKST_8793
00D6: if 
0038:   $7306 == 0 // integer values 
004D: jump_if_false @KICKST_8840 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 

:KICKST_8840
00D6: if 
0038:   $7311 == 0 // integer values 
004D: jump_if_false @KICKST_8887 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 

:KICKST_8887
00D6: if 
0038:   $7316 == 0 // integer values 
004D: jump_if_false @KICKST_8934 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 

:KICKST_8934
00D6: if 
0038:   $7321 == 0 // integer values 
004D: jump_if_false @KICKST_8981 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 

:KICKST_8981
00D6: if 
0038:   $7326 == 0 // integer values 
004D: jump_if_false @KICKST_9028 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 

:KICKST_9028
00D6: if 
0038:   $7331 == 0 // integer values 
004D: jump_if_false @KICKST_9075 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 

:KICKST_9075
00D6: if 
0038:   $7336 == 0 // integer values 
004D: jump_if_false @KICKST_9122 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 

:KICKST_9122
00D6: if 
0038:   $7341 == 0 // integer values 
004D: jump_if_false @KICKST_9169 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 

:KICKST_9169
00D6: if 
0038:   $7346 == 0 // integer values 
004D: jump_if_false @KICKST_9216 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 

:KICKST_9216
00D6: if 
0038:   $7351 == 0 // integer values 
004D: jump_if_false @KICKST_9263 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 

:KICKST_9263
00D6: if 
0038:   $7356 == 0 // integer values 
004D: jump_if_false @KICKST_9310 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 

:KICKST_9310
00D6: if 
0038:   $7361 == 0 // integer values 
004D: jump_if_false @KICKST_9357 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 

:KICKST_9357
00D6: if 
0038:   $7366 == 0 // integer values 
004D: jump_if_false @KICKST_9404 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 

:KICKST_9404
00D6: if 
0038:   $7371 == 0 // integer values 
004D: jump_if_false @KICKST_9451 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 

:KICKST_9451
00D6: if 
0038:   $7376 == 0 // integer values 
004D: jump_if_false @KICKST_9498 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 

:KICKST_9498
00D6: if 
0038:   $7381 == 0 // integer values 
004D: jump_if_false @KICKST_9545 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 

:KICKST_9545
00D6: if 
0038:   $7386 == 0 // integer values 
004D: jump_if_false @KICKST_9592 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 

:KICKST_9592
00D6: if 
0038:   $7391 == 0 // integer values 
004D: jump_if_false @KICKST_9639 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 

:KICKST_9639
00D6: if 
0038:   $7396 == 0 // integer values 
004D: jump_if_false @KICKST_9686 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 

:KICKST_9686
01BD: $7232 = current_time_in_ms 
0084: $7233 = $7232 // integer values and handles 
0060: $7233 -= $7234 // integer values 
0084: $7234 = $7232 // integer values and handles 
0060: $7235 -= $7233 // integer values 
0084: $7236 = $7235 // integer values and handles 
0014: $7236 /= 1000 // integer values 
01E5: text_1number_highpriority 'GETBIKE' $7236 flag 1000 time 1  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_9800 
03D5: remove_text 'GETBIKE'  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
0004: $7235 = 1 // integer values 
0002: jump @KICKST_7200 

:KICKST_9800
0002: jump @KICKST_7349 

:KICKST_9807
00D6: if 
002A:   0 >= $7235 // integer values 
004D: jump_if_false @KICKST_9908 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK1_2' 5000 ms 1  // ~r~You did not get back to the bike quickly enough!
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_9877
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_9901 
0001: wait 0 ms 
0002: jump @KICKST_9877 

:KICKST_9901
0002: jump @KICKST_9979 

:KICKST_9908
0002: jump @KICKST_9955 

:KICKST_9915
03D5: remove_text 'GETBIKE'  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
00D6: if 
0038:   $7403 == 1 // integer values 
004D: jump_if_false @KICKST_9955 
0164: disable_marker $7404 
0004: $7403 = 0 // integer values 

:KICKST_9955
0002: jump @KICKST_4605 

:KICKST_9962
014F: stop_timer $7237 
0151: remove_status_text $7405 
0002: jump @KICKST_9996 

:KICKST_9979
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:KICKST_9996
00D6: if 
0038:   $55 == 0 // integer values 
004D: jump_if_false @KICKST_10027 
0595: mission_complete 
030C: progress_made += 1 
0004: $55 = 1 // integer values 

:KICKST_10027
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $7414 == 0 // integer values 
004D: jump_if_false @KICKST_10116 
00D6: if 
002A:   300000 >= $7237 // integer values 
004D: jump_if_false @KICKST_10116 
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 50000 
0004: $7414 = 1 // integer values 

:KICKST_10116
00D6: if 
0038:   $7414 == 0 // integer values 
004D: jump_if_false @KICKST_10188 
00D6: if 
002A:   600000 >= $7237 // integer values 
004D: jump_if_false @KICKST_10188 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
0004: $7414 = 1 // integer values 

:KICKST_10188
00D6: if 
0038:   $7414 == 0 // integer values 
004D: jump_if_false @KICKST_10260 
00D6: if 
002A:   3600000 >= $7237 // integer values 
004D: jump_if_false @KICKST_10260 
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 50000 
0004: $7414 = 1 // integer values 

:KICKST_10260
0084: $7398 = $7237 // integer values and handles 
0014: $7398 /= 1000 // integer values 
042E: downdate_integer_stat 2 to $7398 
0084: $7399 = $7398 // integer values and handles 
0014: $7399 /= 60 // integer values 
0084: $7400 = $7399 // integer values and handles 
0010: $7400 *= 60 // integer values 
0060: $7398 -= $7400 // integer values 
00D6: if 
0028:   $7398 >= 10 // integer values 
004D: jump_if_false @KICKST_10367 
02FD: text_2numbers_lowpriority 'KICKTM' $7399 $7398 5000 flag 1  // ~b~EVENT TIME: ~1~:~1~
0002: jump @KICKST_10388 

:KICKST_10367
02FD: text_2numbers_lowpriority 'KICKTM2' $7399 $7398 5000 flag 1  // ~b~EVENT TIME: ~1~:0~1~

:KICKST_10388
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR frozen_state 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:KICKST_10415
00D6: if 
016B:   fading 
004D: jump_if_false @KICKST_10439 
0001: wait 0 ms 
0002: jump @KICKST_10415 

:KICKST_10439
043C: set_game_sounds_disable_on_fade 1 
0051: return 

:KICKST_10445
0004: $ONMISSION = 0 // integer values 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 0 
043C: set_game_sounds_disable_on_fade 1 
03BD: destroy_sphere $7413 
0164: disable_marker $7242 
0164: disable_marker $7247 
0164: disable_marker $7252 
0164: disable_marker $7257 
0164: disable_marker $7262 
0164: disable_marker $7267 
0164: disable_marker $7272 
0164: disable_marker $7277 
0164: disable_marker $7282 
0164: disable_marker $7287 
0164: disable_marker $7292 
0164: disable_marker $7297 
0164: disable_marker $7302 
0164: disable_marker $7307 
0164: disable_marker $7312 
0164: disable_marker $7317 
0164: disable_marker $7322 
0164: disable_marker $7327 
0164: disable_marker $7332 
0164: disable_marker $7337 
0164: disable_marker $7342 
0164: disable_marker $7347 
0164: disable_marker $7352 
0164: disable_marker $7357 
0164: disable_marker $7362 
0164: disable_marker $7367 
0164: disable_marker $7372 
0164: disable_marker $7377 
0164: disable_marker $7382 
0164: disable_marker $7387 
0164: disable_marker $7392 
0164: disable_marker $7397 
0164: disable_marker $7404 
0249: release_model #SANCHEZ 
014F: stop_timer $7237 
0151: remove_status_text $7405 
03CB: set_camera -1101.0 1331.0 19.1 
00D6: if or
8112:   not wasted_or_busted 
0038:   $361 == 1 // integer values 
004D: jump_if_false @KICKST_10804 
04BB: select_interiour 0 // select render area 
03CB: set_camera -1101.0 1331.0 19.1 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @KICKST_10748 
012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 
0002: jump @KICKST_10768 

:KICKST_10748
0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 

:KICKST_10768
0171: set_player $PLAYER_CHAR z_angle_to 278.65 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
016A: fade 1 1500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 

:KICKST_10804
057E: make_radar_grey 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:KICKST_10817
00D6: if 
0038:   $7415 == 0 // integer values 
004D: jump_if_false @KICKST_11004 
00D6: if 
001A:   8 > $7231 // integer values 
004D: jump_if_false @KICKST_10872 
03CF: load_wav 'CHEER1' as 1 
0004: $7415 = 1 // integer values 

:KICKST_10872
00D6: if and
0018:   $7231 > 8 // integer values 
001A:   16 > $7231 // integer values 
004D: jump_if_false @KICKST_10916 
03CF: load_wav 'CHEER2' as 1 
0004: $7415 = 1 // integer values 

:KICKST_10916
00D6: if and
0018:   $7231 > 16 // integer values 
001A:   24 > $7231 // integer values 
004D: jump_if_false @KICKST_10960 
03CF: load_wav 'CHEER3' as 1 
0004: $7415 = 1 // integer values 

:KICKST_10960
00D6: if and
0018:   $7231 > 24 // integer values 
001A:   32 > $7231 // integer values 
004D: jump_if_false @KICKST_11004 
03CF: load_wav 'CHEER4' as 1 
0004: $7415 = 1 // integer values 

:KICKST_11004
00D6: if 
0038:   $7415 == 1 // integer values 
004D: jump_if_false @KICKST_11044 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KICKST_11044 
0004: $7415 = 2 // integer values 

:KICKST_11044
00D6: if 
0038:   $7415 == 2 // integer values 
004D: jump_if_false @KICKST_11178 
00D6: if 
0038:   $7231 == 8 // integer values 
004D: jump_if_false @KICKST_11091 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_11091
00D6: if 
0038:   $7231 == 16 // integer values 
004D: jump_if_false @KICKST_11120 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_11120
00D6: if 
0038:   $7231 == 24 // integer values 
004D: jump_if_false @KICKST_11149 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_11149
00D6: if 
0038:   $7231 == 32 // integer values 
004D: jump_if_false @KICKST_11178 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_11178
00D6: if 
0038:   $7415 == 3 // integer values 
004D: jump_if_false @KICKST_11218 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KICKST_11218 
0004: $7415 = 4 // integer values 

:KICKST_11218
00D6: if 
0038:   $7415 == 4 // integer values 
004D: jump_if_false @KICKST_11243 
0004: $7415 = 0 // integer values 

:KICKST_11243
00D6: if 
0038:   $7416 == 0 // integer values 
004D: jump_if_false @KICKST_11280 
03CF: load_wav 'OOH1' as 2 
0004: $7416 = 1 // integer values 

:KICKST_11280
00D6: if 
0038:   $7416 == 1 // integer values 
004D: jump_if_false @KICKST_11320 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @KICKST_11320 
0004: $7416 = 2 // integer values 

:KICKST_11320
00D6: if 
0038:   $7416 == 3 // integer values 
004D: jump_if_false @KICKST_11349 
03D2:   wav 2 ended 
0004: $7416 = 4 // integer values 

:KICKST_11349
00D6: if 
0038:   $7416 == 4 // integer values 
004D: jump_if_false @KICKST_11374 
0004: $7416 = 0 // integer values 

:KICKST_11374
00D6: if 
0028:   $7237 >= 3600000 // integer values 
004D: jump_if_false @KICKST_11402 
0004: $7401 = 1 // integer values 

:KICKST_11402
00D6: if 
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
004D: jump_if_false @KICKST_11457 
0004: $7412 = 1 // integer values 

:KICKST_11457
0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 
00D6: if 
0022:   290.0 > $7408 // floating-point values 
004D: jump_if_false @KICKST_11522 
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:KICKST_11522
00D6: if 
0119:   car $7402 wrecked 
004D: jump_if_false @KICKST_11567 
00BC: text_highpriority 'KICK1_7' 5000 ms 1  // ~r~You have wrecked the bike!
0004: $7417 = 1 // integer values 
0002: jump @KICKST_11640 

:KICKST_11567
0224: set_car $7402 health_to 1000 
00AA: store_car $7402 position_to $7409 $7410 $7411 
00D6: if 
0022:   290.0 > $7411 // floating-point values 
004D: jump_if_false @KICKST_11640 
00AB: put_car $7402 at -1331.994 1454.152 298.15 
0175: set_car $7402 z_angle_to 0.0 

:KICKST_11640
00D6: if 
0038:   $7241 == 0 // integer values 
004D: jump_if_false @KICKST_11802 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7238 $7239 $7240 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_11802 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_11802 
018C: play_sound 1 at $7238 $7239 $7240 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7242 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7241 = 1 // integer values 

:KICKST_11802
00D6: if 
0038:   $7246 == 0 // integer values 
004D: jump_if_false @KICKST_12032 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7243 $7244 $7245 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_12032 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_12032 
00D6: if 
0038:   $7415 == 2 // integer values 
004D: jump_if_false @KICKST_11978 
00D6: if and
8038:   not  $7231 == 7 // integer values 
8038:   not  $7231 == 15 // integer values 
8038:   not  $7231 == 23 // integer values 
8038:   not  $7231 == 31 // integer values 
004D: jump_if_false @KICKST_11978 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_11978
018C: play_sound 1 at $7243 $7244 $7245 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7247 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7246 = 1 // integer values 

:KICKST_12032
00D6: if 
0038:   $7251 == 0 // integer values 
004D: jump_if_false @KICKST_12194 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7248 $7249 $7250 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_12194 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_12194 
018C: play_sound 1 at $7248 $7249 $7250 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7252 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7251 = 1 // integer values 

:KICKST_12194
00D6: if 
0038:   $7256 == 0 // integer values 
004D: jump_if_false @KICKST_12356 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7253 $7254 $7255 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_12356 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_12356 
018C: play_sound 1 at $7253 $7254 $7255 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7257 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7256 = 1 // integer values 

:KICKST_12356
00D6: if 
0038:   $7261 == 0 // integer values 
004D: jump_if_false @KICKST_12518 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7258 $7259 $7260 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_12518 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_12518 
018C: play_sound 1 at $7258 $7259 $7260 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7262 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7261 = 1 // integer values 

:KICKST_12518
00D6: if 
0038:   $7266 == 0 // integer values 
004D: jump_if_false @KICKST_12748 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7263 $7264 $7265 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_12748 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_12748 
00D6: if 
0038:   $7415 == 2 // integer values 
004D: jump_if_false @KICKST_12694 
00D6: if and
8038:   not  $7231 == 7 // integer values 
8038:   not  $7231 == 15 // integer values 
8038:   not  $7231 == 23 // integer values 
8038:   not  $7231 == 31 // integer values 
004D: jump_if_false @KICKST_12694 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_12694
018C: play_sound 1 at $7263 $7264 $7265 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7267 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7266 = 1 // integer values 

:KICKST_12748
00D6: if 
0038:   $7271 == 0 // integer values 
004D: jump_if_false @KICKST_12978 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7268 $7269 $7270 radius 2.0 2.0 2.0 
004D: jump_if_false @KICKST_12978 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_12978 
00D6: if 
0038:   $7415 == 2 // integer values 
004D: jump_if_false @KICKST_12924 
00D6: if and
8038:   not  $7231 == 7 // integer values 
8038:   not  $7231 == 15 // integer values 
8038:   not  $7231 == 23 // integer values 
8038:   not  $7231 == 31 // integer values 
004D: jump_if_false @KICKST_12924 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_12924
018C: play_sound 1 at $7268 $7269 $7270 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7272 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7271 = 1 // integer values 

:KICKST_12978
00D6: if 
0038:   $7276 == 0 // integer values 
004D: jump_if_false @KICKST_13208 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7273 $7274 $7275 radius 2.0 2.0 2.0 
004D: jump_if_false @KICKST_13208 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_13208 
00D6: if 
0038:   $7415 == 2 // integer values 
004D: jump_if_false @KICKST_13154 
00D6: if and
8038:   not  $7231 == 7 // integer values 
8038:   not  $7231 == 15 // integer values 
8038:   not  $7231 == 23 // integer values 
8038:   not  $7231 == 31 // integer values 
004D: jump_if_false @KICKST_13154 
03D1: play_wav 1 
0004: $7415 = 3 // integer values 

:KICKST_13154
018C: play_sound 1 at $7273 $7274 $7275 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7277 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7276 = 1 // integer values 

:KICKST_13208
00D6: if 
0038:   $7281 == 0 // integer values 
004D: jump_if_false @KICKST_13370 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7278 $7279 $7280 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_13370 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_13370 
018C: play_sound 1 at $7278 $7279 $7280 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7282 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7281 = 1 // integer values 

:KICKST_13370
00D6: if 
0038:   $7286 == 0 // integer values 
004D: jump_if_false @KICKST_13532 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7283 $7284 $7285 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_13532 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_13532 
018C: play_sound 1 at $7283 $7284 $7285 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7287 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7286 = 1 // integer values 

:KICKST_13532
00D6: if 
0038:   $7291 == 0 // integer values 
004D: jump_if_false @KICKST_13694 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7288 $7289 $7290 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_13694 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_13694 
018C: play_sound 1 at $7288 $7289 $7290 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7292 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7291 = 1 // integer values 

:KICKST_13694
00D6: if 
0038:   $7296 == 0 // integer values 
004D: jump_if_false @KICKST_13856 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7293 $7294 $7295 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_13856 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_13856 
018C: play_sound 1 at $7293 $7294 $7295 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7297 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7296 = 1 // integer values 

:KICKST_13856
00D6: if 
0038:   $7301 == 0 // integer values 
004D: jump_if_false @KICKST_14018 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7298 $7299 $7300 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_14018 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_14018 
018C: play_sound 1 at $7298 $7299 $7300 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7302 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7301 = 1 // integer values 

:KICKST_14018
00D6: if 
0038:   $7306 == 0 // integer values 
004D: jump_if_false @KICKST_14180 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7303 $7304 $7305 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_14180 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_14180 
018C: play_sound 1 at $7303 $7304 $7305 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7307 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7306 = 1 // integer values 

:KICKST_14180
00D6: if 
0038:   $7311 == 0 // integer values 
004D: jump_if_false @KICKST_14342 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7308 $7309 $7310 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_14342 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_14342 
018C: play_sound 1 at $7308 $7309 $7310 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7312 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7311 = 1 // integer values 

:KICKST_14342
00D6: if 
0038:   $7316 == 0 // integer values 
004D: jump_if_false @KICKST_14504 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7313 $7314 $7315 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_14504 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_14504 
018C: play_sound 1 at $7313 $7314 $7315 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7317 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7316 = 1 // integer values 

:KICKST_14504
00D6: if 
0038:   $7321 == 0 // integer values 
004D: jump_if_false @KICKST_14666 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7318 $7319 $7320 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_14666 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_14666 
018C: play_sound 1 at $7318 $7319 $7320 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7322 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7321 = 1 // integer values 

:KICKST_14666
00D6: if 
0038:   $7326 == 0 // integer values 
004D: jump_if_false @KICKST_14828 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7323 $7324 $7325 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_14828 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_14828 
018C: play_sound 1 at $7323 $7324 $7325 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7327 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7326 = 1 // integer values 

:KICKST_14828
00D6: if 
0038:   $7331 == 0 // integer values 
004D: jump_if_false @KICKST_14990 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7328 $7329 $7330 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_14990 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_14990 
018C: play_sound 1 at $7328 $7329 $7330 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7332 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7331 = 1 // integer values 

:KICKST_14990
00D6: if 
0038:   $7336 == 0 // integer values 
004D: jump_if_false @KICKST_15152 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7333 $7334 $7335 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_15152 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_15152 
018C: play_sound 1 at $7333 $7334 $7335 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7337 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7336 = 1 // integer values 

:KICKST_15152
00D6: if 
0038:   $7341 == 0 // integer values 
004D: jump_if_false @KICKST_15314 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7338 $7339 $7340 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_15314 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_15314 
018C: play_sound 1 at $7338 $7339 $7340 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7342 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7341 = 1 // integer values 

:KICKST_15314
00D6: if 
0038:   $7346 == 0 // integer values 
004D: jump_if_false @KICKST_15476 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7343 $7344 $7345 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_15476 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_15476 
018C: play_sound 1 at $7343 $7344 $7345 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7347 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7346 = 1 // integer values 

:KICKST_15476
00D6: if 
0038:   $7351 == 0 // integer values 
004D: jump_if_false @KICKST_15638 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7348 $7349 $7350 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_15638 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_15638 
018C: play_sound 1 at $7348 $7349 $7350 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7352 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7351 = 1 // integer values 

:KICKST_15638
00D6: if 
0038:   $7356 == 0 // integer values 
004D: jump_if_false @KICKST_15800 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7353 $7354 $7355 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_15800 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_15800 
018C: play_sound 1 at $7353 $7354 $7355 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7357 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7356 = 1 // integer values 

:KICKST_15800
00D6: if 
0038:   $7361 == 0 // integer values 
004D: jump_if_false @KICKST_15962 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7358 $7359 $7360 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_15962 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_15962 
018C: play_sound 1 at $7358 $7359 $7360 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7362 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7361 = 1 // integer values 

:KICKST_15962
00D6: if 
0038:   $7366 == 0 // integer values 
004D: jump_if_false @KICKST_16124 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7363 $7364 $7365 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_16124 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_16124 
018C: play_sound 1 at $7363 $7364 $7365 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7367 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7366 = 1 // integer values 

:KICKST_16124
00D6: if 
0038:   $7371 == 0 // integer values 
004D: jump_if_false @KICKST_16286 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7368 $7369 $7370 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_16286 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_16286 
018C: play_sound 1 at $7368 $7369 $7370 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7372 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7371 = 1 // integer values 

:KICKST_16286
00D6: if 
0038:   $7376 == 0 // integer values 
004D: jump_if_false @KICKST_16448 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7373 $7374 $7375 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_16448 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_16448 
018C: play_sound 1 at $7373 $7374 $7375 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7377 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7376 = 1 // integer values 

:KICKST_16448
00D6: if 
0038:   $7381 == 0 // integer values 
004D: jump_if_false @KICKST_16610 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7378 $7379 $7380 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_16610 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_16610 
018C: play_sound 1 at $7378 $7379 $7380 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7382 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7381 = 1 // integer values 

:KICKST_16610
00D6: if 
0038:   $7386 == 0 // integer values 
004D: jump_if_false @KICKST_16772 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7383 $7384 $7385 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_16772 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_16772 
018C: play_sound 1 at $7383 $7384 $7385 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7387 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7386 = 1 // integer values 

:KICKST_16772
00D6: if 
0038:   $7391 == 0 // integer values 
004D: jump_if_false @KICKST_16934 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7388 $7389 $7390 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_16934 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_16934 
018C: play_sound 1 at $7388 $7389 $7390 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7392 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7391 = 1 // integer values 

:KICKST_16934
00D6: if 
0038:   $7396 == 0 // integer values 
004D: jump_if_false @KICKST_17096 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 
00D6: if 
00F5:   player $PLAYER_CHAR 0 $7393 $7394 $7395 radius 1.5 1.5 1.5 
004D: jump_if_false @KICKST_17096 
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @KICKST_17096 
018C: play_sound 1 at $7393 $7394 $7395 
00BC: text_highpriority 'KICK1_6' 1000 ms 1  // ~g~Well done!
0164: disable_marker $7397 
0008: $7231 += 1 // integer values 
000C: $7405 -= 1 // integer values 
0004: $7396 = 1 // integer values 

:KICKST_17096
0051: return 

//-------------Mission 82---------------
// Originally: Sunshine Autos Races

:RACE
0050: gosub @RACE_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RACE_27 
0050: gosub @RACE_21028 

:RACE_27
0050: gosub @RACE_22749 
004E: end_thread 

:RACE_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'RACE' 
0001: wait 0 ms 
054C: use_GXT_table 'RACES' 
0004: $7440 = 0 // integer values 
0004: $7436 = 0 // integer values 
0004: $7437 = 0 // integer values 
0004: $7438 = 0 // integer values 
0004: $7439 = 0 // integer values 
0005: $7472 = 7.0 // floating-point values 
0005: $7473 = 7.0 // floating-point values 
0005: $7474 = 7.0 // floating-point values 
0004: $7454 = 1 // integer values 
0004: $7441 = 0 // integer values 
0004: $7442 = 0 // integer values 
0004: $7443 = 0 // integer values 
0004: $7444 = 0 // integer values 
0004: $7445 = 0 // integer values 
0004: $7446 = 0 // integer values 
0004: $7447 = 0 // integer values 
0004: $7449 = 0 // integer values 
0004: $7450 = 0 // integer values 
0004: $7448 = 0 // integer values 
0004: $7452 = 0 // integer values 
0004: $7453 = 0 // integer values 
0004: $7455 = 0 // integer values 
0004: $7456 = 0 // integer values 
0004: $7459 = 0 // integer values 
0004: $7460 = 0 // integer values 
0004: $7461 = 0 // integer values 
0005: $7498 = 0.0 // floating-point values 
0005: $7499 = 0.0 // floating-point values 
0005: $7500 = 0.0 // floating-point values 
0005: $7501 = 0.0 // floating-point values 
0005: $7502 = 0.0 // floating-point values 
0005: $7503 = 0.0 // floating-point values 
0247: request_model #LH_RACE01 
0247: request_model #LH_RACE02 
0247: request_model #LH_RACE03 
0247: request_model #LH_RACE04 
0247: request_model #LH_RACE05 
0247: request_model #LH_RACE06 
038B: load_requested_models 
03F0: enable_text_draw 1 

:RACE_354
00D6: if or
8248:   not model #LH_RACE01 available 
8248:   not model #LH_RACE02 available 
8248:   not model #LH_RACE03 available 
8248:   not model #LH_RACE04 available 
8248:   not model #LH_RACE05 available 
8248:   not model #LH_RACE06 available 
004D: jump_if_false @RACE_406 
0001: wait 0 ms 
0002: jump @RACE_354 

:RACE_406
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -967.705 -827.3005 range 2.0 2.0 
0395: clear_area 0 at -970.2131 -828.717 range 1.0 1.0 
0055: put_player $PLAYER_CHAR at -970.2131 -828.717 5.7702 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
0373: set_camera_directly_behind_player 
015F: set_camera_position -971.9697 -825.7239 8.5712 0.0 rotation 0.0 0.0 
0160: point_camera -970.9708 -825.7308 8.6162 switchstyle 2 
0512: show_permanent_text_box 'RACEHLP' 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @RACE_702 
029B: $7426 = init_object #LH_RACE02 at -965.584 -827.217 8.631 
029B: $7427 = init_object #LH_RACE03 at -965.584 -827.217 8.631 
029B: $7428 = init_object #LH_RACE04 at -965.584 -827.217 8.631 
029B: $7429 = init_object #LH_RACE05 at -965.584 -827.217 8.631 
029B: $7430 = init_object #LH_RACE06 at -965.584 -827.217 8.631 

:RACE_702
029B: $7425 = init_object #LH_RACE01 at -965.584 -827.217 8.631 

:RACE_725
0001: wait 0 ms 
0494: get_joystick 0 data_to $880 $881 $882 $883 
00D6: if 
00E1:   player 0 pressed_button 15 
004D: jump_if_false @RACE_807 
00D6: if 
0038:   $7452 == 1 // integer values 
004D: jump_if_false @RACE_800 
0004: $7452 = 0 // integer values 
03E6: remove_text_box 
03F0: enable_text_draw 0 
0002: jump @RACE_21028 

:RACE_800
0002: jump @RACE_832 

:RACE_807
00D6: if 
0038:   $7452 == 0 // integer values 
004D: jump_if_false @RACE_832 
0004: $7452 = 1 // integer values 

:RACE_832
00D6: if or
00E1:   player 0 pressed_button 10 
001A:   -100 > $880 // integer values 
004D: jump_if_false @RACE_1233 
00D6: if 
0038:   $7455 == 1 // integer values 
004D: jump_if_false @RACE_1226 
0004: $7455 = 0 // integer values 
03D5: remove_text 'RACES19'  // You cannot afford to enter this race.
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_951 
0108: destroy_object $7425 
029B: $7430 = init_object #LH_RACE06 at -965.584 -827.217 8.631 
0004: $7454 = 6 // integer values 
0002: jump @RACE_1226 

:RACE_951
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_1011 
0108: destroy_object $7426 
029B: $7425 = init_object #LH_RACE01 at -965.584 -827.217 8.631 
0004: $7454 = 1 // integer values 
0002: jump @RACE_1226 

:RACE_1011
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_1071 
0108: destroy_object $7427 
029B: $7426 = init_object #LH_RACE02 at -965.584 -827.217 8.631 
0004: $7454 = 2 // integer values 
0002: jump @RACE_1226 

:RACE_1071
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_1131 
0108: destroy_object $7428 
029B: $7427 = init_object #LH_RACE03 at -965.584 -827.217 8.631 
0004: $7454 = 3 // integer values 
0002: jump @RACE_1226 

:RACE_1131
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_1191 
0108: destroy_object $7429 
029B: $7428 = init_object #LH_RACE04 at -965.584 -827.217 8.631 
0004: $7454 = 4 // integer values 
0002: jump @RACE_1226 

:RACE_1191
0108: destroy_object $7430 
029B: $7429 = init_object #LH_RACE05 at -965.584 -827.217 8.631 
0004: $7454 = 5 // integer values 

:RACE_1226
0002: jump @RACE_1258 

:RACE_1233
00D6: if 
0038:   $7455 == 0 // integer values 
004D: jump_if_false @RACE_1258 
0004: $7455 = 1 // integer values 

:RACE_1258
00D6: if or
00E1:   player 0 pressed_button 11 
0018:   $880 > 100 // integer values 
004D: jump_if_false @RACE_1659 
00D6: if 
0038:   $7456 == 1 // integer values 
004D: jump_if_false @RACE_1652 
0004: $7456 = 0 // integer values 
03D5: remove_text 'RACES19'  // You cannot afford to enter this race.
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_1377 
0108: destroy_object $7425 
029B: $7426 = init_object #LH_RACE02 at -965.584 -827.217 8.631 
0004: $7454 = 2 // integer values 
0002: jump @RACE_1652 

:RACE_1377
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_1437 
0108: destroy_object $7426 
029B: $7427 = init_object #LH_RACE03 at -965.584 -827.217 8.631 
0004: $7454 = 3 // integer values 
0002: jump @RACE_1652 

:RACE_1437
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_1497 
0108: destroy_object $7427 
029B: $7428 = init_object #LH_RACE04 at -965.584 -827.217 8.631 
0004: $7454 = 4 // integer values 
0002: jump @RACE_1652 

:RACE_1497
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_1557 
0108: destroy_object $7428 
029B: $7429 = init_object #LH_RACE05 at -965.584 -827.217 8.631 
0004: $7454 = 5 // integer values 
0002: jump @RACE_1652 

:RACE_1557
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_1617 
0108: destroy_object $7429 
029B: $7430 = init_object #LH_RACE06 at -965.584 -827.217 8.631 
0004: $7454 = 6 // integer values 
0002: jump @RACE_1652 

:RACE_1617
0108: destroy_object $7430 
029B: $7425 = init_object #LH_RACE01 at -965.584 -827.217 8.631 
0004: $7454 = 1 // integer values 

:RACE_1652
0002: jump @RACE_1684 

:RACE_1659
00D6: if 
0038:   $7456 == 0 // integer values 
004D: jump_if_false @RACE_1684 
0004: $7456 = 1 // integer values 

:RACE_1684
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_2314 
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES01'  // Terminal Velocity
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0424:   metric 
004D: jump_if_false @RACE_1847 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 1 748  // Track Length: ~1~.~1~ km
0002: jump @RACE_1871 

:RACE_1847
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 1  // Track Length: ~1~.~1~ miles

:RACE_1871
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 100  // Entrance Fee: $~1~
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $402 == 99999999 // integer values 
004D: jump_if_false @RACE_1979 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
0002: jump @RACE_2102 

:RACE_1979
0084: $7457 = $402 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $402 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_2076 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
0002: jump @RACE_2102 

:RACE_2076
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_2102
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $401 == 99999999 // integer values 
004D: jump_if_false @RACE_2162 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_2162
00D6: if 
0038:   $401 == 0 // integer values 
004D: jump_if_false @RACE_2200 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_2200
00D6: if 
0038:   $401 == 1 // integer values 
004D: jump_if_false @RACE_2238 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_2238
00D6: if 
0038:   $401 == 2 // integer values 
004D: jump_if_false @RACE_2276 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_2276
00D6: if 
0038:   $401 == 3 // integer values 
004D: jump_if_false @RACE_2314 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_2314
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_2946 
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES02'  // Ocean Drive
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0424:   metric 
004D: jump_if_false @RACE_2477 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 2 659  // Track Length: ~1~.~1~ km
0002: jump @RACE_2502 

:RACE_2477
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 652  // Track Length: ~1~.~1~ miles

:RACE_2502
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 500  // Entrance Fee: $~1~
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $404 == 99999999 // integer values 
004D: jump_if_false @RACE_2611 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
0002: jump @RACE_2734 

:RACE_2611
0084: $7457 = $404 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $404 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_2708 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
0002: jump @RACE_2734 

:RACE_2708
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_2734
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $403 == 99999999 // integer values 
004D: jump_if_false @RACE_2794 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_2794
00D6: if 
0038:   $403 == 0 // integer values 
004D: jump_if_false @RACE_2832 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_2832
00D6: if 
0038:   $403 == 1 // integer values 
004D: jump_if_false @RACE_2870 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_2870
00D6: if 
0038:   $403 == 2 // integer values 
004D: jump_if_false @RACE_2908 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_2908
00D6: if 
0038:   $403 == 3 // integer values 
004D: jump_if_false @RACE_2946 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_2946
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_3577 
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES03'  // Border Run
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0424:   metric 
004D: jump_if_false @RACE_3108 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 1  // Track Length: ~1~.~1~ km
0002: jump @RACE_3133 

:RACE_3108
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 926  // Track Length: ~1~.~1~ miles

:RACE_3133
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 1000  // Entrance Fee: $~1~
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $406 == 99999999 // integer values 
004D: jump_if_false @RACE_3242 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
0002: jump @RACE_3365 

:RACE_3242
0084: $7457 = $406 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $406 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_3339 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
0002: jump @RACE_3365 

:RACE_3339
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_3365
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $405 == 99999999 // integer values 
004D: jump_if_false @RACE_3425 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_3425
00D6: if 
0038:   $405 == 0 // integer values 
004D: jump_if_false @RACE_3463 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_3463
00D6: if 
0038:   $405 == 1 // integer values 
004D: jump_if_false @RACE_3501 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_3501
00D6: if 
0038:   $405 == 2 // integer values 
004D: jump_if_false @RACE_3539 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_3539
00D6: if 
0038:   $405 == 3 // integer values 
004D: jump_if_false @RACE_3577 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_3577
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_4209 
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES04'  // Capital Cruise
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0424:   metric 
004D: jump_if_false @RACE_3740 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 924  // Track Length: ~1~.~1~ km
0002: jump @RACE_3765 

:RACE_3740
045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 438  // Track Length: ~1~.~1~ miles

:RACE_3765
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 2000  // Entrance Fee: $~1~
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $408 == 99999999 // integer values 
004D: jump_if_false @RACE_3874 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
0002: jump @RACE_3997 

:RACE_3874
0084: $7457 = $408 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $408 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_3971 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
0002: jump @RACE_3997 

:RACE_3971
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_3997
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $407 == 99999999 // integer values 
004D: jump_if_false @RACE_4057 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_4057
00D6: if 
0038:   $407 == 0 // integer values 
004D: jump_if_false @RACE_4095 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_4095
00D6: if 
0038:   $407 == 1 // integer values 
004D: jump_if_false @RACE_4133 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_4133
00D6: if 
0038:   $407 == 2 // integer values 
004D: jump_if_false @RACE_4171 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_4171
00D6: if 
0038:   $407 == 3 // integer values 
004D: jump_if_false @RACE_4209 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_4209
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_4840 
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES05'  // Tour!
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0424:   metric 
004D: jump_if_false @RACE_4372 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 4 603  // Track Length: ~1~.~1~ km
0002: jump @RACE_4396 

:RACE_4372
045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 86  // Track Length: ~1~.~1~ miles

:RACE_4396
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 5000  // Entrance Fee: $~1~
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $410 == 99999999 // integer values 
004D: jump_if_false @RACE_4505 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
0002: jump @RACE_4628 

:RACE_4505
0084: $7457 = $410 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $410 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_4602 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
0002: jump @RACE_4628 

:RACE_4602
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_4628
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $409 == 99999999 // integer values 
004D: jump_if_false @RACE_4688 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_4688
00D6: if 
0038:   $409 == 0 // integer values 
004D: jump_if_false @RACE_4726 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_4726
00D6: if 
0038:   $409 == 1 // integer values 
004D: jump_if_false @RACE_4764 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_4764
00D6: if 
0038:   $409 == 2 // integer values 
004D: jump_if_false @RACE_4802 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_4802
00D6: if 
0038:   $409 == 3 // integer values 
004D: jump_if_false @RACE_4840 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_4840
00D6: if 
0038:   $7454 == 6 // integer values 
004D: jump_if_false @RACE_5471 
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES06'  // V.C. Endurance
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0424:   metric 
004D: jump_if_false @RACE_5003 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 9 721  // Track Length: ~1~.~1~ km
0002: jump @RACE_5027 

:RACE_5003
045B: text_draw_2numbers 30.0 190.0 'RACES23' 6 1  // Track Length: ~1~.~1~ miles

:RACE_5027
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 10000  // Entrance Fee: $~1~
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $412 == 99999999 // integer values 
004D: jump_if_false @RACE_5136 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
0002: jump @RACE_5259 

:RACE_5136
0084: $7457 = $412 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $412 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_5233 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
0002: jump @RACE_5259 

:RACE_5233
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_5259
0050: gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
00D6: if 
0038:   $411 == 99999999 // integer values 
004D: jump_if_false @RACE_5319 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_5319
00D6: if 
0038:   $411 == 0 // integer values 
004D: jump_if_false @RACE_5357 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_5357
00D6: if 
0038:   $411 == 1 // integer values 
004D: jump_if_false @RACE_5395 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_5395
00D6: if 
0038:   $411 == 2 // integer values 
004D: jump_if_false @RACE_5433 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_5433
00D6: if 
0038:   $411 == 3 // integer values 
004D: jump_if_false @RACE_5471 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_5471
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RACE_6028 
00D6: if 
0038:   $7453 == 1 // integer values 
004D: jump_if_false @RACE_6021 
0004: $7453 = 0 // integer values 
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_5596 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @RACE_5581 
0109: player $PLAYER_CHAR money += -100 
0108: destroy_object $7425 
03E6: remove_text_box 
03F0: enable_text_draw 0 
0002: jump @RACE_6103 
0002: jump @RACE_5596 

:RACE_5581
00BC: text_highpriority 'RACES19' 3000 ms 1  // You cannot afford to enter this race.

:RACE_5596
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_5681 
00D6: if 
010A:   player $PLAYER_CHAR money > 499 
004D: jump_if_false @RACE_5666 
0109: player $PLAYER_CHAR money += -500 
0108: destroy_object $7426 
03E6: remove_text_box 
03F0: enable_text_draw 0 
0002: jump @RACE_7017 
0002: jump @RACE_5681 

:RACE_5666
00BC: text_highpriority 'RACES19' 3000 ms 1  // You cannot afford to enter this race.

:RACE_5681
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_5766 
00D6: if 
010A:   player $PLAYER_CHAR money > 999 
004D: jump_if_false @RACE_5751 
0109: player $PLAYER_CHAR money += -1000 
0108: destroy_object $7427 
03E6: remove_text_box 
03F0: enable_text_draw 0 
0002: jump @RACE_7991 
0002: jump @RACE_5766 

:RACE_5751
00BC: text_highpriority 'RACES19' 3000 ms 1  // You cannot afford to enter this race.

:RACE_5766
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_5851 
00D6: if 
010A:   player $PLAYER_CHAR money > 1999 
004D: jump_if_false @RACE_5836 
0109: player $PLAYER_CHAR money += -2000 
0108: destroy_object $7428 
03E6: remove_text_box 
03F0: enable_text_draw 0 
0002: jump @RACE_9085 
0002: jump @RACE_5851 

:RACE_5836
00BC: text_highpriority 'RACES19' 3000 ms 1  // You cannot afford to enter this race.

:RACE_5851
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_5936 
00D6: if 
010A:   player $PLAYER_CHAR money > 4999 
004D: jump_if_false @RACE_5921 
0109: player $PLAYER_CHAR money += -5000 
0108: destroy_object $7429 
03E6: remove_text_box 
03F0: enable_text_draw 0 
0002: jump @RACE_10719 
0002: jump @RACE_5936 

:RACE_5921
00BC: text_highpriority 'RACES19' 3000 ms 1  // You cannot afford to enter this race.

:RACE_5936
00D6: if 
0038:   $7454 == 6 // integer values 
004D: jump_if_false @RACE_6021 
00D6: if 
010A:   player $PLAYER_CHAR money > 9999 
004D: jump_if_false @RACE_6006 
0109: player $PLAYER_CHAR money += -10000 
0108: destroy_object $7430 
03E6: remove_text_box 
03F0: enable_text_draw 0 
0002: jump @RACE_12413 
0002: jump @RACE_6021 

:RACE_6006
00BC: text_highpriority 'RACES19' 3000 ms 1  // You cannot afford to enter this race.

:RACE_6021
0002: jump @RACE_6053 

:RACE_6028
00D6: if 
0038:   $7453 == 0 // integer values 
004D: jump_if_false @RACE_6053 
0004: $7453 = 1 // integer values 

:RACE_6053
0002: jump @RACE_725 

:RACE_6060
0340: set_text_draw_color 180 180 180 255 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
0051: return 

:RACE_6103
00D6: if 
0038:   $1588 == 0 // integer values 
004D: jump_if_false @RACE_6123 
0317: increment_mission_attempts 

:RACE_6123
0004: $7449 = 23 // integer values 
0005: $7504 = -1381.918 // floating-point values 
0005: $7505 = -781.2508 // floating-point values 
0005: $7506 = 13.6582 // floating-point values 
0005: $7507 = -1336.543 // floating-point values 
0005: $7508 = -783.221 // floating-point values 
0005: $7509 = 13.6582 // floating-point values 
0005: $7510 = -1278.385 // floating-point values 
0005: $7511 = -783.2156 // floating-point values 
0005: $7512 = 13.6582 // floating-point values 
0005: $7513 = -1258.049 // floating-point values 
0005: $7514 = -762.8456 // floating-point values 
0005: $7515 = 13.6582 // floating-point values 
0005: $7516 = -1258.104 // floating-point values 
0005: $7517 = -695.624 // floating-point values 
0005: $7518 = 13.6582 // floating-point values 
0005: $7519 = -1261.048 // floating-point values 
0005: $7520 = -569.8616 // floating-point values 
0005: $7521 = 9.6582 // floating-point values 
0005: $7522 = -1320.283 // floating-point values 
0005: $7523 = -558.813 // floating-point values 
0005: $7524 = 7.4568 // floating-point values 
0005: $7525 = -1425.425 // floating-point values 
0005: $7526 = -558.7655 // floating-point values 
0005: $7527 = 6.7282 // floating-point values 
0005: $7528 = -1514.076 // floating-point values 
0005: $7529 = -558.7275 // floating-point values 
0005: $7530 = 6.7207 // floating-point values 
0005: $7531 = -1657.351 // floating-point values 
0005: $7532 = -558.9381 // floating-point values 
0005: $7533 = 6.7207 // floating-point values 
0005: $7534 = -1779.238 // floating-point values 
0005: $7535 = -561.8121 // floating-point values 
0005: $7536 = 6.7207 // floating-point values 
0005: $7537 = -1791.55 // floating-point values 
0005: $7538 = -638.3821 // floating-point values 
0005: $7539 = 10.4712 // floating-point values 
0005: $7540 = -1771.568 // floating-point values 
0005: $7541 = -690.8166 // floating-point values 
0005: $7542 = 13.6582 // floating-point values 
0005: $7543 = -1748.326 // floating-point values 
0005: $7544 = -664.5505 // floating-point values 
0005: $7545 = 13.6509 // floating-point values 
0005: $7546 = -1743.892 // floating-point values 
0005: $7547 = -557.9755 // floating-point values 
0005: $7548 = 13.651 // floating-point values 
0005: $7549 = -1650.822 // floating-point values 
0005: $7550 = -548.6134 // floating-point values 
0005: $7551 = 13.651 // floating-point values 
0005: $7552 = -1553.458 // floating-point values 
0005: $7553 = -548.5882 // floating-point values 
0005: $7554 = 13.651 // floating-point values 
0005: $7555 = -1530.331 // floating-point values 
0005: $7556 = -620.5998 // floating-point values 
0005: $7557 = 13.651 // floating-point values 
0005: $7558 = -1530.394 // floating-point values 
0005: $7559 = -690.6783 // floating-point values 
0005: $7560 = 13.6582 // floating-point values 
0005: $7561 = -1527.139 // floating-point values 
0005: $7562 = -772.0657 // floating-point values 
0005: $7563 = 13.6582 // floating-point values 
0005: $7564 = -1480.242 // floating-point values 
0005: $7565 = -782.8588 // floating-point values 
0005: $7566 = 13.6591 // floating-point values 
0005: $7567 = -1437.349 // floating-point values 
0005: $7568 = -830.7875 // floating-point values 
0005: $7569 = 13.6 // floating-point values 
0005: $7570 = -1402.194 // floating-point values 
0005: $7571 = -783.8462 // floating-point values 
0005: $7572 = 13.6583 // floating-point values 
0005: $7573 = -1363.599 // floating-point values 
0005: $7574 = -783.2463 // floating-point values 
0005: $7575 = 13.6728 // floating-point values 
0005: $4853 = -1376.668 // floating-point values 
0005: $4854 = -785.4619 // floating-point values 
0005: $4855 = 13.6583 // floating-point values 
0005: $4856 = -1381.918 // floating-point values 
0005: $4857 = -785.4619 // floating-point values 
0005: $4858 = 13.6583 // floating-point values 
0005: $4859 = -1376.668 // floating-point values 
0005: $4860 = -781.2508 // floating-point values 
0005: $4861 = 13.6582 // floating-point values 
0005: $7468 = 270.0 // floating-point values 
0005: $7477 = -1400.423 // floating-point values 
0005: $7478 = -788.7123 // floating-point values 
0005: $7479 = 12.2184 // floating-point values 
0005: $7480 = -1284.43 // floating-point values 
0005: $7481 = -778.7008 // floating-point values 
0005: $7482 = 27.3309 // floating-point values 
0002: jump @RACE_16027 

:RACE_7017
00D6: if 
0038:   $1589 == 0 // integer values 
004D: jump_if_false @RACE_7037 
0317: increment_mission_attempts 

:RACE_7037
0004: $7449 = 25 // integer values 
0005: $7504 = 467.1591 // floating-point values 
0005: $7505 = -364.1488 // floating-point values 
0005: $7506 = 9.3083 // floating-point values 
0005: $7507 = 501.4334 // floating-point values 
0005: $7508 = -376.6612 // floating-point values 
0005: $7509 = 9.8585 // floating-point values 
0005: $7510 = 499.6485 // floating-point values 
0005: $7511 = -453.183 // floating-point values 
0005: $7512 = 9.8615 // floating-point values 
0005: $7513 = 476.2756 // floating-point values 
0005: $7514 = -575.4393 // floating-point values 
0005: $7515 = 9.8615 // floating-point values 
0005: $7516 = 427.9059 // floating-point values 
0005: $7517 = -681.8521 // floating-point values 
0005: $7518 = 9.8615 // floating-point values 
0005: $7519 = 362.8138 // floating-point values 
0005: $7520 = -824.1959 // floating-point values 
0005: $7521 = 9.8616 // floating-point values 
0005: $7522 = 307.6837 // floating-point values 
0005: $7523 = -946.3491 // floating-point values 
0005: $7524 = 9.8615 // floating-point values 
0005: $7525 = 278.2833 // floating-point values 
0005: $7526 = -1126.979 // floating-point values 
0005: $7527 = 9.8615 // floating-point values 
0005: $7528 = 241.8716 // floating-point values 
0005: $7529 = -1314.508 // floating-point values 
0005: $7530 = 9.8616 // floating-point values 
0005: $7531 = 219.7843 // floating-point values 
0005: $7532 = -1418.322 // floating-point values 
0005: $7533 = 9.8615 // floating-point values 
0005: $7534 = 189.6915 // floating-point values 
0005: $7535 = -1494.735 // floating-point values 
0005: $7536 = 9.8616 // floating-point values 
0005: $7537 = 147.4525 // floating-point values 
0005: $7538 = -1571.244 // floating-point values 
0005: $7539 = 9.8616 // floating-point values 
0005: $7540 = 99.1483 // floating-point values 
0005: $7541 = -1588.395 // floating-point values 
0005: $7542 = 9.2481 // floating-point values 
0005: $7543 = 97.8935 // floating-point values 
0005: $7544 = -1519.795 // floating-point values 
0005: $7545 = 9.2418 // floating-point values 
0005: $7546 = 124.2335 // floating-point values 
0005: $7547 = -1445.51 // floating-point values 
0005: $7548 = 9.2418 // floating-point values 
0005: $7549 = 162.9207 // floating-point values 
0005: $7550 = -1334.057 // floating-point values 
0005: $7551 = 9.2418 // floating-point values 
0005: $7552 = 174.8059 // floating-point values 
0005: $7553 = -1231.018 // floating-point values 
0005: $7554 = 9.2418 // floating-point values 
0005: $7555 = 186.8894 // floating-point values 
0005: $7556 = -1129.81 // floating-point values 
0005: $7557 = 9.2418 // floating-point values 
0005: $7558 = 211.3841 // floating-point values 
0005: $7559 = -1017.686 // floating-point values 
0005: $7560 = 9.2418 // floating-point values 
0005: $7561 = 228.4807 // floating-point values 
0005: $7562 = -932.9751 // floating-point values 
0005: $7563 = 8.9034 // floating-point values 
0005: $7564 = 270.2189 // floating-point values 
0005: $7565 = -851.367 // floating-point values 
0005: $7566 = 8.9777 // floating-point values 
0005: $7567 = 327.7973 // floating-point values 
0005: $7568 = -732.2568 // floating-point values 
0005: $7569 = 8.9778 // floating-point values 
0005: $7570 = 372.8638 // floating-point values 
0005: $7571 = -623.2525 // floating-point values 
0005: $7572 = 8.9778 // floating-point values 
0005: $7573 = 419.3767 // floating-point values 
0005: $7574 = -525.2839 // floating-point values 
0005: $7575 = 8.9778 // floating-point values 
0005: $7576 = 448.2071 // floating-point values 
0005: $7577 = -373.7212 // floating-point values 
0005: $7578 = 8.9777 // floating-point values 
0005: $7579 = 484.4896 // floating-point values 
0005: $7580 = -370.8366 // floating-point values 
0005: $7581 = 9.7451 // floating-point values 
0005: $4853 = 473.6366 // floating-point values 
0005: $4854 = -372.6079 // floating-point values 
0005: $4855 = 9.461 // floating-point values 
0005: $4856 = 467.1591 // floating-point values 
0005: $4857 = -370.8961 // floating-point values 
0005: $4858 = 9.2859 // floating-point values 
0005: $4859 = 473.6366 // floating-point values 
0005: $4860 = -364.1488 // floating-point values 
0005: $4861 = 9.3083 // floating-point values 
0005: $7468 = 255.0 // floating-point values 
0005: $7477 = 461.5594 // floating-point values 
0005: $7478 = -374.7564 // floating-point values 
0005: $7479 = 9.0675 // floating-point values 
0005: $7480 = 512.8641 // floating-point values 
0005: $7481 = -368.6559 // floating-point values 
0005: $7482 = 27.1193 // floating-point values 
0002: jump @RACE_16027 

:RACE_7991
00D6: if 
0038:   $1590 == 0 // integer values 
004D: jump_if_false @RACE_8011 
0317: increment_mission_attempts 

:RACE_8011
0004: $7449 = 28 // integer values 
0005: $7504 = -1181.32 // floating-point values 
0005: $7505 = -665.8813 // floating-point values 
0005: $7506 = 10.4318 // floating-point values 
0005: $7507 = -1186.549 // floating-point values 
0005: $7508 = -614.5401 // floating-point values 
0005: $7509 = 10.4318 // floating-point values 
0005: $7510 = -1142.018 // floating-point values 
0005: $7511 = -592.1671 // floating-point values 
0005: $7512 = 10.4322 // floating-point values 
0005: $7513 = -1081.837 // floating-point values 
0005: $7514 = -570.2073 // floating-point values 
0005: $7515 = 9.9434 // floating-point values 
0005: $7516 = -1109.015 // floating-point values 
0005: $7517 = -492.9245 // floating-point values 
0005: $7518 = 9.7679 // floating-point values 
0005: $7519 = -1167.683 // floating-point values 
0005: $7520 = -501.2699 // floating-point values 
0005: $7521 = 9.7679 // floating-point values 
0005: $7522 = -1199.679 // floating-point values 
0005: $7523 = -445.729 // floating-point values 
0005: $7524 = 9.7359 // floating-point values 
0005: $7525 = -1207.559 // floating-point values 
0005: $7526 = -373.1393 // floating-point values 
0005: $7527 = 9.7359 // floating-point values 
0005: $7528 = -1175.821 // floating-point values 
0005: $7529 = -331.3841 // floating-point values 
0005: $7530 = 9.674 // floating-point values 
0005: $7531 = -1187.148 // floating-point values 
0005: $7532 = -225.0972 // floating-point values 
0005: $7533 = 10.4116 // floating-point values 
0005: $7534 = -1167.117 // floating-point values 
0005: $7535 = -94.6856 // floating-point values 
0005: $7536 = 10.4133 // floating-point values 
0005: $7537 = -1068.153 // floating-point values 
0005: $7538 = -51.3555 // floating-point values 
0005: $7539 = 10.23 // floating-point values 
0005: $7540 = -1070.626 // floating-point values 
0005: $7541 = 46.5132 // floating-point values 
0005: $7542 = 10.2301 // floating-point values 
0005: $7543 = -1068.507 // floating-point values 
0005: $7544 = 122.7926 // floating-point values 
0005: $7545 = 10.2288 // floating-point values 
0005: $7546 = -1023.862 // floating-point values 
0005: $7547 = 183.5805 // floating-point values 
0005: $7548 = 10.2292 // floating-point values 
0005: $7549 = -1005.554 // floating-point values 
0005: $7550 = 303.4343 // floating-point values 
0005: $7551 = 10.227 // floating-point values 
0005: $7552 = -932.2478 // floating-point values 
0005: $7553 = 321.5445 // floating-point values 
0005: $7554 = 10.2287 // floating-point values 
0005: $7555 = -810.822 // floating-point values 
0005: $7556 = 308.4724 // floating-point values 
0005: $7557 = 10.2199 // floating-point values 
0005: $7558 = -722.9102 // floating-point values 
0005: $7559 = 266.282 // floating-point values 
0005: $7560 = 9.8848 // floating-point values 
0005: $7561 = -747.9127 // floating-point values 
0005: $7562 = 138.419 // floating-point values 
0005: $7563 = 9.8853 // floating-point values 
0005: $7564 = -814.0344 // floating-point values 
0005: $7565 = 1.5536 // floating-point values 
0005: $7566 = 10.0634 // floating-point values 
0005: $7567 = -969.6165 // floating-point values 
0005: $7568 = 31.9538 // floating-point values 
0005: $7569 = 9.5014 // floating-point values 
0005: $7570 = -983.0366 // floating-point values 
0005: $7571 = -94.5914 // floating-point values 
0005: $7572 = 9.5016 // floating-point values 
0005: $7573 = -978.7145 // floating-point values 
0005: $7574 = -271.9747 // floating-point values 
0005: $7575 = 9.5334 // floating-point values 
0005: $7576 = -862.6591 // floating-point values 
0005: $7577 = -306.7586 // floating-point values 
0005: $7578 = 9.8785 // floating-point values 
0005: $7579 = -865.6099 // floating-point values 
0005: $7580 = -410.9057 // floating-point values 
0005: $7581 = 9.8857 // floating-point values 
0005: $7582 = -845.0103 // floating-point values 
0005: $7583 = -553.1681 // floating-point values 
0005: $7584 = 9.8859 // floating-point values 
0005: $7585 = -852.1738 // floating-point values 
0005: $7586 = -650.9092 // floating-point values 
0005: $7587 = 10.0679 // floating-point values 
0005: $7588 = -987.7121 // floating-point values 
0005: $7589 = -667.091 // floating-point values 
0005: $7590 = 10.5813 // floating-point values 
0005: $7591 = -1165.868 // floating-point values 
0005: $7592 = -688.9201 // floating-point values 
0005: $7593 = 10.4362 // floating-point values 
0005: $4853 = -1178.164 // floating-point values 
0005: $4854 = -659.4622 // floating-point values 
0005: $4855 = 10.4318 // floating-point values 
0005: $4856 = -1177.322 // floating-point values 
0005: $4857 = -665.8813 // floating-point values 
0005: $4858 = 10.4318 // floating-point values 
0005: $4859 = -1182.12 // floating-point values 
0005: $4860 = -659.4622 // floating-point values 
0005: $4861 = 10.4318 // floating-point values 
0005: $7468 = 7.5 // floating-point values 
0005: $7477 = -1182.284 // floating-point values 
0005: $7478 = -682.7609 // floating-point values 
0005: $7479 = 8.6995 // floating-point values 
0005: $7480 = -1181.638 // floating-point values 
0005: $7481 = -612.6847 // floating-point values 
0005: $7482 = 18.658 // floating-point values 
0002: jump @RACE_16027 

:RACE_9085
00D6: if 
0038:   $1591 == 0 // integer values 
004D: jump_if_false @RACE_9105 
0317: increment_mission_attempts 

:RACE_9105
0004: $7449 = 46 // integer values 
0005: $7504 = 199.3 // floating-point values 
0005: $7505 = -349.2 // floating-point values 
0005: $7506 = 9.4879 // floating-point values 
0005: $7507 = 185.792 // floating-point values 
0005: $7508 = -435.777 // floating-point values 
0005: $7509 = 9.8329 // floating-point values 
0005: $7510 = 182.935 // floating-point values 
0005: $7511 = -512.916 // floating-point values 
0005: $7512 = 10.0699 // floating-point values 
0005: $7513 = 178.174 // floating-point values 
0005: $7514 = -595.769 // floating-point values 
0005: $7515 = 15.5328 // floating-point values 
0005: $7516 = 164.841 // floating-point values 
0005: $7517 = -703.383 // floating-point values 
0005: $7518 = 9.4007 // floating-point values 
0005: $7519 = 125.795 // floating-point values 
0005: $7520 = -797.664 // floating-point values 
0005: $7521 = 9.278 // floating-point values 
0005: $7522 = 53.418 // floating-point values 
0005: $7523 = -863.375 // floating-point values 
0005: $7524 = 9.278 // floating-point values 
0005: $7525 = -41.8154 // floating-point values 
0005: $7526 = -872.898 // floating-point values 
0005: $7527 = 9.2782 // floating-point values 
0005: $7528 = -103.717 // floating-point values 
0005: $7529 = -920.515 // floating-point values 
0005: $7530 = 9.2839 // floating-point values 
0005: $7531 = -84.6704 // floating-point values 
0005: $7532 = -1012.89 // floating-point values 
0005: $7533 = 9.2761 // floating-point values 
0005: $7534 = -89.4321 // floating-point values 
0005: $7535 = -1080.51 // floating-point values 
0005: $7536 = 9.2859 // floating-point values 
0005: $7537 = -170.38 // floating-point values 
0005: $7538 = -1099.55 // floating-point values 
0005: $7539 = 9.2781 // floating-point values 
0005: $7540 = -196.093 // floating-point values 
0005: $7541 = -1126.22 // floating-point values 
0005: $7542 = 9.2858 // floating-point values 
0005: $7543 = -201.807 // floating-point values 
0005: $7544 = -1206.21 // floating-point values 
0005: $7545 = 9.278 // floating-point values 
0005: $7546 = -200.855 // floating-point values 
0005: $7547 = -1281.45 // floating-point values 
0005: $7548 = 9.278 // floating-point values 
0005: $7549 = -186.57 // floating-point values 
0005: $7550 = -1360.49 // floating-point values 
0005: $7551 = 9.2858 // floating-point values 
0005: $7552 = -153.238 // floating-point values 
0005: $7553 = -1454.77 // floating-point values 
0005: $7554 = 9.2858 // floating-point values 
0005: $7555 = -102.765 // floating-point values 
0005: $7556 = -1546.2 // floating-point values 
0005: $7557 = 9.2858 // floating-point values 
0005: $7558 = -44.6724 // floating-point values 
0005: $7559 = -1577.62 // floating-point values 
0005: $7560 = 9.2464 // floating-point values 
0005: $7561 = -8.48371 // floating-point values 
0005: $7562 = -1550.96 // floating-point values 
0005: $7563 = 9.278 // floating-point values 
0005: $7564 = 0.0873 // floating-point values 
0005: $7565 = -1465.25 // floating-point values 
0005: $7566 = 9.2779 // floating-point values 
0005: $7567 = 41.0376 // floating-point values 
0005: $7568 = -1381.44 // floating-point values 
0005: $7569 = 9.278 // floating-point values 
0005: $7570 = 68.6553 // floating-point values 
0005: $7571 = -1302.4 // floating-point values 
0005: $7572 = 9.278 // floating-point values 
0005: $7573 = 80.0833 // floating-point values 
0005: $7574 = -1209.07 // floating-point values 
0005: $7575 = 9.278 // floating-point values 
0005: $7576 = 83.8926 // floating-point values 
0005: $7577 = -1133.84 // floating-point values 
0005: $7578 = 9.2858 // floating-point values 
0005: $7579 = 78.1786 // floating-point values 
0005: $7580 = -1047.17 // floating-point values 
0005: $7581 = 9.278 // floating-point values 
0005: $7582 = 82.9403 // floating-point values 
0005: $7583 = -956.703 // floating-point values 
0005: $7584 = 9.2613 // floating-point values 
0005: $7585 = 125.795 // floating-point values 
0005: $7586 = -885.278 // floating-point values 
0005: $7587 = 9.2465 // floating-point values 
0005: $7588 = 175.317 // floating-point values 
0005: $7589 = -813.853 // floating-point values 
0005: $7590 = 9.2465 // floating-point values 
0005: $7591 = 217.219 // floating-point values 
0005: $7592 = -750.047 // floating-point values 
0005: $7593 = 9.2465 // floating-point values 
0005: $7594 = 237.218 // floating-point values 
0005: $7595 = -685.288 // floating-point values 
0005: $7596 = 9.2372 // floating-point values 
0005: $7597 = 261.979 // floating-point values 
0005: $7598 = -594.816 // floating-point values 
0005: $7599 = 8.8297 // floating-point values 
0005: $7600 = 302.929 // floating-point values 
0005: $7601 = -525.296 // floating-point values 
0005: $7602 = 8.8297 // floating-point values 
0005: $7603 = 365.783 // floating-point values 
0005: $7604 = -448.157 // floating-point values 
0005: $7605 = 8.8482 // floating-point values 
0005: $7606 = 418.162 // floating-point values 
0005: $7607 = -403.397 // floating-point values 
0005: $7608 = 8.8482 // floating-point values 
0005: $7609 = 454.35 // floating-point values 
0005: $7610 = -352.924 // floating-point values 
0005: $7611 = 8.9641 // floating-point values 
0005: $7612 = 478.159 // floating-point values 
0005: $7613 = -243.405 // floating-point values 
0005: $7614 = 11.3418 // floating-point values 
0005: $7615 = 482.92 // floating-point values 
0005: $7616 = -139.601 // floating-point values 
0005: $7617 = 9.1372 // floating-point values 
0005: $7618 = 519.109 // floating-point values 
0005: $7619 = -68.1758 // floating-point values 
0005: $7620 = 9.5878 // floating-point values 
0005: $7621 = 502.919 // floating-point values 
0005: $7622 = -1.51244 // floating-point values 
0005: $7623 = 10.0202 // floating-point values 
0005: $7624 = 483.873 // floating-point values 
0005: $7625 = 97.5303 // floating-point values 
0005: $7626 = 10.304 // floating-point values 
0005: $7627 = 431.494 // floating-point values 
0005: $7628 = 56.5799 // floating-point values 
0005: $7629 = 10.1727 // floating-point values 
0005: $7630 = 370.545 // floating-point values 
0005: $7631 = 9.91558 // floating-point values 
0005: $7632 = 10.3602 // floating-point values 
0005: $7633 = 326.738 // floating-point values 
0005: $7634 = -26.2731 // floating-point values 
0005: $7635 = 9.9985 // floating-point values 
0005: $7636 = 310.548 // floating-point values 
0005: $7637 = -109.126 // floating-point values 
0005: $7638 = 10.2687 // floating-point values 
0005: $7639 = 273.407 // floating-point values 
0005: $7640 = -185.313 // floating-point values 
0005: $7641 = 9.8572 // floating-point values 
0005: $7642 = 230.552 // floating-point values 
0005: $7643 = -266.261 // floating-point values 
0005: $7644 = 10.962 // floating-point values 
0005: $7645 = 200.295 // floating-point values 
0005: $7646 = -367.055 // floating-point values 
0005: $7647 = 9.6223 // floating-point values 
0005: $4853 = 204.1 // floating-point values 
0005: $4854 = -349.2 // floating-point values 
0005: $4855 = 9.4879 // floating-point values 
0005: $4856 = 197.8 // floating-point values 
0005: $4857 = -356.3 // floating-point values 
0005: $4858 = 9.4879 // floating-point values 
0005: $4859 = 202.6 // floating-point values 
0005: $4860 = -356.3 // floating-point values 
0005: $4861 = 9.4879 // floating-point values 
0005: $7468 = 165.3 // floating-point values 
0005: $7477 = 168.896 // floating-point values 
0005: $7478 = -416.393 // floating-point values 
0005: $7479 = 0.0 // floating-point values 
0005: $7480 = 221.475 // floating-point values 
0005: $7481 = -347.636 // floating-point values 
0005: $7482 = 30.0 // floating-point values 
0002: jump @RACE_16027 

:RACE_10719
00D6: if 
0038:   $1592 == 0 // integer values 
004D: jump_if_false @RACE_10739 
0317: increment_mission_attempts 

:RACE_10739
0004: $7449 = 48 // integer values 
0005: $7504 = 192.0803 // floating-point values 
0005: $7505 = -379.4206 // floating-point values 
0005: $7506 = 9.6766 // floating-point values 
0005: $7507 = 221.582 // floating-point values 
0005: $7508 = -289.187 // floating-point values 
0005: $7509 = 11.361 // floating-point values 
0005: $7510 = 253.71 // floating-point values 
0005: $7511 = -223.936 // floating-point values 
0005: $7512 = 9.8523 // floating-point values 
0005: $7513 = 295.899 // floating-point values 
0005: $7514 = -134.766 // floating-point values 
0005: $7515 = 11.1339 // floating-point values 
0005: $7516 = 329.479 // floating-point values 
0005: $7517 = -17.6297 // floating-point values 
0005: $7518 = 10.3388 // floating-point values 
0005: $7519 = 388.747 // floating-point values 
0005: $7520 = 20.8195 // floating-point values 
0005: $7521 = 14.1745 // floating-point values 
0005: $7522 = 444.209 // floating-point values 
0005: $7523 = 89.5439 // floating-point values 
0005: $7524 = 9.9166 // floating-point values 
0005: $7525 = 399.599 // floating-point values 
0005: $7526 = 201.673 // floating-point values 
0005: $7527 = 9.85 // floating-point values 
0005: $7528 = 427.329 // floating-point values 
0005: $7529 = 305.363 // floating-point values 
0005: $7530 = 10.4397 // floating-point values 
0005: $7531 = 444.635 // floating-point values 
0005: $7532 = 408.029 // floating-point values 
0005: $7533 = 10.4397 // floating-point values 
0005: $7534 = 470.734 // floating-point values 
0005: $7535 = 504.302 // floating-point values 
0005: $7536 = 10.483 // floating-point values 
0005: $7537 = 496.054 // floating-point values 
0005: $7538 = 656.219 // floating-point values 
0005: $7539 = 9.8803 // floating-point values 
0005: $7540 = 547.899 // floating-point values 
0005: $7541 = 751.469 // floating-point values 
0005: $7542 = 10.1808 // floating-point values 
0005: $7543 = 556.338 // floating-point values 
0005: $7544 = 891.329 // floating-point values 
0005: $7545 = 13.5641 // floating-point values 
0005: $7546 = 512.934 // floating-point values 
0005: $7547 = 1004.66 // floating-point values 
0005: $7548 = 16.9283 // floating-point values 
0005: $7549 = 500.877 // floating-point values 
0005: $7550 = 1121.62 // floating-point values 
0005: $7551 = 15.2929 // floating-point values 
0005: $7552 = 522.579 // floating-point values 
0005: $7553 = 1232.54 // floating-point values 
0005: $7554 = 15.2502 // floating-point values 
0005: $7555 = 432.152 // floating-point values 
0005: $7556 = 1281.97 // floating-point values 
0005: $7557 = 16.0003 // floating-point values 
0005: $7558 = 316.406 // floating-point values 
0005: $7559 = 1281.97 // floating-point values 
0005: $7560 = 16.1761 // floating-point values 
0005: $7561 = 219.951 // floating-point values 
0005: $7562 = 1243.39 // floating-point values 
0005: $7563 = 16.18 // floating-point values 
0005: $7564 = 283.852 // floating-point values 
0005: $7565 = 1198.78 // floating-point values 
0005: $7566 = 16.7968 // floating-point values 
0005: $7567 = 270.59 // floating-point values 
0005: $7568 = 1121.62 // floating-point values 
0005: $7569 = 18.3989 // floating-point values 
0005: $7570 = 307.966 // floating-point values 
0005: $7571 = 1023.95 // floating-point values 
0005: $7572 = 11.9725 // floating-point values 
0005: $7573 = 320.023 // floating-point values 
0005: $7574 = 913.031 // floating-point values 
0005: $7575 = 9.8582 // floating-point values 
0005: $7576 = 294.703 // floating-point values 
0005: $7577 = 800.902 // floating-point values 
0005: $7578 = 9.849 // floating-point values 
0005: $7579 = 219.951 // floating-point values 
0005: $7580 = 721.326 // floating-point values 
0005: $7581 = 9.849 // floating-point values 
0005: $7582 = 177.751 // floating-point values 
0005: $7583 = 671.893 // floating-point values 
0005: $7584 = 9.849 // floating-point values 
0005: $7585 = 246.476 // floating-point values 
0005: $7586 = 667.07 // floating-point values 
0005: $7587 = 9.8548 // floating-point values 
0005: $7588 = 334.491 // floating-point values 
0005: $7589 = 670.687 // floating-point values 
0005: $7590 = 9.8524 // floating-point values 
0005: $7591 = 380.307 // floating-point values 
0005: $7592 = 644.162 // floating-point values 
0005: $7593 = 10.0442 // floating-point values 
0005: $7594 = 383.925 // floating-point values 
0005: $7595 = 557.352 // floating-point values 
0005: $7596 = 10.3795 // floating-point values 
0005: $7597 = 380.307 // floating-point values 
0005: $7598 = 487.422 // floating-point values 
0005: $7599 = 10.6054 // floating-point values 
0005: $7600 = 486.408 // floating-point values 
0005: $7601 = 480.188 // floating-point values 
0005: $7602 = 10.4553 // floating-point values 
0005: $7603 = 534.636 // floating-point values 
0005: $7604 = 457.28 // floating-point values 
0005: $7605 = 9.8644 // floating-point values 
0005: $7606 = 515.345 // floating-point values 
0005: $7607 = 352.385 // floating-point values 
0005: $7608 = 9.8673 // floating-point values 
0005: $7609 = 500.877 // floating-point values 
0005: $7610 = 245.078 // floating-point values 
0005: $7611 = 9.9013 // floating-point values 
0005: $7612 = 504.494 // floating-point values 
0005: $7613 = 138.977 // floating-point values 
0005: $7614 = 9.866 // floating-point values 
0005: $7615 = 477.969 // floating-point values 
0005: $7616 = 94.3666 // floating-point values 
0005: $7617 = 10.1941 // floating-point values 
0005: $7618 = 394.776 // floating-point values 
0005: $7619 = 25.6422 // floating-point values 
0005: $7620 = 14.5354 // floating-point values 
0005: $7621 = 328.463 // floating-point values 
0005: $7622 = -33.4368 // floating-point values 
0005: $7623 = 9.8861 // floating-point values 
0005: $7624 = 300.732 // floating-point values 
0005: $7625 = -127.481 // floating-point values 
0005: $7626 = 10.776 // floating-point values 
0005: $7627 = 289.881 // floating-point values 
0005: $7628 = -182.943 // floating-point values 
0005: $7629 = 10.4278 // floating-point values 
0005: $7630 = 368.251 // floating-point values 
0005: $7631 = -222.73 // floating-point values 
0005: $7632 = 10.7668 // floating-point values 
0005: $7633 = 359.811 // floating-point values 
0005: $7634 = -303.512 // floating-point values 
0005: $7635 = 10.8559 // floating-point values 
0005: $7636 = 283.852 // floating-point values 
0005: $7637 = -363.796 // floating-point values 
0005: $7638 = 10.7751 // floating-point values 
0005: $7639 = 233.213 // floating-point values 
0005: $7640 = -425.287 // floating-point values 
0005: $7641 = 10.7829 // floating-point values 
0005: $7642 = 217.539 // floating-point values 
0005: $7643 = -518.125 // floating-point values 
0005: $7644 = 10.7829 // floating-point values 
0005: $7645 = 181.368 // floating-point values 
0005: $7646 = -526.565 // floating-point values 
0005: $7647 = 10.5379 // floating-point values 
0005: $7648 = 185.061 // floating-point values 
0005: $7649 = -443.34 // floating-point values 
0005: $7650 = 9.8402 // floating-point values 
0005: $7651 = 198.248 // floating-point values 
0005: $7652 = -371.03 // floating-point values 
0005: $7653 = 9.5263 // floating-point values 
0005: $4853 = 198.214 // floating-point values 
0005: $4854 = -373.8071 // floating-point values 
0005: $4855 = 9.5658 // floating-point values 
0005: $4856 = 196.4444 // floating-point values 
0005: $4857 = -380.2955 // floating-point values 
0005: $4858 = 9.6676 // floating-point values 
0005: $4859 = 193.9106 // floating-point values 
0005: $4860 = -372.1646 // floating-point values 
0005: $4861 = 9.5608 // floating-point values 
0005: $7468 = 345.0 // floating-point values 
0005: $7477 = 181.057 // floating-point values 
0005: $7478 = -418.878 // floating-point values 
0005: $7479 = 0.0 // floating-point values 
0005: $7480 = 216.057 // floating-point values 
0005: $7481 = -328.878 // floating-point values 
0005: $7482 = 30.0 // floating-point values 
0002: jump @RACE_16027 

:RACE_12413
00D6: if 
0038:   $1593 == 0 // integer values 
004D: jump_if_false @RACE_12433 
0317: increment_mission_attempts 

:RACE_12433
0004: $7449 = 112 // integer values 
0005: $7504 = -999.8854 // floating-point values 
0005: $7505 = -945.692 // floating-point values 
0005: $7506 = 13.6685 // floating-point values 
0005: $7507 = -929.153 // floating-point values 
0005: $7508 = -1029.48 // floating-point values 
0005: $7509 = 13.6592 // floating-point values 
0005: $7510 = -887.966 // floating-point values 
0005: $7511 = -1073.35 // floating-point values 
0005: $7512 = 13.6478 // floating-point values 
0005: $7513 = -824.396 // floating-point values 
0005: $7514 = -1040.23 // floating-point values 
0005: $7515 = 9.8895 // floating-point values 
0005: $7516 = -823.5 // floating-point values 
0005: $7517 = -946.213 // floating-point values 
0005: $7518 = 9.8871 // floating-point values 
0005: $7519 = -764.407 // floating-point values 
0005: $7520 = -925.62 // floating-point values 
0005: $7521 = 9.4575 // floating-point values 
0005: $7522 = -677.557 // floating-point values 
0005: $7523 = -930.992 // floating-point values 
0005: $7524 = 13.6473 // floating-point values 
0005: $7525 = -588.022 // floating-point values 
0005: $7526 = -932.782 // floating-point values 
0005: $7527 = 20.4283 // floating-point values 
0005: $7528 = -492.219 // floating-point values 
0005: $7529 = -932.782 // floating-point values 
0005: $7530 = 25.0643 // floating-point values 
0005: $7531 = -396.415 // floating-point values 
0005: $7532 = -935.468 // floating-point values 
0005: $7533 = 22.5963 // floating-point values 
0005: $7534 = -295.24 // floating-point values 
0005: $7535 = -939.05 // floating-point values 
0005: $7536 = 16.4214 // floating-point values 
0005: $7537 = -189.588 // floating-point values 
0005: $7538 = -930.096 // floating-point values 
0005: $7539 = 11.0187 // floating-point values 
0005: $7540 = -104.529 // floating-point values 
0005: $7541 = -895.177 // floating-point values 
0005: $7542 = 9.2782 // floating-point values 
0005: $7543 = -22.1561 // floating-point values 
0005: $7544 = -870.107 // floating-point values 
0005: $7545 = 9.2782 // floating-point values 
0005: $7546 = 73.6471 // floating-point values 
0005: $7547 = -858.468 // floating-point values 
0005: $7548 = 9.278 // floating-point values 
0005: $7549 = 131.845 // floating-point values 
0005: $7550 = -787.734 // floating-point values 
0005: $7551 = 9.278 // floating-point values 
0005: $7552 = 163.183 // floating-point values 
0005: $7553 = -706.257 // floating-point values 
0005: $7554 = 9.278 // floating-point values 
0005: $7555 = 173.032 // floating-point values 
0005: $7556 = -646.268 // floating-point values 
0005: $7557 = 15.1956 // floating-point values 
0005: $7558 = 178.404 // floating-point values 
0005: $7559 = -549.57 // floating-point values 
0005: $7560 = 10.69 // floating-point values 
0005: $7561 = 184.671 // floating-point values 
0005: $7562 = -452.871 // floating-point values 
0005: $7563 = 9.8402 // floating-point values 
0005: $7564 = 199.892 // floating-point values 
0005: $7565 = -365.126 // floating-point values 
0005: $7566 = 9.465 // floating-point values 
0005: $7567 = 224.962 // floating-point values 
0005: $7568 = -275.59 // floating-point values 
0005: $7569 = 10.9105 // floating-point values 
0005: $7570 = 268.835 // floating-point values 
0005: $7571 = -198.59 // floating-point values 
0005: $7572 = 9.8572 // floating-point values 
0005: $7573 = 308.231 // floating-point values 
0005: $7574 = -115.322 // floating-point values 
0005: $7575 = 9.8605 // floating-point values 
0005: $7576 = 327.928 // floating-point values 
0005: $7577 = -30.2626 // floating-point values 
0005: $7578 = 9.9096 // floating-point values 
0005: $7579 = 389.708 // floating-point values 
0005: $7580 = 20.7727 // floating-point values 
0005: $7581 = 14.2094 // floating-point values 
0005: $7582 = 447.011 // floating-point values 
0005: $7583 = 86.1337 // floating-point values 
0005: $7584 = 9.8733 // floating-point values 
0005: $7585 = 399.557 // floating-point values 
0005: $7586 = 172.983 // floating-point values 
0005: $7587 = 9.847 // floating-point values 
0005: $7588 = 391.499 // floating-point values 
0005: $7589 = 237.449 // floating-point values 
0005: $7590 = 9.3895 // floating-point values 
0005: $7591 = 340.463 // floating-point values 
0005: $7592 = 253.565 // floating-point values 
0005: $7593 = 10.1255 // floating-point values 
0005: $7594 = 334.196 // floating-point values 
0005: $7595 = 352.055 // floating-point values 
0005: $7596 = 10.4291 // floating-point values 
0005: $7597 = 349.417 // floating-point values 
0005: $7598 = 444.276 // floating-point values 
0005: $7599 = 10.4235 // floating-point values 
0005: $7600 = 378.068 // floating-point values 
0005: $7601 = 531.126 // floating-point values 
0005: $7602 = 10.4235 // floating-point values 
0005: $7603 = 382.545 // floating-point values 
0005: $7604 = 607.231 // floating-point values 
0005: $7605 = 10.4235 // floating-point values 
0005: $7606 = 362.847 // floating-point values 
0005: $7607 = 668.116 // floating-point values 
0005: $7608 = 9.894 // floating-point values 
0005: $7609 = 264.358 // floating-point values 
0005: $7610 = 669.906 // floating-point values 
0005: $7611 = 9.8524 // floating-point values 
0005: $7612 = 207.055 // floating-point values 
0005: $7613 = 657.371 // floating-point values 
0005: $7614 = 9.849 // floating-point values 
0005: $7615 = 178.404 // floating-point values 
0005: $7616 = 670.802 // floating-point values 
0005: $7617 = 9.849 // floating-point values 
0005: $7618 = 196.311 // floating-point values 
0005: $7619 = 707.511 // floating-point values 
0005: $7620 = 9.849 // floating-point values 
0005: $7621 = 272.416 // floating-point values 
0005: $7622 = 765.71 // floating-point values 
0005: $7623 = 9.8514 // floating-point values 
0005: $7624 = 311.812 // floating-point values 
0005: $7625 = 857.036 // floating-point values 
0005: $7626 = 9.8551 // floating-point values 
0005: $7627 = 318.975 // floating-point values 
0005: $7628 = 974.328 // floating-point values 
0005: $7629 = 10.6569 // floating-point values 
0005: $7630 = 293.905 // floating-point values 
0005: $7631 = 1067.44 // floating-point values 
0005: $7632 = 12.0802 // floating-point values 
0005: $7633 = 273.312 // floating-point values 
0005: $7634 = 1139.07 // floating-point values 
0005: $7635 = 20.0402 // floating-point values 
0005: $7636 = 283.161 // floating-point values 
0005: $7637 = 1200.85 // floating-point values 
0005: $7638 = 16.7887 // floating-point values 
0005: $7639 = 222.276 // floating-point values 
0005: $7640 = 1234.88 // floating-point values 
0005: $7641 = 16.18 // floating-point values 
0005: $7642 = 283.161 // floating-point values 
0005: $7643 = 1281.44 // floating-point values 
0005: $7644 = 16.1801 // floating-point values 
0005: $7645 = 383.441 // floating-point values 
0005: $7646 = 1281.44 // floating-point values 
0005: $7647 = 16.1761 // floating-point values 
0005: $7648 = 472.976 // floating-point values 
0005: $7649 = 1278.75 // floating-point values 
0005: $7650 = 16.5197 // floating-point values 
0005: $7651 = 518.639 // floating-point values 
0005: $7652 = 1258.16 // floating-point values 
0005: $7653 = 15.5517 // floating-point values 
0005: $7654 = 508.79 // floating-point values 
0005: $7655 = 1164.14 // floating-point values 
0005: $7656 = 16.0812 // floating-point values 
0005: $7657 = 499.837 // floating-point values 
0005: $7658 = 1074.61 // floating-point values 
0005: $7659 = 16.7323 // floating-point values 
0005: $7660 = 519.535 // floating-point values 
0005: $7661 = 982.386 // floating-point values 
0005: $7662 = 16.9283 // floating-point values 
0005: $7663 = 552.878 // floating-point values 
0005: $7664 = 901.804 // floating-point values 
0005: $7665 = 13.8502 // floating-point values 
0005: $7666 = 559.826 // floating-point values 
0005: $7667 = 820.326 // floating-point values 
0005: $7668 = 11.2706 // floating-point values 
0005: $7669 = 544.605 // floating-point values 
0005: $7670 = 726.314 // floating-point values 
0005: $7671 = 9.9648 // floating-point values 
0005: $7672 = 522.221 // floating-point values 
0005: $7673 = 655.581 // floating-point values 
0005: $7674 = 9.9354 // floating-point values 
0005: $7675 = 419.255 // floating-point values 
0005: $7676 = 680.651 // floating-point values 
0005: $7677 = 10.2006 // floating-point values 
0005: $7678 = 421.045 // floating-point values 
0005: $7679 = 783.617 // floating-point values 
0005: $7680 = 10.2006 // floating-point values 
0005: $7681 = 424.627 // floating-point values 
0005: $7682 = 871.362 // floating-point values 
0005: $7683 = 10.1785 // floating-point values 
0005: $7684 = 404.929 // floating-point values 
0005: $7685 = 941.2 // floating-point values 
0005: $7686 = 11.4493 // floating-point values 
0005: $7687 = 303.754 // floating-point values 
0005: $7688 = 950.153 // floating-point values 
0005: $7689 = 20.4129 // floating-point values 
0005: $7690 = 190.939 // floating-point values 
0005: $7691 = 975.223 // floating-point values 
0005: $7692 = 23.2634 // floating-point values 
0005: $7693 = 94.2402 // floating-point values 
0005: $7694 = 987.758 // floating-point values 
0005: $7695 = 9.8228 // floating-point values 
0005: $7696 = 96.268 // floating-point values 
0005: $7697 = 908.967 // floating-point values 
0005: $7698 = 9.7065 // floating-point values 
0005: $7699 = 53.9491 // floating-point values 
0005: $7700 = 863.303 // floating-point values 
0005: $7701 = 9.7037 // floating-point values 
0005: $7702 = 10.972 // floating-point values 
0005: $7703 = 895.536 // floating-point values 
0005: $7704 = 9.7136 // floating-point values 
0005: $7705 = 32.4606 // floating-point values 
0005: $7706 = 986.863 // floating-point values 
0005: $7707 = 9.7345 // floating-point values 
0005: $7708 = 33.3559 // floating-point values 
0005: $7709 = 1057.6 // floating-point values 
0005: $7710 = 9.8576 // floating-point values 
0005: $7711 = 15.4488 // floating-point values 
0005: $7712 = 1107.74 // floating-point values 
0005: $7713 = 15.5335 // floating-point values 
0005: $7714 = -46.3308 // floating-point values 
0005: $7715 = 1051.33 // floating-point values 
0005: $7716 = 9.8058 // floating-point values 
0005: $7717 = -138.553 // floating-point values 
0005: $7718 = 1075.5 // floating-point values 
0005: $7719 = 11.1801 // floating-point values 
0005: $7720 = -227.193 // floating-point values 
0005: $7721 = 1083.56 // floating-point values 
0005: $7722 = 19.3942 // floating-point values 
0005: $7723 = -314.938 // floating-point values 
0005: $7724 = 1084.46 // floating-point values 
0005: $7725 = 21.0711 // floating-point values 
0005: $7726 = -414.322 // floating-point values 
0005: $7727 = 1085.35 // floating-point values 
0005: $7728 = 10.4061 // floating-point values 
0005: $7729 = -505.649 // floating-point values 
0005: $7730 = 1099.68 // floating-point values 
0005: $7731 = 9.8647 // floating-point values 
0005: $7732 = -588.022 // floating-point values 
0005: $7733 = 1145.34 // floating-point values 
0005: $7734 = 9.8725 // floating-point values 
0005: $7735 = -671.29 // floating-point values 
0005: $7736 = 1181.16 // floating-point values 
0005: $7737 = 9.8725 // floating-point values 
0005: $7738 = -772.465 // floating-point values 
0005: $7739 = 1176.68 // floating-point values 
0005: $7740 = 9.8647 // floating-point values 
0005: $7741 = -856.629 // floating-point values 
0005: $7742 = 1153.4 // floating-point values 
0005: $7743 = 9.7009 // floating-point values 
0005: $7744 = -865.582 // floating-point values 
0005: $7745 = 1063.86 // floating-point values 
0005: $7746 = 9.8699 // floating-point values 
0005: $7747 = -868.268 // floating-point values 
0005: $7748 = 962.688 // floating-point values 
0005: $7749 = 9.8699 // floating-point values 
0005: $7750 = -870.059 // floating-point values 
0005: $7751 = 857.931 // floating-point values 
0005: $7752 = 9.8816 // floating-point values 
0005: $7753 = -859.315 // floating-point values 
0005: $7754 = 762.128 // floating-point values 
0005: $7755 = 9.8816 // floating-point values 
0005: $7756 = -755.453 // floating-point values 
0005: $7757 = 752.279 // floating-point values 
0005: $7758 = 9.8816 // floating-point values 
0005: $7759 = -672.185 // floating-point values 
0005: $7760 = 734.372 // floating-point values 
0005: $7761 = 9.9913 // floating-point values 
0005: $7762 = -676.662 // floating-point values 
0005: $7763 = 634.987 // floating-point values 
0005: $7764 = 9.8813 // floating-point values 
0005: $7765 = -685.616 // floating-point values 
0005: $7766 = 539.184 // floating-point values 
0005: $7767 = 9.8847 // floating-point values 
0005: $7768 = -695.465 // floating-point values 
0005: $7769 = 448.753 // floating-point values 
0005: $7770 = 9.8925 // floating-point values 
0005: $7771 = -704.418 // floating-point values 
0005: $7772 = 356.531 // floating-point values 
0005: $7773 = 9.8679 // floating-point values 
0005: $7774 = -728.593 // floating-point values 
0005: $7775 = 291.17 // floating-point values 
0005: $7776 = 9.9507 // floating-point values 
0005: $7777 = -798.431 // floating-point values 
0005: $7778 = 306.391 // floating-point values 
0005: $7779 = 10.2203 // floating-point values 
0005: $7780 = -891.548 // floating-point values 
0005: $7781 = 317.136 // floating-point values 
0005: $7782 = 10.2165 // floating-point values 
0005: $7783 = -976.607 // floating-point values 
0005: $7784 = 323.403 // floating-point values 
0005: $7785 = 10.1999 // floating-point values 
0005: $7786 = -1014.21 // floating-point values 
0005: $7787 = 243.716 // floating-point values 
0005: $7788 = 10.1766 // floating-point values 
0005: $7789 = -1053.61 // floating-point values 
0005: $7790 = 150.599 // floating-point values 
0005: $7791 = 10.2094 // floating-point values 
0005: $7792 = -1069.72 // floating-point values 
0005: $7793 = 48.5286 // floating-point values 
0005: $7794 = 10.2116 // floating-point values 
0005: $7795 = -1067.93 // floating-point values 
0005: $7796 = -15.9371 // floating-point values 
0005: $7797 = 10.2118 // floating-point values 
0005: $7798 = -1080.47 // floating-point values 
0005: $7799 = -69.6585 // floating-point values 
0005: $7800 = 10.3946 // floating-point values 
0005: $7801 = -1149.41 // floating-point values 
0005: $7802 = -77.7167 // floating-point values 
0005: $7803 = 10.3912 // floating-point values 
0005: $7804 = -1182.54 // floating-point values 
0005: $7805 = -149.345 // floating-point values 
0005: $7806 = 10.3799 // floating-point values 
0005: $7807 = -1183.43 // floating-point values 
0005: $7808 = -251.416 // floating-point values 
0005: $7809 = 10.3807 // floating-point values 
0005: $7810 = -1181.64 // floating-point values 
0005: $7811 = -352.591 // floating-point values 
0005: $7812 = 9.7105 // floating-point values 
0005: $7813 = -1196.86 // floating-point values 
0005: $7814 = -449.29 // floating-point values 
0005: $7815 = 9.7421 // floating-point values 
0005: $7816 = -1171.79 // floating-point values 
0005: $7817 = -503.011 // floating-point values 
0005: $7818 = 9.7692 // floating-point values 
0005: $7819 = -1089.42 // floating-point values 
0005: $7820 = -504.802 // floating-point values 
0005: $7821 = 10.1038 // floating-point values 
0005: $7822 = -1065.25 // floating-point values 
0005: $7823 = -583.593 // floating-point values 
0005: $7824 = 9.9241 // floating-point values 
0005: $7825 = -984.665 // floating-point values 
0005: $7826 = -583.593 // floating-point values 
0005: $7827 = 10.2854 // floating-point values 
0005: $7828 = -982.874 // floating-point values 
0005: $7829 = -668.652 // floating-point values 
0005: $7830 = 10.5705 // floating-point values 
0007: 0@ = -1058.98 // floating-point values 
0007: 1@ = -679.396 // floating-point values 
0007: 2@ = 10.5966 // floating-point values 
0007: 3@ = -1135.98 // floating-point values 
0007: 4@ = -699.094 // floating-point values 
0007: 5@ = 10.5742 // floating-point values 
0007: 6@ = -1111.81 // floating-point values 
0007: 7@ = -789.525 // floating-point values 
0007: 8@ = 10.6719 // floating-point values 
0007: 9@ = -1071.51 // floating-point values 
0007: 10@ = -865.631 // floating-point values 
0007: 11@ = 11.3928 // floating-point values 
0007: 12@ = -995.409 // floating-point values 
0007: 13@ = -946.213 // floating-point values 
0007: 14@ = 13.6582 // floating-point values 
0005: $4853 = -996.9311 // floating-point values 
0005: $4854 = -942.3224 // floating-point values 
0005: $4855 = 13.6511 // floating-point values 
0005: $4856 = -991.6809 // floating-point values 
0005: $4857 = -947.7771 // floating-point values 
0005: $4858 = 13.6504 // floating-point values 
0005: $4859 = -995.0892 // floating-point values 
0005: $4860 = -950.5623 // floating-point values 
0005: $4861 = 13.6674 // floating-point values 
0005: $7468 = 223.0 // floating-point values 
0005: $7477 = -1041.856 // floating-point values 
0005: $7478 = -1004.363 // floating-point values 
0005: $7479 = 0.0 // floating-point values 
0005: $7480 = -941.856 // floating-point values 
0005: $7481 = -904.363 // floating-point values 
0005: $7482 = 30.0 // floating-point values 
0002: jump @RACE_16027 

:RACE_16027
0084: $7450 = $7449 // integer values and handles 
000C: $7450 -= 1 // integer values 
0247: request_model #WMYCR 
0247: request_model #WFYPR 
0247: request_model #BMYPI 
0247: request_model #CHEETAH 
0247: request_model #INFERNUS 
0247: request_model #BANSHEE 
018A: $7431 = create_checkpoint_at $7504 $7505 $7506 

:RACE_16083
00D6: if or
8248:   not model #WMYCR available 
8248:   not model #WFYPR available 
8248:   not model #BMYPI available 
8248:   not model #CHEETAH available 
8248:   not model #INFERNUS available 
8248:   not model #BANSHEE available 
004D: jump_if_false @RACE_16132 
0001: wait 0 ms 
0002: jump @RACE_16083 

:RACE_16132
01E8: create_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 
00A5: $7418 = create_car #CHEETAH at $4853 $4854 $4855 
020A: set_car $7418 door_status_to 2 
02AC: set_car $7418 immunities 0 1 0 0 0 
039C: set_car $7418 watertight 1 
03AB: set_car $7418 strong 1 
03ED: set_car $7418 not_damaged_when_upside_down 1 
04E0: car $7418 abandon_path_radius 5 
053F: set_car $7418 tires_vulnerable 0 
0175: set_car $7418 z_angle_to $7468 
00A5: $7419 = create_car #INFERNUS at $4856 $4857 $4858 
020A: set_car $7419 door_status_to 2 
02AC: set_car $7419 immunities 0 1 0 0 0 
039C: set_car $7419 watertight 1 
03AB: set_car $7419 strong 1 
03ED: set_car $7419 not_damaged_when_upside_down 1 
04E0: car $7419 abandon_path_radius 5 
053F: set_car $7419 tires_vulnerable 0 
0175: set_car $7419 z_angle_to $7468 
00A5: $7420 = create_car #BANSHEE at $4859 $4860 $4861 
020A: set_car $7420 door_status_to 2 
02AC: set_car $7420 immunities 0 1 0 0 0 
039C: set_car $7420 watertight 1 
03AB: set_car $7420 strong 1 
03ED: set_car $7420 not_damaged_when_upside_down 1 
04E0: car $7420 abandon_path_radius 5 
053F: set_car $7420 tires_vulnerable 0 
0175: set_car $7420 z_angle_to $7468 
0129: $7422 = create_actor 4 #BMYPI in_car $7418 driverseat 
039E: set_actor $7422 locked_while_in_vehicle 1 
054A: set_actor $7422 can_be_shot_in_a_car 0 
0129: $7423 = create_actor 4 #WFYPR in_car $7419 driverseat 
039E: set_actor $7423 locked_while_in_vehicle 1 
054A: set_actor $7423 can_be_shot_in_a_car 0 
0129: $7424 = create_actor 4 #WMYCR in_car $7420 driverseat 
039E: set_actor $7424 locked_while_in_vehicle 1 
054A: set_actor $7424 can_be_shot_in_a_car 0 
00A9: set_car $7418 to_normal_driver 
00A9: set_car $7419 to_normal_driver 
00A9: set_car $7420 to_normal_driver 
00AE: set_vehicle $7418 traffic_behavior_to 2 
00AD: set_car $7418 max_speed_to 50.0 
00AE: set_vehicle $7419 traffic_behavior_to 2 
00AD: set_car $7419 max_speed_to 50.0 
00AE: set_vehicle $7420 traffic_behavior_to 2 
00AD: set_car $7420 max_speed_to 50.0 
02AA: set_car $7418 immune_to_nonplayer 1 
02AA: set_car $7419 immune_to_nonplayer 1 
02AA: set_car $7420 immune_to_nonplayer 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0336: set_player $PLAYER_CHAR visible 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0001: wait 0 ms 
0001: wait 0 ms 
00BC: text_highpriority 'RACES_1' 5000 ms 1  // ~g~Get a fast vehicle and get to the starting grid.

:RACE_16617
00D6: if 
80FA:   not player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 
004D: jump_if_false @RACE_16919 
0001: wait 0 ms 
00D6: if 
00F9:   player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 
004D: jump_if_false @RACE_16720 
00BC: text_highpriority 'RACES_2' 5000 ms 1  // ~g~You need a vehicle to race, this is not a foot race!

:RACE_16720
00D6: if 
0119:   car $7418 wrecked 
004D: jump_if_false @RACE_16743 
0002: jump @RACE_21028 

:RACE_16743
00D6: if 
0119:   car $7419 wrecked 
004D: jump_if_false @RACE_16766 
0002: jump @RACE_21028 

:RACE_16766
00D6: if 
0119:   car $7420 wrecked 
004D: jump_if_false @RACE_16789 
0002: jump @RACE_21028 

:RACE_16789
0227: $4871 = car $7418 health 
00D6: if 
001A:   1000 > $4871 // integer values 
004D: jump_if_false @RACE_16830 
0004: $4871 = 9 // integer values 
0002: jump @RACE_16919 

:RACE_16830
0227: $4871 = car $7419 health 
00D6: if 
001A:   1000 > $4871 // integer values 
004D: jump_if_false @RACE_16871 
0004: $4871 = 9 // integer values 
0002: jump @RACE_16919 

:RACE_16871
0227: $4871 = car $7420 health 
00D6: if 
001A:   1000 > $4871 // integer values 
004D: jump_if_false @RACE_16912 
0004: $4871 = 9 // integer values 
0002: jump @RACE_16919 

:RACE_16912
0002: jump @RACE_16617 

:RACE_16919
02AA: set_car $7418 immune_to_nonplayer 0 
02AA: set_car $7419 immune_to_nonplayer 0 
02AA: set_car $7420 immune_to_nonplayer 0 
00D6: if 
0038:   $4871 == 9 // integer values 
004D: jump_if_false @RACE_16980 
00BA: text_styled 'RACES_3' 1200 ms 4  // 3..2..1.. GO GO GO!
0002: jump @RACE_17167 

:RACE_16980
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 7 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 8 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 9 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACES_7' 800 ms 4  // GO!
018C: play_sound 10 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:RACE_17167
00D6: if 
0119:   car $7418 wrecked 
004D: jump_if_false @RACE_17190 
0002: jump @RACE_21028 

:RACE_17190
00D6: if 
0119:   car $7419 wrecked 
004D: jump_if_false @RACE_17213 
0002: jump @RACE_21028 

:RACE_17213
00D6: if 
0119:   car $7420 wrecked 
004D: jump_if_false @RACE_17236 
0002: jump @RACE_21028 

:RACE_17236
0164: disable_marker $7431 
0186: $7433 = create_marker_above_car $7418 
018B: show_on_radar $7433 1 
0186: $7434 = create_marker_above_car $7419 
018B: show_on_radar $7434 1 
0186: $7435 = create_marker_above_car $7420 
018B: show_on_radar $7435 1 
0050: gosub @RACE_22908 
0086: $7483 = $7498 // floating-point values only 
0086: $7484 = $7499 // floating-point values only 
0086: $7485 = $7500 // floating-point values only 
0086: $7486 = $7501 // floating-point values only 
0086: $7487 = $7502 // floating-point values only 
0086: $7488 = $7503 // floating-point values only 
0086: $7489 = $7498 // floating-point values only 
0086: $7490 = $7499 // floating-point values only 
0086: $7491 = $7500 // floating-point values only 
0086: $7492 = $7498 // floating-point values only 
0086: $7493 = $7499 // floating-point values only 
0086: $7494 = $7500 // floating-point values only 
0086: $7495 = $7498 // floating-point values only 
0086: $7496 = $7499 // floating-point values only 
0086: $7497 = $7500 // floating-point values only 
018A: $7431 = create_checkpoint_at $7483 $7484 $7485 
0165: set_marker $7431 color_to 4 
0168: set_blip $7431 size 3 
018A: $7432 = create_checkpoint_at $7486 $7487 $7488 
0165: set_marker $7432 color_to 4 
0168: set_blip $7432 size 2 
00A7: car $7418 drive_to $7489 $7490 $7491 
00A7: car $7419 drive_to $7492 $7493 $7494 
00A7: car $7420 drive_to $7495 $7496 $7497 
0004: $7442 = 0 // integer values 
03C3: set_timer_with_text_to $7442 type 0 text 'RACES'  // TIME:

:RACE_17533
00D6: if 
001C:   $7449 > $7436 // integer values 
004D: jump_if_false @RACE_21021 
0001: wait 0 ms 
01BD: $4811 = current_time_in_ms 
0004: $7441 = 0 // integer values 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7483 $7484 $7485 radius 6.0 6.0 6.0 
004D: jump_if_false @RACE_17845 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $7436 += 1 // integer values 
0164: disable_marker $7431 
0164: disable_marker $7432 
0084: $7440 = $7436 // integer values and handles 
0050: gosub @RACE_22908 
0086: $7483 = $7498 // floating-point values only 
0086: $7484 = $7499 // floating-point values only 
0086: $7485 = $7500 // floating-point values only 
0086: $7486 = $7501 // floating-point values only 
0086: $7487 = $7502 // floating-point values only 
0086: $7488 = $7503 // floating-point values only 
00D6: if 
003A:   $7436 == $7449 // integer values and handles 
004D: jump_if_false @RACE_17735 
0002: jump @RACE_21030 

:RACE_17735
00D6: if 
001C:   $7450 > $7436 // integer values 
004D: jump_if_false @RACE_17817 
018A: $7431 = create_checkpoint_at $7483 $7484 $7485 
0165: set_marker $7431 color_to 4 
0168: set_blip $7431 size 3 
018A: $7432 = create_checkpoint_at $7486 $7487 $7488 
0165: set_marker $7432 color_to 4 
0168: set_blip $7432 size 2 
0002: jump @RACE_17845 

:RACE_17817
018A: $7431 = create_checkpoint_at $7483 $7484 $7485 
0165: set_marker $7431 color_to 0 
0168: set_blip $7431 size 3 

:RACE_17845
00D6: if 
8119:   not car $7418 wrecked 
004D: jump_if_false @RACE_18651 
0224: set_car $7418 health_to 1000 
0084: $7421 = $7418 // integer values and handles 
0084: $7440 = $7437 // integer values and handles 
0086: $7462 = $4853 // floating-point values only 
0086: $7463 = $4854 // floating-point values only 
0086: $7464 = $4855 // floating-point values only 
0084: $7446 = $7443 // integer values and handles 
0050: gosub @RACE_30434 
0086: $4853 = $7462 // floating-point values only 
0086: $4854 = $7463 // floating-point values only 
0086: $4855 = $7464 // floating-point values only 
0084: $7443 = $7446 // integer values and handles 
00D6: if 
0018:   $7454 > 4 // integer values 
004D: jump_if_false @RACE_18167 
0084: $7461 = $7439 // integer values and handles 
000C: $7461 -= 4 // integer values 
0084: $7460 = $7438 // integer values and handles 
000C: $7460 -= 4 // integer values 
00D6: if or
001C:   $7461 > $7437 // integer values 
001C:   $7460 > $7437 // integer values 
004D: jump_if_false @RACE_18167 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7418 radius 200.0 200.0 0 
004D: jump_if_false @RACE_18167 
00D6: if 
82CA:   not car $7418 bounding_sphere_visible 
004D: jump_if_false @RACE_18167 
00D6: if 
838A:   not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 
004D: jump_if_false @RACE_18167 
00D6: if 
80C2:   not sphere_onscreen $7489 $7490 $7491 4.0 
004D: jump_if_false @RACE_18167 
00AB: put_car $7418 at $7489 $7490 $7491 
039F: car $7418 race_to $7483 $7484 

:RACE_18167
00D6: if 
01AF:   car $7418 0 $7489 $7490 $7491 radius $7472 $7472 $7472 
004D: jump_if_false @RACE_18644 
0008: $7437 += 1 // integer values 
0084: $7440 = $7437 // integer values and handles 
0050: gosub @RACE_22908 
0086: $7489 = $7498 // floating-point values only 
0086: $7490 = $7499 // floating-point values only 
0086: $7491 = $7500 // floating-point values only 
00D6: if 
0038:   $7437 == 17 // integer values 
004D: jump_if_false @RACE_18277 
0005: $7472 = 6.0 // floating-point values 

:RACE_18277
00D6: if 
003A:   $7437 == $7449 // integer values and handles 
004D: jump_if_false @RACE_18588 
00BC: text_highpriority 'RACES_8' 5000 ms 1  // ~r~You didn't win the race!
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_18356 
00D6: if 
001C:   $401 > $7448 // integer values 
004D: jump_if_false @RACE_18356 
0084: $401 = $7448 // integer values and handles 

:RACE_18356
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_18401 
00D6: if 
001C:   $403 > $7448 // integer values 
004D: jump_if_false @RACE_18401 
0084: $403 = $7448 // integer values and handles 

:RACE_18401
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_18446 
00D6: if 
001C:   $405 > $7448 // integer values 
004D: jump_if_false @RACE_18446 
0084: $405 = $7448 // integer values and handles 

:RACE_18446
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_18491 
00D6: if 
001C:   $407 > $7448 // integer values 
004D: jump_if_false @RACE_18491 
0084: $407 = $7448 // integer values and handles 

:RACE_18491
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_18536 
00D6: if 
001C:   $409 > $7448 // integer values 
004D: jump_if_false @RACE_18536 
0084: $409 = $7448 // integer values and handles 

:RACE_18536
00D6: if 
0038:   $7454 == 6 // integer values 
004D: jump_if_false @RACE_18581 
00D6: if 
001C:   $411 > $7448 // integer values 
004D: jump_if_false @RACE_18581 
0084: $411 = $7448 // integer values and handles 

:RACE_18581
0002: jump @RACE_21028 

:RACE_18588
00D6: if 
0042:   $7472 == 7.0 // floating-point values 
004D: jump_if_false @RACE_18630 
00A7: car $7418 drive_to $7489 $7490 $7491 
0002: jump @RACE_18644 

:RACE_18630
02C2: car $7418 drive_to_point $7489 $7490 $7491 

:RACE_18644
0002: jump @RACE_18829 

:RACE_18651
00D6: if 
82BF:   not car $7418 sunk 
004D: jump_if_false @RACE_18674 
0004: $7437 = 0 // integer values 

:RACE_18674
00D6: if 
02BF:   car $7418 sunk 
004D: jump_if_false @RACE_18829 
00D6: if 
82CA:   not car $7418 bounding_sphere_visible 
004D: jump_if_false @RACE_18829 
00AA: store_car $7418 position_to $7465 $7466 $7467 
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
00D6: if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 
004D: jump_if_false @RACE_18829 
00D6: if 
80C2:   not sphere_onscreen $7465 $7466 $7467 3.0 
004D: jump_if_false @RACE_18829 
00AB: put_car $7418 at $7465 $7466 $7467 
039F: car $7418 race_to $7489 $7490 

:RACE_18829
00D6: if 
8119:   not car $7419 wrecked 
004D: jump_if_false @RACE_19635 
0224: set_car $7419 health_to 1000 
0084: $7421 = $7419 // integer values and handles 
0084: $7440 = $7438 // integer values and handles 
0086: $7462 = $4856 // floating-point values only 
0086: $7463 = $4857 // floating-point values only 
0086: $7464 = $4858 // floating-point values only 
0084: $7446 = $7444 // integer values and handles 
0050: gosub @RACE_30434 
0086: $4856 = $7462 // floating-point values only 
0086: $4857 = $7463 // floating-point values only 
0086: $4858 = $7464 // floating-point values only 
0084: $7444 = $7446 // integer values and handles 
00D6: if 
0018:   $7454 > 4 // integer values 
004D: jump_if_false @RACE_19151 
0084: $7459 = $7437 // integer values and handles 
000C: $7459 -= 4 // integer values 
0084: $7461 = $7439 // integer values and handles 
000C: $7461 -= 4 // integer values 
00D6: if or
001C:   $7459 > $7438 // integer values 
001C:   $7461 > $7438 // integer values 
004D: jump_if_false @RACE_19151 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7419 radius 200.0 200.0 0 
004D: jump_if_false @RACE_19151 
00D6: if 
82CA:   not car $7419 bounding_sphere_visible 
004D: jump_if_false @RACE_19151 
00D6: if 
838A:   not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 
004D: jump_if_false @RACE_19151 
00D6: if 
80C2:   not sphere_onscreen $7492 $7493 $7494 4.0 
004D: jump_if_false @RACE_19151 
00AB: put_car $7419 at $7492 $7493 $7494 
039F: car $7419 race_to $7483 $7484 

:RACE_19151
00D6: if 
01AF:   car $7419 0 $7492 $7493 $7494 radius $7473 $7473 $7473 
004D: jump_if_false @RACE_19628 
0008: $7438 += 1 // integer values 
0084: $7440 = $7438 // integer values and handles 
0050: gosub @RACE_22908 
0086: $7492 = $7498 // floating-point values only 
0086: $7493 = $7499 // floating-point values only 
0086: $7494 = $7500 // floating-point values only 
00D6: if 
0038:   $7438 == 17 // integer values 
004D: jump_if_false @RACE_19261 
0005: $7473 = 6.0 // floating-point values 

:RACE_19261
00D6: if 
003A:   $7438 == $7449 // integer values and handles 
004D: jump_if_false @RACE_19572 
00BC: text_highpriority 'RACES_8' 5000 ms 1  // ~r~You didn't win the race!
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_19340 
00D6: if 
001C:   $401 > $7448 // integer values 
004D: jump_if_false @RACE_19340 
0084: $401 = $7448 // integer values and handles 

:RACE_19340
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_19385 
00D6: if 
001C:   $403 > $7448 // integer values 
004D: jump_if_false @RACE_19385 
0084: $403 = $7448 // integer values and handles 

:RACE_19385
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_19430 
00D6: if 
001C:   $405 > $7448 // integer values 
004D: jump_if_false @RACE_19430 
0084: $405 = $7448 // integer values and handles 

:RACE_19430
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_19475 
00D6: if 
001C:   $407 > $7448 // integer values 
004D: jump_if_false @RACE_19475 
0084: $407 = $7448 // integer values and handles 

:RACE_19475
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_19520 
00D6: if 
001C:   $409 > $7448 // integer values 
004D: jump_if_false @RACE_19520 
0084: $409 = $7448 // integer values and handles 

:RACE_19520
00D6: if 
0038:   $7454 == 6 // integer values 
004D: jump_if_false @RACE_19565 
00D6: if 
001C:   $411 > $7448 // integer values 
004D: jump_if_false @RACE_19565 
0084: $411 = $7448 // integer values and handles 

:RACE_19565
0002: jump @RACE_21028 

:RACE_19572
00D6: if 
0042:   $7473 == 7.0 // floating-point values 
004D: jump_if_false @RACE_19614 
00A7: car $7419 drive_to $7492 $7493 $7494 
0002: jump @RACE_19628 

:RACE_19614
02C2: car $7419 drive_to_point $7492 $7493 $7494 

:RACE_19628
0002: jump @RACE_19813 

:RACE_19635
00D6: if 
82BF:   not car $7419 sunk 
004D: jump_if_false @RACE_19658 
0004: $7438 = 0 // integer values 

:RACE_19658
00D6: if 
02BF:   car $7419 sunk 
004D: jump_if_false @RACE_19813 
00D6: if 
82CA:   not car $7419 bounding_sphere_visible 
004D: jump_if_false @RACE_19813 
00AA: store_car $7419 position_to $7465 $7466 $7467 
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
00D6: if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 
004D: jump_if_false @RACE_19813 
00D6: if 
80C2:   not sphere_onscreen $7465 $7466 $7467 3.0 
004D: jump_if_false @RACE_19813 
00AB: put_car $7419 at $7465 $7466 $7467 
039F: car $7419 race_to $7492 $7493 

:RACE_19813
00D6: if 
8119:   not car $7420 wrecked 
004D: jump_if_false @RACE_20619 
0224: set_car $7420 health_to 1000 
0084: $7421 = $7420 // integer values and handles 
0084: $7440 = $7439 // integer values and handles 
0086: $7462 = $4859 // floating-point values only 
0086: $7463 = $4860 // floating-point values only 
0086: $7464 = $4861 // floating-point values only 
0084: $7446 = $7445 // integer values and handles 
0050: gosub @RACE_30434 
0086: $4859 = $7462 // floating-point values only 
0086: $4860 = $7463 // floating-point values only 
0086: $4861 = $7464 // floating-point values only 
0084: $7445 = $7446 // integer values and handles 
00D6: if 
0018:   $7454 > 4 // integer values 
004D: jump_if_false @RACE_20135 
0084: $7459 = $7437 // integer values and handles 
000C: $7459 -= 4 // integer values 
0084: $7460 = $7438 // integer values and handles 
000C: $7460 -= 4 // integer values 
00D6: if or
001C:   $7459 > $7439 // integer values 
001C:   $7460 > $7439 // integer values 
004D: jump_if_false @RACE_20135 
00D6: if 
81FC:   not player $PLAYER_CHAR near_car $7420 radius 200.0 200.0 0 
004D: jump_if_false @RACE_20135 
00D6: if 
82CA:   not car $7420 bounding_sphere_visible 
004D: jump_if_false @RACE_20135 
00D6: if 
838A:   not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 
004D: jump_if_false @RACE_20135 
00D6: if 
80C2:   not sphere_onscreen $7495 $7496 $7497 4.0 
004D: jump_if_false @RACE_20135 
00AB: put_car $7420 at $7495 $7496 $7497 
039F: car $7420 race_to $7483 $7484 

:RACE_20135
00D6: if 
01AF:   car $7420 0 $7495 $7496 $7497 radius $7474 $7474 $7474 
004D: jump_if_false @RACE_20612 
0008: $7439 += 1 // integer values 
0084: $7440 = $7439 // integer values and handles 
0050: gosub @RACE_22908 
0086: $7495 = $7498 // floating-point values only 
0086: $7496 = $7499 // floating-point values only 
0086: $7497 = $7500 // floating-point values only 
00D6: if 
0038:   $7439 == 17 // integer values 
004D: jump_if_false @RACE_20245 
0005: $7474 = 6.0 // floating-point values 

:RACE_20245
00D6: if 
003A:   $7439 == $7449 // integer values and handles 
004D: jump_if_false @RACE_20556 
00BC: text_highpriority 'RACES_8' 5000 ms 1  // ~r~You didn't win the race!
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_20324 
00D6: if 
001C:   $401 > $7448 // integer values 
004D: jump_if_false @RACE_20324 
0084: $401 = $7448 // integer values and handles 

:RACE_20324
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_20369 
00D6: if 
001C:   $403 > $7448 // integer values 
004D: jump_if_false @RACE_20369 
0084: $403 = $7448 // integer values and handles 

:RACE_20369
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_20414 
00D6: if 
001C:   $405 > $7448 // integer values 
004D: jump_if_false @RACE_20414 
0084: $405 = $7448 // integer values and handles 

:RACE_20414
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_20459 
00D6: if 
001C:   $407 > $7448 // integer values 
004D: jump_if_false @RACE_20459 
0084: $407 = $7448 // integer values and handles 

:RACE_20459
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_20504 
00D6: if 
001C:   $409 > $7448 // integer values 
004D: jump_if_false @RACE_20504 
0084: $409 = $7448 // integer values and handles 

:RACE_20504
00D6: if 
0038:   $7454 == 6 // integer values 
004D: jump_if_false @RACE_20549 
00D6: if 
001C:   $411 > $7448 // integer values 
004D: jump_if_false @RACE_20549 
0084: $411 = $7448 // integer values and handles 

:RACE_20549
0002: jump @RACE_21028 

:RACE_20556
00D6: if 
0042:   $7474 == 7.0 // floating-point values 
004D: jump_if_false @RACE_20598 
00A7: car $7420 drive_to $7495 $7496 $7497 
0002: jump @RACE_20612 

:RACE_20598
02C2: car $7420 drive_to_point $7495 $7496 $7497 

:RACE_20612
0002: jump @RACE_20797 

:RACE_20619
00D6: if 
82BF:   not car $7420 sunk 
004D: jump_if_false @RACE_20642 
0004: $7439 = 0 // integer values 

:RACE_20642
00D6: if 
02BF:   car $7420 sunk 
004D: jump_if_false @RACE_20797 
00D6: if 
82CA:   not car $7420 bounding_sphere_visible 
004D: jump_if_false @RACE_20797 
00AA: store_car $7420 position_to $7465 $7466 $7467 
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
00D6: if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 
004D: jump_if_false @RACE_20797 
00D6: if 
80C2:   not sphere_onscreen $7465 $7466 $7467 3.0 
004D: jump_if_false @RACE_20797 
00AB: put_car $7420 at $7465 $7466 $7467 
039F: car $7420 race_to $7495 $7496 

:RACE_20797
00D6: if 
0038:   $7441 == 0 // integer values 
004D: jump_if_false @RACE_20829 
00BC: text_highpriority 'FIRST' 100 ms 1  // ~b~1st

:RACE_20829
00D6: if 
0038:   $7441 == 1 // integer values 
004D: jump_if_false @RACE_20861 
00BC: text_highpriority 'SECOND' 100 ms 1  // ~b~2nd

:RACE_20861
00D6: if 
0038:   $7441 == 2 // integer values 
004D: jump_if_false @RACE_20893 
00BC: text_highpriority 'THIRD' 100 ms 1  // ~b~3rd

:RACE_20893
00D6: if 
0038:   $7441 == 3 // integer values 
004D: jump_if_false @RACE_20925 
00BC: text_highpriority 'FOURTH' 100 ms 1  // ~b~4th

:RACE_20925
0084: $7448 = $7441 // integer values and handles 
00D6: if 
003A:   $7436 == $7450 // integer values and handles 
004D: jump_if_false @RACE_20986 
04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 0 0 
0002: jump @RACE_21014 

:RACE_20986
04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 150 0 

:RACE_21014
0002: jump @RACE_17533 

:RACE_21021
0002: jump @RACE_21030 

:RACE_21028
0051: return 

:RACE_21030
0014: $7442 /= 1000 // integer values 
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_21094 
042E: downdate_integer_stat 6 to $7442 
00D6: if 
0038:   $1588 == 0 // integer values 
004D: jump_if_false @RACE_21094 
030C: progress_made += 1 
0595: mission_complete 
0004: $1588 = 1 // integer values 

:RACE_21094
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_21150 
042E: downdate_integer_stat 7 to $7442 
00D6: if 
0038:   $1589 == 0 // integer values 
004D: jump_if_false @RACE_21150 
030C: progress_made += 1 
0595: mission_complete 
0004: $1589 = 1 // integer values 

:RACE_21150
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_21206 
042E: downdate_integer_stat 8 to $7442 
00D6: if 
0038:   $1590 == 0 // integer values 
004D: jump_if_false @RACE_21206 
030C: progress_made += 1 
0595: mission_complete 
0004: $1590 = 1 // integer values 

:RACE_21206
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_21262 
042E: downdate_integer_stat 9 to $7442 
00D6: if 
0038:   $1591 == 0 // integer values 
004D: jump_if_false @RACE_21262 
030C: progress_made += 1 
0595: mission_complete 
0004: $1591 = 1 // integer values 

:RACE_21262
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_21318 
042E: downdate_integer_stat 10 to $7442 
00D6: if 
0038:   $1592 == 0 // integer values 
004D: jump_if_false @RACE_21318 
030C: progress_made += 1 
0595: mission_complete 
0004: $1592 = 1 // integer values 

:RACE_21318
00D6: if 
0038:   $7454 == 6 // integer values 
004D: jump_if_false @RACE_21374 
042E: downdate_integer_stat 11 to $7442 
00D6: if 
0038:   $1593 == 0 // integer values 
004D: jump_if_false @RACE_21374 
030C: progress_made += 1 
0595: mission_complete 
0004: $1593 = 1 // integer values 

:RACE_21374
0084: $7457 = $7442 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $7442 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
0038:   $7454 == 1 // integer values 
004D: jump_if_false @RACE_21639 
00D6: if 
001C:   $402 > $7442 // integer values 
004D: jump_if_false @RACE_21539 
0084: $402 = $7442 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_21511 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @RACE_21532 

:RACE_21511
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:RACE_21532
0002: jump @RACE_21606 

:RACE_21539
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_21585 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @RACE_21606 

:RACE_21585
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:RACE_21606
0004: $401 = 0 // integer values 
0109: player $PLAYER_CHAR money += 100000 
01E3: text_1number_styled 'RACES18' number 100000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_21639
00D6: if 
0038:   $7454 == 2 // integer values 
004D: jump_if_false @RACE_21858 
00D6: if 
001C:   $404 > $7442 // integer values 
004D: jump_if_false @RACE_21758 
0084: $404 = $7442 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_21730 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @RACE_21751 

:RACE_21730
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:RACE_21751
0002: jump @RACE_21825 

:RACE_21758
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_21804 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @RACE_21825 

:RACE_21804
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:RACE_21825
0004: $403 = 0 // integer values 
0109: player $PLAYER_CHAR money += 200000 
01E3: text_1number_styled 'RACES18' number 200000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_21858
00D6: if 
0038:   $7454 == 3 // integer values 
004D: jump_if_false @RACE_22077 
00D6: if 
001C:   $406 > $7442 // integer values 
004D: jump_if_false @RACE_21977 
0084: $406 = $7442 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_21949 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @RACE_21970 

:RACE_21949
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:RACE_21970
0002: jump @RACE_22044 

:RACE_21977
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_22023 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @RACE_22044 

:RACE_22023
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:RACE_22044
0004: $405 = 0 // integer values 
0109: player $PLAYER_CHAR money += 400000 
01E3: text_1number_styled 'RACES18' number 400000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22077
00D6: if 
0038:   $7454 == 4 // integer values 
004D: jump_if_false @RACE_22296 
00D6: if 
001C:   $408 > $7442 // integer values 
004D: jump_if_false @RACE_22196 
0084: $408 = $7442 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_22168 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @RACE_22189 

:RACE_22168
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:RACE_22189
0002: jump @RACE_22263 

:RACE_22196
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_22242 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @RACE_22263 

:RACE_22242
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:RACE_22263
0004: $407 = 0 // integer values 
0109: player $PLAYER_CHAR money += 800000 
01E3: text_1number_styled 'RACES18' number 800000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22296
00D6: if 
0038:   $7454 == 5 // integer values 
004D: jump_if_false @RACE_22515 
00D6: if 
001C:   $410 > $7442 // integer values 
004D: jump_if_false @RACE_22415 
0084: $410 = $7442 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_22387 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @RACE_22408 

:RACE_22387
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:RACE_22408
0002: jump @RACE_22482 

:RACE_22415
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_22461 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @RACE_22482 

:RACE_22461
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:RACE_22482
0004: $409 = 0 // integer values 
0109: player $PLAYER_CHAR money += 200000 
01E3: text_1number_styled 'RACES18' number 200000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22515
00D6: if 
0038:   $7454 == 6 // integer values 
004D: jump_if_false @RACE_22738 
00D6: if 
001C:   $412 > $7442 // integer values 
004D: jump_if_false @RACE_22634 
0084: $412 = $7442 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_22606 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @RACE_22627 

:RACE_22606
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:RACE_22627
0002: jump @RACE_22701 

:RACE_22634
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @RACE_22680 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @RACE_22701 

:RACE_22680
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:RACE_22701
0004: $411 = 0 // integer values 
0109: player $PLAYER_CHAR money += 400000 
01E3: text_1number_styled 'RACES18' number 400000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22738
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:RACE_22749
01E7: remove_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 
0164: disable_marker $7433 
0164: disable_marker $7434 
0164: disable_marker $7435 
0164: disable_marker $7431 
0164: disable_marker $7432 
0108: destroy_object $7425 
0108: destroy_object $7426 
0108: destroy_object $7427 
0108: destroy_object $7428 
0108: destroy_object $7429 
0108: destroy_object $7430 
0249: release_model #WMYCR 
0249: release_model #WFYPR 
0249: release_model #BMYPI 
0249: release_model #CHEETAH 
0249: release_model #INFERNUS 
0249: release_model #BANSHEE 
0249: release_model #LH_RACE01 
0249: release_model #LH_RACE02 
0249: release_model #LH_RACE03 
0249: release_model #LH_RACE04 
0249: release_model #LH_RACE05 
0249: release_model #LH_RACE06 
014F: stop_timer $7442 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03F0: enable_text_draw 0 
03E6: remove_text_box 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:RACE_22908
00D6: if 
0038:   $7440 == -1 // integer values 
004D: jump_if_false @RACE_22974 
0086: $7498 = $7504 // floating-point values only 
0086: $7499 = $7505 // floating-point values only 
0086: $7500 = $7506 // floating-point values only 
0086: $7501 = $7507 // floating-point values only 
0086: $7502 = $7508 // floating-point values only 
0086: $7503 = $7509 // floating-point values only 

:RACE_22974
00D6: if 
0038:   $7440 == 0 // integer values 
004D: jump_if_false @RACE_23040 
0086: $7498 = $7507 // floating-point values only 
0086: $7499 = $7508 // floating-point values only 
0086: $7500 = $7509 // floating-point values only 
0086: $7501 = $7510 // floating-point values only 
0086: $7502 = $7511 // floating-point values only 
0086: $7503 = $7512 // floating-point values only 

:RACE_23040
00D6: if 
0038:   $7440 == 1 // integer values 
004D: jump_if_false @RACE_23106 
0086: $7498 = $7510 // floating-point values only 
0086: $7499 = $7511 // floating-point values only 
0086: $7500 = $7512 // floating-point values only 
0086: $7501 = $7513 // floating-point values only 
0086: $7502 = $7514 // floating-point values only 
0086: $7503 = $7515 // floating-point values only 

:RACE_23106
00D6: if 
0038:   $7440 == 2 // integer values 
004D: jump_if_false @RACE_23172 
0086: $7498 = $7513 // floating-point values only 
0086: $7499 = $7514 // floating-point values only 
0086: $7500 = $7515 // floating-point values only 
0086: $7501 = $7516 // floating-point values only 
0086: $7502 = $7517 // floating-point values only 
0086: $7503 = $7518 // floating-point values only 

:RACE_23172
00D6: if 
0038:   $7440 == 3 // integer values 
004D: jump_if_false @RACE_23238 
0086: $7498 = $7516 // floating-point values only 
0086: $7499 = $7517 // floating-point values only 
0086: $7500 = $7518 // floating-point values only 
0086: $7501 = $7519 // floating-point values only 
0086: $7502 = $7520 // floating-point values only 
0086: $7503 = $7521 // floating-point values only 

:RACE_23238
00D6: if 
0038:   $7440 == 4 // integer values 
004D: jump_if_false @RACE_23304 
0086: $7498 = $7519 // floating-point values only 
0086: $7499 = $7520 // floating-point values only 
0086: $7500 = $7521 // floating-point values only 
0086: $7501 = $7522 // floating-point values only 
0086: $7502 = $7523 // floating-point values only 
0086: $7503 = $7524 // floating-point values only 

:RACE_23304
00D6: if 
0038:   $7440 == 5 // integer values 
004D: jump_if_false @RACE_23370 
0086: $7498 = $7522 // floating-point values only 
0086: $7499 = $7523 // floating-point values only 
0086: $7500 = $7524 // floating-point values only 
0086: $7501 = $7525 // floating-point values only 
0086: $7502 = $7526 // floating-point values only 
0086: $7503 = $7527 // floating-point values only 

:RACE_23370
00D6: if 
0038:   $7440 == 6 // integer values 
004D: jump_if_false @RACE_23436 
0086: $7498 = $7525 // floating-point values only 
0086: $7499 = $7526 // floating-point values only 
0086: $7500 = $7527 // floating-point values only 
0086: $7501 = $7528 // floating-point values only 
0086: $7502 = $7529 // floating-point values only 
0086: $7503 = $7530 // floating-point values only 

:RACE_23436
00D6: if 
0038:   $7440 == 7 // integer values 
004D: jump_if_false @RACE_23502 
0086: $7498 = $7528 // floating-point values only 
0086: $7499 = $7529 // floating-point values only 
0086: $7500 = $7530 // floating-point values only 
0086: $7501 = $7531 // floating-point values only 
0086: $7502 = $7532 // floating-point values only 
0086: $7503 = $7533 // floating-point values only 

:RACE_23502
00D6: if 
0038:   $7440 == 8 // integer values 
004D: jump_if_false @RACE_23568 
0086: $7498 = $7531 // floating-point values only 
0086: $7499 = $7532 // floating-point values only 
0086: $7500 = $7533 // floating-point values only 
0086: $7501 = $7534 // floating-point values only 
0086: $7502 = $7535 // floating-point values only 
0086: $7503 = $7536 // floating-point values only 

:RACE_23568
00D6: if 
0038:   $7440 == 9 // integer values 
004D: jump_if_false @RACE_23634 
0086: $7498 = $7534 // floating-point values only 
0086: $7499 = $7535 // floating-point values only 
0086: $7500 = $7536 // floating-point values only 
0086: $7501 = $7537 // floating-point values only 
0086: $7502 = $7538 // floating-point values only 
0086: $7503 = $7539 // floating-point values only 

:RACE_23634
00D6: if 
0038:   $7440 == 10 // integer values 
004D: jump_if_false @RACE_23700 
0086: $7498 = $7537 // floating-point values only 
0086: $7499 = $7538 // floating-point values only 
0086: $7500 = $7539 // floating-point values only 
0086: $7501 = $7540 // floating-point values only 
0086: $7502 = $7541 // floating-point values only 
0086: $7503 = $7542 // floating-point values only 

:RACE_23700
00D6: if 
0038:   $7440 == 11 // integer values 
004D: jump_if_false @RACE_23766 
0086: $7498 = $7540 // floating-point values only 
0086: $7499 = $7541 // floating-point values only 
0086: $7500 = $7542 // floating-point values only 
0086: $7501 = $7543 // floating-point values only 
0086: $7502 = $7544 // floating-point values only 
0086: $7503 = $7545 // floating-point values only 

:RACE_23766
00D6: if 
0038:   $7440 == 12 // integer values 
004D: jump_if_false @RACE_23832 
0086: $7498 = $7543 // floating-point values only 
0086: $7499 = $7544 // floating-point values only 
0086: $7500 = $7545 // floating-point values only 
0086: $7501 = $7546 // floating-point values only 
0086: $7502 = $7547 // floating-point values only 
0086: $7503 = $7548 // floating-point values only 

:RACE_23832
00D6: if 
0038:   $7440 == 13 // integer values 
004D: jump_if_false @RACE_23898 
0086: $7498 = $7546 // floating-point values only 
0086: $7499 = $7547 // floating-point values only 
0086: $7500 = $7548 // floating-point values only 
0086: $7501 = $7549 // floating-point values only 
0086: $7502 = $7550 // floating-point values only 
0086: $7503 = $7551 // floating-point values only 

:RACE_23898
00D6: if 
0038:   $7440 == 14 // integer values 
004D: jump_if_false @RACE_23964 
0086: $7498 = $7549 // floating-point values only 
0086: $7499 = $7550 // floating-point values only 
0086: $7500 = $7551 // floating-point values only 
0086: $7501 = $7552 // floating-point values only 
0086: $7502 = $7553 // floating-point values only 
0086: $7503 = $7554 // floating-point values only 

:RACE_23964
00D6: if 
0038:   $7440 == 15 // integer values 
004D: jump_if_false @RACE_24030 
0086: $7498 = $7552 // floating-point values only 
0086: $7499 = $7553 // floating-point values only 
0086: $7500 = $7554 // floating-point values only 
0086: $7501 = $7555 // floating-point values only 
0086: $7502 = $7556 // floating-point values only 
0086: $7503 = $7557 // floating-point values only 

:RACE_24030
00D6: if 
0038:   $7440 == 16 // integer values 
004D: jump_if_false @RACE_24096 
0086: $7498 = $7555 // floating-point values only 
0086: $7499 = $7556 // floating-point values only 
0086: $7500 = $7557 // floating-point values only 
0086: $7501 = $7558 // floating-point values only 
0086: $7502 = $7559 // floating-point values only 
0086: $7503 = $7560 // floating-point values only 

:RACE_24096
00D6: if 
0038:   $7440 == 17 // integer values 
004D: jump_if_false @RACE_24162 
0086: $7498 = $7558 // floating-point values only 
0086: $7499 = $7559 // floating-point values only 
0086: $7500 = $7560 // floating-point values only 
0086: $7501 = $7561 // floating-point values only 
0086: $7502 = $7562 // floating-point values only 
0086: $7503 = $7563 // floating-point values only 

:RACE_24162
00D6: if 
0038:   $7440 == 18 // integer values 
004D: jump_if_false @RACE_24228 
0086: $7498 = $7561 // floating-point values only 
0086: $7499 = $7562 // floating-point values only 
0086: $7500 = $7563 // floating-point values only 
0086: $7501 = $7564 // floating-point values only 
0086: $7502 = $7565 // floating-point values only 
0086: $7503 = $7566 // floating-point values only 

:RACE_24228
00D6: if 
0038:   $7440 == 19 // integer values 
004D: jump_if_false @RACE_24294 
0086: $7498 = $7564 // floating-point values only 
0086: $7499 = $7565 // floating-point values only 
0086: $7500 = $7566 // floating-point values only 
0086: $7501 = $7567 // floating-point values only 
0086: $7502 = $7568 // floating-point values only 
0086: $7503 = $7569 // floating-point values only 

:RACE_24294
00D6: if 
0038:   $7440 == 20 // integer values 
004D: jump_if_false @RACE_24360 
0086: $7498 = $7567 // floating-point values only 
0086: $7499 = $7568 // floating-point values only 
0086: $7500 = $7569 // floating-point values only 
0086: $7501 = $7570 // floating-point values only 
0086: $7502 = $7571 // floating-point values only 
0086: $7503 = $7572 // floating-point values only 

:RACE_24360
00D6: if 
0038:   $7440 == 21 // integer values 
004D: jump_if_false @RACE_24426 
0086: $7498 = $7570 // floating-point values only 
0086: $7499 = $7571 // floating-point values only 
0086: $7500 = $7572 // floating-point values only 
0086: $7501 = $7573 // floating-point values only 
0086: $7502 = $7574 // floating-point values only 
0086: $7503 = $7575 // floating-point values only 

:RACE_24426
00D6: if 
0038:   $7440 == 22 // integer values 
004D: jump_if_false @RACE_24492 
0086: $7498 = $7573 // floating-point values only 
0086: $7499 = $7574 // floating-point values only 
0086: $7500 = $7575 // floating-point values only 
0086: $7501 = $7576 // floating-point values only 
0086: $7502 = $7577 // floating-point values only 
0086: $7503 = $7578 // floating-point values only 

:RACE_24492
00D6: if 
0038:   $7440 == 23 // integer values 
004D: jump_if_false @RACE_24558 
0086: $7498 = $7576 // floating-point values only 
0086: $7499 = $7577 // floating-point values only 
0086: $7500 = $7578 // floating-point values only 
0086: $7501 = $7579 // floating-point values only 
0086: $7502 = $7580 // floating-point values only 
0086: $7503 = $7581 // floating-point values only 

:RACE_24558
00D6: if 
0038:   $7440 == 24 // integer values 
004D: jump_if_false @RACE_24624 
0086: $7498 = $7579 // floating-point values only 
0086: $7499 = $7580 // floating-point values only 
0086: $7500 = $7581 // floating-point values only 
0086: $7501 = $7582 // floating-point values only 
0086: $7502 = $7583 // floating-point values only 
0086: $7503 = $7584 // floating-point values only 

:RACE_24624
00D6: if 
0038:   $7440 == 25 // integer values 
004D: jump_if_false @RACE_24690 
0086: $7498 = $7582 // floating-point values only 
0086: $7499 = $7583 // floating-point values only 
0086: $7500 = $7584 // floating-point values only 
0086: $7501 = $7585 // floating-point values only 
0086: $7502 = $7586 // floating-point values only 
0086: $7503 = $7587 // floating-point values only 

:RACE_24690
00D6: if 
0038:   $7440 == 26 // integer values 
004D: jump_if_false @RACE_24756 
0086: $7498 = $7585 // floating-point values only 
0086: $7499 = $7586 // floating-point values only 
0086: $7500 = $7587 // floating-point values only 
0086: $7501 = $7588 // floating-point values only 
0086: $7502 = $7589 // floating-point values only 
0086: $7503 = $7590 // floating-point values only 

:RACE_24756
00D6: if 
0038:   $7440 == 27 // integer values 
004D: jump_if_false @RACE_24822 
0086: $7498 = $7588 // floating-point values only 
0086: $7499 = $7589 // floating-point values only 
0086: $7500 = $7590 // floating-point values only 
0086: $7501 = $7591 // floating-point values only 
0086: $7502 = $7592 // floating-point values only 
0086: $7503 = $7593 // floating-point values only 

:RACE_24822
00D6: if 
0038:   $7440 == 28 // integer values 
004D: jump_if_false @RACE_24888 
0086: $7498 = $7591 // floating-point values only 
0086: $7499 = $7592 // floating-point values only 
0086: $7500 = $7593 // floating-point values only 
0086: $7501 = $7594 // floating-point values only 
0086: $7502 = $7595 // floating-point values only 
0086: $7503 = $7596 // floating-point values only 

:RACE_24888
00D6: if 
0038:   $7440 == 29 // integer values 
004D: jump_if_false @RACE_24954 
0086: $7498 = $7594 // floating-point values only 
0086: $7499 = $7595 // floating-point values only 
0086: $7500 = $7596 // floating-point values only 
0086: $7501 = $7597 // floating-point values only 
0086: $7502 = $7598 // floating-point values only 
0086: $7503 = $7599 // floating-point values only 

:RACE_24954
00D6: if 
0038:   $7440 == 30 // integer values 
004D: jump_if_false @RACE_25020 
0086: $7498 = $7597 // floating-point values only 
0086: $7499 = $7598 // floating-point values only 
0086: $7500 = $7599 // floating-point values only 
0086: $7501 = $7600 // floating-point values only 
0086: $7502 = $7601 // floating-point values only 
0086: $7503 = $7602 // floating-point values only 

:RACE_25020
00D6: if 
0038:   $7440 == 31 // integer values 
004D: jump_if_false @RACE_25086 
0086: $7498 = $7600 // floating-point values only 
0086: $7499 = $7601 // floating-point values only 
0086: $7500 = $7602 // floating-point values only 
0086: $7501 = $7603 // floating-point values only 
0086: $7502 = $7604 // floating-point values only 
0086: $7503 = $7605 // floating-point values only 

:RACE_25086
00D6: if 
0038:   $7440 == 32 // integer values 
004D: jump_if_false @RACE_25152 
0086: $7498 = $7603 // floating-point values only 
0086: $7499 = $7604 // floating-point values only 
0086: $7500 = $7605 // floating-point values only 
0086: $7501 = $7606 // floating-point values only 
0086: $7502 = $7607 // floating-point values only 
0086: $7503 = $7608 // floating-point values only 

:RACE_25152
00D6: if 
0038:   $7440 == 33 // integer values 
004D: jump_if_false @RACE_25218 
0086: $7498 = $7606 // floating-point values only 
0086: $7499 = $7607 // floating-point values only 
0086: $7500 = $7608 // floating-point values only 
0086: $7501 = $7609 // floating-point values only 
0086: $7502 = $7610 // floating-point values only 
0086: $7503 = $7611 // floating-point values only 

:RACE_25218
00D6: if 
0038:   $7440 == 34 // integer values 
004D: jump_if_false @RACE_25284 
0086: $7498 = $7609 // floating-point values only 
0086: $7499 = $7610 // floating-point values only 
0086: $7500 = $7611 // floating-point values only 
0086: $7501 = $7612 // floating-point values only 
0086: $7502 = $7613 // floating-point values only 
0086: $7503 = $7614 // floating-point values only 

:RACE_25284
00D6: if 
0038:   $7440 == 35 // integer values 
004D: jump_if_false @RACE_25350 
0086: $7498 = $7612 // floating-point values only 
0086: $7499 = $7613 // floating-point values only 
0086: $7500 = $7614 // floating-point values only 
0086: $7501 = $7615 // floating-point values only 
0086: $7502 = $7616 // floating-point values only 
0086: $7503 = $7617 // floating-point values only 

:RACE_25350
00D6: if 
0038:   $7440 == 36 // integer values 
004D: jump_if_false @RACE_25416 
0086: $7498 = $7615 // floating-point values only 
0086: $7499 = $7616 // floating-point values only 
0086: $7500 = $7617 // floating-point values only 
0086: $7501 = $7618 // floating-point values only 
0086: $7502 = $7619 // floating-point values only 
0086: $7503 = $7620 // floating-point values only 

:RACE_25416
00D6: if 
0038:   $7440 == 37 // integer values 
004D: jump_if_false @RACE_25482 
0086: $7498 = $7618 // floating-point values only 
0086: $7499 = $7619 // floating-point values only 
0086: $7500 = $7620 // floating-point values only 
0086: $7501 = $7621 // floating-point values only 
0086: $7502 = $7622 // floating-point values only 
0086: $7503 = $7623 // floating-point values only 

:RACE_25482
00D6: if 
0038:   $7440 == 38 // integer values 
004D: jump_if_false @RACE_25548 
0086: $7498 = $7621 // floating-point values only 
0086: $7499 = $7622 // floating-point values only 
0086: $7500 = $7623 // floating-point values only 
0086: $7501 = $7624 // floating-point values only 
0086: $7502 = $7625 // floating-point values only 
0086: $7503 = $7626 // floating-point values only 

:RACE_25548
00D6: if 
0038:   $7440 == 39 // integer values 
004D: jump_if_false @RACE_25614 
0086: $7498 = $7624 // floating-point values only 
0086: $7499 = $7625 // floating-point values only 
0086: $7500 = $7626 // floating-point values only 
0086: $7501 = $7627 // floating-point values only 
0086: $7502 = $7628 // floating-point values only 
0086: $7503 = $7629 // floating-point values only 

:RACE_25614
00D6: if 
0038:   $7440 == 40 // integer values 
004D: jump_if_false @RACE_25680 
0086: $7498 = $7627 // floating-point values only 
0086: $7499 = $7628 // floating-point values only 
0086: $7500 = $7629 // floating-point values only 
0086: $7501 = $7630 // floating-point values only 
0086: $7502 = $7631 // floating-point values only 
0086: $7503 = $7632 // floating-point values only 

:RACE_25680
00D6: if 
0038:   $7440 == 41 // integer values 
004D: jump_if_false @RACE_25746 
0086: $7498 = $7630 // floating-point values only 
0086: $7499 = $7631 // floating-point values only 
0086: $7500 = $7632 // floating-point values only 
0086: $7501 = $7633 // floating-point values only 
0086: $7502 = $7634 // floating-point values only 
0086: $7503 = $7635 // floating-point values only 

:RACE_25746
00D6: if 
0038:   $7440 == 42 // integer values 
004D: jump_if_false @RACE_25812 
0086: $7498 = $7633 // floating-point values only 
0086: $7499 = $7634 // floating-point values only 
0086: $7500 = $7635 // floating-point values only 
0086: $7501 = $7636 // floating-point values only 
0086: $7502 = $7637 // floating-point values only 
0086: $7503 = $7638 // floating-point values only 

:RACE_25812
00D6: if 
0038:   $7440 == 43 // integer values 
004D: jump_if_false @RACE_25878 
0086: $7498 = $7636 // floating-point values only 
0086: $7499 = $7637 // floating-point values only 
0086: $7500 = $7638 // floating-point values only 
0086: $7501 = $7639 // floating-point values only 
0086: $7502 = $7640 // floating-point values only 
0086: $7503 = $7641 // floating-point values only 

:RACE_25878
00D6: if 
0038:   $7440 == 44 // integer values 
004D: jump_if_false @RACE_25944 
0086: $7498 = $7639 // floating-point values only 
0086: $7499 = $7640 // floating-point values only 
0086: $7500 = $7641 // floating-point values only 
0086: $7501 = $7642 // floating-point values only 
0086: $7502 = $7643 // floating-point values only 
0086: $7503 = $7644 // floating-point values only 

:RACE_25944
00D6: if 
0038:   $7440 == 45 // integer values 
004D: jump_if_false @RACE_26010 
0086: $7498 = $7642 // floating-point values only 
0086: $7499 = $7643 // floating-point values only 
0086: $7500 = $7644 // floating-point values only 
0086: $7501 = $7645 // floating-point values only 
0086: $7502 = $7646 // floating-point values only 
0086: $7503 = $7647 // floating-point values only 

:RACE_26010
00D6: if 
0038:   $7440 == 46 // integer values 
004D: jump_if_false @RACE_26076 
0086: $7498 = $7645 // floating-point values only 
0086: $7499 = $7646 // floating-point values only 
0086: $7500 = $7647 // floating-point values only 
0086: $7501 = $7648 // floating-point values only 
0086: $7502 = $7649 // floating-point values only 
0086: $7503 = $7650 // floating-point values only 

:RACE_26076
00D6: if 
0038:   $7440 == 47 // integer values 
004D: jump_if_false @RACE_26142 
0086: $7498 = $7648 // floating-point values only 
0086: $7499 = $7649 // floating-point values only 
0086: $7500 = $7650 // floating-point values only 
0086: $7501 = $7651 // floating-point values only 
0086: $7502 = $7652 // floating-point values only 
0086: $7503 = $7653 // floating-point values only 

:RACE_26142
00D6: if 
0038:   $7440 == 48 // integer values 
004D: jump_if_false @RACE_26208 
0086: $7498 = $7651 // floating-point values only 
0086: $7499 = $7652 // floating-point values only 
0086: $7500 = $7653 // floating-point values only 
0086: $7501 = $7654 // floating-point values only 
0086: $7502 = $7655 // floating-point values only 
0086: $7503 = $7656 // floating-point values only 

:RACE_26208
00D6: if 
0038:   $7440 == 49 // integer values 
004D: jump_if_false @RACE_26274 
0086: $7498 = $7654 // floating-point values only 
0086: $7499 = $7655 // floating-point values only 
0086: $7500 = $7656 // floating-point values only 
0086: $7501 = $7657 // floating-point values only 
0086: $7502 = $7658 // floating-point values only 
0086: $7503 = $7659 // floating-point values only 

:RACE_26274
00D6: if 
0038:   $7440 == 50 // integer values 
004D: jump_if_false @RACE_26340 
0086: $7498 = $7657 // floating-point values only 
0086: $7499 = $7658 // floating-point values only 
0086: $7500 = $7659 // floating-point values only 
0086: $7501 = $7660 // floating-point values only 
0086: $7502 = $7661 // floating-point values only 
0086: $7503 = $7662 // floating-point values only 

:RACE_26340
00D6: if 
0038:   $7440 == 51 // integer values 
004D: jump_if_false @RACE_26406 
0086: $7498 = $7660 // floating-point values only 
0086: $7499 = $7661 // floating-point values only 
0086: $7500 = $7662 // floating-point values only 
0086: $7501 = $7663 // floating-point values only 
0086: $7502 = $7664 // floating-point values only 
0086: $7503 = $7665 // floating-point values only 

:RACE_26406
00D6: if 
0038:   $7440 == 52 // integer values 
004D: jump_if_false @RACE_26472 
0086: $7498 = $7663 // floating-point values only 
0086: $7499 = $7664 // floating-point values only 
0086: $7500 = $7665 // floating-point values only 
0086: $7501 = $7666 // floating-point values only 
0086: $7502 = $7667 // floating-point values only 
0086: $7503 = $7668 // floating-point values only 

:RACE_26472
00D6: if 
0038:   $7440 == 53 // integer values 
004D: jump_if_false @RACE_26538 
0086: $7498 = $7666 // floating-point values only 
0086: $7499 = $7667 // floating-point values only 
0086: $7500 = $7668 // floating-point values only 
0086: $7501 = $7669 // floating-point values only 
0086: $7502 = $7670 // floating-point values only 
0086: $7503 = $7671 // floating-point values only 

:RACE_26538
00D6: if 
0038:   $7440 == 54 // integer values 
004D: jump_if_false @RACE_26604 
0086: $7498 = $7669 // floating-point values only 
0086: $7499 = $7670 // floating-point values only 
0086: $7500 = $7671 // floating-point values only 
0086: $7501 = $7672 // floating-point values only 
0086: $7502 = $7673 // floating-point values only 
0086: $7503 = $7674 // floating-point values only 

:RACE_26604
00D6: if 
0038:   $7440 == 55 // integer values 
004D: jump_if_false @RACE_26670 
0086: $7498 = $7672 // floating-point values only 
0086: $7499 = $7673 // floating-point values only 
0086: $7500 = $7674 // floating-point values only 
0086: $7501 = $7675 // floating-point values only 
0086: $7502 = $7676 // floating-point values only 
0086: $7503 = $7677 // floating-point values only 

:RACE_26670
00D6: if 
0038:   $7440 == 56 // integer values 
004D: jump_if_false @RACE_26736 
0086: $7498 = $7675 // floating-point values only 
0086: $7499 = $7676 // floating-point values only 
0086: $7500 = $7677 // floating-point values only 
0086: $7501 = $7678 // floating-point values only 
0086: $7502 = $7679 // floating-point values only 
0086: $7503 = $7680 // floating-point values only 

:RACE_26736
00D6: if 
0038:   $7440 == 57 // integer values 
004D: jump_if_false @RACE_26802 
0086: $7498 = $7678 // floating-point values only 
0086: $7499 = $7679 // floating-point values only 
0086: $7500 = $7680 // floating-point values only 
0086: $7501 = $7681 // floating-point values only 
0086: $7502 = $7682 // floating-point values only 
0086: $7503 = $7683 // floating-point values only 

:RACE_26802
00D6: if 
0038:   $7440 == 58 // integer values 
004D: jump_if_false @RACE_26868 
0086: $7498 = $7681 // floating-point values only 
0086: $7499 = $7682 // floating-point values only 
0086: $7500 = $7683 // floating-point values only 
0086: $7501 = $7684 // floating-point values only 
0086: $7502 = $7685 // floating-point values only 
0086: $7503 = $7686 // floating-point values only 

:RACE_26868
00D6: if 
0038:   $7440 == 59 // integer values 
004D: jump_if_false @RACE_26934 
0086: $7498 = $7684 // floating-point values only 
0086: $7499 = $7685 // floating-point values only 
0086: $7500 = $7686 // floating-point values only 
0086: $7501 = $7687 // floating-point values only 
0086: $7502 = $7688 // floating-point values only 
0086: $7503 = $7689 // floating-point values only 

:RACE_26934
00D6: if 
0038:   $7440 == 60 // integer values 
004D: jump_if_false @RACE_27000 
0086: $7498 = $7687 // floating-point values only 
0086: $7499 = $7688 // floating-point values only 
0086: $7500 = $7689 // floating-point values only 
0086: $7501 = $7690 // floating-point values only 
0086: $7502 = $7691 // floating-point values only 
0086: $7503 = $7692 // floating-point values only 

:RACE_27000
00D6: if 
0038:   $7440 == 61 // integer values 
004D: jump_if_false @RACE_27066 
0086: $7498 = $7690 // floating-point values only 
0086: $7499 = $7691 // floating-point values only 
0086: $7500 = $7692 // floating-point values only 
0086: $7501 = $7693 // floating-point values only 
0086: $7502 = $7694 // floating-point values only 
0086: $7503 = $7695 // floating-point values only 

:RACE_27066
00D6: if 
0038:   $7440 == 62 // integer values 
004D: jump_if_false @RACE_27132 
0086: $7498 = $7693 // floating-point values only 
0086: $7499 = $7694 // floating-point values only 
0086: $7500 = $7695 // floating-point values only 
0086: $7501 = $7696 // floating-point values only 
0086: $7502 = $7697 // floating-point values only 
0086: $7503 = $7698 // floating-point values only 

:RACE_27132
00D6: if 
0038:   $7440 == 63 // integer values 
004D: jump_if_false @RACE_27198 
0086: $7498 = $7696 // floating-point values only 
0086: $7499 = $7697 // floating-point values only 
0086: $7500 = $7698 // floating-point values only 
0086: $7501 = $7699 // floating-point values only 
0086: $7502 = $7700 // floating-point values only 
0086: $7503 = $7701 // floating-point values only 

:RACE_27198
00D6: if 
0038:   $7440 == 64 // integer values 
004D: jump_if_false @RACE_27264 
0086: $7498 = $7699 // floating-point values only 
0086: $7499 = $7700 // floating-point values only 
0086: $7500 = $7701 // floating-point values only 
0086: $7501 = $7702 // floating-point values only 
0086: $7502 = $7703 // floating-point values only 
0086: $7503 = $7704 // floating-point values only 

:RACE_27264
00D6: if 
0038:   $7440 == 65 // integer values 
004D: jump_if_false @RACE_27330 
0086: $7498 = $7702 // floating-point values only 
0086: $7499 = $7703 // floating-point values only 
0086: $7500 = $7704 // floating-point values only 
0086: $7501 = $7705 // floating-point values only 
0086: $7502 = $7706 // floating-point values only 
0086: $7503 = $7707 // floating-point values only 

:RACE_27330
00D6: if 
0038:   $7440 == 66 // integer values 
004D: jump_if_false @RACE_27396 
0086: $7498 = $7705 // floating-point values only 
0086: $7499 = $7706 // floating-point values only 
0086: $7500 = $7707 // floating-point values only 
0086: $7501 = $7708 // floating-point values only 
0086: $7502 = $7709 // floating-point values only 
0086: $7503 = $7710 // floating-point values only 

:RACE_27396
00D6: if 
0038:   $7440 == 67 // integer values 
004D: jump_if_false @RACE_27462 
0086: $7498 = $7708 // floating-point values only 
0086: $7499 = $7709 // floating-point values only 
0086: $7500 = $7710 // floating-point values only 
0086: $7501 = $7711 // floating-point values only 
0086: $7502 = $7712 // floating-point values only 
0086: $7503 = $7713 // floating-point values only 

:RACE_27462
00D6: if 
0038:   $7440 == 68 // integer values 
004D: jump_if_false @RACE_27528 
0086: $7498 = $7711 // floating-point values only 
0086: $7499 = $7712 // floating-point values only 
0086: $7500 = $7713 // floating-point values only 
0086: $7501 = $7714 // floating-point values only 
0086: $7502 = $7715 // floating-point values only 
0086: $7503 = $7716 // floating-point values only 

:RACE_27528
00D6: if 
0038:   $7440 == 69 // integer values 
004D: jump_if_false @RACE_27594 
0086: $7498 = $7714 // floating-point values only 
0086: $7499 = $7715 // floating-point values only 
0086: $7500 = $7716 // floating-point values only 
0086: $7501 = $7717 // floating-point values only 
0086: $7502 = $7718 // floating-point values only 
0086: $7503 = $7719 // floating-point values only 

:RACE_27594
00D6: if 
0038:   $7440 == 70 // integer values 
004D: jump_if_false @RACE_27660 
0086: $7498 = $7717 // floating-point values only 
0086: $7499 = $7718 // floating-point values only 
0086: $7500 = $7719 // floating-point values only 
0086: $7501 = $7720 // floating-point values only 
0086: $7502 = $7721 // floating-point values only 
0086: $7503 = $7722 // floating-point values only 

:RACE_27660
00D6: if 
0038:   $7440 == 71 // integer values 
004D: jump_if_false @RACE_27726 
0086: $7498 = $7720 // floating-point values only 
0086: $7499 = $7721 // floating-point values only 
0086: $7500 = $7722 // floating-point values only 
0086: $7501 = $7723 // floating-point values only 
0086: $7502 = $7724 // floating-point values only 
0086: $7503 = $7725 // floating-point values only 

:RACE_27726
00D6: if 
0038:   $7440 == 72 // integer values 
004D: jump_if_false @RACE_27792 
0086: $7498 = $7723 // floating-point values only 
0086: $7499 = $7724 // floating-point values only 
0086: $7500 = $7725 // floating-point values only 
0086: $7501 = $7726 // floating-point values only 
0086: $7502 = $7727 // floating-point values only 
0086: $7503 = $7728 // floating-point values only 

:RACE_27792
00D6: if 
0038:   $7440 == 73 // integer values 
004D: jump_if_false @RACE_27858 
0086: $7498 = $7726 // floating-point values only 
0086: $7499 = $7727 // floating-point values only 
0086: $7500 = $7728 // floating-point values only 
0086: $7501 = $7729 // floating-point values only 
0086: $7502 = $7730 // floating-point values only 
0086: $7503 = $7731 // floating-point values only 

:RACE_27858
00D6: if 
0038:   $7440 == 74 // integer values 
004D: jump_if_false @RACE_27924 
0086: $7498 = $7729 // floating-point values only 
0086: $7499 = $7730 // floating-point values only 
0086: $7500 = $7731 // floating-point values only 
0086: $7501 = $7732 // floating-point values only 
0086: $7502 = $7733 // floating-point values only 
0086: $7503 = $7734 // floating-point values only 

:RACE_27924
00D6: if 
0038:   $7440 == 75 // integer values 
004D: jump_if_false @RACE_27990 
0086: $7498 = $7732 // floating-point values only 
0086: $7499 = $7733 // floating-point values only 
0086: $7500 = $7734 // floating-point values only 
0086: $7501 = $7735 // floating-point values only 
0086: $7502 = $7736 // floating-point values only 
0086: $7503 = $7737 // floating-point values only 

:RACE_27990
00D6: if 
0038:   $7440 == 76 // integer values 
004D: jump_if_false @RACE_28056 
0086: $7498 = $7735 // floating-point values only 
0086: $7499 = $7736 // floating-point values only 
0086: $7500 = $7737 // floating-point values only 
0086: $7501 = $7738 // floating-point values only 
0086: $7502 = $7739 // floating-point values only 
0086: $7503 = $7740 // floating-point values only 

:RACE_28056
00D6: if 
0038:   $7440 == 77 // integer values 
004D: jump_if_false @RACE_28122 
0086: $7498 = $7738 // floating-point values only 
0086: $7499 = $7739 // floating-point values only 
0086: $7500 = $7740 // floating-point values only 
0086: $7501 = $7741 // floating-point values only 
0086: $7502 = $7742 // floating-point values only 
0086: $7503 = $7743 // floating-point values only 

:RACE_28122
00D6: if 
0038:   $7440 == 78 // integer values 
004D: jump_if_false @RACE_28188 
0086: $7498 = $7741 // floating-point values only 
0086: $7499 = $7742 // floating-point values only 
0086: $7500 = $7743 // floating-point values only 
0086: $7501 = $7744 // floating-point values only 
0086: $7502 = $7745 // floating-point values only 
0086: $7503 = $7746 // floating-point values only 

:RACE_28188
00D6: if 
0038:   $7440 == 79 // integer values 
004D: jump_if_false @RACE_28254 
0086: $7498 = $7744 // floating-point values only 
0086: $7499 = $7745 // floating-point values only 
0086: $7500 = $7746 // floating-point values only 
0086: $7501 = $7747 // floating-point values only 
0086: $7502 = $7748 // floating-point values only 
0086: $7503 = $7749 // floating-point values only 

:RACE_28254
00D6: if 
0038:   $7440 == 80 // integer values 
004D: jump_if_false @RACE_28320 
0086: $7498 = $7747 // floating-point values only 
0086: $7499 = $7748 // floating-point values only 
0086: $7500 = $7749 // floating-point values only 
0086: $7501 = $7750 // floating-point values only 
0086: $7502 = $7751 // floating-point values only 
0086: $7503 = $7752 // floating-point values only 

:RACE_28320
00D6: if 
0038:   $7440 == 81 // integer values 
004D: jump_if_false @RACE_28386 
0086: $7498 = $7750 // floating-point values only 
0086: $7499 = $7751 // floating-point values only 
0086: $7500 = $7752 // floating-point values only 
0086: $7501 = $7753 // floating-point values only 
0086: $7502 = $7754 // floating-point values only 
0086: $7503 = $7755 // floating-point values only 

:RACE_28386
00D6: if 
0038:   $7440 == 82 // integer values 
004D: jump_if_false @RACE_28452 
0086: $7498 = $7753 // floating-point values only 
0086: $7499 = $7754 // floating-point values only 
0086: $7500 = $7755 // floating-point values only 
0086: $7501 = $7756 // floating-point values only 
0086: $7502 = $7757 // floating-point values only 
0086: $7503 = $7758 // floating-point values only 

:RACE_28452
00D6: if 
0038:   $7440 == 83 // integer values 
004D: jump_if_false @RACE_28518 
0086: $7498 = $7756 // floating-point values only 
0086: $7499 = $7757 // floating-point values only 
0086: $7500 = $7758 // floating-point values only 
0086: $7501 = $7759 // floating-point values only 
0086: $7502 = $7760 // floating-point values only 
0086: $7503 = $7761 // floating-point values only 

:RACE_28518
00D6: if 
0038:   $7440 == 84 // integer values 
004D: jump_if_false @RACE_28584 
0086: $7498 = $7759 // floating-point values only 
0086: $7499 = $7760 // floating-point values only 
0086: $7500 = $7761 // floating-point values only 
0086: $7501 = $7762 // floating-point values only 
0086: $7502 = $7763 // floating-point values only 
0086: $7503 = $7764 // floating-point values only 

:RACE_28584
00D6: if 
0038:   $7440 == 85 // integer values 
004D: jump_if_false @RACE_28650 
0086: $7498 = $7762 // floating-point values only 
0086: $7499 = $7763 // floating-point values only 
0086: $7500 = $7764 // floating-point values only 
0086: $7501 = $7765 // floating-point values only 
0086: $7502 = $7766 // floating-point values only 
0086: $7503 = $7767 // floating-point values only 

:RACE_28650
00D6: if 
0038:   $7440 == 86 // integer values 
004D: jump_if_false @RACE_28716 
0086: $7498 = $7765 // floating-point values only 
0086: $7499 = $7766 // floating-point values only 
0086: $7500 = $7767 // floating-point values only 
0086: $7501 = $7768 // floating-point values only 
0086: $7502 = $7769 // floating-point values only 
0086: $7503 = $7770 // floating-point values only 

:RACE_28716
00D6: if 
0038:   $7440 == 87 // integer values 
004D: jump_if_false @RACE_28782 
0086: $7498 = $7768 // floating-point values only 
0086: $7499 = $7769 // floating-point values only 
0086: $7500 = $7770 // floating-point values only 
0086: $7501 = $7771 // floating-point values only 
0086: $7502 = $7772 // floating-point values only 
0086: $7503 = $7773 // floating-point values only 

:RACE_28782
00D6: if 
0038:   $7440 == 88 // integer values 
004D: jump_if_false @RACE_28848 
0086: $7498 = $7771 // floating-point values only 
0086: $7499 = $7772 // floating-point values only 
0086: $7500 = $7773 // floating-point values only 
0086: $7501 = $7774 // floating-point values only 
0086: $7502 = $7775 // floating-point values only 
0086: $7503 = $7776 // floating-point values only 

:RACE_28848
00D6: if 
0038:   $7440 == 89 // integer values 
004D: jump_if_false @RACE_28914 
0086: $7498 = $7774 // floating-point values only 
0086: $7499 = $7775 // floating-point values only 
0086: $7500 = $7776 // floating-point values only 
0086: $7501 = $7777 // floating-point values only 
0086: $7502 = $7778 // floating-point values only 
0086: $7503 = $7779 // floating-point values only 

:RACE_28914
00D6: if 
0038:   $7440 == 90 // integer values 
004D: jump_if_false @RACE_28980 
0086: $7498 = $7777 // floating-point values only 
0086: $7499 = $7778 // floating-point values only 
0086: $7500 = $7779 // floating-point values only 
0086: $7501 = $7780 // floating-point values only 
0086: $7502 = $7781 // floating-point values only 
0086: $7503 = $7782 // floating-point values only 

:RACE_28980
00D6: if 
0038:   $7440 == 91 // integer values 
004D: jump_if_false @RACE_29046 
0086: $7498 = $7780 // floating-point values only 
0086: $7499 = $7781 // floating-point values only 
0086: $7500 = $7782 // floating-point values only 
0086: $7501 = $7783 // floating-point values only 
0086: $7502 = $7784 // floating-point values only 
0086: $7503 = $7785 // floating-point values only 

:RACE_29046
00D6: if 
0038:   $7440 == 92 // integer values 
004D: jump_if_false @RACE_29112 
0086: $7498 = $7783 // floating-point values only 
0086: $7499 = $7784 // floating-point values only 
0086: $7500 = $7785 // floating-point values only 
0086: $7501 = $7786 // floating-point values only 
0086: $7502 = $7787 // floating-point values only 
0086: $7503 = $7788 // floating-point values only 

:RACE_29112
00D6: if 
0038:   $7440 == 93 // integer values 
004D: jump_if_false @RACE_29178 
0086: $7498 = $7786 // floating-point values only 
0086: $7499 = $7787 // floating-point values only 
0086: $7500 = $7788 // floating-point values only 
0086: $7501 = $7789 // floating-point values only 
0086: $7502 = $7790 // floating-point values only 
0086: $7503 = $7791 // floating-point values only 

:RACE_29178
00D6: if 
0038:   $7440 == 94 // integer values 
004D: jump_if_false @RACE_29244 
0086: $7498 = $7789 // floating-point values only 
0086: $7499 = $7790 // floating-point values only 
0086: $7500 = $7791 // floating-point values only 
0086: $7501 = $7792 // floating-point values only 
0086: $7502 = $7793 // floating-point values only 
0086: $7503 = $7794 // floating-point values only 

:RACE_29244
00D6: if 
0038:   $7440 == 95 // integer values 
004D: jump_if_false @RACE_29310 
0086: $7498 = $7792 // floating-point values only 
0086: $7499 = $7793 // floating-point values only 
0086: $7500 = $7794 // floating-point values only 
0086: $7501 = $7795 // floating-point values only 
0086: $7502 = $7796 // floating-point values only 
0086: $7503 = $7797 // floating-point values only 

:RACE_29310
00D6: if 
0038:   $7440 == 96 // integer values 
004D: jump_if_false @RACE_29376 
0086: $7498 = $7795 // floating-point values only 
0086: $7499 = $7796 // floating-point values only 
0086: $7500 = $7797 // floating-point values only 
0086: $7501 = $7798 // floating-point values only 
0086: $7502 = $7799 // floating-point values only 
0086: $7503 = $7800 // floating-point values only 

:RACE_29376
00D6: if 
0038:   $7440 == 97 // integer values 
004D: jump_if_false @RACE_29442 
0086: $7498 = $7798 // floating-point values only 
0086: $7499 = $7799 // floating-point values only 
0086: $7500 = $7800 // floating-point values only 
0086: $7501 = $7801 // floating-point values only 
0086: $7502 = $7802 // floating-point values only 
0086: $7503 = $7803 // floating-point values only 

:RACE_29442
00D6: if 
0038:   $7440 == 98 // integer values 
004D: jump_if_false @RACE_29508 
0086: $7498 = $7801 // floating-point values only 
0086: $7499 = $7802 // floating-point values only 
0086: $7500 = $7803 // floating-point values only 
0086: $7501 = $7804 // floating-point values only 
0086: $7502 = $7805 // floating-point values only 
0086: $7503 = $7806 // floating-point values only 

:RACE_29508
00D6: if 
0038:   $7440 == 99 // integer values 
004D: jump_if_false @RACE_29574 
0086: $7498 = $7804 // floating-point values only 
0086: $7499 = $7805 // floating-point values only 
0086: $7500 = $7806 // floating-point values only 
0086: $7501 = $7807 // floating-point values only 
0086: $7502 = $7808 // floating-point values only 
0086: $7503 = $7809 // floating-point values only 

:RACE_29574
00D6: if 
0038:   $7440 == 100 // integer values 
004D: jump_if_false @RACE_29640 
0086: $7498 = $7807 // floating-point values only 
0086: $7499 = $7808 // floating-point values only 
0086: $7500 = $7809 // floating-point values only 
0086: $7501 = $7810 // floating-point values only 
0086: $7502 = $7811 // floating-point values only 
0086: $7503 = $7812 // floating-point values only 

:RACE_29640
00D6: if 
0038:   $7440 == 101 // integer values 
004D: jump_if_false @RACE_29706 
0086: $7498 = $7810 // floating-point values only 
0086: $7499 = $7811 // floating-point values only 
0086: $7500 = $7812 // floating-point values only 
0086: $7501 = $7813 // floating-point values only 
0086: $7502 = $7814 // floating-point values only 
0086: $7503 = $7815 // floating-point values only 

:RACE_29706
00D6: if 
0038:   $7440 == 102 // integer values 
004D: jump_if_false @RACE_29772 
0086: $7498 = $7813 // floating-point values only 
0086: $7499 = $7814 // floating-point values only 
0086: $7500 = $7815 // floating-point values only 
0086: $7501 = $7816 // floating-point values only 
0086: $7502 = $7817 // floating-point values only 
0086: $7503 = $7818 // floating-point values only 

:RACE_29772
00D6: if 
0038:   $7440 == 103 // integer values 
004D: jump_if_false @RACE_29838 
0086: $7498 = $7816 // floating-point values only 
0086: $7499 = $7817 // floating-point values only 
0086: $7500 = $7818 // floating-point values only 
0086: $7501 = $7819 // floating-point values only 
0086: $7502 = $7820 // floating-point values only 
0086: $7503 = $7821 // floating-point values only 

:RACE_29838
00D6: if 
0038:   $7440 == 104 // integer values 
004D: jump_if_false @RACE_29904 
0086: $7498 = $7819 // floating-point values only 
0086: $7499 = $7820 // floating-point values only 
0086: $7500 = $7821 // floating-point values only 
0086: $7501 = $7822 // floating-point values only 
0086: $7502 = $7823 // floating-point values only 
0086: $7503 = $7824 // floating-point values only 

:RACE_29904
00D6: if 
0038:   $7440 == 105 // integer values 
004D: jump_if_false @RACE_29970 
0086: $7498 = $7822 // floating-point values only 
0086: $7499 = $7823 // floating-point values only 
0086: $7500 = $7824 // floating-point values only 
0086: $7501 = $7825 // floating-point values only 
0086: $7502 = $7826 // floating-point values only 
0086: $7503 = $7827 // floating-point values only 

:RACE_29970
00D6: if 
0038:   $7440 == 106 // integer values 
004D: jump_if_false @RACE_30036 
0086: $7498 = $7825 // floating-point values only 
0086: $7499 = $7826 // floating-point values only 
0086: $7500 = $7827 // floating-point values only 
0086: $7501 = $7828 // floating-point values only 
0086: $7502 = $7829 // floating-point values only 
0086: $7503 = $7830 // floating-point values only 

:RACE_30036
00D6: if 
0038:   $7440 == 107 // integer values 
004D: jump_if_false @RACE_30102 
0086: $7498 = $7828 // floating-point values only 
0086: $7499 = $7829 // floating-point values only 
0086: $7500 = $7830 // floating-point values only 
0088: $7501 = 0@ // floating-point values only 
0088: $7502 = 1@ // floating-point values only 
0088: $7503 = 2@ // floating-point values only 

:RACE_30102
00D6: if 
0038:   $7440 == 108 // integer values 
004D: jump_if_false @RACE_30168 
0088: $7498 = 0@ // floating-point values only 
0088: $7499 = 1@ // floating-point values only 
0088: $7500 = 2@ // floating-point values only 
0088: $7501 = 3@ // floating-point values only 
0088: $7502 = 4@ // floating-point values only 
0088: $7503 = 5@ // floating-point values only 

:RACE_30168
00D6: if 
0038:   $7440 == 109 // integer values 
004D: jump_if_false @RACE_30234 
0088: $7498 = 3@ // floating-point values only 
0088: $7499 = 4@ // floating-point values only 
0088: $7500 = 5@ // floating-point values only 
0088: $7501 = 6@ // floating-point values only 
0088: $7502 = 7@ // floating-point values only 
0088: $7503 = 8@ // floating-point values only 

:RACE_30234
00D6: if 
0038:   $7440 == 110 // integer values 
004D: jump_if_false @RACE_30300 
0088: $7498 = 6@ // floating-point values only 
0088: $7499 = 7@ // floating-point values only 
0088: $7500 = 8@ // floating-point values only 
0088: $7501 = 9@ // floating-point values only 
0088: $7502 = 10@ // floating-point values only 
0088: $7503 = 11@ // floating-point values only 

:RACE_30300
00D6: if 
0038:   $7440 == 111 // integer values 
004D: jump_if_false @RACE_30366 
0088: $7498 = 9@ // floating-point values only 
0088: $7499 = 10@ // floating-point values only 
0088: $7500 = 11@ // floating-point values only 
0088: $7501 = 12@ // floating-point values only 
0088: $7502 = 13@ // floating-point values only 
0088: $7503 = 14@ // floating-point values only 

:RACE_30366
00D6: if 
0038:   $7440 == 112 // integer values 
004D: jump_if_false @RACE_30432 
0088: $7498 = 12@ // floating-point values only 
0088: $7499 = 13@ // floating-point values only 
0088: $7500 = 14@ // floating-point values only 
0088: $7501 = 12@ // floating-point values only 
0088: $7502 = 13@ // floating-point values only 
0088: $7503 = 14@ // floating-point values only 

:RACE_30432
0051: return 

:RACE_30434
0227: $4871 = car $7421 health 
00D6: if 
001A:   500 > $4871 // integer values 
004D: jump_if_false @RACE_30469 
0224: set_car $7421 health_to 1000 

:RACE_30469
00D6: if 
003A:   $7436 == $7440 // integer values and handles 
004D: jump_if_false @RACE_30693 
00AA: store_car $7421 position_to $7465 $7466 $7467 
0086: $7469 = $7465 // floating-point values only 
0061: $7469 -= $7483 // floating-point values 
0086: $7470 = $7466 // floating-point values only 
0061: $7470 -= $7484 // floating-point values 
0069: $7469 *= $7469 // floating-point values 
0069: $7470 *= $7470 // floating-point values 
0086: $7471 = $7469 // floating-point values only 
0059: $7471 += $7470 // floating-point values 
01FB: $7475 = square_root $7471 
0054: store_player $PLAYER_CHAR position_to $7465 $7466 $7467 
0086: $7469 = $7465 // floating-point values only 
0061: $7469 -= $7483 // floating-point values 
0086: $7470 = $7466 // floating-point values only 
0061: $7470 -= $7484 // floating-point values 
0069: $7469 *= $7469 // floating-point values 
0069: $7470 *= $7470 // floating-point values 
0086: $7471 = $7469 // floating-point values only 
0059: $7471 += $7470 // floating-point values 
01FB: $7476 = square_root $7471 
00D6: if 
0024:   $7476 > $7475 // floating-point values only 
004D: jump_if_false @RACE_30686 
0008: $7441 += 1 // integer values 

:RACE_30686
0002: jump @RACE_30719 

:RACE_30693
00D6: if 
001C:   $7440 > $7436 // integer values 
004D: jump_if_false @RACE_30719 
0008: $7441 += 1 // integer values 

:RACE_30719
00D6: if 
81AF:   not car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 
004D: jump_if_false @RACE_30783 
00AA: store_car $7421 position_to $7462 $7463 $7464 
0084: $7446 = $4811 // integer values and handles 

:RACE_30783
00D6: if 
01AF:   car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 
004D: jump_if_false @RACE_30999 
0084: $7447 = $4811 // integer values and handles 
0060: $7447 -= $7446 // integer values 
00D6: if 
0018:   $7447 > 4000 // integer values 
004D: jump_if_false @RACE_30999 
00D6: if 
82CA:   not car $7421 bounding_sphere_visible 
004D: jump_if_false @RACE_30999 
00AA: store_car $7421 position_to $7465 $7466 $7467 
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
00D6: if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 3.0 
004D: jump_if_false @RACE_30999 
00D6: if 
80C2:   not sphere_onscreen $7465 $7466 $7467 4.0 
004D: jump_if_false @RACE_30999 
00AB: put_car $7421 at $7465 $7466 $7467 
039F: car $7421 race_to $7495 $7496 

:RACE_30999
0084: $7451 = $7436 // integer values and handles 
000C: $7451 -= 4 // integer values 
00D6: if 
001C:   $7451 > $7440 // integer values 
004D: jump_if_false @RACE_31405 
00D6: if 
003A:   $7421 == $7418 // integer values and handles 
004D: jump_if_false @RACE_31157 
00D6: if 
82CA:   not car $7418 bounding_sphere_visible 
004D: jump_if_false @RACE_31157 
00D6: if 
838A:   not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 
004D: jump_if_false @RACE_31157 
00D6: if 
80C2:   not sphere_onscreen $7489 $7490 $7491 4.0 
004D: jump_if_false @RACE_31157 
00AB: put_car $7421 at $7489 $7490 $7491 
039F: car $7421 race_to $7483 $7484 

:RACE_31157
00D6: if 
003A:   $7421 == $7419 // integer values and handles 
004D: jump_if_false @RACE_31281 
00D6: if 
82CA:   not car $7419 bounding_sphere_visible 
004D: jump_if_false @RACE_31281 
00D6: if 
838A:   not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 
004D: jump_if_false @RACE_31281 
00D6: if 
80C2:   not sphere_onscreen $7492 $7493 $7494 4.0 
004D: jump_if_false @RACE_31281 
00AB: put_car $7421 at $7492 $7493 $7494 
039F: car $7421 race_to $7483 $7484 

:RACE_31281
00D6: if 
003A:   $7421 == $7420 // integer values and handles 
004D: jump_if_false @RACE_31405 
00D6: if 
82CA:   not car $7420 bounding_sphere_visible 
004D: jump_if_false @RACE_31405 
00D6: if 
838A:   not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 
004D: jump_if_false @RACE_31405 
00D6: if 
80C2:   not sphere_onscreen $7495 $7496 $7497 4.0 
004D: jump_if_false @RACE_31405 
00AB: put_car $7421 at $7495 $7496 $7497 
039F: car $7421 race_to $7483 $7484 

:RACE_31405
0084: $7451 = $7436 // integer values and handles 
0008: $7451 += 5 // integer values 
00D6: if 
001C:   $7440 > $7451 // integer values 
004D: jump_if_false @RACE_31456 
00AD: set_car $7421 max_speed_to 25.0 
0002: jump @RACE_31466 

:RACE_31456
00AD: set_car $7421 max_speed_to 50.0 

:RACE_31466
0051: return 

//-------------Mission 83---------------
// Originally: Distribution

:ICECRE1
0050: gosub @ICECRE1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @ICECRE1_27 
0050: gosub @ICECRE1_3714 

:ICECRE1_27
0050: gosub @ICECRE1_4121 
004E: end_thread 

:ICECRE1_36
0004: $ONMISSION = 1 // integer values 
00D6: if 
0038:   $7854 == 0 // integer values 
004D: jump_if_false @ICECRE1_63 
0317: increment_mission_attempts 

:ICECRE1_63
03A4: name_thread 'ICECRE1' 
0001: wait 0 ms 
054C: use_GXT_table 'ICECRE1' 
0004: $7848 = 0 // integer values 
0004: $7849 = 0 // integer values 
0004: $7850 = 0 // integer values 
0004: $7851 = 0 // integer values 
0004: $7852 = 0 // integer values 
0004: $7853 = 0 // integer values 
0004: $7855 = 0 // integer values 
0004: $7856 = 0 // integer values 
0004: $7857 = 0 // integer values 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @ICECRE1_181 
03C1: $7831 = player $PLAYER_CHAR car_no_save 
02AC: set_car $7831 immunities 1 1 1 1 1
01EC: make_car $7831 very_heavy 1
053F: set_car $7831 tires_vulnerable 0
0002: jump @ICECRE1_188 

:ICECRE1_181
0002: jump @ICECRE1_3714 

:ICECRE1_188
0395: clear_area 0 at -868.1 -572.153 range 10.11 3.0 
0395: clear_area 0 at -859.7491 -571.028 range 11.11207 1.0 
015F: set_camera_position -859.7491 -571.028 14.11207 0.0 rotation 0.0 0.0 
0160: point_camera -860.6732 -571.1432 13.74751 switchstyle 2 
0006: 16@ = 0 // integer values 

:ICECRE1_294
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ICECRE1_371 
0001: wait 0 ms 
00BC: text_highpriority 'ICC1_16' 5000 ms 2  // ~g~Use your Mr. Whoopee van to distribute Cherry Poppers product around Vice City.
00D6: if and
00E1:   player 0 pressed_button 16 
0019:   16@ > 1000 // integer values 
004D: jump_if_false @ICECRE1_364 
0002: jump @ICECRE1_599 

:ICECRE1_364
0002: jump @ICECRE1_294 

:ICECRE1_371
0006: 16@ = 0 // integer values 

:ICECRE1_378
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ICECRE1_447 
0001: wait 0 ms 
00BC: text_highpriority 'ICC1_7' 5000 ms 2  // ~g~You receive money for each transaction you make, but the more transactions you make the more police attention you get.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ICECRE1_440 
0002: jump @ICECRE1_599 

:ICECRE1_440
0002: jump @ICECRE1_378 

:ICECRE1_447
0006: 16@ = 0 // integer values 

:ICECRE1_454
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ICECRE1_523 
0001: wait 0 ms 
00BC: text_highpriority 'ICC1_8' 5000 ms 2  // ~g~To make a transaction, ~h~park your van ~g~and press the ~h~~k~~VEHICLE_HORN~ ~g~button to play the ice cream jingle to attract customers.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ICECRE1_516 
0002: jump @ICECRE1_599 

:ICECRE1_516
0002: jump @ICECRE1_454 

:ICECRE1_523
0006: 16@ = 0 // integer values 

:ICECRE1_530
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @ICECRE1_599 
0001: wait 0 ms 
00BC: text_highpriority 'ICC1_9' 5000 ms 2  // ~g~Local gangs will not appreciate you doing business on their turf so expect hostility if you do so.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @ICECRE1_592 
0002: jump @ICECRE1_599 

:ICECRE1_592
0002: jump @ICECRE1_530 

:ICECRE1_599
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
0006: 17@ = 0 // integer values 

:ICECRE1_621
0001: wait 0 ms 
00D6: if 
0038:   $7849 == 0 // integer values 
004D: jump_if_false @ICECRE1_704 
00D6: if 
8119:   not car $7831 wrecked 
004D: jump_if_false @ICECRE1_704 
00D6: if 
0383:   player $7831 car_horn_activated == true 
004D: jump_if_false @ICECRE1_704 
03C4: set_status_text_to $7855 0 'ICC1_5'  // Deals done:
0004: $7848 = 1 // integer values 
0004: $7849 = 1 // integer values 

:ICECRE1_704
00D6: if 
0038:   $7848 == 1 // integer values 
004D: jump_if_false @ICECRE1_765 
03F1: pedtype 8 add_threat 1 
03F1: pedtype 7 add_threat 1 
03F1: pedtype 9 add_threat 1 
03F1: pedtype 11 add_threat 1 
03F1: pedtype 12 add_threat 1 
03F1: pedtype 14 add_threat 1 
0004: $7848 = 2 // integer values 

:ICECRE1_765
00D6: if 
8119:   not car $7831 wrecked 
004D: jump_if_false @ICECRE1_807 
00D6: if 
80DC:   not player $PLAYER_CHAR driving $7831 
004D: jump_if_false @ICECRE1_807 
0002: jump @ICECRE1_3716 

:ICECRE1_807
00D6: if 
0119:   car $7831 wrecked 
004D: jump_if_false @ICECRE1_830 
0002: jump @ICECRE1_3716 

:ICECRE1_830
00D6: if 
8119:   not car $7831 wrecked 
004D: jump_if_false @ICECRE1_1595 
00D6: if 
029F:   player $PLAYER_CHAR stopped 
004D: jump_if_false @ICECRE1_1595 
00D6: if 
0383:   player $7831 car_horn_activated == true 
004D: jump_if_false @ICECRE1_1595 
0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 
0086: $7835 = $7832 // floating-point values only 
0009: $7835 += 20.0 // floating-point values 
0086: $7836 = $7833 // floating-point values only 
0009: $7836 += 20.0 // floating-point values 
0086: $7837 = $7832 // floating-point values only 
000D: $7837 -= 20.0 // floating-point values 
0086: $7838 = $7833 // floating-point values only 
000D: $7838 -= 20.0 // floating-point values 
00D6: if 
0038:   $7850 == 0 // integer values 
004D: jump_if_false @ICECRE1_1100 
058F: unknown_create_distribution_actor $7839 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 
00D6: if 
8038:   not  $7839 == -1 // integer values 
004D: jump_if_false @ICECRE1_1100 
00D6: if 
8118:   not actor $7839 dead 
004D: jump_if_false @ICECRE1_1100 
0580: $7840 = distribution_mission_status distribution_actor $7839 distribution_car $7831 
00D6: if 
0038:   $7840 == 1 // integer values 
004D: jump_if_false @ICECRE1_1095 
0187: $7858 = create_marker_above_actor $7839 
01BD: $7864 = current_time_in_ms 
0004: $7850 = 1 // integer values 
0002: jump @ICECRE1_1100 

:ICECRE1_1095
01C2: remove_references_to_actor $7839 // Like turning an actor into a random pedestrian 

:ICECRE1_1100
00D6: if 
0038:   $7851 == 0 // integer values 
004D: jump_if_false @ICECRE1_1236 
058F: unknown_create_distribution_actor $7841 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 
00D6: if 
8038:   not  $7841 == -1 // integer values 
004D: jump_if_false @ICECRE1_1236 
00D6: if 
8118:   not actor $7841 dead 
004D: jump_if_false @ICECRE1_1236 
0580: $7842 = distribution_mission_status distribution_actor $7841 distribution_car $7831 
00D6: if 
0038:   $7842 == 1 // integer values 
004D: jump_if_false @ICECRE1_1231 
0187: $7859 = create_marker_above_actor $7841 
01BD: $7867 = current_time_in_ms 
0004: $7851 = 1 // integer values 
0002: jump @ICECRE1_1236 

:ICECRE1_1231
01C2: remove_references_to_actor $7841 // Like turning an actor into a random pedestrian 

:ICECRE1_1236
00D6: if 
0038:   $7852 == 0 // integer values 
004D: jump_if_false @ICECRE1_1372 
058F: unknown_create_distribution_actor $7843 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 
00D6: if 
8038:   not  $7843 == -1 // integer values 
004D: jump_if_false @ICECRE1_1372 
00D6: if 
8118:   not actor $7843 dead 
004D: jump_if_false @ICECRE1_1372 
0580: $7844 = distribution_mission_status distribution_actor $7843 distribution_car $7831 
00D6: if 
0038:   $7844 == 1 // integer values 
004D: jump_if_false @ICECRE1_1367 
0187: $7860 = create_marker_above_actor $7843 
01BD: $7870 = current_time_in_ms 
0004: $7852 = 1 // integer values 
0002: jump @ICECRE1_1372 

:ICECRE1_1367
01C2: remove_references_to_actor $7843 // Like turning an actor into a random pedestrian 

:ICECRE1_1372
00D6: if 
0038:   $7853 == 0 // integer values 
004D: jump_if_false @ICECRE1_1508 
058F: unknown_create_distribution_actor $7845 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 
00D6: if 
8038:   not  $7845 == -1 // integer values 
004D: jump_if_false @ICECRE1_1508 
00D6: if 
8118:   not actor $7845 dead 
004D: jump_if_false @ICECRE1_1508 
0580: $7846 = distribution_mission_status distribution_actor $7845 distribution_car $7831 
00D6: if 
0038:   $7846 == 1 // integer values 
004D: jump_if_false @ICECRE1_1503 
0187: $7861 = create_marker_above_actor $7845 
01BD: $7873 = current_time_in_ms 
0004: $7853 = 1 // integer values 
0002: jump @ICECRE1_1508 

:ICECRE1_1503
01C2: remove_references_to_actor $7845 // Like turning an actor into a random pedestrian 

:ICECRE1_1508
00D6: if 
0038:   $7839 == -1 // integer values 
004D: jump_if_false @ICECRE1_1595 
00D6: if 
0038:   $7841 == -1 // integer values 
004D: jump_if_false @ICECRE1_1595 
00D6: if 
0038:   $7843 == -1 // integer values 
004D: jump_if_false @ICECRE1_1595 
00D6: if 
0038:   $7845 == -1 // integer values 
004D: jump_if_false @ICECRE1_1595 
00BC: text_highpriority 'ICC1_4' 1000 ms 1  // ~g~There aren't any customers in this area try another one.

:ICECRE1_1595
00D6: if 
0038:   $7850 == 1 // integer values 
004D: jump_if_false @ICECRE1_2111 
00D6: if 
8118:   not actor $7839 dead 
004D: jump_if_false @ICECRE1_2094 
01BD: $7863 = current_time_in_ms 
0084: $7862 = $7863 // integer values and handles 
0060: $7862 -= $7864 // integer values 
00D6: if 
001A:   50000 > $7862 // integer values 
004D: jump_if_false @ICECRE1_2070 
00D6: if 
0586:  $7839 
004D: jump_if_false @ICECRE1_2063 
00D6: if 
058B:  $7839 
004D: jump_if_false @ICECRE1_2046 
0008: $7855 += 1 // integer values 
0008: $7857 += 1 // integer values 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @ICECRE1_1762 
0109: player $PLAYER_CHAR money += 100 
0008: $7856 += 12 // integer values 
0002: jump @ICECRE1_2046 

:ICECRE1_1762
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @ICECRE1_1807 
0109: player $PLAYER_CHAR money += 150 
0008: $7856 += 18 // integer values 
0002: jump @ICECRE1_2046 

:ICECRE1_1807
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @ICECRE1_1852 
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 14 // integer values 
0002: jump @ICECRE1_2046 

:ICECRE1_1852
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @ICECRE1_1897 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_2046 

:ICECRE1_1897
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
004D: jump_if_false @ICECRE1_1942 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_2046 

:ICECRE1_1942
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @ICECRE1_1987 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_2046 

:ICECRE1_1987
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @ICECRE1_2032 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_2046 

:ICECRE1_2032
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 10 // integer values 

:ICECRE1_2046
0164: disable_marker $7858 
01C2: remove_references_to_actor $7839 // Like turning an actor into a random pedestrian 
0004: $7850 = 0 // integer values 

:ICECRE1_2063
0002: jump @ICECRE1_2087 

:ICECRE1_2070
0164: disable_marker $7858 
01C2: remove_references_to_actor $7839 // Like turning an actor into a random pedestrian 
0004: $7850 = 0 // integer values 

:ICECRE1_2087
0002: jump @ICECRE1_2111 

:ICECRE1_2094
0164: disable_marker $7858 
01C2: remove_references_to_actor $7839 // Like turning an actor into a random pedestrian 
0004: $7850 = 0 // integer values 

:ICECRE1_2111
00D6: if 
0038:   $7851 == 1 // integer values 
004D: jump_if_false @ICECRE1_2627 
00D6: if 
8118:   not actor $7841 dead 
004D: jump_if_false @ICECRE1_2610 
01BD: $7866 = current_time_in_ms 
0084: $7865 = $7866 // integer values and handles 
0060: $7865 -= $7867 // integer values 
00D6: if 
001A:   50000 > $7865 // integer values 
004D: jump_if_false @ICECRE1_2586 
00D6: if 
0586:  $7841 
004D: jump_if_false @ICECRE1_2579 
00D6: if 
058B:  $7841 
004D: jump_if_false @ICECRE1_2562 
0008: $7855 += 1 // integer values 
0008: $7857 += 1 // integer values 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @ICECRE1_2278 
0109: player $PLAYER_CHAR money += 100 
0008: $7856 += 12 // integer values 
0002: jump @ICECRE1_2562 

:ICECRE1_2278
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @ICECRE1_2323 
0109: player $PLAYER_CHAR money += 150 
0008: $7856 += 18 // integer values 
0002: jump @ICECRE1_2562 

:ICECRE1_2323
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @ICECRE1_2368 
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 14 // integer values 
0002: jump @ICECRE1_2562 

:ICECRE1_2368
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @ICECRE1_2413 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_2562 

:ICECRE1_2413
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
004D: jump_if_false @ICECRE1_2458 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_2562 

:ICECRE1_2458
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @ICECRE1_2503 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_2562 

:ICECRE1_2503
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @ICECRE1_2548 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_2562 

:ICECRE1_2548
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 10 // integer values 

:ICECRE1_2562
0164: disable_marker $7859 
01C2: remove_references_to_actor $7841 // Like turning an actor into a random pedestrian 
0004: $7851 = 0 // integer values 

:ICECRE1_2579
0002: jump @ICECRE1_2603 

:ICECRE1_2586
0164: disable_marker $7859 
01C2: remove_references_to_actor $7841 // Like turning an actor into a random pedestrian 
0004: $7851 = 0 // integer values 

:ICECRE1_2603
0002: jump @ICECRE1_2627 

:ICECRE1_2610
0164: disable_marker $7859 
01C2: remove_references_to_actor $7841 // Like turning an actor into a random pedestrian 
0004: $7851 = 0 // integer values 

:ICECRE1_2627
00D6: if 
0038:   $7852 == 1 // integer values 
004D: jump_if_false @ICECRE1_3143 
00D6: if 
8118:   not actor $7843 dead 
004D: jump_if_false @ICECRE1_3126 
01BD: $7869 = current_time_in_ms 
0084: $7868 = $7869 // integer values and handles 
0060: $7868 -= $7870 // integer values 
00D6: if 
001A:   50000 > $7868 // integer values 
004D: jump_if_false @ICECRE1_3102 
00D6: if 
0586:  $7843 
004D: jump_if_false @ICECRE1_3095 
00D6: if 
058B:  $7843 
004D: jump_if_false @ICECRE1_3078 
0008: $7855 += 1 // integer values 
0008: $7857 += 1 // integer values 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @ICECRE1_2794 
0109: player $PLAYER_CHAR money += 100 
0008: $7856 += 12 // integer values 
0002: jump @ICECRE1_3078 

:ICECRE1_2794
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @ICECRE1_2839 
0109: player $PLAYER_CHAR money += 150 
0008: $7856 += 18 // integer values 
0002: jump @ICECRE1_3078 

:ICECRE1_2839
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @ICECRE1_2884 
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 14 // integer values 
0002: jump @ICECRE1_3078 

:ICECRE1_2884
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @ICECRE1_2929 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_3078 

:ICECRE1_2929
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
004D: jump_if_false @ICECRE1_2974 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_3078 

:ICECRE1_2974
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @ICECRE1_3019 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_3078 

:ICECRE1_3019
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @ICECRE1_3064 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_3078 

:ICECRE1_3064
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 10 // integer values 

:ICECRE1_3078
0164: disable_marker $7860 
01C2: remove_references_to_actor $7843 // Like turning an actor into a random pedestrian 
0004: $7852 = 0 // integer values 

:ICECRE1_3095
0002: jump @ICECRE1_3119 

:ICECRE1_3102
0164: disable_marker $7860 
01C2: remove_references_to_actor $7843 // Like turning an actor into a random pedestrian 
0004: $7852 = 0 // integer values 

:ICECRE1_3119
0002: jump @ICECRE1_3143 

:ICECRE1_3126
0164: disable_marker $7860 
01C2: remove_references_to_actor $7843 // Like turning an actor into a random pedestrian 
0004: $7852 = 0 // integer values 

:ICECRE1_3143
00D6: if 
0038:   $7853 == 1 // integer values 
004D: jump_if_false @ICECRE1_3659 
00D6: if 
8118:   not actor $7845 dead 
004D: jump_if_false @ICECRE1_3642 
01BD: $7872 = current_time_in_ms 
0084: $7871 = $7872 // integer values and handles 
0060: $7871 -= $7873 // integer values 
00D6: if 
001A:   50000 > $7871 // integer values 
004D: jump_if_false @ICECRE1_3618 
00D6: if 
0586:  $7845 
004D: jump_if_false @ICECRE1_3611 
00D6: if 
058B:  $7845 
004D: jump_if_false @ICECRE1_3594 
0008: $7855 += 1 // integer values 
0008: $7857 += 1 // integer values 
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
004D: jump_if_false @ICECRE1_3310 
0109: player $PLAYER_CHAR money += 100 
0008: $7856 += 12 // integer values 
0002: jump @ICECRE1_3594 

:ICECRE1_3310
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
004D: jump_if_false @ICECRE1_3355 
0109: player $PLAYER_CHAR money += 150 
0008: $7856 += 18 // integer values 
0002: jump @ICECRE1_3594 

:ICECRE1_3355
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
004D: jump_if_false @ICECRE1_3400 
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 14 // integer values 
0002: jump @ICECRE1_3594 

:ICECRE1_3400
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
004D: jump_if_false @ICECRE1_3445 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_3594 

:ICECRE1_3445
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
004D: jump_if_false @ICECRE1_3490 
0109: player $PLAYER_CHAR money += 80 
0008: $7856 += 10 // integer values 
0002: jump @ICECRE1_3594 

:ICECRE1_3490
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
004D: jump_if_false @ICECRE1_3535 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_3594 

:ICECRE1_3535
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @ICECRE1_3580 
0109: player $PLAYER_CHAR money += 60 
0008: $7856 += 8 // integer values 
0002: jump @ICECRE1_3594 

:ICECRE1_3580
0109: player $PLAYER_CHAR money += 120 
0008: $7856 += 10 // integer values 

:ICECRE1_3594
0164: disable_marker $7861 
01C2: remove_references_to_actor $7845 // Like turning an actor into a random pedestrian 
0004: $7853 = 0 // integer values 

:ICECRE1_3611
0002: jump @ICECRE1_3635 

:ICECRE1_3618
0164: disable_marker $7861 
01C2: remove_references_to_actor $7845 // Like turning an actor into a random pedestrian 
0004: $7853 = 0 // integer values 

:ICECRE1_3635
0002: jump @ICECRE1_3659 

:ICECRE1_3642
0164: disable_marker $7861 
01C2: remove_references_to_actor $7845 // Like turning an actor into a random pedestrian 
0004: $7853 = 0 // integer values 

:ICECRE1_3659
00D6: if 
0028:   $7857 >= 4 // integer values 
004D: jump_if_false @ICECRE1_3707 
01C0: $7847 = player $PLAYER_CHAR wanted_level 
0008: $7847 += 1 // integer values 
010D: set_player $PLAYER_CHAR wanted_level_to $7847 
0004: $7857 = 0 // integer values 

:ICECRE1_3707
0002: jump @ICECRE1_621 

:ICECRE1_3714
0051: return 

:ICECRE1_3716
00D6: if 
0038:   $7854 == 0 // integer values 
004D: jump_if_false @ICECRE1_4119 
00D6: if 
0018:   $7855 > 49 // integer values 
004D: jump_if_false @ICECRE1_4119 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
0110: clear_player $PLAYER_CHAR wanted_level 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0001: wait 1000 ms 
016A: fade 0 1000 ms 
03CB: set_camera -839.512 -582.021 24.777 
0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 

:ICECRE1_3818
00D6: if 
016B:   fading 
004D: jump_if_false @ICECRE1_3842 
0001: wait 0 ms 
0002: jump @ICECRE1_3818 

:ICECRE1_3842
016A: fade 1 1000 ms 
015F: set_camera_position -839.512 -582.021 24.777 0.0 rotation 0.0 0.0 
0160: point_camera -840.451 -581.759 24.553 switchstyle 2 
04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 $610 

:ICECRE1_3920
00D6: if 
016B:   fading 
004D: jump_if_false @ICECRE1_3944 
0001: wait 0 ms 
0002: jump @ICECRE1_3920 

:ICECRE1_3944
00BA: text_styled 'ICE_AT1' 5000 ms 6  // ICECREAM FACTORY ASSET COMPLETED
0001: wait 5000 ms 
01E5: text_1number_highpriority 'ICE_AT2' $610 flag 6000 time 1  // ~g~The Cherry Popper factory will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait 6000 ms 
016A: fade 0 1000 ms 

:ICECRE1_3994
00D6: if 
016B:   fading 
004D: jump_if_false @ICECRE1_4018 
0001: wait 0 ms 
0002: jump @ICECRE1_3994 

:ICECRE1_4018
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
03CB: set_camera $7832 $7833 $7834 
0008: $1175 += 1 // integer values 
016A: fade 1 1000 ms 

:ICECRE1_4049
00D6: if 
016B:   fading 
004D: jump_if_false @ICECRE1_4073 
0001: wait 0 ms 
0002: jump @ICECRE1_4049 

:ICECRE1_4073
030C: progress_made += 1 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0318: set_latest_mission_passed 'CREAM'  // Distribution
0394: play_music 1 
0004: $612 = 1 // integer values 
0004: $7854 = 1 // integer values 

:ICECRE1_4119
0051: return 

:ICECRE1_4121
0004: $ONMISSION = 0 // integer values 
00BA: text_styled 'ICC1_17' 5000 ms 5  // Distribution mission over
01E3: text_1number_styled 'ICC1_19' number $7855 time 5000 style 6  // Total deals done: ~1~
00D6: if 
8038:   not  $282 == 1 // integer values 
004D: jump_if_false @ICECRE1_4185 
03F2: pedtype 8 remove_threat 1 

:ICECRE1_4185
03F2: pedtype 7 remove_threat 1 
03F2: pedtype 9 remove_threat 1 
03F2: pedtype 11 remove_threat 1 
03F2: pedtype 12 remove_threat 1 
03F2: pedtype 14 remove_threat 1 
0164: disable_marker $7858 
0164: disable_marker $7859 
0164: disable_marker $7860 
0164: disable_marker $7861 
01C2: remove_references_to_actor $7839 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $7841 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $7843 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $7845 // Like turning an actor into a random pedestrian 
0151: remove_status_text $7855 
0536: increment_drug_deals_made_by $7855 
042F: save_record 2 integer $7855 
00D8: mission_cleanup 
0051: return 

//-------------Mission 84---------------
// Originally: Downtown Chopper Checkpoint

:HELI1SC
0050: gosub @HELI1SC_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HELI1SC_27 
0050: gosub @HELI1SC_1504 

:HELI1SC_27
0050: gosub @HELI1SC_1816 
004E: end_thread 

:HELI1SC_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'HELI1SC' 
0001: wait 0 ms 
00D6: if 
0038:   $1584 == 0 // integer values 
004D: jump_if_false @HELI1SC_77 
0317: increment_mission_attempts 

:HELI1SC_77
0004: $7877 = 0 // integer values 
0005: $7507 = -649.0867 // floating-point values 
0005: $7508 = 817.9553 // floating-point values 
0005: $7509 = 58.3261 // floating-point values 
0005: $7510 = -687.3981 // floating-point values 
0005: $7511 = 877.8699 // floating-point values 
0005: $7512 = 19.2173 // floating-point values 
0005: $7513 = -680.991 // floating-point values 
0005: $7514 = 1029.686 // floating-point values 
0005: $7515 = 14.8169 // floating-point values 
0005: $7516 = -685.7914 // floating-point values 
0005: $7517 = 1160.218 // floating-point values 
0005: $7518 = 40.7844 // floating-point values 
0005: $7519 = -681.2288 // floating-point values 
0005: $7520 = 1228.007 // floating-point values 
0005: $7521 = 29.1385 // floating-point values 
0005: $7522 = -715.1163 // floating-point values 
0005: $7523 = 1268.305 // floating-point values 
0005: $7524 = 18.9955 // floating-point values 
0005: $7525 = -739.7144 // floating-point values 
0005: $7526 = 1298.542 // floating-point values 
0005: $7527 = 27.204 // floating-point values 
0005: $7528 = -772.5856 // floating-point values 
0005: $7529 = 1323.497 // floating-point values 
0005: $7530 = 29.5571 // floating-point values 
0005: $7531 = -778.6165 // floating-point values 
0005: $7532 = 1364.642 // floating-point values 
0005: $7533 = 28.01 // floating-point values 
0005: $7534 = -737.8626 // floating-point values 
0005: $7535 = 1385.702 // floating-point values 
0005: $7536 = 17.6542 // floating-point values 
0005: $7537 = -693.7673 // floating-point values 
0005: $7538 = 1391.167 // floating-point values 
0005: $7539 = 18.0634 // floating-point values 
0005: $7540 = -621.21 // floating-point values 
0005: $7541 = 1392.323 // floating-point values 
0005: $7542 = 25.7998 // floating-point values 
0005: $7543 = -568.3698 // floating-point values 
0005: $7544 = 1334.939 // floating-point values 
0005: $7545 = 16.9687 // floating-point values 
0005: $7546 = -500.4854 // floating-point values 
0005: $7547 = 1338.798 // floating-point values 
0005: $7548 = 24.1703 // floating-point values 
0005: $7549 = -450.2907 // floating-point values 
0005: $7550 = 1330.691 // floating-point values 
0005: $7551 = 19.1265 // floating-point values 
0005: $7552 = -437.3096 // floating-point values 
0005: $7553 = 1291.992 // floating-point values 
0005: $7554 = 19.5951 // floating-point values 
0005: $7555 = -437.1924 // floating-point values 
0005: $7556 = 1241.37 // floating-point values 
0005: $7557 = 20.7499 // floating-point values 
0005: $7558 = -434.3281 // floating-point values 
0005: $7559 = 1171.01 // floating-point values 
0005: $7560 = 36.3199 // floating-point values 
0005: $7561 = -433.3098 // floating-point values 
0005: $7562 = 1130.9 // floating-point values 
0005: $7563 = 59.1069 // floating-point values 
0005: $7564 = -471.9337 // floating-point values 
0005: $7565 = 1085.18 // floating-point values 
0005: $7566 = 65.1073 // floating-point values 
0005: $7567 = -527.0311 // floating-point values 
0005: $7568 = 1030.004 // floating-point values 
0005: $7569 = 80.0094 // floating-point values 
0005: $7570 = -526.2093 // floating-point values 
0005: $7571 = 894.1246 // floating-point values 
0005: $7572 = 81.9624 // floating-point values 
0005: $7573 = -479.8936 // floating-point values 
0005: $7574 = 829.2973 // floating-point values 
0005: $7575 = 38.6828 // floating-point values 
0005: $7576 = -496.4014 // floating-point values 
0005: $7577 = 746.3392 // floating-point values 
0005: $7578 = 23.935 // floating-point values 
0005: $7579 = -534.4188 // floating-point values 
0005: $7580 = 739.7785 // floating-point values 
0005: $7581 = 19.0812 // floating-point values 
0005: $7582 = -574.4543 // floating-point values 
0005: $7583 = 742.6052 // floating-point values 
0005: $7584 = 18.3836 // floating-point values 
0005: $7585 = -654.6465 // floating-point values 
0005: $7586 = 751.4898 // floating-point values 
0005: $7587 = 19.9269 // floating-point values 
0005: $7588 = -673.5525 // floating-point values 
0005: $7589 = 819.5656 // floating-point values 
0005: $7590 = 20.429 // floating-point values 
0005: $7591 = -658.4943 // floating-point values 
0005: $7592 = 917.7946 // floating-point values 
0005: $7593 = 22.8624 // floating-point values 
0050: gosub @HELI1SC_1847 
00BC: text_highpriority 'HELI_1A' 15000 ms 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
0004: $7878 = 0 // integer values 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HELI1SC_1106 
00DA: $7874 = player $PLAYER_CHAR car
02AC: set_car $7874 immunities 1 1 1 1 1
01EC: make_car $7874 very_heavy 1
0423: car $7874 improve_handling 1.5  
0002: jump @HELI1SC_1113 

:HELI1SC_1106
0002: jump @HELI1SC_1504 

:HELI1SC_1113
00D6: if 
8038:   not  $7877 == 29 // integer values 
004D: jump_if_false @HELI1SC_1497 
0001: wait 0 ms 
00D6: if 
0119:   car $7874 wrecked 
004D: jump_if_false @HELI1SC_1158 
0002: jump @HELI1SC_1504 

:HELI1SC_1158
00D6: if 
80DC:   not player $PLAYER_CHAR driving $7874 
004D: jump_if_false @HELI1SC_1184 
0002: jump @HELI1SC_1504 

:HELI1SC_1184
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
004D: jump_if_false @HELI1SC_1410 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $7877 += 1 // integer values 
0164: disable_marker $7875 
0164: disable_marker $7876 
0050: gosub @HELI1SC_1847 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
00D6: if 
001A:   28 > $7877 // integer values 
004D: jump_if_false @HELI1SC_1403 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
00D6: if 
001A:   27 > $7877 // integer values 
004D: jump_if_false @HELI1SC_1389 
0165: set_marker $7876 color_to 5 
0002: jump @HELI1SC_1396 

:HELI1SC_1389
0165: set_marker $7876 color_to 0 

:HELI1SC_1396
0002: jump @HELI1SC_1410 

:HELI1SC_1403
0165: set_marker $7875 color_to 0 

:HELI1SC_1410
00D6: if 
0038:   $7877 == 28 // integer values 
004D: jump_if_false @HELI1SC_1462 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
0002: jump @HELI1SC_1490 

:HELI1SC_1462
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI1SC_1490
0002: jump @HELI1SC_1113 

:HELI1SC_1497
0002: jump @HELI1SC_1521 

:HELI1SC_1504
00BC: text_highpriority 'HELI_F1' 5000 ms 1  // ~r~Heli Checkpoint mission cancelled!
0051: return 

:HELI1SC_1521
01E3: text_1number_styled 'HELI_1B' number 100000 time 5000 style 1  // Course Complete! $ ~1~
0109: player $PLAYER_CHAR money += 100000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $1584 == 0 // integer values 
004D: jump_if_false @HELI1SC_1585 
030C: progress_made += 1 
0595: mission_complete 
0004: $1584 = 1 // integer values 

:HELI1SC_1585
0014: $7878 /= 1000 // integer values 
042E: downdate_integer_stat 12 to $7878 
0084: $7457 = $7878 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $7878 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
001C:   $413 > $7878 // integer values 
004D: jump_if_false @HELI1SC_1747 
0084: $413 = $7878 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI1SC_1719 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @HELI1SC_1740 

:HELI1SC_1719
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:HELI1SC_1740
0002: jump @HELI1SC_1814 

:HELI1SC_1747
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI1SC_1793 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @HELI1SC_1814 

:HELI1SC_1793
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:HELI1SC_1814
0051: return 

:HELI1SC_1816
0004: $ONMISSION = 0 // integer values 
014F: stop_timer $7878 
0164: disable_marker $7875 
0164: disable_marker $7876 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:HELI1SC_1847
00D6: if 
0038:   $7877 == 0 // integer values 
004D: jump_if_false @HELI1SC_1913 
0086: $7879 = $7507 // floating-point values only 
0086: $7880 = $7508 // floating-point values only 
0086: $7881 = $7509 // floating-point values only 
0086: $7882 = $7510 // floating-point values only 
0086: $7883 = $7511 // floating-point values only 
0086: $7884 = $7512 // floating-point values only 

:HELI1SC_1913
00D6: if 
0038:   $7877 == 1 // integer values 
004D: jump_if_false @HELI1SC_1979 
0086: $7879 = $7510 // floating-point values only 
0086: $7880 = $7511 // floating-point values only 
0086: $7881 = $7512 // floating-point values only 
0086: $7882 = $7513 // floating-point values only 
0086: $7883 = $7514 // floating-point values only 
0086: $7884 = $7515 // floating-point values only 

:HELI1SC_1979
00D6: if 
0038:   $7877 == 2 // integer values 
004D: jump_if_false @HELI1SC_2045 
0086: $7879 = $7513 // floating-point values only 
0086: $7880 = $7514 // floating-point values only 
0086: $7881 = $7515 // floating-point values only 
0086: $7882 = $7516 // floating-point values only 
0086: $7883 = $7517 // floating-point values only 
0086: $7884 = $7518 // floating-point values only 

:HELI1SC_2045
00D6: if 
0038:   $7877 == 3 // integer values 
004D: jump_if_false @HELI1SC_2111 
0086: $7879 = $7516 // floating-point values only 
0086: $7880 = $7517 // floating-point values only 
0086: $7881 = $7518 // floating-point values only 
0086: $7882 = $7519 // floating-point values only 
0086: $7883 = $7520 // floating-point values only 
0086: $7884 = $7521 // floating-point values only 

:HELI1SC_2111
00D6: if 
0038:   $7877 == 4 // integer values 
004D: jump_if_false @HELI1SC_2177 
0086: $7879 = $7519 // floating-point values only 
0086: $7880 = $7520 // floating-point values only 
0086: $7881 = $7521 // floating-point values only 
0086: $7882 = $7522 // floating-point values only 
0086: $7883 = $7523 // floating-point values only 
0086: $7884 = $7524 // floating-point values only 

:HELI1SC_2177
00D6: if 
0038:   $7877 == 5 // integer values 
004D: jump_if_false @HELI1SC_2243 
0086: $7879 = $7522 // floating-point values only 
0086: $7880 = $7523 // floating-point values only 
0086: $7881 = $7524 // floating-point values only 
0086: $7882 = $7525 // floating-point values only 
0086: $7883 = $7526 // floating-point values only 
0086: $7884 = $7527 // floating-point values only 

:HELI1SC_2243
00D6: if 
0038:   $7877 == 6 // integer values 
004D: jump_if_false @HELI1SC_2309 
0086: $7879 = $7525 // floating-point values only 
0086: $7880 = $7526 // floating-point values only 
0086: $7881 = $7527 // floating-point values only 
0086: $7882 = $7528 // floating-point values only 
0086: $7883 = $7529 // floating-point values only 
0086: $7884 = $7530 // floating-point values only 

:HELI1SC_2309
00D6: if 
0038:   $7877 == 7 // integer values 
004D: jump_if_false @HELI1SC_2375 
0086: $7879 = $7528 // floating-point values only 
0086: $7880 = $7529 // floating-point values only 
0086: $7881 = $7530 // floating-point values only 
0086: $7882 = $7531 // floating-point values only 
0086: $7883 = $7532 // floating-point values only 
0086: $7884 = $7533 // floating-point values only 

:HELI1SC_2375
00D6: if 
0038:   $7877 == 8 // integer values 
004D: jump_if_false @HELI1SC_2441 
0086: $7879 = $7531 // floating-point values only 
0086: $7880 = $7532 // floating-point values only 
0086: $7881 = $7533 // floating-point values only 
0086: $7882 = $7534 // floating-point values only 
0086: $7883 = $7535 // floating-point values only 
0086: $7884 = $7536 // floating-point values only 

:HELI1SC_2441
00D6: if 
0038:   $7877 == 9 // integer values 
004D: jump_if_false @HELI1SC_2507 
0086: $7879 = $7534 // floating-point values only 
0086: $7880 = $7535 // floating-point values only 
0086: $7881 = $7536 // floating-point values only 
0086: $7882 = $7537 // floating-point values only 
0086: $7883 = $7538 // floating-point values only 
0086: $7884 = $7539 // floating-point values only 

:HELI1SC_2507
00D6: if 
0038:   $7877 == 10 // integer values 
004D: jump_if_false @HELI1SC_2573 
0086: $7879 = $7537 // floating-point values only 
0086: $7880 = $7538 // floating-point values only 
0086: $7881 = $7539 // floating-point values only 
0086: $7882 = $7540 // floating-point values only 
0086: $7883 = $7541 // floating-point values only 
0086: $7884 = $7542 // floating-point values only 

:HELI1SC_2573
00D6: if 
0038:   $7877 == 11 // integer values 
004D: jump_if_false @HELI1SC_2639 
0086: $7879 = $7540 // floating-point values only 
0086: $7880 = $7541 // floating-point values only 
0086: $7881 = $7542 // floating-point values only 
0086: $7882 = $7543 // floating-point values only 
0086: $7883 = $7544 // floating-point values only 
0086: $7884 = $7545 // floating-point values only 

:HELI1SC_2639
00D6: if 
0038:   $7877 == 12 // integer values 
004D: jump_if_false @HELI1SC_2705 
0086: $7879 = $7543 // floating-point values only 
0086: $7880 = $7544 // floating-point values only 
0086: $7881 = $7545 // floating-point values only 
0086: $7882 = $7546 // floating-point values only 
0086: $7883 = $7547 // floating-point values only 
0086: $7884 = $7548 // floating-point values only 

:HELI1SC_2705
00D6: if 
0038:   $7877 == 13 // integer values 
004D: jump_if_false @HELI1SC_2771 
0086: $7879 = $7546 // floating-point values only 
0086: $7880 = $7547 // floating-point values only 
0086: $7881 = $7548 // floating-point values only 
0086: $7882 = $7549 // floating-point values only 
0086: $7883 = $7550 // floating-point values only 
0086: $7884 = $7551 // floating-point values only 

:HELI1SC_2771
00D6: if 
0038:   $7877 == 14 // integer values 
004D: jump_if_false @HELI1SC_2837 
0086: $7879 = $7549 // floating-point values only 
0086: $7880 = $7550 // floating-point values only 
0086: $7881 = $7551 // floating-point values only 
0086: $7882 = $7552 // floating-point values only 
0086: $7883 = $7553 // floating-point values only 
0086: $7884 = $7554 // floating-point values only 

:HELI1SC_2837
00D6: if 
0038:   $7877 == 15 // integer values 
004D: jump_if_false @HELI1SC_2903 
0086: $7879 = $7552 // floating-point values only 
0086: $7880 = $7553 // floating-point values only 
0086: $7881 = $7554 // floating-point values only 
0086: $7882 = $7555 // floating-point values only 
0086: $7883 = $7556 // floating-point values only 
0086: $7884 = $7557 // floating-point values only 

:HELI1SC_2903
00D6: if 
0038:   $7877 == 16 // integer values 
004D: jump_if_false @HELI1SC_2969 
0086: $7879 = $7555 // floating-point values only 
0086: $7880 = $7556 // floating-point values only 
0086: $7881 = $7557 // floating-point values only 
0086: $7882 = $7558 // floating-point values only 
0086: $7883 = $7559 // floating-point values only 
0086: $7884 = $7560 // floating-point values only 

:HELI1SC_2969
00D6: if 
0038:   $7877 == 17 // integer values 
004D: jump_if_false @HELI1SC_3035 
0086: $7879 = $7558 // floating-point values only 
0086: $7880 = $7559 // floating-point values only 
0086: $7881 = $7560 // floating-point values only 
0086: $7882 = $7561 // floating-point values only 
0086: $7883 = $7562 // floating-point values only 
0086: $7884 = $7563 // floating-point values only 

:HELI1SC_3035
00D6: if 
0038:   $7877 == 18 // integer values 
004D: jump_if_false @HELI1SC_3101 
0086: $7879 = $7561 // floating-point values only 
0086: $7880 = $7562 // floating-point values only 
0086: $7881 = $7563 // floating-point values only 
0086: $7882 = $7564 // floating-point values only 
0086: $7883 = $7565 // floating-point values only 
0086: $7884 = $7566 // floating-point values only 

:HELI1SC_3101
00D6: if 
0038:   $7877 == 19 // integer values 
004D: jump_if_false @HELI1SC_3167 
0086: $7879 = $7564 // floating-point values only 
0086: $7880 = $7565 // floating-point values only 
0086: $7881 = $7566 // floating-point values only 
0086: $7882 = $7567 // floating-point values only 
0086: $7883 = $7568 // floating-point values only 
0086: $7884 = $7569 // floating-point values only 

:HELI1SC_3167
00D6: if 
0038:   $7877 == 20 // integer values 
004D: jump_if_false @HELI1SC_3233 
0086: $7879 = $7567 // floating-point values only 
0086: $7880 = $7568 // floating-point values only 
0086: $7881 = $7569 // floating-point values only 
0086: $7882 = $7570 // floating-point values only 
0086: $7883 = $7571 // floating-point values only 
0086: $7884 = $7572 // floating-point values only 

:HELI1SC_3233
00D6: if 
0038:   $7877 == 21 // integer values 
004D: jump_if_false @HELI1SC_3299 
0086: $7879 = $7570 // floating-point values only 
0086: $7880 = $7571 // floating-point values only 
0086: $7881 = $7572 // floating-point values only 
0086: $7882 = $7573 // floating-point values only 
0086: $7883 = $7574 // floating-point values only 
0086: $7884 = $7575 // floating-point values only 

:HELI1SC_3299
00D6: if 
0038:   $7877 == 22 // integer values 
004D: jump_if_false @HELI1SC_3365 
0086: $7879 = $7573 // floating-point values only 
0086: $7880 = $7574 // floating-point values only 
0086: $7881 = $7575 // floating-point values only 
0086: $7882 = $7576 // floating-point values only 
0086: $7883 = $7577 // floating-point values only 
0086: $7884 = $7578 // floating-point values only 

:HELI1SC_3365
00D6: if 
0038:   $7877 == 23 // integer values 
004D: jump_if_false @HELI1SC_3431 
0086: $7879 = $7576 // floating-point values only 
0086: $7880 = $7577 // floating-point values only 
0086: $7881 = $7578 // floating-point values only 
0086: $7882 = $7579 // floating-point values only 
0086: $7883 = $7580 // floating-point values only 
0086: $7884 = $7581 // floating-point values only 

:HELI1SC_3431
00D6: if 
0038:   $7877 == 24 // integer values 
004D: jump_if_false @HELI1SC_3497 
0086: $7879 = $7579 // floating-point values only 
0086: $7880 = $7580 // floating-point values only 
0086: $7881 = $7581 // floating-point values only 
0086: $7882 = $7582 // floating-point values only 
0086: $7883 = $7583 // floating-point values only 
0086: $7884 = $7584 // floating-point values only 

:HELI1SC_3497
00D6: if 
0038:   $7877 == 25 // integer values 
004D: jump_if_false @HELI1SC_3563 
0086: $7879 = $7582 // floating-point values only 
0086: $7880 = $7583 // floating-point values only 
0086: $7881 = $7584 // floating-point values only 
0086: $7882 = $7585 // floating-point values only 
0086: $7883 = $7586 // floating-point values only 
0086: $7884 = $7587 // floating-point values only 

:HELI1SC_3563
00D6: if 
0038:   $7877 == 26 // integer values 
004D: jump_if_false @HELI1SC_3629 
0086: $7879 = $7585 // floating-point values only 
0086: $7880 = $7586 // floating-point values only 
0086: $7881 = $7587 // floating-point values only 
0086: $7882 = $7588 // floating-point values only 
0086: $7883 = $7589 // floating-point values only 
0086: $7884 = $7590 // floating-point values only 

:HELI1SC_3629
00D6: if 
0038:   $7877 == 27 // integer values 
004D: jump_if_false @HELI1SC_3695 
0086: $7879 = $7588 // floating-point values only 
0086: $7880 = $7589 // floating-point values only 
0086: $7881 = $7590 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI1SC_3695
00D6: if 
0038:   $7877 == 28 // integer values 
004D: jump_if_false @HELI1SC_3761 
0086: $7879 = $7591 // floating-point values only 
0086: $7880 = $7592 // floating-point values only 
0086: $7881 = $7593 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI1SC_3761
0051: return 

//-------------Mission 85---------------
// Originally: Ocean Beach Chopper Checkpoint

:HELI2SC
0050: gosub @HELI2SC_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HELI2SC_27 
0050: gosub @HELI2SC_1144 

:HELI2SC_27
0050: gosub @HELI2SC_1456 
004E: end_thread 

:HELI2SC_36
0004: $ONMISSION = 1 // integer values 
0004: $7877 = 0 // integer values 
03A4: name_thread 'HELI2SC' 
0001: wait 0 ms 
00D6: if 
0038:   $1585 == 0 // integer values 
004D: jump_if_false @HELI2SC_84 
0317: increment_mission_attempts 

:HELI2SC_84
0005: $7507 = 77.8349 // floating-point values 
0005: $7508 = -1224.688 // floating-point values 
0005: $7509 = 17.9498 // floating-point values 
0005: $7510 = 103.4742 // floating-point values 
0005: $7511 = -1127.885 // floating-point values 
0005: $7512 = 18.187 // floating-point values 
0005: $7513 = 203.3635 // floating-point values 
0005: $7514 = -1135.508 // floating-point values 
0005: $7515 = 21.531 // floating-point values 
0005: $7516 = 260.3221 // floating-point values 
0005: $7517 = -1217.484 // floating-point values 
0005: $7518 = 13.0769 // floating-point values 
0005: $7519 = 164.5704 // floating-point values 
0005: $7520 = -1245.728 // floating-point values 
0005: $7521 = 21.9229 // floating-point values 
0005: $7522 = 70.0126 // floating-point values 
0005: $7523 = -1278.617 // floating-point values 
0005: $7524 = 19.1218 // floating-point values 
0005: $7525 = 37.6583 // floating-point values 
0005: $7526 = -1373.451 // floating-point values 
0005: $7527 = 19.4852 // floating-point values 
0005: $7528 = -61.5636 // floating-point values 
0005: $7529 = -1381.003 // floating-point values 
0005: $7530 = 30.3879 // floating-point values 
0005: $7531 = -155.5676 // floating-point values 
0005: $7532 = -1349.141 // floating-point values 
0005: $7533 = 17.5384 // floating-point values 
0005: $7534 = -185.4706 // floating-point values 
0005: $7535 = -1444.637 // floating-point values 
0005: $7536 = 14.7326 // floating-point values 
0005: $7537 = -113.9027 // floating-point values 
0005: $7538 = -1513.1 // floating-point values 
0005: $7539 = 29.4323 // floating-point values 
0005: $7540 = -27.0724 // floating-point values 
0005: $7541 = -1561.844 // floating-point values 
0005: $7542 = 19.2416 // floating-point values 
0005: $7543 = 52.9751 // floating-point values 
0005: $7544 = -1502.762 // floating-point values 
0005: $7545 = 32.7119 // floating-point values 
0005: $7546 = 128.6115 // floating-point values 
0005: $7547 = -1438.513 // floating-point values 
0005: $7548 = 19.4189 // floating-point values 
0005: $7549 = 178.8131 // floating-point values 
0005: $7550 = -1351.66 // floating-point values 
0005: $7551 = 23.4365 // floating-point values 
0005: $7552 = 140.4057 // floating-point values 
0005: $7553 = -1259.035 // floating-point values 
0005: $7554 = 23.2808 // floating-point values 
0005: $7555 = 49.463 // floating-point values 
0005: $7556 = -1300.512 // floating-point values 
0005: $7557 = 18.1885 // floating-point values 
0050: gosub @HELI2SC_1487 
00BC: text_highpriority 'HELI_1A' 15000 ms 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
0004: $7878 = 0 // integer values 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HELI2SC_746 
00DA: $7874 = player $PLAYER_CHAR car
02AC: set_car $7874 immunities 1 1 1 1 1
01EC: make_car $7874 very_heavy 1
0423: car $1605 improve_handling 1.5 
0002: jump @HELI2SC_753 

:HELI2SC_746
0002: jump @HELI2SC_1144 

:HELI2SC_753
00D6: if 
8038:   not  $7877 == 17 // integer values 
004D: jump_if_false @HELI2SC_1137 
0001: wait 0 ms 
00D6: if 
0119:   car $7874 wrecked 
004D: jump_if_false @HELI2SC_798 
0002: jump @HELI2SC_1144 

:HELI2SC_798
00D6: if 
80DC:   not player $PLAYER_CHAR driving $7874 
004D: jump_if_false @HELI2SC_824 
0002: jump @HELI2SC_1144 

:HELI2SC_824
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
004D: jump_if_false @HELI2SC_1050 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $7877 += 1 // integer values 
0164: disable_marker $7875 
0164: disable_marker $7876 
0050: gosub @HELI2SC_1487 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
00D6: if 
001A:   16 > $7877 // integer values 
004D: jump_if_false @HELI2SC_1043 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
00D6: if 
001A:   15 > $7877 // integer values 
004D: jump_if_false @HELI2SC_1029 
0165: set_marker $7876 color_to 5 
0002: jump @HELI2SC_1036 

:HELI2SC_1029
0165: set_marker $7876 color_to 0 

:HELI2SC_1036
0002: jump @HELI2SC_1050 

:HELI2SC_1043
0165: set_marker $7875 color_to 0 

:HELI2SC_1050
00D6: if 
0038:   $7877 == 16 // integer values 
004D: jump_if_false @HELI2SC_1102 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
0002: jump @HELI2SC_1130 

:HELI2SC_1102
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI2SC_1130
0002: jump @HELI2SC_753 

:HELI2SC_1137
0002: jump @HELI2SC_1161 

:HELI2SC_1144
00BC: text_highpriority 'HELI_F1' 5000 ms 1  // ~r~Heli Checkpoint mission cancelled!
0051: return 

:HELI2SC_1161
01E3: text_1number_styled 'HELI_1B' number 100000 time 5000 style 1  // Course Complete! $ ~1~
0109: player $PLAYER_CHAR money += 100000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $1585 == 0 // integer values 
004D: jump_if_false @HELI2SC_1225 
030C: progress_made += 1 
0595: mission_complete 
0004: $1585 = 1 // integer values 

:HELI2SC_1225
0014: $7878 /= 1000 // integer values 
042E: downdate_integer_stat 13 to $7878 
0084: $7457 = $7878 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $7878 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
001C:   $414 > $7878 // integer values 
004D: jump_if_false @HELI2SC_1387 
0084: $414 = $7878 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI2SC_1359 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @HELI2SC_1380 

:HELI2SC_1359
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:HELI2SC_1380
0002: jump @HELI2SC_1454 

:HELI2SC_1387
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI2SC_1433 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @HELI2SC_1454 

:HELI2SC_1433
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:HELI2SC_1454
0051: return 

:HELI2SC_1456
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $7878 
0164: disable_marker $7875 
0164: disable_marker $7876 
00D8: mission_cleanup 
0051: return 

:HELI2SC_1487
00D6: if 
0038:   $7877 == 0 // integer values 
004D: jump_if_false @HELI2SC_1553 
0086: $7879 = $7507 // floating-point values only 
0086: $7880 = $7508 // floating-point values only 
0086: $7881 = $7509 // floating-point values only 
0086: $7882 = $7510 // floating-point values only 
0086: $7883 = $7511 // floating-point values only 
0086: $7884 = $7512 // floating-point values only 

:HELI2SC_1553
00D6: if 
0038:   $7877 == 1 // integer values 
004D: jump_if_false @HELI2SC_1619 
0086: $7879 = $7510 // floating-point values only 
0086: $7880 = $7511 // floating-point values only 
0086: $7881 = $7512 // floating-point values only 
0086: $7882 = $7513 // floating-point values only 
0086: $7883 = $7514 // floating-point values only 
0086: $7884 = $7515 // floating-point values only 

:HELI2SC_1619
00D6: if 
0038:   $7877 == 2 // integer values 
004D: jump_if_false @HELI2SC_1685 
0086: $7879 = $7513 // floating-point values only 
0086: $7880 = $7514 // floating-point values only 
0086: $7881 = $7515 // floating-point values only 
0086: $7882 = $7516 // floating-point values only 
0086: $7883 = $7517 // floating-point values only 
0086: $7884 = $7518 // floating-point values only 

:HELI2SC_1685
00D6: if 
0038:   $7877 == 3 // integer values 
004D: jump_if_false @HELI2SC_1751 
0086: $7879 = $7516 // floating-point values only 
0086: $7880 = $7517 // floating-point values only 
0086: $7881 = $7518 // floating-point values only 
0086: $7882 = $7519 // floating-point values only 
0086: $7883 = $7520 // floating-point values only 
0086: $7884 = $7521 // floating-point values only 

:HELI2SC_1751
00D6: if 
0038:   $7877 == 4 // integer values 
004D: jump_if_false @HELI2SC_1817 
0086: $7879 = $7519 // floating-point values only 
0086: $7880 = $7520 // floating-point values only 
0086: $7881 = $7521 // floating-point values only 
0086: $7882 = $7522 // floating-point values only 
0086: $7883 = $7523 // floating-point values only 
0086: $7884 = $7524 // floating-point values only 

:HELI2SC_1817
00D6: if 
0038:   $7877 == 5 // integer values 
004D: jump_if_false @HELI2SC_1883 
0086: $7879 = $7522 // floating-point values only 
0086: $7880 = $7523 // floating-point values only 
0086: $7881 = $7524 // floating-point values only 
0086: $7882 = $7525 // floating-point values only 
0086: $7883 = $7526 // floating-point values only 
0086: $7884 = $7527 // floating-point values only 

:HELI2SC_1883
00D6: if 
0038:   $7877 == 6 // integer values 
004D: jump_if_false @HELI2SC_1949 
0086: $7879 = $7525 // floating-point values only 
0086: $7880 = $7526 // floating-point values only 
0086: $7881 = $7527 // floating-point values only 
0086: $7882 = $7528 // floating-point values only 
0086: $7883 = $7529 // floating-point values only 
0086: $7884 = $7530 // floating-point values only 

:HELI2SC_1949
00D6: if 
0038:   $7877 == 7 // integer values 
004D: jump_if_false @HELI2SC_2015 
0086: $7879 = $7528 // floating-point values only 
0086: $7880 = $7529 // floating-point values only 
0086: $7881 = $7530 // floating-point values only 
0086: $7882 = $7531 // floating-point values only 
0086: $7883 = $7532 // floating-point values only 
0086: $7884 = $7533 // floating-point values only 

:HELI2SC_2015
00D6: if 
0038:   $7877 == 8 // integer values 
004D: jump_if_false @HELI2SC_2081 
0086: $7879 = $7531 // floating-point values only 
0086: $7880 = $7532 // floating-point values only 
0086: $7881 = $7533 // floating-point values only 
0086: $7882 = $7534 // floating-point values only 
0086: $7883 = $7535 // floating-point values only 
0086: $7884 = $7536 // floating-point values only 

:HELI2SC_2081
00D6: if 
0038:   $7877 == 9 // integer values 
004D: jump_if_false @HELI2SC_2147 
0086: $7879 = $7534 // floating-point values only 
0086: $7880 = $7535 // floating-point values only 
0086: $7881 = $7536 // floating-point values only 
0086: $7882 = $7537 // floating-point values only 
0086: $7883 = $7538 // floating-point values only 
0086: $7884 = $7539 // floating-point values only 

:HELI2SC_2147
00D6: if 
0038:   $7877 == 10 // integer values 
004D: jump_if_false @HELI2SC_2213 
0086: $7879 = $7537 // floating-point values only 
0086: $7880 = $7538 // floating-point values only 
0086: $7881 = $7539 // floating-point values only 
0086: $7882 = $7540 // floating-point values only 
0086: $7883 = $7541 // floating-point values only 
0086: $7884 = $7542 // floating-point values only 

:HELI2SC_2213
00D6: if 
0038:   $7877 == 11 // integer values 
004D: jump_if_false @HELI2SC_2279 
0086: $7879 = $7540 // floating-point values only 
0086: $7880 = $7541 // floating-point values only 
0086: $7881 = $7542 // floating-point values only 
0086: $7882 = $7543 // floating-point values only 
0086: $7883 = $7544 // floating-point values only 
0086: $7884 = $7545 // floating-point values only 

:HELI2SC_2279
00D6: if 
0038:   $7877 == 12 // integer values 
004D: jump_if_false @HELI2SC_2345 
0086: $7879 = $7543 // floating-point values only 
0086: $7880 = $7544 // floating-point values only 
0086: $7881 = $7545 // floating-point values only 
0086: $7882 = $7546 // floating-point values only 
0086: $7883 = $7547 // floating-point values only 
0086: $7884 = $7548 // floating-point values only 

:HELI2SC_2345
00D6: if 
0038:   $7877 == 13 // integer values 
004D: jump_if_false @HELI2SC_2411 
0086: $7879 = $7546 // floating-point values only 
0086: $7880 = $7547 // floating-point values only 
0086: $7881 = $7548 // floating-point values only 
0086: $7882 = $7549 // floating-point values only 
0086: $7883 = $7550 // floating-point values only 
0086: $7884 = $7551 // floating-point values only 

:HELI2SC_2411
00D6: if 
0038:   $7877 == 14 // integer values 
004D: jump_if_false @HELI2SC_2477 
0086: $7879 = $7549 // floating-point values only 
0086: $7880 = $7550 // floating-point values only 
0086: $7881 = $7551 // floating-point values only 
0086: $7882 = $7552 // floating-point values only 
0086: $7883 = $7553 // floating-point values only 
0086: $7884 = $7554 // floating-point values only 

:HELI2SC_2477
00D6: if 
0038:   $7877 == 15 // integer values 
004D: jump_if_false @HELI2SC_2543 
0086: $7879 = $7552 // floating-point values only 
0086: $7880 = $7553 // floating-point values only 
0086: $7881 = $7554 // floating-point values only 
0086: $7882 = $7555 // floating-point values only 
0086: $7883 = $7556 // floating-point values only 
0086: $7884 = $7557 // floating-point values only 

:HELI2SC_2543
00D6: if 
0038:   $7877 == 16 // integer values 
004D: jump_if_false @HELI2SC_2609 
0086: $7879 = $7555 // floating-point values only 
0086: $7880 = $7556 // floating-point values only 
0086: $7881 = $7557 // floating-point values only 
0086: $7882 = $7558 // floating-point values only 
0086: $7883 = $7559 // floating-point values only 
0086: $7884 = $7560 // floating-point values only 

:HELI2SC_2609
00D6: if 
0038:   $7877 == 17 // integer values 
004D: jump_if_false @HELI2SC_2675 
0086: $7879 = $7558 // floating-point values only 
0086: $7880 = $7559 // floating-point values only 
0086: $7881 = $7560 // floating-point values only 
0086: $7882 = $7561 // floating-point values only 
0086: $7883 = $7562 // floating-point values only 
0086: $7884 = $7563 // floating-point values only 

:HELI2SC_2675
00D6: if 
0038:   $7877 == 18 // integer values 
004D: jump_if_false @HELI2SC_2741 
0086: $7879 = $7561 // floating-point values only 
0086: $7880 = $7562 // floating-point values only 
0086: $7881 = $7563 // floating-point values only 
0086: $7882 = $7564 // floating-point values only 
0086: $7883 = $7565 // floating-point values only 
0086: $7884 = $7566 // floating-point values only 

:HELI2SC_2741
00D6: if 
0038:   $7877 == 19 // integer values 
004D: jump_if_false @HELI2SC_2807 
0086: $7879 = $7564 // floating-point values only 
0086: $7880 = $7565 // floating-point values only 
0086: $7881 = $7566 // floating-point values only 
0086: $7882 = $7567 // floating-point values only 
0086: $7883 = $7568 // floating-point values only 
0086: $7884 = $7569 // floating-point values only 

:HELI2SC_2807
00D6: if 
0038:   $7877 == 20 // integer values 
004D: jump_if_false @HELI2SC_2873 
0086: $7879 = $7567 // floating-point values only 
0086: $7880 = $7568 // floating-point values only 
0086: $7881 = $7569 // floating-point values only 
0086: $7882 = $7570 // floating-point values only 
0086: $7883 = $7571 // floating-point values only 
0086: $7884 = $7572 // floating-point values only 

:HELI2SC_2873
00D6: if 
0038:   $7877 == 21 // integer values 
004D: jump_if_false @HELI2SC_2939 
0086: $7879 = $7570 // floating-point values only 
0086: $7880 = $7571 // floating-point values only 
0086: $7881 = $7572 // floating-point values only 
0086: $7882 = $7573 // floating-point values only 
0086: $7883 = $7574 // floating-point values only 
0086: $7884 = $7575 // floating-point values only 

:HELI2SC_2939
00D6: if 
0038:   $7877 == 22 // integer values 
004D: jump_if_false @HELI2SC_3005 
0086: $7879 = $7573 // floating-point values only 
0086: $7880 = $7574 // floating-point values only 
0086: $7881 = $7575 // floating-point values only 
0086: $7882 = $7576 // floating-point values only 
0086: $7883 = $7577 // floating-point values only 
0086: $7884 = $7578 // floating-point values only 

:HELI2SC_3005
00D6: if 
0038:   $7877 == 23 // integer values 
004D: jump_if_false @HELI2SC_3071 
0086: $7879 = $7576 // floating-point values only 
0086: $7880 = $7577 // floating-point values only 
0086: $7881 = $7578 // floating-point values only 
0086: $7882 = $7579 // floating-point values only 
0086: $7883 = $7580 // floating-point values only 
0086: $7884 = $7581 // floating-point values only 

:HELI2SC_3071
00D6: if 
0038:   $7877 == 24 // integer values 
004D: jump_if_false @HELI2SC_3137 
0086: $7879 = $7579 // floating-point values only 
0086: $7880 = $7580 // floating-point values only 
0086: $7881 = $7581 // floating-point values only 
0086: $7882 = $7582 // floating-point values only 
0086: $7883 = $7583 // floating-point values only 
0086: $7884 = $7584 // floating-point values only 

:HELI2SC_3137
00D6: if 
0038:   $7877 == 25 // integer values 
004D: jump_if_false @HELI2SC_3203 
0086: $7879 = $7582 // floating-point values only 
0086: $7880 = $7583 // floating-point values only 
0086: $7881 = $7584 // floating-point values only 
0086: $7882 = $7585 // floating-point values only 
0086: $7883 = $7586 // floating-point values only 
0086: $7884 = $7587 // floating-point values only 

:HELI2SC_3203
00D6: if 
0038:   $7877 == 26 // integer values 
004D: jump_if_false @HELI2SC_3269 
0086: $7879 = $7585 // floating-point values only 
0086: $7880 = $7586 // floating-point values only 
0086: $7881 = $7587 // floating-point values only 
0086: $7882 = $7588 // floating-point values only 
0086: $7883 = $7589 // floating-point values only 
0086: $7884 = $7590 // floating-point values only 

:HELI2SC_3269
00D6: if 
0038:   $7877 == 27 // integer values 
004D: jump_if_false @HELI2SC_3335 
0086: $7879 = $7588 // floating-point values only 
0086: $7880 = $7589 // floating-point values only 
0086: $7881 = $7590 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI2SC_3335
00D6: if 
0038:   $7877 == 28 // integer values 
004D: jump_if_false @HELI2SC_3401 
0086: $7879 = $7591 // floating-point values only 
0086: $7880 = $7592 // floating-point values only 
0086: $7881 = $7593 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI2SC_3401
0051: return 

//-------------Mission 86---------------
// Originally: Vice Point Chopper Checkpoint

:HELI3SC
0050: gosub @HELI3SC_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HELI3SC_27 
0050: gosub @HELI3SC_1144 

:HELI3SC_27
0050: gosub @HELI3SC_1456 
004E: end_thread 

:HELI3SC_36
0004: $ONMISSION = 1 // integer values 
0004: $7877 = 0 // integer values 
03A4: name_thread 'HELI3SC' 
0001: wait 0 ms 
00D6: if 
0038:   $1586 == 0 // integer values 
004D: jump_if_false @HELI3SC_84 
0317: increment_mission_attempts 

:HELI3SC_84
0005: $7507 = 418.872 // floating-point values 
0005: $7508 = 424.212 // floating-point values 
0005: $7509 = 23.939 // floating-point values 
0005: $7510 = 468.2843 // floating-point values 
0005: $7511 = 511.3465 // floating-point values 
0005: $7512 = 17.8339 // floating-point values 
0005: $7513 = 388.0189 // floating-point values 
0005: $7514 = 570.6234 // floating-point values 
0005: $7515 = 24.7767 // floating-point values 
0005: $7516 = 402.4129 // floating-point values 
0005: $7517 = 669.7875 // floating-point values 
0005: $7518 = 19.5342 // floating-point values 
0005: $7519 = 414.7332 // floating-point values 
0005: $7520 = 768.9945 // floating-point values 
0005: $7521 = 26.2997 // floating-point values 
0005: $7522 = 404.726 // floating-point values 
0005: $7523 = 868.2524 // floating-point values 
0005: $7524 = 36.0822 // floating-point values 
0005: $7525 = 431.2298 // floating-point values 
0005: $7526 = 964.5178 // floating-point values 
0005: $7527 = 25.8298 // floating-point values 
0005: $7528 = 530.7483 // floating-point values 
0005: $7529 = 954.3203 // floating-point values 
0005: $7530 = 19.5602 // floating-point values 
0005: $7531 = 560.0611 // floating-point values 
0005: $7532 = 858.4435 // floating-point values 
0005: $7533 = 22.8934 // floating-point values 
0005: $7534 = 535.6741 // floating-point values 
0005: $7535 = 761.8905 // floating-point values 
0005: $7536 = 34.4453 // floating-point values 
0005: $7537 = 436.7039 // floating-point values 
0005: $7538 = 759.5037 // floating-point values 
0005: $7539 = 20.3001 // floating-point values 
0005: $7540 = 416.7489 // floating-point values 
0005: $7541 = 661.619 // floating-point values 
0005: $7542 = 14.1113 // floating-point values 
0005: $7543 = 365.7069 // floating-point values 
0005: $7544 = 575.3921 // floating-point values 
0005: $7545 = 13.7494 // floating-point values 
0005: $7546 = 368.4762 // floating-point values 
0005: $7547 = 474.9647 // floating-point values 
0005: $7548 = 21.6989 // floating-point values 
0005: $7549 = 325.9177 // floating-point values 
0005: $7550 = 384.3626 // floating-point values 
0005: $7551 = 16.9171 // floating-point values 
0005: $7552 = 362.0646 // floating-point values 
0005: $7553 = 291.0115 // floating-point values 
0005: $7554 = 22.9123 // floating-point values 
0005: $7555 = 299.0425 // floating-point values 
0005: $7556 = 366.165 // floating-point values 
0005: $7557 = 44.0408 // floating-point values 
0050: gosub @HELI3SC_1487 
00BC: text_highpriority 'HELI_1A' 15000 ms 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
0004: $7878 = 0 // integer values 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HELI3SC_746 
00DA: $7874 = player $PLAYER_CHAR car
02AC: set_car $7874 immunities 1 1 1 1 1
01EC: make_car $7874 very_heavy 1
0423: car $7874 improve_handling 1.5 
0002: jump @HELI3SC_753 

:HELI3SC_746
0002: jump @HELI3SC_1144 

:HELI3SC_753
00D6: if 
8038:   not  $7877 == 17 // integer values 
004D: jump_if_false @HELI3SC_1137 
0001: wait 0 ms 
00D6: if 
0119:   car $7874 wrecked 
004D: jump_if_false @HELI3SC_798 
0002: jump @HELI3SC_1144 

:HELI3SC_798
00D6: if 
80DC:   not player $PLAYER_CHAR driving $7874 
004D: jump_if_false @HELI3SC_824 
0002: jump @HELI3SC_1144 

:HELI3SC_824
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
004D: jump_if_false @HELI3SC_1050 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $7877 += 1 // integer values 
0164: disable_marker $7875 
0164: disable_marker $7876 
0050: gosub @HELI3SC_1487 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
00D6: if 
001A:   16 > $7877 // integer values 
004D: jump_if_false @HELI3SC_1043 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
00D6: if 
001A:   15 > $7877 // integer values 
004D: jump_if_false @HELI3SC_1029 
0165: set_marker $7876 color_to 5 
0002: jump @HELI3SC_1036 

:HELI3SC_1029
0165: set_marker $7876 color_to 0 

:HELI3SC_1036
0002: jump @HELI3SC_1050 

:HELI3SC_1043
0165: set_marker $7875 color_to 0 

:HELI3SC_1050
00D6: if 
0038:   $7877 == 16 // integer values 
004D: jump_if_false @HELI3SC_1102 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
0002: jump @HELI3SC_1130 

:HELI3SC_1102
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI3SC_1130
0002: jump @HELI3SC_753 

:HELI3SC_1137
0002: jump @HELI3SC_1161 

:HELI3SC_1144
00BC: text_highpriority 'HELI_F1' 5000 ms 1  // ~r~Heli Checkpoint mission cancelled!
0051: return 

:HELI3SC_1161
01E3: text_1number_styled 'HELI_1B' number 100000 time 5000 style 1  // Course Complete! $ ~1~
0109: player $PLAYER_CHAR money += 100000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $1586 == 0 // integer values 
004D: jump_if_false @HELI3SC_1225 
030C: progress_made += 1 
0595: mission_complete 
0004: $1586 = 1 // integer values 

:HELI3SC_1225
0014: $7878 /= 1000 // integer values 
042E: downdate_integer_stat 14 to $7878 
0084: $7457 = $7878 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $7878 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
001C:   $415 > $7878 // integer values 
004D: jump_if_false @HELI3SC_1387 
0084: $415 = $7878 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI3SC_1359 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @HELI3SC_1380 

:HELI3SC_1359
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:HELI3SC_1380
0002: jump @HELI3SC_1454 

:HELI3SC_1387
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI3SC_1433 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @HELI3SC_1454 

:HELI3SC_1433
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:HELI3SC_1454
0051: return 

:HELI3SC_1456
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $7878 
0164: disable_marker $7875 
0164: disable_marker $7876 
00D8: mission_cleanup 
0051: return 

:HELI3SC_1487
00D6: if 
0038:   $7877 == 0 // integer values 
004D: jump_if_false @HELI3SC_1553 
0086: $7879 = $7507 // floating-point values only 
0086: $7880 = $7508 // floating-point values only 
0086: $7881 = $7509 // floating-point values only 
0086: $7882 = $7510 // floating-point values only 
0086: $7883 = $7511 // floating-point values only 
0086: $7884 = $7512 // floating-point values only 

:HELI3SC_1553
00D6: if 
0038:   $7877 == 1 // integer values 
004D: jump_if_false @HELI3SC_1619 
0086: $7879 = $7510 // floating-point values only 
0086: $7880 = $7511 // floating-point values only 
0086: $7881 = $7512 // floating-point values only 
0086: $7882 = $7513 // floating-point values only 
0086: $7883 = $7514 // floating-point values only 
0086: $7884 = $7515 // floating-point values only 

:HELI3SC_1619
00D6: if 
0038:   $7877 == 2 // integer values 
004D: jump_if_false @HELI3SC_1685 
0086: $7879 = $7513 // floating-point values only 
0086: $7880 = $7514 // floating-point values only 
0086: $7881 = $7515 // floating-point values only 
0086: $7882 = $7516 // floating-point values only 
0086: $7883 = $7517 // floating-point values only 
0086: $7884 = $7518 // floating-point values only 

:HELI3SC_1685
00D6: if 
0038:   $7877 == 3 // integer values 
004D: jump_if_false @HELI3SC_1751 
0086: $7879 = $7516 // floating-point values only 
0086: $7880 = $7517 // floating-point values only 
0086: $7881 = $7518 // floating-point values only 
0086: $7882 = $7519 // floating-point values only 
0086: $7883 = $7520 // floating-point values only 
0086: $7884 = $7521 // floating-point values only 

:HELI3SC_1751
00D6: if 
0038:   $7877 == 4 // integer values 
004D: jump_if_false @HELI3SC_1817 
0086: $7879 = $7519 // floating-point values only 
0086: $7880 = $7520 // floating-point values only 
0086: $7881 = $7521 // floating-point values only 
0086: $7882 = $7522 // floating-point values only 
0086: $7883 = $7523 // floating-point values only 
0086: $7884 = $7524 // floating-point values only 

:HELI3SC_1817
00D6: if 
0038:   $7877 == 5 // integer values 
004D: jump_if_false @HELI3SC_1883 
0086: $7879 = $7522 // floating-point values only 
0086: $7880 = $7523 // floating-point values only 
0086: $7881 = $7524 // floating-point values only 
0086: $7882 = $7525 // floating-point values only 
0086: $7883 = $7526 // floating-point values only 
0086: $7884 = $7527 // floating-point values only 

:HELI3SC_1883
00D6: if 
0038:   $7877 == 6 // integer values 
004D: jump_if_false @HELI3SC_1949 
0086: $7879 = $7525 // floating-point values only 
0086: $7880 = $7526 // floating-point values only 
0086: $7881 = $7527 // floating-point values only 
0086: $7882 = $7528 // floating-point values only 
0086: $7883 = $7529 // floating-point values only 
0086: $7884 = $7530 // floating-point values only 

:HELI3SC_1949
00D6: if 
0038:   $7877 == 7 // integer values 
004D: jump_if_false @HELI3SC_2015 
0086: $7879 = $7528 // floating-point values only 
0086: $7880 = $7529 // floating-point values only 
0086: $7881 = $7530 // floating-point values only 
0086: $7882 = $7531 // floating-point values only 
0086: $7883 = $7532 // floating-point values only 
0086: $7884 = $7533 // floating-point values only 

:HELI3SC_2015
00D6: if 
0038:   $7877 == 8 // integer values 
004D: jump_if_false @HELI3SC_2081 
0086: $7879 = $7531 // floating-point values only 
0086: $7880 = $7532 // floating-point values only 
0086: $7881 = $7533 // floating-point values only 
0086: $7882 = $7534 // floating-point values only 
0086: $7883 = $7535 // floating-point values only 
0086: $7884 = $7536 // floating-point values only 

:HELI3SC_2081
00D6: if 
0038:   $7877 == 9 // integer values 
004D: jump_if_false @HELI3SC_2147 
0086: $7879 = $7534 // floating-point values only 
0086: $7880 = $7535 // floating-point values only 
0086: $7881 = $7536 // floating-point values only 
0086: $7882 = $7537 // floating-point values only 
0086: $7883 = $7538 // floating-point values only 
0086: $7884 = $7539 // floating-point values only 

:HELI3SC_2147
00D6: if 
0038:   $7877 == 10 // integer values 
004D: jump_if_false @HELI3SC_2213 
0086: $7879 = $7537 // floating-point values only 
0086: $7880 = $7538 // floating-point values only 
0086: $7881 = $7539 // floating-point values only 
0086: $7882 = $7540 // floating-point values only 
0086: $7883 = $7541 // floating-point values only 
0086: $7884 = $7542 // floating-point values only 

:HELI3SC_2213
00D6: if 
0038:   $7877 == 11 // integer values 
004D: jump_if_false @HELI3SC_2279 
0086: $7879 = $7540 // floating-point values only 
0086: $7880 = $7541 // floating-point values only 
0086: $7881 = $7542 // floating-point values only 
0086: $7882 = $7543 // floating-point values only 
0086: $7883 = $7544 // floating-point values only 
0086: $7884 = $7545 // floating-point values only 

:HELI3SC_2279
00D6: if 
0038:   $7877 == 12 // integer values 
004D: jump_if_false @HELI3SC_2345 
0086: $7879 = $7543 // floating-point values only 
0086: $7880 = $7544 // floating-point values only 
0086: $7881 = $7545 // floating-point values only 
0086: $7882 = $7546 // floating-point values only 
0086: $7883 = $7547 // floating-point values only 
0086: $7884 = $7548 // floating-point values only 

:HELI3SC_2345
00D6: if 
0038:   $7877 == 13 // integer values 
004D: jump_if_false @HELI3SC_2411 
0086: $7879 = $7546 // floating-point values only 
0086: $7880 = $7547 // floating-point values only 
0086: $7881 = $7548 // floating-point values only 
0086: $7882 = $7549 // floating-point values only 
0086: $7883 = $7550 // floating-point values only 
0086: $7884 = $7551 // floating-point values only 

:HELI3SC_2411
00D6: if 
0038:   $7877 == 14 // integer values 
004D: jump_if_false @HELI3SC_2477 
0086: $7879 = $7549 // floating-point values only 
0086: $7880 = $7550 // floating-point values only 
0086: $7881 = $7551 // floating-point values only 
0086: $7882 = $7552 // floating-point values only 
0086: $7883 = $7553 // floating-point values only 
0086: $7884 = $7554 // floating-point values only 

:HELI3SC_2477
00D6: if 
0038:   $7877 == 15 // integer values 
004D: jump_if_false @HELI3SC_2543 
0086: $7879 = $7552 // floating-point values only 
0086: $7880 = $7553 // floating-point values only 
0086: $7881 = $7554 // floating-point values only 
0086: $7882 = $7555 // floating-point values only 
0086: $7883 = $7556 // floating-point values only 
0086: $7884 = $7557 // floating-point values only 

:HELI3SC_2543
00D6: if 
0038:   $7877 == 16 // integer values 
004D: jump_if_false @HELI3SC_2609 
0086: $7879 = $7555 // floating-point values only 
0086: $7880 = $7556 // floating-point values only 
0086: $7881 = $7557 // floating-point values only 
0086: $7882 = $7558 // floating-point values only 
0086: $7883 = $7559 // floating-point values only 
0086: $7884 = $7560 // floating-point values only 

:HELI3SC_2609
00D6: if 
0038:   $7877 == 17 // integer values 
004D: jump_if_false @HELI3SC_2675 
0086: $7879 = $7558 // floating-point values only 
0086: $7880 = $7559 // floating-point values only 
0086: $7881 = $7560 // floating-point values only 
0086: $7882 = $7561 // floating-point values only 
0086: $7883 = $7562 // floating-point values only 
0086: $7884 = $7563 // floating-point values only 

:HELI3SC_2675
00D6: if 
0038:   $7877 == 18 // integer values 
004D: jump_if_false @HELI3SC_2741 
0086: $7879 = $7561 // floating-point values only 
0086: $7880 = $7562 // floating-point values only 
0086: $7881 = $7563 // floating-point values only 
0086: $7882 = $7564 // floating-point values only 
0086: $7883 = $7565 // floating-point values only 
0086: $7884 = $7566 // floating-point values only 

:HELI3SC_2741
00D6: if 
0038:   $7877 == 19 // integer values 
004D: jump_if_false @HELI3SC_2807 
0086: $7879 = $7564 // floating-point values only 
0086: $7880 = $7565 // floating-point values only 
0086: $7881 = $7566 // floating-point values only 
0086: $7882 = $7567 // floating-point values only 
0086: $7883 = $7568 // floating-point values only 
0086: $7884 = $7569 // floating-point values only 

:HELI3SC_2807
00D6: if 
0038:   $7877 == 20 // integer values 
004D: jump_if_false @HELI3SC_2873 
0086: $7879 = $7567 // floating-point values only 
0086: $7880 = $7568 // floating-point values only 
0086: $7881 = $7569 // floating-point values only 
0086: $7882 = $7570 // floating-point values only 
0086: $7883 = $7571 // floating-point values only 
0086: $7884 = $7572 // floating-point values only 

:HELI3SC_2873
00D6: if 
0038:   $7877 == 21 // integer values 
004D: jump_if_false @HELI3SC_2939 
0086: $7879 = $7570 // floating-point values only 
0086: $7880 = $7571 // floating-point values only 
0086: $7881 = $7572 // floating-point values only 
0086: $7882 = $7573 // floating-point values only 
0086: $7883 = $7574 // floating-point values only 
0086: $7884 = $7575 // floating-point values only 

:HELI3SC_2939
00D6: if 
0038:   $7877 == 22 // integer values 
004D: jump_if_false @HELI3SC_3005 
0086: $7879 = $7573 // floating-point values only 
0086: $7880 = $7574 // floating-point values only 
0086: $7881 = $7575 // floating-point values only 
0086: $7882 = $7576 // floating-point values only 
0086: $7883 = $7577 // floating-point values only 
0086: $7884 = $7578 // floating-point values only 

:HELI3SC_3005
00D6: if 
0038:   $7877 == 23 // integer values 
004D: jump_if_false @HELI3SC_3071 
0086: $7879 = $7576 // floating-point values only 
0086: $7880 = $7577 // floating-point values only 
0086: $7881 = $7578 // floating-point values only 
0086: $7882 = $7579 // floating-point values only 
0086: $7883 = $7580 // floating-point values only 
0086: $7884 = $7581 // floating-point values only 

:HELI3SC_3071
00D6: if 
0038:   $7877 == 24 // integer values 
004D: jump_if_false @HELI3SC_3137 
0086: $7879 = $7579 // floating-point values only 
0086: $7880 = $7580 // floating-point values only 
0086: $7881 = $7581 // floating-point values only 
0086: $7882 = $7582 // floating-point values only 
0086: $7883 = $7583 // floating-point values only 
0086: $7884 = $7584 // floating-point values only 

:HELI3SC_3137
00D6: if 
0038:   $7877 == 25 // integer values 
004D: jump_if_false @HELI3SC_3203 
0086: $7879 = $7582 // floating-point values only 
0086: $7880 = $7583 // floating-point values only 
0086: $7881 = $7584 // floating-point values only 
0086: $7882 = $7585 // floating-point values only 
0086: $7883 = $7586 // floating-point values only 
0086: $7884 = $7587 // floating-point values only 

:HELI3SC_3203
00D6: if 
0038:   $7877 == 26 // integer values 
004D: jump_if_false @HELI3SC_3269 
0086: $7879 = $7585 // floating-point values only 
0086: $7880 = $7586 // floating-point values only 
0086: $7881 = $7587 // floating-point values only 
0086: $7882 = $7588 // floating-point values only 
0086: $7883 = $7589 // floating-point values only 
0086: $7884 = $7590 // floating-point values only 

:HELI3SC_3269
00D6: if 
0038:   $7877 == 27 // integer values 
004D: jump_if_false @HELI3SC_3335 
0086: $7879 = $7588 // floating-point values only 
0086: $7880 = $7589 // floating-point values only 
0086: $7881 = $7590 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI3SC_3335
00D6: if 
0038:   $7877 == 28 // integer values 
004D: jump_if_false @HELI3SC_3401 
0086: $7879 = $7591 // floating-point values only 
0086: $7880 = $7592 // floating-point values only 
0086: $7881 = $7593 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI3SC_3401
0051: return 

//-------------Mission 87---------------
// Originally: Little Haiti Chopper Checkpoint

:HELI4SC
0050: gosub @HELI4SC_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @HELI4SC_27 
0050: gosub @HELI4SC_1294 

:HELI4SC_27
0050: gosub @HELI4SC_1606 
004E: end_thread 

:HELI4SC_36
0004: $ONMISSION = 1 // integer values 
0004: $7877 = 0 // integer values 
03A4: name_thread 'HELI4SC' 
0001: wait 0 ms 
00D6: if 
0038:   $1587 == 0 // integer values 
004D: jump_if_false @HELI4SC_84 
0317: increment_mission_attempts 

:HELI4SC_84
0005: $7507 = -884.2508 // floating-point values 
0005: $7508 = 236.4205 // floating-point values 
0005: $7509 = 14.9104 // floating-point values 
0005: $7510 = -877.2639 // floating-point values 
0005: $7511 = 136.5762 // floating-point values 
0005: $7512 = 15.8618 // floating-point values 
0005: $7513 = -962.5753 // floating-point values 
0005: $7514 = 84.3949 // floating-point values 
0005: $7515 = 15.367 // floating-point values 
0005: $7516 = -1008.986 // floating-point values 
0005: $7517 = -4.1791 // floating-point values 
0005: $7518 = 20.8638 // floating-point values 
0005: $7519 = -1024.417 // floating-point values 
0005: $7520 = -103.199 // floating-point values 
0005: $7521 = 16.4677 // floating-point values 
0005: $7522 = -1047.055 // floating-point values 
0005: $7523 = -200.7326 // floating-point values 
0005: $7524 = 12.6881 // floating-point values 
0005: $7525 = -1089.4 // floating-point values 
0005: $7526 = -290.992 // floating-point values 
0005: $7527 = 21.5889 // floating-point values 
0005: $7528 = -1107.393 // floating-point values 
0005: $7529 = -389.5861 // floating-point values 
0005: $7530 = 16.4733 // floating-point values 
0005: $7531 = -1071.663 // floating-point values 
0005: $7532 = -482.9736 // floating-point values 
0005: $7533 = 12.8348 // floating-point values 
0005: $7534 = -1041.907 // floating-point values 
0005: $7535 = -578.0964 // floating-point values 
0005: $7536 = 24.6455 // floating-point values 
0005: $7537 = -1097.65 // floating-point values 
0005: $7538 = -661.3502 // floating-point values 
0005: $7539 = 26.4531 // floating-point values 
0005: $7540 = -1171.575 // floating-point values 
0005: $7541 = -594.0601 // floating-point values 
0005: $7542 = 23.3888 // floating-point values 
0005: $7543 = -1151.249 // floating-point values 
0005: $7544 = -495.8622 // floating-point values 
0005: $7545 = 23.6951 // floating-point values 
0005: $7546 = -1150.541 // floating-point values 
0005: $7547 = -395.9956 // floating-point values 
0005: $7548 = 14.4461 // floating-point values 
0005: $7549 = -1120.839 // floating-point values 
0005: $7550 = -300.5818 // floating-point values 
0005: $7551 = 19.9118 // floating-point values 
0005: $7552 = -1154.166 // floating-point values 
0005: $7553 = -206.2119 // floating-point values 
0005: $7554 = 28.8656 // floating-point values 
0005: $7555 = -1174.708 // floating-point values 
0005: $7556 = -109.0531 // floating-point values 
0005: $7557 = 16.0939 // floating-point values 
0005: $7558 = -1093.543 // floating-point values 
0005: $7559 = -50.4117 // floating-point values 
0005: $7560 = 19.3924 // floating-point values 
0005: $7561 = -1039.967 // floating-point values 
0005: $7562 = 34.2455 // floating-point values 
0005: $7563 = 22.2088 // floating-point values 
0005: $7564 = -1011.107 // floating-point values 
0005: $7565 = 129.8569 // floating-point values 
0005: $7566 = 14.767 // floating-point values 
0005: $7567 = -944.9561 // floating-point values 
0005: $7568 = 204.9092 // floating-point values 
0005: $7569 = 17.2276 // floating-point values 
0005: $7570 = -894.7881 // floating-point values 
0005: $7571 = 290.9517 // floating-point values 
0005: $7572 = 27.5338 // floating-point values 
0050: gosub @HELI4SC_1637 
00BC: text_highpriority 'HELI_1A' 15000 ms 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
0004: $7878 = 0 // integer values 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @HELI4SC_896 
00DA: $7874 = player $PLAYER_CHAR car
02AC: set_car $7874 immunities 1 1 1 1 1
01EC: make_car $7874 very_heavy 1
0423: car $7874 improve_handling 1.5 
0002: jump @HELI4SC_903 

:HELI4SC_896
0002: jump @HELI4SC_1294 

:HELI4SC_903
00D6: if 
8038:   not  $7877 == 22 // integer values 
004D: jump_if_false @HELI4SC_1287 
0001: wait 0 ms 
00D6: if 
0119:   car $7874 wrecked 
004D: jump_if_false @HELI4SC_948 
0002: jump @HELI4SC_1294 

:HELI4SC_948
00D6: if 
80DC:   not player $PLAYER_CHAR driving $7874 
004D: jump_if_false @HELI4SC_974 
0002: jump @HELI4SC_1294 

:HELI4SC_974
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
004D: jump_if_false @HELI4SC_1200 
018C: play_sound 1 at 0.0 0.0 0.0 
0008: $7877 += 1 // integer values 
0164: disable_marker $7875 
0164: disable_marker $7876 
0050: gosub @HELI4SC_1637 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: show_on_radar $7875 2 
0168: set_blip $7875 size 3 
00D6: if 
001A:   21 > $7877 // integer values 
004D: jump_if_false @HELI4SC_1193 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: show_on_radar $7876 2 
0168: set_blip $7876 size 2 
0166: set_marker $7876 brightness_to 1 
00D6: if 
001A:   20 > $7877 // integer values 
004D: jump_if_false @HELI4SC_1179 
0165: set_marker $7876 color_to 5 
0002: jump @HELI4SC_1186 

:HELI4SC_1179
0165: set_marker $7876 color_to 0 

:HELI4SC_1186
0002: jump @HELI4SC_1200 

:HELI4SC_1193
0165: set_marker $7875 color_to 0 

:HELI4SC_1200
00D6: if 
0038:   $7877 == 21 // integer values 
004D: jump_if_false @HELI4SC_1252 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
0002: jump @HELI4SC_1280 

:HELI4SC_1252
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI4SC_1280
0002: jump @HELI4SC_903 

:HELI4SC_1287
0002: jump @HELI4SC_1311 

:HELI4SC_1294
00BC: text_highpriority 'HELI_F1' 5000 ms 1  // ~r~Heli Checkpoint mission cancelled!
0051: return 

:HELI4SC_1311
01E3: text_1number_styled 'HELI_1B' number 100000 time 5000 style 1  // Course Complete! $ ~1~
0109: player $PLAYER_CHAR money += 100000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $1587 == 0 // integer values 
004D: jump_if_false @HELI4SC_1375 
030C: progress_made += 1 
0595: mission_complete 
0004: $1587 = 1 // integer values 

:HELI4SC_1375
0014: $7878 /= 1000 // integer values 
042E: downdate_integer_stat 15 to $7878 
0084: $7457 = $7878 // integer values and handles 
0014: $7457 /= 60 // integer values 
0084: $7451 = $7457 // integer values and handles 
0010: $7451 *= 60 // integer values 
0084: $7458 = $7878 // integer values and handles 
0060: $7458 -= $7451 // integer values 
00D6: if 
001C:   $416 > $7878 // integer values 
004D: jump_if_false @HELI4SC_1537 
0084: $416 = $7878 // integer values and handles 
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI4SC_1509 
02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 flag 1  // New best time: ~1~:~1~
0002: jump @HELI4SC_1530 

:HELI4SC_1509
02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 flag 1  // New best time: ~1~:0~1~

:HELI4SC_1530
0002: jump @HELI4SC_1604 

:HELI4SC_1537
00D6: if 
0018:   $7458 > 9 // integer values 
004D: jump_if_false @HELI4SC_1583 
02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 flag 1  // Time: ~1~:~1~
0002: jump @HELI4SC_1604 

:HELI4SC_1583
02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 flag 1  // Time: ~1~:0~1~

:HELI4SC_1604
0051: return 

:HELI4SC_1606
0004: $ONMISSION = 0 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $7878 
0164: disable_marker $7875 
0164: disable_marker $7876 
00D8: mission_cleanup 
0051: return 

:HELI4SC_1637
00D6: if 
0038:   $7877 == 0 // integer values 
004D: jump_if_false @HELI4SC_1703 
0086: $7879 = $7507 // floating-point values only 
0086: $7880 = $7508 // floating-point values only 
0086: $7881 = $7509 // floating-point values only 
0086: $7882 = $7510 // floating-point values only 
0086: $7883 = $7511 // floating-point values only 
0086: $7884 = $7512 // floating-point values only 

:HELI4SC_1703
00D6: if 
0038:   $7877 == 1 // integer values 
004D: jump_if_false @HELI4SC_1769 
0086: $7879 = $7510 // floating-point values only 
0086: $7880 = $7511 // floating-point values only 
0086: $7881 = $7512 // floating-point values only 
0086: $7882 = $7513 // floating-point values only 
0086: $7883 = $7514 // floating-point values only 
0086: $7884 = $7515 // floating-point values only 

:HELI4SC_1769
00D6: if 
0038:   $7877 == 2 // integer values 
004D: jump_if_false @HELI4SC_1835 
0086: $7879 = $7513 // floating-point values only 
0086: $7880 = $7514 // floating-point values only 
0086: $7881 = $7515 // floating-point values only 
0086: $7882 = $7516 // floating-point values only 
0086: $7883 = $7517 // floating-point values only 
0086: $7884 = $7518 // floating-point values only 

:HELI4SC_1835
00D6: if 
0038:   $7877 == 3 // integer values 
004D: jump_if_false @HELI4SC_1901 
0086: $7879 = $7516 // floating-point values only 
0086: $7880 = $7517 // floating-point values only 
0086: $7881 = $7518 // floating-point values only 
0086: $7882 = $7519 // floating-point values only 
0086: $7883 = $7520 // floating-point values only 
0086: $7884 = $7521 // floating-point values only 

:HELI4SC_1901
00D6: if 
0038:   $7877 == 4 // integer values 
004D: jump_if_false @HELI4SC_1967 
0086: $7879 = $7519 // floating-point values only 
0086: $7880 = $7520 // floating-point values only 
0086: $7881 = $7521 // floating-point values only 
0086: $7882 = $7522 // floating-point values only 
0086: $7883 = $7523 // floating-point values only 
0086: $7884 = $7524 // floating-point values only 

:HELI4SC_1967
00D6: if 
0038:   $7877 == 5 // integer values 
004D: jump_if_false @HELI4SC_2033 
0086: $7879 = $7522 // floating-point values only 
0086: $7880 = $7523 // floating-point values only 
0086: $7881 = $7524 // floating-point values only 
0086: $7882 = $7525 // floating-point values only 
0086: $7883 = $7526 // floating-point values only 
0086: $7884 = $7527 // floating-point values only 

:HELI4SC_2033
00D6: if 
0038:   $7877 == 6 // integer values 
004D: jump_if_false @HELI4SC_2099 
0086: $7879 = $7525 // floating-point values only 
0086: $7880 = $7526 // floating-point values only 
0086: $7881 = $7527 // floating-point values only 
0086: $7882 = $7528 // floating-point values only 
0086: $7883 = $7529 // floating-point values only 
0086: $7884 = $7530 // floating-point values only 

:HELI4SC_2099
00D6: if 
0038:   $7877 == 7 // integer values 
004D: jump_if_false @HELI4SC_2165 
0086: $7879 = $7528 // floating-point values only 
0086: $7880 = $7529 // floating-point values only 
0086: $7881 = $7530 // floating-point values only 
0086: $7882 = $7531 // floating-point values only 
0086: $7883 = $7532 // floating-point values only 
0086: $7884 = $7533 // floating-point values only 

:HELI4SC_2165
00D6: if 
0038:   $7877 == 8 // integer values 
004D: jump_if_false @HELI4SC_2231 
0086: $7879 = $7531 // floating-point values only 
0086: $7880 = $7532 // floating-point values only 
0086: $7881 = $7533 // floating-point values only 
0086: $7882 = $7534 // floating-point values only 
0086: $7883 = $7535 // floating-point values only 
0086: $7884 = $7536 // floating-point values only 

:HELI4SC_2231
00D6: if 
0038:   $7877 == 9 // integer values 
004D: jump_if_false @HELI4SC_2297 
0086: $7879 = $7534 // floating-point values only 
0086: $7880 = $7535 // floating-point values only 
0086: $7881 = $7536 // floating-point values only 
0086: $7882 = $7537 // floating-point values only 
0086: $7883 = $7538 // floating-point values only 
0086: $7884 = $7539 // floating-point values only 

:HELI4SC_2297
00D6: if 
0038:   $7877 == 10 // integer values 
004D: jump_if_false @HELI4SC_2363 
0086: $7879 = $7537 // floating-point values only 
0086: $7880 = $7538 // floating-point values only 
0086: $7881 = $7539 // floating-point values only 
0086: $7882 = $7540 // floating-point values only 
0086: $7883 = $7541 // floating-point values only 
0086: $7884 = $7542 // floating-point values only 

:HELI4SC_2363
00D6: if 
0038:   $7877 == 11 // integer values 
004D: jump_if_false @HELI4SC_2429 
0086: $7879 = $7540 // floating-point values only 
0086: $7880 = $7541 // floating-point values only 
0086: $7881 = $7542 // floating-point values only 
0086: $7882 = $7543 // floating-point values only 
0086: $7883 = $7544 // floating-point values only 
0086: $7884 = $7545 // floating-point values only 

:HELI4SC_2429
00D6: if 
0038:   $7877 == 12 // integer values 
004D: jump_if_false @HELI4SC_2495 
0086: $7879 = $7543 // floating-point values only 
0086: $7880 = $7544 // floating-point values only 
0086: $7881 = $7545 // floating-point values only 
0086: $7882 = $7546 // floating-point values only 
0086: $7883 = $7547 // floating-point values only 
0086: $7884 = $7548 // floating-point values only 

:HELI4SC_2495
00D6: if 
0038:   $7877 == 13 // integer values 
004D: jump_if_false @HELI4SC_2561 
0086: $7879 = $7546 // floating-point values only 
0086: $7880 = $7547 // floating-point values only 
0086: $7881 = $7548 // floating-point values only 
0086: $7882 = $7549 // floating-point values only 
0086: $7883 = $7550 // floating-point values only 
0086: $7884 = $7551 // floating-point values only 

:HELI4SC_2561
00D6: if 
0038:   $7877 == 14 // integer values 
004D: jump_if_false @HELI4SC_2627 
0086: $7879 = $7549 // floating-point values only 
0086: $7880 = $7550 // floating-point values only 
0086: $7881 = $7551 // floating-point values only 
0086: $7882 = $7552 // floating-point values only 
0086: $7883 = $7553 // floating-point values only 
0086: $7884 = $7554 // floating-point values only 

:HELI4SC_2627
00D6: if 
0038:   $7877 == 15 // integer values 
004D: jump_if_false @HELI4SC_2693 
0086: $7879 = $7552 // floating-point values only 
0086: $7880 = $7553 // floating-point values only 
0086: $7881 = $7554 // floating-point values only 
0086: $7882 = $7555 // floating-point values only 
0086: $7883 = $7556 // floating-point values only 
0086: $7884 = $7557 // floating-point values only 

:HELI4SC_2693
00D6: if 
0038:   $7877 == 16 // integer values 
004D: jump_if_false @HELI4SC_2759 
0086: $7879 = $7555 // floating-point values only 
0086: $7880 = $7556 // floating-point values only 
0086: $7881 = $7557 // floating-point values only 
0086: $7882 = $7558 // floating-point values only 
0086: $7883 = $7559 // floating-point values only 
0086: $7884 = $7560 // floating-point values only 

:HELI4SC_2759
00D6: if 
0038:   $7877 == 17 // integer values 
004D: jump_if_false @HELI4SC_2825 
0086: $7879 = $7558 // floating-point values only 
0086: $7880 = $7559 // floating-point values only 
0086: $7881 = $7560 // floating-point values only 
0086: $7882 = $7561 // floating-point values only 
0086: $7883 = $7562 // floating-point values only 
0086: $7884 = $7563 // floating-point values only 

:HELI4SC_2825
00D6: if 
0038:   $7877 == 18 // integer values 
004D: jump_if_false @HELI4SC_2891 
0086: $7879 = $7561 // floating-point values only 
0086: $7880 = $7562 // floating-point values only 
0086: $7881 = $7563 // floating-point values only 
0086: $7882 = $7564 // floating-point values only 
0086: $7883 = $7565 // floating-point values only 
0086: $7884 = $7566 // floating-point values only 

:HELI4SC_2891
00D6: if 
0038:   $7877 == 19 // integer values 
004D: jump_if_false @HELI4SC_2957 
0086: $7879 = $7564 // floating-point values only 
0086: $7880 = $7565 // floating-point values only 
0086: $7881 = $7566 // floating-point values only 
0086: $7882 = $7567 // floating-point values only 
0086: $7883 = $7568 // floating-point values only 
0086: $7884 = $7569 // floating-point values only 

:HELI4SC_2957
00D6: if 
0038:   $7877 == 20 // integer values 
004D: jump_if_false @HELI4SC_3023 
0086: $7879 = $7567 // floating-point values only 
0086: $7880 = $7568 // floating-point values only 
0086: $7881 = $7569 // floating-point values only 
0086: $7882 = $7570 // floating-point values only 
0086: $7883 = $7571 // floating-point values only 
0086: $7884 = $7572 // floating-point values only 

:HELI4SC_3023
00D6: if 
0038:   $7877 == 21 // integer values 
004D: jump_if_false @HELI4SC_3089 
0086: $7879 = $7570 // floating-point values only 
0086: $7880 = $7571 // floating-point values only 
0086: $7881 = $7572 // floating-point values only 
0086: $7882 = $7573 // floating-point values only 
0086: $7883 = $7574 // floating-point values only 
0086: $7884 = $7575 // floating-point values only 

:HELI4SC_3089
00D6: if 
0038:   $7877 == 22 // integer values 
004D: jump_if_false @HELI4SC_3155 
0086: $7879 = $7573 // floating-point values only 
0086: $7880 = $7574 // floating-point values only 
0086: $7881 = $7575 // floating-point values only 
0086: $7882 = $7576 // floating-point values only 
0086: $7883 = $7577 // floating-point values only 
0086: $7884 = $7578 // floating-point values only 

:HELI4SC_3155
00D6: if 
0038:   $7877 == 23 // integer values 
004D: jump_if_false @HELI4SC_3221 
0086: $7879 = $7576 // floating-point values only 
0086: $7880 = $7577 // floating-point values only 
0086: $7881 = $7578 // floating-point values only 
0086: $7882 = $7579 // floating-point values only 
0086: $7883 = $7580 // floating-point values only 
0086: $7884 = $7581 // floating-point values only 

:HELI4SC_3221
00D6: if 
0038:   $7877 == 24 // integer values 
004D: jump_if_false @HELI4SC_3287 
0086: $7879 = $7579 // floating-point values only 
0086: $7880 = $7580 // floating-point values only 
0086: $7881 = $7581 // floating-point values only 
0086: $7882 = $7582 // floating-point values only 
0086: $7883 = $7583 // floating-point values only 
0086: $7884 = $7584 // floating-point values only 

:HELI4SC_3287
00D6: if 
0038:   $7877 == 25 // integer values 
004D: jump_if_false @HELI4SC_3353 
0086: $7879 = $7582 // floating-point values only 
0086: $7880 = $7583 // floating-point values only 
0086: $7881 = $7584 // floating-point values only 
0086: $7882 = $7585 // floating-point values only 
0086: $7883 = $7586 // floating-point values only 
0086: $7884 = $7587 // floating-point values only 

:HELI4SC_3353
00D6: if 
0038:   $7877 == 26 // integer values 
004D: jump_if_false @HELI4SC_3419 
0086: $7879 = $7585 // floating-point values only 
0086: $7880 = $7586 // floating-point values only 
0086: $7881 = $7587 // floating-point values only 
0086: $7882 = $7588 // floating-point values only 
0086: $7883 = $7589 // floating-point values only 
0086: $7884 = $7590 // floating-point values only 

:HELI4SC_3419
00D6: if 
0038:   $7877 == 27 // integer values 
004D: jump_if_false @HELI4SC_3485 
0086: $7879 = $7588 // floating-point values only 
0086: $7880 = $7589 // floating-point values only 
0086: $7881 = $7590 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI4SC_3485
00D6: if 
0038:   $7877 == 28 // integer values 
004D: jump_if_false @HELI4SC_3551 
0086: $7879 = $7591 // floating-point values only 
0086: $7880 = $7592 // floating-point values only 
0086: $7881 = $7593 // floating-point values only 
0086: $7882 = $7591 // floating-point values only 
0086: $7883 = $7592 // floating-point values only 
0086: $7884 = $7593 // floating-point values only 

:HELI4SC_3551
0051: return 

//-------------Mission 88---------------
// Originally: Trial by Dirt

:BMX_1
0050: gosub @BMX_1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BMX_1_27 
0050: gosub @BMX_1_4462 

:BMX_1_27
0050: gosub @BMX_1_4573 
004E: end_thread 

:BMX_1_36
00D6: if 
0038:   $363 == 0 // integer values 
004D: jump_if_false @BMX_1_56 
0317: increment_mission_attempts 

:BMX_1_56
03A4: name_thread 'BMX_1' 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'BMX_1' 
0001: wait 0 ms 
0004: $1745 = 0 // integer values 
0004: $1746 = 1 // integer values 
0004: $1614 = 0 // integer values 
0004: $1747 = 0 // integer values 
0004: $346 = 0 // integer values 
0004: $7885 = 0 // integer values 
0004: $1613 = 0 // integer values 
0004: $1757 = 0 // integer values 
0004: $1765 = 0 // integer values 
0004: $1766 = 0 // integer values 
0004: $1767 = 0 // integer values 
0005: $1670 = -456.0 // floating-point values 
0005: $1671 = 1417.9 // floating-point values 
0005: $1672 = 14.24 // floating-point values 
0005: $1673 = -467.8 // floating-point values 
0005: $1674 = 1398.7 // floating-point values 
0005: $1675 = 8.15 // floating-point values 
0005: $1676 = -488.4 // floating-point values 
0005: $1677 = 1425.9 // floating-point values 
0005: $1678 = 14.5 // floating-point values 
0005: $1679 = -516.8 // floating-point values 
0005: $1680 = 1409.1 // floating-point values 
0005: $1681 = 12.6 // floating-point values 
0005: $1682 = -529.6 // floating-point values 
0005: $1683 = 1430.0 // floating-point values 
0005: $1684 = 9.6 // floating-point values 
0005: $1685 = -556.4 // floating-point values 
0005: $1686 = 1422.7 // floating-point values 
0005: $1687 = 10.0 // floating-point values 
0005: $1688 = -533.55 // floating-point values 
0005: $1689 = 1455.6 // floating-point values 
0005: $1690 = 10.3 // floating-point values 
0005: $1691 = -560.0 // floating-point values 
0005: $1692 = 1460.0 // floating-point values 
0005: $1693 = 10.3 // floating-point values 
0005: $1694 = -528.5 // floating-point values 
0005: $1695 = 1476.9 // floating-point values 
0005: $1696 = 10.5 // floating-point values 
0005: $1697 = -535.0 // floating-point values 
0005: $1698 = 1500.0 // floating-point values 
0005: $1699 = 9.8 // floating-point values 
0005: $1700 = -502.4 // floating-point values 
0005: $1701 = 1474.6 // floating-point values 
0005: $1702 = 11.3 // floating-point values 
0005: $1703 = -500.6 // floating-point values 
0005: $1704 = 1507.1 // floating-point values 
0005: $1705 = 9.8 // floating-point values 
0005: $1706 = -472.2 // floating-point values 
0005: $1707 = 1490.5 // floating-point values 
0005: $1708 = 11.0 // floating-point values 
0005: $1709 = -499.3 // floating-point values 
0005: $1710 = 1447.5 // floating-point values 
0005: $1711 = 15.5 // floating-point values 
0005: $1712 = -450.2 // floating-point values 
0005: $1713 = 1481.4 // floating-point values 
0005: $1714 = 9.8 // floating-point values 
0005: $1715 = -440.6 // floating-point values 
0005: $1716 = 1455.42 // floating-point values 
0005: $1717 = 9.8 // floating-point values 
0005: $1718 = -429.0 // floating-point values 
0005: $1719 = 1491.8 // floating-point values 
0005: $1720 = 10.1 // floating-point values 
0005: $1721 = -418.0 // floating-point values 
0005: $1722 = 1432.1 // floating-point values 
0005: $1723 = 10.0 // floating-point values 
0005: $1724 = -445.0 // floating-point values 
0005: $1725 = 1439.5 // floating-point values 
0005: $1726 = 10.4 // floating-point values 
0005: $1727 = -453.5 // floating-point values 
0005: $1728 = 1434.6 // floating-point values 
0005: $1729 = 10.0 // floating-point values 
01BD: $1749 = current_time_in_ms 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
00D6: if 
0018:   $1755 > 0 // integer values 
004D: jump_if_false @BMX_1_947 
0247: request_model #BARREL4 

:BMX_1_805
00D6: if 
8248:   not model #BARREL4 available 
004D: jump_if_false @BMX_1_831 
0001: wait 0 ms 
0002: jump @BMX_1_805 

:BMX_1_831
0107: $7886 = create_object #BARREL4 at -413.0 1434.4 -100.0 
0382: set_object $7886 collision_detection 1 
0107: $7887 = create_object #BARREL4 at -405.36 1447.12 -100.0 
0382: set_object $7887 collision_detection 1 
0107: $7888 = create_object #BARREL4 at -400.0 1455.5 -100.0 
0382: set_object $7888 collision_detection 1 
0107: $7889 = create_object #BARREL4 at -402.73 1465.0 -100.0 
0382: set_object $7889 collision_detection 1 

:BMX_1_947
00D6: if 
0018:   $1755 > 2 // integer values 
004D: jump_if_false @BMX_1_1247 
0247: request_model #HNA 
0247: request_model #HNB 
0247: request_model #MACHETE 

:BMX_1_978
00D6: if or
8248:   not model #HNA available 
8248:   not model #HNB available 
8248:   not model #MACHETE available 
004D: jump_if_false @BMX_1_1013 
0001: wait 0 ms 
0002: jump @BMX_1_978 

:BMX_1_1013
00A5: $1762 = create_car #SANCHEZ at -478.7 1524.0 10.4 
0229: set_car $1762 color_to 0 0 
0175: set_car $1762 z_angle_to 190.0 
0129: $1759 = create_actor 4 #HNA in_car $1762 driverseat 
01B2: give_actor $1759 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $1762 driver_behaviour_to 2 
04E0: car $1762 abandon_path_radius 255 
00A5: $1763 = create_car #SANCHEZ at -476.7 1522.0 10.4 
0229: set_car $1763 color_to 0 0 
0175: set_car $1763 z_angle_to 190.0 
0129: $1760 = create_actor 4 #HNA in_car $1763 driverseat 
01B2: give_actor $1760 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $1763 driver_behaviour_to 2 
04E0: car $1763 abandon_path_radius 255 
00A5: $1764 = create_car #SANCHEZ at -480.7 1525.0 10.4 
0229: set_car $1764 color_to 0 0 
0175: set_car $1764 z_angle_to 190.0 
0129: $1761 = create_actor 4 #HNA in_car $1764 driverseat 
01B2: give_actor $1761 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $1764 driver_behaviour_to 2 
04E0: car $1764 abandon_path_radius 255 

:BMX_1_1247
00D6: if 
001A:   2 > $1745 // integer values 
004D: jump_if_false @BMX_1_4302 
0001: wait 0 ms 
01BD: $1748 = current_time_in_ms 
0084: $1747 = $1748 // integer values and handles 
0060: $1747 -= $1749 // integer values 
00D6: if 
0038:   $1613 == 0 // integer values 
004D: jump_if_false @BMX_1_1330 
03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME'  // RACE TIME:
0004: $1613 = 1 // integer values 

:BMX_1_1330
00D6: if 
0038:   $1757 == 0 // integer values 
004D: jump_if_false @BMX_1_1370 
00BC: text_highpriority 'BMX_HOW' 5000 ms 1  // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
0004: $1757 = 1 // integer values 

:BMX_1_1370
00D6: if and
0038:   $1757 == 1 // integer values 
0018:   $1747 > 5000 // integer values 
004D: jump_if_false @BMX_1_1418 
00BC: text_highpriority 'BMXREW1' 5000 ms 1  // ~g~Each time you beat your previous record for the two laps
0004: $1757 = 2 // integer values 

:BMX_1_1418
00D6: if and
0038:   $1757 == 2 // integer values 
0018:   $1747 > 10000 // integer values 
004D: jump_if_false @BMX_1_1466 
00BC: text_highpriority 'BMXREW2' 5000 ms 1  // ~g~a larger ~y~REWARD ~g~will be awarded!
0004: $1757 = 3 // integer values 

:BMX_1_1466
00D6: if 
0038:   $1746 == 1 // integer values 
004D: jump_if_false @BMX_1_1593 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_1593 
0164: disable_marker $1622 
018C: play_sound 1 at $1670 $1671 $1672 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
0008: $1746 += 1 // integer values 

:BMX_1_1593
00D6: if 
0038:   $1746 == 2 // integer values 
004D: jump_if_false @BMX_1_1720 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_1720 
0164: disable_marker $1623 
018C: play_sound 1 at $1673 $1674 $1675 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
0008: $1746 += 1 // integer values 

:BMX_1_1720
00D6: if 
0038:   $1746 == 3 // integer values 
004D: jump_if_false @BMX_1_1847 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_1847 
0164: disable_marker $1624 
018C: play_sound 1 at $1676 $1677 $1678 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
0008: $1746 += 1 // integer values 

:BMX_1_1847
00D6: if 
0038:   $1746 == 4 // integer values 
004D: jump_if_false @BMX_1_1974 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_1974 
0164: disable_marker $1625 
018C: play_sound 1 at $1679 $1680 $1681 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 
0008: $1746 += 1 // integer values 

:BMX_1_1974
00D6: if 
0038:   $1746 == 5 // integer values 
004D: jump_if_false @BMX_1_2101 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_2101 
0164: disable_marker $1626 
018C: play_sound 1 at $1703 $1704 $1705 
018A: $1627 = create_checkpoint_at $1685 $1686 $1687 
0008: $1746 += 1 // integer values 

:BMX_1_2101
00D6: if 
0038:   $1746 == 6 // integer values 
004D: jump_if_false @BMX_1_2228 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_2228 
0164: disable_marker $1627 
018C: play_sound 1 at $1685 $1686 $1687 
018A: $1628 = create_checkpoint_at $1688 $1689 $1690 
0008: $1746 += 1 // integer values 

:BMX_1_2228
00D6: if 
0038:   $1746 == 7 // integer values 
004D: jump_if_false @BMX_1_2355 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_2355 
0164: disable_marker $1628 
018C: play_sound 1 at $1688 $1689 $1690 
018A: $1629 = create_checkpoint_at $1691 $1692 $1693 
0008: $1746 += 1 // integer values 

:BMX_1_2355
00D6: if 
0038:   $1746 == 8 // integer values 
004D: jump_if_false @BMX_1_2482 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_2482 
0164: disable_marker $1629 
018C: play_sound 1 at $1691 $1692 $1693 
018A: $1630 = create_checkpoint_at $1694 $1695 $1696 
0008: $1746 += 1 // integer values 

:BMX_1_2482
00D6: if 
0038:   $1746 == 9 // integer values 
004D: jump_if_false @BMX_1_2668 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_2668 
0164: disable_marker $1630 
018C: play_sound 1 at $1694 $1695 $1696 
018A: $1631 = create_checkpoint_at $1697 $1698 $1699 
0008: $1746 += 1 // integer values 
00D6: if and
0038:   $1757 == 3 // integer values 
0018:   $1747 > 12000 // integer values 
0018:   $1755 > 1 // integer values 
004D: jump_if_false @BMX_1_2668 
01B5: force_weather 2 
00BC: text_highpriority 'BMXRAIN' 4000 ms 1  // ~g~Looks like rain...
0004: $1757 = 4 // integer values 

:BMX_1_2668
00D6: if 
0038:   $1746 == 10 // integer values 
004D: jump_if_false @BMX_1_2795 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_2795 
0164: disable_marker $1631 
018C: play_sound 1 at $1697 $1698 $1699 
018A: $1632 = create_checkpoint_at $1700 $1701 $1702 
0008: $1746 += 1 // integer values 

:BMX_1_2795
00D6: if 
0038:   $1746 == 11 // integer values 
004D: jump_if_false @BMX_1_2922 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_2922 
0164: disable_marker $1632 
018C: play_sound 1 at $1700 $1701 $1702 
018A: $1633 = create_checkpoint_at $1703 $1704 $1705 
0008: $1746 += 1 // integer values 

:BMX_1_2922
00D6: if 
0038:   $1746 == 12 // integer values 
004D: jump_if_false @BMX_1_3049 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3049 
0164: disable_marker $1633 
018C: play_sound 1 at $1703 $1704 $1705 
018A: $1634 = create_checkpoint_at $1706 $1707 $1708 
0008: $1746 += 1 // integer values 

:BMX_1_3049
00D6: if 
0038:   $1746 == 13 // integer values 
004D: jump_if_false @BMX_1_3176 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3176 
0164: disable_marker $1634 
018C: play_sound 1 at $1706 $1707 $1708 
018A: $1635 = create_checkpoint_at $1709 $1710 $1711 
0008: $1746 += 1 // integer values 

:BMX_1_3176
00D6: if 
0038:   $1746 == 14 // integer values 
004D: jump_if_false @BMX_1_3303 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3303 
0164: disable_marker $1635 
018C: play_sound 1 at $1709 $1710 $1711 
018A: $1636 = create_checkpoint_at $1712 $1713 $1714 
0008: $1746 += 1 // integer values 

:BMX_1_3303
00D6: if 
0038:   $1746 == 15 // integer values 
004D: jump_if_false @BMX_1_3430 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3430 
0164: disable_marker $1636 
018C: play_sound 1 at $1712 $1713 $1714 
018A: $1637 = create_checkpoint_at $1715 $1716 $1717 
0008: $1746 += 1 // integer values 

:BMX_1_3430
00D6: if 
0038:   $1746 == 16 // integer values 
004D: jump_if_false @BMX_1_3557 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3557 
0164: disable_marker $1637 
018C: play_sound 1 at $1715 $1716 $1717 
018A: $1638 = create_checkpoint_at $1718 $1719 $1720 
0008: $1746 += 1 // integer values 

:BMX_1_3557
00D6: if 
0038:   $1746 == 17 // integer values 
004D: jump_if_false @BMX_1_3684 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3684 
0164: disable_marker $1638 
018C: play_sound 1 at $1718 $1719 $1720 
018A: $1639 = create_checkpoint_at $1721 $1722 $1723 
0008: $1746 += 1 // integer values 

:BMX_1_3684
00D6: if 
0038:   $1746 == 18 // integer values 
004D: jump_if_false @BMX_1_3811 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3811 
0164: disable_marker $1639 
018C: play_sound 1 at $1721 $1722 $1723 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
0008: $1746 += 1 // integer values 

:BMX_1_3811
00D6: if 
0038:   $1746 == 19 // integer values 
004D: jump_if_false @BMX_1_3963 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_1_3963 
0164: disable_marker $1640 
018C: play_sound 1 at $1724 $1725 $1726 
0004: $1746 = 1 // integer values 
0008: $1745 += 1 // integer values 
00D6: if 
001A:   3 > $1745 // integer values 
004D: jump_if_false @BMX_1_3963 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 

:BMX_1_3963
0084: $1768 = $1759 // integer values and handles 
0084: $1769 = $1762 // integer values and handles 
0084: $1770 = $1765 // integer values and handles 
0050: gosub @BMX_1_4842 
00D6: if 
0038:   $1770 == 1 // integer values 
004D: jump_if_false @BMX_1_4019 
0004: $1765 = 1 // integer values 

:BMX_1_4019
0084: $1768 = $1760 // integer values and handles 
0084: $1769 = $1763 // integer values and handles 
0084: $1770 = $1766 // integer values and handles 
0050: gosub @BMX_1_4842 
00D6: if 
0038:   $1770 == 1 // integer values 
004D: jump_if_false @BMX_1_4075 
0004: $1766 = 1 // integer values 

:BMX_1_4075
0084: $1768 = $1761 // integer values and handles 
0084: $1769 = $1764 // integer values and handles 
0084: $1770 = $1767 // integer values and handles 
0050: gosub @BMX_1_4842 
00D6: if 
0038:   $1770 == 1 // integer values 
004D: jump_if_false @BMX_1_4131 
0004: $1767 = 1 // integer values 

:BMX_1_4131
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @BMX_1_4295 
01BD: $1751 = current_time_in_ms 

:BMX_1_4155
00D6: if 
801A:   not  0 > $1752 // integer values 
004D: jump_if_false @BMX_1_4288 
0001: wait 0 ms 
01BD: $1748 = current_time_in_ms 
0084: $1750 = $1748 // integer values and handles 
0060: $1750 -= $1751 // integer values 
0004: $1752 = 15000 // integer values 
0060: $1752 -= $1750 // integer values 
0084: $1753 = $1752 // integer values and handles 
0014: $1753 /= 1000 // integer values 
01E5: text_1number_highpriority 'GETBIK2' $1753 flag 2000 time 1  // ~r~You have ~w~~1~ seconds ~g~to get on a Dirt Bike!
00D6: if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
004D: jump_if_false @BMX_1_4281 
0004: $1752 = 1 // integer values 
0002: jump @BMX_1_4295 

:BMX_1_4281
0002: jump @BMX_1_4155 

:BMX_1_4288
0002: jump @BMX_1_4462 

:BMX_1_4295
0002: jump @BMX_1_1247 

:BMX_1_4302
00D6: if 
0038:   $1745 == 2 // integer values 
004D: jump_if_false @BMX_1_4462 
0014: $1747 /= 1000 // integer values 
00D6: if 
0038:   $363 == 0 // integer values 
004D: jump_if_false @BMX_1_4382 
0084: $1754 = $1747 // integer values and handles 
0004: $7885 = 1 // integer values 
0004: $1755 = 1 // integer values 
0050: gosub @BMX_1_4773 
0002: jump @BMX_1_4430 

:BMX_1_4382
00D6: if 
001C:   $1754 > $1747 // integer values 
004D: jump_if_false @BMX_1_4430 
0084: $1754 = $1747 // integer values and handles 
0004: $7885 = 1 // integer values 
0008: $1755 += 1 // integer values 
0050: gosub @BMX_1_4773 

:BMX_1_4430
00D6: if 
0038:   $7885 == 1 // integer values 
004D: jump_if_false @BMX_1_4462 
042E: downdate_integer_stat 17 to $1771 
0002: jump @BMX_1_4494 

:BMX_1_4462
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'BMXFAIL' 5000 ms 1  // ~r~You failed to set a new record!
0051: return 

:BMX_1_4494
0084: $1756 = $1755 // integer values and handles 
0010: $1756 *= 100 // integer values 
01E3: text_1number_styled 'M_PASS' number $1756 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += $1756 
00D6: if 
0038:   $363 == 0 // integer values 
004D: jump_if_false @BMX_1_4571 
0004: $363 = 1 // integer values 
030C: progress_made += 1 
0595: mission_complete 

:BMX_1_4571
0051: return 

:BMX_1_4573
0004: $1752 = 1 // integer values 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker $1622 
0164: disable_marker $1623 
0164: disable_marker $1624 
0164: disable_marker $1625 
0164: disable_marker $1626 
0164: disable_marker $1627 
0164: disable_marker $1628 
0164: disable_marker $1629 
0164: disable_marker $1630 
0164: disable_marker $1631 
0164: disable_marker $1632 
0164: disable_marker $1633 
0164: disable_marker $1634 
0164: disable_marker $1635 
0164: disable_marker $1636 
0164: disable_marker $1637 
0164: disable_marker $1638 
0164: disable_marker $1639 
0164: disable_marker $1640 
0249: release_model #BARREL4 
0249: release_model #MACHETE 
0249: release_model #HNA 
0249: release_model #HNB 
01C2: remove_references_to_actor $1759 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1762 
01C2: remove_references_to_actor $1760 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1763 
01C2: remove_references_to_actor $1761 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1764 
0108: destroy_object $7886 
0108: destroy_object $7887 
0108: destroy_object $7888 
0108: destroy_object $7889 
01B7: release_weather 
014F: stop_timer $1747 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:BMX_1_4773
0004: $1758 = 0 // integer values 

:BMX_1_4780
00D6: if 
0018:   $1747 > 59 // integer values 
004D: jump_if_false @BMX_1_4819 
000C: $1747 -= 60 // integer values 
0008: $1758 += 1 // integer values 
0002: jump @BMX_1_4780 

:BMX_1_4819
02FD: text_2numbers_lowpriority 'NEW_REC' $1758 $1747 5000 flag 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0051: return 

:BMX_1_4842
00D6: if and
8118:   not actor $1768 dead 
0038:   $1770 == 0 // integer values 
004D: jump_if_false @BMX_1_4942 
00D6: if 
8119:   not car $1769 wrecked 
004D: jump_if_false @BMX_1_4927 
00D6: if or
80DB:   not actor $1768 in_car $1769 
80E0:   not player $PLAYER_CHAR driving 
004D: jump_if_false @BMX_1_4920 
01CC: actor $1768 kill_player $PLAYER_CHAR 
0004: $1770 = 1 // integer values 

:BMX_1_4920
0002: jump @BMX_1_4942 

:BMX_1_4927
01CC: actor $1768 kill_player $PLAYER_CHAR 
0004: $1770 = 1 // integer values 

:BMX_1_4942
0051: return 

//-------------Mission 89---------------
// Originally: Test Track

:BMX_2
0050: gosub @BMX_2_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @BMX_2_27 
0050: gosub @BMX_2_4201 

:BMX_2_27
0050: gosub @BMX_2_4312 
004E: end_thread 

:BMX_2_36
00D6: if 
0038:   $364 == 0 // integer values 
004D: jump_if_false @BMX_2_56 
0317: increment_mission_attempts 

:BMX_2_56
03A4: name_thread 'BMX_2' 
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
0004: $1745 = 0 // integer values 
0004: $1746 = 19 // integer values 
0004: $1614 = 0 // integer values 
0004: $1747 = 0 // integer values 
0004: $346 = 0 // integer values 
0004: $7885 = 0 // integer values 
0004: $1613 = 0 // integer values 
0004: $1772 = 0 // integer values 
0005: $1670 = -456.0 // floating-point values 
0005: $1671 = 1417.9 // floating-point values 
0005: $1672 = 14.24 // floating-point values 
0005: $1673 = -467.8 // floating-point values 
0005: $1674 = 1398.7 // floating-point values 
0005: $1675 = 8.15 // floating-point values 
0005: $1676 = -488.4 // floating-point values 
0005: $1677 = 1425.9 // floating-point values 
0005: $1678 = 14.5 // floating-point values 
0005: $1679 = -516.8 // floating-point values 
0005: $1680 = 1409.1 // floating-point values 
0005: $1681 = 12.6 // floating-point values 
0005: $1682 = -529.6 // floating-point values 
0005: $1683 = 1430.0 // floating-point values 
0005: $1684 = 9.6 // floating-point values 
0005: $1685 = -556.4 // floating-point values 
0005: $1686 = 1422.7 // floating-point values 
0005: $1687 = 10.0 // floating-point values 
0005: $1688 = -533.55 // floating-point values 
0005: $1689 = 1455.6 // floating-point values 
0005: $1690 = 10.3 // floating-point values 
0005: $1691 = -560.0 // floating-point values 
0005: $1692 = 1460.0 // floating-point values 
0005: $1693 = 10.3 // floating-point values 
0005: $1694 = -528.5 // floating-point values 
0005: $1695 = 1476.9 // floating-point values 
0005: $1696 = 10.5 // floating-point values 
0005: $1697 = -535.0 // floating-point values 
0005: $1698 = 1500.0 // floating-point values 
0005: $1699 = 9.8 // floating-point values 
0005: $1700 = -502.4 // floating-point values 
0005: $1701 = 1474.6 // floating-point values 
0005: $1702 = 11.3 // floating-point values 
0005: $1703 = -500.6 // floating-point values 
0005: $1704 = 1507.1 // floating-point values 
0005: $1705 = 9.8 // floating-point values 
0005: $1706 = -472.2 // floating-point values 
0005: $1707 = 1490.5 // floating-point values 
0005: $1708 = 11.0 // floating-point values 
0005: $1709 = -499.3 // floating-point values 
0005: $1710 = 1447.5 // floating-point values 
0005: $1711 = 15.5 // floating-point values 
0005: $1712 = -450.2 // floating-point values 
0005: $1713 = 1481.4 // floating-point values 
0005: $1714 = 9.8 // floating-point values 
0005: $1715 = -440.6 // floating-point values 
0005: $1716 = 1455.42 // floating-point values 
0005: $1717 = 9.8 // floating-point values 
0005: $1718 = -429.0 // floating-point values 
0005: $1719 = 1491.8 // floating-point values 
0005: $1720 = 10.1 // floating-point values 
0005: $1721 = -418.0 // floating-point values 
0005: $1722 = 1432.1 // floating-point values 
0005: $1723 = 10.0 // floating-point values 
0005: $1724 = -445.0 // floating-point values 
0005: $1725 = 1439.5 // floating-point values 
0005: $1726 = 10.4 // floating-point values 
0002: jump @BMX_2_976 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
018A: $1639 = create_checkpoint_at $1724 $1725 $1726 
018A: $1638 = create_checkpoint_at $1724 $1725 $1726 
018A: $1637 = create_checkpoint_at $1724 $1725 $1726 
018A: $1636 = create_checkpoint_at $1724 $1725 $1726 
018A: $1635 = create_checkpoint_at $1724 $1725 $1726 
018A: $1634 = create_checkpoint_at $1724 $1725 $1726 
018A: $1633 = create_checkpoint_at $1724 $1725 $1726 
018A: $1632 = create_checkpoint_at $1724 $1725 $1726 
018A: $1631 = create_checkpoint_at $1724 $1725 $1726 
018A: $1630 = create_checkpoint_at $1724 $1725 $1726 
018A: $1629 = create_checkpoint_at $1724 $1725 $1726 
018A: $1628 = create_checkpoint_at $1724 $1725 $1726 
018A: $1627 = create_checkpoint_at $1724 $1725 $1726 
018A: $1626 = create_checkpoint_at $1724 $1725 $1726 
018A: $1625 = create_checkpoint_at $1724 $1725 $1726 
018A: $1624 = create_checkpoint_at $1724 $1725 $1726 
018A: $1623 = create_checkpoint_at $1724 $1725 $1726 
018A: $1622 = create_checkpoint_at $1724 $1725 $1726 

:BMX_2_976
01BD: $1749 = current_time_in_ms 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
00D6: if 
0018:   $1773 > 0 // integer values 
004D: jump_if_false @BMX_2_1159 
0247: request_model #BARREL4 

:BMX_2_1017
00D6: if 
8248:   not model #BARREL4 available 
004D: jump_if_false @BMX_2_1043 
0001: wait 0 ms 
0002: jump @BMX_2_1017 

:BMX_2_1043
0107: $7886 = create_object #BARREL4 at -413.0 1434.4 -100.0 
0382: set_object $7886 collision_detection 1 
0107: $7887 = create_object #BARREL4 at -405.36 1447.12 -100.0 
0382: set_object $7887 collision_detection 1 
0107: $7888 = create_object #BARREL4 at -400.0 1455.5 -100.0 
0382: set_object $7888 collision_detection 1 
0107: $7889 = create_object #BARREL4 at -402.73 1465.0 -100.0 
0382: set_object $7889 collision_detection 1 

:BMX_2_1159
00D6: if 
0018:   $1773 > 2 // integer values 
004D: jump_if_false @BMX_2_1298 
0247: request_model #RANCHER 
0247: request_model #GDB 
0247: request_model #NITESTICK 

:BMX_2_1191
00D6: if or
8248:   not model #RANCHER available 
8248:   not model #GDB available 
8248:   not model #NITESTICK available 
004D: jump_if_false @BMX_2_1227 
0001: wait 0 ms 
0002: jump @BMX_2_1191 

:BMX_2_1227
00A5: $1777 = create_car #RANCHER at -478.7 1524.0 10.4 
0229: set_car $1777 color_to 0 0 
0175: set_car $1777 z_angle_to 190.0 
0129: $1776 = create_actor 4 #GDB in_car $1777 driverseat 
01B2: give_actor $1776 weapon 4 ammo 0 // Load the weapon model before using this 
01CC: actor $1776 kill_player $PLAYER_CHAR 

:BMX_2_1298
00D6: if 
001A:   2 > $1745 // integer values 
004D: jump_if_false @BMX_2_4041 
0001: wait 0 ms 
00D6: if 
0038:   $1613 == 0 // integer values 
004D: jump_if_false @BMX_2_1360 
03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME'  // RACE TIME:
0004: $1613 = 1 // integer values 

:BMX_2_1360
00D6: if 
0038:   $1772 == 0 // integer values 
004D: jump_if_false @BMX_2_1400 
00BC: text_highpriority 'BMX_HOW' 4000 ms 1  // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
0004: $1772 = 1 // integer values 

:BMX_2_1400
00D6: if and
0038:   $1772 == 1 // integer values 
0018:   $1747 > 4000 // integer values 
004D: jump_if_false @BMX_2_1448 
00BC: text_highpriority 'BMXREW1' 4000 ms 1  // ~g~Each time you beat your previous record for the two laps
0004: $1772 = 2 // integer values 

:BMX_2_1448
00D6: if and
0038:   $1772 == 2 // integer values 
0018:   $1747 > 8000 // integer values 
004D: jump_if_false @BMX_2_1496 
00BC: text_highpriority 'BMXREW2' 4000 ms 1  // ~g~a larger ~y~REWARD ~g~will be awarded!
0004: $1772 = 3 // integer values 

:BMX_2_1496
00D6: if 
0038:   $1746 == 1 // integer values 
004D: jump_if_false @BMX_2_1648 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_1648 
0164: disable_marker $1622 
018C: play_sound 1 at $1670 $1671 $1672 
0004: $1746 = 19 // integer values 
0008: $1745 += 1 // integer values 
00D6: if 
001A:   3 > $1745 // integer values 
004D: jump_if_false @BMX_2_1648 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 

:BMX_2_1648
00D6: if 
0038:   $1746 == 2 // integer values 
004D: jump_if_false @BMX_2_1775 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_1775 
0164: disable_marker $1623 
018C: play_sound 1 at $1673 $1674 $1675 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
000C: $1746 -= 1 // integer values 

:BMX_2_1775
00D6: if 
0038:   $1746 == 3 // integer values 
004D: jump_if_false @BMX_2_1902 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_1902 
0164: disable_marker $1624 
018C: play_sound 1 at $1676 $1677 $1678 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
000C: $1746 -= 1 // integer values 

:BMX_2_1902
00D6: if 
0038:   $1746 == 4 // integer values 
004D: jump_if_false @BMX_2_2029 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2029 
0164: disable_marker $1625 
018C: play_sound 1 at $1679 $1680 $1681 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
000C: $1746 -= 1 // integer values 

:BMX_2_2029
00D6: if 
0038:   $1746 == 5 // integer values 
004D: jump_if_false @BMX_2_2156 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2156 
0164: disable_marker $1626 
018C: play_sound 1 at $1682 $1683 $1684 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
000C: $1746 -= 1 // integer values 

:BMX_2_2156
00D6: if 
0038:   $1746 == 6 // integer values 
004D: jump_if_false @BMX_2_2283 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2283 
0164: disable_marker $1627 
018C: play_sound 1 at $1685 $1686 $1687 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 
000C: $1746 -= 1 // integer values 

:BMX_2_2283
00D6: if 
0038:   $1746 == 7 // integer values 
004D: jump_if_false @BMX_2_2410 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2410 
0164: disable_marker $1628 
018C: play_sound 1 at $1688 $1689 $1690 
018A: $1627 = create_checkpoint_at $1685 $1686 $1687 
000C: $1746 -= 1 // integer values 

:BMX_2_2410
00D6: if 
0038:   $1746 == 8 // integer values 
004D: jump_if_false @BMX_2_2537 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2537 
0164: disable_marker $1629 
018C: play_sound 1 at $1691 $1692 $1693 
018A: $1628 = create_checkpoint_at $1688 $1689 $1690 
000C: $1746 -= 1 // integer values 

:BMX_2_2537
00D6: if 
0038:   $1746 == 9 // integer values 
004D: jump_if_false @BMX_2_2723 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2723 
0164: disable_marker $1630 
018C: play_sound 1 at $1694 $1695 $1696 
018A: $1629 = create_checkpoint_at $1691 $1692 $1693 
000C: $1746 -= 1 // integer values 
00D6: if and
0038:   $1772 == 3 // integer values 
0018:   $1747 > 12000 // integer values 
0018:   $1773 > 3 // integer values 
004D: jump_if_false @BMX_2_2723 
01B5: force_weather 2 
00BC: text_highpriority 'BMXRAIN' 4000 ms 1  // ~g~Looks like rain...
0004: $1772 = 4 // integer values 

:BMX_2_2723
00D6: if 
0038:   $1746 == 10 // integer values 
004D: jump_if_false @BMX_2_2850 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2850 
0164: disable_marker $1631 
018C: play_sound 1 at $1697 $1698 $1699 
018A: $1630 = create_checkpoint_at $1694 $1695 $1696 
000C: $1746 -= 1 // integer values 

:BMX_2_2850
00D6: if 
0038:   $1746 == 11 // integer values 
004D: jump_if_false @BMX_2_2977 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_2977 
0164: disable_marker $1632 
018C: play_sound 1 at $1700 $1701 $1702 
018A: $1631 = create_checkpoint_at $1697 $1698 $1699 
000C: $1746 -= 1 // integer values 

:BMX_2_2977
00D6: if 
0038:   $1746 == 12 // integer values 
004D: jump_if_false @BMX_2_3104 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3104 
0164: disable_marker $1633 
018C: play_sound 1 at $1703 $1704 $1705 
018A: $1632 = create_checkpoint_at $1700 $1701 $1702 
000C: $1746 -= 1 // integer values 

:BMX_2_3104
00D6: if 
0038:   $1746 == 13 // integer values 
004D: jump_if_false @BMX_2_3231 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3231 
0164: disable_marker $1634 
018C: play_sound 1 at $1706 $1707 $1708 
018A: $1633 = create_checkpoint_at $1703 $1704 $1705 
000C: $1746 -= 1 // integer values 

:BMX_2_3231
00D6: if 
0038:   $1746 == 14 // integer values 
004D: jump_if_false @BMX_2_3358 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3358 
0164: disable_marker $1635 
018C: play_sound 1 at $1709 $1710 $1711 
018A: $1634 = create_checkpoint_at $1706 $1707 $1708 
000C: $1746 -= 1 // integer values 

:BMX_2_3358
00D6: if 
0038:   $1746 == 15 // integer values 
004D: jump_if_false @BMX_2_3485 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3485 
0164: disable_marker $1636 
018C: play_sound 1 at $1712 $1713 $1714 
018A: $1635 = create_checkpoint_at $1709 $1710 $1711 
000C: $1746 -= 1 // integer values 

:BMX_2_3485
00D6: if 
0038:   $1746 == 16 // integer values 
004D: jump_if_false @BMX_2_3612 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3612 
0164: disable_marker $1637 
018C: play_sound 1 at $1715 $1716 $1717 
018A: $1636 = create_checkpoint_at $1712 $1713 $1714 
000C: $1746 -= 1 // integer values 

:BMX_2_3612
00D6: if 
0038:   $1746 == 17 // integer values 
004D: jump_if_false @BMX_2_3739 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3739 
0164: disable_marker $1638 
018C: play_sound 1 at $1718 $1719 $1720 
018A: $1637 = create_checkpoint_at $1715 $1716 $1717 
000C: $1746 -= 1 // integer values 

:BMX_2_3739
00D6: if 
0038:   $1746 == 18 // integer values 
004D: jump_if_false @BMX_2_3866 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3866 
0164: disable_marker $1639 
018C: play_sound 1 at $1721 $1722 $1723 
018A: $1638 = create_checkpoint_at $1718 $1719 $1720 
000C: $1746 -= 1 // integer values 

:BMX_2_3866
00D6: if 
0038:   $1746 == 19 // integer values 
004D: jump_if_false @BMX_2_3993 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 
004D: jump_if_false @BMX_2_3993 
0164: disable_marker $1640 
018C: play_sound 1 at $1724 $1725 $1726 
018A: $1639 = create_checkpoint_at $1721 $1722 $1723 
000C: $1746 -= 1 // integer values 

:BMX_2_3993
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
004D: jump_if_false @BMX_2_4034 
00BC: text_highpriority 'T4X4_F' 3000 ms 1  // ~r~You bailed! Too tough for you?!
0002: jump @BMX_2_4201 

:BMX_2_4034
0002: jump @BMX_2_1298 

:BMX_2_4041
00D6: if 
0038:   $1745 == 2 // integer values 
004D: jump_if_false @BMX_2_4201 
0014: $1747 /= 1000 // integer values 
00D6: if 
0038:   $364 == 0 // integer values 
004D: jump_if_false @BMX_2_4121 
0084: $1771 = $1747 // integer values and handles 
0004: $7885 = 1 // integer values 
0004: $1773 = 1 // integer values 
0050: gosub @BMX_2_4486 
0002: jump @BMX_2_4169 

:BMX_2_4121
00D6: if 
001C:   $1771 > $1747 // integer values 
004D: jump_if_false @BMX_2_4169 
0084: $1771 = $1747 // integer values and handles 
0004: $7885 = 1 // integer values 
0008: $1773 += 1 // integer values 
0050: gosub @BMX_2_4486 

:BMX_2_4169
00D6: if 
0038:   $7885 == 1 // integer values 
004D: jump_if_false @BMX_2_4201 
042E: downdate_integer_stat 18 to $1771 
0002: jump @BMX_2_4233 

:BMX_2_4201
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'BMXFAIL' 5000 ms 1  // ~r~You failed to set a new record!
0051: return 

:BMX_2_4233
0084: $1774 = $1773 // integer values and handles 
0010: $1774 *= 100 // integer values 
01E3: text_1number_styled 'M_PASS' number $1774 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += $1774 
00D6: if 
0038:   $364 == 0 // integer values 
004D: jump_if_false @BMX_2_4310 
0595: mission_complete 
0004: $364 = 1 // integer values 
030C: progress_made += 1 

:BMX_2_4310
0051: return 

:BMX_2_4312
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker $1622 
0164: disable_marker $1623 
0164: disable_marker $1624 
0164: disable_marker $1625 
0164: disable_marker $1626 
0164: disable_marker $1627 
0164: disable_marker $1628 
0164: disable_marker $1629 
0164: disable_marker $1630 
0164: disable_marker $1631 
0164: disable_marker $1632 
0164: disable_marker $1633 
0164: disable_marker $1634 
0164: disable_marker $1635 
0164: disable_marker $1636 
0164: disable_marker $1637 
0164: disable_marker $1638 
0164: disable_marker $1639 
0164: disable_marker $1640 
0249: release_model #BARREL4 
0249: release_model #RANCHER 
0249: release_model #NITESTICK 
0249: release_model #GDB 
01C2: remove_references_to_actor $1776 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1777 
0108: destroy_object $7886 
0108: destroy_object $7887 
0108: destroy_object $7888 
0108: destroy_object $7889 
01B7: release_weather 
014F: stop_timer $1747 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:BMX_2_4486
0004: $1775 = 0 // integer values 

:BMX_2_4493
00D6: if 
0018:   $1747 > 59 // integer values 
004D: jump_if_false @BMX_2_4532 
000C: $1747 -= 60 // integer values 
0008: $1775 += 1 // integer values 
0002: jump @BMX_2_4493 

:BMX_2_4532
02FD: text_2numbers_lowpriority 'NEW_REC' $1775 $1747 5000 flag 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0051: return 

//-------------Mission 90---------------
// Originally: PCJ Playground

:T4X4_1
0050: gosub @T4X4_1_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @T4X4_1_27 
0050: gosub @T4X4_1_6323 

:T4X4_1_27
0050: gosub @T4X4_1_6528 
004E: end_thread 

:T4X4_1_36
00D6: if 
0038:   $339 == 0 // integer values 
004D: jump_if_false @T4X4_1_56 
0317: increment_mission_attempts 

:T4X4_1_56
03A4: name_thread 'T4X4_1' 
0004: $ONMISSION = 1 // integer values 
0004: $355 = 1 // integer values 
054C: use_GXT_table 'MIAMI_1' 
00BA: text_styled 'T4X4_1' 5000 ms 2  // 'PCJ Playground'
0001: wait 0 ms 
0004: $1607 = 0 // integer values 
0004: $1614 = 120000 // integer values 
0004: $357 = 0 // integer values 
0004: $1613 = 0 // integer values 
0004: $342 = 1 // integer values 
0004: $1610 = 0 // integer values 
0004: $359 = 0 // integer values 
0004: $1609 = 120 // integer values 
0004: $1612 = 10000 // integer values 
0004: $1611 = 0 // integer values 
0004: $1616 = 0 // integer values 
0004: $1617 = 0 // integer values 
0004: $1646 = 0 // integer values 
0004: $1647 = 0 // integer values 
0004: $1648 = 0 // integer values 
0004: $1649 = 0 // integer values 
0004: $1650 = 0 // integer values 
0004: $1651 = 0 // integer values 
0004: $1652 = 0 // integer values 
0004: $1653 = 0 // integer values 
0004: $1654 = 0 // integer values 
0004: $1655 = 0 // integer values 
0004: $1656 = 0 // integer values 
0004: $1657 = 0 // integer values 
0004: $1658 = 0 // integer values 
0004: $1659 = 0 // integer values 
0004: $1660 = 0 // integer values 
0004: $1661 = 0 // integer values 
0004: $1662 = 0 // integer values 
0004: $1663 = 0 // integer values 
0004: $1664 = 0 // integer values 
0004: $1665 = 0 // integer values 
0004: $1666 = 0 // integer values 
0004: $1667 = 0 // integer values 
0004: $1668 = 0 // integer values 
0004: $1669 = 0 // integer values 
0005: $1742 = 450.0 // floating-point values 
0005: $1743 = -389.0 // floating-point values 
0005: $1744 = 26.5 // floating-point values 
0005: $1670 = 460.0 // floating-point values 
0005: $1671 = -400.4 // floating-point values 
0005: $1672 = 18.0 // floating-point values 
0005: $1673 = 460.0 // floating-point values 
0005: $1674 = -441.5 // floating-point values 
0005: $1675 = 17.5 // floating-point values 
0005: $1676 = 453.0 // floating-point values 
0005: $1677 = -517.83 // floating-point values 
0005: $1678 = 21.0 // floating-point values 
0005: $1679 = 429.5 // floating-point values 
0005: $1680 = -580.6 // floating-point values 
0005: $1681 = 11.0 // floating-point values 
0005: $1682 = 392.0 // floating-point values 
0005: $1683 = -661.3 // floating-point values 
0005: $1684 = 11.5 // floating-point values 
0005: $1685 = 366.5 // floating-point values 
0005: $1686 = -719.2 // floating-point values 
0005: $1687 = 23.3 // floating-point values 
0005: $1688 = 349.5 // floating-point values 
0005: $1689 = -762.2 // floating-point values 
0005: $1690 = 24.0 // floating-point values 
0005: $1691 = 342.26 // floating-point values 
0005: $1692 = -802.3 // floating-point values 
0005: $1693 = 11.5 // floating-point values 
0005: $1694 = 316.0 // floating-point values 
0005: $1695 = -858.0 // floating-point values 
0005: $1696 = 11.5 // floating-point values 
0005: $1697 = 285.0 // floating-point values 
0005: $1698 = -890.0 // floating-point values 
0005: $1699 = 11.5 // floating-point values 
0005: $1700 = 256.7 // floating-point values 
0005: $1701 = -955.0 // floating-point values 
0005: $1702 = 17.0 // floating-point values 
0005: $1703 = 242.5 // floating-point values 
0005: $1704 = -1111.8 // floating-point values 
0005: $1705 = 11.5 // floating-point values 
0005: $1706 = 228.6 // floating-point values 
0005: $1707 = -1147.9 // floating-point values 
0005: $1708 = 11.5 // floating-point values 
0005: $1709 = 193.5 // floating-point values 
0005: $1710 = -1303.3 // floating-point values 
0005: $1711 = 11.2 // floating-point values 
0005: $1712 = 201.44 // floating-point values 
0005: $1713 = -1318.7 // floating-point values 
0005: $1714 = 11.2 // floating-point values 
0005: $1715 = 188.6 // floating-point values 
0005: $1716 = -1357.5 // floating-point values 
0005: $1717 = 11.2 // floating-point values 
0005: $1718 = 167.2 // floating-point values 
0005: $1719 = -1369.2 // floating-point values 
0005: $1720 = 11.2 // floating-point values 
0005: $1721 = 129.6 // floating-point values 
0005: $1722 = -1337.8 // floating-point values 
0005: $1723 = 9.5 // floating-point values 
0005: $1724 = 104.45 // floating-point values 
0005: $1725 = -1319.7 // floating-point values 
0005: $1726 = 5.5 // floating-point values 
0005: $1727 = 78.7 // floating-point values 
0005: $1728 = -1300.0 // floating-point values 
0005: $1729 = 13.5 // floating-point values 
0005: $1730 = 70.1 // floating-point values 
0005: $1731 = -1220.4 // floating-point values 
0005: $1732 = 11.0 // floating-point values 
0005: $1733 = 12.5 // floating-point values 
0005: $1734 = -1192.0 // floating-point values 
0005: $1735 = 11.4 // floating-point values 
0005: $1736 = 4.96 // floating-point values 
0005: $1737 = -1253.5 // floating-point values 
0005: $1738 = 21.6 // floating-point values 
0005: $1739 = 19.8 // floating-point values 
0005: $1740 = -1308.9 // floating-point values 
0005: $1741 = 17.3 // floating-point values 
01C0: $1606 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00DA: $1605 = player $PLAYER_CHAR car 
00D6: if 
8119:   not car $1605 wrecked 
004D: jump_if_false @T4X4_1_1165 
02AC: set_car $1605 immunities 1 1 1 1 1

:T4X4_1_1165
02A3: enable_widescreen 1 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 
018A: $1627 = create_checkpoint_at $1685 $1686 $1687 
018A: $1628 = create_checkpoint_at $1688 $1689 $1690 
018A: $1629 = create_checkpoint_at $1691 $1692 $1693 
018A: $1630 = create_checkpoint_at $1694 $1695 $1696 
018A: $1631 = create_checkpoint_at $1697 $1698 $1699 
018A: $1632 = create_checkpoint_at $1700 $1701 $1702 
018A: $1633 = create_checkpoint_at $1703 $1704 $1705 
018A: $1634 = create_checkpoint_at $1706 $1707 $1708 
018A: $1635 = create_checkpoint_at $1709 $1710 $1711 
018A: $1636 = create_checkpoint_at $1712 $1713 $1714 
018A: $1637 = create_checkpoint_at $1715 $1716 $1717 
018A: $1638 = create_checkpoint_at $1718 $1719 $1720 
018A: $1639 = create_checkpoint_at $1721 $1722 $1723 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
018A: $1641 = create_checkpoint_at $1727 $1728 $1729 
018A: $1642 = create_checkpoint_at $1730 $1731 $1732 
018A: $1643 = create_checkpoint_at $1733 $1734 $1735 
018A: $1644 = create_checkpoint_at $1736 $1737 $1738 
018A: $1645 = create_checkpoint_at $1739 $1740 $1741 
0247: request_model #YANKEE 

:T4X4_1_1517
00D6: if 
8248:   not model #YANKEE available 
004D: jump_if_false @T4X4_1_1544 
0001: wait 0 ms 
0002: jump @T4X4_1_1517 

:T4X4_1_1544
00D6: if 
001A:   24 > $1607 // integer values 
004D: jump_if_false @T4X4_1_6298 
0001: wait 0 ms 
00D6: if 
0038:   $1613 == 1 // integer values 
004D: jump_if_false @T4X4_1_1624 
00D6: if 
001A:   1 > $1614 // integer values 
004D: jump_if_false @T4X4_1_1624 
00BC: text_highpriority 'TAXI2' 3000 ms 1  // ~r~You're out of time!
0002: jump @T4X4_1_6323 

:T4X4_1_1624
00D6: if and
0038:   $1607 == 1 // integer values 
0038:   $1613 == 0 // integer values 
004D: jump_if_false @T4X4_1_1663 
014E: start_timer_at $1614 count_in_direction 1 
0004: $1613 = 1 // integer values 

:T4X4_1_1663
00D6: if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
001A:   4 > $357 // integer values 
004D: jump_if_false @T4X4_1_5001 
00D6: if 
0038:   $1646 == 0 // integer values 
004D: jump_if_false @T4X4_1_1827 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_1827 
0164: disable_marker $1622 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1670 $1671 $1672 
0004: $1646 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_1827
00D6: if 
0038:   $1647 == 0 // integer values 
004D: jump_if_false @T4X4_1_1965 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_1965 
0164: disable_marker $1623 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1673 $1674 $1675 
0004: $1647 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_1965
00D6: if 
0038:   $1648 == 0 // integer values 
004D: jump_if_false @T4X4_1_2103 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_2103 
0164: disable_marker $1624 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1676 $1677 $1678 
0004: $1648 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_2103
00D6: if 
0038:   $1649 == 0 // integer values 
004D: jump_if_false @T4X4_1_2241 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_2241 
0164: disable_marker $1625 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1679 $1680 $1681 
0004: $1649 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_2241
00D6: if 
0038:   $1650 == 0 // integer values 
004D: jump_if_false @T4X4_1_2379 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_2379 
0164: disable_marker $1626 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1682 $1683 $1684 
0004: $1650 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_2379
00D6: if 
0038:   $1651 == 0 // integer values 
004D: jump_if_false @T4X4_1_2517 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_2517 
0164: disable_marker $1627 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1685 $1686 $1687 
0004: $1651 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_2517
00D6: if 
0038:   $1652 == 0 // integer values 
004D: jump_if_false @T4X4_1_2655 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_2655 
0164: disable_marker $1628 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1688 $1689 $1690 
0004: $1652 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_2655
00D6: if 
0038:   $1653 == 0 // integer values 
004D: jump_if_false @T4X4_1_2793 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_2793 
0164: disable_marker $1629 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1691 $1692 $1693 
0004: $1653 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_2793
00D6: if 
0038:   $1654 == 0 // integer values 
004D: jump_if_false @T4X4_1_2931 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_2931 
0164: disable_marker $1630 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1694 $1695 $1696 
0004: $1654 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_2931
00D6: if 
0038:   $1655 == 0 // integer values 
004D: jump_if_false @T4X4_1_3069 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_3069 
0164: disable_marker $1631 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1697 $1698 $1699 
0004: $1655 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_3069
00D6: if 
0038:   $1656 == 0 // integer values 
004D: jump_if_false @T4X4_1_3207 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_3207 
0164: disable_marker $1632 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1700 $1701 $1702 
0004: $1656 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_3207
00D6: if 
0038:   $1657 == 0 // integer values 
004D: jump_if_false @T4X4_1_3345 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_3345 
0164: disable_marker $1633 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1703 $1704 $1705 
0004: $1657 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_3345
00D6: if 
0038:   $1658 == 0 // integer values 
004D: jump_if_false @T4X4_1_3483 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_3483 
0164: disable_marker $1634 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1706 $1707 $1708 
0004: $1658 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_3483
00D6: if 
0038:   $1659 == 0 // integer values 
004D: jump_if_false @T4X4_1_3621 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_3621 
0164: disable_marker $1635 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1709 $1710 $1711 
0004: $1659 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_3621
00D6: if 
0038:   $1660 == 0 // integer values 
004D: jump_if_false @T4X4_1_3759 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_3759 
0164: disable_marker $1636 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1712 $1713 $1714 
0004: $1660 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_3759
00D6: if 
0038:   $1661 == 0 // integer values 
004D: jump_if_false @T4X4_1_3897 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_3897 
0164: disable_marker $1637 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1715 $1716 $1717 
0004: $1661 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_3897
00D6: if 
0038:   $1662 == 0 // integer values 
004D: jump_if_false @T4X4_1_4035 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_4035 
0164: disable_marker $1638 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1718 $1719 $1720 
0004: $1662 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_4035
00D6: if 
0038:   $1663 == 0 // integer values 
004D: jump_if_false @T4X4_1_4173 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_4173 
0164: disable_marker $1639 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1721 $1722 $1723 
0004: $1663 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_4173
00D6: if 
0038:   $1664 == 0 // integer values 
004D: jump_if_false @T4X4_1_4311 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_4311 
0164: disable_marker $1640 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1724 $1725 $1726 
0004: $1664 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_4311
00D6: if 
0038:   $1665 == 0 // integer values 
004D: jump_if_false @T4X4_1_4449 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1727 $1728 $1729 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1727 $1728 $1729 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_4449 
0164: disable_marker $1641 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1727 $1728 $1729 
0004: $1665 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_4449
00D6: if 
0038:   $1666 == 0 // integer values 
004D: jump_if_false @T4X4_1_4587 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1730 $1731 $1732 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1730 $1731 $1732 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_4587 
0164: disable_marker $1642 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1730 $1731 $1732 
0004: $1666 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_4587
00D6: if 
0038:   $1667 == 0 // integer values 
004D: jump_if_false @T4X4_1_4725 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1733 $1734 $1735 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1733 $1734 $1735 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_4725 
0164: disable_marker $1643 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1733 $1734 $1735 
0004: $1667 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_4725
00D6: if 
0038:   $1668 == 0 // integer values 
004D: jump_if_false @T4X4_1_4863 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1736 $1737 $1738 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1736 $1737 $1738 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_4863 
0164: disable_marker $1644 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1736 $1737 $1738 
0004: $1668 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_4863
00D6: if 
0038:   $1669 == 0 // integer values 
004D: jump_if_false @T4X4_1_5001 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1739 $1740 $1741 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1739 $1740 $1741 radius 2.5 2.5 3.5 
004D: jump_if_false @T4X4_1_5001 
0164: disable_marker $1645 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1739 $1740 $1741 
0004: $1669 = 1 // integer values 
01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1  // ~1~ of 24!

:T4X4_1_5001
00D6: if 
0038:   $347 == 1 // integer values 
004D: jump_if_false @T4X4_1_5083 
00D6: if and
0038:   $1610 == 0 // integer values 
001A:   4 > $357 // integer values 
004D: jump_if_false @T4X4_1_5083 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @T4X4_1_5083 
0004: $359 = 9501 // integer values 
0004: $357 = 3 // integer values 
0004: $1610 = 1 // integer values 

:T4X4_1_5083
00D6: if 
0038:   $357 == 0 // integer values 
004D: jump_if_false @T4X4_1_5261 
01BD: $358 = current_time_in_ms 
015F: set_camera_position $1742 $1743 $1744 0.0 rotation 0.0 0.0 
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:T4X4_1_5151
00D6: if 
016B:   fading 
004D: jump_if_false @T4X4_1_5175 
0001: wait 0 ms 
0002: jump @T4X4_1_5151 

:T4X4_1_5175
03CB: set_camera $1742 $1743 $1744 
0160: point_camera 459.5 -382.2 14.0 switchstyle 2 
016A: fade 1 1000 ms 

:T4X4_1_5212
00D6: if 
016B:   fading 
004D: jump_if_false @T4X4_1_5236 
0001: wait 0 ms 
0002: jump @T4X4_1_5212 

:T4X4_1_5236
01E5: text_1number_highpriority 'T4X4_1A' $1609 flag 5000 time 1  // ~g~You have ~1~ seconds to collect ~y~24~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER.
0004: $357 = 1 // integer values 

:T4X4_1_5261
00D6: if 
0038:   $1610 == 0 // integer values 
004D: jump_if_false @T4X4_1_5300 
01BD: $360 = current_time_in_ms 
0084: $359 = $360 // integer values and handles 
0060: $359 -= $358 // integer values 

:T4X4_1_5300
00D6: if and
0018:   $359 > 4000 // integer values 
0038:   $357 == 1 // integer values 
004D: jump_if_false @T4X4_1_5346 
0160: point_camera $1670 $1671 $1672 switchstyle 1 
0004: $357 = 2 // integer values 

:T4X4_1_5346
00D6: if and
0018:   $359 > 7000 // integer values 
0038:   $357 == 2 // integer values 
004D: jump_if_false @T4X4_1_5407 
0160: point_camera $1676 $1677 $1678 switchstyle 1 
00BC: text_highpriority 'T4X4_1B' 5000 ms 1  // ~y~PASS THROUGH~g~ the first checkpoint to start the ~r~TIMER.
0004: $357 = 3 // integer values 

:T4X4_1_5407
00D6: if and
0018:   $359 > 9500 // integer values 
0038:   $357 == 3 // integer values 
004D: jump_if_false @T4X4_1_5599 
016A: fade 0 1000 ms 

:T4X4_1_5440
00D6: if 
016B:   fading 
004D: jump_if_false @T4X4_1_5464 
0001: wait 0 ms 
0002: jump @T4X4_1_5440 

:T4X4_1_5464
00BE: text_clear_all 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
03CB: set_camera $95 $96 $97 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
02AC: set_car $1605 immunities 1 1 1 1 1
00D6: if 
8119:   not car $1605 wrecked 
004D: jump_if_false @T4X4_1_5527 
020A: set_car $1605 door_status_to 1

:T4X4_1_5527
010D: set_player $PLAYER_CHAR wanted_level_to $1606 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:T4X4_1_5557
00D6: if 
016B:   fading 
004D: jump_if_false @T4X4_1_5581 
0001: wait 0 ms 
0002: jump @T4X4_1_5557 

:T4X4_1_5581
043C: set_game_sounds_disable_on_fade 1 
0004: $357 = 4 // integer values 
0004: $347 = 1 // integer values 

:T4X4_1_5599
00D6: if 
0038:   $1616 == 0 // integer values 
004D: jump_if_false @T4X4_1_5761 
00D6: if 
00E3:   player $PLAYER_CHAR 0 274.0 -905.0 radius 10.0 10.0 
004D: jump_if_false @T4X4_1_5761 
0395: clear_area 1 at 278.0 -961.0 range 10.0 3.0 
00A5: $1618 = create_car #YANKEE at 278.0 -961.0 10.0 
0129: $1620 = create_actor 4 #MALE01 in_car $1618 driverseat 
0175: set_car $1618 z_angle_to 70.0 
04BA: set_car $1618 speed_instantly 15.0 
00A7: car $1618 drive_to 121.5 -912.88 10.0 
0004: $1616 = 1 // integer values 

:T4X4_1_5761
00D6: if 
0038:   $1616 == 1 // integer values 
004D: jump_if_false @T4X4_1_5845 
00D6: if 
8119:   not car $1618 wrecked 
004D: jump_if_false @T4X4_1_5845 
00D6: if 
01AD:   car $1618 sphere 0 near_point 121.5 -912.88 radius 4.0 4.0 
004D: jump_if_false @T4X4_1_5845 
00A8: set_car $1618 to_psycho_driver 
0004: $1616 = 2 // integer values 

:T4X4_1_5845
00D6: if 
0038:   $1617 == 0 // integer values 
004D: jump_if_false @T4X4_1_5973 
00D6: if 
00E3:   player $PLAYER_CHAR 0 239.0 -1081.0 radius 10.0 10.0 
004D: jump_if_false @T4X4_1_5973 
00A5: $1619 = create_car #YANKEE at 210.1 -1136.5 10.3 
0129: $1621 = create_actor 4 #MALE01 in_car $1619 driverseat 
0175: set_car $1619 z_angle_to 260.0 
04BA: set_car $1619 speed_instantly 10.0 
0477: set_car $1619 action 8 time 20000 
0004: $1617 = 1 // integer values 

:T4X4_1_5973
00D6: if 
0038:   $1617 == 1 // integer values 
004D: jump_if_false @T4X4_1_6057 
00D6: if 
8119:   not car $1619 wrecked 
004D: jump_if_false @T4X4_1_6057 
00D6: if 
01AD:   car $1619 sphere 0 near_point 252.4 -1142.4 radius 4.0 4.0 
004D: jump_if_false @T4X4_1_6057 
00A8: set_car $1619 to_psycho_driver 
0004: $1617 = 2 // integer values 

:T4X4_1_6057
00D6: if 
0018:   $357 > 3 // integer values 
004D: jump_if_false @T4X4_1_6291 
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
004D: jump_if_false @T4X4_1_6291 

:T4X4_1_6094
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
004D: jump_if_false @T4X4_1_6291 
0001: wait 0 ms 
00D6: if 
0038:   $1613 == 1 // integer values 
004D: jump_if_false @T4X4_1_6223 
0084: $1608 = $1614 // integer values and handles 
0014: $1608 /= 1000 // integer values 
00D6: if 
0018:   $1608 > 0 // integer values 
004D: jump_if_false @T4X4_1_6194 
01E5: text_1number_highpriority 'GETBIK1' $1608 flag 2000 time 1  // You have ~1~ seconds to get on a PCJ 600!
0002: jump @T4X4_1_6216 

:T4X4_1_6194
00BC: text_highpriority 'T4X4_F' 3000 ms 1  // ~r~You bailed! Too tough for you?!
0002: jump @T4X4_1_6323 

:T4X4_1_6216
0002: jump @T4X4_1_6238 

:T4X4_1_6223
00BC: text_highpriority 'GETBIK3' 1000 ms 1  // ~r~You need a PCJ 600 to attempt this mission!

:T4X4_1_6238
00D6: if and
00E0:   player $PLAYER_CHAR driving 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
004D: jump_if_false @T4X4_1_6284 
00BC: text_highpriority 'T4X4_F' 3000 ms 1  // ~r~You bailed! Too tough for you?!
0002: jump @T4X4_1_6323 

:T4X4_1_6284
0002: jump @T4X4_1_6094 

:T4X4_1_6291
0002: jump @T4X4_1_1544 

:T4X4_1_6298
00D6: if 
0038:   $1607 == 24 // integer values 
004D: jump_if_false @T4X4_1_6323 
0002: jump @T4X4_1_6340 

:T4X4_1_6323
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
0051: return 

:T4X4_1_6340
0010: $1614 *= -1 // integer values 
0008: $1614 += 120000 // integer values 
0014: $1614 /= 1000 // integer values 
00D6: if 
0038:   $339 == 0 // integer values 
004D: jump_if_false @T4X4_1_6398 
0084: $345 = $1614 // integer values and handles 
0050: gosub @T4X4_1_6713 

:T4X4_1_6398
00D6: if 
0038:   $339 == 1 // integer values 
004D: jump_if_false @T4X4_1_6464 
00D6: if 
001C:   $345 > $1614 // integer values 
004D: jump_if_false @T4X4_1_6457 
0084: $345 = $1614 // integer values and handles 
0050: gosub @T4X4_1_6713 
0002: jump @T4X4_1_6464 

:T4X4_1_6457
0004: $1612 = 15000 // integer values 

:T4X4_1_6464
01E3: text_1number_styled 'M_PASS' number $1612 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += $1612 
00D6: if 
0038:   $339 == 0 // integer values 
004D: jump_if_false @T4X4_1_6526 
0595: mission_complete 
0004: $339 = 1 // integer values 
030C: progress_made += 1 

:T4X4_1_6526
0051: return 

:T4X4_1_6528
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0164: disable_marker $1622 
0164: disable_marker $1623 
0164: disable_marker $1624 
0164: disable_marker $1625 
0164: disable_marker $1626 
0164: disable_marker $1627 
0164: disable_marker $1628 
0164: disable_marker $1629 
0164: disable_marker $1630 
0164: disable_marker $1631 
0164: disable_marker $1632 
0164: disable_marker $1633 
0164: disable_marker $1634 
0164: disable_marker $1635 
0164: disable_marker $1636 
0164: disable_marker $1637 
0164: disable_marker $1638 
0164: disable_marker $1639 
0164: disable_marker $1640 
0164: disable_marker $1641 
0164: disable_marker $1642 
0164: disable_marker $1643 
0164: disable_marker $1644 
0164: disable_marker $1645 
01C2: remove_references_to_actor $1620 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1621 // Like turning an actor into a random pedestrian 
0249: release_model #YANKEE 
014F: stop_timer $1614 
0004: $ONMISSION = 0 // integer values 
0004: $354 = 0 // integer values 
0004: $355 = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:T4X4_1_6713
042E: downdate_integer_stat 16 to $345 
0084: $7890 = $345 // integer values and handles 
0004: $1611 = 0 // integer values 

:T4X4_1_6735
00D6: if 
0018:   $7890 > 59 // integer values 
004D: jump_if_false @T4X4_1_6774 
000C: $7890 -= 60 // integer values 
0008: $1611 += 1 // integer values 
0002: jump @T4X4_1_6735 

:T4X4_1_6774
02FD: text_2numbers_lowpriority 'NEW_REC' $1611 $7890 5000 flag 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0004: $1612 = 1000 // integer values 
0051: return 

//-------------Mission 91---------------
// Originally: Cone Crazy

:CARPRK1
0050: gosub @CARPRK1_16 
0050: gosub @CARPRK1_3290 
004E: end_thread 

:CARPRK1_16
00D6: if 
0038:   $351 == 0 // integer values 
004D: jump_if_false @CARPRK1_36 
0317: increment_mission_attempts 

:CARPRK1_36
03A4: name_thread 'CARPRK1' 
0004: $ONMISSION = 1 // integer values 
054C: use_GXT_table 'CARPAR1' 
00BA: text_styled 'MM_1' 5000 ms 2  // 'CONE CRAZY'
0001: wait 0 ms 
0004: $1607 = 0 // integer values 
0004: $1614 = 0 // integer values 
0004: $357 = 0 // integer values 
0004: $1613 = 0 // integer values 
0004: $1610 = 0 // integer values 
0004: $359 = 0 // integer values 
0004: $7891 = 0 // integer values 
00D6: if 
0038:   $351 == 0 // integer values 
004D: jump_if_false @CARPRK1_172 
0004: $1615 = 30000 // integer values 
0004: $7925 = 12 // integer values 
0004: $7926 = 200 // integer values 

:CARPRK1_172
0004: $1616 = 0 // integer values 
0004: $1617 = 0 // integer values 
0004: $1646 = 0 // integer values 
0004: $1647 = 0 // integer values 
0004: $1648 = 0 // integer values 
0004: $1649 = 0 // integer values 
0004: $1650 = 0 // integer values 
0004: $1651 = 0 // integer values 
0004: $1652 = 0 // integer values 
0004: $1653 = 0 // integer values 
0004: $1654 = 0 // integer values 
0004: $1655 = 0 // integer values 
0004: $1656 = 0 // integer values 
0004: $1657 = 0 // integer values 
0004: $1658 = 0 // integer values 
0004: $1659 = 0 // integer values 
0004: $1660 = 0 // integer values 
0004: $1661 = 0 // integer values 
0004: $1662 = 0 // integer values 
0004: $1663 = 0 // integer values 
0004: $1664 = 0 // integer values 
0004: $1665 = 0 // integer values 
0004: $1666 = 0 // integer values 
0004: $1667 = 0 // integer values 
0004: $1668 = 0 // integer values 
0004: $1669 = 0 // integer values 
0004: $346 = 0 // integer values 
0005: $1742 = 106.0 // floating-point values 
0005: $1743 = -1242.0 // floating-point values 
0005: $1744 = 35.5 // floating-point values 
0005: $7962 = 0.0 // floating-point values 
0005: $7963 = 128.0 // floating-point values 
0005: $7964 = -1180.75 // floating-point values 
0005: $7959 = 8.0 // floating-point values 
0005: $7930 = -100.0 // floating-point values 
0005: $7928 = 108.8 // floating-point values 
0005: $7929 = -1232.9 // floating-point values 
0005: $7931 = 120.25 // floating-point values 
0005: $7932 = -1230.6 // floating-point values 
0005: $7933 = 111.2 // floating-point values 
0005: $7934 = -1219.7 // floating-point values 
0005: $7935 = 138.6 // floating-point values 
0005: $7936 = -1211.8 // floating-point values 
0005: $7937 = 138.6 // floating-point values 
0005: $7938 = -1207.2 // floating-point values 
0005: $7939 = 141.6 // floating-point values 
0005: $7940 = -1207.2 // floating-point values 
0005: $7941 = 141.6 // floating-point values 
0005: $7942 = -1211.8 // floating-point values 
0005: $7943 = 144.6 // floating-point values 
0005: $7944 = -1207.2 // floating-point values 
0005: $7945 = 147.6 // floating-point values 
0005: $7946 = -1207.2 // floating-point values 
0005: $7947 = 113.25 // floating-point values 
0005: $7948 = -1146.5 // floating-point values 
0005: $7949 = 113.25 // floating-point values 
0005: $7950 = -1149.5 // floating-point values 
0005: $7951 = 113.25 // floating-point values 
0005: $7952 = -1155.5 // floating-point values 
0005: $7953 = 109.25 // floating-point values 
0005: $7954 = -1155.5 // floating-point values 
0005: $7955 = 121.25 // floating-point values 
0005: $7956 = -1155.5 // floating-point values 
0005: $7957 = 117.25 // floating-point values 
0005: $7958 = -1155.5 // floating-point values 
0005: $1670 = 108.8 // floating-point values 
0005: $1671 = -1228.8 // floating-point values 
0005: $1672 = 33.7 // floating-point values 
0005: $1673 = 112.6 // floating-point values 
0005: $1674 = -1232.9 // floating-point values 
0005: $1675 = 33.7 // floating-point values 
0005: $1676 = 140.3 // floating-point values 
0005: $1677 = -1209.5 // floating-point values 
0005: $1678 = 31.5 // floating-point values 
0005: $1679 = 108.8 // floating-point values 
0005: $1680 = -1147.5 // floating-point values 
0005: $1681 = 31.5 // floating-point values 
0005: $1682 = 131.5 // floating-point values 
0005: $1683 = -1182.9 // floating-point values 
0005: $1684 = 31.5 // floating-point values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
01C0: $1606 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $1605 = player $PLAYER_CHAR car 
00D6: if 
8119:   not car $1605 wrecked 
004D: jump_if_false @CARPRK1_946 
020A: set_car $1605 door_status_to 1
02AC: set_car $1605 immunities 1 1 1 1 1
01EC: make_car $1605 very_heavy 1
053F: set_car $1605 tires_vulnerable 0
0423: car $1605 improve_handling 1.5 

:CARPRK1_946
03D5: remove_text 'M_PASS'  // MISSION PASSED! $~1~
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0247: request_model #TRAFFICCONE 

:CARPRK1_971
00D6: if 
8248:   not model #TRAFFICCONE available 
004D: jump_if_false @CARPRK1_998 
0001: wait 0 ms 
0002: jump @CARPRK1_971 

:CARPRK1_998
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 

:CARPRK1_1068
00D6: if 
001A:   5 > $1607 // integer values 
004D: jump_if_false @CARPRK1_3047 
0001: wait 0 ms 
00D6: if 
0038:   $1613 == 1 // integer values 
004D: jump_if_false @CARPRK1_1148 
00D6: if 
001A:   1 > $1614 // integer values 
004D: jump_if_false @CARPRK1_1148 
00BC: text_highpriority 'TAXI2' 3000 ms 1  // ~r~You're out of time!
0002: jump @CARPRK1_3072 

:CARPRK1_1148
00D6: if and
0038:   $1607 == 1 // integer values 
0038:   $1613 == 0 // integer values 
004D: jump_if_false @CARPRK1_1194 
014E: start_timer_at $1614 count_in_direction 1 
0006: 16@ = 0 // integer values 
0004: $1613 = 1 // integer values 

:CARPRK1_1194
00D6: if 
0038:   $1646 == 0 // integer values 
004D: jump_if_false @CARPRK1_1322 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 
004D: jump_if_false @CARPRK1_1322 
0164: disable_marker $1622 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1670 $1671 $1672 
0058: $1614 += $1615 // integer values 
0004: $1646 = 1 // integer values 

:CARPRK1_1322
00D6: if 
0038:   $1647 == 0 // integer values 
004D: jump_if_false @CARPRK1_1450 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 
004D: jump_if_false @CARPRK1_1450 
0164: disable_marker $1623 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1673 $1674 $1675 
0058: $1614 += $1615 // integer values 
0004: $1647 = 1 // integer values 

:CARPRK1_1450
00D6: if 
0038:   $1648 == 0 // integer values 
004D: jump_if_false @CARPRK1_1578 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 
004D: jump_if_false @CARPRK1_1578 
0164: disable_marker $1624 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1676 $1677 $1678 
0058: $1614 += $1615 // integer values 
0004: $1648 = 1 // integer values 

:CARPRK1_1578
00D6: if 
0038:   $1649 == 0 // integer values 
004D: jump_if_false @CARPRK1_1706 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 
004D: jump_if_false @CARPRK1_1706 
0164: disable_marker $1625 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1679 $1680 $1681 
0058: $1614 += $1615 // integer values 
0004: $1649 = 1 // integer values 

:CARPRK1_1706
00D6: if 
0038:   $1650 == 0 // integer values 
004D: jump_if_false @CARPRK1_1834 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 
004D: jump_if_false @CARPRK1_1834 
0164: disable_marker $1626 
0008: $1607 += 1 // integer values 
018C: play_sound 1 at $1682 $1683 $1684 
0058: $1614 += $1615 // integer values 
0004: $1650 = 1 // integer values 

:CARPRK1_1834
00D6: if 
0038:   $350 == 1 // integer values 
004D: jump_if_false @CARPRK1_1923 
00D6: if and
0038:   $1610 == 0 // integer values 
0018:   $357 > 0 // integer values 
001A:   4 > $357 // integer values 
004D: jump_if_false @CARPRK1_1923 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @CARPRK1_1923 
0004: $359 = 9501 // integer values 
0004: $357 = 3 // integer values 
0004: $1610 = 1 // integer values 

:CARPRK1_1923
00D6: if 
0038:   $357 == 0 // integer values 
004D: jump_if_false @CARPRK1_2587 
01BD: $358 = current_time_in_ms 
015F: set_camera_position $1742 $1743 $1744 0.0 rotation 0.0 0.0 
043C: set_game_sounds_disable_on_fade 0 
016A: fade 0 1000 ms 

:CARPRK1_1983
00D6: if 
016B:   fading 
004D: jump_if_false @CARPRK1_2007 
0001: wait 0 ms 
0002: jump @CARPRK1_1983 

:CARPRK1_2007
0107: $7893 = create_object #TRAFFICCONE at $7928 $7929 $7930 
0382: set_object $7893 collision_detection 1 
0392: object $7893 toggle_in_moving_list 1 
0107: $7894 = create_object #TRAFFICCONE at $7931 $7932 $7930 
0382: set_object $7894 collision_detection 1 
0392: object $7894 toggle_in_moving_list 1 
0107: $7895 = create_object #TRAFFICCONE at $7933 $7934 $7930 
0382: set_object $7895 collision_detection 1 
0392: object $7895 toggle_in_moving_list 1 
0107: $7896 = create_object #TRAFFICCONE at $7935 $7936 $7930 
0382: set_object $7896 collision_detection 1 
0392: object $7896 toggle_in_moving_list 1 
0107: $7897 = create_object #TRAFFICCONE at $7937 $7938 $7930 
0382: set_object $7897 collision_detection 1 
0392: object $7897 toggle_in_moving_list 1 
0107: $7898 = create_object #TRAFFICCONE at $7939 $7940 $7930 
0382: set_object $7898 collision_detection 1 
0392: object $7898 toggle_in_moving_list 1 
0107: $7899 = create_object #TRAFFICCONE at $7941 $7942 $7930 
0382: set_object $7899 collision_detection 1 
0392: object $7899 toggle_in_moving_list 1 
0107: $7900 = create_object #TRAFFICCONE at $7943 $7944 $7930 
0382: set_object $7900 collision_detection 1 
0392: object $7900 toggle_in_moving_list 1 
0107: $7901 = create_object #TRAFFICCONE at $7945 $7946 $7930 
0382: set_object $7901 collision_detection 1 
0392: object $7901 toggle_in_moving_list 1 
0107: $7902 = create_object #TRAFFICCONE at $7947 $7948 $7930 
0382: set_object $7902 collision_detection 1 
0392: object $7902 toggle_in_moving_list 1 
0107: $7903 = create_object #TRAFFICCONE at $7949 $7950 $7930 
0382: set_object $7903 collision_detection 1 
0392: object $7903 toggle_in_moving_list 1 
0107: $7904 = create_object #TRAFFICCONE at $7951 $7952 $7930 
0382: set_object $7904 collision_detection 1 
0392: object $7904 toggle_in_moving_list 1 
0107: $7905 = create_object #TRAFFICCONE at $7953 $7954 $7930 
0382: set_object $7905 collision_detection 1 
0392: object $7905 toggle_in_moving_list 1 
0107: $7906 = create_object #TRAFFICCONE at $7955 $7956 $7930 
0382: set_object $7906 collision_detection 1 
0392: object $7906 toggle_in_moving_list 1 
0107: $7907 = create_object #TRAFFICCONE at $7957 $7958 $7930 
0382: set_object $7907 collision_detection 1 
0392: object $7907 toggle_in_moving_list 1 
0050: gosub @CARPRK1_3356 
0107: $7924 = create_object #TRAFFICCONE at $7963 $7964 $7930 
0382: set_object $7924 collision_detection 1 
0392: object $7924 toggle_in_moving_list 1 
03CB: set_camera $1742 $1743 $1744 
0160: point_camera $1673 $1674 $1675 switchstyle 2 
016A: fade 1 1000 ms 

:CARPRK1_2541
00D6: if 
016B:   fading 
004D: jump_if_false @CARPRK1_2565 
0001: wait 0 ms 
0002: jump @CARPRK1_2541 

:CARPRK1_2565
00BC: text_highpriority 'MM_1_A' 5000 ms 1  // ~g~Collect ~y~5 checkpoints~r~ WITHOUT ~g~smashing any ~r~CONES! ~g~You may collect checkpoints in ~y~ANY ORDER.
0004: $357 = 1 // integer values 

:CARPRK1_2587
00D6: if 
0038:   $1610 == 0 // integer values 
004D: jump_if_false @CARPRK1_2626 
01BD: $360 = current_time_in_ms 
0084: $359 = $360 // integer values and handles 
0060: $359 -= $358 // integer values 

:CARPRK1_2626
00D6: if and
0018:   $359 > 4000 // integer values 
0038:   $357 == 1 // integer values 
004D: jump_if_false @CARPRK1_2704 
015F: set_camera_position 156.3 -1220.1 34.0 0.0 rotation 0.0 0.0 
0160: point_camera $1676 $1677 $1678 switchstyle 2 
0004: $357 = 2 // integer values 

:CARPRK1_2704
00D6: if and
0018:   $359 > 7000 // integer values 
0038:   $357 == 2 // integer values 
004D: jump_if_false @CARPRK1_2800 
015F: set_camera_position 106.5 -1139.0 38.13 0.0 rotation 0.0 0.0 
0160: point_camera $1679 $1680 $1681 switchstyle 2 
01E5: text_1number_highpriority 'MM_1_C' $7925 flag 5000 time 1  // ~y~PASS THROUGH~g~ a checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~~1~ SECONDS~g~.
0004: $357 = 3 // integer values 

:CARPRK1_2800
00D6: if and
0018:   $359 > 9500 // integer values 
0038:   $357 == 3 // integer values 
004D: jump_if_false @CARPRK1_2952 
016A: fade 0 1000 ms 

:CARPRK1_2833
00D6: if 
016B:   fading 
004D: jump_if_false @CARPRK1_2857 
0001: wait 0 ms 
0002: jump @CARPRK1_2833 

:CARPRK1_2857
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
00D6: if 
8119:   not car $1605 wrecked 
004D: jump_if_false @CARPRK1_2895 
020A: set_car $1605 door_status_to 1 

:CARPRK1_2895
010D: set_player $PLAYER_CHAR wanted_level_to $1606 
016A: fade 1 1000 ms 

:CARPRK1_2910
00D6: if 
016B:   fading 
004D: jump_if_false @CARPRK1_2934 
0001: wait 0 ms 
0002: jump @CARPRK1_2910 

:CARPRK1_2934
043C: set_game_sounds_disable_on_fade 1 
0004: $357 = 4 // integer values 
0004: $350 = 1 // integer values 

:CARPRK1_2952
00D6: if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SENTXS 
004D: jump_if_false @CARPRK1_2993 
00BC: text_highpriority 'T4X4_F' 3000 ms 1  // ~r~You bailed! Too tough for you?!
0002: jump @CARPRK1_3072 

:CARPRK1_2993
0050: gosub @CARPRK1_4276 
00D6: if 
0038:   $7891 == 1 // integer values 
004D: jump_if_false @CARPRK1_3040 
00BC: text_highpriority 'CONE_1' 5000 ms 1  // ~r~You smashed a cone!!
0002: jump @CARPRK1_3072 

:CARPRK1_3040
0002: jump @CARPRK1_1068 

:CARPRK1_3047
00D6: if 
0038:   $1607 == 5 // integer values 
004D: jump_if_false @CARPRK1_3072 
0002: jump @CARPRK1_3089 

:CARPRK1_3072
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
0051: return 

:CARPRK1_3089
00D6: if 
0038:   $351 == 0 // integer values 
004D: jump_if_false @CARPRK1_3137 
008A: $352 = 16@ // integer values and handles 
0014: $352 /= 1000 // integer values 
042E: downdate_integer_stat 19 to $352 
0050: gosub @CARPRK1_4798 

:CARPRK1_3137
00D6: if 
0038:   $351 == 1 // integer values 
004D: jump_if_false @CARPRK1_3252 
008A: $346 = 16@ // integer values and handles 
0014: $346 /= 1000 // integer values 
00D6: if 
001C:   $352 > $346 // integer values 
004D: jump_if_false @CARPRK1_3226 
0084: $352 = $346 // integer values and handles 
042E: downdate_integer_stat 19 to $352 
0010: $7926 *= 20 // integer values 
0050: gosub @CARPRK1_4798 
0002: jump @CARPRK1_3252 

:CARPRK1_3226
01E3: text_1number_styled 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 20000 

:CARPRK1_3252
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $351 == 0 // integer values 
004D: jump_if_false @CARPRK1_3288 
0595: mission_complete 
0004: $351 = 1 // integer values 
030C: progress_made += 1 

:CARPRK1_3288
0051: return 

:CARPRK1_3290
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0164: disable_marker $1622 
0164: disable_marker $1623 
0164: disable_marker $1624 
0164: disable_marker $1625 
0164: disable_marker $1626 
0050: gosub @CARPRK1_4636 
0249: release_model #TRAFFICCONE 
014F: stop_timer $1614 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 

:CARPRK1_3356
02F6: $7960 = sine $7962 // float 
0069: $7960 *= $7959 // floating-point values 
0059: $7960 += $7963 // floating-point values 
02F7: $7961 = cosine $7962 
0069: $7961 *= $7959 // floating-point values 
0059: $7961 += $7964 // floating-point values 
00D6: if 
0042:   $7962 == 0.0 // floating-point values 
004D: jump_if_false @CARPRK1_3456 
0107: $7908 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7908 collision_detection 1 
0392: object $7908 toggle_in_moving_list 1 

:CARPRK1_3456
00D6: if 
0042:   $7962 == 18.0 // floating-point values 
004D: jump_if_false @CARPRK1_3508 
0107: $7909 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7909 collision_detection 1 
0392: object $7909 toggle_in_moving_list 1 

:CARPRK1_3508
00D6: if 
0042:   $7962 == 36.0 // floating-point values 
004D: jump_if_false @CARPRK1_3560 
0107: $7910 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7910 collision_detection 1 
0392: object $7910 toggle_in_moving_list 1 

:CARPRK1_3560
00D6: if 
0042:   $7962 == 54.0 // floating-point values 
004D: jump_if_false @CARPRK1_3612 
0107: $7911 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7911 collision_detection 1 
0392: object $7911 toggle_in_moving_list 1 

:CARPRK1_3612
00D6: if 
0042:   $7962 == 72.0 // floating-point values 
004D: jump_if_false @CARPRK1_3664 
0107: $7912 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7912 collision_detection 1 
0392: object $7912 toggle_in_moving_list 1 

:CARPRK1_3664
00D6: if 
0042:   $7962 == 90.0 // floating-point values 
004D: jump_if_false @CARPRK1_3716 
0107: $7913 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7913 collision_detection 1 
0392: object $7913 toggle_in_moving_list 1 

:CARPRK1_3716
00D6: if 
0042:   $7962 == 108.0 // floating-point values 
004D: jump_if_false @CARPRK1_3768 
0107: $7914 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7914 collision_detection 1 
0392: object $7914 toggle_in_moving_list 1 

:CARPRK1_3768
00D6: if 
0042:   $7962 == 126.0 // floating-point values 
004D: jump_if_false @CARPRK1_3820 
0107: $7915 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7915 collision_detection 1 
0392: object $7915 toggle_in_moving_list 1 

:CARPRK1_3820
00D6: if 
0042:   $7962 == 144.0 // floating-point values 
004D: jump_if_false @CARPRK1_3872 
0107: $7916 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7916 collision_detection 1 
0392: object $7916 toggle_in_moving_list 1 

:CARPRK1_3872
00D6: if 
0042:   $7962 == 162.0 // floating-point values 
004D: jump_if_false @CARPRK1_3924 
0107: $7917 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7917 collision_detection 1 
0392: object $7917 toggle_in_moving_list 1 

:CARPRK1_3924
00D6: if 
0042:   $7962 == 180.0 // floating-point values 
004D: jump_if_false @CARPRK1_3976 
0107: $7918 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7918 collision_detection 1 
0392: object $7918 toggle_in_moving_list 1 

:CARPRK1_3976
00D6: if 
0042:   $7962 == 198.0 // floating-point values 
004D: jump_if_false @CARPRK1_4028 
0107: $7919 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7919 collision_detection 1 
0392: object $7919 toggle_in_moving_list 1 

:CARPRK1_4028
00D6: if 
0042:   $7962 == 216.0 // floating-point values 
004D: jump_if_false @CARPRK1_4080 
0107: $7920 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7920 collision_detection 1 
0392: object $7920 toggle_in_moving_list 1 

:CARPRK1_4080
00D6: if 
0042:   $7962 == 234.0 // floating-point values 
004D: jump_if_false @CARPRK1_4132 
0107: $7921 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7921 collision_detection 1 
0392: object $7921 toggle_in_moving_list 1 

:CARPRK1_4132
00D6: if 
0042:   $7962 == 252.0 // floating-point values 
004D: jump_if_false @CARPRK1_4184 
0107: $7922 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7922 collision_detection 1 
0392: object $7922 toggle_in_moving_list 1 

:CARPRK1_4184
00D6: if 
0042:   $7962 == 270.0 // floating-point values 
004D: jump_if_false @CARPRK1_4236 
0107: $7923 = create_object #TRAFFICCONE at $7960 $7961 $7930 
0382: set_object $7923 collision_detection 1 
0392: object $7923 toggle_in_moving_list 1 

:CARPRK1_4236
0009: $7962 += 18.0 // floating-point values 
00D6: if 
0022:   288.0 > $7962 // floating-point values 
004D: jump_if_false @CARPRK1_4274 
0002: jump @CARPRK1_3356 

:CARPRK1_4274
0051: return 

:CARPRK1_4276
00D6: if or
0366:   object $7893 damaged 
0366:   object $7894 damaged 
0366:   object $7895 damaged 
004D: jump_if_false @CARPRK1_4309 
0004: $7891 = 1 // integer values 

:CARPRK1_4309
00D6: if or
0366:   object $7896 damaged 
0366:   object $7897 damaged 
0366:   object $7898 damaged 
004D: jump_if_false @CARPRK1_4342 
0004: $7891 = 1 // integer values 

:CARPRK1_4342
00D6: if or
0366:   object $7899 damaged 
0366:   object $7900 damaged 
0366:   object $7901 damaged 
004D: jump_if_false @CARPRK1_4375 
0004: $7891 = 1 // integer values 

:CARPRK1_4375
00D6: if or
0366:   object $7902 damaged 
0366:   object $7903 damaged 
0366:   object $7904 damaged 
004D: jump_if_false @CARPRK1_4408 
0004: $7891 = 1 // integer values 

:CARPRK1_4408
00D6: if or
0366:   object $7905 damaged 
0366:   object $7906 damaged 
0366:   object $7907 damaged 
004D: jump_if_false @CARPRK1_4441 
0004: $7891 = 1 // integer values 

:CARPRK1_4441
00D6: if or
0366:   object $7908 damaged 
0366:   object $7909 damaged 
0366:   object $7910 damaged 
004D: jump_if_false @CARPRK1_4474 
0004: $7891 = 1 // integer values 

:CARPRK1_4474
00D6: if or
0366:   object $7911 damaged 
0366:   object $7912 damaged 
0366:   object $7913 damaged 
004D: jump_if_false @CARPRK1_4507 
0004: $7891 = 1 // integer values 

:CARPRK1_4507
00D6: if or
0366:   object $7914 damaged 
0366:   object $7915 damaged 
0366:   object $7916 damaged 
004D: jump_if_false @CARPRK1_4540 
0004: $7891 = 1 // integer values 

:CARPRK1_4540
00D6: if or
0366:   object $7917 damaged 
0366:   object $7918 damaged 
0366:   object $7919 damaged 
004D: jump_if_false @CARPRK1_4573 
0004: $7891 = 1 // integer values 

:CARPRK1_4573
00D6: if or
0366:   object $7920 damaged 
0366:   object $7921 damaged 
0366:   object $7922 damaged 
004D: jump_if_false @CARPRK1_4606 
0004: $7891 = 1 // integer values 

:CARPRK1_4606
00D6: if or
0366:   object $7923 damaged 
0366:   object $7924 damaged 
004D: jump_if_false @CARPRK1_4634 
0004: $7891 = 1 // integer values 

:CARPRK1_4634
0051: return 

:CARPRK1_4636
0108: destroy_object $7893 
0108: destroy_object $7894 
0108: destroy_object $7895 
0108: destroy_object $7896 
0108: destroy_object $7897 
0108: destroy_object $7898 
0108: destroy_object $7899 
0108: destroy_object $7900 
0108: destroy_object $7901 
0108: destroy_object $7902 
0108: destroy_object $7903 
0108: destroy_object $7904 
0108: destroy_object $7905 
0108: destroy_object $7906 
0108: destroy_object $7907 
0108: destroy_object $7908 
0108: destroy_object $7909 
0108: destroy_object $7910 
0108: destroy_object $7911 
0108: destroy_object $7912 
0108: destroy_object $7913 
0108: destroy_object $7914 
0108: destroy_object $7915 
0108: destroy_object $7916 
0108: destroy_object $7917 
0108: destroy_object $7918 
0108: destroy_object $7919 
0108: destroy_object $7920 
0108: destroy_object $7921 
0108: destroy_object $7922 
0108: destroy_object $7923 
0108: destroy_object $7924 
0051: return 

:CARPRK1_4798
0004: $7927 = 0 // integer values 
0084: $7892 = $352 // integer values and handles 

:CARPRK1_4813
00D6: if 
0018:   $7892 > 59 // integer values 
004D: jump_if_false @CARPRK1_4852 
000C: $7892 -= 60 // integer values 
0008: $7927 += 1 // integer values 
0002: jump @CARPRK1_4813 

:CARPRK1_4852
02FD: text_2numbers_lowpriority 'NEW_REC' $7927 $7892 5000 flag 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
000C: $1615 -= 1000 // integer values 
00D6: if 
001A:   6000 > $1615 // integer values 
004D: jump_if_false @CARPRK1_4908 
0004: $1615 = 6000 // integer values 

:CARPRK1_4908
000C: $7925 -= 1 // integer values 
00D6: if 
001A:   6 > $7925 // integer values 
004D: jump_if_false @CARPRK1_4940 
0004: $7925 = 6 // integer values 

:CARPRK1_4940
01E3: text_1number_styled 'M_PASS' number $7926 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += $7926 
0051: return 

//-------------Mission 92---------------
// Originally: PIZZA BOY

:PIZZA
03A4: name_thread 'PIZZA' 
0050: gosub @PIZZA_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @PIZZA_37 
0050: gosub @PIZZA_2540 

:PIZZA_37
0050: gosub @PIZZA_2656 
004E: end_thread 

:PIZZA_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
0004: $ONMISSION = 1 // integer values 
0001: wait 0 ms 
00D6: if 
0038:   $389 == 0 // integer values 
004D: jump_if_false @PIZZA_87 
0317: increment_mission_attempts 

:PIZZA_87
054C: use_GXT_table 'PIZZA' 
0004: $7994 = 1 // integer values 
0004: $7995 = 0 // integer values 
0004: $7996 = 0 // integer values 
0004: $7997 = 0 // integer values 
0004: $7998 = 0 // integer values 
0004: $7999 = 0 // integer values 
0004: $8000 = 0 // integer values 
0004: $8001 = 0 // integer values 
0004: $8002 = 0 // integer values 
0004: $8003 = 0 // integer values 
0004: $8004 = 0 // integer values 
0004: $8005 = 0 // integer values 
0004: $8006 = 0 // integer values 
0004: $8007 = 0 // integer values 
0004: $8008 = 6 // integer values 
0004: $8009 = 0 // integer values 
0004: $8010 = 0 // integer values 
0004: $8011 = 0 // integer values 
0004: $8012 = 301000 // integer values 
0004: $8013 = 0 // integer values 
0004: $8014 = 0 // integer values 
0004: $8015 = 0 // integer values 
0004: $8016 = 0 // integer values 
0004: $8017 = 0 // integer values 
0004: $8018 = 0 // integer values 
0004: $123 = 0 // integer values 
0004: $8019 = 0 // integer values 
0004: $8021 = 0 // integer values 
0004: $8022 = 0 // integer values 
0005: $8023 = 0.0 // floating-point values 
0005: $8024 = 0.0 // floating-point values 
0005: $8025 = 0.0 // floating-point values 
0005: $8026 = 0.0 // floating-point values 
0005: $8027 = 0.0 // floating-point values 
0005: $8028 = 0.0 // floating-point values 
0005: $8029 = 0.0 // floating-point values 
0005: $8030 = 0.0 // floating-point values 
0005: $8031 = 0.0 // floating-point values 
0005: $8032 = 0.0 // floating-point values 
0005: $8033 = 0.0 // floating-point values 
0005: $8034 = 0.0 // floating-point values 
0005: $8035 = 0.0 // floating-point values 
0005: $8036 = 0.0 // floating-point values 
0005: $8037 = 0.0 // floating-point values 
0005: $8039 = 0.0 // floating-point values 
0005: $8040 = 0.0 // floating-point values 
0005: $8041 = 0.0 // floating-point values 
0005: $8042 = 0.0 // floating-point values 
0005: $8043 = 0.0 // floating-point values 
0005: $8044 = 0.0 // floating-point values 
0005: $95 = 0.0 // floating-point values 
0005: $96 = 0.0 // floating-point values 
0005: $97 = 0.0 // floating-point values 
0004: $8020 = 0 // integer values 
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PIZZA_804 
0376: $7966 = create_random_actor $8025 $8026 $8027 
0187: $7982 = create_marker_above_actor $7966 
0376: $7967 = create_random_actor $8025 $8026 $8027 
0187: $7983 = create_marker_above_actor $7967 
0376: $7968 = create_random_actor $8025 $8026 $8027 
0187: $7984 = create_marker_above_actor $7968 
0376: $7969 = create_random_actor $8025 $8026 $8027 
0187: $7985 = create_marker_above_actor $7969 
0376: $7970 = create_random_actor $8025 $8026 $8027 
0187: $7986 = create_marker_above_actor $7970 
0376: $7971 = create_random_actor $8025 $8026 $8027 
0187: $7987 = create_marker_above_actor $7971 
0376: $7972 = create_random_actor $8025 $8026 $8027 
0187: $7988 = create_marker_above_actor $7972 
0376: $7973 = create_random_actor $8025 $8026 $8027 
0187: $7989 = create_marker_above_actor $7973 
0376: $7974 = create_random_actor $8025 $8026 $8027 
0187: $7990 = create_marker_above_actor $7974 
0376: $7975 = create_random_actor $8025 $8026 $8027 
0187: $7991 = create_marker_above_actor $7975 
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 

:PIZZA_804
0247: request_model #PIZZABOX 

:PIZZA_809
00D6: if 
8248:   not model #PIZZABOX available 
004D: jump_if_false @PIZZA_836 
0001: wait 0 ms 
0002: jump @PIZZA_809 

:PIZZA_836
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 0 
00D6: if 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false @PIZZA_895 
00DA: $7965 = player $PLAYER_CHAR car 
0002: jump @PIZZA_917 

:PIZZA_895
00BC: text_highpriority 'PIZ1_32' 5000 ms 1  // ~r~Pizza's too hot to handle?
0002: jump @PIZZA_2540 

:PIZZA_917
00D6: if 
0038:   $ONMISSION == 0 // integer values 
004D: jump_if_false @PIZZA_943 
0186: $7993 = create_marker_above_car $7965 

:PIZZA_943
014E: start_timer_at $8012 count_in_direction 1 
03C4: set_status_text_to $8008 0 'PIZ1_12'  // Pizzas left:
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
004D: jump_if_false @PIZZA_996 
0004: $8011 = 1 // integer values 

:PIZZA_996
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
004D: jump_if_false @PIZZA_1027 
0004: $8011 = 2 // integer values 

:PIZZA_1027
00D6: if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
004D: jump_if_false @PIZZA_1058 
0004: $8011 = 3 // integer values 

:PIZZA_1058
00BB: text_lowpriority 'PIZ1_01' 7000 ms 1  // ~g~Go deliver these pizzas, you must throw the pizza to the customers. Do a drive-by to throw the pizzas.
00BB: text_lowpriority 'PIZ1_05' 7000 ms 1  // ~g~You have five minutes to deliver the orders before the customers phone another pizza shop.
0006: 16@ = 0 // integer values 

:PIZZA_1095
0001: wait 0 ms 
00D6: if 
0038:   $7994 == 1 // integer values 
004D: jump_if_false @PIZZA_1171 
00D6: if 
0038:   $8019 == 0 // integer values 
004D: jump_if_false @PIZZA_1171 
00D6: if 
0019:   16@ > 13999 // integer values 
004D: jump_if_false @PIZZA_1171 
03E5: text_box 'PIZ1_06'  // Press the~h~ ~k~~TOGGLE_SUBMISSIONS~~w~ when on the bike to cancel the mission.
0004: $8019 = 1 // integer values 

:PIZZA_1171
00D6: if 
8119:   not car $7965 wrecked 
004D: jump_if_false @PIZZA_1315 
00D6: if 
00DC:   player $PLAYER_CHAR driving $7965 
004D: jump_if_false @PIZZA_1315 
00D6: if 
00FA:   player $PLAYER_CHAR stopped 0 $8036 $8037 $8038 radius 3.0 3.0 3.0 
004D: jump_if_false @PIZZA_1315 
00D6: if 
0019:   16@ > 14000 // integer values 
004D: jump_if_false @PIZZA_1315 
00D6: if 
0018:   $8008 > 0 // integer values 
004D: jump_if_false @PIZZA_1315 
00BE: text_clear_all 
0004: $8008 = 6 // integer values 
0050: gosub @PIZZA_10425 
0004: $123 = 0 // integer values 
0006: 16@ = 0 // integer values 

:PIZZA_1315
00D6: if 
0038:   $8012 == 0 // integer values 
004D: jump_if_false @PIZZA_1355 
00BC: text_highpriority 'PIZ1_08' 5000 ms 1  // ~r~You are out of time. You're fired.
0002: jump @PIZZA_2540 

:PIZZA_1355
00D6: if 
001C:   $7994 > $7995 // integer values 
004D: jump_if_false @PIZZA_1565 
0001: wait 0 ms 
0050: gosub @PIZZA_2799 
0050: gosub @PIZZA_4815 
0008: $7995 += 1 // integer values 
00D6: if 
0038:   $8015 == 1 // integer values 
004D: jump_if_false @PIZZA_1432 
00BC: text_highpriority 'PIZ1_07' 5000 ms 1  // ~r~You killed the customer! You're fired.

:PIZZA_1432
00D6: if 
0038:   $8015 == 2 // integer values 
004D: jump_if_false @PIZZA_1465 
00BC: text_highpriority 'PIZ1_09' 5000 ms 1  // ~r~You destroyed our bike! You're fired.

:PIZZA_1465
00D6: if 
0038:   $8015 == 3 // integer values 
004D: jump_if_false @PIZZA_1498 
00BC: text_highpriority 'PIZ1_32' 5000 ms 1  // ~r~Pizza's too hot to handle?

:PIZZA_1498
00D6: if or
0038:   $8015 == 1 // integer values 
0038:   $8015 == 2 // integer values 
0038:   $8015 == 3 // integer values 
004D: jump_if_false @PIZZA_1537 
0002: jump @PIZZA_2540 

:PIZZA_1537
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0050: gosub @PIZZA_12676 
0002: jump @PIZZA_1355 

:PIZZA_1565
00D6: if 
0038:   $8015 == 1 // integer values 
004D: jump_if_false @PIZZA_1598 
00BC: text_highpriority 'PIZ1_07' 5000 ms 1  // ~r~You killed the customer! You're fired.

:PIZZA_1598
00D6: if 
0038:   $8015 == 2 // integer values 
004D: jump_if_false @PIZZA_1631 
00BC: text_highpriority 'PIZ1_09' 5000 ms 1  // ~r~You destroyed our bike! You're fired.

:PIZZA_1631
00D6: if 
0038:   $8015 == 3 // integer values 
004D: jump_if_false @PIZZA_1664 
00BC: text_highpriority 'PIZ1_32' 5000 ms 1  // ~r~Pizza's too hot to handle?

:PIZZA_1664
00D6: if or
0038:   $8015 == 1 // integer values 
0038:   $8015 == 2 // integer values 
0038:   $8015 == 3 // integer values 
004D: jump_if_false @PIZZA_1703 
0002: jump @PIZZA_2540 

:PIZZA_1703
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0050: gosub @PIZZA_12676 
00D6: if 
0038:   $8007 == 0 // integer values 
004D: jump_if_false @PIZZA_2324 
00D6: if 
003A:   $8006 == $7994 // integer values and handles 
004D: jump_if_false @PIZZA_1829 
00D6: if 
0038:   $8017 == 0 // integer values 
004D: jump_if_false @PIZZA_1822 
00BC: text_highpriority 'PIZ1_33' 7000 ms 1  // ~g~Return to the restaurant for more orders.
0164: disable_marker $7992 
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 
0004: $8007 = 1 // integer values 

:PIZZA_1822
0002: jump @PIZZA_2317 

:PIZZA_1829
00D6: if 
0018:   $8008 > 0 // integer values 
004D: jump_if_false @PIZZA_1861 
0050: gosub @PIZZA_6055 
0002: jump @PIZZA_2317 

:PIZZA_1861
0050: gosub @PIZZA_6055 
00D6: if 
0038:   $123 == 0 // integer values 
004D: jump_if_false @PIZZA_1908 
00BC: text_highpriority 'PIZ1_02' 5000 ms 1  // ~g~You have thrown all your pizzas, go back and get some more.
0004: $123 = 1 // integer values 

:PIZZA_1908
0164: disable_marker $7982 
0164: disable_marker $7983 
0164: disable_marker $7984 
0164: disable_marker $7985 
0164: disable_marker $7986 
0164: disable_marker $7987 
0164: disable_marker $7988 
0164: disable_marker $7989 
0164: disable_marker $7990 
0164: disable_marker $7991 
0164: disable_marker $7992 
00D6: if 
0038:   $8017 == 0 // integer values 
004D: jump_if_false @PIZZA_2317 
0164: disable_marker $7992 
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 
00D6: if 
00FA:   player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 
004D: jump_if_false @PIZZA_2317 
00D6: if 
8118:   not actor $7966 dead 
004D: jump_if_false @PIZZA_2068 
0187: $7982 = create_marker_above_actor $7966 

:PIZZA_2068
00D6: if 
8118:   not actor $7967 dead 
004D: jump_if_false @PIZZA_2092 
0187: $7983 = create_marker_above_actor $7967 

:PIZZA_2092
00D6: if 
8118:   not actor $7968 dead 
004D: jump_if_false @PIZZA_2116 
0187: $7984 = create_marker_above_actor $7968 

:PIZZA_2116
00D6: if 
8118:   not actor $7969 dead 
004D: jump_if_false @PIZZA_2140 
0187: $7985 = create_marker_above_actor $7969 

:PIZZA_2140
00D6: if 
8118:   not actor $7970 dead 
004D: jump_if_false @PIZZA_2164 
0187: $7986 = create_marker_above_actor $7970 

:PIZZA_2164
00D6: if 
8118:   not actor $7971 dead 
004D: jump_if_false @PIZZA_2188 
0187: $7987 = create_marker_above_actor $7971 

:PIZZA_2188
00D6: if 
8118:   not actor $7972 dead 
004D: jump_if_false @PIZZA_2212 
0187: $7988 = create_marker_above_actor $7972 

:PIZZA_2212
00D6: if 
8118:   not actor $7973 dead 
004D: jump_if_false @PIZZA_2236 
0187: $7989 = create_marker_above_actor $7973 

:PIZZA_2236
00D6: if 
8118:   not actor $7974 dead 
004D: jump_if_false @PIZZA_2260 
0187: $7990 = create_marker_above_actor $7974 

:PIZZA_2260
00D6: if 
8118:   not actor $7975 dead 
004D: jump_if_false @PIZZA_2284 
0187: $7991 = create_marker_above_actor $7975 

:PIZZA_2284
0164: disable_marker $7992 
0004: $8022 = 0 // integer values 
0004: $8008 = 6 // integer values 
0050: gosub @PIZZA_10425 
0004: $123 = 0 // integer values 

:PIZZA_2317
0002: jump @PIZZA_2533 

:PIZZA_2324
00D6: if 
00FA:   player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 
004D: jump_if_false @PIZZA_2508 
00D6: if 
0038:   $7994 == 10 // integer values 
004D: jump_if_false @PIZZA_2430 
00D6: if 
0038:   $389 == 0 // integer values 
004D: jump_if_false @PIZZA_2416 
0002: jump @PIZZA_2557 
0002: jump @PIZZA_2423 

:PIZZA_2416
0004: $7994 = 9 // integer values 

:PIZZA_2423
0002: jump @PIZZA_2501 

:PIZZA_2430
0164: disable_marker $7992 
0004: $8012 = 301000 // integer values 
0004: $8022 = 0 // integer values 
0004: $8008 = 6 // integer values 
0050: gosub @PIZZA_10425 
0004: $123 = 0 // integer values 
0004: $7995 = 0 // integer values 
0008: $7994 += 1 // integer values 
0004: $8006 = 0 // integer values 
0004: $8007 = 0 // integer values 

:PIZZA_2501
0002: jump @PIZZA_2533 

:PIZZA_2508
00D6: if 
0018:   $8008 > 0 // integer values 
004D: jump_if_false @PIZZA_2533 
0050: gosub @PIZZA_6055 

:PIZZA_2533
0002: jump @PIZZA_1095 

:PIZZA_2540
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0051: return 

:PIZZA_2557
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 50000 
00D6: if 
0038:   $389 == 0 // integer values 
004D: jump_if_false @PIZZA_2654 
0595: mission_complete 
00BC: text_highpriority 'PIZ_WON' 5000 ms 1  // Pizza Mission Complete. Your max Health increased to 150.
030C: progress_made += 1 
055E: set_player $PLAYER_CHAR max_health += 50 
0004: $389 = 1 // integer values 

:PIZZA_2654
0051: return 

:PIZZA_2656
0004: $ONMISSION = 0 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 1 
0249: release_model #FAGGIO 
0249: release_model #PIZZABOX 
0534: increment_pizzas_delivered_by $8020 
0164: disable_marker $7982 
0164: disable_marker $7983 
0164: disable_marker $7984 
0164: disable_marker $7985 
0164: disable_marker $7986 
0164: disable_marker $7987 
0164: disable_marker $7988 
0164: disable_marker $7989 
0164: disable_marker $7990 
0164: disable_marker $7991 
0164: disable_marker $7992 
0164: disable_marker $7993 
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 
0151: remove_status_text $8008 
014F: stop_timer $8012 
0004: $390 = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:PIZZA_2799
0001: wait 0 ms 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
00D6: if 
0038:   $8011 == 1 // integer values 
004D: jump_if_false @PIZZA_2895 
0208: $8023 = random_float -1050.4 -160.9 
0208: $8024 = random_float -160.0 1600.7 
0005: $8036 = -908.0 // floating-point values 
0005: $8037 = 809.3 // floating-point values 
0005: $8038 = 10.5 // floating-point values 

:PIZZA_2895
00D6: if 
0038:   $8011 == 2 // integer values 
004D: jump_if_false @PIZZA_2973 
0208: $8023 = random_float -1200.4 -800.9 
0208: $8024 = random_float -660.0 300.7 
0005: $8036 = -1028.9 // floating-point values 
0005: $8037 = 82.7 // floating-point values 
0005: $8038 = 10.7 // floating-point values 

:PIZZA_2973
00D6: if 
0038:   $8011 == 3 // integer values 
004D: jump_if_false @PIZZA_3051 
0208: $8023 = random_float -100.9 1000.4 
0208: $8024 = random_float -300.7 800.5 
0005: $8036 = 411.6 // floating-point values 
0005: $8037 = 97.8 // floating-point values 
0005: $8038 = 10.4 // floating-point values 

:PIZZA_3051
02C0: set $8025 $8026 $8027 to_ped_path_coords_closest_to $8023 $8024 $97 
00D6: if or
0022:   8.0 > $8027 // floating-point values 
0020:   $8027 > 12.0 // floating-point values 
004D: jump_if_false @PIZZA_3109 
0002: jump @PIZZA_2799 

:PIZZA_3109
00D6: if and
0020:   $8025 > 333.358 // floating-point values 
0022:   435.544 > $8025 // floating-point values 
0020:   $8026 > -557.261 // floating-point values 
0022:   -433.179 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3167 
0002: jump @PIZZA_2799 

:PIZZA_3167
00D6: if and
0020:   $8025 > -64.434 // floating-point values 
0022:   81.544 > $8025 // floating-point values 
0020:   $8026 > -995.198 // floating-point values 
0022:   -896.662 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3225 
0002: jump @PIZZA_2799 

:PIZZA_3225
00D6: if and
0020:   $8025 > 446.491 // floating-point values 
0022:   599.769 > $8025 // floating-point values 
0020:   $8026 > -92.564 // floating-point values 
0022:   53.415 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3283 
0002: jump @PIZZA_2799 

:PIZZA_3283
00D6: if and
0020:   $8025 > -82.682 // floating-point values 
0022:   234.821 > $8025 // floating-point values 
0020:   $8026 > -272.607 // floating-point values 
0022:   406.194 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3341 
0002: jump @PIZZA_2799 

:PIZZA_3341
00D6: if and
0020:   $8025 > -290.702 // floating-point values 
0022:   282.265 > $8025 // floating-point values 
0020:   $8026 > 398.714 // floating-point values 
0022:   661.476 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3399 
0002: jump @PIZZA_2799 

:PIZZA_3399
00D6: if and
0020:   $8025 > -728.193 // floating-point values 
0022:   -67.639 > $8025 // floating-point values 
0020:   $8026 > -20.866 // floating-point values 
0022:   99.566 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3457 
0002: jump @PIZZA_2799 

:PIZZA_3457
00D6: if and
0020:   $8025 > -516.97 // floating-point values 
0022:   -188.518 > $8025 // floating-point values 
0020:   $8026 > -667.97 // floating-point values 
0022:   -507.393 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3515 
0002: jump @PIZZA_2799 

:PIZZA_3515
00D6: if and
0020:   $8025 > -710.393 // floating-point values 
0022:   -579.012 > $8025 // floating-point values 
0020:   $8026 > -1416.112 // floating-point values 
0022:   -1211.742 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3573 
0002: jump @PIZZA_2799 

:PIZZA_3573
00D6: if and
0020:   $8025 > 333.358 // floating-point values 
0022:   493.934 > $8025 // floating-point values 
0020:   $8026 > 991.328 // floating-point values 
0022:   1261.389 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3631 
0002: jump @PIZZA_2799 

:PIZZA_3631
00D6: if and
0020:   $8025 > -790.682 // floating-point values 
0022:   -626.456 > $8025 // floating-point values 
0020:   $8026 > 1196.908 // floating-point values 
0022:   1306.392 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3689 
0002: jump @PIZZA_2799 

:PIZZA_3689
00D6: if and
0020:   $8025 > -1173.877 // floating-point values 
0022:   -1027.898 > $8025 // floating-point values 
0020:   $8026 > 237.098 // floating-point values 
0022:   415.922 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3747 
0002: jump @PIZZA_2799 

:PIZZA_3747
00D6: if and
0020:   $8025 > -1389.195 // floating-point values 
0022:   -1199.422 > $8025 // floating-point values 
0020:   $8026 > -47.561 // floating-point values 
0022:   229.799 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3805 
0002: jump @PIZZA_2799 

:PIZZA_3805
00D6: if and
0020:   $8025 > -1571.667 // floating-point values 
0022:   -1290.658 > $8025 // floating-point values 
0020:   $8026 > -1007.371 // floating-point values 
0022:   -784.753 > $8026 // floating-point values 
004D: jump_if_false @PIZZA_3863 
0002: jump @PIZZA_2799 

:PIZZA_3863
0086: $8029 = $95 // floating-point values only 
0061: $8029 -= $8025 // floating-point values 
0086: $8030 = $96 // floating-point values only 
0061: $8030 -= $8026 // floating-point values 
0069: $8029 *= $8029 // floating-point values 
0069: $8030 *= $8030 // floating-point values 
0086: $8028 = $8029 // floating-point values only 
0059: $8028 += $8030 // floating-point values 
01FB: $8031 = square_root $8028 
00D6: if 
0022:   120.0 > $8031 // floating-point values 
004D: jump_if_false @PIZZA_3963 
0002: jump @PIZZA_2799 

:PIZZA_3963
0086: $8032 = $8036 // floating-point values only 
0061: $8032 -= $8025 // floating-point values 
0086: $8033 = $8037 // floating-point values only 
0061: $8033 -= $8026 // floating-point values 
0069: $8032 *= $8032 // floating-point values 
0069: $8033 *= $8033 // floating-point values 
0086: $8028 = $8032 // floating-point values only 
0059: $8028 += $8033 // floating-point values 
01FB: $8034 = square_root $8028 
00D6: if 
0022:   100.0 > $8034 // floating-point values 
004D: jump_if_false @PIZZA_4063 
0002: jump @PIZZA_2799 

:PIZZA_4063
00D6: if 
0038:   $7996 == 1 // integer values 
004D: jump_if_false @PIZZA_4138 
00D6: if 
8118:   not actor $7966 dead 
004D: jump_if_false @PIZZA_4138 
00D6: if 
00EC:   actor $7966 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4138 
0002: jump @PIZZA_2799 

:PIZZA_4138
00D6: if 
0038:   $7997 == 1 // integer values 
004D: jump_if_false @PIZZA_4213 
00D6: if 
8118:   not actor $7967 dead 
004D: jump_if_false @PIZZA_4213 
00D6: if 
00EC:   actor $7967 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4213 
0002: jump @PIZZA_2799 

:PIZZA_4213
00D6: if 
0038:   $7998 == 1 // integer values 
004D: jump_if_false @PIZZA_4288 
00D6: if 
8118:   not actor $7968 dead 
004D: jump_if_false @PIZZA_4288 
00D6: if 
00EC:   actor $7968 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4288 
0002: jump @PIZZA_2799 

:PIZZA_4288
00D6: if 
0038:   $7999 == 1 // integer values 
004D: jump_if_false @PIZZA_4363 
00D6: if 
8118:   not actor $7969 dead 
004D: jump_if_false @PIZZA_4363 
00D6: if 
00EC:   actor $7969 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4363 
0002: jump @PIZZA_2799 

:PIZZA_4363
00D6: if 
0038:   $8000 == 1 // integer values 
004D: jump_if_false @PIZZA_4438 
00D6: if 
8118:   not actor $7970 dead 
004D: jump_if_false @PIZZA_4438 
00D6: if 
00EC:   actor $7970 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4438 
0002: jump @PIZZA_2799 

:PIZZA_4438
00D6: if 
0038:   $8001 == 1 // integer values 
004D: jump_if_false @PIZZA_4513 
00D6: if 
8118:   not actor $7971 dead 
004D: jump_if_false @PIZZA_4513 
00D6: if 
00EC:   actor $7971 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4513 
0002: jump @PIZZA_2799 

:PIZZA_4513
00D6: if 
0038:   $8002 == 1 // integer values 
004D: jump_if_false @PIZZA_4588 
00D6: if 
8118:   not actor $7972 dead 
004D: jump_if_false @PIZZA_4588 
00D6: if 
00EC:   actor $7972 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4588 
0002: jump @PIZZA_2799 

:PIZZA_4588
00D6: if 
0038:   $8003 == 1 // integer values 
004D: jump_if_false @PIZZA_4663 
00D6: if 
8118:   not actor $7973 dead 
004D: jump_if_false @PIZZA_4663 
00D6: if 
00EC:   actor $7973 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4663 
0002: jump @PIZZA_2799 

:PIZZA_4663
00D6: if 
0038:   $8004 == 1 // integer values 
004D: jump_if_false @PIZZA_4738 
00D6: if 
8118:   not actor $7974 dead 
004D: jump_if_false @PIZZA_4738 
00D6: if 
00EC:   actor $7974 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4738 
0002: jump @PIZZA_2799 

:PIZZA_4738
00D6: if 
0038:   $8005 == 1 // integer values 
004D: jump_if_false @PIZZA_4813 
00D6: if 
8118:   not actor $7975 dead 
004D: jump_if_false @PIZZA_4813 
00D6: if 
00EC:   actor $7975 0 $8025 $8026 radius 25.0 25.0 
004D: jump_if_false @PIZZA_4813 
0002: jump @PIZZA_2799 

:PIZZA_4813
0051: return 

:PIZZA_4815
00D6: if and
0018:   $7994 > 0 // integer values 
0038:   $7996 == 0 // integer values 
004D: jump_if_false @PIZZA_4904 
0376: $7966 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7966 z_angle_to $8035 
01ED: clear_actor $7966 threat_search 
0192: set_actor $7966 objective_to_stand_still 
0187: $7982 = create_marker_above_actor $7966 
0004: $7996 = 1 // integer values 
0051: return 

:PIZZA_4904
00D6: if and
0018:   $7994 > 1 // integer values 
0038:   $7997 == 0 // integer values 
004D: jump_if_false @PIZZA_4993 
0376: $7967 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7967 z_angle_to $8035 
01ED: clear_actor $7967 threat_search 
0192: set_actor $7967 objective_to_stand_still 
0187: $7983 = create_marker_above_actor $7967 
0004: $7997 = 1 // integer values 
0051: return 

:PIZZA_4993
00D6: if and
0018:   $7994 > 2 // integer values 
0038:   $7998 == 0 // integer values 
004D: jump_if_false @PIZZA_5082 
0376: $7968 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7968 z_angle_to $8035 
01ED: clear_actor $7968 threat_search 
0192: set_actor $7968 objective_to_stand_still 
0187: $7984 = create_marker_above_actor $7968 
0004: $7998 = 1 // integer values 
0051: return 

:PIZZA_5082
00D6: if and
0018:   $7994 > 3 // integer values 
0038:   $7999 == 0 // integer values 
004D: jump_if_false @PIZZA_5171 
0376: $7969 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7969 z_angle_to $8035 
01ED: clear_actor $7969 threat_search 
0192: set_actor $7969 objective_to_stand_still 
0187: $7985 = create_marker_above_actor $7969 
0004: $7999 = 1 // integer values 
0051: return 

:PIZZA_5171
00D6: if and
0018:   $7994 > 4 // integer values 
0038:   $8000 == 0 // integer values 
004D: jump_if_false @PIZZA_5260 
0376: $7970 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7970 z_angle_to $8035 
01ED: clear_actor $7970 threat_search 
0192: set_actor $7970 objective_to_stand_still 
0187: $7986 = create_marker_above_actor $7970 
0004: $8000 = 1 // integer values 
0051: return 

:PIZZA_5260
00D6: if and
0018:   $7994 > 5 // integer values 
0038:   $8001 == 0 // integer values 
004D: jump_if_false @PIZZA_5349 
0376: $7971 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7971 z_angle_to $8035 
01ED: clear_actor $7971 threat_search 
0192: set_actor $7971 objective_to_stand_still 
0187: $7987 = create_marker_above_actor $7971 
0004: $8001 = 1 // integer values 
0051: return 

:PIZZA_5349
00D6: if and
0018:   $7994 > 6 // integer values 
0038:   $8002 == 0 // integer values 
004D: jump_if_false @PIZZA_5438 
0376: $7972 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7972 z_angle_to $8035 
01ED: clear_actor $7972 threat_search 
0192: set_actor $7972 objective_to_stand_still 
0187: $7988 = create_marker_above_actor $7972 
0004: $8002 = 1 // integer values 
0051: return 

:PIZZA_5438
00D6: if and
0018:   $7994 > 7 // integer values 
0038:   $8003 == 0 // integer values 
004D: jump_if_false @PIZZA_5527 
0376: $7973 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7973 z_angle_to $8035 
01ED: clear_actor $7973 threat_search 
0192: set_actor $7973 objective_to_stand_still 
0187: $7989 = create_marker_above_actor $7973 
0004: $8003 = 1 // integer values 
0051: return 

:PIZZA_5527
00D6: if and
0018:   $7994 > 8 // integer values 
0038:   $8004 == 0 // integer values 
004D: jump_if_false @PIZZA_5616 
0376: $7974 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7974 z_angle_to $8035 
01ED: clear_actor $7974 threat_search 
0192: set_actor $7974 objective_to_stand_still 
0187: $7990 = create_marker_above_actor $7974 
0004: $8004 = 1 // integer values 
0051: return 

:PIZZA_5616
00D6: if and
0018:   $7994 > 9 // integer values 
0038:   $8005 == 0 // integer values 
004D: jump_if_false @PIZZA_5705 
0376: $7975 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
0173: set_actor $7975 z_angle_to $8035 
01ED: clear_actor $7975 threat_search 
0192: set_actor $7975 objective_to_stand_still 
0187: $7991 = create_marker_above_actor $7975 
0004: $8005 = 1 // integer values 
0051: return 

:PIZZA_5705
0051: return 

:PIZZA_5707
00D6: if 
0038:   $8009 == 0 // integer values 
004D: jump_if_false @PIZZA_5879 
029B: $8010 = init_object #PIZZABOX at 0.0 0.0 100.0 
035C: place_object $8010 relative_to_car $7965 offset 0.7 0.0 0.7 
0382: set_object $8010 collision_detection 1 
0392: object $8010 toggle_in_moving_list 1 
0170: $8039 = player $PLAYER_CHAR z_angle 
000D: $8040 -= 90.0 // floating-point values 
000D: $8041 -= 90.0 // floating-point values 
02F7: $8040 = cosine $8039 
02F6: $8041 = sine $8039 // float 
0011: $8040 *= 12.0 // floating-point values 
0011: $8041 *= 12.0 // floating-point values 
038C: object $8010 scatter $8040 $8041 5.0 
000C: $8008 -= 1 // integer values 
0004: $8009 = 1 // integer values 

:PIZZA_5879
0051: return 

:PIZZA_5881
00D6: if 
0038:   $8009 == 0 // integer values 
004D: jump_if_false @PIZZA_6053 
029B: $8010 = init_object #PIZZABOX at 0.0 0.0 100.0 
035C: place_object $8010 relative_to_car $7965 offset -0.7 0.0 0.7 
0382: set_object $8010 collision_detection 1 
0392: object $8010 toggle_in_moving_list 1 
0170: $8039 = player $PLAYER_CHAR z_angle 
000D: $8040 -= 90.0 // floating-point values 
000D: $8041 -= 90.0 // floating-point values 
02F7: $8040 = cosine $8039 
02F6: $8041 = sine $8039 // float 
0011: $8040 *= -12.0 // floating-point values 
0011: $8041 *= -12.0 // floating-point values 
038C: object $8010 scatter $8040 $8041 5.0 
000C: $8008 -= 1 // integer values 
0004: $8009 = 1 // integer values 

:PIZZA_6053
0051: return 

:PIZZA_6055
00D6: if 
8119:   not car $7965 wrecked 
004D: jump_if_false @PIZZA_6582 
00D6: if 
00DC:   player $PLAYER_CHAR driving $7965 
004D: jump_if_false @PIZZA_6582 
00D6: if 
00E1:   player 0 pressed_button 7 
004D: jump_if_false @PIZZA_6336 
00D6: if 
00E1:   player 0 pressed_button 17 
004D: jump_if_false @PIZZA_6329 
00D6: if 
0038:   $8008 == 6 // integer values 
004D: jump_if_false @PIZZA_6157 
0050: gosub @PIZZA_5707 
0084: $7976 = $8010 // integer values and handles 

:PIZZA_6157
00D6: if 
0038:   $8008 == 5 // integer values 
004D: jump_if_false @PIZZA_6190 
0050: gosub @PIZZA_5707 
0084: $7977 = $8010 // integer values and handles 

:PIZZA_6190
00D6: if 
0038:   $8008 == 4 // integer values 
004D: jump_if_false @PIZZA_6223 
0050: gosub @PIZZA_5707 
0084: $7978 = $8010 // integer values and handles 

:PIZZA_6223
00D6: if 
0038:   $8008 == 3 // integer values 
004D: jump_if_false @PIZZA_6256 
0050: gosub @PIZZA_5707 
0084: $7979 = $8010 // integer values and handles 

:PIZZA_6256
00D6: if 
0038:   $8008 == 2 // integer values 
004D: jump_if_false @PIZZA_6289 
0050: gosub @PIZZA_5707 
0084: $7980 = $8010 // integer values and handles 

:PIZZA_6289
00D6: if 
0038:   $8008 == 1 // integer values 
004D: jump_if_false @PIZZA_6322 
0050: gosub @PIZZA_5707 
0084: $7981 = $8010 // integer values and handles 

:PIZZA_6322
0002: jump @PIZZA_6336 

:PIZZA_6329
0004: $8009 = 0 // integer values 

:PIZZA_6336
00D6: if 
00E1:   player 0 pressed_button 5 
004D: jump_if_false @PIZZA_6582 
00D6: if 
00E1:   player 0 pressed_button 17 
004D: jump_if_false @PIZZA_6575 
00D6: if 
0038:   $8008 == 6 // integer values 
004D: jump_if_false @PIZZA_6403 
0050: gosub @PIZZA_5881 
0084: $7976 = $8010 // integer values and handles 

:PIZZA_6403
00D6: if 
0038:   $8008 == 5 // integer values 
004D: jump_if_false @PIZZA_6436 
0050: gosub @PIZZA_5881 
0084: $7977 = $8010 // integer values and handles 

:PIZZA_6436
00D6: if 
0038:   $8008 == 4 // integer values 
004D: jump_if_false @PIZZA_6469 
0050: gosub @PIZZA_5881 
0084: $7978 = $8010 // integer values and handles 

:PIZZA_6469
00D6: if 
0038:   $8008 == 3 // integer values 
004D: jump_if_false @PIZZA_6502 
0050: gosub @PIZZA_5881 
0084: $7979 = $8010 // integer values and handles 

:PIZZA_6502
00D6: if 
0038:   $8008 == 2 // integer values 
004D: jump_if_false @PIZZA_6535 
0050: gosub @PIZZA_5881 
0084: $7980 = $8010 // integer values and handles 

:PIZZA_6535
00D6: if 
0038:   $8008 == 1 // integer values 
004D: jump_if_false @PIZZA_6568 
0050: gosub @PIZZA_5881 
0084: $7981 = $8010 // integer values and handles 

:PIZZA_6568
0002: jump @PIZZA_6582 

:PIZZA_6575
0004: $8009 = 0 // integer values 

:PIZZA_6582
00D6: if 
0038:   $7996 == 1 // integer values 
004D: jump_if_false @PIZZA_6794 
00D6: if 
8118:   not actor $7966 dead 
004D: jump_if_false @PIZZA_6787 
0084: $8014 = $7966 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_6780 
00D6: if 
8118:   not actor $7966 dead 
004D: jump_if_false @PIZZA_6682 
0372: set_actor $7966 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_6689 

:PIZZA_6682
0004: $8015 = 1 // integer values 

:PIZZA_6689
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7966 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7982 
0004: $7996 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_6780
0002: jump @PIZZA_6794 

:PIZZA_6787
0004: $8015 = 1 // integer values 

:PIZZA_6794
00D6: if 
0038:   $7997 == 1 // integer values 
004D: jump_if_false @PIZZA_7006 
00D6: if 
8118:   not actor $7967 dead 
004D: jump_if_false @PIZZA_6999 
0084: $8014 = $7967 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_6992 
00D6: if 
8118:   not actor $7967 dead 
004D: jump_if_false @PIZZA_6894 
0372: set_actor $7967 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_6901 

:PIZZA_6894
0004: $8015 = 1 // integer values 

:PIZZA_6901
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7967 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7983 
0004: $7997 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_6992
0002: jump @PIZZA_7006 

:PIZZA_6999
0004: $8015 = 1 // integer values 

:PIZZA_7006
00D6: if 
0038:   $7998 == 1 // integer values 
004D: jump_if_false @PIZZA_7218 
00D6: if 
8118:   not actor $7968 dead 
004D: jump_if_false @PIZZA_7211 
0084: $8014 = $7968 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_7204 
00D6: if 
8118:   not actor $7968 dead 
004D: jump_if_false @PIZZA_7106 
0372: set_actor $7968 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_7113 

:PIZZA_7106
0004: $8015 = 1 // integer values 

:PIZZA_7113
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7968 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7984 
0004: $7998 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_7204
0002: jump @PIZZA_7218 

:PIZZA_7211
0004: $8015 = 1 // integer values 

:PIZZA_7218
00D6: if 
0038:   $7999 == 1 // integer values 
004D: jump_if_false @PIZZA_7430 
00D6: if 
8118:   not actor $7969 dead 
004D: jump_if_false @PIZZA_7423 
0084: $8014 = $7969 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_7416 
00D6: if 
8118:   not actor $7969 dead 
004D: jump_if_false @PIZZA_7318 
0372: set_actor $7969 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_7325 

:PIZZA_7318
0004: $8015 = 1 // integer values 

:PIZZA_7325
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7969 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7985 
0004: $7999 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_7416
0002: jump @PIZZA_7430 

:PIZZA_7423
0004: $8015 = 1 // integer values 

:PIZZA_7430
00D6: if 
0038:   $8000 == 1 // integer values 
004D: jump_if_false @PIZZA_7642 
00D6: if 
8118:   not actor $7970 dead 
004D: jump_if_false @PIZZA_7635 
0084: $8014 = $7970 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_7628 
00D6: if 
8118:   not actor $7970 dead 
004D: jump_if_false @PIZZA_7530 
0372: set_actor $7970 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_7537 

:PIZZA_7530
0004: $8015 = 1 // integer values 

:PIZZA_7537
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7970 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7986 
0004: $8000 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_7628
0002: jump @PIZZA_7642 

:PIZZA_7635
0004: $8015 = 1 // integer values 

:PIZZA_7642
00D6: if 
0038:   $8001 == 1 // integer values 
004D: jump_if_false @PIZZA_7854 
00D6: if 
8118:   not actor $7971 dead 
004D: jump_if_false @PIZZA_7847 
0084: $8014 = $7971 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_7840 
00D6: if 
8118:   not actor $7971 dead 
004D: jump_if_false @PIZZA_7742 
0372: set_actor $7971 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_7749 

:PIZZA_7742
0004: $8015 = 1 // integer values 

:PIZZA_7749
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7971 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7987 
0004: $8001 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_7840
0002: jump @PIZZA_7854 

:PIZZA_7847
0004: $8015 = 1 // integer values 

:PIZZA_7854
00D6: if 
0038:   $8002 == 1 // integer values 
004D: jump_if_false @PIZZA_8066 
00D6: if 
8118:   not actor $7972 dead 
004D: jump_if_false @PIZZA_8059 
0084: $8014 = $7972 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_8052 
00D6: if 
8118:   not actor $7972 dead 
004D: jump_if_false @PIZZA_7954 
0372: set_actor $7972 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_7961 

:PIZZA_7954
0004: $8015 = 1 // integer values 

:PIZZA_7961
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7972 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7988 
0004: $8002 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_8052
0002: jump @PIZZA_8066 

:PIZZA_8059
0004: $8015 = 1 // integer values 

:PIZZA_8066
00D6: if 
0038:   $8003 == 1 // integer values 
004D: jump_if_false @PIZZA_8278 
00D6: if 
8118:   not actor $7973 dead 
004D: jump_if_false @PIZZA_8271 
0084: $8014 = $7973 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_8264 
00D6: if 
8118:   not actor $7973 dead 
004D: jump_if_false @PIZZA_8166 
0372: set_actor $7973 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_8173 

:PIZZA_8166
0004: $8015 = 1 // integer values 

:PIZZA_8173
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7973 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7989 
0004: $8003 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_8264
0002: jump @PIZZA_8278 

:PIZZA_8271
0004: $8015 = 1 // integer values 

:PIZZA_8278
00D6: if 
0038:   $8004 == 1 // integer values 
004D: jump_if_false @PIZZA_8490 
00D6: if 
8118:   not actor $7974 dead 
004D: jump_if_false @PIZZA_8483 
0084: $8014 = $7974 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_8476 
00D6: if 
8118:   not actor $7974 dead 
004D: jump_if_false @PIZZA_8378 
0372: set_actor $7974 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_8385 

:PIZZA_8378
0004: $8015 = 1 // integer values 

:PIZZA_8385
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7974 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7990 
0004: $8004 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_8476
0002: jump @PIZZA_8490 

:PIZZA_8483
0004: $8015 = 1 // integer values 

:PIZZA_8490
00D6: if 
0038:   $8005 == 1 // integer values 
004D: jump_if_false @PIZZA_8702 
00D6: if 
8118:   not actor $7975 dead 
004D: jump_if_false @PIZZA_8695 
0084: $8014 = $7975 // integer values and handles 
0050: gosub @PIZZA_8711 
00D6: if 
0038:   $8013 == 1 // integer values 
004D: jump_if_false @PIZZA_8688 
00D6: if 
8118:   not actor $7975 dead 
004D: jump_if_false @PIZZA_8590 
0372: set_actor $7975 anim 14 wait_state_time 500 ms 
0002: jump @PIZZA_8597 

:PIZZA_8590
0004: $8015 = 1 // integer values 

:PIZZA_8597
0001: wait 500 ms 
0050: gosub @PIZZA_10285 
01C2: remove_references_to_actor $7975 // Like turning an actor into a random pedestrian 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' 5000 ms 1  // ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money += 10000 
0164: disable_marker $7991 
0004: $8005 = 0 // integer values 
0008: $8006 += 1 // integer values 
0008: $8020 += 1 // integer values 
0004: $8013 = 0 // integer values 

:PIZZA_8688
0002: jump @PIZZA_8702 

:PIZZA_8695
0004: $8015 = 1 // integer values 

:PIZZA_8702
0050: gosub @PIZZA_13088 
0051: return 

:PIZZA_8711
00D6: if 
03CA:   object $7976 exists 
004D: jump_if_false @PIZZA_8973 
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_8966 
00D6: if 
0472:   actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_8959 
0004: $8016 = 1 // integer values 
0001: wait 20 ms 
0006: 17@ = 0 // integer values 

:PIZZA_8792
0001: wait 0 ms 
00D6: if 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @PIZZA_8822 
0002: jump @PIZZA_8952 

:PIZZA_8822
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_8924 
00D6: if 
03CA:   object $7976 exists 
004D: jump_if_false @PIZZA_8917 
01BB: store_object $7976 position_to $8042 $8043 $8044 
0239: actor $8014 run_to $8042 $8043 
00D6: if 
0472:   actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_8917 
0002: jump @PIZZA_8952 

:PIZZA_8917
0002: jump @PIZZA_8931 

:PIZZA_8924
0004: $8015 = 1 // integer values 

:PIZZA_8931
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0002: jump @PIZZA_8792 

:PIZZA_8952
0004: $8013 = 1 // integer values 

:PIZZA_8959
0002: jump @PIZZA_8973 

:PIZZA_8966
0004: $8015 = 1 // integer values 

:PIZZA_8973
00D6: if 
03CA:   object $7977 exists 
004D: jump_if_false @PIZZA_9235 
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_9228 
00D6: if 
0472:   actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_9221 
0004: $8016 = 2 // integer values 
0001: wait 20 ms 
0006: 17@ = 0 // integer values 

:PIZZA_9054
0001: wait 0 ms 
00D6: if 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @PIZZA_9084 
0002: jump @PIZZA_9214 

:PIZZA_9084
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_9186 
00D6: if 
03CA:   object $7977 exists 
004D: jump_if_false @PIZZA_9179 
01BB: store_object $7977 position_to $8042 $8043 $8044 
0239: actor $8014 run_to $8042 $8043 
00D6: if 
0472:   actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_9179 
0002: jump @PIZZA_9214 

:PIZZA_9179
0002: jump @PIZZA_9193 

:PIZZA_9186
0004: $8015 = 1 // integer values 

:PIZZA_9193
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0002: jump @PIZZA_9054 

:PIZZA_9214
0004: $8013 = 1 // integer values 

:PIZZA_9221
0002: jump @PIZZA_9235 

:PIZZA_9228
0004: $8015 = 1 // integer values 

:PIZZA_9235
00D6: if 
03CA:   object $7978 exists 
004D: jump_if_false @PIZZA_9497 
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_9490 
00D6: if 
0472:   actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_9483 
0004: $8016 = 3 // integer values 
0001: wait 20 ms 
0006: 17@ = 0 // integer values 

:PIZZA_9316
0001: wait 0 ms 
00D6: if 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @PIZZA_9346 
0002: jump @PIZZA_9476 

:PIZZA_9346
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_9448 
00D6: if 
03CA:   object $7978 exists 
004D: jump_if_false @PIZZA_9441 
01BB: store_object $7978 position_to $8042 $8043 $8044 
0239: actor $8014 run_to $8042 $8043 
00D6: if 
0472:   actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_9441 
0002: jump @PIZZA_9476 

:PIZZA_9441
0002: jump @PIZZA_9455 

:PIZZA_9448
0004: $8015 = 1 // integer values 

:PIZZA_9455
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0002: jump @PIZZA_9316 

:PIZZA_9476
0004: $8013 = 1 // integer values 

:PIZZA_9483
0002: jump @PIZZA_9497 

:PIZZA_9490
0004: $8015 = 1 // integer values 

:PIZZA_9497
00D6: if 
03CA:   object $7979 exists 
004D: jump_if_false @PIZZA_9759 
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_9752 
00D6: if 
0472:   actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_9745 
0004: $8016 = 4 // integer values 
0001: wait 20 ms 
0006: 17@ = 0 // integer values 

:PIZZA_9578
0001: wait 0 ms 
00D6: if 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @PIZZA_9608 
0002: jump @PIZZA_9738 

:PIZZA_9608
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_9710 
00D6: if 
03CA:   object $7979 exists 
004D: jump_if_false @PIZZA_9703 
01BB: store_object $7979 position_to $8042 $8043 $8044 
0239: actor $8014 run_to $8042 $8043 
00D6: if 
0472:   actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_9703 
0002: jump @PIZZA_9738 

:PIZZA_9703
0002: jump @PIZZA_9717 

:PIZZA_9710
0004: $8015 = 1 // integer values 

:PIZZA_9717
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0002: jump @PIZZA_9578 

:PIZZA_9738
0004: $8013 = 1 // integer values 

:PIZZA_9745
0002: jump @PIZZA_9759 

:PIZZA_9752
0004: $8015 = 1 // integer values 

:PIZZA_9759
00D6: if 
03CA:   object $7980 exists 
004D: jump_if_false @PIZZA_10021 
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_10014 
00D6: if 
0472:   actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_10007 
0004: $8016 = 5 // integer values 
0001: wait 20 ms 
0006: 17@ = 0 // integer values 

:PIZZA_9840
0001: wait 0 ms 
00D6: if 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @PIZZA_9870 
0002: jump @PIZZA_10000 

:PIZZA_9870
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_9972 
00D6: if 
03CA:   object $7980 exists 
004D: jump_if_false @PIZZA_9965 
01BB: store_object $7980 position_to $8042 $8043 $8044 
0239: actor $8014 run_to $8042 $8043 
00D6: if 
0472:   actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_9965 
0002: jump @PIZZA_10000 

:PIZZA_9965
0002: jump @PIZZA_9979 

:PIZZA_9972
0004: $8015 = 1 // integer values 

:PIZZA_9979
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0002: jump @PIZZA_9840 

:PIZZA_10000
0004: $8013 = 1 // integer values 

:PIZZA_10007
0002: jump @PIZZA_10021 

:PIZZA_10014
0004: $8015 = 1 // integer values 

:PIZZA_10021
00D6: if 
03CA:   object $7981 exists 
004D: jump_if_false @PIZZA_10283 
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_10276 
00D6: if 
0472:   actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_10269 
0004: $8016 = 6 // integer values 
0001: wait 20 ms 
0006: 17@ = 0 // integer values 

:PIZZA_10102
0001: wait 0 ms 
00D6: if 
0019:   17@ > 3000 // integer values 
004D: jump_if_false @PIZZA_10132 
0002: jump @PIZZA_10262 

:PIZZA_10132
00D6: if 
8118:   not actor $8014 dead 
004D: jump_if_false @PIZZA_10234 
00D6: if 
03CA:   object $7981 exists 
004D: jump_if_false @PIZZA_10227 
01BB: store_object $7981 position_to $8042 $8043 $8044 
0239: actor $8014 run_to $8042 $8043 
00D6: if 
0472:   actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 
004D: jump_if_false @PIZZA_10227 
0002: jump @PIZZA_10262 

:PIZZA_10227
0002: jump @PIZZA_10241 

:PIZZA_10234
0004: $8015 = 1 // integer values 

:PIZZA_10241
0050: gosub @PIZZA_13088 
0050: gosub @PIZZA_13772 
0002: jump @PIZZA_10102 

:PIZZA_10262
0004: $8013 = 1 // integer values 

:PIZZA_10269
0002: jump @PIZZA_10283 

:PIZZA_10276
0004: $8015 = 1 // integer values 

:PIZZA_10283
0051: return 

:PIZZA_10285
00D6: if 
0038:   $8016 == 1 // integer values 
004D: jump_if_false @PIZZA_10308 
0108: destroy_object $7976 

:PIZZA_10308
00D6: if 
0038:   $8016 == 2 // integer values 
004D: jump_if_false @PIZZA_10331 
0108: destroy_object $7977 

:PIZZA_10331
00D6: if 
0038:   $8016 == 3 // integer values 
004D: jump_if_false @PIZZA_10354 
0108: destroy_object $7978 

:PIZZA_10354
00D6: if 
0038:   $8016 == 4 // integer values 
004D: jump_if_false @PIZZA_10377 
0108: destroy_object $7979 

:PIZZA_10377
00D6: if 
0038:   $8016 == 5 // integer values 
004D: jump_if_false @PIZZA_10400 
0108: destroy_object $7980 

:PIZZA_10400
00D6: if 
0038:   $8016 == 6 // integer values 
004D: jump_if_false @PIZZA_10423 
0108: destroy_object $7981 

:PIZZA_10423
0051: return 

:PIZZA_10425
01C4: remove_references_to_object $7976 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $7977 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $7978 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $7979 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $7980 // This object will now disappear when the player looks away 
01C4: remove_references_to_object $7981 // This object will now disappear when the player looks away 
0209: $8021 = random_int_in_ranges 1 20 
00D6: if 
0038:   $8022 == 0 // integer values 
004D: jump_if_false @PIZZA_12674 
00D6: if 
0038:   $8021 == 1 // integer values 
004D: jump_if_false @PIZZA_10597 
03CF: load_wav 'PISS_01' as 1 

:PIZZA_10512
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_10538 
0001: wait 0 ms 
0002: jump @PIZZA_10512 

:PIZZA_10538
00BC: text_highpriority 'PIZ1_13' 4000 ms 1  // Get these delivered nice and hot.
03D1: play_wav 1 

:PIZZA_10557
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_10583 
0001: wait 0 ms 
0002: jump @PIZZA_10557 

:PIZZA_10583
040D: unload_wav 1 
03D5: remove_text 'PIZ1_13'  // Get these delivered nice and hot.

:PIZZA_10597
00D6: if 
0038:   $8021 == 2 // integer values 
004D: jump_if_false @PIZZA_10712 
03CF: load_wav 'PISS_02' as 1 

:PIZZA_10627
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_10653 
0001: wait 0 ms 
0002: jump @PIZZA_10627 

:PIZZA_10653
00BC: text_highpriority 'PIZ1_14' 4000 ms 1  // Pal, pizza's for you.
03D1: play_wav 1 

:PIZZA_10672
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_10698 
0001: wait 0 ms 
0002: jump @PIZZA_10672 

:PIZZA_10698
040D: unload_wav 1 
03D5: remove_text 'PIZ1_14'  // Pal, pizza's for you.

:PIZZA_10712
00D6: if 
0038:   $8021 == 3 // integer values 
004D: jump_if_false @PIZZA_10827 
03CF: load_wav 'PISS_03' as 1 

:PIZZA_10742
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_10768 
0001: wait 0 ms 
0002: jump @PIZZA_10742 

:PIZZA_10768
00BC: text_highpriority 'PIZ1_15' 4000 ms 1  // Hey, come on Mister, deliver these quick.
03D1: play_wav 1 

:PIZZA_10787
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_10813 
0001: wait 0 ms 
0002: jump @PIZZA_10787 

:PIZZA_10813
040D: unload_wav 1 
03D5: remove_text 'PIZ1_15'  // Hey, come on Mister, deliver these quick.

:PIZZA_10827
00D6: if 
0038:   $8021 == 4 // integer values 
004D: jump_if_false @PIZZA_10942 
03CF: load_wav 'PISS_04' as 1 

:PIZZA_10857
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_10883 
0001: wait 0 ms 
0002: jump @PIZZA_10857 

:PIZZA_10883
00BC: text_highpriority 'PIZ1_16' 4000 ms 1  // What are you waiting around for Mister? You got pizza to deliver.
03D1: play_wav 1 

:PIZZA_10902
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_10928 
0001: wait 0 ms 
0002: jump @PIZZA_10902 

:PIZZA_10928
040D: unload_wav 1 
03D5: remove_text 'PIZ1_16'  // What are you waiting around for Mister? You got pizza to deliver.

:PIZZA_10942
00D6: if 
0038:   $8021 == 5 // integer values 
004D: jump_if_false @PIZZA_11057 
03CF: load_wav 'PISS_05' as 1 

:PIZZA_10972
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_10998 
0001: wait 0 ms 
0002: jump @PIZZA_10972 

:PIZZA_10998
00BC: text_highpriority 'PIZ1_17' 4000 ms 1  // I know you didn't want to be a pizza boy, well I don't give a damn.
03D1: play_wav 1 

:PIZZA_11017
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11043 
0001: wait 0 ms 
0002: jump @PIZZA_11017 

:PIZZA_11043
040D: unload_wav 1 
03D5: remove_text 'PIZ1_17'  // I know you didn't want to be a pizza boy, well I don't give a damn.

:PIZZA_11057
00D6: if 
0038:   $8021 == 6 // integer values 
004D: jump_if_false @PIZZA_11172 
03CF: load_wav 'PISS_06' as 1 

:PIZZA_11087
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11113 
0001: wait 0 ms 
0002: jump @PIZZA_11087 

:PIZZA_11113
00BC: text_highpriority 'PIZ1_18' 4000 ms 1  // Deliver these.
03D1: play_wav 1 

:PIZZA_11132
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11158 
0001: wait 0 ms 
0002: jump @PIZZA_11132 

:PIZZA_11158
040D: unload_wav 1 
03D5: remove_text 'PIZ1_18'  // Deliver these.

:PIZZA_11172
00D6: if 
0038:   $8021 == 7 // integer values 
004D: jump_if_false @PIZZA_11287 
03CF: load_wav 'PISS_07' as 1 

:PIZZA_11202
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11228 
0001: wait 0 ms 
0002: jump @PIZZA_11202 

:PIZZA_11228
00BC: text_highpriority 'PIZ1_19' 4000 ms 1  // These need delivering.
03D1: play_wav 1 

:PIZZA_11247
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11273 
0001: wait 0 ms 
0002: jump @PIZZA_11247 

:PIZZA_11273
040D: unload_wav 1 
03D5: remove_text 'PIZ1_19'  // These need delivering.

:PIZZA_11287
00D6: if 
0038:   $8021 == 8 // integer values 
004D: jump_if_false @PIZZA_11402 
03CF: load_wav 'PISS_08' as 1 

:PIZZA_11317
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11343 
0001: wait 0 ms 
0002: jump @PIZZA_11317 

:PIZZA_11343
00BC: text_highpriority 'PIZ1_20' 4000 ms 1  // Come on Mister, deliver these things or you're sacked.
03D1: play_wav 1 

:PIZZA_11362
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11388 
0001: wait 0 ms 
0002: jump @PIZZA_11362 

:PIZZA_11388
040D: unload_wav 1 
03D5: remove_text 'PIZ1_20'  // Come on Mister, deliver these things or you're sacked.

:PIZZA_11402
00D6: if 
0038:   $8021 == 9 // integer values 
004D: jump_if_false @PIZZA_11517 
03CF: load_wav 'PISS_09' as 1 

:PIZZA_11432
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11458 
0001: wait 0 ms 
0002: jump @PIZZA_11432 

:PIZZA_11458
00BC: text_highpriority 'PIZ1_21' 4000 ms 1  // We got people waiting pal.
03D1: play_wav 1 

:PIZZA_11477
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11503 
0001: wait 0 ms 
0002: jump @PIZZA_11477 

:PIZZA_11503
040D: unload_wav 1 
03D5: remove_text 'PIZ1_21'  // We got people waiting pal.

:PIZZA_11517
00D6: if 
0038:   $8021 == 10 // integer values 
004D: jump_if_false @PIZZA_11632 
03CF: load_wav 'PISS_10' as 1 

:PIZZA_11547
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11573 
0001: wait 0 ms 
0002: jump @PIZZA_11547 

:PIZZA_11573
00BC: text_highpriority 'PIZ1_22' 4000 ms 1  // What are you waiting around for? These need delivering!
03D1: play_wav 1 

:PIZZA_11592
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11618 
0001: wait 0 ms 
0002: jump @PIZZA_11592 

:PIZZA_11618
040D: unload_wav 1 
03D5: remove_text 'PIZ1_22'  // What are you waiting around for? These need delivering!

:PIZZA_11632
00D6: if 
0038:   $8021 == 11 // integer values 
004D: jump_if_false @PIZZA_11747 
03CF: load_wav 'PISS_11' as 1 

:PIZZA_11662
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11688 
0001: wait 0 ms 
0002: jump @PIZZA_11662 

:PIZZA_11688
00BC: text_highpriority 'PIZ1_23' 4000 ms 1  // Deliver the damn food Mister.
03D1: play_wav 1 

:PIZZA_11707
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11733 
0001: wait 0 ms 
0002: jump @PIZZA_11707 

:PIZZA_11733
040D: unload_wav 1 
03D5: remove_text 'PIZ1_23'  // Deliver the damn food Mister.

:PIZZA_11747
00D6: if 
0038:   $8021 == 12 // integer values 
004D: jump_if_false @PIZZA_11862 
03CF: load_wav 'PISS_12' as 1 

:PIZZA_11777
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11803 
0001: wait 0 ms 
0002: jump @PIZZA_11777 

:PIZZA_11803
00BC: text_highpriority 'PIZ1_24' 4000 ms 1  // These need delivering pal.
03D1: play_wav 1 

:PIZZA_11822
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11848 
0001: wait 0 ms 
0002: jump @PIZZA_11822 

:PIZZA_11848
040D: unload_wav 1 
03D5: remove_text 'PIZ1_24'  // These need delivering pal.

:PIZZA_11862
00D6: if 
0038:   $8021 == 13 // integer values 
004D: jump_if_false @PIZZA_11977 
03CF: load_wav 'PISS_13' as 1 

:PIZZA_11892
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_11918 
0001: wait 0 ms 
0002: jump @PIZZA_11892 

:PIZZA_11918
00BC: text_highpriority 'PIZ1_25' 4000 ms 1  // Man, can you take these?
03D1: play_wav 1 

:PIZZA_11937
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_11963 
0001: wait 0 ms 
0002: jump @PIZZA_11937 

:PIZZA_11963
040D: unload_wav 1 
03D5: remove_text 'PIZ1_25'  // Man, can you take these?

:PIZZA_11977
00D6: if 
0038:   $8021 == 14 // integer values 
004D: jump_if_false @PIZZA_12092 
03CF: load_wav 'PISS_14' as 1 

:PIZZA_12007
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_12033 
0001: wait 0 ms 
0002: jump @PIZZA_12007 

:PIZZA_12033
00BC: text_highpriority 'PIZ1_26' 4000 ms 1  // Mister, deliver these pronto, avamos amigo.
03D1: play_wav 1 

:PIZZA_12052
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_12078 
0001: wait 0 ms 
0002: jump @PIZZA_12052 

:PIZZA_12078
040D: unload_wav 1 
03D5: remove_text 'PIZ1_26'  // Mister, deliver these pronto, avamos amigo.

:PIZZA_12092
00D6: if 
0038:   $8021 == 15 // integer values 
004D: jump_if_false @PIZZA_12207 
03CF: load_wav 'PISS_15' as 1 

:PIZZA_12122
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_12148 
0001: wait 0 ms 
0002: jump @PIZZA_12122 

:PIZZA_12148
00BC: text_highpriority 'PIZ1_27' 4000 ms 1  // Come on, we're in a rush, deliver these.
03D1: play_wav 1 

:PIZZA_12167
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_12193 
0001: wait 0 ms 
0002: jump @PIZZA_12167 

:PIZZA_12193
040D: unload_wav 1 
03D5: remove_text 'PIZ1_27'  // Come on, we're in a rush, deliver these.

:PIZZA_12207
00D6: if 
0038:   $8021 == 16 // integer values 
004D: jump_if_false @PIZZA_12322 
03CF: load_wav 'PISS_16' as 1 

:PIZZA_12237
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_12263 
0001: wait 0 ms 
0002: jump @PIZZA_12237 

:PIZZA_12263
00BC: text_highpriority 'PIZ1_28' 4000 ms 1  // You again? well deliver these quick pal.
03D1: play_wav 1 

:PIZZA_12282
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_12308 
0001: wait 0 ms 
0002: jump @PIZZA_12282 

:PIZZA_12308
040D: unload_wav 1 
03D5: remove_text 'PIZ1_28'  // You again? well deliver these quick pal.

:PIZZA_12322
00D6: if 
0038:   $8021 == 17 // integer values 
004D: jump_if_false @PIZZA_12437 
03CF: load_wav 'PISS_17' as 1 

:PIZZA_12352
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_12378 
0001: wait 0 ms 
0002: jump @PIZZA_12352 

:PIZZA_12378
00BC: text_highpriority 'PIZ1_29' 4000 ms 1  // No wasting time this time pal.
03D1: play_wav 1 

:PIZZA_12397
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_12423 
0001: wait 0 ms 
0002: jump @PIZZA_12397 

:PIZZA_12423
040D: unload_wav 1 
03D5: remove_text 'PIZ1_29'  // No wasting time this time pal.

:PIZZA_12437
00D6: if 
0038:   $8021 == 18 // integer values 
004D: jump_if_false @PIZZA_12552 
03CF: load_wav 'PISS_18' as 1 

:PIZZA_12467
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_12493 
0001: wait 0 ms 
0002: jump @PIZZA_12467 

:PIZZA_12493
00BC: text_highpriority 'PIZ1_30' 4000 ms 1  // Come on you lazy bastard, deliver this crap on time.
03D1: play_wav 1 

:PIZZA_12512
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_12538 
0001: wait 0 ms 
0002: jump @PIZZA_12512 

:PIZZA_12538
040D: unload_wav 1 
03D5: remove_text 'PIZ1_30'  // Come on you lazy bastard, deliver this crap on time.

:PIZZA_12552
00D6: if 
0038:   $8021 == 19 // integer values 
004D: jump_if_false @PIZZA_12667 
03CF: load_wav 'PISS_19' as 1 

:PIZZA_12582
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @PIZZA_12608 
0001: wait 0 ms 
0002: jump @PIZZA_12582 

:PIZZA_12608
00BC: text_highpriority 'PIZ1_31' 4000 ms 1  // You'll never get a promotion unless you move faster this time.
03D1: play_wav 1 

:PIZZA_12627
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @PIZZA_12653 
0001: wait 0 ms 
0002: jump @PIZZA_12627 

:PIZZA_12653
040D: unload_wav 1 
03D5: remove_text 'PIZ1_31'  // You'll never get a promotion unless you move faster this time.

:PIZZA_12667
0004: $8022 = 1 // integer values 

:PIZZA_12674
0051: return 

:PIZZA_12676
00D6: if 
0038:   $7996 == 1 // integer values 
004D: jump_if_false @PIZZA_12717 
00D6: if 
0118:   actor $7966 dead 
004D: jump_if_false @PIZZA_12717 
0004: $8015 = 1 // integer values 

:PIZZA_12717
00D6: if 
0038:   $7997 == 1 // integer values 
004D: jump_if_false @PIZZA_12758 
00D6: if 
0118:   actor $7967 dead 
004D: jump_if_false @PIZZA_12758 
0004: $8015 = 1 // integer values 

:PIZZA_12758
00D6: if 
0038:   $7998 == 1 // integer values 
004D: jump_if_false @PIZZA_12799 
00D6: if 
0118:   actor $7968 dead 
004D: jump_if_false @PIZZA_12799 
0004: $8015 = 1 // integer values 

:PIZZA_12799
00D6: if 
0038:   $7999 == 1 // integer values 
004D: jump_if_false @PIZZA_12840 
00D6: if 
0118:   actor $7969 dead 
004D: jump_if_false @PIZZA_12840 
0004: $8015 = 1 // integer values 

:PIZZA_12840
00D6: if 
0038:   $8000 == 1 // integer values 
004D: jump_if_false @PIZZA_12881 
00D6: if 
0118:   actor $7970 dead 
004D: jump_if_false @PIZZA_12881 
0004: $8015 = 1 // integer values 

:PIZZA_12881
00D6: if 
0038:   $8001 == 1 // integer values 
004D: jump_if_false @PIZZA_12922 
00D6: if 
0118:   actor $7971 dead 
004D: jump_if_false @PIZZA_12922 
0004: $8015 = 1 // integer values 

:PIZZA_12922
00D6: if 
0038:   $8002 == 1 // integer values 
004D: jump_if_false @PIZZA_12963 
00D6: if 
0118:   actor $7972 dead 
004D: jump_if_false @PIZZA_12963 
0004: $8015 = 1 // integer values 

:PIZZA_12963
00D6: if 
0038:   $8003 == 1 // integer values 
004D: jump_if_false @PIZZA_13004 
00D6: if 
0118:   actor $7973 dead 
004D: jump_if_false @PIZZA_13004 
0004: $8015 = 1 // integer values 

:PIZZA_13004
00D6: if 
0038:   $8004 == 1 // integer values 
004D: jump_if_false @PIZZA_13045 
00D6: if 
0118:   actor $7974 dead 
004D: jump_if_false @PIZZA_13045 
0004: $8015 = 1 // integer values 

:PIZZA_13045
00D6: if 
0038:   $8005 == 1 // integer values 
004D: jump_if_false @PIZZA_13086 
00D6: if 
0118:   actor $7975 dead 
004D: jump_if_false @PIZZA_13086 
0004: $8015 = 1 // integer values 

:PIZZA_13086
0051: return 

:PIZZA_13088
00D6: if 
8119:   not car $7965 wrecked 
004D: jump_if_false @PIZZA_13763 
00D6: if and
01F4:   car $7965 flipped 
01C1:   car $7965 stopped 
004D: jump_if_false @PIZZA_13132 
0004: $8018 = 1 // integer values 

:PIZZA_13132
00D6: if and
80DC:   not player $PLAYER_CHAR driving $7965 
0038:   $8017 == 0 // integer values 
0038:   $8018 == 0 // integer values 
004D: jump_if_false @PIZZA_13250 
00BC: text_highpriority 'PIZ1_11' 5000 ms 1  // Hey! Get back on the bike!
0186: $7993 = create_marker_above_car $7965 
0164: disable_marker $7982 
0164: disable_marker $7983 
0164: disable_marker $7984 
0164: disable_marker $7985 
0164: disable_marker $7986 
0164: disable_marker $7987 
0164: disable_marker $7988 
0164: disable_marker $7989 
0164: disable_marker $7990 
0164: disable_marker $7991 
0164: disable_marker $7992 
0004: $8017 = 1 // integer values 

:PIZZA_13250
00D6: if and
00DC:   player $PLAYER_CHAR driving $7965 
0038:   $8017 == 1 // integer values 
004D: jump_if_false @PIZZA_13756 
0164: disable_marker $7993 
00D6: if 
0038:   $8007 == 0 // integer values 
004D: jump_if_false @PIZZA_13726 
00D6: if 
0038:   $7996 == 1 // integer values 
004D: jump_if_false @PIZZA_13341 
00D6: if 
8118:   not actor $7966 dead 
004D: jump_if_false @PIZZA_13341 
0187: $7982 = create_marker_above_actor $7966 

:PIZZA_13341
00D6: if 
0038:   $7997 == 1 // integer values 
004D: jump_if_false @PIZZA_13383 
00D6: if 
8118:   not actor $7967 dead 
004D: jump_if_false @PIZZA_13383 
0187: $7983 = create_marker_above_actor $7967 

:PIZZA_13383
00D6: if 
0038:   $7998 == 1 // integer values 
004D: jump_if_false @PIZZA_13425 
00D6: if 
8118:   not actor $7968 dead 
004D: jump_if_false @PIZZA_13425 
0187: $7984 = create_marker_above_actor $7968 

:PIZZA_13425
00D6: if 
0038:   $7999 == 1 // integer values 
004D: jump_if_false @PIZZA_13467 
00D6: if 
8118:   not actor $7969 dead 
004D: jump_if_false @PIZZA_13467 
0187: $7985 = create_marker_above_actor $7969 

:PIZZA_13467
00D6: if 
0038:   $8000 == 1 // integer values 
004D: jump_if_false @PIZZA_13509 
00D6: if 
8118:   not actor $7970 dead 
004D: jump_if_false @PIZZA_13509 
0187: $7986 = create_marker_above_actor $7970 

:PIZZA_13509
00D6: if 
0038:   $8001 == 1 // integer values 
004D: jump_if_false @PIZZA_13551 
00D6: if 
8118:   not actor $7971 dead 
004D: jump_if_false @PIZZA_13551 
0187: $7987 = create_marker_above_actor $7971 

:PIZZA_13551
00D6: if 
0038:   $8002 == 1 // integer values 
004D: jump_if_false @PIZZA_13593 
00D6: if 
8118:   not actor $7972 dead 
004D: jump_if_false @PIZZA_13593 
0187: $7988 = create_marker_above_actor $7972 

:PIZZA_13593
00D6: if 
0038:   $8003 == 1 // integer values 
004D: jump_if_false @PIZZA_13635 
00D6: if 
8118:   not actor $7973 dead 
004D: jump_if_false @PIZZA_13635 
0187: $7989 = create_marker_above_actor $7973 

:PIZZA_13635
00D6: if 
0038:   $8004 == 1 // integer values 
004D: jump_if_false @PIZZA_13677 
00D6: if 
8118:   not actor $7974 dead 
004D: jump_if_false @PIZZA_13677 
0187: $7990 = create_marker_above_actor $7974 

:PIZZA_13677
00D6: if 
0038:   $8005 == 1 // integer values 
004D: jump_if_false @PIZZA_13719 
00D6: if 
8118:   not actor $7975 dead 
004D: jump_if_false @PIZZA_13719 
0187: $7991 = create_marker_above_actor $7975 

:PIZZA_13719
0002: jump @PIZZA_13747 

:PIZZA_13726
0164: disable_marker $7992 
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 

:PIZZA_13747
00BE: text_clear_all 
0004: $8017 = 0 // integer values 

:PIZZA_13756
0002: jump @PIZZA_13770 

:PIZZA_13763
0004: $8015 = 2 // integer values 

:PIZZA_13770
0051: return 

:PIZZA_13772
00D6: if 
0038:   $8017 == 0 // integer values 
004D: jump_if_false @PIZZA_13816 
00D6: if 
00E1:   player 0 pressed_button 19 
004D: jump_if_false @PIZZA_13816 
00BE: text_clear_all 
0004: $8015 = 3 // integer values 

:PIZZA_13816
0051: return 

//-------------Mission 93---------------
// Originally: RC Raider Pickup

:RCHELI
03A4: name_thread 'RCHELI' 
0050: gosub @RCHELI_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RCHELI_37 
0050: gosub @RCHELI_6036 

:RCHELI_37
0050: gosub @RCHELI_6262 
004E: end_thread 

:RCHELI_46
00D6: if 
0038:   $8156 == 0 // integer values 
004D: jump_if_false @RCHELI_66 
0317: increment_mission_attempts 

:RCHELI_66
0004: $ONMISSION = 1 // integer values 
0004: $1084 = 1 // integer values 
0001: wait 0 ms 
054C: use_GXT_table 'RCHELI1' 
0247: request_model #RCRAIDER 

:RCHELI_99
00D6: if 
8248:   not model #RCRAIDER available 
004D: jump_if_false @RCHELI_126 
0001: wait 0 ms 
0002: jump @RCHELI_99 

:RCHELI_126
0004: $8049 = 0 // integer values 
0004: $8052 = 20 // integer values 
0004: $8051 = 0 // integer values 
0004: $8053 = 0 // integer values 
0004: $8054 = 0 // integer values 
0004: $8055 = 0 // integer values 
0004: $8056 = 0 // integer values 
0004: $8057 = 0 // integer values 
0004: $8058 = 0 // integer values 
0004: $8059 = 0 // integer values 
0004: $8060 = 0 // integer values 
0004: $8061 = 0 // integer values 
0004: $8062 = 0 // integer values 
0004: $8063 = 0 // integer values 
0004: $8064 = 0 // integer values 
0004: $8065 = 0 // integer values 
0004: $8066 = 0 // integer values 
0004: $8067 = 0 // integer values 
0004: $8068 = 0 // integer values 
0004: $8069 = 0 // integer values 
0004: $8070 = 0 // integer values 
0004: $8071 = 0 // integer values 
0004: $8072 = 0 // integer values 
0005: $8073 = -1290.792 // floating-point values 
0005: $8074 = -1253.498 // floating-point values 
0005: $8075 = 21.376 // floating-point values 
0005: $8076 = -1369.82 // floating-point values 
0005: $8077 = -1256.41 // floating-point values 
0005: $8078 = 18.17883 // floating-point values 
0005: $8079 = -1482.534 // floating-point values 
0005: $8080 = -1254.653 // floating-point values 
0005: $8081 = 14.86 // floating-point values 
0005: $8082 = -1573.508 // floating-point values 
0005: $8083 = -1239.667 // floating-point values 
0005: $8084 = 21.762 // floating-point values 
0005: $8085 = -1785.86 // floating-point values 
0005: $8086 = -1343.75 // floating-point values 
0005: $8087 = 15.97 // floating-point values 
0005: $8088 = -1793.35 // floating-point values 
0005: $8089 = -1248.55 // floating-point values 
0005: $8090 = 22.08 // floating-point values 
0005: $8091 = -1689.206 // floating-point values 
0005: $8092 = -1103.073 // floating-point values 
0005: $8093 = 14.03599 // floating-point values 
0005: $8094 = -1774.523 // floating-point values 
0005: $8095 = -1060.862 // floating-point values 
0005: $8096 = 14.96548 // floating-point values 
0005: $8097 = -1793.91 // floating-point values 
0005: $8098 = -908.69 // floating-point values 
0005: $8099 = 14.86 // floating-point values 
0005: $8100 = -1788.039 // floating-point values 
0005: $8101 = -884.2224 // floating-point values 
0005: $8102 = 42.33138 // floating-point values 
0005: $8103 = -1646.72 // floating-point values 
0005: $8104 = -929.44 // floating-point values 
0005: $8105 = 13.94 // floating-point values 
0005: $8106 = -1563.474 // floating-point values 
0005: $8107 = -814.6355 // floating-point values 
0005: $8108 = 16.21071 // floating-point values 
0005: $8109 = -1514.844 // floating-point values 
0005: $8110 = -951.425 // floating-point values 
0005: $8111 = 15.168 // floating-point values 
0005: $8112 = -1488.26 // floating-point values 
0005: $8113 = -892.6786 // floating-point values 
0005: $8114 = 26.17459 // floating-point values 
0005: $8115 = -1355.305 // floating-point values 
0005: $8116 = -951.825 // floating-point values 
0005: $8117 = 15.168 // floating-point values 
0005: $8118 = -1352.431 // floating-point values 
0005: $8119 = -751.111 // floating-point values 
0005: $8120 = 25.78808 // floating-point values 
0005: $8121 = -1240.26 // floating-point values 
0005: $8122 = -841.24 // floating-point values 
0005: $8123 = 22.3 // floating-point values 
0005: $8124 = -1253.92 // floating-point values 
0005: $8125 = -1056.68 // floating-point values 
0005: $8126 = 13.94 // floating-point values 
0005: $8127 = -1270.146 // floating-point values 
0005: $8128 = -1151.49 // floating-point values 
0005: $8129 = 22.3 // floating-point values 
0005: $8130 = -1270.47 // floating-point values 
0005: $8131 = -1272.444 // floating-point values 
0005: $8132 = 14.866 // floating-point values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $8047 = player $PLAYER_CHAR car 
0395: clear_area 1 at -1237.285 -1232.121 range 14.77 10.0 
01C0: $8050 = player $PLAYER_CHAR wanted_level 
0001: wait 0 ms 
00D6: if 
8119:   not car $8047 wrecked 
004D: jump_if_false @RCHELI_1076 
00D6: if 
0442:   player $PLAYER_CHAR in_car $8047 
004D: jump_if_false @RCHELI_1076 
020A: set_car $8047 door_status_to 2 
02A3: enable_widescreen 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at -1237.285 -1232.121 14.77 angle 337.839 RC_model #RCRAIDER 
0484: $8048 = player $PLAYER_CHAR rc_car 
015F: set_camera_position -1237.81 -1227.21 19.33038 0.0 rotation 0.0 0.0 
0160: point_camera -1237.587 -1227.994 18.74902 switchstyle 2 

:RCHELI_1076
016A: fade 1 1500 ms 

:RCHELI_1083
00D6: if 
016B:   fading 
004D: jump_if_false @RCHELI_1107 
0001: wait 0 ms 
0002: jump @RCHELI_1083 

:RCHELI_1107
00D6: if 
0038:   $8051 == 0 // integer values 
004D: jump_if_false @RCHELI_1720 
0006: 16@ = 0 // integer values 

:RCHELI_1132
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCHELI_1253 
0001: wait 0 ms 
00BC: text_highpriority 'RCH1_6' 5000 ms 2  // ~g~Use the RC Helicopter to collect checkpoints scattered throughout the airport.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCHELI_1246 
0002: jump @RCHELI_1645 

:RCHELI_1246
0002: jump @RCHELI_1132 

:RCHELI_1253
03CB: set_camera -1357.869 -1258.004 21.487 
015F: set_camera_position -1357.869 -1258.004 21.487 -0.948 rotation 0.121 -0.2947 
0160: point_camera -1358.82 -1257.88 21.192 switchstyle 2 
0006: 16@ = 0 // integer values 

:RCHELI_1328
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCHELI_1449 
0001: wait 0 ms 
00BC: text_highpriority 'RCH1_7' 5000 ms 2  // ~g~There are 20 checkpoints in total.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCHELI_1442 
0002: jump @RCHELI_1645 

:RCHELI_1442
0002: jump @RCHELI_1328 

:RCHELI_1449
03CB: set_camera -1786.243 -1073.31 15.304 
0160: point_camera -1785.705 -1072.465 15.27 switchstyle 2 
015F: set_camera_position -1786.243 -1073.31 15.304 0.0 rotation 0.0 0.0 
0006: 16@ = 0 // integer values 

:RCHELI_1524
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCHELI_1645 
0001: wait 0 ms 
00BC: text_highpriority 'RCH1_8' 500 ms 2  // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Helicopter.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCHELI_1638 
0002: jump @RCHELI_1645 

:RCHELI_1638
0002: jump @RCHELI_1524 

:RCHELI_1645
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_1670 
0158: camera_on_vehicle $8048 mode 18 switchstyle 2 

:RCHELI_1670
03EB: clear_small_messages_only 
03C3: set_timer_with_text_to $8049 type 0 text 'RCH1_5'  // Time:
03C4: set_status_text_to $8052 0 'RCH1_4'  // Checkpoints:
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
0004: $8051 = 1 // integer values 

:RCHELI_1720
00D6: if 
0018:   $8052 > 0 // integer values 
004D: jump_if_false @RCHELI_6036 
0001: wait 0 ms 
00D6: if 
001A:   2 > $8053 // integer values 
004D: jump_if_false @RCHELI_1921 
00D6: if 
0038:   $8053 == 0 // integer values 
004D: jump_if_false @RCHELI_1799 
018A: $8133 = create_checkpoint_at $8073 $8074 $8075 
0004: $8053 = 1 // integer values 

:RCHELI_1799
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_1921 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8073 $8074 $8075 
00D6: if 
01AF:   car $8048 0 $8073 $8074 $8075 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_1921 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8133 
000C: $8052 -= 1 // integer values 
0004: $8053 = 2 // integer values 

:RCHELI_1921
00D6: if 
0038:   $8053 == 2 // integer values 
004D: jump_if_false @RCHELI_2118 
00D6: if 
001A:   2 > $8054 // integer values 
004D: jump_if_false @RCHELI_2118 
00D6: if 
0038:   $8054 == 0 // integer values 
004D: jump_if_false @RCHELI_1996 
018A: $8134 = create_checkpoint_at $8076 $8077 $8078 
0004: $8054 = 1 // integer values 

:RCHELI_1996
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_2118 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
00D6: if 
01AF:   car $8048 0 $8076 $8077 $8078 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_2118 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8134 
000C: $8052 -= 1 // integer values 
0004: $8054 = 2 // integer values 

:RCHELI_2118
00D6: if 
0038:   $8054 == 2 // integer values 
004D: jump_if_false @RCHELI_2315 
00D6: if 
001A:   2 > $8055 // integer values 
004D: jump_if_false @RCHELI_2315 
00D6: if 
0038:   $8055 == 0 // integer values 
004D: jump_if_false @RCHELI_2193 
018A: $8135 = create_checkpoint_at $8079 $8080 $8081 
0004: $8055 = 1 // integer values 

:RCHELI_2193
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_2315 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8079 $8080 $8081 
00D6: if 
01AF:   car $8048 0 $8079 $8080 $8081 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_2315 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8135 
000C: $8052 -= 1 // integer values 
0004: $8055 = 2 // integer values 

:RCHELI_2315
00D6: if 
0038:   $8055 == 2 // integer values 
004D: jump_if_false @RCHELI_2512 
00D6: if 
001A:   2 > $8056 // integer values 
004D: jump_if_false @RCHELI_2512 
00D6: if 
0038:   $8056 == 0 // integer values 
004D: jump_if_false @RCHELI_2390 
018A: $8136 = create_checkpoint_at $8082 $8083 $8084 
0004: $8056 = 1 // integer values 

:RCHELI_2390
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_2512 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8082 $8083 $8084 
00D6: if 
01AF:   car $8048 0 $8082 $8083 $8084 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_2512 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8136 
000C: $8052 -= 1 // integer values 
0004: $8056 = 2 // integer values 

:RCHELI_2512
00D6: if 
0038:   $8056 == 2 // integer values 
004D: jump_if_false @RCHELI_2709 
00D6: if 
001A:   2 > $8057 // integer values 
004D: jump_if_false @RCHELI_2709 
00D6: if 
0038:   $8057 == 0 // integer values 
004D: jump_if_false @RCHELI_2587 
018A: $8137 = create_checkpoint_at $8085 $8086 $8087 
0004: $8057 = 1 // integer values 

:RCHELI_2587
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_2709 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8085 $8086 $8087 
00D6: if 
01AF:   car $8048 0 $8085 $8086 $8087 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_2709 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8137 
000C: $8052 -= 1 // integer values 
0004: $8057 = 2 // integer values 

:RCHELI_2709
00D6: if 
0038:   $8057 == 2 // integer values 
004D: jump_if_false @RCHELI_2906 
00D6: if 
001A:   2 > $8058 // integer values 
004D: jump_if_false @RCHELI_2906 
00D6: if 
0038:   $8058 == 0 // integer values 
004D: jump_if_false @RCHELI_2784 
018A: $8138 = create_checkpoint_at $8088 $8089 $8090 
0004: $8058 = 1 // integer values 

:RCHELI_2784
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_2906 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8088 $8089 $8090 
00D6: if 
01AF:   car $8048 0 $8088 $8089 $8090 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_2906 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8138 
000C: $8052 -= 1 // integer values 
0004: $8058 = 2 // integer values 

:RCHELI_2906
00D6: if 
0038:   $8058 == 2 // integer values 
004D: jump_if_false @RCHELI_3103 
00D6: if 
001A:   2 > $8059 // integer values 
004D: jump_if_false @RCHELI_3103 
00D6: if 
0038:   $8059 == 0 // integer values 
004D: jump_if_false @RCHELI_2981 
018A: $8139 = create_checkpoint_at $8091 $8092 $8093 
0004: $8059 = 1 // integer values 

:RCHELI_2981
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_3103 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8091 $8092 $8093 
00D6: if 
01AF:   car $8048 0 $8091 $8092 $8093 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_3103 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8139 
000C: $8052 -= 1 // integer values 
0004: $8059 = 2 // integer values 

:RCHELI_3103
00D6: if 
0038:   $8059 == 2 // integer values 
004D: jump_if_false @RCHELI_3300 
00D6: if 
001A:   2 > $8060 // integer values 
004D: jump_if_false @RCHELI_3300 
00D6: if 
0038:   $8060 == 0 // integer values 
004D: jump_if_false @RCHELI_3178 
018A: $8140 = create_checkpoint_at $8094 $8095 $8096 
0004: $8060 = 1 // integer values 

:RCHELI_3178
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_3300 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
00D6: if 
01AF:   car $8048 0 $8094 $8095 $8096 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_3300 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8140 
000C: $8052 -= 1 // integer values 
0004: $8060 = 2 // integer values 

:RCHELI_3300
00D6: if 
0038:   $8060 == 2 // integer values 
004D: jump_if_false @RCHELI_3497 
00D6: if 
001A:   2 > $8061 // integer values 
004D: jump_if_false @RCHELI_3497 
00D6: if 
0038:   $8061 == 0 // integer values 
004D: jump_if_false @RCHELI_3375 
018A: $8141 = create_checkpoint_at $8097 $8098 $8099 
0004: $8061 = 1 // integer values 

:RCHELI_3375
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_3497 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8097 $8098 $8099 
00D6: if 
01AF:   car $8048 0 $8097 $8098 $8099 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_3497 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8141 
000C: $8052 -= 1 // integer values 
0004: $8061 = 2 // integer values 

:RCHELI_3497
00D6: if 
0038:   $8061 == 2 // integer values 
004D: jump_if_false @RCHELI_3694 
00D6: if 
001A:   2 > $8062 // integer values 
004D: jump_if_false @RCHELI_3694 
00D6: if 
0038:   $8062 == 0 // integer values 
004D: jump_if_false @RCHELI_3572 
018A: $8142 = create_checkpoint_at $8100 $8101 $8102 
0004: $8062 = 1 // integer values 

:RCHELI_3572
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_3694 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8100 $8101 $8102 
00D6: if 
01AF:   car $8048 0 $8100 $8101 $8102 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_3694 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8142 
000C: $8052 -= 1 // integer values 
0004: $8062 = 2 // integer values 

:RCHELI_3694
00D6: if 
0038:   $8062 == 2 // integer values 
004D: jump_if_false @RCHELI_3891 
00D6: if 
001A:   2 > $8063 // integer values 
004D: jump_if_false @RCHELI_3891 
00D6: if 
0038:   $8063 == 0 // integer values 
004D: jump_if_false @RCHELI_3769 
018A: $8143 = create_checkpoint_at $8103 $8104 $8105 
0004: $8063 = 1 // integer values 

:RCHELI_3769
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_3891 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8103 $8104 $8105 
00D6: if 
01AF:   car $8048 0 $8103 $8104 $8105 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_3891 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8143 
000C: $8052 -= 1 // integer values 
0004: $8063 = 2 // integer values 

:RCHELI_3891
00D6: if 
0038:   $8063 == 2 // integer values 
004D: jump_if_false @RCHELI_4088 
00D6: if 
001A:   2 > $8064 // integer values 
004D: jump_if_false @RCHELI_4088 
00D6: if 
0038:   $8064 == 0 // integer values 
004D: jump_if_false @RCHELI_3966 
018A: $8144 = create_checkpoint_at $8106 $8107 $8108 
0004: $8064 = 1 // integer values 

:RCHELI_3966
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_4088 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8106 $8107 $8108 
00D6: if 
01AF:   car $8048 0 $8106 $8107 $8108 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_4088 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8144 
000C: $8052 -= 1 // integer values 
0004: $8064 = 2 // integer values 

:RCHELI_4088
00D6: if 
0038:   $8064 == 2 // integer values 
004D: jump_if_false @RCHELI_4285 
00D6: if 
001A:   2 > $8065 // integer values 
004D: jump_if_false @RCHELI_4285 
00D6: if 
0038:   $8065 == 0 // integer values 
004D: jump_if_false @RCHELI_4163 
018A: $8145 = create_checkpoint_at $8109 $8110 $8111 
0004: $8065 = 1 // integer values 

:RCHELI_4163
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_4285 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8109 $8110 $8111 
00D6: if 
01AF:   car $8048 0 $8109 $8110 $8111 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_4285 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8145 
000C: $8052 -= 1 // integer values 
0004: $8065 = 2 // integer values 

:RCHELI_4285
00D6: if 
0038:   $8065 == 2 // integer values 
004D: jump_if_false @RCHELI_4482 
00D6: if 
001A:   2 > $8066 // integer values 
004D: jump_if_false @RCHELI_4482 
00D6: if 
0038:   $8066 == 0 // integer values 
004D: jump_if_false @RCHELI_4360 
018A: $8146 = create_checkpoint_at $8112 $8113 $8114 
0004: $8066 = 1 // integer values 

:RCHELI_4360
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_4482 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8112 $8113 $8114 
00D6: if 
01AF:   car $8048 0 $8112 $8113 $8114 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_4482 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8146 
000C: $8052 -= 1 // integer values 
0004: $8066 = 2 // integer values 

:RCHELI_4482
00D6: if 
0038:   $8066 == 2 // integer values 
004D: jump_if_false @RCHELI_4679 
00D6: if 
001A:   2 > $8067 // integer values 
004D: jump_if_false @RCHELI_4679 
00D6: if 
0038:   $8067 == 0 // integer values 
004D: jump_if_false @RCHELI_4557 
018A: $8147 = create_checkpoint_at $8115 $8116 $8117 
0004: $8067 = 1 // integer values 

:RCHELI_4557
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_4679 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8115 $8116 $8117 
00D6: if 
01AF:   car $8048 0 $8115 $8116 $8117 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_4679 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8147 
000C: $8052 -= 1 // integer values 
0004: $8067 = 2 // integer values 

:RCHELI_4679
00D6: if 
0038:   $8067 == 2 // integer values 
004D: jump_if_false @RCHELI_4876 
00D6: if 
001A:   2 > $8068 // integer values 
004D: jump_if_false @RCHELI_4876 
00D6: if 
0038:   $8068 == 0 // integer values 
004D: jump_if_false @RCHELI_4754 
018A: $8148 = create_checkpoint_at $8118 $8119 $8120 
0004: $8068 = 1 // integer values 

:RCHELI_4754
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_4876 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8118 $8119 $8120 
00D6: if 
01AF:   car $8048 0 $8118 $8119 $8120 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_4876 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8148 
000C: $8052 -= 1 // integer values 
0004: $8068 = 2 // integer values 

:RCHELI_4876
00D6: if 
0038:   $8068 == 2 // integer values 
004D: jump_if_false @RCHELI_5073 
00D6: if 
001A:   2 > $8069 // integer values 
004D: jump_if_false @RCHELI_5073 
00D6: if 
0038:   $8069 == 0 // integer values 
004D: jump_if_false @RCHELI_4951 
018A: $8149 = create_checkpoint_at $8121 $8122 $8123 
0004: $8069 = 1 // integer values 

:RCHELI_4951
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_5073 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8121 $8122 $8123 
00D6: if 
01AF:   car $8048 0 $8121 $8122 $8123 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_5073 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8149 
000C: $8052 -= 1 // integer values 
0004: $8069 = 2 // integer values 

:RCHELI_5073
00D6: if 
0038:   $8069 == 2 // integer values 
004D: jump_if_false @RCHELI_5270 
00D6: if 
001A:   2 > $8070 // integer values 
004D: jump_if_false @RCHELI_5270 
00D6: if 
0038:   $8070 == 0 // integer values 
004D: jump_if_false @RCHELI_5148 
018A: $8150 = create_checkpoint_at $8124 $8125 $8126 
0004: $8070 = 1 // integer values 

:RCHELI_5148
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_5270 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8124 $8125 $8126 
00D6: if 
01AF:   car $8048 0 $8124 $8125 $8126 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_5270 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8150 
000C: $8052 -= 1 // integer values 
0004: $8070 = 2 // integer values 

:RCHELI_5270
00D6: if 
0038:   $8070 == 2 // integer values 
004D: jump_if_false @RCHELI_5467 
00D6: if 
001A:   2 > $8071 // integer values 
004D: jump_if_false @RCHELI_5467 
00D6: if 
0038:   $8071 == 0 // integer values 
004D: jump_if_false @RCHELI_5345 
018A: $8151 = create_checkpoint_at $8127 $8128 $8129 
0004: $8071 = 1 // integer values 

:RCHELI_5345
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_5467 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8127 $8128 $8129 
00D6: if 
01AF:   car $8048 0 $8127 $8128 $8129 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_5467 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8151 
000C: $8052 -= 1 // integer values 
0004: $8071 = 2 // integer values 

:RCHELI_5467
00D6: if 
0038:   $8071 == 2 // integer values 
004D: jump_if_false @RCHELI_5664 
00D6: if 
001A:   2 > $8072 // integer values 
004D: jump_if_false @RCHELI_5664 
00D6: if 
0038:   $8072 == 0 // integer values 
004D: jump_if_false @RCHELI_5542 
018A: $8152 = create_checkpoint_at $8130 $8131 $8132 
0004: $8072 = 1 // integer values 

:RCHELI_5542
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_5664 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8130 $8131 $8132 
00D6: if 
01AF:   car $8048 0 $8130 $8131 $8132 radius 2.0 2.0 2.0 
004D: jump_if_false @RCHELI_5664 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8152 
000C: $8052 -= 1 // integer values 
0004: $8072 = 2 // integer values 

:RCHELI_5664
00D6: if 
0038:   $8052 == 0 // integer values 
004D: jump_if_false @RCHELI_5730 
00D6: if 
8119:   not car $8047 wrecked 
004D: jump_if_false @RCHELI_5730 
00D6: if 
0018:   $8049 > 0 // integer values 
004D: jump_if_false @RCHELI_5730 
020A: set_car $8047 door_status_to 1 
0002: jump @RCHELI_6061 

:RCHELI_5730
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_5837 
00D6: if 
80B0:   not car $8048 0 -1881.576 -1612.496 -979.9678 -582.2634 
004D: jump_if_false @RCHELI_5837 
00D6: if 
00B0:   car $8048 0 -2104.88 -1655.804 -866.489 -430.5 
004D: jump_if_false @RCHELI_5837 
00BC: text_highpriority 'RCH1_12' 3000 ms 1  // ~g~The RC helicopter is getting too far out of range!

:RCHELI_5837
00D6: if 
8119:   not car $8048 wrecked 
004D: jump_if_false @RCHELI_5915 
00D6: if 
80B0:   not car $8048 0 -2104.88 -1655.804 -866.489 -430.5 
004D: jump_if_false @RCHELI_5915 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCH1_13' 5000 ms 1  // ~r~The RC helicopter went out of range!
0002: jump @RCHELI_6036 

:RCHELI_5915
00D6: if 
0119:   car $8047 wrecked 
004D: jump_if_false @RCHELI_5955 
00BC: text_highpriority 'WRECKED' 3000 ms 1  // ~r~The vehicle is wrecked!
04DB: exit_rc_mode 
0002: jump @RCHELI_6036 

:RCHELI_5955
00D6: if 
0038:   $8051 == 1 // integer values 
004D: jump_if_false @RCHELI_6029 
00D6: if 
0119:   car $8048 wrecked 
004D: jump_if_false @RCHELI_6029 
00D6: if 
8038:   not  $8052 == 0 // integer values 
004D: jump_if_false @RCHELI_6029 
00BC: text_highpriority 'WRECKED' 3000 ms 1  // ~r~The vehicle is wrecked!
0002: jump @RCHELI_6036 

:RCHELI_6029
0002: jump @RCHELI_1720 

:RCHELI_6036
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
010D: set_player $PLAYER_CHAR wanted_level_to $8050 
0051: return 

:RCHELI_6061
0004: $398 = 1 // integer values 
0084: $8153 = $8049 // integer values and handles 
0014: $8153 /= 1000 // integer values 
042E: downdate_integer_stat 5 to $8153 
0084: $8154 = $8153 // integer values and handles 
0014: $8154 /= 60 // integer values 
0084: $8155 = $8154 // integer values and handles 
0010: $8155 *= 60 // integer values 
0060: $8153 -= $8155 // integer values 
00D6: if 
0028:   $8153 >= 10 // integer values 
004D: jump_if_false @RCHELI_6175 
02FD: text_2numbers_lowpriority 'RCH1_9' $8154 $8153 7000 flag 1  // ~b~TOTAL TIME: ~1~:~1~
0002: jump @RCHELI_6196 

:RCHELI_6175
02FD: text_2numbers_lowpriority 'RCH1_10' $8154 $8153 7000 flag 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCHELI_6196
00D6: if 
0038:   $8156 == 0 // integer values 
004D: jump_if_false @RCHELI_6227 
030C: progress_made += 1 
0595: mission_complete 
0004: $8156 = 1 // integer values 

:RCHELI_6227
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0109: player $PLAYER_CHAR money += 10000 
0051: return 

:RCHELI_6262
0004: $ONMISSION = 0 // integer values 
0004: $1084 = 0 // integer values 
014F: stop_timer $8049 
0151: remove_status_text $8052 
04DB: exit_rc_mode 
00D6: if 
8119:   not car $8047 wrecked 
004D: jump_if_false @RCHELI_6311 
020A: set_car $8047 door_status_to 1 

:RCHELI_6311
0249: release_model #RCRAIDER 
0249: release_model #INFERNUS 
0164: disable_marker $8133 
0164: disable_marker $8134 
0164: disable_marker $8135 
0164: disable_marker $8136 
0164: disable_marker $8137 
0164: disable_marker $8138 
0164: disable_marker $8139 
0164: disable_marker $8140 
0164: disable_marker $8141 
0164: disable_marker $8142 
0164: disable_marker $8143 
0164: disable_marker $8144 
0164: disable_marker $8145 
0164: disable_marker $8146 
0164: disable_marker $8147 
0164: disable_marker $8148 
0164: disable_marker $8149 
0164: disable_marker $8150 
0164: disable_marker $8151 
0164: disable_marker $8152 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0004: $397 = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 94---------------
// Originally: RC Bandit Race

:RCRACE1
03A4: name_thread 'RCRACE1' 
0050: gosub @RCRACE1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RCRACE1_37 
0050: gosub @RCRACE1_4896 

:RCRACE1_37
0050: gosub @RCRACE1_5107 
004E: end_thread 

:RCRACE1_46
0004: $ONMISSION = 1 // integer values 
0004: $1084 = 1 // integer values 
00D6: if 
0038:   $8241 == 0 // integer values 
004D: jump_if_false @RCRACE1_80 
0317: increment_mission_attempts 

:RCRACE1_80
0001: wait 0 ms 
054C: use_GXT_table 'RCRACE1' 
0004: $8236 = 50 // integer values 
0005: $8242 = 720.21 // floating-point values 
0005: $8243 = 723.979 // floating-point values 
0005: $8244 = 11.095 // floating-point values 
0005: $8245 = 772.386 // floating-point values 
0005: $8246 = 737.37 // floating-point values 
0005: $8247 = 15.651 // floating-point values 
0005: $8248 = 801.8997 // floating-point values 
0005: $8249 = 755.155 // floating-point values 
0005: $8250 = 14.029 // floating-point values 
0005: $8251 = 818.443 // floating-point values 
0005: $8252 = 723.4467 // floating-point values 
0005: $8253 = 13.89174 // floating-point values 
0005: $8254 = 789.7374 // floating-point values 
0005: $8255 = 689.6965 // floating-point values 
0005: $8256 = 13.68476 // floating-point values 
0005: $8257 = 840.7286 // floating-point values 
0005: $8258 = 673.7933 // floating-point values 
0005: $8259 = 12.00719 // floating-point values 
0005: $8260 = 881.6089 // floating-point values 
0005: $8261 = 694.4305 // floating-point values 
0005: $8262 = 11.47722 // floating-point values 
0005: $8263 = 869.6669 // floating-point values 
0005: $8264 = 734.155 // floating-point values 
0005: $8265 = 18.03658 // floating-point values 
0005: $8266 = 857.4133 // floating-point values 
0005: $8267 = 775.2335 // floating-point values 
0005: $8268 = 11.75751 // floating-point values 
0005: $8269 = 879.8929 // floating-point values 
0005: $8270 = 804.4685 // floating-point values 
0005: $8271 = 12.73355 // floating-point values 
0005: $8272 = 888.0801 // floating-point values 
0005: $8273 = 838.5257 // floating-point values 
0005: $8274 = 13.69488 // floating-point values 
0005: $8275 = 874.35 // floating-point values 
0005: $8276 = 866.9433 // floating-point values 
0005: $8277 = 13.12859 // floating-point values 
0005: $8278 = 815.8032 // floating-point values 
0005: $8279 = 881.502 // floating-point values 
0005: $8280 = 11.89595 // floating-point values 
0005: $8281 = 808.4997 // floating-point values 
0005: $8282 = 851.3824 // floating-point values 
0005: $8283 = 9.721323 // floating-point values 
0005: $8284 = 824.7369 // floating-point values 
0005: $8285 = 827.1093 // floating-point values 
0005: $8286 = 8.638121 // floating-point values 
0005: $8287 = 795.3524 // floating-point values 
0005: $8288 = 821.6034 // floating-point values 
0005: $8289 = 10.47627 // floating-point values 
0005: $8290 = 766.2229 // floating-point values 
0005: $8291 = 835.0671 // floating-point values 
0005: $8292 = 12.00815 // floating-point values 
0005: $8293 = 750.0553 // floating-point values 
0005: $8294 = 882.0937 // floating-point values 
0005: $8295 = 13.63987 // floating-point values 
0005: $8296 = 726.0835 // floating-point values 
0005: $8297 = 840.0163 // floating-point values 
0005: $8298 = 14.14287 // floating-point values 
0005: $8299 = 756.2438 // floating-point values 
0005: $8300 = 792.2355 // floating-point values 
0005: $8301 = 17.65154 // floating-point values 
0005: $8302 = 727.5995 // floating-point values 
0005: $8303 = 775.9979 // floating-point values 
0005: $8304 = 11.35199 // floating-point values 
0005: $8305 = 700.1736 // floating-point values 
0005: $8306 = 800.7557 // floating-point values 
0005: $8307 = 12.54427 // floating-point values 
0005: $8308 = 673.1154 // floating-point values 
0005: $8309 = 831.9152 // floating-point values 
0005: $8310 = 14.80559 // floating-point values 
0005: $8311 = 672.1528 // floating-point values 
0005: $8312 = 798.6282 // floating-point values 
0005: $8313 = 12.67831 // floating-point values 
0005: $8314 = 692.795 // floating-point values 
0005: $8315 = 761.6599 // floating-point values 
0005: $8316 = 10.67259 // floating-point values 
0005: $8317 = 741.0423 // floating-point values 
0005: $8318 = 716.2507 // floating-point values 
0005: $8319 = 11.22578 // floating-point values 
0005: $8320 = 772.386 // floating-point values 
0005: $8321 = 737.37 // floating-point values 
0005: $8322 = 15.651 // floating-point values 
0005: $8323 = 801.8997 // floating-point values 
0005: $8324 = 755.155 // floating-point values 
0005: $8325 = 14.029 // floating-point values 
0005: $8326 = 818.443 // floating-point values 
0005: $8327 = 723.4467 // floating-point values 
0005: $8328 = 13.89174 // floating-point values 
0005: $8329 = 789.7374 // floating-point values 
0005: $8330 = 689.6965 // floating-point values 
0005: $8331 = 13.68476 // floating-point values 
0005: $8332 = 840.7286 // floating-point values 
0005: $8333 = 673.7933 // floating-point values 
0005: $8334 = 12.00719 // floating-point values 
0005: $8335 = 881.6089 // floating-point values 
0005: $8336 = 694.4305 // floating-point values 
0005: $8337 = 11.47722 // floating-point values 
0005: $8338 = 869.6669 // floating-point values 
0005: $8339 = 734.155 // floating-point values 
0005: $8340 = 18.03658 // floating-point values 
0005: $8341 = 857.4133 // floating-point values 
0005: $8342 = 775.2335 // floating-point values 
0005: $8343 = 11.75751 // floating-point values 
0005: $8344 = 879.8929 // floating-point values 
0005: $8345 = 804.4685 // floating-point values 
0005: $8346 = 12.73355 // floating-point values 
0005: $8347 = 888.0801 // floating-point values 
0005: $8348 = 838.5257 // floating-point values 
0005: $8349 = 13.69488 // floating-point values 
0005: $8350 = 874.35 // floating-point values 
0005: $8351 = 866.9433 // floating-point values 
0005: $8352 = 13.12859 // floating-point values 
0005: $8353 = 815.8032 // floating-point values 
0005: $8354 = 881.502 // floating-point values 
0005: $8355 = 11.89595 // floating-point values 
0005: $8356 = 808.4997 // floating-point values 
0005: $8357 = 851.3824 // floating-point values 
0005: $8358 = 9.721323 // floating-point values 
0005: $8359 = 824.7369 // floating-point values 
0005: $8360 = 827.1093 // floating-point values 
0005: $8361 = 8.638121 // floating-point values 
0005: $8362 = 795.3524 // floating-point values 
0005: $8363 = 821.6034 // floating-point values 
0005: $8364 = 10.47627 // floating-point values 
0005: $8365 = 766.2229 // floating-point values 
0005: $8366 = 835.0671 // floating-point values 
0005: $8367 = 12.00815 // floating-point values 
0005: $8368 = 750.0553 // floating-point values 
0005: $8369 = 882.0937 // floating-point values 
0005: $8370 = 13.63987 // floating-point values 
0005: $8371 = 726.0835 // floating-point values 
0005: $8372 = 840.0163 // floating-point values 
0005: $8373 = 14.14287 // floating-point values 
0005: $8374 = 756.2438 // floating-point values 
0005: $8375 = 792.2355 // floating-point values 
0005: $8376 = 17.65154 // floating-point values 
0005: $8377 = 727.5995 // floating-point values 
0005: $8378 = 775.9979 // floating-point values 
0005: $8379 = 11.35199 // floating-point values 
0005: $8380 = 700.1736 // floating-point values 
0005: $8381 = 800.7557 // floating-point values 
0005: $8382 = 12.54427 // floating-point values 
0005: $8383 = 673.1154 // floating-point values 
0005: $8384 = 831.9152 // floating-point values 
0005: $8385 = 14.80559 // floating-point values 
0005: $8386 = 672.1528 // floating-point values 
0005: $8387 = 798.6282 // floating-point values 
0005: $8388 = 12.67831 // floating-point values 
0005: $8389 = 692.795 // floating-point values 
0005: $8390 = 761.6599 // floating-point values 
0005: $8391 = 10.67259 // floating-point values 
0005: $8392 = 741.0423 // floating-point values 
0005: $8393 = 716.2507 // floating-point values 
0005: $8394 = 11.22578 // floating-point values 
0005: $8175 = 740.8333 // floating-point values 
0005: $8176 = 721.5853 // floating-point values 
0005: $8177 = 11.0126 // floating-point values 
0005: $8178 = 740.5471 // floating-point values 
0005: $8179 = 718.5853 // floating-point values 
0005: $8180 = 11.0884 // floating-point values 
0005: $8181 = 740.2183 // floating-point values 
0005: $8182 = 715.5853 // floating-point values 
0005: $8183 = 11.1233 // floating-point values 
0005: $8160 = 262.9725 // floating-point values 
0004: $8227 = 0 // integer values 
0004: $8223 = 0 // integer values 
0004: $8224 = 0 // integer values 
0004: $8225 = 0 // integer values 
0004: $8226 = 0 // integer values 
0005: $8164 = 3.5 // floating-point values 
0005: $8165 = 3.5 // floating-point values 
0005: $8166 = 3.5 // floating-point values 
0004: $8395 = 0 // integer values 
0004: $8396 = 0 // integer values 
0004: $8397 = 0 // integer values 
0004: $8398 = 2 // integer values 
0004: $8399 = 1 // integer values 
0004: $8400 = 0 // integer values 
0247: request_model #RCBANDIT 

:RCRACE1_1843
00D6: if 
8248:   not model #RCBANDIT available 
004D: jump_if_false @RCRACE1_1870 
0001: wait 0 ms 
0002: jump @RCRACE1_1843 

:RCRACE1_1870
01C0: $8240 = player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $8213 = player $PLAYER_CHAR car 
01C0: $8240 = player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 757.152 811.371 range 500.0 500.0 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
010C: change_player_into_rc_buggy $PLAYER_CHAR at 739.924 712.5853 11.1484 262.9725 
0484: $8219 = player $PLAYER_CHAR rc_car 
04D6: enable_rc_car_detonation 0 
0229: set_car $8219 color_to 4 1 
00A5: $8214 = create_car #RCBANDIT at $8175 $8176 $8177 
0229: set_car $8214 color_to 3 1 
03AB: set_car $8214 strong 1 
03ED: set_car $8214 not_damaged_when_upside_down 1 
0175: set_car $8214 z_angle_to $8160 
00A9: set_car $8214 to_normal_driver 
00AE: set_vehicle $8214 traffic_behavior_to 2 
00AD: set_car $8214 max_speed_to 26.0 
02AA: set_car $8214 immune_to_nonplayer 1 
04E0: car $8214 abandon_path_radius 1 
00A5: $8215 = create_car #RCBANDIT at $8178 $8179 $8180 
0229: set_car $8215 color_to 2 1 
03AB: set_car $8215 strong 1 
03ED: set_car $8215 not_damaged_when_upside_down 1 
0175: set_car $8215 z_angle_to $8160 
00A9: set_car $8215 to_normal_driver 
00AE: set_vehicle $8215 traffic_behavior_to 2 
00AD: set_car $8215 max_speed_to 20.0 
02AA: set_car $8215 immune_to_nonplayer 1 
04E0: car $8215 abandon_path_radius 1 
00A5: $8216 = create_car #RCBANDIT at $8181 $8182 $8183 
0229: set_car $8216 color_to 6 1 
03AB: set_car $8216 strong 1 
03ED: set_car $8216 not_damaged_when_upside_down 1 
0175: set_car $8216 z_angle_to $8160 
00A9: set_car $8216 to_normal_driver 
00AE: set_vehicle $8216 traffic_behavior_to 2 
00AD: set_car $8216 max_speed_to 23.0 
02AA: set_car $8216 immune_to_nonplayer 1 
04E0: car $8216 abandon_path_radius 1 
015F: set_camera_position 742.2905 724.4449 12.35194 0.0 rotation 0.0 0.0 
0160: point_camera 742.1665 723.5028 12.04059 switchstyle 2 
00C0: set_current_time 10 0 
01B6: set_weather 4 
016A: fade 1 2000 ms 

:RCRACE1_2307
00D6: if 
016B:   fading 
004D: jump_if_false @RCRACE1_2331 
0001: wait 0 ms 
0002: jump @RCRACE1_2307 

:RCRACE1_2331
0006: 16@ = 0 // integer values 

:RCRACE1_2338
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCRACE1_2407 
0001: wait 0 ms 
00BC: text_highpriority 'RCR1_1' 5000 ms 2  // ~g~Compete in a checkpoint race with 3 other RC Cars.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCRACE1_2400 
0002: jump @RCRACE1_2661 

:RCRACE1_2400
0002: jump @RCRACE1_2338 

:RCRACE1_2407
015F: set_camera_position 893.1815 624.3833 41.4995 0.0 rotation 0.0 0.0 
0160: point_camera 892.6742 625.2084 41.25115 switchstyle 2 
0006: 16@ = 0 // integer values 

:RCRACE1_2465
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCRACE1_2534 
0001: wait 0 ms 
00BC: text_highpriority 'RCR1_2' 5000 ms 2  // ~g~Be the first to complete two laps of the track to win!
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCRACE1_2527 
0002: jump @RCRACE1_2661 

:RCRACE1_2527
0002: jump @RCRACE1_2465 

:RCRACE1_2534
015F: set_camera_position 743.5344 710.3741 12.71469 0.0 rotation 0.0 0.0 
0160: point_camera 743.0029 711.2059 12.55033 switchstyle 2 
0006: 16@ = 0 // integer values 

:RCRACE1_2592
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCRACE1_2661 
0001: wait 0 ms 
00BC: text_highpriority 'RCR1_3' 5000 ms 2  // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC car.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCRACE1_2654 
0002: jump @RCRACE1_2661 

:RCRACE1_2654
0002: jump @RCRACE1_2592 

:RCRACE1_2661
00D6: if 
8119:   not car $8219 wrecked 
004D: jump_if_false @RCRACE1_2697 
03EB: clear_small_messages_only 
0158: camera_on_vehicle $8219 mode 3 switchstyle 2 
02A3: enable_widescreen 0 
0001: wait 500 ms 

:RCRACE1_2697
0084: $8237 = $8236 // integer values and handles 
000C: $8237 -= 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C4: set_status_text_to $8398 0 'RCR1_4'  // laps left:
00D6: if 
0119:   car $8214 wrecked 
004D: jump_if_false @RCRACE1_2933 
0002: jump @RCRACE1_4896 

:RCRACE1_2933
00D6: if 
0119:   car $8215 wrecked 
004D: jump_if_false @RCRACE1_2956 
0002: jump @RCRACE1_4896 

:RCRACE1_2956
00D6: if 
0119:   car $8216 wrecked 
004D: jump_if_false @RCRACE1_2979 
0002: jump @RCRACE1_4896 

:RCRACE1_2979
0050: gosub @RCRACE1_5192 
0086: $8187 = $8202 // floating-point values only 
0086: $8188 = $8203 // floating-point values only 
0086: $8189 = $8204 // floating-point values only 
0086: $8190 = $8205 // floating-point values only 
0086: $8191 = $8206 // floating-point values only 
0086: $8192 = $8207 // floating-point values only 
0086: $8193 = $8202 // floating-point values only 
0086: $8194 = $8203 // floating-point values only 
0086: $8195 = $8204 // floating-point values only 
0086: $8196 = $8202 // floating-point values only 
0086: $8197 = $8203 // floating-point values only 
0086: $8198 = $8204 // floating-point values only 
0086: $8199 = $8202 // floating-point values only 
0086: $8200 = $8203 // floating-point values only 
0086: $8201 = $8204 // floating-point values only 
018A: $8208 = create_checkpoint_at $8187 $8188 $8189 
0167: $8209 = create_marker_at $8190 $8191 $8192 color 5 flag 2 
0166: set_marker $8209 brightness_to 1 
00A7: car $8214 drive_to $8193 $8194 $8195 
00A7: car $8215 drive_to $8196 $8197 $8198 
00A7: car $8216 drive_to $8199 $8200 $8201 
0004: $8229 = 0 // integer values 
03C3: set_timer_with_text_to $8229 type 0 text 'RCH1_5'  // Time:
00D6: if 
0119:   car $8219 wrecked 
004D: jump_if_false @RCRACE1_3232 
0002: jump @RCRACE1_4896 

:RCRACE1_3232
00D6: if 
001C:   $8236 > $8223 // integer values 
004D: jump_if_false @RCRACE1_4889 
0001: wait 0 ms 
0395: clear_area 1 at -447.8 1442.95 range 10.0 120.0 
0004: $8228 = 0 // integer values 
00D6: if 
8119:   not car $8219 wrecked 
004D: jump_if_false @RCRACE1_3526 
00D6: if 
01AD:   car $8219 sphere 0 near_point $8187 $8188 radius 4.2 4.2 
004D: jump_if_false @RCRACE1_3526 
0008: $8223 += 1 // integer values 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8208 
0164: disable_marker $8209 
0084: $8227 = $8223 // integer values and handles 
0050: gosub @RCRACE1_5192 
0086: $8187 = $8202 // floating-point values only 
0086: $8188 = $8203 // floating-point values only 
0086: $8189 = $8204 // floating-point values only 
0086: $8190 = $8205 // floating-point values only 
0086: $8191 = $8206 // floating-point values only 
0086: $8192 = $8207 // floating-point values only 
00D6: if 
003A:   $8223 == $8236 // integer values and handles 
004D: jump_if_false @RCRACE1_3461 
0002: jump @RCRACE1_4913 

:RCRACE1_3461
018A: $8208 = create_checkpoint_at $8187 $8188 $8189 
00D6: if 
803A:   not  $8223 == $8237 // integer values and handles 
004D: jump_if_false @RCRACE1_3526 
0167: $8209 = create_marker_at $8190 $8191 $8192 color 5 flag 2 
0166: set_marker $8209 brightness_to 1 
0168: set_blip $8209 size 2 

:RCRACE1_3526
00D6: if 
8119:   not car $8214 wrecked 
004D: jump_if_false @RCRACE1_3818 
0084: $8218 = $8214 // integer values and handles 
0084: $8227 = $8224 // integer values and handles 
0086: $8184 = $8175 // floating-point values only 
0086: $8185 = $8176 // floating-point values only 
0086: $8186 = $8177 // floating-point values only 
0084: $8234 = $8230 // integer values and handles 
0050: gosub @RCRACE1_8494 
0086: $8175 = $8184 // floating-point values only 
0086: $8176 = $8185 // floating-point values only 
0086: $8177 = $8186 // floating-point values only 
0084: $8230 = $8234 // integer values and handles 
00D6: if 
8119:   not car $8214 wrecked 
004D: jump_if_false @RCRACE1_3818 
00D6: if 
01AD:   car $8214 sphere 0 near_point $8193 $8194 radius $8164 $8164 
004D: jump_if_false @RCRACE1_3818 
0008: $8224 += 1 // integer values 
0084: $8227 = $8224 // integer values and handles 
0050: gosub @RCRACE1_5192 
0086: $8193 = $8202 // floating-point values only 
0086: $8194 = $8203 // floating-point values only 
0086: $8195 = $8204 // floating-point values only 
00D6: if 
003A:   $8224 == $8236 // integer values and handles 
004D: jump_if_false @RCRACE1_3762 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @RCRACE1_4896 

:RCRACE1_3762
00D6: if 
0042:   $8164 == 7.0 // floating-point values 
004D: jump_if_false @RCRACE1_3804 
00A7: car $8214 drive_to $8193 $8194 $8195 
0002: jump @RCRACE1_3818 

:RCRACE1_3804
02C2: car $8214 drive_to_point $8193 $8194 $8195 

:RCRACE1_3818
00D6: if 
8119:   not car $8215 wrecked 
004D: jump_if_false @RCRACE1_4110 
0084: $8218 = $8215 // integer values and handles 
0084: $8227 = $8225 // integer values and handles 
0086: $8184 = $8178 // floating-point values only 
0086: $8185 = $8179 // floating-point values only 
0086: $8186 = $8180 // floating-point values only 
0084: $8234 = $8231 // integer values and handles 
0050: gosub @RCRACE1_8494 
0086: $8178 = $8184 // floating-point values only 
0086: $8179 = $8185 // floating-point values only 
0086: $8180 = $8186 // floating-point values only 
0084: $8231 = $8234 // integer values and handles 
00D6: if 
8119:   not car $8215 wrecked 
004D: jump_if_false @RCRACE1_4110 
00D6: if 
01AD:   car $8215 sphere 0 near_point $8196 $8197 radius $8165 $8165 
004D: jump_if_false @RCRACE1_4110 
0008: $8225 += 1 // integer values 
0084: $8227 = $8225 // integer values and handles 
0050: gosub @RCRACE1_5192 
0086: $8196 = $8202 // floating-point values only 
0086: $8197 = $8203 // floating-point values only 
0086: $8198 = $8204 // floating-point values only 
00D6: if 
003A:   $8225 == $8236 // integer values and handles 
004D: jump_if_false @RCRACE1_4054 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @RCRACE1_4896 

:RCRACE1_4054
00D6: if 
0042:   $8165 == 7.0 // floating-point values 
004D: jump_if_false @RCRACE1_4096 
00A7: car $8215 drive_to $8196 $8197 $8198 
0002: jump @RCRACE1_4110 

:RCRACE1_4096
02C2: car $8215 drive_to_point $8196 $8197 $8198 

:RCRACE1_4110
00D6: if 
8119:   not car $8216 wrecked 
004D: jump_if_false @RCRACE1_4402 
0084: $8218 = $8216 // integer values and handles 
0084: $8227 = $8226 // integer values and handles 
0086: $8184 = $8181 // floating-point values only 
0086: $8185 = $8182 // floating-point values only 
0086: $8186 = $8183 // floating-point values only 
0084: $8234 = $8232 // integer values and handles 
0050: gosub @RCRACE1_8494 
0086: $8181 = $8184 // floating-point values only 
0086: $8182 = $8185 // floating-point values only 
0086: $8183 = $8186 // floating-point values only 
0084: $8232 = $8234 // integer values and handles 
00D6: if 
8119:   not car $8216 wrecked 
004D: jump_if_false @RCRACE1_4402 
00D6: if 
01AD:   car $8216 sphere 0 near_point $8199 $8200 radius $8166 $8166 
004D: jump_if_false @RCRACE1_4402 
0008: $8226 += 1 // integer values 
0084: $8227 = $8226 // integer values and handles 
0050: gosub @RCRACE1_5192 
0086: $8199 = $8202 // floating-point values only 
0086: $8200 = $8203 // floating-point values only 
0086: $8201 = $8204 // floating-point values only 
00D6: if 
003A:   $8226 == $8236 // integer values and handles 
004D: jump_if_false @RCRACE1_4346 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @RCRACE1_4896 

:RCRACE1_4346
00D6: if 
0042:   $8166 == 7.0 // floating-point values 
004D: jump_if_false @RCRACE1_4388 
00A7: car $8216 drive_to $8199 $8200 $8201 
0002: jump @RCRACE1_4402 

:RCRACE1_4388
02C2: car $8216 drive_to_point $8199 $8200 $8201 

:RCRACE1_4402
00D6: if 
0038:   $8228 == 0 // integer values 
004D: jump_if_false @RCRACE1_4434 
00BC: text_highpriority 'FIRST' 100 ms 1  // ~b~1st

:RCRACE1_4434
00D6: if 
0038:   $8228 == 1 // integer values 
004D: jump_if_false @RCRACE1_4466 
00BC: text_highpriority 'SECOND' 100 ms 1  // ~b~2nd

:RCRACE1_4466
00D6: if 
0038:   $8228 == 2 // integer values 
004D: jump_if_false @RCRACE1_4498 
00BC: text_highpriority 'THIRD' 100 ms 1  // ~b~3rd

:RCRACE1_4498
00D6: if 
0038:   $8228 == 3 // integer values 
004D: jump_if_false @RCRACE1_4530 
00BC: text_highpriority 'FOURTH' 100 ms 1  // ~b~4th

:RCRACE1_4530
00D6: if 
003A:   $8223 == $8237 // integer values and handles 
004D: jump_if_false @RCRACE1_4582 
04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 100 5 5 
0002: jump @RCRACE1_4611 

:RCRACE1_4582
04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 255 137 205 

:RCRACE1_4611
00D6: if 
0119:   car $8219 wrecked 
004D: jump_if_false @RCRACE1_4634 
0002: jump @RCRACE1_4896 

:RCRACE1_4634
00D6: if 
0018:   $8223 > 24 // integer values 
004D: jump_if_false @RCRACE1_4697 
00D6: if 
0038:   $8400 == 0 // integer values 
004D: jump_if_false @RCRACE1_4697 
0151: remove_status_text $8398 
03C4: set_status_text_to $8399 0 'RCR1_4'  // laps left:
0004: $8400 = 1 // integer values 

:RCRACE1_4697
00D6: if 
8119:   not car $8219 wrecked 
004D: jump_if_false @RCRACE1_4804 
00D6: if 
80B0:   not car $8219 0 595.94 930.07 950.085 606.168 
004D: jump_if_false @RCRACE1_4804 
00D6: if 
00B0:   car $8219 0 473.016 1102.161 939.0 217.567 
004D: jump_if_false @RCRACE1_4804 
00BC: text_highpriority 'RCR1_6' 3000 ms 1  // ~g~Your RC Car is going out of range!

:RCRACE1_4804
00D6: if 
8119:   not car $8219 wrecked 
004D: jump_if_false @RCRACE1_4882 
00D6: if 
80B0:   not car $8219 0 473.016 1102.161 939.0 217.567 
004D: jump_if_false @RCRACE1_4882 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCR1_7' 5000 ms 1  // ~r~Your RC Car went out of range!
0002: jump @RCRACE1_4896 

:RCRACE1_4882
0002: jump @RCRACE1_3232 

:RCRACE1_4889
0002: jump @RCRACE1_4913 

:RCRACE1_4896
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
0051: return 

:RCRACE1_4913
0084: $8395 = $8229 // integer values and handles 
0014: $8395 /= 1000 // integer values 
042E: downdate_integer_stat 4 to $8395 
0084: $8397 = $8395 // integer values and handles 
0014: $8397 /= 60 // integer values 
0084: $8396 = $8397 // integer values and handles 
0010: $8396 *= 60 // integer values 
0060: $8395 -= $8396 // integer values 
00D6: if 
0028:   $8395 >= 10 // integer values 
004D: jump_if_false @RCRACE1_5020 
02FD: text_2numbers_lowpriority 'RCH1_9' $8397 $8395 7000 flag 1  // ~b~TOTAL TIME: ~1~:~1~
0002: jump @RCRACE1_5041 

:RCRACE1_5020
02FD: text_2numbers_lowpriority 'RCH1_10' $8397 $8395 7000 flag 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCRACE1_5041
00D6: if 
0038:   $8241 == 0 // integer values 
004D: jump_if_false @RCRACE1_5072 
030C: progress_made += 1 
0595: mission_complete 
0004: $8241 = 1 // integer values 

:RCRACE1_5072
0109: player $PLAYER_CHAR money += 10000 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:RCRACE1_5107
04DB: exit_rc_mode 
0164: disable_marker $8208 
0164: disable_marker $8209 
0249: release_model #RCBANDIT 
00A6: destroy_car $8214 
00A6: destroy_car $8215 
00A6: destroy_car $8216 
014F: stop_timer $8229 
0004: $ONMISSION = 0 // integer values 
0004: $1084 = 0 // integer values 
0004: $399 = 1 // integer values 
04D6: enable_rc_car_detonation 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0151: remove_status_text $8398 
0151: remove_status_text $8399 
01B7: release_weather 
00D8: mission_cleanup 
0051: return 

:RCRACE1_5192
00D6: if 
0038:   $8227 == 0 // integer values 
004D: jump_if_false @RCRACE1_5258 
0086: $8202 = $8245 // floating-point values only 
0086: $8203 = $8246 // floating-point values only 
0086: $8204 = $8247 // floating-point values only 
0086: $8205 = $8248 // floating-point values only 
0086: $8206 = $8249 // floating-point values only 
0086: $8207 = $8250 // floating-point values only 

:RCRACE1_5258
00D6: if 
0038:   $8227 == 1 // integer values 
004D: jump_if_false @RCRACE1_5324 
0086: $8202 = $8248 // floating-point values only 
0086: $8203 = $8249 // floating-point values only 
0086: $8204 = $8250 // floating-point values only 
0086: $8205 = $8251 // floating-point values only 
0086: $8206 = $8252 // floating-point values only 
0086: $8207 = $8253 // floating-point values only 

:RCRACE1_5324
00D6: if 
0038:   $8227 == 2 // integer values 
004D: jump_if_false @RCRACE1_5390 
0086: $8202 = $8251 // floating-point values only 
0086: $8203 = $8252 // floating-point values only 
0086: $8204 = $8253 // floating-point values only 
0086: $8205 = $8254 // floating-point values only 
0086: $8206 = $8255 // floating-point values only 
0086: $8207 = $8256 // floating-point values only 

:RCRACE1_5390
00D6: if 
0038:   $8227 == 3 // integer values 
004D: jump_if_false @RCRACE1_5456 
0086: $8202 = $8254 // floating-point values only 
0086: $8203 = $8255 // floating-point values only 
0086: $8204 = $8256 // floating-point values only 
0086: $8205 = $8257 // floating-point values only 
0086: $8206 = $8258 // floating-point values only 
0086: $8207 = $8259 // floating-point values only 

:RCRACE1_5456
00D6: if 
0038:   $8227 == 4 // integer values 
004D: jump_if_false @RCRACE1_5522 
0086: $8202 = $8257 // floating-point values only 
0086: $8203 = $8258 // floating-point values only 
0086: $8204 = $8259 // floating-point values only 
0086: $8205 = $8260 // floating-point values only 
0086: $8206 = $8261 // floating-point values only 
0086: $8207 = $8262 // floating-point values only 

:RCRACE1_5522
00D6: if 
0038:   $8227 == 5 // integer values 
004D: jump_if_false @RCRACE1_5588 
0086: $8202 = $8260 // floating-point values only 
0086: $8203 = $8261 // floating-point values only 
0086: $8204 = $8262 // floating-point values only 
0086: $8205 = $8263 // floating-point values only 
0086: $8206 = $8264 // floating-point values only 
0086: $8207 = $8265 // floating-point values only 

:RCRACE1_5588
00D6: if 
0038:   $8227 == 6 // integer values 
004D: jump_if_false @RCRACE1_5654 
0086: $8202 = $8263 // floating-point values only 
0086: $8203 = $8264 // floating-point values only 
0086: $8204 = $8265 // floating-point values only 
0086: $8205 = $8266 // floating-point values only 
0086: $8206 = $8267 // floating-point values only 
0086: $8207 = $8268 // floating-point values only 

:RCRACE1_5654
00D6: if 
0038:   $8227 == 7 // integer values 
004D: jump_if_false @RCRACE1_5720 
0086: $8202 = $8266 // floating-point values only 
0086: $8203 = $8267 // floating-point values only 
0086: $8204 = $8268 // floating-point values only 
0086: $8205 = $8269 // floating-point values only 
0086: $8206 = $8270 // floating-point values only 
0086: $8207 = $8271 // floating-point values only 

:RCRACE1_5720
00D6: if 
0038:   $8227 == 8 // integer values 
004D: jump_if_false @RCRACE1_5786 
0086: $8202 = $8269 // floating-point values only 
0086: $8203 = $8270 // floating-point values only 
0086: $8204 = $8271 // floating-point values only 
0086: $8205 = $8272 // floating-point values only 
0086: $8206 = $8273 // floating-point values only 
0086: $8207 = $8274 // floating-point values only 

:RCRACE1_5786
00D6: if 
0038:   $8227 == 9 // integer values 
004D: jump_if_false @RCRACE1_5852 
0086: $8202 = $8272 // floating-point values only 
0086: $8203 = $8273 // floating-point values only 
0086: $8204 = $8274 // floating-point values only 
0086: $8205 = $8275 // floating-point values only 
0086: $8206 = $8276 // floating-point values only 
0086: $8207 = $8277 // floating-point values only 

:RCRACE1_5852
00D6: if 
0038:   $8227 == 10 // integer values 
004D: jump_if_false @RCRACE1_5918 
0086: $8202 = $8275 // floating-point values only 
0086: $8203 = $8276 // floating-point values only 
0086: $8204 = $8277 // floating-point values only 
0086: $8205 = $8278 // floating-point values only 
0086: $8206 = $8279 // floating-point values only 
0086: $8207 = $8280 // floating-point values only 

:RCRACE1_5918
00D6: if 
0038:   $8227 == 11 // integer values 
004D: jump_if_false @RCRACE1_5984 
0086: $8202 = $8278 // floating-point values only 
0086: $8203 = $8279 // floating-point values only 
0086: $8204 = $8280 // floating-point values only 
0086: $8205 = $8281 // floating-point values only 
0086: $8206 = $8282 // floating-point values only 
0086: $8207 = $8283 // floating-point values only 

:RCRACE1_5984
00D6: if 
0038:   $8227 == 12 // integer values 
004D: jump_if_false @RCRACE1_6050 
0086: $8202 = $8281 // floating-point values only 
0086: $8203 = $8282 // floating-point values only 
0086: $8204 = $8283 // floating-point values only 
0086: $8205 = $8284 // floating-point values only 
0086: $8206 = $8285 // floating-point values only 
0086: $8207 = $8286 // floating-point values only 

:RCRACE1_6050
00D6: if 
0038:   $8227 == 13 // integer values 
004D: jump_if_false @RCRACE1_6116 
0086: $8202 = $8284 // floating-point values only 
0086: $8203 = $8285 // floating-point values only 
0086: $8204 = $8286 // floating-point values only 
0086: $8205 = $8287 // floating-point values only 
0086: $8206 = $8288 // floating-point values only 
0086: $8207 = $8289 // floating-point values only 

:RCRACE1_6116
00D6: if 
0038:   $8227 == 14 // integer values 
004D: jump_if_false @RCRACE1_6182 
0086: $8202 = $8287 // floating-point values only 
0086: $8203 = $8288 // floating-point values only 
0086: $8204 = $8289 // floating-point values only 
0086: $8205 = $8290 // floating-point values only 
0086: $8206 = $8291 // floating-point values only 
0086: $8207 = $8292 // floating-point values only 

:RCRACE1_6182
00D6: if 
0038:   $8227 == 15 // integer values 
004D: jump_if_false @RCRACE1_6248 
0086: $8202 = $8290 // floating-point values only 
0086: $8203 = $8291 // floating-point values only 
0086: $8204 = $8292 // floating-point values only 
0086: $8205 = $8293 // floating-point values only 
0086: $8206 = $8294 // floating-point values only 
0086: $8207 = $8295 // floating-point values only 

:RCRACE1_6248
00D6: if 
0038:   $8227 == 16 // integer values 
004D: jump_if_false @RCRACE1_6314 
0086: $8202 = $8293 // floating-point values only 
0086: $8203 = $8294 // floating-point values only 
0086: $8204 = $8295 // floating-point values only 
0086: $8205 = $8296 // floating-point values only 
0086: $8206 = $8297 // floating-point values only 
0086: $8207 = $8298 // floating-point values only 

:RCRACE1_6314
00D6: if 
0038:   $8227 == 17 // integer values 
004D: jump_if_false @RCRACE1_6380 
0086: $8202 = $8296 // floating-point values only 
0086: $8203 = $8297 // floating-point values only 
0086: $8204 = $8298 // floating-point values only 
0086: $8205 = $8299 // floating-point values only 
0086: $8206 = $8300 // floating-point values only 
0086: $8207 = $8301 // floating-point values only 

:RCRACE1_6380
00D6: if 
0038:   $8227 == 18 // integer values 
004D: jump_if_false @RCRACE1_6446 
0086: $8202 = $8299 // floating-point values only 
0086: $8203 = $8300 // floating-point values only 
0086: $8204 = $8301 // floating-point values only 
0086: $8205 = $8302 // floating-point values only 
0086: $8206 = $8303 // floating-point values only 
0086: $8207 = $8304 // floating-point values only 

:RCRACE1_6446
00D6: if 
0038:   $8227 == 19 // integer values 
004D: jump_if_false @RCRACE1_6512 
0086: $8202 = $8302 // floating-point values only 
0086: $8203 = $8303 // floating-point values only 
0086: $8204 = $8304 // floating-point values only 
0086: $8205 = $8305 // floating-point values only 
0086: $8206 = $8306 // floating-point values only 
0086: $8207 = $8307 // floating-point values only 

:RCRACE1_6512
00D6: if 
0038:   $8227 == 20 // integer values 
004D: jump_if_false @RCRACE1_6578 
0086: $8202 = $8305 // floating-point values only 
0086: $8203 = $8306 // floating-point values only 
0086: $8204 = $8307 // floating-point values only 
0086: $8205 = $8308 // floating-point values only 
0086: $8206 = $8309 // floating-point values only 
0086: $8207 = $8310 // floating-point values only 

:RCRACE1_6578
00D6: if 
0038:   $8227 == 21 // integer values 
004D: jump_if_false @RCRACE1_6644 
0086: $8202 = $8308 // floating-point values only 
0086: $8203 = $8309 // floating-point values only 
0086: $8204 = $8310 // floating-point values only 
0086: $8205 = $8311 // floating-point values only 
0086: $8206 = $8312 // floating-point values only 
0086: $8207 = $8313 // floating-point values only 

:RCRACE1_6644
00D6: if 
0038:   $8227 == 22 // integer values 
004D: jump_if_false @RCRACE1_6710 
0086: $8202 = $8311 // floating-point values only 
0086: $8203 = $8312 // floating-point values only 
0086: $8204 = $8313 // floating-point values only 
0086: $8205 = $8314 // floating-point values only 
0086: $8206 = $8315 // floating-point values only 
0086: $8207 = $8316 // floating-point values only 

:RCRACE1_6710
00D6: if 
0038:   $8227 == 23 // integer values 
004D: jump_if_false @RCRACE1_6776 
0086: $8202 = $8314 // floating-point values only 
0086: $8203 = $8315 // floating-point values only 
0086: $8204 = $8316 // floating-point values only 
0086: $8205 = $8317 // floating-point values only 
0086: $8206 = $8318 // floating-point values only 
0086: $8207 = $8319 // floating-point values only 

:RCRACE1_6776
00D6: if 
0038:   $8227 == 24 // integer values 
004D: jump_if_false @RCRACE1_6842 
0086: $8202 = $8317 // floating-point values only 
0086: $8203 = $8318 // floating-point values only 
0086: $8204 = $8319 // floating-point values only 
0086: $8205 = $8320 // floating-point values only 
0086: $8206 = $8321 // floating-point values only 
0086: $8207 = $8322 // floating-point values only 

:RCRACE1_6842
00D6: if 
0038:   $8227 == 25 // integer values 
004D: jump_if_false @RCRACE1_6908 
0086: $8202 = $8320 // floating-point values only 
0086: $8203 = $8321 // floating-point values only 
0086: $8204 = $8322 // floating-point values only 
0086: $8205 = $8323 // floating-point values only 
0086: $8206 = $8324 // floating-point values only 
0086: $8207 = $8325 // floating-point values only 

:RCRACE1_6908
00D6: if 
0038:   $8227 == 26 // integer values 
004D: jump_if_false @RCRACE1_6974 
0086: $8202 = $8323 // floating-point values only 
0086: $8203 = $8324 // floating-point values only 
0086: $8204 = $8325 // floating-point values only 
0086: $8205 = $8326 // floating-point values only 
0086: $8206 = $8327 // floating-point values only 
0086: $8207 = $8328 // floating-point values only 

:RCRACE1_6974
00D6: if 
0038:   $8227 == 27 // integer values 
004D: jump_if_false @RCRACE1_7040 
0086: $8202 = $8326 // floating-point values only 
0086: $8203 = $8327 // floating-point values only 
0086: $8204 = $8328 // floating-point values only 
0086: $8205 = $8329 // floating-point values only 
0086: $8206 = $8330 // floating-point values only 
0086: $8207 = $8331 // floating-point values only 

:RCRACE1_7040
00D6: if 
0038:   $8227 == 28 // integer values 
004D: jump_if_false @RCRACE1_7106 
0086: $8202 = $8329 // floating-point values only 
0086: $8203 = $8330 // floating-point values only 
0086: $8204 = $8331 // floating-point values only 
0086: $8205 = $8332 // floating-point values only 
0086: $8206 = $8333 // floating-point values only 
0086: $8207 = $8334 // floating-point values only 

:RCRACE1_7106
00D6: if 
0038:   $8227 == 29 // integer values 
004D: jump_if_false @RCRACE1_7172 
0086: $8202 = $8332 // floating-point values only 
0086: $8203 = $8333 // floating-point values only 
0086: $8204 = $8334 // floating-point values only 
0086: $8205 = $8335 // floating-point values only 
0086: $8206 = $8336 // floating-point values only 
0086: $8207 = $8337 // floating-point values only 

:RCRACE1_7172
00D6: if 
0038:   $8227 == 30 // integer values 
004D: jump_if_false @RCRACE1_7238 
0086: $8202 = $8335 // floating-point values only 
0086: $8203 = $8336 // floating-point values only 
0086: $8204 = $8337 // floating-point values only 
0086: $8205 = $8338 // floating-point values only 
0086: $8206 = $8339 // floating-point values only 
0086: $8207 = $8340 // floating-point values only 

:RCRACE1_7238
00D6: if 
0038:   $8227 == 31 // integer values 
004D: jump_if_false @RCRACE1_7304 
0086: $8202 = $8338 // floating-point values only 
0086: $8203 = $8339 // floating-point values only 
0086: $8204 = $8340 // floating-point values only 
0086: $8205 = $8341 // floating-point values only 
0086: $8206 = $8342 // floating-point values only 
0086: $8207 = $8343 // floating-point values only 

:RCRACE1_7304
00D6: if 
0038:   $8227 == 32 // integer values 
004D: jump_if_false @RCRACE1_7370 
0086: $8202 = $8341 // floating-point values only 
0086: $8203 = $8342 // floating-point values only 
0086: $8204 = $8343 // floating-point values only 
0086: $8205 = $8344 // floating-point values only 
0086: $8206 = $8345 // floating-point values only 
0086: $8207 = $8346 // floating-point values only 

:RCRACE1_7370
00D6: if 
0038:   $8227 == 33 // integer values 
004D: jump_if_false @RCRACE1_7436 
0086: $8202 = $8344 // floating-point values only 
0086: $8203 = $8345 // floating-point values only 
0086: $8204 = $8346 // floating-point values only 
0086: $8205 = $8347 // floating-point values only 
0086: $8206 = $8348 // floating-point values only 
0086: $8207 = $8349 // floating-point values only 

:RCRACE1_7436
00D6: if 
0038:   $8227 == 34 // integer values 
004D: jump_if_false @RCRACE1_7502 
0086: $8202 = $8347 // floating-point values only 
0086: $8203 = $8348 // floating-point values only 
0086: $8204 = $8349 // floating-point values only 
0086: $8205 = $8350 // floating-point values only 
0086: $8206 = $8351 // floating-point values only 
0086: $8207 = $8352 // floating-point values only 

:RCRACE1_7502
00D6: if 
0038:   $8227 == 35 // integer values 
004D: jump_if_false @RCRACE1_7568 
0086: $8202 = $8350 // floating-point values only 
0086: $8203 = $8351 // floating-point values only 
0086: $8204 = $8352 // floating-point values only 
0086: $8205 = $8353 // floating-point values only 
0086: $8206 = $8354 // floating-point values only 
0086: $8207 = $8355 // floating-point values only 

:RCRACE1_7568
00D6: if 
0038:   $8227 == 36 // integer values 
004D: jump_if_false @RCRACE1_7634 
0086: $8202 = $8353 // floating-point values only 
0086: $8203 = $8354 // floating-point values only 
0086: $8204 = $8355 // floating-point values only 
0086: $8205 = $8356 // floating-point values only 
0086: $8206 = $8357 // floating-point values only 
0086: $8207 = $8358 // floating-point values only 

:RCRACE1_7634
00D6: if 
0038:   $8227 == 37 // integer values 
004D: jump_if_false @RCRACE1_7700 
0086: $8202 = $8356 // floating-point values only 
0086: $8203 = $8357 // floating-point values only 
0086: $8204 = $8358 // floating-point values only 
0086: $8205 = $8359 // floating-point values only 
0086: $8206 = $8360 // floating-point values only 
0086: $8207 = $8361 // floating-point values only 

:RCRACE1_7700
00D6: if 
0038:   $8227 == 38 // integer values 
004D: jump_if_false @RCRACE1_7766 
0086: $8202 = $8359 // floating-point values only 
0086: $8203 = $8360 // floating-point values only 
0086: $8204 = $8361 // floating-point values only 
0086: $8205 = $8362 // floating-point values only 
0086: $8206 = $8363 // floating-point values only 
0086: $8207 = $8364 // floating-point values only 

:RCRACE1_7766
00D6: if 
0038:   $8227 == 39 // integer values 
004D: jump_if_false @RCRACE1_7832 
0086: $8202 = $8362 // floating-point values only 
0086: $8203 = $8363 // floating-point values only 
0086: $8204 = $8364 // floating-point values only 
0086: $8205 = $8365 // floating-point values only 
0086: $8206 = $8366 // floating-point values only 
0086: $8207 = $8367 // floating-point values only 

:RCRACE1_7832
00D6: if 
0038:   $8227 == 40 // integer values 
004D: jump_if_false @RCRACE1_7898 
0086: $8202 = $8365 // floating-point values only 
0086: $8203 = $8366 // floating-point values only 
0086: $8204 = $8367 // floating-point values only 
0086: $8205 = $8368 // floating-point values only 
0086: $8206 = $8369 // floating-point values only 
0086: $8207 = $8370 // floating-point values only 

:RCRACE1_7898
00D6: if 
0038:   $8227 == 41 // integer values 
004D: jump_if_false @RCRACE1_7964 
0086: $8202 = $8368 // floating-point values only 
0086: $8203 = $8369 // floating-point values only 
0086: $8204 = $8370 // floating-point values only 
0086: $8205 = $8371 // floating-point values only 
0086: $8206 = $8372 // floating-point values only 
0086: $8207 = $8373 // floating-point values only 

:RCRACE1_7964
00D6: if 
0038:   $8227 == 42 // integer values 
004D: jump_if_false @RCRACE1_8030 
0086: $8202 = $8371 // floating-point values only 
0086: $8203 = $8372 // floating-point values only 
0086: $8204 = $8373 // floating-point values only 
0086: $8205 = $8374 // floating-point values only 
0086: $8206 = $8375 // floating-point values only 
0086: $8207 = $8376 // floating-point values only 

:RCRACE1_8030
00D6: if 
0038:   $8227 == 43 // integer values 
004D: jump_if_false @RCRACE1_8096 
0086: $8202 = $8374 // floating-point values only 
0086: $8203 = $8375 // floating-point values only 
0086: $8204 = $8376 // floating-point values only 
0086: $8205 = $8377 // floating-point values only 
0086: $8206 = $8378 // floating-point values only 
0086: $8207 = $8379 // floating-point values only 

:RCRACE1_8096
00D6: if 
0038:   $8227 == 44 // integer values 
004D: jump_if_false @RCRACE1_8162 
0086: $8202 = $8377 // floating-point values only 
0086: $8203 = $8378 // floating-point values only 
0086: $8204 = $8379 // floating-point values only 
0086: $8205 = $8380 // floating-point values only 
0086: $8206 = $8381 // floating-point values only 
0086: $8207 = $8382 // floating-point values only 

:RCRACE1_8162
00D6: if 
0038:   $8227 == 45 // integer values 
004D: jump_if_false @RCRACE1_8228 
0086: $8202 = $8380 // floating-point values only 
0086: $8203 = $8381 // floating-point values only 
0086: $8204 = $8382 // floating-point values only 
0086: $8205 = $8383 // floating-point values only 
0086: $8206 = $8384 // floating-point values only 
0086: $8207 = $8385 // floating-point values only 

:RCRACE1_8228
00D6: if 
0038:   $8227 == 46 // integer values 
004D: jump_if_false @RCRACE1_8294 
0086: $8202 = $8383 // floating-point values only 
0086: $8203 = $8384 // floating-point values only 
0086: $8204 = $8385 // floating-point values only 
0086: $8205 = $8386 // floating-point values only 
0086: $8206 = $8387 // floating-point values only 
0086: $8207 = $8388 // floating-point values only 

:RCRACE1_8294
00D6: if 
0038:   $8227 == 47 // integer values 
004D: jump_if_false @RCRACE1_8360 
0086: $8202 = $8386 // floating-point values only 
0086: $8203 = $8387 // floating-point values only 
0086: $8204 = $8388 // floating-point values only 
0086: $8205 = $8389 // floating-point values only 
0086: $8206 = $8390 // floating-point values only 
0086: $8207 = $8391 // floating-point values only 

:RCRACE1_8360
00D6: if 
0038:   $8227 == 48 // integer values 
004D: jump_if_false @RCRACE1_8426 
0086: $8202 = $8389 // floating-point values only 
0086: $8203 = $8390 // floating-point values only 
0086: $8204 = $8391 // floating-point values only 
0086: $8205 = $8392 // floating-point values only 
0086: $8206 = $8393 // floating-point values only 
0086: $8207 = $8394 // floating-point values only 

:RCRACE1_8426
00D6: if 
0038:   $8227 == 49 // integer values 
004D: jump_if_false @RCRACE1_8492 
0086: $8202 = $8392 // floating-point values only 
0086: $8203 = $8393 // floating-point values only 
0086: $8204 = $8394 // floating-point values only 
0086: $8205 = $8392 // floating-point values only 
0086: $8206 = $8393 // floating-point values only 
0086: $8207 = $8394 // floating-point values only 

:RCRACE1_8492
0051: return 

:RCRACE1_8494
0227: $8217 = car $8218 health 
00D6: if 
001A:   500 > $8217 // integer values 
004D: jump_if_false @RCRACE1_8529 
0224: set_car $8218 health_to 1000 

:RCRACE1_8529
00D6: if 
8119:   not car $8219 wrecked 
004D: jump_if_false @RCRACE1_8795 
00D6: if 
003A:   $8223 == $8227 // integer values and handles 
004D: jump_if_false @RCRACE1_8769 
00AA: store_car $8218 position_to $8157 $8158 $8159 
0086: $8161 = $8157 // floating-point values only 
0061: $8161 -= $8187 // floating-point values 
0086: $8162 = $8158 // floating-point values only 
0061: $8162 -= $8188 // floating-point values 
0069: $8161 *= $8161 // floating-point values 
0069: $8162 *= $8162 // floating-point values 
0086: $8163 = $8161 // floating-point values only 
0059: $8163 += $8162 // floating-point values 
01FB: $8167 = square_root $8163 
00AA: store_car $8219 position_to $8157 $8158 $8159 
0086: $8161 = $8157 // floating-point values only 
0061: $8161 -= $8187 // floating-point values 
0086: $8162 = $8158 // floating-point values only 
0061: $8162 -= $8188 // floating-point values 
0069: $8161 *= $8161 // floating-point values 
0069: $8162 *= $8162 // floating-point values 
0086: $8163 = $8161 // floating-point values only 
0059: $8163 += $8162 // floating-point values 
01FB: $8168 = square_root $8163 
00D6: if 
0024:   $8168 > $8167 // floating-point values only 
004D: jump_if_false @RCRACE1_8762 
0008: $8228 += 1 // integer values 

:RCRACE1_8762
0002: jump @RCRACE1_8795 

:RCRACE1_8769
00D6: if 
001C:   $8227 > $8223 // integer values 
004D: jump_if_false @RCRACE1_8795 
0008: $8228 += 1 // integer values 

:RCRACE1_8795
0051: return 

//-------------Mission 95---------------
// Originally: RC Baron Race

:RCPLNE1
03A4: name_thread 'RCPLNE1' 
0050: gosub @RCPLNE1_46 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @RCPLNE1_37 
0050: gosub @RCPLNE1_6348 

:RCPLNE1_37
0050: gosub @RCPLNE1_6567 
004E: end_thread 

:RCPLNE1_46
0004: $ONMISSION = 1 // integer values 
0004: $1084 = 1 // integer values 
00D6: if 
0038:   $8485 == 0 // integer values 
004D: jump_if_false @RCPLNE1_80 
0317: increment_mission_attempts 

:RCPLNE1_80
0001: wait 0 ms 
054C: use_GXT_table 'RCPLNE1' 
0247: request_model #RCBARON 

:RCPLNE1_99
00D6: if 
8248:   not model #RCBARON available 
004D: jump_if_false @RCPLNE1_126 
0001: wait 0 ms 
0002: jump @RCPLNE1_99 

:RCPLNE1_126
0004: $8481 = 28 // integer values 
0005: $8486 = 313.0 // floating-point values 
0005: $8487 = 1238.332 // floating-point values 
0005: $8488 = 27.546 // floating-point values 
0005: $8489 = 317.926 // floating-point values 
0005: $8490 = 1219.877 // floating-point values 
0005: $8491 = 26.554 // floating-point values 
0005: $8492 = 321.35 // floating-point values 
0005: $8493 = 1102.111 // floating-point values 
0005: $8494 = 31.448 // floating-point values 
0005: $8495 = 317.778 // floating-point values 
0005: $8496 = 949.34 // floating-point values 
0005: $8497 = 29.25 // floating-point values 
0005: $8498 = 289.354 // floating-point values 
0005: $8499 = 789.471 // floating-point values 
0005: $8500 = 27.426 // floating-point values 
0005: $8501 = 201.599 // floating-point values 
0005: $8502 = 689.725 // floating-point values 
0005: $8503 = 27.896 // floating-point values 
0005: $8504 = 378.602 // floating-point values 
0005: $8505 = 564.227 // floating-point values 
0005: $8506 = 20.846 // floating-point values 
0005: $8507 = 346.553 // floating-point values 
0005: $8508 = 445.865 // floating-point values 
0005: $8509 = 19.168 // floating-point values 
0005: $8510 = 331.891 // floating-point values 
0005: $8511 = 344.459 // floating-point values 
0005: $8512 = 18.385 // floating-point values 
0005: $8513 = 337.064 // floating-point values 
0005: $8514 = 243.41 // floating-point values 
0005: $8515 = 24.428 // floating-point values 
0005: $8516 = 407.542 // floating-point values 
0005: $8517 = 102.447 // floating-point values 
0005: $8518 = 24.134 // floating-point values 
0005: $8519 = 332.597 // floating-point values 
0005: $8520 = -12.219 // floating-point values 
0005: $8521 = 25.134 // floating-point values 
0005: $8522 = 284.866 // floating-point values 
0005: $8523 = -144.529 // floating-point values 
0005: $8524 = 22.046 // floating-point values 
0005: $8525 = 225.013 // floating-point values 
0005: $8526 = -271.518 // floating-point values 
0005: $8527 = 19.929 // floating-point values 
0005: $8528 = 194.309 // floating-point values 
0005: $8529 = -365.009 // floating-point values 
0005: $8530 = 19.146 // floating-point values 
0005: $8531 = 179.89 // floating-point values 
0005: $8532 = -500.032 // floating-point values 
0005: $8533 = 17.304 // floating-point values 
0005: $8534 = 171.669 // floating-point values 
0005: $8535 = -638.857 // floating-point values 
0005: $8536 = 17.328 // floating-point values 
0005: $8537 = 149.798 // floating-point values 
0005: $8538 = -738.283 // floating-point values 
0005: $8539 = 16.001 // floating-point values 
0005: $8540 = 95.276 // floating-point values 
0005: $8541 = -838.345 // floating-point values 
0005: $8542 = 15.527 // floating-point values 
0005: $8543 = -22.699 // floating-point values 
0005: $8544 = -869.548 // floating-point values 
0005: $8545 = 16.142 // floating-point values 
0005: $8546 = -107.153 // floating-point values 
0005: $8547 = -895.34 // floating-point values 
0005: $8548 = 18.43 // floating-point values 
0005: $8549 = -190.477 // floating-point values 
0005: $8550 = -944.935 // floating-point values 
0005: $8551 = 20.094 // floating-point values 
0005: $8552 = -186.305 // floating-point values 
0005: $8553 = -1075.039 // floating-point values 
0005: $8554 = 32.099 // floating-point values 
0005: $8555 = -193.016 // floating-point values 
0005: $8556 = -1232.925 // floating-point values 
0005: $8557 = 16.655 // floating-point values 
0005: $8558 = -164.456 // floating-point values 
0005: $8559 = -1402.917 // floating-point values 
0005: $8560 = 16.294 // floating-point values 
0005: $8561 = -115.326 // floating-point values 
0005: $8562 = -1512.663 // floating-point values 
0005: $8563 = 15.455 // floating-point values 
0005: $8564 = -11.818 // floating-point values 
0005: $8565 = -1576.647 // floating-point values 
0005: $8566 = 15.96 // floating-point values 
0005: $8567 = 110.56 // floating-point values 
0005: $8568 = -1588.121 // floating-point values 
0005: $8569 = 16.516 // floating-point values 
0005: $8570 = 174.464 // floating-point values 
0005: $8571 = -1527.732 // floating-point values 
0005: $8572 = 20.699 // floating-point values 
0005: $8573 = 259.539 // floating-point values 
0005: $8574 = -1234.819 // floating-point values 
0005: $8575 = 32.351 // floating-point values 
0005: $8419 = 316.0 // floating-point values 
0005: $8420 = 1238.332 // floating-point values 
0005: $8421 = 26.554 // floating-point values 
0005: $8422 = 319.0 // floating-point values 
0005: $8423 = 1238.332 // floating-point values 
0005: $8424 = 26.554 // floating-point values 
0005: $8425 = 322.0 // floating-point values 
0005: $8426 = 1238.332 // floating-point values 
0005: $8427 = 26.554 // floating-point values 
0005: $8404 = 182.29 // floating-point values 
0004: $8472 = 0 // integer values 
0004: $8468 = 0 // integer values 
0004: $8469 = 0 // integer values 
0004: $8470 = 0 // integer values 
0004: $8471 = 0 // integer values 
0005: $8408 = 4.0 // floating-point values 
0005: $8409 = 4.0 // floating-point values 
0005: $8410 = 4.0 // floating-point values 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00DA: $8458 = player $PLAYER_CHAR car 
00D6: if 
8119:   not car $8458 wrecked 
004D: jump_if_false @RCPLNE1_1236 
020A: set_car $8458 door_status_to 2 

:RCPLNE1_1236
01C0: $8576 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at $8486 $8487 range $8488 80.0 
02A3: enable_widescreen 1 
00A5: $8459 = create_car #RCBARON at $8419 $8420 $8421 
03AB: set_car $8459 strong 1 
03ED: set_car $8459 not_damaged_when_upside_down 1 
0175: set_car $8459 z_angle_to $8404 
02AA: set_car $8459 immune_to_nonplayer 1 
00A5: $8460 = create_car #RCBARON at $8422 $8423 $8424 
03AB: set_car $8460 strong 1 
03ED: set_car $8460 not_damaged_when_upside_down 1 
0175: set_car $8460 z_angle_to $8404 
02AA: set_car $8460 immune_to_nonplayer 1 
00A5: $8461 = create_car #RCBARON at $8425 $8426 $8427 
03AB: set_car $8461 strong 1 
03ED: set_car $8461 not_damaged_when_upside_down 1 
0175: set_car $8461 z_angle_to $8404 
02AA: set_car $8461 immune_to_nonplayer 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at $8486 $8487 $8488 angle 182.29 RC_model #RCBARON 
0484: $8464 = player $PLAYER_CHAR rc_car 
04D6: enable_rc_car_detonation 0 
015F: set_camera_position 323.6173 1239.22 26.80053 0.0 rotation 0.0 0.0 
0160: point_camera 322.7087 1238.807 26.85948 switchstyle 2 
016A: fade 1 3000 ms 

:RCPLNE1_1501
00D6: if 
016B:   fading 
004D: jump_if_false @RCPLNE1_1525 
0001: wait 0 ms 
0002: jump @RCPLNE1_1501 

:RCPLNE1_1525
0006: 16@ = 0 // integer values 

:RCPLNE1_1532
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCPLNE1_1601 
0001: wait 0 ms 
00BC: text_highpriority 'RCPL1_4' 5000 ms 2  // ~g~Compete in a CHECKPOINT RACE with 3 other RC Plane's
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCPLNE1_1594 
0002: jump @RCPLNE1_1907 

:RCPLNE1_1594
0002: jump @RCPLNE1_1532 

:RCPLNE1_1601
0006: 16@ = 0 // integer values 
03CB: set_camera 289.354 789.471 27.426 
015F: set_camera_position 307.078 842.687 33.651 0.0 rotation 0.0 0.0 
0160: point_camera 289.354 789.471 27.426 switchstyle 2 

:RCPLNE1_1676
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCPLNE1_1780 
0001: wait 0 ms 
00BC: text_highpriority 'RCPL1_5' 5000 ms 2  // ~g~Fly through the checkpoints scattered throughout Vice City.
04D5: create_corona_at 289.354 789.471 27.426 radius 7.0 type 6 flare 0 RGB 255 137 205 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCPLNE1_1773 
0002: jump @RCPLNE1_1907 

:RCPLNE1_1773
0002: jump @RCPLNE1_1676 

:RCPLNE1_1780
0006: 16@ = 0 // integer values 

:RCPLNE1_1787
00D6: if 
001B:   5000 > 16@ // integer values 
004D: jump_if_false @RCPLNE1_1907 
0001: wait 0 ms 
015F: set_camera_position 311.3789 1236.672 26.99365 0.0 rotation 0.0 0.0 
0160: point_camera 312.2311 1237.193 26.93967 switchstyle 2 
00BC: text_highpriority 'RCPL1_6' 5000 ms 2  // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Plane.
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @RCPLNE1_1900 
0002: jump @RCPLNE1_1907 

:RCPLNE1_1900
0002: jump @RCPLNE1_1787 

:RCPLNE1_1907
00D6: if 
8119:   not car $8464 wrecked 
004D: jump_if_false @RCPLNE1_1951 
03EB: clear_small_messages_only 
0158: camera_on_vehicle $8464 mode 18 switchstyle 2 
0001: wait 0 ms 
032A: set_behind_camera_mode_to 0 
0001: wait 300 ms 
02A3: enable_widescreen 0 

:RCPLNE1_1951
0084: $8482 = $8481 // integer values and handles 
000C: $8482 -= 1 // integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
0001: wait 1000 ms 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR frozen_state 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0293: $18 = get_controller_mode 
00D6: if 
0038:   $18 == 3 // integer values 
004D: jump_if_false @RCPLNE1_2193 
03E5: text_box 'PLANE_4'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump @RCPLNE1_2203 

:RCPLNE1_2193
03E5: text_box 'PLANE_H'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:RCPLNE1_2203
00D6: if 
0119:   car $8459 wrecked 
004D: jump_if_false @RCPLNE1_2226 
0002: jump @RCPLNE1_6348 

:RCPLNE1_2226
00D6: if 
0119:   car $8460 wrecked 
004D: jump_if_false @RCPLNE1_2249 
0002: jump @RCPLNE1_6348 

:RCPLNE1_2249
00D6: if 
0119:   car $8461 wrecked 
004D: jump_if_false @RCPLNE1_2272 
0002: jump @RCPLNE1_6348 

:RCPLNE1_2272
00D6: if 
8119:   not car $8459 wrecked 
004D: jump_if_false @RCPLNE1_2300 
0161: $8455 = create_marker_above_car $8459 color 0 visibility 1 

:RCPLNE1_2300
00D6: if 
8119:   not car $8460 wrecked 
004D: jump_if_false @RCPLNE1_2328 
0161: $8456 = create_marker_above_car $8460 color 0 visibility 1 

:RCPLNE1_2328
00D6: if 
8119:   not car $8461 wrecked 
004D: jump_if_false @RCPLNE1_2356 
0161: $8457 = create_marker_above_car $8461 color 0 visibility 1 

:RCPLNE1_2356
0050: gosub @RCPLNE1_4129 
0086: $8431 = $8446 // floating-point values only 
0086: $8432 = $8447 // floating-point values only 
0086: $8433 = $8448 // floating-point values only 
0086: $8434 = $8449 // floating-point values only 
0086: $8435 = $8450 // floating-point values only 
0086: $8436 = $8451 // floating-point values only 
0086: $8437 = $8446 // floating-point values only 
0086: $8438 = $8447 // floating-point values only 
0086: $8439 = $8448 // floating-point values only 
0086: $8440 = $8446 // floating-point values only 
0086: $8441 = $8447 // floating-point values only 
0086: $8442 = $8448 // floating-point values only 
0086: $8443 = $8446 // floating-point values only 
0086: $8444 = $8447 // floating-point values only 
0086: $8445 = $8448 // floating-point values only 
018A: $8453 = create_checkpoint_at $8431 $8432 $8433 
0167: $8454 = create_marker_at $8434 $8435 $8436 color 5 flag 2 
0168: set_blip $8454 size 2 
0166: set_marker $8454 brightness_to 1 
04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 30 
04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 25 
04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 35 
0004: $8474 = 0 // integer values 
03C3: set_timer_with_text_to $8474 type 0 text 'RCH1_5'  // Time:
00D6: if 
0119:   car $8464 wrecked 
004D: jump_if_false @RCPLNE1_2622 
0002: jump @RCPLNE1_6348 

:RCPLNE1_2622
00D6: if 
001C:   $8481 > $8468 // integer values 
004D: jump_if_false @RCPLNE1_4122 
0001: wait 0 ms 
0395: clear_area 0 at -447.8 1442.95 range 10.0 120.0 
0004: $8473 = 0 // integer values 
00D6: if 
8119:   not car $8464 wrecked 
004D: jump_if_false @RCPLNE1_2924 
00D6: if 
01AF:   car $8464 0 $8431 $8432 $8433 radius 7.5 7.5 7.5 
004D: jump_if_false @RCPLNE1_2924 
0008: $8468 += 1 // integer values 
0164: disable_marker $8453 
018C: play_sound 1 at 0.0 0.0 0.0 
0164: disable_marker $8454 
0084: $8472 = $8468 // integer values and handles 
0050: gosub @RCPLNE1_4129 
0086: $8431 = $8446 // floating-point values only 
0086: $8432 = $8447 // floating-point values only 
0086: $8433 = $8448 // floating-point values only 
0086: $8434 = $8449 // floating-point values only 
0086: $8435 = $8450 // floating-point values only 
0086: $8436 = $8451 // floating-point values only 
00D6: if 
003A:   $8468 == $8481 // integer values and handles 
004D: jump_if_false @RCPLNE1_2859 
0002: jump @RCPLNE1_6373 

:RCPLNE1_2859
018A: $8453 = create_checkpoint_at $8431 $8432 $8433 
00D6: if 
803A:   not  $8468 == $8482 // integer values and handles 
004D: jump_if_false @RCPLNE1_2924 
0167: $8454 = create_marker_at $8434 $8435 $8436 color 5 flag 2 
0166: set_marker $8454 brightness_to 1 
0168: set_blip $8454 size 2 

:RCPLNE1_2924
00D6: if 
8119:   not car $8459 wrecked 
004D: jump_if_false @RCPLNE1_3182 
0084: $8463 = $8459 // integer values and handles 
0084: $8472 = $8469 // integer values and handles 
0086: $8428 = $8419 // floating-point values only 
0086: $8429 = $8420 // floating-point values only 
0086: $8430 = $8421 // floating-point values only 
0084: $8479 = $8475 // integer values and handles 
0050: gosub @RCPLNE1_6045 
0086: $8419 = $8428 // floating-point values only 
0086: $8420 = $8429 // floating-point values only 
0086: $8421 = $8430 // floating-point values only 
0084: $8475 = $8479 // integer values and handles 
00D6: if 
8119:   not car $8459 wrecked 
004D: jump_if_false @RCPLNE1_3182 
00D6: if 
01AF:   car $8459 0 $8437 $8438 $8439 radius $8408 $8408 $8408 
004D: jump_if_false @RCPLNE1_3182 
0008: $8469 += 1 // integer values 
0084: $8472 = $8469 // integer values and handles 
0050: gosub @RCPLNE1_4129 
0086: $8437 = $8446 // floating-point values only 
0086: $8438 = $8447 // floating-point values only 
0086: $8439 = $8448 // floating-point values only 
00D6: if 
003A:   $8469 == $8481 // integer values and handles 
004D: jump_if_false @RCPLNE1_3166 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @RCPLNE1_6348 

:RCPLNE1_3166
04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 36 

:RCPLNE1_3182
00D6: if 
8119:   not car $8460 wrecked 
004D: jump_if_false @RCPLNE1_3440 
0084: $8463 = $8460 // integer values and handles 
0084: $8472 = $8470 // integer values and handles 
0086: $8428 = $8422 // floating-point values only 
0086: $8429 = $8423 // floating-point values only 
0086: $8430 = $8424 // floating-point values only 
0084: $8479 = $8476 // integer values and handles 
0050: gosub @RCPLNE1_6045 
0086: $8422 = $8428 // floating-point values only 
0086: $8423 = $8429 // floating-point values only 
0086: $8424 = $8430 // floating-point values only 
0084: $8476 = $8479 // integer values and handles 
00D6: if 
8119:   not car $8460 wrecked 
004D: jump_if_false @RCPLNE1_3440 
00D6: if 
01AF:   car $8460 0 $8440 $8441 $8442 radius $8409 $8409 $8409 
004D: jump_if_false @RCPLNE1_3440 
0008: $8470 += 1 // integer values 
0084: $8472 = $8470 // integer values and handles 
0050: gosub @RCPLNE1_4129 
0086: $8440 = $8446 // floating-point values only 
0086: $8441 = $8447 // floating-point values only 
0086: $8442 = $8448 // floating-point values only 
00D6: if 
003A:   $8470 == $8481 // integer values and handles 
004D: jump_if_false @RCPLNE1_3424 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @RCPLNE1_6348 

:RCPLNE1_3424
04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 27 

:RCPLNE1_3440
00D6: if 
8119:   not car $8461 wrecked 
004D: jump_if_false @RCPLNE1_3698 
0084: $8463 = $8461 // integer values and handles 
0084: $8472 = $8471 // integer values and handles 
0086: $8428 = $8425 // floating-point values only 
0086: $8429 = $8426 // floating-point values only 
0086: $8430 = $8427 // floating-point values only 
0084: $8479 = $8477 // integer values and handles 
0050: gosub @RCPLNE1_6045 
0086: $8425 = $8428 // floating-point values only 
0086: $8426 = $8429 // floating-point values only 
0086: $8427 = $8430 // floating-point values only 
0084: $8477 = $8479 // integer values and handles 
00D6: if 
8119:   not car $8461 wrecked 
004D: jump_if_false @RCPLNE1_3698 
00D6: if 
01AF:   car $8461 0 $8443 $8444 $8445 radius $8410 $8410 $8410 
004D: jump_if_false @RCPLNE1_3698 
0008: $8471 += 1 // integer values 
0084: $8472 = $8471 // integer values and handles 
0050: gosub @RCPLNE1_4129 
0086: $8443 = $8446 // floating-point values only 
0086: $8444 = $8447 // floating-point values only 
0086: $8445 = $8448 // floating-point values only 
00D6: if 
003A:   $8471 == $8481 // integer values and handles 
004D: jump_if_false @RCPLNE1_3682 
00BC: text_highpriority 'RACEFA' 5000 ms 1  // ~r~You failed to win the race!
0002: jump @RCPLNE1_6348 

:RCPLNE1_3682
04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 42 

:RCPLNE1_3698
00D6: if 
0038:   $8473 == 0 // integer values 
004D: jump_if_false @RCPLNE1_3730 
00BC: text_highpriority 'FIRST' 100 ms 1  // ~b~1st

:RCPLNE1_3730
00D6: if 
0038:   $8473 == 1 // integer values 
004D: jump_if_false @RCPLNE1_3762 
00BC: text_highpriority 'SECOND' 100 ms 1  // ~b~2nd

:RCPLNE1_3762
00D6: if 
0038:   $8473 == 2 // integer values 
004D: jump_if_false @RCPLNE1_3794 
00BC: text_highpriority 'THIRD' 100 ms 1  // ~b~3rd

:RCPLNE1_3794
00D6: if 
0038:   $8473 == 3 // integer values 
004D: jump_if_false @RCPLNE1_3826 
00BC: text_highpriority 'FOURTH' 100 ms 1  // ~b~4th

:RCPLNE1_3826
00D6: if 
003A:   $8468 == $8482 // integer values and handles 
004D: jump_if_false @RCPLNE1_3878 
04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 100 0 100 
0002: jump @RCPLNE1_3907 

:RCPLNE1_3878
04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 255 137 205 

:RCPLNE1_3907
00D6: if 
0119:   car $8464 wrecked 
004D: jump_if_false @RCPLNE1_3930 
0002: jump @RCPLNE1_6348 

:RCPLNE1_3930
00D6: if 
8119:   not car $8464 wrecked 
004D: jump_if_false @RCPLNE1_4037 
00D6: if 
80B0:   not car $8464 0 833.0 1340.0 -225.0 -1666.0 
004D: jump_if_false @RCPLNE1_4037 
00D6: if 
00B0:   car $8464 0 940.212 1340.225 -253.15 -1700.0 
004D: jump_if_false @RCPLNE1_4037 
00BC: text_highpriority 'RCPL1_8' 3000 ms 1  // ~g~Your RC Plane is going out of range!

:RCPLNE1_4037
00D6: if 
8119:   not car $8464 wrecked 
004D: jump_if_false @RCPLNE1_4115 
00D6: if 
80B0:   not car $8464 0 940.212 1340.225 -253.15 -1700.0 
004D: jump_if_false @RCPLNE1_4115 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCPL1_9' 5000 ms 1  // ~r~Your RC Plane went out of range!
0002: jump @RCPLNE1_6348 

:RCPLNE1_4115
0002: jump @RCPLNE1_2622 

:RCPLNE1_4122
0002: jump @RCPLNE1_6373 

:RCPLNE1_4129
00D6: if 
0038:   $8472 == 0 // integer values 
004D: jump_if_false @RCPLNE1_4195 
0086: $8446 = $8489 // floating-point values only 
0086: $8447 = $8490 // floating-point values only 
0086: $8448 = $8491 // floating-point values only 
0086: $8449 = $8492 // floating-point values only 
0086: $8450 = $8493 // floating-point values only 
0086: $8451 = $8494 // floating-point values only 

:RCPLNE1_4195
00D6: if 
0038:   $8472 == 1 // integer values 
004D: jump_if_false @RCPLNE1_4261 
0086: $8446 = $8492 // floating-point values only 
0086: $8447 = $8493 // floating-point values only 
0086: $8448 = $8494 // floating-point values only 
0086: $8449 = $8495 // floating-point values only 
0086: $8450 = $8496 // floating-point values only 
0086: $8451 = $8497 // floating-point values only 

:RCPLNE1_4261
00D6: if 
0038:   $8472 == 2 // integer values 
004D: jump_if_false @RCPLNE1_4327 
0086: $8446 = $8495 // floating-point values only 
0086: $8447 = $8496 // floating-point values only 
0086: $8448 = $8497 // floating-point values only 
0086: $8449 = $8498 // floating-point values only 
0086: $8450 = $8499 // floating-point values only 
0086: $8451 = $8500 // floating-point values only 

:RCPLNE1_4327
00D6: if 
0038:   $8472 == 3 // integer values 
004D: jump_if_false @RCPLNE1_4393 
0086: $8446 = $8498 // floating-point values only 
0086: $8447 = $8499 // floating-point values only 
0086: $8448 = $8500 // floating-point values only 
0086: $8449 = $8501 // floating-point values only 
0086: $8450 = $8502 // floating-point values only 
0086: $8451 = $8503 // floating-point values only 

:RCPLNE1_4393
00D6: if 
0038:   $8472 == 4 // integer values 
004D: jump_if_false @RCPLNE1_4459 
0086: $8446 = $8501 // floating-point values only 
0086: $8447 = $8502 // floating-point values only 
0086: $8448 = $8503 // floating-point values only 
0086: $8449 = $8504 // floating-point values only 
0086: $8450 = $8505 // floating-point values only 
0086: $8451 = $8506 // floating-point values only 

:RCPLNE1_4459
00D6: if 
0038:   $8472 == 5 // integer values 
004D: jump_if_false @RCPLNE1_4525 
0086: $8446 = $8504 // floating-point values only 
0086: $8447 = $8505 // floating-point values only 
0086: $8448 = $8506 // floating-point values only 
0086: $8449 = $8507 // floating-point values only 
0086: $8450 = $8508 // floating-point values only 
0086: $8451 = $8509 // floating-point values only 

:RCPLNE1_4525
00D6: if 
0038:   $8472 == 6 // integer values 
004D: jump_if_false @RCPLNE1_4591 
0086: $8446 = $8507 // floating-point values only 
0086: $8447 = $8508 // floating-point values only 
0086: $8448 = $8509 // floating-point values only 
0086: $8449 = $8510 // floating-point values only 
0086: $8450 = $8511 // floating-point values only 
0086: $8451 = $8512 // floating-point values only 

:RCPLNE1_4591
00D6: if 
0038:   $8472 == 7 // integer values 
004D: jump_if_false @RCPLNE1_4657 
0086: $8446 = $8510 // floating-point values only 
0086: $8447 = $8511 // floating-point values only 
0086: $8448 = $8512 // floating-point values only 
0086: $8449 = $8513 // floating-point values only 
0086: $8450 = $8514 // floating-point values only 
0086: $8451 = $8515 // floating-point values only 

:RCPLNE1_4657
00D6: if 
0038:   $8472 == 8 // integer values 
004D: jump_if_false @RCPLNE1_4723 
0086: $8446 = $8513 // floating-point values only 
0086: $8447 = $8514 // floating-point values only 
0086: $8448 = $8515 // floating-point values only 
0086: $8449 = $8516 // floating-point values only 
0086: $8450 = $8517 // floating-point values only 
0086: $8451 = $8518 // floating-point values only 

:RCPLNE1_4723
00D6: if 
0038:   $8472 == 9 // integer values 
004D: jump_if_false @RCPLNE1_4789 
0086: $8446 = $8516 // floating-point values only 
0086: $8447 = $8517 // floating-point values only 
0086: $8448 = $8518 // floating-point values only 
0086: $8449 = $8519 // floating-point values only 
0086: $8450 = $8520 // floating-point values only 
0086: $8451 = $8521 // floating-point values only 

:RCPLNE1_4789
00D6: if 
0038:   $8472 == 10 // integer values 
004D: jump_if_false @RCPLNE1_4855 
0086: $8446 = $8519 // floating-point values only 
0086: $8447 = $8520 // floating-point values only 
0086: $8448 = $8521 // floating-point values only 
0086: $8449 = $8522 // floating-point values only 
0086: $8450 = $8523 // floating-point values only 
0086: $8451 = $8524 // floating-point values only 

:RCPLNE1_4855
00D6: if 
0038:   $8472 == 11 // integer values 
004D: jump_if_false @RCPLNE1_4921 
0086: $8446 = $8522 // floating-point values only 
0086: $8447 = $8523 // floating-point values only 
0086: $8448 = $8524 // floating-point values only 
0086: $8449 = $8525 // floating-point values only 
0086: $8450 = $8526 // floating-point values only 
0086: $8451 = $8527 // floating-point values only 

:RCPLNE1_4921
00D6: if 
0038:   $8472 == 12 // integer values 
004D: jump_if_false @RCPLNE1_4987 
0086: $8446 = $8525 // floating-point values only 
0086: $8447 = $8526 // floating-point values only 
0086: $8448 = $8527 // floating-point values only 
0086: $8449 = $8528 // floating-point values only 
0086: $8450 = $8529 // floating-point values only 
0086: $8451 = $8530 // floating-point values only 

:RCPLNE1_4987
00D6: if 
0038:   $8472 == 13 // integer values 
004D: jump_if_false @RCPLNE1_5053 
0086: $8446 = $8528 // floating-point values only 
0086: $8447 = $8529 // floating-point values only 
0086: $8448 = $8530 // floating-point values only 
0086: $8449 = $8531 // floating-point values only 
0086: $8450 = $8532 // floating-point values only 
0086: $8451 = $8533 // floating-point values only 

:RCPLNE1_5053
00D6: if 
0038:   $8472 == 14 // integer values 
004D: jump_if_false @RCPLNE1_5119 
0086: $8446 = $8531 // floating-point values only 
0086: $8447 = $8532 // floating-point values only 
0086: $8448 = $8533 // floating-point values only 
0086: $8449 = $8534 // floating-point values only 
0086: $8450 = $8535 // floating-point values only 
0086: $8451 = $8536 // floating-point values only 

:RCPLNE1_5119
00D6: if 
0038:   $8472 == 15 // integer values 
004D: jump_if_false @RCPLNE1_5185 
0086: $8446 = $8534 // floating-point values only 
0086: $8447 = $8535 // floating-point values only 
0086: $8448 = $8536 // floating-point values only 
0086: $8449 = $8537 // floating-point values only 
0086: $8450 = $8538 // floating-point values only 
0086: $8451 = $8539 // floating-point values only 

:RCPLNE1_5185
00D6: if 
0038:   $8472 == 16 // integer values 
004D: jump_if_false @RCPLNE1_5251 
0086: $8446 = $8537 // floating-point values only 
0086: $8447 = $8538 // floating-point values only 
0086: $8448 = $8539 // floating-point values only 
0086: $8449 = $8540 // floating-point values only 
0086: $8450 = $8541 // floating-point values only 
0086: $8451 = $8542 // floating-point values only 

:RCPLNE1_5251
00D6: if 
0038:   $8472 == 17 // integer values 
004D: jump_if_false @RCPLNE1_5317 
0086: $8446 = $8540 // floating-point values only 
0086: $8447 = $8541 // floating-point values only 
0086: $8448 = $8542 // floating-point values only 
0086: $8449 = $8543 // floating-point values only 
0086: $8450 = $8544 // floating-point values only 
0086: $8451 = $8545 // floating-point values only 

:RCPLNE1_5317
00D6: if 
0038:   $8472 == 18 // integer values 
004D: jump_if_false @RCPLNE1_5383 
0086: $8446 = $8543 // floating-point values only 
0086: $8447 = $8544 // floating-point values only 
0086: $8448 = $8545 // floating-point values only 
0086: $8449 = $8546 // floating-point values only 
0086: $8450 = $8547 // floating-point values only 
0086: $8451 = $8548 // floating-point values only 

:RCPLNE1_5383
00D6: if 
0038:   $8472 == 19 // integer values 
004D: jump_if_false @RCPLNE1_5449 
0086: $8446 = $8546 // floating-point values only 
0086: $8447 = $8547 // floating-point values only 
0086: $8448 = $8548 // floating-point values only 
0086: $8449 = $8549 // floating-point values only 
0086: $8450 = $8550 // floating-point values only 
0086: $8451 = $8551 // floating-point values only 

:RCPLNE1_5449
00D6: if 
0038:   $8472 == 20 // integer values 
004D: jump_if_false @RCPLNE1_5515 
0086: $8446 = $8549 // floating-point values only 
0086: $8447 = $8550 // floating-point values only 
0086: $8448 = $8551 // floating-point values only 
0086: $8449 = $8552 // floating-point values only 
0086: $8450 = $8553 // floating-point values only 
0086: $8451 = $8554 // floating-point values only 

:RCPLNE1_5515
00D6: if 
0038:   $8472 == 21 // integer values 
004D: jump_if_false @RCPLNE1_5581 
0086: $8446 = $8552 // floating-point values only 
0086: $8447 = $8553 // floating-point values only 
0086: $8448 = $8554 // floating-point values only 
0086: $8449 = $8555 // floating-point values only 
0086: $8450 = $8556 // floating-point values only 
0086: $8451 = $8557 // floating-point values only 

:RCPLNE1_5581
00D6: if 
0038:   $8472 == 22 // integer values 
004D: jump_if_false @RCPLNE1_5647 
0086: $8446 = $8555 // floating-point values only 
0086: $8447 = $8556 // floating-point values only 
0086: $8448 = $8557 // floating-point values only 
0086: $8449 = $8558 // floating-point values only 
0086: $8450 = $8559 // floating-point values only 
0086: $8451 = $8560 // floating-point values only 

:RCPLNE1_5647
00D6: if 
0038:   $8472 == 23 // integer values 
004D: jump_if_false @RCPLNE1_5713 
0086: $8446 = $8558 // floating-point values only 
0086: $8447 = $8559 // floating-point values only 
0086: $8448 = $8560 // floating-point values only 
0086: $8449 = $8561 // floating-point values only 
0086: $8450 = $8562 // floating-point values only 
0086: $8451 = $8563 // floating-point values only 

:RCPLNE1_5713
00D6: if 
0038:   $8472 == 24 // integer values 
004D: jump_if_false @RCPLNE1_5779 
0086: $8446 = $8561 // floating-point values only 
0086: $8447 = $8562 // floating-point values only 
0086: $8448 = $8563 // floating-point values only 
0086: $8449 = $8564 // floating-point values only 
0086: $8450 = $8565 // floating-point values only 
0086: $8451 = $8566 // floating-point values only 

:RCPLNE1_5779
00D6: if 
0038:   $8472 == 25 // integer values 
004D: jump_if_false @RCPLNE1_5845 
0086: $8446 = $8564 // floating-point values only 
0086: $8447 = $8565 // floating-point values only 
0086: $8448 = $8566 // floating-point values only 
0086: $8449 = $8567 // floating-point values only 
0086: $8450 = $8568 // floating-point values only 
0086: $8451 = $8569 // floating-point values only 

:RCPLNE1_5845
00D6: if 
0038:   $8472 == 26 // integer values 
004D: jump_if_false @RCPLNE1_5911 
0086: $8446 = $8567 // floating-point values only 
0086: $8447 = $8568 // floating-point values only 
0086: $8448 = $8569 // floating-point values only 
0086: $8449 = $8570 // floating-point values only 
0086: $8450 = $8571 // floating-point values only 
0086: $8451 = $8572 // floating-point values only 

:RCPLNE1_5911
00D6: if 
0038:   $8472 == 27 // integer values 
004D: jump_if_false @RCPLNE1_5977 
0086: $8446 = $8570 // floating-point values only 
0086: $8447 = $8571 // floating-point values only 
0086: $8448 = $8572 // floating-point values only 
0086: $8449 = $8573 // floating-point values only 
0086: $8450 = $8574 // floating-point values only 
0086: $8451 = $8575 // floating-point values only 

:RCPLNE1_5977
00D6: if 
0038:   $8472 == 28 // integer values 
004D: jump_if_false @RCPLNE1_6043 
0086: $8446 = $8573 // floating-point values only 
0086: $8447 = $8574 // floating-point values only 
0086: $8448 = $8575 // floating-point values only 
0086: $8449 = $8573 // floating-point values only 
0086: $8450 = $8574 // floating-point values only 
0086: $8451 = $8575 // floating-point values only 

:RCPLNE1_6043
0051: return 

:RCPLNE1_6045
0227: $8462 = car $8463 health 
00D6: if 
001A:   500 > $8462 // integer values 
004D: jump_if_false @RCPLNE1_6080 
0224: set_car $8463 health_to 1000 

:RCPLNE1_6080
00D6: if 
8119:   not car $8464 wrecked 
004D: jump_if_false @RCPLNE1_6346 
00D6: if 
003A:   $8468 == $8472 // integer values and handles 
004D: jump_if_false @RCPLNE1_6320 
00AA: store_car $8463 position_to $8401 $8402 $8403 
0086: $8405 = $8401 // floating-point values only 
0061: $8405 -= $8431 // floating-point values 
0086: $8406 = $8402 // floating-point values only 
0061: $8406 -= $8432 // floating-point values 
0069: $8405 *= $8405 // floating-point values 
0069: $8406 *= $8406 // floating-point values 
0086: $8407 = $8405 // floating-point values only 
0059: $8407 += $8406 // floating-point values 
01FB: $8411 = square_root $8407 
00AA: store_car $8464 position_to $8401 $8402 $8403 
0086: $8405 = $8401 // floating-point values only 
0061: $8405 -= $8431 // floating-point values 
0086: $8406 = $8402 // floating-point values only 
0061: $8406 -= $8432 // floating-point values 
0069: $8405 *= $8405 // floating-point values 
0069: $8406 *= $8406 // floating-point values 
0086: $8407 = $8405 // floating-point values only 
0059: $8407 += $8406 // floating-point values 
01FB: $8412 = square_root $8407 
00D6: if 
0024:   $8412 > $8411 // floating-point values only 
004D: jump_if_false @RCPLNE1_6313 
0008: $8473 += 1 // integer values 

:RCPLNE1_6313
0002: jump @RCPLNE1_6346 

:RCPLNE1_6320
00D6: if 
001C:   $8472 > $8468 // integer values 
004D: jump_if_false @RCPLNE1_6346 
0008: $8473 += 1 // integer values 

:RCPLNE1_6346
0051: return 

:RCPLNE1_6348
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
010D: set_player $PLAYER_CHAR wanted_level_to $8576 
0051: return 

:RCPLNE1_6373
0084: $8577 = $8474 // integer values and handles 
0014: $8577 /= 1000 // integer values 
042E: downdate_integer_stat 3 to $8577 
0084: $8579 = $8577 // integer values and handles 
0014: $8579 /= 60 // integer values 
0084: $8578 = $8579 // integer values and handles 
0010: $8578 *= 60 // integer values 
0060: $8577 -= $8578 // integer values 
00D6: if 
0028:   $8577 >= 10 // integer values 
004D: jump_if_false @RCPLNE1_6480 
02FD: text_2numbers_lowpriority 'RCH1_9' $8579 $8577 7000 flag 1  // ~b~TOTAL TIME: ~1~:~1~
0002: jump @RCPLNE1_6501 

:RCPLNE1_6480
02FD: text_2numbers_lowpriority 'RCH1_10' $8579 $8577 7000 flag 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCPLNE1_6501
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
00D6: if 
0038:   $8485 == 0 // integer values 
004D: jump_if_false @RCPLNE1_6561 
030C: progress_made += 1 
0595: mission_complete 
0004: $8485 = 1 // integer values 

:RCPLNE1_6561
0394: play_music 1 
0051: return 

:RCPLNE1_6567
0004: $ONMISSION = 0 // integer values 
0004: $1084 = 0 // integer values 
014F: stop_timer $8474 
0164: disable_marker $8453 
0164: disable_marker $8454 
0164: disable_marker $8455 
0164: disable_marker $8456 
0164: disable_marker $8457 
04DB: exit_rc_mode 
00D6: if 
8119:   not car $8458 wrecked 
004D: jump_if_false @RCPLNE1_6636 
020A: set_car $8458 door_status_to 1 

:RCPLNE1_6636
01C3: remove_references_to_car $8458 
0249: release_model #RCBARON 
01C3: remove_references_to_car $8459 
01C3: remove_references_to_car $8460 
01C3: remove_references_to_car $8461 
00A6: destroy_car $8459 
00A6: destroy_car $8460 
00A6: destroy_car $8461 
042E: downdate_integer_stat 3 to $8474 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0004: $400 = 1 // integer values 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 96---------------
// Originally: Checkpoint Charlie

:COKERUN
0050: gosub @COKERUN_36 
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @COKERUN_27 
0050: gosub @COKERUN_6981 

:COKERUN_27
0050: gosub @COKERUN_7327 
004E: end_thread 

:COKERUN_36
0004: $ONMISSION = 1 // integer values 
03A4: name_thread 'COKERUN' 
0001: wait 0 ms 
0006: 0@ = 0 // integer values 
0006: 6@ = 0 // integer values 
0247: request_model #MARQUIS 
00D6: if 
0038:   $607 == 0 // integer values 
004D: jump_if_false @COKERUN_96 
0317: increment_mission_attempts 

:COKERUN_96
00D6: if 
8248:   not model #MARQUIS available 
004D: jump_if_false @COKERUN_123 
0001: wait 0 ms 
0002: jump @COKERUN_96 

:COKERUN_123
018A: 2@ = create_checkpoint_at -540.1 -1526.9 8.0 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_227 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -540.1 -1526.9 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_227
03CB: set_camera -569.272 -1503.455 9.428 
015F: set_camera_position -570.041 -1502.827 9.547 0.0 rotation 0.0 0.0 
0160: point_camera -569.272 -1503.455 9.428 switchstyle 2 
016A: fade 1 1500 ms 
0004: $8580 = 151000 // integer values 
00D9: 7@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car 7@ wrecked 
004D: jump_if_false @COKERUN_346 
0175: set_car 7@ z_angle_to 250.0 

:COKERUN_346
00D6: if 
0038:   $8582 == 0 // integer values 
004D: jump_if_false @COKERUN_368 
01B6: set_weather 0 

:COKERUN_368
00D6: if 
0038:   $8582 == 1 // integer values 
004D: jump_if_false @COKERUN_398 
000C: $8580 -= 5000 // integer values 
01B6: set_weather 4 

:COKERUN_398
00D6: if 
0038:   $8582 == 2 // integer values 
004D: jump_if_false @COKERUN_428 
000C: $8580 -= 10000 // integer values 
01B6: set_weather 1 

:COKERUN_428
00D6: if 
0038:   $8582 == 3 // integer values 
004D: jump_if_false @COKERUN_458 
000C: $8580 -= 15000 // integer values 
01B6: set_weather 3 

:COKERUN_458
00D6: if 
0038:   $8582 == 4 // integer values 
004D: jump_if_false @COKERUN_488 
000C: $8580 -= 20000 // integer values 
01B6: set_weather 2 

:COKERUN_488
00D6: if 
0018:   $8582 > 4 // integer values 
004D: jump_if_false @COKERUN_514 
000C: $8580 -= 30000 // integer values 

:COKERUN_514
0084: $8583 = $8580 // integer values and handles 
0107: 3@ = create_object #WATERJUMPX2 at -273.3 -1463.1 5.5 
0382: set_object 3@ collision_detection 1 
0107: 4@ = create_object #WATERJUMPX2 at -275.4 -1372.8 5.5 
0382: set_object 4@ collision_detection 1 
0107: 5@ = create_object #WATERJUMPX2 at -305.6 -1225.3 5.5 
0382: set_object 5@ collision_detection 1 
0006: 16@ = 0 // integer values 
00BC: text_highpriority 'BOAT_P' 6000 ms 1  // ~g~collect the packages before the time runs out.

:COKERUN_634
00D6: if 
8019:   not  16@ > 500 // integer values 
004D: jump_if_false @COKERUN_698 
0001: wait 0 ms 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
0002: jump @COKERUN_634 

:COKERUN_698
00D6: if 
8019:   not  16@ > 5500 // integer values 
004D: jump_if_false @COKERUN_786 
0001: wait 0 ms 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
00D6: if 
00E1:   player 0 pressed_button 16 
004D: jump_if_false @COKERUN_779 
0002: jump @COKERUN_786 

:COKERUN_779
0002: jump @COKERUN_698 

:COKERUN_786
01B4: set_player $PLAYER_CHAR frozen_state 1 
02EB: restore_camera_with_jumpcut 
014E: start_timer_at $8580 count_in_direction 1 

:COKERUN_802
00D6: if 
8019:   not  0@ > 25 // integer values 
004D: jump_if_false @COKERUN_6395 
0001: wait 0 ms 
00D6: if 
0038:   $8580 == 0 // integer values 
004D: jump_if_false @COKERUN_864 
00BC: text_highpriority 'TAXI2' 5000 ms 1  // ~r~You're out of time!
0002: jump @COKERUN_6981 

:COKERUN_864
00D6: if 
0039:   0@ == 0 // integer values 
004D: jump_if_false @COKERUN_1027 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -540.1 -1526.9 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_1027 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -540.1 -1526.9 8.0 
018A: 2@ = create_checkpoint_at -458.2 -1575.2 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_1027
00D6: if 
0039:   0@ == 1 // integer values 
004D: jump_if_false @COKERUN_1240 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -458.2 -1575.2 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_1129 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -458.2 -1575.2 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_1129
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -458.2 -1575.2 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_1240 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -458.2 -1575.2 8.0 
018A: 2@ = create_checkpoint_at -361.2 -1599.6 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_1240
00D6: if 
0039:   0@ == 2 // integer values 
004D: jump_if_false @COKERUN_1453 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -361.2 -1599.6 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_1342 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -361.2 -1599.6 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_1342
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -361.2 -1599.6 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_1453 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -361.2 -1599.6 8.0 
018A: 2@ = create_checkpoint_at -333.0 -1678.1 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_1453
00D6: if 
0039:   0@ == 3 // integer values 
004D: jump_if_false @COKERUN_1666 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -333.0 -1678.1 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_1555 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -333.0 -1678.1 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_1555
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -333.0 -1678.1 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_1666 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -333.0 -1678.1 8.0 
018A: 2@ = create_checkpoint_at -401.3 -1730.7 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_1666
00D6: if 
0039:   0@ == 4 // integer values 
004D: jump_if_false @COKERUN_1879 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -401.3 -1730.7 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_1768 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -401.3 -1730.7 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_1768
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -401.3 -1730.7 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_1879 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -401.3 -1730.7 8.0 
018A: 2@ = create_checkpoint_at -312.3 -1715.6 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_1879
00D6: if 
0039:   0@ == 5 // integer values 
004D: jump_if_false @COKERUN_2092 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -312.3 -1715.6 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_1981 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -312.3 -1715.6 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_1981
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -312.3 -1715.6 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_2092 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -312.3 -1715.6 8.0 
018A: 2@ = create_checkpoint_at -273.3 -1556.2 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_2092
00D6: if 
0039:   0@ == 6 // integer values 
004D: jump_if_false @COKERUN_2305 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -273.3 -1556.2 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_2194 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -273.3 -1556.2 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_2194
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -273.3 -1556.2 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_2305 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -273.3 -1556.2 8.0 
018A: 2@ = create_checkpoint_at -272.4 -1449.7 13.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_2305
00D6: if 
0039:   0@ == 7 // integer values 
004D: jump_if_false @COKERUN_2518 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -272.4 -1449.7 13.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_2407 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -272.4 -1449.7 13.0 
0006: 6@ = 1 // integer values 

:COKERUN_2407
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -272.4 -1449.7 13.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_2518 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -272.4 -1449.7 13.0 
018A: 2@ = create_checkpoint_at -272.7 -1360.2 13.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_2518
00D6: if 
0039:   0@ == 8 // integer values 
004D: jump_if_false @COKERUN_2731 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -275.4 -1360.2 13.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_2620 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -275.4 -1360.2 13.0 
0006: 6@ = 1 // integer values 

:COKERUN_2620
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -275.4 -1360.2 13.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_2731 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -275.4 -1360.2 13.0 
018A: 2@ = create_checkpoint_at -305.6 -1214.4 13.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_2731
00D6: if 
0039:   0@ == 9 // integer values 
004D: jump_if_false @COKERUN_2944 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -305.6 -1214.4 13.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_2833 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -305.6 -1214.4 13.0 
0006: 6@ = 1 // integer values 

:COKERUN_2833
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -305.6 -1214.4 13.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_2944 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -305.6 -1214.4 13.0 
018A: 2@ = create_checkpoint_at -298.6 -1074.4 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_2944
00D6: if 
0039:   0@ == 10 // integer values 
004D: jump_if_false @COKERUN_3157 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -298.6 -1074.4 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_3046 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -298.6 -1074.4 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_3046
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -298.6 -1074.4 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_3157 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -298.6 -1074.4 8.0 
018A: 2@ = create_checkpoint_at -252.0 -939.9 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_3157
00D6: if 
0039:   0@ == 11 // integer values 
004D: jump_if_false @COKERUN_3370 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -252.0 -939.9 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_3259 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -252.0 -939.9 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_3259
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -252.0 -939.9 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_3370 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -252.0 -939.9 8.0 
018A: 2@ = create_checkpoint_at -85.0 -766.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_3370
00D6: if 
0039:   0@ == 12 // integer values 
004D: jump_if_false @COKERUN_3583 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -85.0 -766.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_3472 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -85.0 -766.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_3472
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -85.0 -766.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_3583 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -85.0 -766.0 8.0 
018A: 2@ = create_checkpoint_at 158.0 -634.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_3583
00D6: if 
0039:   0@ == 13 // integer values 
004D: jump_if_false @COKERUN_3796 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 158.0 -634.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_3685 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 158.0 -634.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_3685
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 158.0 -634.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_3796 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 158.0 -634.0 8.0 
018A: 2@ = create_checkpoint_at 279.0 -475.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_3796
00D6: if 
0039:   0@ == 14 // integer values 
004D: jump_if_false @COKERUN_4009 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 279.0 -475.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_3898 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 279.0 -475.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_3898
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 279.0 -475.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_4009 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 279.0 -475.0 8.0 
018A: 2@ = create_checkpoint_at 410.0 -269.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_4009
00D6: if 
0039:   0@ == 15 // integer values 
004D: jump_if_false @COKERUN_4222 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 410.0 -269.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_4111 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 410.0 -269.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_4111
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 410.0 -269.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_4222 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 410.0 -269.0 8.0 
018A: 2@ = create_checkpoint_at 392.0 20.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_4222
00D6: if 
0039:   0@ == 16 // integer values 
004D: jump_if_false @COKERUN_4435 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 392.0 20.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_4324 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 392.0 20.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_4324
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 392.0 20.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_4435 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 392.0 20.0 8.0 
018A: 2@ = create_checkpoint_at 249.0 100.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_4435
00D6: if 
0039:   0@ == 17 // integer values 
004D: jump_if_false @COKERUN_4648 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 249.0 100.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_4537 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 249.0 100.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_4537
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 249.0 100.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_4648 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 249.0 100.0 8.0 
018A: 2@ = create_checkpoint_at 194.0 -170.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_4648
00D6: if 
0039:   0@ == 18 // integer values 
004D: jump_if_false @COKERUN_4861 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 194.0 -170.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_4750 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 194.0 -170.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_4750
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 194.0 -170.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_4861 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 194.0 -170.0 8.0 
018A: 2@ = create_checkpoint_at 49.0 -150.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_4861
00D6: if 
0039:   0@ == 19 // integer values 
004D: jump_if_false @COKERUN_5074 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 49.0 -150.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_4963 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 49.0 -150.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_4963
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 49.0 -150.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_5074 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 49.0 -150.0 8.0 
018A: 2@ = create_checkpoint_at -64.0 -156.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_5074
00D6: if 
0039:   0@ == 20 // integer values 
004D: jump_if_false @COKERUN_5287 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -64.0 -156.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_5176 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -64.0 -156.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_5176
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -64.0 -156.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_5287 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -64.0 -156.0 8.0 
018A: 2@ = create_checkpoint_at -93.0 67.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_5287
00D6: if 
0039:   0@ == 21 // integer values 
004D: jump_if_false @COKERUN_5500 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -93.0 67.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_5389 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -93.0 67.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_5389
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -93.0 67.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_5500 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -93.0 67.0 8.0 
018A: 2@ = create_checkpoint_at -70.0 294.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_5500
00D6: if 
0039:   0@ == 22 // integer values 
004D: jump_if_false @COKERUN_5713 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -70.0 294.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_5602 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -70.0 294.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_5602
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -70.0 294.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_5713 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at -70.0 294.0 8.0 
018A: 2@ = create_checkpoint_at 25.0 394.0 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_5713
00D6: if 
0039:   0@ == 23 // integer values 
004D: jump_if_false @COKERUN_5959 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 25.0 394.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_5815 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 25.0 394.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_5815
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 25.0 394.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_5959 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 25.0 394.0 8.0 
018A: 2@ = create_checkpoint_at 196.0 403.0 8.0 
000A: 0@ += 1 // integer values 
00A5: 1@ = create_car #MARQUIS at 324.0 604.0 6.0 
0175: set_car 1@ z_angle_to 60.0 
0006: 6@ = 0 // integer values 

:COKERUN_5959
00D6: if 
0039:   0@ == 24 // integer values 
004D: jump_if_false @COKERUN_6172 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 196.0 403.0 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_6061 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 196.0 403.0 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_6061
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 196.0 403.0 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_6172 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 196.0 403.0 8.0 
018A: 2@ = create_checkpoint_at 304.4 540.6 8.0 
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_6172
00D6: if 
0039:   0@ == 25 // integer values 
004D: jump_if_false @COKERUN_6388 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 255 0 0 at 304.4 540.6 8.0 
00D6: if 
0039:   6@ == 0 // integer values 
004D: jump_if_false @COKERUN_6273 
0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 304.4 540.6 8.0 
0006: 6@ = 1 // integer values 

:COKERUN_6273
00D6: if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 304.4 540.6 8.0 radius 5.0 5.0 3.0 
004D: jump_if_false @COKERUN_6388 
0164: disable_marker 2@ 
0215: destroy_pickup 8@ 
018C: play_sound 1 at 304.4 540.6 8.0 
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @COKERUN_6374 
0186: 2@ = create_marker_above_car 1@ 

:COKERUN_6374
000A: 0@ += 1 // integer values 
0006: 6@ = 0 // integer values 

:COKERUN_6388
0002: jump @COKERUN_802 

:COKERUN_6395
014F: stop_timer $8580 
00D6: if 
0038:   $8582 == 0 // integer values 
004D: jump_if_false @COKERUN_6974 
01B4: set_player $PLAYER_CHAR frozen_state 0 
02A3: enable_widescreen 1 
04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 $605 
0169: set_fade_color 0 0 0 
016A: fade 0 1000 ms 

:COKERUN_6464
00D6: if 
016B:   fading 
004D: jump_if_false @COKERUN_6488 
0001: wait 0 ms 
0002: jump @COKERUN_6464 

:COKERUN_6488
03AF: set_streaming 0 
0247: request_model #B_HSE_PIER 
0247: request_model #B_HSE_EXT 
0247: request_model #DOCKS28 
0247: request_model #DOCKSPROPS12 
0247: request_model #DOCKS85 
0247: request_model #DK_DOCKROADS04 
0247: request_model #B_HSE_PIERFENCE 
0247: request_model #B_HSE_INTERIOR 
0247: request_model #DK_REEF 
0247: request_model #BOAT_KB2 
038B: load_requested_models 

:COKERUN_6544
00D6: if or
8248:   not model #B_HSE_PIER available 
8248:   not model #B_HSE_EXT available 
8248:   not model #DOCKS28 available 
8248:   not model #DOCKSPROPS12 available 
8248:   not model #DOCKS85 available 
8248:   not model #DK_DOCKROADS04 available 
004D: jump_if_false @COKERUN_6596 
0001: wait 0 ms 
0002: jump @COKERUN_6544 

:COKERUN_6596
00D6: if or
8248:   not model #B_HSE_PIERFENCE available 
8248:   not model #B_HSE_INTERIOR available 
8248:   not model #DK_REEF available 
8248:   not model #BOAT_KB2 available 
004D: jump_if_false @COKERUN_6638 
0001: wait 0 ms 
0002: jump @COKERUN_6596 

:COKERUN_6638
03AF: set_streaming 1 
015F: set_camera_position -631.643 -1495.598 26.104 0.0 rotation 0.0 0.0 
0160: point_camera -632.27 -1495.064 25.537 switchstyle 2 
0001: wait 500 ms 
0169: set_fade_color 0 0 0 
016A: fade 1 1000 ms 

:COKERUN_6713
00D6: if 
016B:   fading 
004D: jump_if_false @COKERUN_6737 
0001: wait 0 ms 
0002: jump @COKERUN_6713 

:COKERUN_6737
0394: play_music 1 
00BA: text_styled 'BOAT_A2' 5000 ms 6  // BOATYARD ASSET COMPLETED
0001: wait 5000 ms 
015F: set_camera_position -636.797 -1497.307 17.588 0.0 rotation 0.0 0.0 
0160: point_camera -637.279 -1496.606 17.062 switchstyle 2 
01E5: text_1number_highpriority 'BOAT_AS' $605 flag 6000 time 1  // ~g~The Boatyard will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait 6000 ms 
0169: set_fade_color 0 0 0 
016A: fade 0 500 ms 

:COKERUN_6850
00D6: if 
016B:   fading 
004D: jump_if_false @COKERUN_6874 
0001: wait 0 ms 
0002: jump @COKERUN_6850 

:COKERUN_6874
0249: release_model #B_HSE_PIER 
0249: release_model #B_HSE_EXT 
0249: release_model #DOCKS28 
0249: release_model #DOCKSPROPS12 
0249: release_model #DOCKS85 
0249: release_model #DK_DOCKROADS04 
0249: release_model #B_HSE_PIERFENCE 
0249: release_model #BOAT_KB2 
0249: release_model #DK_REEF 
0249: release_model #B_HSE_INTERIOR 
03CB: set_camera 324.0 604.0 7.0 
0001: wait 500 ms 
0169: set_fade_color 0 0 0 
016A: fade 1 500 ms 
01B4: set_player $PLAYER_CHAR frozen_state 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 

:COKERUN_6974
0002: jump @COKERUN_6998 

:COKERUN_6981
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
0051: return 

:COKERUN_6998
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $8582 == 0 // integer values 
004D: jump_if_false @COKERUN_7067 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 5000 
0008: $1175 += 1 // integer values 
030C: progress_made += 1 
0595: mission_complete 
0004: $607 = 1 // integer values 

:COKERUN_7067
00D6: if 
0038:   $8582 == 1 // integer values 
004D: jump_if_false @COKERUN_7111 
01E3: text_1number_styled 'M_PASS' number 6000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 6000 

:COKERUN_7111
00D6: if 
0038:   $8582 == 2 // integer values 
004D: jump_if_false @COKERUN_7155 
01E3: text_1number_styled 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 7000 

:COKERUN_7155
00D6: if 
0038:   $8582 == 3 // integer values 
004D: jump_if_false @COKERUN_7199 
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 8000 

:COKERUN_7199
00D6: if 
0038:   $8582 == 4 // integer values 
004D: jump_if_false @COKERUN_7243 
01E3: text_1number_styled 'M_PASS' number 9000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 9000 

:COKERUN_7243
00D6: if 
0018:   $8582 > 4 // integer values 
004D: jump_if_false @COKERUN_7287 
01E3: text_1number_styled 'M_PASS' number 15000 time 5000 style 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 15000 

:COKERUN_7287
0060: $8583 -= $8580 // integer values 
0084: $8581 = $8583 // integer values and handles 
0014: $8581 /= 1000 // integer values 
042E: downdate_integer_stat 22 to $8581 
0008: $8582 += 1 // integer values 
0051: return 

:COKERUN_7327
01B7: release_weather 
0164: disable_marker 2@ 
0108: destroy_object 3@ 
0108: destroy_object 4@ 
0108: destroy_object 5@ 
0215: destroy_pickup 8@ 
0249: release_model #MARQUIS 
0249: release_model #B_HSE_PIER 
0249: release_model #B_HSE_EXT 
0249: release_model #DOCKS28 
0249: release_model #DOCKSPROPS12 
0249: release_model #DOCKS85 
0249: release_model #DK_DOCKROADS04 
0249: release_model #B_HSE_PIERFENCE 
0249: release_model #BOAT_KB2 
0249: release_model #DK_REEF 
0249: release_model #B_HSE_INTERIOR 
01C3: remove_references_to_car 1@ 
014F: stop_timer $8580 
0004: $ONMISSION = 0 // integer values 
00D8: mission_cleanup 
0051: return 
