{$CLEO .cm}
thread 'Cannonized'
0A95: enable_thread_saving
$onmission = 1
model.Load(#BAT)
model.Load(#KNIFECUR)
model.Load(#MICRO_UZI)
model.Load(#DESERT_EAGLE)
model.Load(#COLT45)
model.Load(#ballas1)
model.Load(#ballas2)
model.Load(#ballas3) 
model.Load(#bmytatt)   //pierce
model.Load(#somyri)    //gat
model.Load(#wmyclot)   //troy
model.Load(#sbmyri)   //julius
model.Load(#nurgrl3)  //lin
model.Load(#Washing)   //playa car
model.Load(#LSV1)
model.Load(#LSV2)
model.Load(#LSV3)
023C: load_special_actor 'EMMET' as 2 //dex

model.Load(#Premier)
model.Load(#Banshee)
model.Load(#Majestic)
038B: load_requested_models
0110: clear_player $PLAYER_CHAR wanted_level
01F0: set_max_wanted_level_to 0


04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "ON_LOOKERS"
04ED: load_animation  "GANGS" 
04ED: load_animation  "RIOT"  
04ED: load_animation  "BOMBER" 










0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 24
0ACB: show_styled_text "Cannonized" time 1000 style 2
// 900@ = 2
:checkpoint_1       
wait 0
if
 900@ == 0
jf @checkpoint_2
fade 0 800
wait 1000
fade 1 800
jump @start

:checkpoint_2   //Kill Vice Kings
if
 900@ == 1
jf @checkpoint_3
fade 0 800
wait 1000
fade 1 800
jump @checkpoin_1st


:checkpoint_3
if
900@ == 2
jf @checkpoint_1
actor.PutAt($PLAYER_ACTOR, -2569.3186, 902.2393, 63.9844)
actor.Angle($PLAYER_ACTOR) = 180.4843

07AF: $PLAYER_GROUP = player $PLAYER_CHAR group

$troy = actor.create(gang2, #wmyclot,  -2570.4556, 901.9538, 63.9844 )
actor.Angle($troy) = 180.4843
actor.Health($troy) = 800
04D8: set_actor $troy drowns_in_water 0
actor.GiveWeaponAndAmmo($troy, baseballbat, 99999)
0446: set_actor $troy dismemberment_possible 0
07DD: set_actor $troy attack_rate 50 // previously known as temper_to
0631: put_actor $troy in_group $PLAYER_GROUP
marker.CreateAboveActor($MK_Troy, $troy)
marker.SetColor($MK_Troy, 2)
marker.SetIconSize($MK_Troy, 1)
018B: set_marker $MK_Troy radar_mode 2

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

$car = car.Create(#Washing,  -2561.0371, 905.7584, 63.8281)
car.Angle($car) = 90.5406
car.Health($car) = 2000
0229: set_car $car primary_color_to 17 secondary_color_to 17

1@ = actor.Create(Mission1, #LSV1,  -2571.031, 878.6111, 62.8436)
actor.Angle(1@) = 276.0056
actor.Health(1@) = 250
0812: AS_actor 1@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

2@ = actor.Create(Mission1, #LSV2,  -2568.7812, 879.3439, 62.9482)
actor.Angle(2@) =  100.9993
actor.Health(2@) = 250
0812: AS_actor 2@ perform_animation "prtial_gngtlka" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB


3@ = actor.Create(Mission1, #LSV3,    -2565.292, 858.6755, 57.664)
actor.Angle(3@) =   5.23
actor.Health(3@) = 250
0812: AS_actor 3@ perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

4@ = actor.Create(Mission1, #LSV1,   -2555.9163, 870.1817, 60.2076)
actor.Angle(4@) =   10.9993
actor.Health(4@) = 250




0615: define_AS_pack_begin 150@
05D3: AS_actor -1 goto_point  -2555.9163 870.1817 60.2076 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point   -2552.9155 863.1038 58.6405 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point -2553.4587 856.2088 57.0016 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point  -2553.1599 861.0133 58.1593 mode 4 time -1 ms // versionA
//05D3: AS_actor -1 goto_point   -2555.5171 867.7062 59.5925 mode 4 time -1 ms // versionA
0643: set_AS_pack 150@ loop 1
0618: assign_actor 4@ to_AS_pack 150@
061B: remove_references_to_AS_pack 150@

07FE: set_actor 1@ fighting_style_to 15 moves 6
07FE: set_actor 2@ fighting_style_to 5 moves 6
07FE: set_actor 3@ fighting_style_to 15 moves 6
07FE: set_actor 4@ fighting_style_to 5 moves 6

$gang_parked = car.Create(#Premier,   -2565.2209, 861.397, 58.436)
car.Angle($gang_parked) =  286.4376
car.Health($gang_parked) = 1000
0229: set_car $gang_parked primary_color_to 6 secondary_color_to 6


jump  @checkpoint_test





:FAILED
if or
wasted_or_busted 
0ADC:   test_cheat "exit"
player.Wasted($player_char)
jf @return 
//0ACD: show_text_highpriority "~r~Your smoked!" time 3000
0ACB: show_styled_text "Your Smoked!" time 1000 style 1
fade 0 8000
wait 1000
fade 1 8000
jump @cleanup

//:passed
//if


:return 
return


:cleanup
$onmission = 0
01F0: set_max_wanted_level_to 6
mission_cleanup
end_thread



:leaving_area
if
80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere  -1983.8306 1116.7187 53.1248 radius 75.0 75.0 75.0

jf @Well_not 
0ACB: show_styled_text "~r~Mission Failure!" time 1000 style 1
wait 300
0ACD: show_text_highpriority "~r~What? You left the area? Isn't too harder for you? Better luck next time!" time 4000

jump @cleanup
:well_not

return
:start

select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0

actor.PutAt($player_actor, -1961.071, 1116.4713, 53.6319)
actor.Angle($player_actor) = 94.8731



$julius = actor.Create(civmale, #sbmyri, -1988.0852, 1117.6835, 54.4741)
actor.Angle($julius) =  277.8663
actor.health($julius) = 9925000
0446: set_actor $julius dismemberment_possible 0
077A: set_actor $julius acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $julius acquaintance 1 to_actors_pedtype 1 // see ped.dat
07FE: set_actor $julius fighting_style_to 15 moves 6
0946: set_actor $julius actions_uninterupted_by_weapon_fire 1
07DD: set_actor $julius attack_rate 80 // previously known as temper_to
060F: set_actor $julius melee_accuracy_to 50.0

$gat = actor.Create(civmale, #somyri,  -1987.6771, 1120.5134, 54.3803)
actor.Angle($gat) =   271.155
actor.health($gat) = 9925000
0446: set_actor $gat dismemberment_possible 0
077A: set_actor $gat acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gat acquaintance 1 to_actors_pedtype 1 // see ped.dat
07FE: set_actor $gat fighting_style_to 6 moves 6
0946: set_actor $gat actions_uninterupted_by_weapon_fire 1
07DD: set_actor $gat attack_rate 100 // previously known as temper_to
060F: set_actor $gat melee_accuracy_to 100.0

$troy  = actor.Create(civmale, #wmyclot,  -1987.3828, 1122.2139, 54.2512)
actor.Angle($troy) =   271.155
actor.health($troy) = 9925000
0446: set_actor $troy dismemberment_possible 0
077A: set_actor $troy acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $troy acquaintance 1 to_actors_pedtype 1 // see ped.dat
07FE: set_actor $troy fighting_style_to 4 moves 6
0946: set_actor $troy actions_uninterupted_by_weapon_fire 1
07DD: set_actor $troy attack_rate 60 // previously known as temper_to
060F: set_actor $troy melee_accuracy_to 40.0


$lin  = actor.Create(civmale, #nurgrl3,  -1987.3754, 1113.1693, 54.2504)
actor.Angle($lin) =   271.155
actor.health($lin) = 9925000
0446: set_actor $lin dismemberment_possible 0
077A: set_actor $lin acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $lin acquaintance 1 to_actors_pedtype 1 // see ped.dat
07FE: set_actor $lin fighting_style_to 5 moves 6
0946: set_actor $lin actions_uninterupted_by_weapon_fire 1
07DD: set_actor $lin attack_rate 60 // previously known as temper_to
060F: set_actor $lin melee_accuracy_to 30.0

$dex  = actor.Create(civmale, #SPECIAL02,  -1987.5193, 1114.9354, 54.3128)
actor.Angle($dex) =   271.155
actor.health($dex) = 9925000
0446: set_actor $dex dismemberment_possible 0
077A: set_actor $dex acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $dex acquaintance 1 to_actors_pedtype 1 // see ped.dat
07FE: set_actor $dex fighting_style_to 7 moves 6
0946: set_actor $dex actions_uninterupted_by_weapon_fire 1
07DD: set_actor $dex attack_rate 90 // previously known as temper_to
060F: set_actor $dex melee_accuracy_to 80.0
0296: unload_special_actor 2

actor.SetWalkStyle($dex, "man")



10@ = actor.Create(Mission1, #BALLAS1 , -1983.4388, 1112.3141, 53.1313)
actor.Angle(10@) = 0.6916
actor.Health(10@) = 250
actor.SetImmunities(10@, 1,1,1,1,1)
0812: AS_actor 10@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
07FE: set_actor 10@ fighting_style_to 15 moves 6
060F: set_actor 10@ melee_accuracy_to 53.0
07DD: set_actor 10@ attack_rate 50 // previously known as temper_to


11@ = actor.Create(Mission1, #BALLAS2 ,  -1980.5586, 1112.7245, 53.1469)
actor.Angle(11@) = 0.6916
actor.Health(11@) = 250
actor.SetImmunities(11@, 1,1,1,1,1)
0812: AS_actor 11@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
07FE: set_actor 11@ fighting_style_to 4 moves 6
060F: set_actor 11@ melee_accuracy_to 53.0
07DD: set_actor 11@ attack_rate 50 // previously known as temper_to



12@ = actor.Create(Mission1, #BALLAS3 ,   -1984.4313, 1124.5977, 53.1442)
actor.Angle(12@) = 182.7135
actor.Health(12@) = 250
actor.SetImmunities(12@, 1,1,1,1,1)
0812: AS_actor 12@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
07FE: set_actor 12@ fighting_style_to 4 moves 6
060F: set_actor 12@ melee_accuracy_to 43.0
07DD: set_actor 12@ attack_rate 30 // previously known as temper_to


13@ = actor.Create(Mission1, #BALLAS1 ,   -1981.9871, 1124.3816, 53.1355)
actor.Angle(13@) =  182.4123
actor.Health(13@) = 250
actor.SetImmunities(13@, 1,1,1,1,1)
0812: AS_actor 13@ perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
07FE: set_actor 13@ fighting_style_to 5 moves 6
060F: set_actor 13@ melee_accuracy_to 59.0
07DD: set_actor 13@ attack_rate 50 // previously known as temper_to


//Act 2 saints


14@ = actor.Create(Mission1, #BALLAS2 ,   -1986.6571, 1124.9608, 53.9333)
actor.Angle(14@) =   243.6081
actor.Health(14@) = 250
actor.SetImmunities(14@, 1,1,1,1,1)
0812: AS_actor 14@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
07FE: set_actor 14@ fighting_style_to 5 moves 6
060F: set_actor 14@ melee_accuracy_to 55.0
07DD: set_actor 14@ attack_rate 50 // previously known as temper_to



15@ = actor.Create(Mission1, #BALLAS1 ,    -1987.2939, 1123.3918, 54.2121)
actor.Angle(15@) =   300.6117
actor.Health(15@) = 250
actor.SetImmunities(15@, 1,1,1,1,1)
0812: AS_actor 15@ perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
07FE: set_actor 15@ fighting_style_to 4 moves 6
060F: set_actor 15@ melee_accuracy_to 45.0
07DD: set_actor 15@ attack_rate 40 // previously known as temper_to


16@ = actor.Create(Mission1, #BALLAS3 ,    -1985.5863, 1110.5262, 53.4698)
actor.Angle(16@) =    324.0636
actor.Health(16@) = 250
actor.SetImmunities(16@, 1,1,1,1,1)
0812: AS_actor 16@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
07FE: set_actor 16@ fighting_style_to 15 moves 6
060F: set_actor 16@ melee_accuracy_to 55.0
07DD: set_actor 16@ attack_rate 50 // previously known as temper_to


actor.PutAt($player_actor,   -1973.9308, 1118.1111, 53.3422)
actor.Angle($player_actor) =  93.0852

:SCENE
02A3: enable_widescreen 1
player.CanMove($player_char) = false
0707: start_scene_skip_to @skip_scene
015F: set_camera_position  -1981.9802 1115.1891 53.127 rotation 0.0 0.0 0.0
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2

05D3: AS_actor $PLAYER_ACTOR goto_point  -1982.1022 1118.1528 53.1257 mode 4 time -1 ms // versionA
wait 3000
015F: set_camera_position  -1984.7664 1117.9395 54.9822 rotation 0.0 0.0 0.0
0160: set_camera_point_at  -1987.7638 1117.8131 54.9822 switchstyle 2

0812: AS_actor $julius perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0ACD: show_text_highpriority "Julius: Yo playa, welcome to the Saints Row chrunch. I been thanking you to save you from car explodison." time 4000
wait 4000
//0812: AS_actor $julius perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0ACD: show_text_highpriority "Julius: Beside this, about my crews of the row, but here old recruits, met Johnny Gat." time 4000
wait 4000
015F: set_camera_position  -1985.1534 1120.9142 54.9822 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1988.1282 1120.5271 54.9822 switchstyle 2
0792: disembark_instantly_actor $julius

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

0ACD: show_text_highpriority "Johnny Gat: Yo, I'm here and I hunt to kill the Vice Kings, you playa, right?" time 4000
wait 4000
0792: disembark_instantly_actor $gat
0ACD: show_text_highpriority "Julius: Met, Troy." time 3000
015F: set_camera_position  -1983.5205 1122.1434 54.8744 rotation 0.0 0.0 0.0
0160: set_camera_point_at  -1987.5205 1122.161 54.8744 switchstyle 2
wait 3000
0812: AS_actor $troy perform_animation "smkcig_prtl" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0ACD: show_text_highpriority "Troy: Yeah, yeah, guys I'm just smoking a cigerette. Would you guys mind?" time 4000
wait 4000
0792: disembark_instantly_actor $troy
0ACD: show_text_highpriority "Julius: Troy, met the playa. He's just one of us." time 4000
0639: AS_actor $julius rotate_to_actor $troy
0639: AS_actor $troy rotate_to_actor $julius
wait 4000
0ACD: show_text_highpriority "Troy: Yeah, yeah, whatever... but FINE! ...I deal with the rollorz, okay now?" time 4000
wait 4000
0639: AS_actor $julius rotate_to_actor $PLAYER_ACTOR
0639: AS_actor $troy rotate_to_actor $PLAYER_ACTOR
wait 500
015F: set_camera_position -1982.5568 1115.4009 53.8744 rotation 0.0 0.0 0.0
0160: set_camera_point_at  -1987.5513 1115.161 54.8744 switchstyle 2
05BF: AS_actor $julius look_at_actor $dex -1 ms
0ACD: show_text_highpriority "Julius: Met Dex, he's pretty hard to say about the Los Carnales. He says Las or Los Car-nales." time 5000
wait 5000

05BF: AS_actor $dex look_at_actor $julius -1 ms
0ACD: show_text_highpriority "Dex: You shut the fuck up, Julius! For god seaks man, I'm a friggin' bad spell with the mexican names, Julius." time 4000
wait 4000
015F: set_camera_position  -1983.7432 1113.3302 54.1278 rotation 0.0 0.0 0.0
0160: set_camera_point_at  -1987.1271 1117.9194 54.8744 switchstyle 2
0635: AS_actor $julius aim_at_actor $dex -1 ms
0639: AS_actor $dex rotate_to_actor $julius
05C4: AS_actor $dex hands_up -1 ms
actor.GiveWeaponAndAmmo($julius, deserteagle, 99999)
wait 800
0ACD: show_text_highpriority "Julius: Yo, Dex you really want me get started on you because if fuckin' did, I'll fucking blast your head off!" time 4000
wait 4000
0ACD: show_text_highpriority "Dex: Okay, okay, Julius, take it easy, alright. But dude don't shoot me I swear, man. It's all good." time 4000
wait 4000
0ACD: show_text_highpriority "Dex: I would even say shut up of whatever but you say what you wanted." time 4000
wait 4000
0635: AS_actor $julius aim_at_actor $dex 1 ms
05C4: AS_actor $dex hands_up 1 ms
actor.GiveWeaponAndAmmo($julius, unarmed, 99999)
0ACD: show_text_highpriority "Julius: Very well, then." time 2000
wait 2000
0639: AS_actor $julius rotate_to_actor $PLAYER_ACTOR
0639: AS_actor $dex rotate_to_actor $PLAYER_ACTOR

015F: set_camera_position   -1983.8358 1113.1968 54.8744 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1988.2731 1113.1322 54.8744 switchstyle 2
0ACD: show_text_highpriority "Julius: And last but not least, say hello to Lin. See pretty much deal the rollerz as well." time 4000
wait 4000
0ACD: show_text_highpriority "Lin: Hey, babe, you want to race? I can bet $20 if you want to win the race." time 4000
0812: AS_actor $lin perform_animation "prtial_gngtlkH" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
wait 4000
015F: set_camera_position  -1976.1123 1111.6194 54.8744 rotation 0.0 0.0 0.0
0160: set_camera_point_at  -1987.078 1117.6951 53.8744 switchstyle 2
0792: disembark_instantly_actor $lin
wait 400
//0812: AS_actor $julius perform_animation "prtial_gngtlkH" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0ACD: show_text_highpriority "Julius: Okay, Playa your ready to get cannonized?" time 4000
wait 4000
0605: actor $PLAYER_ACTOR perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

015F: set_camera_position    -1985.5737 1118.2679 53.4643 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1981.8519 1118.0906 53.1254 switchstyle 2
wait 3000
015F: set_camera_position  -1985.1534 1120.9142 54.9822 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1988.1282 1120.5271 54.9822 switchstyle 2
0ACD: show_text_highpriority "Johnny Gat: Well he ain't saying at least word. I must bring the kid to school. So want we do, Julius?" time 5000
0605: actor $gat perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
wait 5000
015F: set_camera_position  -1984.7664 1117.9395 54.9822 rotation 0.0 0.0 0.0
0160: set_camera_point_at  -1987.7638 1117.8131 54.9822 switchstyle 2
0ACD: show_text_highpriority "Julius: Get them to fight." time 4000
wait 4000
015F: set_camera_position  -1973.7307 1116.9275 54.1264 rotation 0.0 0.0 0.0
0160: set_camera_point_at  -1981.6758 1118.2955 53.1264 switchstyle 1
0ACD: show_text_highpriority "Julius: Saints, are you ready to fight?" time 2000
wait 2000
0ACD: show_text_highpriority "Saints: OHHHH, YAAAAAAAAA!!!" time 3000
0812: AS_actor 12@ perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 13@ perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 14@ perform_animation "RIOT_shout" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 15@ perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 16@ perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 11@ perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

wait 3000
fade 0 800
wait 1000
fade 1 800


:skip_scene
0701: end_scene_skip
02A3: enable_widescreen 0
0812: AS_actor 12@ perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 13@ perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 14@ perform_animation "RIOT_shout" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 15@ perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 16@ perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor 11@ perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.GiveWeaponAndAmmo($julius, unarmed, 99999)
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
player.CanMove($player_char) = true

0615: define_AS_pack_begin 150@
05D3: AS_actor -1 goto_point -1988.0852 1117.6835 54.4741 mode 6 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  277.8663
0605: actor -1 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack 150@ loop 1

0618: assign_actor $julius to_AS_pack 150@
061B: remove_references_to_AS_pack 150@


0615: define_AS_pack_begin 151@
05D3: AS_actor -1 goto_point -1987.6771 1120.5134 54.3803 mode 6 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  271.155
0605: actor -1 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack 151@ loop 1

0618: assign_actor $gat to_AS_pack 151@
061B: remove_references_to_AS_pack 151@



0615: define_AS_pack_begin 152@
05D3: AS_actor -1 goto_point  -1987.3754 1113.1693 54.2504 mode 6 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  271.155
0605: actor -1 perform_animation "strleg" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack 152@ loop 1

0618: assign_actor $lin to_AS_pack 152@
061B: remove_references_to_AS_pack 152@


0615: define_AS_pack_begin 153@
05D3: AS_actor -1 goto_point   -1987.5193 1114.9354 54.3128 mode 6 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  271.155
0605: actor -1 perform_animation "shldr" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05B9: AS_actor -1 stay_idle 7000 ms
0643: set_AS_pack 153@ loop 1


0618: assign_actor $dex to_AS_pack 153@
061B: remove_references_to_AS_pack 153@
0245: set_actor $dex walk_style_to "man"


0615: define_AS_pack_begin 154@
05D3: AS_actor -1 goto_point  -1987.3828 1122.2139 54.2512 mode 6 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  271.155
0605: actor -1 perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05B9: AS_actor -1 stay_idle 5000 ms
0643: set_AS_pack 154@ loop 1

0618: assign_actor $troy to_AS_pack 154@
061B: remove_references_to_AS_pack 154@


actor.PutAt($player_actor,   -1980.0105, 1118.1178, 53.1198)
actor.Angle($player_actor) =   92.0864

1@ = actor.Create(Mission1, #BALLAS1 ,   -1984.4789, 1116.5476, 53.1251)
actor.Angle(1@) =    287.6446
actor.Health(1@) = 250
marker.CreateAboveActor($mark1, 1@)
07FE: set_actor 1@ fighting_style_to 4 moves 6
060F: set_actor 1@ melee_accuracy_to 40.0
07DD: set_actor 1@ attack_rate 40 // previously known as temper_to

2@ = actor.Create(Mission1, #BALLAS3 ,   -1985.4858, 1119.7223, 53.4256)
actor.Angle(2@) =    267.191
actor.Health(2@) = 250
marker.CreateAboveActor($mark2, 2@)
07FE: set_actor 2@ fighting_style_to 5 moves 6
060F: set_actor 2@ melee_accuracy_to 40.0
07DD: set_actor 2@ attack_rate 30 // previously known as temper_to

3@ = actor.Create(Mission1, #BALLAS2 ,  -1984.4274, 1122.8744, 53.1416)
actor.Angle(3@) =    246.5905
actor.Health(3@) = 250
marker.CreateAboveActor($mark3, 3@)
07FE: set_actor 3@ fighting_style_to 15 moves 6
060F: set_actor 3@ melee_accuracy_to 55.0
07DD: set_actor 3@ attack_rate 50 // previously known as temper_to

05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
0ACD: show_text_highpriority "Beat up the ~r~saints~w~." time 4000
:fight_saints_1
wait 0
gosub @leaving_area
gosub @FAILED
if or
051A:   actor $dex damaged_by_actor $PLAYER_ACTOR
051A:   actor $julius damaged_by_actor $PLAYER_ACTOR
051A:   actor $lin damaged_by_actor $PLAYER_ACTOR
051A:   actor $gat damaged_by_actor $PLAYER_ACTOR
051A:   actor $troy damaged_by_actor $PLAYER_ACTOR
jf @fight_saints_2
0687: clear_actor $dex task
0687: clear_actor $julius task
0687: clear_actor $lin task
0687: clear_actor $gat task
0687: clear_actor $troy task
0792: disembark_instantly_actor $troy
0792: disembark_instantly_actor $julius
0792: disembark_instantly_actor $dex
0792: disembark_instantly_actor $lin
0792: disembark_instantly_actor $gat
054E: clear_actor $dex damage
054E: clear_actor $julius damage
054E: clear_actor $lin damage
054E: clear_actor $gat damage
054E: clear_actor $troy damage
05E2: AS_actor $dex kill_actor $PLAYER_ACTOR
05E2: AS_actor $julius kill_actor $PLAYER_ACTOR
05E2: AS_actor $lin kill_actor $PLAYER_ACTOR
05E2: AS_actor $gat kill_actor $PLAYER_ACTOR
05E2: AS_actor $troy kill_actor $PLAYER_ACTOR
077A: set_actor $troy acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $julius acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $dex acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $lin acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gat acquaintance 4 to_actors_pedtype 0 // see ped.dat
:fight_saints_2
if
actor.Dead(1@)
jf @fight_saints_3

marker.Disable($mark1)

:fight_saints_3
if
actor.Dead(2@)
jf @fight_saints_4

marker.Disable($mark2)

:fight_saints_4
if
actor.Dead(3@)
jf @fight_saints_5

marker.Disable($mark3)

:fight_saints_5
if and
actor.Dead(1@)
actor.Dead(2@)
actor.Dead(3@)
jf @fight_saints_1
actor.DestroyWithFade(1@)
actor.DestroyWithFade(2@)
actor.DestroyWithFade(3@)

jump @fight_saints_6


:fight_saints_6
0792: disembark_instantly_actor 10@
0792: disembark_instantly_actor 11@
0792: disembark_instantly_actor 12@
0792: disembark_instantly_actor 13@
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
actor.SetImmunities(10@, 0,0,0,0,0)
actor.SetImmunities(11@, 0,0,0,0,0)
actor.SetImmunities(12@, 0,0,0,0,0)
actor.SetImmunities(13@, 0,0,0,0,0)
marker.CreateAboveActor($mark10, 10@)
marker.CreateAboveActor($mark11, 11@)
marker.CreateAboveActor($mark12, 12@)
marker.CreateAboveActor($mark13, 13@)
actor.GiveWeaponAndAmmo(11@, baseballbat, 9999)
actor.GiveWeaponAndAmmo(13@, baseballbat, 9999)
:fight_saints_7
wait 0
gosub @leaving_area
gosub @failed 
if
actor.Dead(10@)
jf @fight_saints_8_a

marker.Disable($mark10)

:fight_saints_8_a
if
actor.Dead(11@)
jf @fight_saints_8

marker.Disable($mark11)

:fight_saints_8
if
actor.Dead(12@)
jf @fight_saints_9

marker.Disable($mark12)

:fight_saints_9
if
actor.Dead(13@)
jf @fight_saints_10

marker.Disable($mark13)

:fight_saints_10
if and
actor.Dead(10@)
actor.Dead(11@)
actor.Dead(12@)
actor.Dead(13@)
jf @fight_saints_11
actor.DestroyWithFade(10@)
actor.DestroyWithFade(11@)
actor.DestroyWithFade(12@)
actor.DestroyWithFade(13@)

jump @fight_saints_12

:fight_saints_11
if or
051A:   actor $dex damaged_by_actor $PLAYER_ACTOR
051A:   actor $julius damaged_by_actor $PLAYER_ACTOR
051A:   actor $lin damaged_by_actor $PLAYER_ACTOR
051A:   actor $gat damaged_by_actor $PLAYER_ACTOR
051A:   actor $troy damaged_by_actor $PLAYER_ACTOR
jf @fight_saints_7
05E2: AS_actor $dex kill_actor $PLAYER_ACTOR
05E2: AS_actor $julius kill_actor $PLAYER_ACTOR
05E2: AS_actor $lin kill_actor $PLAYER_ACTOR
05E2: AS_actor $gat kill_actor $PLAYER_ACTOR
05E2: AS_actor $troy kill_actor $PLAYER_ACTOR
077A: set_actor $troy acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $julius acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $dex acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $lin acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gat acquaintance 4 to_actors_pedtype 0 // see ped.dat
054E: clear_actor $dex damage
054E: clear_actor $julius damage
054E: clear_actor $lin damage
054E: clear_actor $gat damage
054E: clear_actor $troy damage
jump @fight_saints_7


:fight_saints_12
0792: disembark_instantly_actor 14@
0792: disembark_instantly_actor 15@
0792: disembark_instantly_actor 16@
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR

actor.SetImmunities(14@, 0,0,0,0,0)
actor.SetImmunities(15@, 0,0,0,0,0)
actor.SetImmunities(16@, 0,0,0,0,0)
marker.CreateAboveActor($mark14, 14@)
marker.CreateAboveActor($mark15, 15@)
marker.CreateAboveActor($mark16, 16@)
actor.GiveWeaponAndAmmo(15@, baseballbat, 9999)
:fight_saints_13
wait 0
gosub @leaving_area
gosub @failed 
if 
actor.Dead(14@)
jf @fight_saints_14
marker.Disable($mark14)

:fight_saints_14
if 
actor.Dead(15@)
jf @fight_saints_15
marker.Disable($mark15)
:fight_saints_15
if 
actor.Dead(16@)
jf @fight_saints_16
marker.Disable($mark16)



:fight_saints_16
if  or
051A:   actor $dex damaged_by_actor $PLAYER_ACTOR
051A:   actor $julius damaged_by_actor $PLAYER_ACTOR
051A:   actor $lin damaged_by_actor $PLAYER_ACTOR
051A:   actor $gat damaged_by_actor $PLAYER_ACTOR
051A:   actor $troy damaged_by_actor $PLAYER_ACTOR
jf @fight_saints_17
05E2: AS_actor $dex kill_actor $PLAYER_ACTOR
05E2: AS_actor $julius kill_actor $PLAYER_ACTOR
05E2: AS_actor $lin kill_actor $PLAYER_ACTOR
05E2: AS_actor $gat kill_actor $PLAYER_ACTOR
05E2: AS_actor $troy kill_actor $PLAYER_ACTOR
077A: set_actor $troy acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $julius acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $dex acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $lin acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gat acquaintance 4 to_actors_pedtype 0 // see ped.dat
054E: clear_actor $dex damage
054E: clear_actor $julius damage
054E: clear_actor $lin damage
054E: clear_actor $gat damage
054E: clear_actor $troy damage
jump @fight_saints_17

:fight_saints_17
if and
actor.Dead(14@)
actor.Dead(15@)
actor.Dead(16@)
jf @fight_saints_13
actor.DestroyWithFade(14@)
actor.DestroyWithFade(15@)
actor.DestroyWithFade(16@)
//0ACD: show_text_highpriority "~y~Success!" time 3000
077A: set_actor $troy acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $julius acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $dex acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $lin acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gat acquaintance 1 to_actors_pedtype 0 // see ped.dat
fade 0 800
wait 1000
fade 1 800
0707: start_scene_skip_to @SCENE_SKY_TO_FIGHT
02A3: enable_widescreen 1
player.CanMove($PLAYER_char) = false
actor.PutAt($troy,  -1987.3828, 1122.2139, 54.2512)
actor.Angle($troy) =   271.155
actor.PutAt($gat,   -1987.6771, 1120.5134, 54.3803)
actor.Angle($gat) =   271.155
actor.PutAt($julius, -1988.0852, 1117.6835, 54.4741)
actor.Angle($julius) =  277.8663
actor.PutAt($lin, -1988.0852, 1117.6835, 54.4741)
actor.Angle($lin) =   271.155
actor.PutAt($dex, -1987.5193, 1114.9354, 54.3128)
actor.Angle($dex) =   271.155
actor.PutAt($player_actor,    -1979.4562, 1117.3879, 53.1654)
actor.Angle($player_actor) =  93.0852
actor.Health($PLAYER_ACTOR) = 5000
015F: set_camera_position   -1983.8594 1116.6053 54.406 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1987.6593 1117.8939 54.3732 switchstyle 2
0ACD: show_text_highpriority "Julius: Congrutations, Playa! You now one of the row." time 3000
0812: AS_actor $julius perform_animation "prtial_gngtlka" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

wait 3000
015F: set_camera_position  -1985.1534 1120.9142 54.9822 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1988.1282 1120.5271 54.9822 switchstyle 2
0ACD: show_text_highpriority "Johnny Gat: Well still, Julius. He can't even talk for once. Let at this dude, it's pretty unless!" time 5000
0812: AS_actor $gat perform_animation "prtial_gngtlkb" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
wait 2000
015F: set_camera_position    -1985.5737 1118.2679 53.4643 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1981.8519 1118.0906 53.1254 switchstyle 2
0812: AS_actor $player_actor perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
wait 3000
0ACD: show_text_highpriority "Johnny Gat: I can't get alongside this fool, but listen, Julius where going make it get better for him." time 5000
wait 5000
015F: set_camera_position   -1983.8594 1116.6053 54.406 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1987.6593 1117.8939 54.3732 switchstyle 2
0ACD: show_text_highpriority "Julius: No, Gat. What he needs to do is to fight the Vice Kings to get their attenton." time 5000
05BF: AS_actor $julius look_at_actor $gat -1 ms
wait 5000
015F: set_camera_position   -1984.1848 1122.2367 54.2542 rotation 0.0 0.0 0.0
0160: set_camera_point_at    -1987.1802 1122.3967 54.2542 switchstyle 2
05BF: AS_actor $troy look_at_actor $julius -1 ms
0ACD: show_text_highpriority "Troy: You know want, Julius? I'll go with him." time 3000
wait 3000
05BF: AS_actor $julius look_at_actor $troy -1 ms
05BF: AS_actor $gat look_at_actor $troy -1 ms
015F: set_camera_position   -1983.8594 1116.6053 54.406 rotation 0.0 0.0 0.0
0160: set_camera_point_at   -1987.6593 1117.8939 54.3732 switchstyle 2
0ACD: show_text_highpriority "Julius: Okay, then Troy. Take him to Vice King's territory, okay?" time 4000
wait 4000
015F: set_camera_position   -1984.1848 1122.2367 54.2542 rotation 0.0 0.0 0.0
0160: set_camera_point_at    -1987.1802 1122.3967 54.2542 switchstyle 2
0ACD: show_text_highpriority "Troy: Alright, Julius." time 2000
wait 2000
fade 0 700
wait 1500
fade 1 700

:SCENE_SKY_TO_FIGHT
0701: end_scene_skip




actor.GiveWeaponAndAmmo($PLAYER_ACTOR,baseballbat, 99999)
02A3: enable_widescreen 0
player.CanMove($PLAYER_char) = true

camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
actor.DestroyInstantly($gat)
actor.DestroyInstantly($julius)
actor.DestroyInstantly($dex)
actor.DestroyInstantly($lin)
actor.DestroyInstantly($troy)
0ACA: show_text_box "Mission Checkpoint"
:checkpoin_1st
900@ = 1
01F0: set_max_wanted_level_to 1
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group

$troy = actor.create(gang2, #wmyclot, -1983.5725, 1117.5974, 53.1235 )
actor.Angle($troy) = 284.5329
actor.Health($troy) = 800
04D8: set_actor $troy drowns_in_water 0
actor.GiveWeaponAndAmmo($troy, baseballbat, 99999)
0446: set_actor $troy dismemberment_possible 0
07DD: set_actor $troy attack_rate 50 // previously known as temper_to
0631: put_actor $troy in_group $PLAYER_GROUP
//087F: set_actor $troy never_leave_group 1
marker.CreateAboveActor($MK_Troy, $troy)
marker.SetColor($MK_Troy, 2)
marker.SetIconSize($MK_Troy, 1)
018B: set_marker $MK_Troy radar_mode 2

//0812: AS_actor $julius perform_animation "prtial_gngtlka" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.PutAt($troy,  -1978.927, 1118.1969, 53.1388)
actor.Angle($troy) =  93.8794
$car = car.Create(#Washing,  -2002.8201, 1101.6722, 53.2891)
car.Angle($car) = 89.2185
car.Health($car) = 2000
0229: set_car $car primary_color_to 17 secondary_color_to 17

0@ = actor.Create(civmale, #BALLAS1, -2560.3079, 904.6643, 64.8281)
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
0A09: set_actor 0@ muted 1 // versionB
marker.CreateAboveActor($goto, 0@)
marker.SetColor($goto, 4)
actor.LockInCurrentPosition(0@, 1)
018B: set_marker $goto radar_mode 0

marker.CreateAboveCar($car_mK, $car)
marker.SetColor($car_mK, 2)
0ACD: show_text_highpriority "Troy: Okay man, will get start on Vice Kings." time 4000
wait 4000
0ACD: show_text_highpriority "Troy: Just get in the car and drive down to Paradise." time 4000
wait 4000
0ACD: show_text_highpriority "Get in the ~b~car~w~ and drive to ~y~Paradise~w~." time 4000


//vice kings
1@ = actor.Create(Mission1, #LSV1,  -2571.031, 878.6111, 62.8436)
actor.Angle(1@) = 276.0056
actor.Health(1@) = 250
0812: AS_actor 1@ perform_animation "prtial_gngtlkC" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

2@ = actor.Create(Mission1, #LSV2,  -2568.7812, 879.3439, 62.9482)
actor.Angle(2@) =  100.9993
actor.Health(2@) = 250
0812: AS_actor 2@ perform_animation "prtial_gngtlka" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB


3@ = actor.Create(Mission1, #LSV3,    -2565.292, 858.6755, 57.664)
actor.Angle(3@) =   5.23
actor.Health(3@) = 250
0812: AS_actor 3@ perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

4@ = actor.Create(Mission1, #LSV1,   -2555.9163, 870.1817, 60.2076)
actor.Angle(4@) =   10.9993
actor.Health(4@) = 250
0615: define_AS_pack_begin 150@
05D3: AS_actor -1 goto_point  -2555.9163 870.1817 60.2076 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point   -2552.9155 863.1038 58.6405 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point -2553.4587 856.2088 57.0016 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point  -2553.1599 861.0133 58.1593 mode 4 time -1 ms // versionA
//05D3: AS_actor -1 goto_point   -2555.5171 867.7062 59.5925 mode 4 time -1 ms // versionA
0643: set_AS_pack 150@ loop 1
0618: assign_actor 4@ to_AS_pack 150@
061B: remove_references_to_AS_pack 150@

07FE: set_actor 1@ fighting_style_to 15 moves 6
07FE: set_actor 2@ fighting_style_to 5 moves 6
07FE: set_actor 3@ fighting_style_to 15 moves 6
07FE: set_actor 4@ fighting_style_to 5 moves 6

$gang_parked = car.Create(#Premier,   -2565.2209, 861.397, 58.436)
car.Angle($gang_parked) =  286.4376
car.Health($gang_parked) = 1000
0229: set_car $gang_parked primary_color_to 6 secondary_color_to 6

:get_to_car_1
wait 0
gosub @FAILED
gosub @troy_homie
if and
actor.InCar($PLAYER_ACTOR, $car) 
actor.InCar($troy, $car) 
jf @get_to_car_2
018B: set_marker $goto radar_mode 2
018B: set_marker $car_mK radar_mode 2

:get_to_car_2
if  and
not actor.InCar($PLAYER_ACTOR, $car)  
not actor.InCar($troy, $car) 
jf @get_to_car_3
018B: set_marker $car_mK radar_mode 3
018B: set_marker $goto radar_mode 0
:get_to_car_3
if 
car.Wrecked($car)
jf @get_to_car_4
0ACB: show_styled_text "~r~Mission Failure!" time 1000 style 1

wait 300
0ACD: show_text_highpriority "~r~The car was destroyed." time 4000
marker.Disable($car_mK)

jump @cleanup

:get_to_car_4
if  and
0100:   actor $PLAYER_ACTOR in_sphere  -2560.3079 904.6643 64.8281 radius 4.0 4.0 4.0 sphere 1 in_car
0100:   actor $troy in_sphere  -2560.3079 904.6643 64.8281 radius 4.0 4.0 4.0 sphere 1 in_car

jf @get_to_car_1
actor.DestroyInstantly(0@)

jump @ViceKings



:troy_homie
if
actor.Dead($troy)
jf @leave_troy
marker.Disable($MK_Troy)
0ACB: show_styled_text "~r~Mission Failure!" time 1000 style 1

wait 300
0ACD: show_text_highpriority "~r~Troy has been killed!" time 4000
jump @cleanup


:leave_troy
if 
8104: not  actor $PLAYER_ACTOR near_actor $troy radius 45.0 45.0 45.0 sphere 0
jf @recruit
0ACB: show_styled_text "~r~Mission Failure!" time 1000 style 1

wait 300
0ACD: show_text_highpriority "~r~You left Troy behind!" time 4000
jump @cleanup

:recruit
if or
0457:   player $PLAYER_CHAR aiming_at_actor $troy
00E1:   player 0 pressed_key 8   //group ctrl forward

//86EE: not  actor $troy in_group $PLAYER_GROUP

//0457:   player $PLAYER_CHAR aiming_at_actor $troy

jf @return_this 
0631: put_actor $troy in_group $PLAYER_GROUP

:return_this 
return


:ViceKings
0ACA: show_text_box "Mission Checkpoint"

900@ = 2
:checkpoint_test
0ACD: show_text_highpriority "Troy: There they are, man. Try and knock them out." time 4000


:ViceKings_1
wait 0
gosub @FAILED
gosub @troy_homie
if or
0364:   actor 1@ spotted_actor $PLAYER_ACTOR
0364:   actor 2@ spotted_actor $PLAYER_ACTOR
0364:   actor 3@ spotted_actor $PLAYER_ACTOR
0364:   actor 4@ spotted_actor $PLAYER_ACTOR
jf @ViceKings_killed 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
0ACD: show_text_highpriority "Vice Kings: What the hell are these guys doing here? KILL THEM!!!" time 4000
actor.GiveWeaponAndAmmo(1@, baseballbat, 99999)
actor.GiveWeaponAndAmmo(3@, baseballbat, 99999)
jump @vicekings_spotted

:ViceKings_killed
if or
actor.Dead(1@)
actor.Dead(2@)
actor.Dead(3@)
actor.Dead(4@)
09A8:   actor 1@ headshoted
09A8:   actor 2@ headshoted
09A8:   actor 3@ headshoted
09A8:   actor 4@ headshoted

jf @ViceKings_1
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
0ACD: show_text_highpriority "Vice Kings: Shit, man! One of our homies down! Blast these fools!" time 4000
actor.GiveWeaponAndAmmo(1@, microuzi, 99999)
actor.GiveWeaponAndAmmo(2@, pistol, 99999)
actor.GiveWeaponAndAmmo(3@, microuzi, 99999)
actor.GiveWeaponAndAmmo(4@, pistol, 99999)
jump @vicekings_spotted

:vicekings_spotted
marker.CreateAboveActor($mark1, 1@)
marker.CreateAboveActor($mark2, 2@)
marker.CreateAboveActor($mark3, 3@)
marker.CreateAboveActor($mark4, 4@)

:vice_kings_killed_1
wait 0
gosub @FAILED
gosub @troy_homie
if
actor.Dead(1@)
jf @vice_kings_killed_2
marker.Disable($mark1)

:vice_kings_killed_2
if
actor.Dead(2@)
jf @vice_kings_killed_3
marker.Disable($mark2)

:vice_kings_killed_3
if
actor.Dead(3@)
jf @vice_kings_killed_4
marker.Disable($mark3)

:vice_kings_killed_4
if
actor.Dead(4@)
jf @vice_kings_killed_5
marker.Disable($mark4)

:vice_kings_killed_5
if and
actor.Dead(1@)
actor.Dead(2@)
actor.Dead(3@)
actor.Dead(4@)
jf @vice_kings_killed_1
marker.Disable($mark1)
marker.Disable($mark2)
marker.Disable($mark3)
marker.Disable($mark4)
jump @ambushed 


:ambushed 

fade 0 800
wait 1300
fade 1 800
//06C9: remove_actor $troy from_group
02A3: enable_widescreen 1
player.CanMove($PLAYER_char) = false
actor.PutAt($PLAYER_ACTOR,  -2562.3577, 869.7516, 60.2702)
actor.Angle($PLAYER_ACTOR) = 204.5352
actor.PutAt($troy, -2561.3667, 871.0698, 60.5548)
actor.Angle($troy) =  207.4179
015F: set_camera_position  -2564.9297 876.8536 63.2749   rotation 0.0 0.0 0.0
0160: set_camera_point_at  -2562.3018 835.9023 51.2749 switchstyle 2

$gang_car = car.Create(#Premier,  -2562.6179, 823.9661, 49.9844)
car.Angle($gang_car) =  0.6686
car.Health($gang_car) = 1000
0229: set_car $gang_car primary_color_to 6 secondary_color_to 6

5@ = actor.CreateAsDriver(Mission1, #LSV1, $gang_car) 
actor.Health(5@) = 250
actor.GiveWeaponAndAmmo(5@, microuzi, 99999)

6@ = actor.CreateAsPassenger(Mission1, #LSV2, $gang_car, 0)
actor.Health(6@) = 250
actor.GiveWeaponAndAmmo(6@, pistol, 99999)
0713: actor 6@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

7@ = actor.CreateAsPassenger(Mission1, #LSV3, $gang_car, 1)
actor.Health(7@) = 250
actor.GiveWeaponAndAmmo(7@, microuzi, 99999)
0713: actor 7@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

8@ = actor.CreateAsPassenger(Mission1, #LSV1, $gang_car, 2)
actor.Health(8@) = 250
actor.GiveWeaponAndAmmo(8@, microuzi, 99999)
0713: actor 8@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
9@ = actor.Create(Mission1, #LSV2,  -2565.4302, 841.8287, 52.2886)
actor.Angle(9@) = 275.2157
actor.Health(9@) = 250
actor.GiveWeaponAndAmmo(9@, microuzi, 99999)

0615: define_AS_pack_begin 150@
05D3: AS_actor -1 goto_point  -2559.8879 853.0714 56.1818 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   -2557.427 858.14 57.414 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
0618: assign_actor 9@ to_AS_pack 150@
061B: remove_references_to_AS_pack 150@

10@ = actor.Create(Mission1, #LSV1, -2566.5669, 837.662, 50.9804)
actor.Angle(10@) = 324.1529
actor.Health(10@) = 250
actor.GiveWeaponAndAmmo(10@, microuzi, 99999)
0615: define_AS_pack_begin 150@
05D3: AS_actor -1 goto_point   -2560.2073 846.3164 54.3065 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  -2559.6509 858.9829 57.6057 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
0618: assign_actor 10@ to_AS_pack 150@
061B: remove_references_to_AS_pack 150@

11@ = actor.Create(Mission1, #LSV3,  -2565.5034, 836.4937, 50.9134)
actor.Angle(11@) =  278.3196
actor.Health(11@) = 250
actor.GiveWeaponAndAmmo(11@, pistol, 99999)
0615: define_AS_pack_begin 150@
05D3: AS_actor -1 goto_point  -2563.4182 838.4854 51.8464 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   -2560.863 853.5598 56.3287 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR

0618: assign_actor 11@ to_AS_pack 150@
061B: remove_references_to_AS_pack 150@


0615: define_AS_pack_begin 150@
05D1: AS_actor -1 drive_car -1 to -2561.2988 840.947 52.6435 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -2556.6816 853.7211 56.3504 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -2556.262 862.0636 58.3412 speed 25.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -2559.6089 866.8953 59.6377 speed 25.0 2 model #NULL 5

0618: assign_actor 5@ to_AS_pack 150@
061B: remove_references_to_AS_pack 150@

wait 1000
0ACD: show_text_highpriority "Troy: Oh, boy. It's not good." time 3000
wait 3000
fade 0 800
wait 100
fade 1 800
02A3: enable_widescreen 0
player.CanMove($PLAYER_CHAR) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
actor.GiveWeaponAndAmmo($troy,pistol, 99999)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,pistol, 50)
//0631: put_actor $troy in_group $PLAYER_GROUP


0ACD: show_text_highpriority "Troy: We have to get out of here, man." time 3000
wait 3000
//0ACD: show_text_highpriority "Return to ~y~Saints Row Chrunch~w~." time 4000
0ACD: show_text_highpriority "Take out the ~r~Vice Kings~w~." time 4000
marker.CreateAboveActor($mark5, 5@)
marker.CreateAboveActor($mark6, 6@)
marker.CreateAboveActor($mark7, 7@)
marker.CreateAboveActor($mark8, 8@)

marker.CreateAboveActor($mark9, 9@)
marker.CreateAboveActor($mark10, 10@)
marker.CreateAboveActor($mark11, 11@)
70@ = 0

:BACK_TO_ROW_1
wait 0
gosub @FAILED
gosub @troy_homie
if and
70@ == 0
00EE:   actor 5@ sphere 0 near_point  -2559.6089 866.8953  radius 15.0 15.0 in_car
jf @BACK_TO_ROW_2
70@ = 1
0633: AS_actor 5@ exit_car
0633: AS_actor 6@ exit_car
0633: AS_actor 7@ exit_car
0633: AS_actor 8@ exit_car
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR

:BACK_TO_ROW_2
if 
actor.Dead(5@)
jf @BACK_TO_ROW_3
marker.Disable($mark5)

:BACK_TO_ROW_3
if 
actor.Dead(6@)
jf @BACK_TO_ROW_4
marker.Disable($mark6)

:BACK_TO_ROW_4
if 
actor.Dead(7@)
jf @BACK_TO_ROW_5
marker.Disable($mark7)

:BACK_TO_ROW_5
if 
actor.Dead(8@)
jf @BACK_TO_ROW_6
marker.Disable($mark8)

:BACK_TO_ROW_6
if 
actor.Dead(9@)
jf @BACK_TO_ROW_7
marker.Disable($mark9)

:BACK_TO_ROW_7
if 
actor.Dead(10@)
jf @BACK_TO_ROW_8
marker.Disable($mark10)

:BACK_TO_ROW_8
if 
actor.Dead(11@)
jf @BACK_TO_ROW_9
marker.Disable($mark11)

:BACK_TO_ROW_9
if and
actor.Dead(5@)
actor.Dead(6@)
actor.Dead(7@)
actor.Dead(8@)
actor.Dead(9@)
actor.Dead(10@)
actor.Dead(11@)
jf @BACK_TO_ROW_1
actor.RemoveReferences(5@)
actor.RemoveReferences(6@)
actor.RemoveReferences(7@)
actor.RemoveReferences(8@)
actor.RemoveReferences(9@)
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)

0ACD: show_text_highpriority "Troy: Thanks bro, I hope these Vice Kings are not on our tail." time 3000
wait 3000
0ACD: show_text_highpriority "Troy: Take me back to the chrunch." time 3000
wait 3000

$car2 = car.Create(#Premier,   -2526.509, 706.875, 27.8125)
car.Angle($car2) =  1.4475
car.Health($car2) = 1000
0229: set_car $car2 primary_color_to 6 secondary_color_to 6
04BA: set_car $car2 speed_to 40.0
car.SetToPsychoDriver($car2)
car.SetMaxSpeed($car2, 30.0)
car.SetDriverBehaviour($car2, KillThePlayer)
1@ = actor.CreateAsDriver(Mission1, #LSV2, $car2)
actor.Health(1@) = 200
actor.GiveWeaponAndAmmo(1@, microuzi, 99999)
2@ = actor.CreateAsPassenger(Mission1, #LSV1, $car2, 0)
actor.Health(2@) = 200
actor.GiveWeaponAndAmmo(2@, microuzi, 99999)
0713: actor 2@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

3@ = actor.CreateAsPassenger(Mission1, #LSV3, $car2, 1)
actor.Health(3@) = 200
actor.GiveWeaponAndAmmo(3@, pistol, 99999)
0713: actor 3@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

4@ = actor.CreateAsPassenger(Mission1, #LSV1, $car2, 2)
actor.Health(4@) = 200
actor.GiveWeaponAndAmmo(4@, pistol, 99999)
0713: actor 4@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

00AE: set_car $car2 traffic_behaviour_to 2

$car3 = car.Create(#Premier,   -2604.6599, 804.0314, 49.8281)
car.Angle($car3) =   286.406
car.Health($car3) = 1000
0229: set_car $car3 primary_color_to 6 secondary_color_to 6
car.SetDriverBehaviour($car3, KillThePlayer)
car.SetToPsychoDriver($car3)    
car.SetMaxSpeed($car3, 30.0)
04BA: set_car $car3 speed_to 40.0

5@ = actor.CreateAsDriver(Mission1, #LSV1, $car3)
actor.Health(5@) = 200
actor.GiveWeaponAndAmmo(5@, microuzi, 99999)
6@ = actor.CreateAsPassenger(Mission1, #LSV3, $car3, 0)

actor.Health(6@) = 200
actor.GiveWeaponAndAmmo(6@, pistol, 99999)
0713: actor 6@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

7@ = actor.CreateAsPassenger(Mission1, #LSV2, $car3, 1)
actor.Health(7@) = 200
actor.GiveWeaponAndAmmo(7@, pistol, 99999)
0713: actor 7@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

8@ = actor.CreateAsPassenger(Mission1, #LSV3, $car3, 2)
actor.Health(8@) = 200
actor.GiveWeaponAndAmmo(8@, microuzi, 99999)
0713: actor 8@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90
00AE: set_car $car3 traffic_behaviour_to 2

077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 8 // see ped.dat

077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
0ACD: show_text_highpriority "Take ~p~Troy~w~ back to the ~y~Saints Row Chrunch~w~." time 3000
108@ = 0
109@ = 0

0@ = actor.Create(civmale, #BALLAS1, -1982.4395, 1119.2225, 53.8272)
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
0A09: set_actor 0@ muted 1 // versionB
marker.CreateAboveActor($goto, 0@)
marker.SetColor($goto, 4)       
actor.LockInCurrentPosition(0@, 1)
018B: set_marker $goto radar_mode 2
jump @BACK_TO_CRUNCH_1


:BACK_TO_CRUNCH_1
wait 0
gosub @FAILED
gosub @troy_homie
if  and
00EC:   actor $PLAYER_ACTOR sphere 1 near_point -1979.3503 1118.8566  radius 4.0 4.0
00EC:   actor $troy sphere 0 near_point -1979.3503 1118.8566  radius 4.0 4.0

jf @BACK_TO_CRUNCH_2
0633: AS_actor $troy exit_car
05D3: AS_actor $troy goto_point  -1988.7411 1117.1887 54.4726 mode 4 time -1 ms // versionA

player.CanMove($PLAYER_CHAR) = false
marker.Disable($goto)
fade 0 1000
wait 2000    
fade 1 1000
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  -1983.4578 1120.2646 53.136
actor.Angle($PLAYER_ACTOR) = 269.6649
actor.DestroyInstantly($troy)
0394: play_music 1

player.CanMove($PLAYER_CHAR) = true
0ACB: show_styled_text "Mission Completed!" time 1000 style 1
wait 300
0ACD: show_text_highpriority "You awarded ~y~$5000~w~ cash!" time 3000
0109: player $PLAYER_CHAR money += 5000
900@ = 0
jump @cleanup


:BACK_TO_CRUNCH_2
if and
108@ == 0
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0
not actor.Driving($PLAYER_ACTOR)
jf @BACK_TO_CRUNCH_3
108@ = 1
0633: AS_actor 1@ exit_car
0633: AS_actor 2@ exit_car
0633: AS_actor 3@ exit_car
0633: AS_actor 4@ exit_car
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR

:BACK_TO_CRUNCH_3
if and
109@ == 0
0104:   actor $PLAYER_ACTOR near_actor 5@ radius 15.0 15.0 15.0 sphere 0
not actor.Driving($PLAYER_ACTOR)
jf @BACK_TO_CRUNCH_1
109@ = 1
0633: AS_actor 5@ exit_car
0633: AS_actor 6@ exit_car
0633: AS_actor 7@ exit_car
0633: AS_actor 8@ exit_car
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
jump @BACK_TO_CRUNCH_1




