
  {$CLEO .cm}
thread 'penthouse'
$onmission = 1
0247: load_model 16501
0247: load_model 3361
0247: load_model 3115
0247: load_model 1829
0247: load_model 1840
0247: load_model 1839
0247: load_model 2002
0247: load_model 2003
0247: load_model 2091
0247: load_model 2100
0247: load_model 2130
0247: load_model 2127
0247: load_model 2131
0247: load_model 2149
0247: load_model 2226
0247: load_model 2296
0247: load_model 2565
0247: load_model 2630
0247: load_model 2629
0247: load_model 2628
0247: load_model 2627
0247: load_model 2632
0247: load_model 2631
0247: load_model 2700
0247: load_model 2738
0247: load_model 2739
0247: load_model 2742
0247: load_model 2741
0247: load_model 2713
0247: load_model 2819
0247: load_model 14867
0247: load_model 1738
0247: load_model 1778
0247: load_model 2108
0247: load_model 2029
0247: load_model 1702
0247: load_model 425
0247: load_model 1702
0247: load_model 16501
0247: load_model 15037
0247: load_model 2109
0247: load_model 2296
0247: load_model 1737
0247: load_model 1255
0247: load_model 16780
0247: load_model 936
0247: load_model 1840
0247: load_model 1421
0247: load_model 1742
0247: load_model 2007
0247: load_model 2063
0247: load_model 947
0247: load_model 2629
0247: load_model 3962
0247: load_model 2357
0247: load_model 2287
0247: load_model 2281
0247: load_model 2275
0247: load_model 2270
0247: load_model 2265
0247: load_model 2262
0247: load_model 2124
0247: load_model 2812
0247: load_model 2816
0247: load_model 2822
0247: load_model 970
0247: load_model 1694
0247: load_model 1695
0247: load_model 3934
0247: load_model 2924
038B: load_requested_models

0247: load_model #BALLAS1
0247: load_model #BALLAS2
0247: load_model #BALLAS3
0247: load_model #ak47
0247: load_model #MICRO_UZI
0247: load_model #DESERT_EAGLE
0247: load_model #CHROMEGUN
0247: load_model #SAWNOFF
0247: load_model #COLT45
0247: load_model #TEC9
0247: load_model #MP5LNG
0247: load_model #GUN_PARA
model.Load(#vhfyst3)     //cop stripper  shotgun
model.Load(#vbfyst2)     //white stripper  ak47
model.Load(#swfystr)    //normal stripper uzi
model.Load(#vwfyst1)    //black stripper combat shotgun
model.Load(#SFYPRO)      //hoe
model.Load(#SBFYSTR)   
model.Load(#VBFYPRO)   
model.Load(#VHFYPRO)  
0247: load_model #WMYBMX //bobby
0247: load_model #WBDYG2 //jimmy
0247: load_model #OMYST //jack
038B: load_requested_models
04ED: load_animation  "gangs"
04ED: load_animation  "PLAYIDLES" 
04ED: load_animation  "BSKTBALL" 
04ED: load_animation  "GYMNASIUM"    
04ED: load_animation  "DANCING"     
04ED: load_animation  "INT_HOUSE"   
04ED: load_animation  "SUNBATHE"
// set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 0
// set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 1

wait 50
0860: link_actor $PLAYER_ACTOR to_interior 0
select_interior 0
00A1: put_actor $PLAYER_ACTOR at  1519.5377 -1119.5156 135.8281
actor.Angle($PLAYER_ACTOR) = 179.2014

$PARA = PICKUP.Create(#GUN_PARA, 3, 1550.1508, -1124.2399, 140.184)

00A5: $heli = create_car 425 at 1519.76 -1170.63 132.59 // vehicle (Hunter) (1)
0175: set_car $heli Z_angle_to 180.0
car.Health($heli) = 3000

$saints1 = actor.Create(gang2, #BALLAS1, 1516.2961, -1128.8763, 135.8281)
actor.Angle($saints1) =  98.4258
actor.Health($saints1) = 700
actor.WeaponAccuracy($saints1) = 50
07DD: set_actor $saints1 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints1, ak47, 99999) 
0615: define_AS_pack_begin 555@
05D3: AS_actor -1 goto_point  1516.2961 -1128.8763 135.8281 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point  1537.9315 -1129.1714 135.8281 mode 4 time -1 ms // versionA

0643: set_AS_pack 555@ loop 1
0618: assign_actor $saints1 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
//0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


$saints2 = actor.Create(gang2, #BALLAS3, 1532.0253, -1121.3977, 135.8281)
actor.Angle($saints2) =  187.6296
actor.Health($saints2) = 700
actor.WeaponAccuracy($saints2) = 50
07DD: set_actor $saints2 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints2, microuzi, 99999) 

$saints3 = actor.Create(gang2, #BALLAS1,  1520.8378, -1130.7568, 135.8281)
actor.Angle($saints3) =   354.1034
actor.Health($saints3) = 700
actor.WeaponAccuracy($saints3) = 50
07DD: set_actor $saints3 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints3, microuzi, 99999) 
0605: actor $saints3 perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints4 = actor.Create(gang2, #BALLAS2,  1524.9385, -1130.8319, 135.8281)
actor.Angle($saints4) =   354.1034
actor.Health($saints4) = 700
actor.WeaponAccuracy($saints4) = 50
07DD: set_actor $saints4 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints4, shotgun, 99999) 
0605: actor $saints4 perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints5 = actor.Create(gang2, #BALLAS2, 1543.6061, -1116.1505, 135.8281)
actor.Angle($saints5) =   143.7199
actor.Health($saints5) = 700
actor.WeaponAccuracy($saints5) = 50
07DD: set_actor $saints5 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints5, ak47, 99999) 
0605: actor $saints5 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints6 = actor.Create(gang2, #BALLAS1, 1541.6259, -1118.1492, 135.8281)
actor.Angle($saints6) =    324.2367
actor.Health($saints6) = 700
actor.WeaponAccuracy($saints6) = 50
07DD: set_actor $saints6 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints6, sawnoff, 99999) 
0605: actor $saints6 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints7 = actor.Create(gang2, #BALLAS3,  1534.7635, -1142.167, 135.8281)
actor.Angle($saints7) =    85.3435
actor.Health($saints7) = 700
actor.WeaponAccuracy($saints7) = 50
07DD: set_actor $saints7 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints7, mp5, 99999) 
0605: actor $saints7 perform_animation "BBALL_def_loop" IFP "BSKTBALL" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints8 = actor.Create(gang2, #BALLAS2,  1531.8763, -1142.4215, 135.8281)
actor.Angle($saints8) =   270.5761
actor.Health($saints8) = 700
actor.WeaponAccuracy($saints8) = 50
07DD: set_actor $saints8 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints8, ak47, 99999) 
0615: define_AS_pack_begin 555@

0605: actor -1 perform_animation "BBALL_def_stepL" IFP "BSKTBALL" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0605: actor -1 perform_animation "BBALL_def_stepR" IFP "BSKTBALL" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
//BBALL_idle
0643: set_AS_pack 555@ loop 1
0618: assign_actor $saints8 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@


$saints9 = actor.Create(gang2, #BALLAS1,   1507.3632, -1133.8617, 140.184)
actor.Angle($saints9) =  180.5762
actor.Health($saints9) = 700
actor.WeaponAccuracy($saints9) = 50
07DD: set_actor $saints9 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints9, shotgun, 99999) 
0605: actor $saints9 perform_animation "strleg" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


$saints10 = actor.Create(gang2, #BALLAS2,    1501.0936, -1133.858, 140.184)
actor.Angle($saints10) =  180.5762
actor.Health($saints10) = 700
actor.WeaponAccuracy($saints10) = 50
07DD: set_actor $saints10 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints10, shotgun, 99999) 
0605: actor $saints10 perform_animation "stretch" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints11 = actor.Create(gang2, #BALLAS1, 1509.0367, -1128.9902, 140.184)
actor.Angle($saints11) =   271.4481
actor.Health($saints11) = 700
actor.WeaponAccuracy($saints11) = 50
07DD: set_actor $saints11 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints11, shotgun, 99999) 
0615: define_AS_pack_begin 555@
05D3: AS_actor -1 goto_point  1509.0367 -1128.9902 140.184 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point   1540.1027 -1128.957 140.184 mode 4 time -1 ms // versionA

0643: set_AS_pack 555@ loop 1
0618: assign_actor $saints11 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

$saints12 = actor.Create(gang2, #BALLAS3,     1532.1357, -1139.6099, 135.8281)
actor.Angle($saints12) =   243.5609
actor.Health($saints12) = 700
actor.WeaponAccuracy($saints12) = 50
07DD: set_actor $saints12 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints12, sawnoff, 99999) 
0605: actor $saints12 perform_animation "BBALL_idle" IFP "BSKTBALL"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints13 = actor.Create(gang2, #BALLAS2,   1510.0173, -1149.1478, 135.8281)
actor.Angle($saints13) =  351.5873
actor.Health($saints13) = 700
actor.WeaponAccuracy($saints13) = 50
07DD: set_actor $saints13 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints13, microuzi, 99999) 
0605: actor $saints13 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


$saints14 = actor.Create(gang2, #BALLAS3,  1514.4832, -1150.2612, 135.8281)
actor.Angle($saints14) =  265.701
actor.Health($saints14) = 700
actor.WeaponAccuracy($saints14) = 50
07DD: set_actor $saints14 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints14, tec9, 99999) 
0605: actor $saints14 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints15 = actor.Create(gang2, #BALLAS1,  1498.1172, -1143.5579, 135.8281)
actor.Angle($saints15) =   87.2545
actor.Health($saints15) = 700
actor.WeaponAccuracy($saints15) = 50
07DD: set_actor $saints15 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints15, ak47, 99999) 
05DE: AS_actor $saints15 walk_around_ped_path


$saints16 = actor.Create(gang2, #BALLAS3,  1504.8246, -1134.746, 135.8281)
actor.Angle($saints16) =   223.1659
actor.Health($saints16) = 700
actor.WeaponAccuracy($saints16) = 50
07DD: set_actor $saints16 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints16, shotgun, 99999) 
05DE: AS_actor $saints16 walk_around_ped_path

$saints17 = actor.Create(gang2, #BALLAS1,  1544.9668, -1133.507, 135.8281)
actor.Angle($saints17) =  221.224
actor.Health($saints17) = 700
actor.WeaponAccuracy($saints17) = 50
07DD: set_actor $saints17 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints17, shotgun, 99999) 
0605: actor $saints17 perform_animation "time" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints18 = actor.Create(gang2, #BALLAS3,  1525.7517, -1117.5464, 135.8281)
actor.Angle($saints18) =   269.7221
actor.Health($saints18) = 700
actor.WeaponAccuracy($saints18) = 50
07DD: set_actor $saints18 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints18, ak47, 99999) 
05DE: AS_actor $saints18 walk_around_ped_path




$saints19 = actor.Create(gang2, #BALLAS1,   1535.4873, -1119.3706, 140.184)
actor.Angle($saints19) =   215.5119
actor.Health($saints19) = 700
actor.WeaponAccuracy($saints19) = 50
07DD: set_actor $saints19 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints19, mp5, 99999) 
05DE: AS_actor $saints19 walk_around_ped_path


$saints20 = actor.Create(gang2, #BALLAS1,    1537.5504, -1130.7864, 140.184)
actor.Angle($saints20) =   0.5067
actor.Health($saints20) = 700
actor.WeaponAccuracy($saints20) = 50
07DD: set_actor $saints20 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints20, shotgun, 99999) 
0605: actor $saints20 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints21 = actor.Create(gang2, #BALLAS3,     1516.5126, -1130.9834, 140.184)
actor.Angle($saints21) =   0.5067
actor.Health($saints21) = 700
actor.WeaponAccuracy($saints21) = 50
07DD: set_actor $saints21 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints21, shotgun, 99999) 
0605: actor $saints21 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints22 = actor.Create(gang2, #BALLAS1,    1492.9563, -1119.885, 140.184)
actor.Angle($saints22) =  264.7924
actor.Health($saints22) = 700
actor.WeaponAccuracy($saints22) = 50
07DD: set_actor $saints22 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints22, ak47, 99999) 
0605: actor $saints22 perform_animation "strleg" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints23 = actor.Create(gang2, #BALLAS2,    1501.3715, -1115.6237, 140.184)
actor.Angle($saints23) =    165.3658
actor.Health($saints23) = 700
actor.WeaponAccuracy($saints23) = 50
07DD: set_actor $saints23 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints23, shotgun, 99999) 
0605: actor $saints23 perform_animation "stretch" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


$saints24 = actor.Create(gang2, #BALLAS1,  1512.0563, -1123.9133, 140.184)
actor.Angle($saints24) =   186.3383
actor.Health($saints24) = 700
actor.WeaponAccuracy($saints24) = 50
07DD: set_actor $saints24 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints24, sawnoff, 99999) 
0605: actor $saints24 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints25 = actor.Create(gang2, #BALLAS2,  1518.8138, -1120.2863, 140.184)
actor.Angle($saints25) =    271.788
actor.Health($saints25) = 700
actor.WeaponAccuracy($saints25) = 50
07DD: set_actor $saints25 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints25, ak47, 99999) 
0605: actor $saints25 perform_animation "time" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints26 = actor.Create(gang2, #BALLAS3,   1537.0524, -1125.6356, 140.184)
actor.Angle($saints26) =   238.7475
actor.Health($saints26) = 700
actor.WeaponAccuracy($saints26) = 50
07DD: set_actor $saints26 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints26, tec9, 99999)
05DE: AS_actor $saints26 walk_around_ped_path

$saints27 = actor.Create(gang2, #BALLAS1, 1504.6267, -1124.7216, 136.006)
actor.Angle($saints27) =  265.103
actor.Health($saints27) = 700
actor.WeaponAccuracy($saints27) = 50
07DD: set_actor $saints27 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints27, tec9, 99999)
0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point   1504.6267 -1124.7216 136.006 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  265.103
0605: actor -1 perform_animation "gym_tread_sprint" IFP "GYMNASIUM"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $saints27 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

$saints28 = actor.Create(gang2, #BALLAS2,  1496.7411, -1124.3075, 136.006)
actor.Angle($saints28) =  265.103
actor.Health($saints28) = 700
actor.WeaponAccuracy($saints28) = 50
07DD: set_actor $saints28 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints28, microuzi, 99999)
0615: define_AS_pack_begin 555@
05D3: AS_actor -1 goto_point     1496.7411 -1124.3075 136.006 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle 265.103
0605: actor -1 perform_animation "gym_tread_jog" IFP "GYMNASIUM"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $saints28 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

$saints29 = actor.Create(gang2, #BALLAS3,     1496.4932, -1129.5009, 135.8281)
actor.Angle($saints29) =  269.9851
actor.Health($saints29) = 700
actor.WeaponAccuracy($saints29) = 50
07DD: set_actor $saints29 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints29, pistol, 99999) 
0605: actor $saints29 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


$saints30 = actor.Create(gang2, #BALLAS1,     1503.8665, -1118.2883, 135.8281)
actor.Angle($saints30) =  184.5711
actor.Health($saints30) = 700
actor.WeaponAccuracy($saints30) = 50
07DD: set_actor $saints30 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints30, pistol, 99999) 
0605: actor $saints30 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints31 = actor.Create(gang2, #BALLAS2,   1501.9298, -1118.2792, 135.8281)
actor.Angle($saints31) = 184.5711
actor.Health($saints31) = 700
actor.WeaponAccuracy($saints31) = 50
07DD: set_actor $saints31 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints31, tec9, 99999) 
0605: actor $saints31 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints32 = actor.Create(gang2, #BALLAS3,  1496.6014, -1114.4568, 135.8281)
actor.Angle($saints32) = 167.7452
actor.Health($saints32) = 700
actor.WeaponAccuracy($saints32) = 50
07DD: set_actor $saints32 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints32, tec9, 99999) 
0605: actor $saints32 perform_animation "time" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints33 = actor.Create(gang2, #BALLAS1, 1509.7638, -1120.5067, 135.8281)
actor.Angle($saints33) =  260.3194
actor.Health($saints33) = 700
actor.WeaponAccuracy($saints33) = 50
07DD: set_actor $saints33 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints33, sawnoff, 99999) 
0605: actor $saints33 perform_animation "stretch" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


$saints34 = actor.Create(gang2, #BALLAS3,   1526.0303, -1125.3286, 135.8281)
actor.Angle($saints34) =   271.7897
actor.Health($saints34) = 700
actor.WeaponAccuracy($saints34) = 50
07DD: set_actor $saints34 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints34, pistol, 99999)
05DE: AS_actor $saints34 walk_around_ped_path

$saints35 = actor.Create(gang2, #BALLAS2,  1543.2167, -1150.7831, 135.8281)
actor.Angle($saints35) =   1.9234
actor.Health($saints35) = 700
actor.WeaponAccuracy($saints35) = 50
07DD: set_actor $saints35 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints35, sawnoff, 99999) 
0605: actor $saints35 perform_animation "stretch" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints36 = actor.Create(gang2, #BALLAS1,   1501.2639, -1133.2334, 135.8281)
actor.Angle($saints36) =    174.9018
actor.Health($saints36) = 700
actor.WeaponAccuracy($saints36) = 50
07DD: set_actor $saints36 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints36, ak47, 99999) 
0605: actor $saints36 perform_animation "time" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$saints37 = actor.Create(gang2, #BALLAS2,    1534.7844, -1114.6396, 135.8281)
actor.Angle($saints37) =   190.2641
actor.Health($saints37) = 700
actor.WeaponAccuracy($saints37) = 50
07DD: set_actor $saints37 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints37, mp5, 99999) 
0605: actor $saints37 perform_animation "stretch" IFP "PLAYIDLES"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1


$saints38 = actor.Create(gang2, #BALLAS1,   1532.4525, -1144.922, 135.8281)
actor.Angle($saints38) =   317.9851
actor.Health($saints38) = 700
actor.WeaponAccuracy($saints38) = 50
07DD: set_actor $saints38 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints38, sawnoff, 99999) 
0605: actor $saints38 perform_animation "BBALL_idle2" IFP "BSKTBALL"  framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$music_actor = actor.Create(civmale, #BALLAS1,   1503.9933, -1114.7611, 140.184)
0619: enable_actor $music_actor collision_detection 0
094E: set_actor $music_actor mute_pain_audio 1
0337: set_actor $music_actor visibility 0

$music_actor2 = actor.Create(civmale, #BALLAS1,   1502.2142, -1122.4827, 135.8281)
0619: enable_actor $music_actor2 collision_detection 0
094E: set_actor $music_actor2 mute_pain_audio 1
0337: set_actor $music_actor2 visibility 0


$hoe1 = actor.Create(civfemale, #vbfyst2,   1501.2203, -1118.5786, 140.184)
actor.Angle($hoe1) =  357.5599
actor.Health($hoe1) = 400 
0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point   1501.2203 -1118.5786 140.184 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  357.5599
0605: actor -1 perform_animation "dnce_M_a" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $hoe1 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@


$hoe2 = actor.Create(civfemale, #vhfyst3,  1530.844, -1131.4137, 140.184 )
actor.Angle($hoe2) = 4.5492
actor.Health($hoe2) = 400 

0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point  1530.844 -1131.4137 140.184 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle   4.5492
0605: actor -1 perform_animation "dnce_M_b" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $hoe2 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

$saints39 = actor.Create(gang2, #BALLAS1,  1530.4854, -1129.1302, 140.184)
actor.Angle($saints39) =   183.529
actor.Health($saints39) = 700
actor.WeaponAccuracy($saints39) = 50
07DD: set_actor $saints39 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints39, microuzi, 99999)
0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point   1530.4854 -1129.1302 140.184 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle   183.529
0605: actor -1 perform_animation "dance_loop" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $saints39 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@


$hoe3 = actor.Create(civfemale, #VBFYPRO,   1529.9817, -1119.2579, 140.184)
actor.Angle($hoe3) =  94.2162
actor.Health($hoe3) = 400 

0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point    1529.9817 -1119.2579 140.184 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle   94.2162
0605: actor -1 perform_animation "dnce_M_b" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $hoe3 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@


$hoe4 = actor.Create(civfemale, #SBFYSTR,  1547.6602, -1127.3798, 140.184)
actor.Angle($hoe4) = 7.655
actor.Health($hoe4) = 400 
0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point   1547.6602 -1127.3798 140.184 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle   7.655
0605: actor -1 perform_animation "dnce_M_d" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $hoe4 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

$saints40 = actor.Create(gang2, #BALLAS2,    1547.8145, -1126.6184, 140.184)
actor.Angle($saints40) =    176.082
actor.Health($saints40) = 700
actor.WeaponAccuracy($saints40) = 50
07DD: set_actor $saints40 attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo($saints40, ak47, 99999)
0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point   1547.8145 -1126.6184 140.184 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle   176.082
0605: actor -1 perform_animation "SEAT_idle" IFP "ped"  framedelta 4.0 loop 0 lockX 0 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $saints40 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@


$hoe5 = actor.Create(civfemale, #VHFYPRO, 1527.6851, -1116.1846, 135.8281)
actor.Angle($hoe5) = 175.9439
actor.Health($hoe5) = 400 
0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point    1527.6851 -1116.1846 135.8281 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle   175.9439
0605: actor -1 perform_animation "dnce_M_b" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $hoe5 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

$hoe6 = actor.Create(civfemale, #SFYPRO, 1516.7267, -1119.5492, 135.8281)
actor.Angle($hoe6) =  80.063
actor.Health($hoe6) = 400 
0615: define_AS_pack_begin 555@

05D3: AS_actor -1 goto_point   1516.7267 -1119.5492 135.8281 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle   80.063
0605: actor -1 perform_animation "DAN_Up_A" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 555@ loop 1
0618: assign_actor $hoe6 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

$hoe7 = actor.Create(civfemale, #SFYPRO,  1526.0092, -1126.2538, 135.8281)
actor.Angle($hoe7) =  278.4873
actor.Health($hoe7) = 400 
05DE: AS_actor $hoe7 walk_around_ped_path


$hoe8 = actor.Create(civfemale, #VHFYPRO,  1511.4885, -1117.3147, 135.8281)
actor.Angle($hoe8) =   245.3049
actor.Health($hoe8) = 400 
05DE: AS_actor $hoe8 walk_around_ped_path


$hoe9 = actor.Create(civfemale, #VBFYPRO,  1530.8578, -1126.6573, 140.184)
actor.Angle($hoe9) =   218.6714
actor.Health($hoe9) = 400 
05DE: AS_actor $hoe9 walk_around_ped_path

$hoe10 = actor.Create(civfemale, #VBFYPRO,  1503.1936, -1125.9326, 140.184)
actor.Angle($hoe10) =  41.891
actor.Health($hoe10) = 400 
05DE: AS_actor $hoe10 walk_around_ped_path

$hoe11 = actor.Create(civfemale, #SBFYSTR,   1516.5764, -1129.2371, 140.184)
actor.Angle($hoe11) = 175.0609
actor.Health($hoe11) = 400 
0605: actor  $hoe11  perform_animation "dnce_M_b" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

$hoe12 = actor.Create(civfemale, #vhfyst3,    1525.146, -1128.798, 135.8281)
actor.Angle($hoe12) =  175.5056
actor.Health($hoe12) = 400 
0605: actor  $hoe12  perform_animation "dnce_M_b" IFP "dancing"  framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1






$jack = actor.Create(civmale, #OMYST, 1524.8801, -1124.052, 140.184)
actor.Angle($jack) =    356.5042
actor.Health($jack) = 800 
0812: AS_actor $jack perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.SetImmunities($jack , 1,1,1,1,1)


$bobby = actor.Create(civmale, #WMYBMX,  1527.8212, -1121.6317, 140.184)
actor.Angle($bobby) =   147.6498
actor.Health($bobby) = 800 
0812: AS_actor $bobby perform_animation "ParkSit_M_IdleC" IFP "SUNBATHE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.SetImmunities($bobby , 1,1,1,1,1)

$jimmy  = actor.Create(civmale, #WBDYG2,   1523.3871, -1120.0811, 140.184)
actor.Angle($jimmy) =  221.0102
actor.Health($jimmy) = 800 
0812: AS_actor $jimmy perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.SetImmunities($jimmy , 1,1,1,1,1)


$music1 = audiostream.Load3D("cleo\missions\penthouse\The_plan.mp3")
$music2 = audiostream.Load3D("cleo\missions\penthouse\sizzla_intro.mp3")
$music3 = audiostream.Load3D("cleo\missions\penthouse\raggae_poop.mp3")
$music4 = audiostream.Load3D("cleo\missions\penthouse\Kirby_8bits.mp3")
$music5 = audiostream.Load3D("cleo\missions\penthouse\reggae.mp3")
$music6 = audiostream.Load3D("cleo\missions\penthouse\temple_sonic.mp3")
$music7 = audiostream.Load3D("cleo\missions\penthouse\o2battle_no_music.mp3")
$music8 = audiostream.Load3D("cleo\missions\penthouse\o2battle5.mp3")
$music9 = audiostream.Load3D("cleo\missions\penthouse\night_reggae.mp3")
$music10 = audiostream.Load3D("cleo\missions\penthouse\ness_victory.mp3")
$music11 = audiostream.Load3D("cleo\missions\penthouse\Kirby_victory.mp3")
$music12 = audiostream.Load3D("cleo\missions\penthouse\temple.mp3")
$tuning = audiostream.Load3D("cleo\missions\penthouse\radiotune2.mp3")
$tv = audiostream.Load3D("cleo\missions\penthouse\staticTV.mp3")

audiostream.LinkToActor($music1, $music_actor)
audiostream.PerformAction($music1, play)
audiostream.LinkToActor($tv, $music_actor2)
//audiostream.PerformAction($tv, play)
audiostream.Loop($tv,1)
audiostream.Loop($music1,1)
audiostream.Loop($music2,1)
audiostream.Loop($music3,1)
audiostream.Loop($music4,1)
audiostream.Loop($music5,1)
audiostream.Loop($music6,1)
audiostream.Loop($music7,1)
audiostream.Loop($music8,1)
audiostream.Loop($music9,1)
audiostream.Loop($music10,1)
audiostream.Loop($music11,1)
audiostream.Loop($music12,1)

0ABC: set_audiostream $tv volume 30.0

actor.LockInCurrentPosition($saints1) = true
actor.LockInCurrentPosition($saints2) = true
actor.LockInCurrentPosition($saints3) = true
actor.LockInCurrentPosition($saints4) = true
actor.LockInCurrentPosition($saints5) = true
actor.LockInCurrentPosition($saints6) = true
actor.LockInCurrentPosition($saints7) = true
actor.LockInCurrentPosition($saints8) = true
actor.LockInCurrentPosition($saints9) = true
actor.LockInCurrentPosition($saints10) = true
actor.LockInCurrentPosition($saints11) = true
actor.LockInCurrentPosition($saints12) = true
actor.LockInCurrentPosition($saints13) = true
actor.LockInCurrentPosition($saints14) = true
actor.LockInCurrentPosition($saints15) = true
actor.LockInCurrentPosition($saints16) = true
actor.LockInCurrentPosition($saints17) = true
actor.LockInCurrentPosition($saints18) = true
actor.LockInCurrentPosition($saints19) = true
actor.LockInCurrentPosition($saints20) = true
actor.LockInCurrentPosition($saints21) = true
actor.LockInCurrentPosition($saints22) = true
actor.LockInCurrentPosition($saints23) = true
actor.LockInCurrentPosition($saints24) = true
actor.LockInCurrentPosition($saints25) = true
actor.LockInCurrentPosition($saints26) = true
actor.LockInCurrentPosition($saints27) = true
actor.LockInCurrentPosition($saints28) = true
actor.LockInCurrentPosition($saints29) = true
actor.LockInCurrentPosition($saints30) = true
actor.LockInCurrentPosition($saints31) = true
actor.LockInCurrentPosition($saints32) = true
actor.LockInCurrentPosition($saints33) = true
actor.LockInCurrentPosition($saints34) = true
actor.LockInCurrentPosition($saints35) = true
actor.LockInCurrentPosition($saints36) = true
actor.LockInCurrentPosition($saints37) = true
actor.LockInCurrentPosition($saints38) = true
actor.LockInCurrentPosition($saints39) = true
actor.LockInCurrentPosition($saints40) = true
//actor.LockInCurrentPosition($hoe1) = true
//actor.LockInCurrentPosition($hoe2) = true
//actor.LockInCurrentPosition($hoe3) = true
//actor.LockInCurrentPosition($hoe4) = true
//actor.LockInCurrentPosition($hoe5) = true
actor.LockInCurrentPosition($music_actor) = true


029B: 1@ = init_object 16501 at 1491.28 -1148.47 134.28 // object (cn2_savgardr2_) (1)
0453: set_object 1@ XY_rotation 0.0 0.0 angle 0.0
029B: 2@ = init_object 16501 at 1491.28 -1141.47 134.28 // object (cn2_savgardr2_) (2)
0453: set_object 2@ XY_rotation 0.0 0.0 angle 0.0
029B: 3@ = init_object 16501 at 1491.28 -1134.59 134.28 // object (cn2_savgardr2_) (3)
0453: set_object 3@ XY_rotation 0.0 0.0 angle 0.0
029B: 4@ = init_object 16501 at 1491.28 -1127.84 141.14 // object (cn2_savgardr2_) (4)
0453: set_object 4@ XY_rotation 0.0 0.0 angle 0.0
029B: 5@ = init_object 16501 at 1491.28 -1120.8101 141.14 // object (cn2_savgardr2_) (5)
0453: set_object 5@ XY_rotation 0.0 0.0 angle 0.0
029B: 6@ = init_object 16501 at 1491.28 -1117.0601 141.14 // object (cn2_savgardr2_) (6)
0453: set_object 6@ XY_rotation 0.0 0.0 angle 0.0
029B: 7@ = init_object 16501 at 1494.74 -1113.6 141.14 // object (cn2_savgardr2_) (7)
0453: set_object 7@ XY_rotation 0.0 0.0 angle 90.0
029B: 8@ = init_object 16501 at 1501.65 -1113.6 141.14 // object (cn2_savgardr2_) (8)
0453: set_object 8@ XY_rotation 0.0 0.0 angle 90.0
029B: 9@ = init_object 16501 at 1508.58 -1113.6 141.14 // object (cn2_savgardr2_) (9)
0453: set_object 9@ XY_rotation 0.0 0.0 angle 90.0
029B: 10@ = init_object 16501 at 1515.33 -1113.6 141.14 // object (cn2_savgardr2_) (10)
0453: set_object 10@ XY_rotation 0.0 0.0 angle 90.0
029B: 11@ = init_object 16501 at 1522.29 -1113.6 141.14 // object (cn2_savgardr2_) (11)
0453: set_object 11@ XY_rotation 0.0 0.0 angle 90.0
029B: 12@ = init_object 16501 at 1528.6 -1113.6 141.14 // object (cn2_savgardr2_) (12)
0453: set_object 12@ XY_rotation 0.0 0.0 angle 90.0
029B: 13@ = init_object 16501 at 1535.3101 -1113.6 141.14 // object (cn2_savgardr2_) (13)
0453: set_object 13@ XY_rotation 0.0 0.0 angle 90.0
029B: 14@ = init_object 16501 at 1541.87 -1113.6 141.14 // object (cn2_savgardr2_) (14)
0453: set_object 14@ XY_rotation 0.0 0.0 angle 90.0
029B: 15@ = init_object 16501 at 1548.3203 -1113.5996 141.14 // object (cn2_savgardr2_) (15)
0453: set_object 15@ XY_rotation 0.0 0.0 angle 90.0
029B: 16@ = init_object 16501 at 1551.76 -1117.1 141.14 // object (cn2_savgardr2_) (16)
0453: set_object 16@ XY_rotation 0.0 0.0 angle 0.0
029B: 17@ = init_object 16501 at 1551.76 -1124.0601 141.14 // object (cn2_savgardr2_) (17)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 0.0
029B: 18@ = init_object 16501 at 1551.76 -1127.3101 141.14 // object (cn2_savgardr2_) (18)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 0.0
029B: 19@ = init_object 16501 at 1494.76 -1151.99 134.28 // object (cn2_savgardr2_) (21)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 90.0
029B: 20@ = init_object 16501 at 1501.64 -1151.99 134.28 // object (cn2_savgardr2_) (22)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 90.0
029B: 21@ = init_object 16501 at 1508.63 -1151.99 134.28 // object (cn2_savgardr2_) (23)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 90.0
029B: 22@ = init_object 16501 at 1514.6899 -1151.99 134.28 // object (cn2_savgardr2_) (24)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 90.0
029B: 23@ = init_object 16501 at 1526.0 -1151.99 134.28 // object (cn2_savgardr2_) (25)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 90.0
029B: 24@ = init_object 3361 at 1520.36 -1154.97 132.63 // object (cxref_woodstair) (1)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 270.0
029B: 25@ = init_object 16501 at 1515.77 -1151.99 134.28 // object (cn2_savgardr2_) (26)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 90.0
029B: 26@ = init_object 16501 at 1524.9301 -1151.99 134.28 // object (cn2_savgardr2_) (27)
0453: set_object 26@ XY_rotation 0.0 0.0 angle 90.0
029B: 27@ = init_object 3115 at 1520.09 -1168.41 130.42 // object (CARRIER_LIFT1_SFSE) (1)
0453: set_object 27@ XY_rotation 0.0 0.0 angle 90.0
029B: 28@ = init_object 16501 at 1532.46 -1151.99 134.28 // object (cn2_savgardr2_) (28)
0453: set_object 28@ XY_rotation 0.0 0.0 angle 90.0
029B: 29@ = init_object 16501 at 1539.52 -1151.99 134.28 // object (cn2_savgardr2_) (29)
0453: set_object 29@ XY_rotation 0.0 0.0 angle 90.0
029B: 30@ = init_object 16501 at 1545.58 -1151.99 134.28 // object (cn2_savgardr2_) (30)
0453: set_object 30@ XY_rotation 0.0 0.0 angle 90.0
029B: 31@ = init_object 16501 at 1548.33 -1151.99 134.28 // object (cn2_savgardr2_) (31)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 90.0
029B: 34@ = init_object 16501 at 1551.8 -1148.55 134.28 // object (cn2_savgardr2_) (32)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 180.0
029B: 35@ = init_object 16501 at 1551.8 -1142.84 134.28 // object (cn2_savgardr2_) (33)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 179.995
029B: 36@ = init_object 16501 at 1551.8 -1136.46 134.28 // object (cn2_savgardr2_) (34)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 179.995
029B: 37@ = init_object 16501 at 1551.8 -1131.0 134.28 // object (cn2_savgardr2_) (35)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 179.995
029B: 38@ = init_object 16501 at 1551.76 -1128.8101 141.14 // object (cn2_savgardr2_) (36)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 0.0
029B: 39@ = init_object 16501 at 1491.28 -1127.84 136.78 // object (cn2_savgardr2_) (37)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 0.0
029B: 40@ = init_object 16501 at 1491.28 -1120.8101 136.78 // object (cn2_savgardr2_) (38)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 0.0
029B: 41@ = init_object 16501 at 1491.28 -1117.0601 136.78 // object (cn2_savgardr2_) (39)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 0.0
029B: 42@ = init_object 16501 at 1494.74 -1113.6 136.78 // object (cn2_savgardr2_) (40)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 90.0
029B: 43@ = init_object 16501 at 1501.6504 -1113.5996 136.78 // object (cn2_savgardr2_) (41)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 90.0
029B: 44@ = init_object 16501 at 1508.5801 -1113.5996 136.78 // object (cn2_savgardr2_) (42)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 90.0
029B: 45@ = init_object 16501 at 1515.3301 -1113.5996 136.78 // object (cn2_savgardr2_) (43)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 90.0
029B: 46@ = init_object 16501 at 1522.29 -1113.5996 136.78 // object (cn2_savgardr2_) (44)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 90.0
029B: 47@ = init_object 16501 at 1528.6 -1113.6 136.78 // object (cn2_savgardr2_) (45)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 90.0
029B: 48@ = init_object 16501 at 1535.3101 -1113.6 136.78 // object (cn2_savgardr2_) (46)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 90.0
029B: 49@ = init_object 16501 at 1541.87 -1113.6 136.78 // object (cn2_savgardr2_) (47)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 90.0
029B: 50@ = init_object 16501 at 1548.3199 -1113.6 136.78 // object (cn2_savgardr2_) (48)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 90.0
029B: 51@ = init_object 16501 at 1551.76 -1117.1 136.78 // object (cn2_savgardr2_) (49)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 0.0
029B: 52@ = init_object 16501 at 1551.76 -1124.0601 136.78 // object (cn2_savgardr2_) (50)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 0.0
029B: 53@ = init_object 16501 at 1551.76 -1127.3101 136.78 // object (cn2_savgardr2_) (51)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 0.0
029B: 54@ = init_object 16501 at 1551.76 -1128.8101 136.78 // object (cn2_savgardr2_) (52)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 0.0
029B: 55@ = init_object 16501 at 1493.47 -1128.8105 139.09 // object (cn2_savgardr2_) (53)
0453: set_object 55@ XY_rotation 0.0 90.0 angle 0.0
029B: 56@ = init_object 16501 at 1493.47 -1121.9305 139.09 // object (cn2_savgardr2_) (54)
0453: set_object 56@ XY_rotation 0.0 90.0 angle 0.0
029B: 57@ = init_object 16501 at 1493.47 -1117.1305 139.09 // object (cn2_savgardr2_) (55)
0453: set_object 57@ XY_rotation 0.0 90.0 angle 0.0
029B: 58@ = init_object 16501 at 1549.5098 -1128.8101 139.09 // object (cn2_savgardr2_) (56)
0453: set_object 58@ XY_rotation 0.0 90.0 angle 0.0
029B: 59@ = init_object 16501 at 1549.5098 -1121.9302 139.09 // object (cn2_savgardr2_) (57)
0453: set_object 59@ XY_rotation 0.0 90.0 angle 0.0
029B: 60@ = init_object 16501 at 1549.5098 -1117.1304 139.09 // object (cn2_savgardr2_) (58)
0453: set_object 60@ XY_rotation 0.0 90.0 angle 0.0
029B: 61@ = init_object 16501 at 1545.2598 -1128.8101 139.09 // object (cn2_savgardr2_) (59)
0453: set_object 61@ XY_rotation 0.0 90.0 angle 0.0
029B: 62@ = init_object 16501 at 1545.2598 -1121.9302 139.09 // object (cn2_savgardr2_) (60)
0453: set_object 62@ XY_rotation 0.0 90.0 angle 0.0
029B: 63@ = init_object 16501 at 1545.2598 -1117.1304 139.09 // object (cn2_savgardr2_) (61)
0453: set_object 63@ XY_rotation 0.0 90.0 angle 0.0
029B: 64@ = init_object 16501 at 1541.04004 -1128.81006 139.09 // object (cn2_savgardr2_) (62)
0453: set_object 64@ XY_rotation 0.0 90.0 angle 0.0
029B: 65@ = init_object 16501 at 1541.04 -1121.9302 139.09 // object (cn2_savgardr2_) (63)
0453: set_object 65@ XY_rotation 0.0 90.0 angle 0.0
029B: 66@ = init_object 16501 at 1541.04 -1117.1304 139.09 // object (cn2_savgardr2_) (64)
0453: set_object 66@ XY_rotation 0.0 90.0 angle 0.0
029B: 67@ = init_object 16501 at 1536.79 -1128.8101 139.09 // object (cn2_savgardr2_) (65)
0453: set_object 67@ XY_rotation 0.0 90.0 angle 0.0
029B: 68@ = init_object 16501 at 1536.79 -1121.9302 139.09 // object (cn2_savgardr2_) (66)
0453: set_object 68@ XY_rotation 0.0 90.0 angle 0.0
029B: 69@ = init_object 16501 at 1536.79 -1117.1304 139.09 // object (cn2_savgardr2_) (67)
0453: set_object 69@ XY_rotation 0.0 90.0 angle 0.0
029B: 70@ = init_object 16501 at 1532.5098 -1128.8101 139.09 // object (cn2_savgardr2_) (68)
0453: set_object 70@ XY_rotation 0.0 90.0 angle 0.0
029B: 71@ = init_object 16501 at 1532.5098 -1121.9302 139.09 // object (cn2_savgardr2_) (69)
0453: set_object 71@ XY_rotation 0.0 90.0 angle 0.0
029B: 72@ = init_object 16501 at 1532.5098 -1117.1304 139.09 // object (cn2_savgardr2_) (70)
0453: set_object 72@ XY_rotation 0.0 90.0 angle 0.0
029B: 73@ = init_object 16501 at 1528.2598 -1128.8101 139.09 // object (cn2_savgardr2_) (71)
0453: set_object 73@ XY_rotation 0.0 90.0 angle 0.0
029B: 74@ = init_object 16501 at 1528.2598 -1121.9302 139.09 // object (cn2_savgardr2_) (72)
0453: set_object 74@ XY_rotation 0.0 90.0 angle 0.0
029B: 75@ = init_object 16501 at 1524.0098 -1128.8101 139.09 // object (cn2_savgardr2_) (74)
0453: set_object 75@ XY_rotation 0.0 90.0 angle 0.0
029B: 76@ = init_object 16501 at 1524.0098 -1121.9302 139.09 // object (cn2_savgardr2_) (75)
0453: set_object 76@ XY_rotation 0.0 90.0 angle 0.0
029B: 77@ = init_object 16501 at 1519.7598 -1128.8101 139.09 // object (cn2_savgardr2_) (77)
0453: set_object 77@ XY_rotation 0.0 90.0 angle 0.0
029B: 78@ = init_object 16501 at 1519.7598 -1121.9302 139.09 // object (cn2_savgardr2_) (78)
0453: set_object 78@ XY_rotation 0.0 90.0 angle 0.0
029B: 79@ = init_object 16501 at 1519.7598 -1117.1304 139.09 // object (cn2_savgardr2_) (79)
0453: set_object 79@ XY_rotation 0.0 90.0 angle 0.0
029B: 80@ = init_object 16501 at 1515.5098 -1128.8101 139.09 // object (cn2_savgardr2_) (80)
0453: set_object 80@ XY_rotation 0.0 90.0 angle 0.0
029B: 81@ = init_object 16501 at 1515.5098 -1121.9302 139.09 // object (cn2_savgardr2_) (81)
0453: set_object 81@ XY_rotation 0.0 90.0 angle 0.0
029B: 82@ = init_object 16501 at 1515.5098 -1117.1304 139.09 // object (cn2_savgardr2_) (82)
0453: set_object 82@ XY_rotation 0.0 90.0 angle 0.0
029B: 83@ = init_object 16501 at 1511.5098 -1128.8101 139.09 // object (cn2_savgardr2_) (83)
0453: set_object 83@ XY_rotation 0.0 90.0 angle 0.0
029B: 84@ = init_object 16501 at 1511.5098 -1121.9302 139.09 // object (cn2_savgardr2_) (84)
0453: set_object 84@ XY_rotation 0.0 90.0 angle 0.0
029B: 85@ = init_object 16501 at 1511.5098 -1117.1304 139.09 // object (cn2_savgardr2_) (85)
0453: set_object 85@ XY_rotation 0.0 90.0 angle 0.0
029B: 86@ = init_object 16501 at 1507.2305 -1128.8101 139.09 // object (cn2_savgardr2_) (86)
0453: set_object 86@ XY_rotation 0.0 90.0 angle 0.0
029B: 87@ = init_object 16501 at 1507.2305 -1121.9302 139.09 // object (cn2_savgardr2_) (87)
0453: set_object 87@ XY_rotation 0.0 90.0 angle 0.0
029B: 88@ = init_object 16501 at 1507.2305 -1117.1304 139.09 // object (cn2_savgardr2_) (88)
0453: set_object 88@ XY_rotation 0.0 90.0 angle 0.0
029B: 89@ = init_object 16501 at 1503.2002 -1128.8101 139.09 // object (cn2_savgardr2_) (89)
0453: set_object 89@ XY_rotation 0.0 90.0 angle 0.0
029B: 90@ = init_object 16501 at 1503.2002 -1121.9302 139.09 // object (cn2_savgardr2_) (90)
0453: set_object 90@ XY_rotation 0.0 90.0 angle 0.0
029B: 91@ = init_object 16501 at 1503.2002 -1117.1304 139.09 // object (cn2_savgardr2_) (91)
0453: set_object 91@ XY_rotation 0.0 90.0 angle 0.0
029B: 92@ = init_object 16501 at 1498.9502 -1128.8101 139.09 // object (cn2_savgardr2_) (92)
0453: set_object 92@ XY_rotation 0.0 90.0 angle 0.0
029B: 93@ = init_object 16501 at 1498.9502 -1121.9302 139.09 // object (cn2_savgardr2_) (93)
0453: set_object 93@ XY_rotation 0.0 90.0 angle 0.0
029B: 94@ = init_object 16501 at 1498.9502 -1117.1304 139.09 // object (cn2_savgardr2_) (94)
0453: set_object 94@ XY_rotation 0.0 90.0 angle 0.0
029B: 95@ = init_object 16501 at 1495.4502 -1128.8101 139.09 // object (cn2_savgardr2_) (95)
0453: set_object 95@ XY_rotation 0.0 90.0 angle 0.0
029B: 96@ = init_object 16501 at 1495.4502 -1121.9302 139.09 // object (cn2_savgardr2_) (96)
0453: set_object 96@ XY_rotation 0.0 90.0 angle 0.0
029B: 97@ = init_object 16501 at 1495.4502 -1117.1304 139.09 // object (cn2_savgardr2_) (97)
0453: set_object 97@ XY_rotation 0.0 90.0 angle 0.0
029B: 98@ = init_object 16501 at 1491.28 -1128.86 141.14 // object (cn2_savgardr2_) (98)
0453: set_object 98@ XY_rotation 0.0 0.0 angle 0.0
029B: 99@ = init_object 16501 at 1491.28 -1128.86 136.8 // object (cn2_savgardr2_) (100)
0453: set_object 99@ XY_rotation 0.0 0.0 angle 0.0
029B: 100@ = init_object 16501 at 1493.4697 -1128.8096 143.25 // object (cn2_savgardr2_) (101)
0453: set_object 100@ XY_rotation 0.0 90.0 angle 0.0
029B: 101@ = init_object 16501 at 1493.47 -1121.9301 143.25 // object (cn2_savgardr2_) (102)
0453: set_object 101@ XY_rotation 0.0 90.0 angle 0.0
029B: 102@ = init_object 16501 at 1493.47 -1117.13 143.25 // object (cn2_savgardr2_) (103)
0453: set_object 102@ XY_rotation 0.0 90.0 angle 0.0
029B: 103@ = init_object 16501 at 1549.5098 -1128.8096 143.25 // object (cn2_savgardr2_) (104)
0453: set_object 103@ XY_rotation 0.0 90.0 angle 0.0
029B: 104@ = init_object 16501 at 1549.5098 -1121.9297 143.25 // object (cn2_savgardr2_) (105)
0453: set_object 104@ XY_rotation 0.0 90.0 angle 0.0
029B: 105@ = init_object 16501 at 1549.5098 -1117.1299 143.25 // object (cn2_savgardr2_) (106)
0453: set_object 105@ XY_rotation 0.0 90.0 angle 0.0
029B: 106@ = init_object 16501 at 1545.2598 -1128.8096 143.25 // object (cn2_savgardr2_) (107)
0453: set_object 106@ XY_rotation 0.0 90.0 angle 0.0
029B: 107@ = init_object 16501 at 1545.2598 -1121.9297 143.25 // object (cn2_savgardr2_) (108)
0453: set_object 107@ XY_rotation 0.0 90.0 angle 0.0
029B: 108@ = init_object 16501 at 1545.2598 -1117.1299 143.25 // object (cn2_savgardr2_) (109)
0453: set_object 108@ XY_rotation 0.0 90.0 angle 0.0
029B: 109@ = init_object 16501 at 1541.04 -1128.8096 143.25 // object (cn2_savgardr2_) (110)
0453: set_object 109@ XY_rotation 0.0 90.0 angle 0.0
029B: 110@ = init_object 16501 at 1541.04 -1121.9297 143.25 // object (cn2_savgardr2_) (111)
0453: set_object 110@ XY_rotation 0.0 90.0 angle 0.0
029B: 111@ = init_object 16501 at 1541.04 -1117.1299 143.25 // object (cn2_savgardr2_) (112)
0453: set_object 111@ XY_rotation 0.0 90.0 angle 0.0
029B: 112@ = init_object 16501 at 1536.79 -1128.8096 143.25 // object (cn2_savgardr2_) (113)
0453: set_object 112@ XY_rotation 0.0 90.0 angle 0.0
029B: 113@ = init_object 16501 at 1536.79 -1121.9297 143.25 // object (cn2_savgardr2_) (114)
0453: set_object 113@ XY_rotation 0.0 90.0 angle 0.0
029B: 114@ = init_object 16501 at 1536.79 -1117.1299 143.25 // object (cn2_savgardr2_) (115)
0453: set_object 114@ XY_rotation 0.0 90.0 angle 0.0
029B: 115@ = init_object 16501 at 1532.5098 -1128.8096 143.25 // object (cn2_savgardr2_) (116)
0453: set_object 115@ XY_rotation 0.0 90.0 angle 0.0
029B: 116@ = init_object 16501 at 1532.5098 -1121.9297 143.25 // object (cn2_savgardr2_) (117)
0453: set_object 116@ XY_rotation 0.0 90.0 angle 0.0
029B: 117@ = init_object 16501 at 1532.5098 -1117.1299 143.25 // object (cn2_savgardr2_) (118)
0453: set_object 117@ XY_rotation 0.0 90.0 angle 0.0
029B: 118@ = init_object 16501 at 1528.2598 -1128.8096 143.25 // object (cn2_savgardr2_) (119)
0453: set_object 118@ XY_rotation 0.0 90.0 angle 0.0
029B: 119@ = init_object 16501 at 1528.2598 -1121.9297 143.25 // object (cn2_savgardr2_) (120)
0453: set_object 119@ XY_rotation 0.0 90.0 angle 0.0
029B: 120@ = init_object 16501 at 1528.2598 -1117.1299 143.25 // object (cn2_savgardr2_) (121)
0453: set_object 120@ XY_rotation 0.0 90.0 angle 0.0
029B: 121@ = init_object 16501 at 1524.0098 -1128.8096 143.25 // object (cn2_savgardr2_) (122)
0453: set_object 121@ XY_rotation 0.0 90.0 angle 0.0
029B: 122@ = init_object 16501 at 1524.0098 -1121.9297 143.25 // object (cn2_savgardr2_) (123)
0453: set_object 122@ XY_rotation 0.0 90.0 angle 0.0
029B: 123@ = init_object 16501 at 1524.0098 -1117.1299 143.25 // object (cn2_savgardr2_) (124)
0453: set_object 123@ XY_rotation 0.0 90.0 angle 0.0
029B: 124@ = init_object 16501 at 1519.7598 -1128.8096 143.25 // object (cn2_savgardr2_) (125)
0453: set_object 124@ XY_rotation 0.0 90.0 angle 0.0
029B: 125@ = init_object 16501 at 1519.7598 -1121.9297 143.25 // object (cn2_savgardr2_) (126)
0453: set_object 125@ XY_rotation 0.0 90.0 angle 0.0
029B: 126@ = init_object 16501 at 1519.7598 -1117.1299 143.25 // object (cn2_savgardr2_) (127)
0453: set_object 126@ XY_rotation 0.0 90.0 angle 0.0
029B: 127@ = init_object 16501 at 1515.5098 -1128.8096 143.25 // object (cn2_savgardr2_) (128)
0453: set_object 127@ XY_rotation 0.0 90.0 angle 0.0
029B: 128@ = init_object 16501 at 1515.5098 -1121.9297 143.25 // object (cn2_savgardr2_) (129)
0453: set_object 128@ XY_rotation 0.0 90.0 angle 0.0
029B: 129@ = init_object 16501 at 1515.5098 -1117.1299 143.25 // object (cn2_savgardr2_) (130)
0453: set_object 129@ XY_rotation 0.0 90.0 angle 0.0
029B: 130@ = init_object 16501 at 1511.5098 -1128.8096 143.25 // object (cn2_savgardr2_) (131)
0453: set_object 130@ XY_rotation 0.0 90.0 angle 0.0
029B: 131@ = init_object 16501 at 1511.5098 -1121.9297 143.25 // object (cn2_savgardr2_) (132)
0453: set_object 131@ XY_rotation 0.0 90.0 angle 0.0
029B: 132@ = init_object 16501 at 1511.5098 -1117.1299 143.25 // object (cn2_savgardr2_) (133)
0453: set_object 132@ XY_rotation 0.0 90.0 angle 0.0
029B: 133@ = init_object 16501 at 1507.2305 -1128.8096 143.25 // object (cn2_savgardr2_) (134)
0453: set_object 133@ XY_rotation 0.0 90.0 angle 0.0
029B: 134@ = init_object 16501 at 1507.2305 -1121.9297 143.25 // object (cn2_savgardr2_) (135)
0453: set_object 134@ XY_rotation 0.0 90.0 angle 0.0
029B: 135@ = init_object 16501 at 1507.2305 -1117.1299 143.25 // object (cn2_savgardr2_) (136)
0453: set_object 135@ XY_rotation 0.0 90.0 angle 0.0
029B: 136@ = init_object 16501 at 1503.2002 -1128.8096 143.25 // object (cn2_savgardr2_) (137)
0453: set_object 136@ XY_rotation 0.0 90.0 angle 0.0
029B: 137@ = init_object 16501 at 1503.2002 -1121.9297 143.25 // object (cn2_savgardr2_) (138)
0453: set_object 137@ XY_rotation 0.0 90.0 angle 0.0
029B: 138@ = init_object 16501 at 1503.2002 -1117.1299 143.25 // object (cn2_savgardr2_) (139)
0453: set_object 138@ XY_rotation 0.0 90.0 angle 0.0
029B: 139@ = init_object 16501 at 1498.9502 -1128.8096 143.25 // object (cn2_savgardr2_) (140)
0453: set_object 139@ XY_rotation 0.0 90.0 angle 0.0
029B: 140@ = init_object 16501 at 1498.9502 -1121.9297 143.25 // object (cn2_savgardr2_) (141)
0453: set_object 140@ XY_rotation 0.0 90.0 angle 0.0
029B: 141@ = init_object 16501 at 1498.9502 -1117.1299 143.25 // object (cn2_savgardr2_) (142)
0453: set_object 141@ XY_rotation 0.0 90.0 angle 0.0
029B: 142@ = init_object 16501 at 1495.4502 -1128.8096 143.25 // object (cn2_savgardr2_) (143)
0453: set_object 142@ XY_rotation 0.0 90.0 angle 0.0
029B: 143@ = init_object 16501 at 1495.4502 -1121.9297 143.25 // object (cn2_savgardr2_) (144)
0453: set_object 143@ XY_rotation 0.0 90.0 angle 0.0
029B: 144@ = init_object 16501 at 1495.4502 -1117.1299 143.25 // object (cn2_savgardr2_) (145)
0453: set_object 144@ XY_rotation 0.0 90.0 angle 0.0
029B: 145@ = init_object 16501 at 1548.26 -1125.3101 141.14 // object (cn2_savgardr2_) (146)
0453: set_object 145@ XY_rotation 0.0 0.0 angle 270.0
029B: 146@ = init_object 3361 at 1496.26 -1133.35 141.21001 // object (cxref_woodstair) (2)
0453: set_object 146@ XY_rotation 0.0 0.0 angle 0.0
029B: 147@ = init_object 16501 at 1510.14 -1132.16 139.09 // object (cn2_savgardr2_) (148)
0453: set_object 147@ XY_rotation 0.0 90.0 angle 90.0
029B: 148@ = init_object 3361 at 1496.26 -1133.35 129.25999 // object (cxref_woodstair) (3)
0453: set_object 148@ XY_rotation 0.0 180.0 angle 180.0
029B: 149@ = init_object 3361 at 1516.37 -1133.36 137.09 // object (cxref_woodstair) (4)
0453: set_object 149@ XY_rotation 0.0 0.0 angle 0.0
029B: 150@ = init_object 3361 at 1527.53 -1114.63 137.09 // object (cxref_woodstair) (5)
0453: set_object 150@ XY_rotation 0.0 0.0 angle 180.0
029B: 151@ = init_object 16501 at 1528.26 -1119.2 139.09 // object (cn2_savgardr2_) (149)
0453: set_object 151@ XY_rotation 0.0 90.0 angle 0.0
029B: 152@ = init_object 16501 at 1524.01 -1119.2 139.09 // object (cn2_savgardr2_) (150)
0453: set_object 152@ XY_rotation 0.0 90.0 angle 0.0
029B: 153@ = init_object 16501 at 1494.78 -1132.27 141.14 // object (cn2_savgardr2_) (151)
0453: set_object 153@ XY_rotation 0.0 0.0 angle 90.0
029B: 154@ = init_object 16501 at 1501.74 -1132.27 141.14 // object (cn2_savgardr2_) (152)
0453: set_object 154@ XY_rotation 0.0 0.0 angle 90.0
029B: 155@ = init_object 16501 at 1513.54 -1132.27 141.14 // object (cn2_savgardr2_) (153)
0453: set_object 155@ XY_rotation 0.0 0.0 angle 90.0
029B: 156@ = init_object 16501 at 1520.53 -1132.27 141.14 // object (cn2_savgardr2_) (154)
0453: set_object 156@ XY_rotation 0.0 0.0 angle 90.0
029B: 157@ = init_object 16501 at 1527.27 -1132.27 141.14 // object (cn2_savgardr2_) (155)
0453: set_object 157@ XY_rotation 0.0 0.0 angle 90.0
029B: 158@ = init_object 16501 at 1534.08 -1132.27 141.14 // object (cn2_savgardr2_) (156)
0453: set_object 158@ XY_rotation 0.0 0.0 angle 90.0
029B: 159@ = init_object 16501 at 1548.1801 -1132.27 141.14 // object (cn2_savgardr2_) (157)
0453: set_object 159@ XY_rotation 0.0 0.0 angle 90.0
029B: 160@ = init_object 16501 at 1537.74 -1132.27 141.14 // object (cn2_savgardr2_) (158)
0453: set_object 160@ XY_rotation 0.0 0.0 angle 90.0
029B: 161@ = init_object 3361 at 1542.9399 -1135.08 137.10001 // object (cxref_woodstair) (6)
0453: set_object 161@ XY_rotation 0.0 0.0 angle 270.0
029B: 162@ = init_object 16501 at 1543.74 -1132.27 136.75999 // object (cn2_savgardr2_) (159)
0453: set_object 162@ XY_rotation 0.0 0.0 angle 90.0
029B: 163@ = init_object 16501 at 1537.11 -1132.27 136.75999 // object (cn2_savgardr2_) (160)
0453: set_object 163@ XY_rotation 0.0 0.0 angle 90.0
029B: 164@ = init_object 16501 at 1494.78 -1132.27 136.75999 // object (cn2_savgardr2_) (161)
0453: set_object 164@ XY_rotation 0.0 0.0 angle 90.0
029B: 165@ = init_object 16501 at 1501.41 -1132.27 136.75999 // object (cn2_savgardr2_) (162)
0453: set_object 165@ XY_rotation 0.0 0.0 angle 90.0
029B: 166@ = init_object 16501 at 1513.0699 -1132.27 136.75999 // object (cn2_savgardr2_) (163)
0453: set_object 166@ XY_rotation 0.0 0.0 angle 90.0
029B: 167@ = init_object 16501 at 1519.88 -1132.27 136.75999 // object (cn2_savgardr2_) (164)
0453: set_object 167@ XY_rotation 0.0 0.0 angle 90.0
029B: 168@ = init_object 16501 at 1526.9399 -1132.27 136.75999 // object (cn2_savgardr2_) (165)
0453: set_object 168@ XY_rotation 0.0 0.0 angle 90.0
029B: 169@ = init_object 16501 at 1517.58 -1117.1 136.78 // object (cn2_savgardr2_) (166)
0453: set_object 169@ XY_rotation 0.0 0.0 angle 180.0
029B: 170@ = init_object 16501 at 1525.04 -1120.59 136.78 // object (cn2_savgardr2_) (167)
0453: set_object 170@ XY_rotation 0.0 0.0 angle 269.995
029B: 171@ = init_object 16501 at 1531.67 -1120.59 136.78 // object (cn2_savgardr2_) (168)
0453: set_object 171@ XY_rotation 0.0 0.0 angle 269.995
029B: 172@ = init_object 16501 at 1538.8 -1117.1 136.78 // object (cn2_savgardr2_) (169)
0453: set_object 172@ XY_rotation 0.0 0.0 angle 179.995
029B: 173@ = init_object 16501 at 1540.55 -1121.88 141.14 // object (cn2_savgardr2_) (170)
0453: set_object 173@ XY_rotation 0.0 0.0 angle 180.0
029B: 174@ = init_object 16501 at 1540.55 -1117.11 141.14 // object (cn2_savgardr2_) (171)
0453: set_object 174@ XY_rotation 0.0 0.0 angle 179.995
029B: 175@ = init_object 1829 at 1541.04 -1114.46 135.28999 // MONEY TAKEN 1
0453: set_object 175@ XY_rotation 0.0 0.0 angle 0.0
029B: 176@ = init_object 16501 at 1542.25 -1120.59 136.78 // object (cn2_savgardr2_) (172)
0453: set_object 176@ XY_rotation 0.0 0.0 angle 269.995
029B: 177@ = init_object 16501 at 1545.46 -1120.59 136.78 // object (cn2_savgardr2_) (173)
0453: set_object 177@ XY_rotation 0.0 0.0 angle 269.995
029B: 178@ = init_object 1840 at 1528.42 -1121.23 135.78 // object (speaker_2) (1)
0453: set_object 178@ XY_rotation 0.0 0.0 angle 90.0
029B: 179@ = init_object 1839 at 1528.92 -1121.16 135.78 // object (k_hifi_1) (1)
0453: set_object 179@ XY_rotation 0.0 0.0 angle 90.0
029B: 180@ = init_object 2002 at 1522.74 -1121.1899 134.83 // object (water_coolnu) (1)
0453: set_object 180@ XY_rotation 0.0 0.0 angle 0.0
029B: 181@ = init_object 2003 at 1541.05 -1114.0699 135.3 // MONEY TAKEN 2
0453: set_object 181@ XY_rotation 0.0 0.0 angle 0.0
029B: 182@ = init_object 2091 at 1547.86 -1125.0 139.17999 // object (TV_WARD_Med_1) (1)
0453: set_object 182@ XY_rotation 0.0 0.0 angle 180.0
029B: 183@ = init_object 2100 at 1503.63 -1113.92 139.17999 // object (MED_HI_FI_2) (1)
0453: set_object 183@ XY_rotation 0.0 0.0 angle 0.0
029B: 184@ = init_object 2130 at 1493.86 -1114.1899 139.17999 // object (CJ_K1_SINK) (1)
0453: set_object 184@ XY_rotation 0.0 0.0 angle 0.0
029B: 185@ = init_object 2127 at 1491.87 -1114.17 139.17999 // object (CJ_K1_FRIDGE_UNIT) (1)
0453: set_object 185@ XY_rotation 0.0 0.0 angle 0.0
029B: 186@ = init_object 2130 at 1495.83 -1114.1899 139.17999 // object (CJ_K1_SINK) (2)
0453: set_object 186@ XY_rotation 0.0 0.0 angle 0.0
029B: 187@ = init_object 2130 at 1497.8 -1114.1899 139.17999 // object (CJ_K1_SINK) (3)
0453: set_object 187@ XY_rotation 0.0 0.0 angle 0.0
029B: 188@ = init_object 2130 at 1491.85 -1115.91 139.17999 // object (CJ_K1_SINK) (4)
0453: set_object 188@ XY_rotation 0.0 0.0 angle 90.0
029B: 189@ = init_object 2130 at 1491.85 -1117.9 139.17999 // object (CJ_K1_SINK) (5)
0453: set_object 189@ XY_rotation 0.0 0.0 angle 90.0
029B: 190@ = init_object 2130 at 1491.85 -1119.89 139.17999 // object (CJ_K1_SINK) (6)
0453: set_object 190@ XY_rotation 0.0 0.0 angle 90.0
029B: 191@ = init_object 2130 at 1491.85 -1121.86 139.17999 // object (CJ_K1_SINK) (7)
0453: set_object 191@ XY_rotation 0.0 0.0 angle 90.0
029B: 192@ = init_object 2130 at 1491.85 -1123.84 139.17999 // object (CJ_K1_SINK) (8)
0453: set_object 192@ XY_rotation 0.0 0.0 angle 90.0
029B: 193@ = init_object 2131 at 1491.8199 -1125.8101 139.17999 // object (CJ_KITCH2_FRIDGE) (1)
0453: set_object 193@ XY_rotation 0.0 0.0 angle 90.0
029B: 194@ = init_object 2149 at 1495.9 -1114.1899 140.38 // object (CJ_MICROWAVE1) (1)
0453: set_object 194@ XY_rotation 0.0 0.0 angle 348.0
029B: 195@ = init_object 2226 at 1491.6801 -1123.87 140.23 // object (LOW_HI_FI_3) (1)
0453: set_object 195@ XY_rotation 0.0 0.0 angle 90.0
029B: 196@ = init_object 2296 at 1503.1899 -1123.48 134.83 // object (TV_UNIT_1) (1)
0453: set_object 196@ XY_rotation 0.0 0.0 angle 180.0
029B: 197@ = init_object 16501 at 1508.58 -1120.35 136.78 // object (cn2_savgardr2_) (174)
0453: set_object 197@ XY_rotation 0.0 0.0 angle 180.0
029B: 198@ = init_object 16501 at 1505.11 -1123.85 136.78 // object (cn2_savgardr2_) (175)
0453: set_object 198@ XY_rotation 0.0 0.0 angle 269.995
029B: 199@ = init_object 16501 at 1498.23 -1123.85 136.78 // object (cn2_savgardr2_) (176)
0453: set_object 199@ XY_rotation 0.0 0.0 angle 269.995
029B: 200@ = init_object 2565 at 1543.74 -1116.22 139.58 // object (HOTEL_D_BEDSET_3) (1)
0453: set_object 200@ XY_rotation 0.0 0.0 angle 0.0
029B: 201@ = init_object 2630 at 1501.73 -1129.37 134.83 // object (gym_bike) (1)
0453: set_object 201@ XY_rotation 0.0 0.0 angle 0.0
029B: 202@ = init_object 2630 at 1497.74 -1129.42 134.83 // object (gym_bike) (2)
0453: set_object 202@ XY_rotation 0.0 0.0 angle 0.0
029B: 203@ = init_object 2629 at 1499.65 -1129.37 134.83 // object (gym_bench1) (1)
0453: set_object 203@ XY_rotation 0.0 0.0 angle 180.0
029B: 204@ = init_object 2629 at 1495.98 -1129.47 134.83 // object (gym_bench1) (2)
0453: set_object 204@ XY_rotation 0.0 0.0 angle 179.995
029B: 205@ = init_object 2628 at 1493.98 -1129.34 134.83 // object (gym_bench2) (1)
0453: set_object 205@ XY_rotation 0.0 0.0 angle 180.0
029B: 206@ = init_object 2627 at 1496.66 -1124.42 134.83 // object (gym_treadmill) (1)
0453: set_object 206@ XY_rotation 0.0 0.0 angle 270.0
029B: 207@ = init_object 2627 at 1504.88 -1124.72 134.83 // object (gym_treadmill) (2)
0453: set_object 207@ XY_rotation 0.0 0.0 angle 270.0
029B: 208@ = init_object 2632 at 1500.52 -1125.0601 134.87 // object (gym_mat02) (1)
0453: set_object 208@ XY_rotation 0.0 0.0 angle 0.0
029B: 209@ = init_object 2631 at 1503.51 -1129.4 134.87 // object (gym_mat1) (1)
0453: set_object 209@ XY_rotation 0.0 0.0 angle 270.0
029B: 210@ = init_object 2700 at 1497.36 -1131.89 137.91 // object (CJ_SEX_TV2) (1)
0453: set_object 210@ XY_rotation 0.0 0.0 angle 90.0
029B: 211@ = init_object 2738 at 1507.71 -1120.53 139.78999 // object (CJ_TOILET_BS) (1)
0453: set_object 211@ XY_rotation 0.0 0.0 angle 90.0
029B: 212@ = init_object 16501 at 1507.08 -1117.13 141.14 // object (cn2_savgardr2_) (177)
0453: set_object 212@ XY_rotation 0.0 0.0 angle 180.0
029B: 213@ = init_object 16501 at 1507.08 -1118.88 141.14 // object (cn2_savgardr2_) (178)
0453: set_object 213@ XY_rotation 0.0 0.0 angle 179.995
029B: 214@ = init_object 16501 at 1510.5699 -1122.36 141.14 // object (cn2_savgardr2_) (179)
0453: set_object 214@ XY_rotation 0.0 0.0 angle 269.995
029B: 215@ = init_object 16501 at 1513.71 -1122.36 141.14 // object (cn2_savgardr2_) (180)
0453: set_object 215@ XY_rotation 0.0 0.0 angle 269.995
029B: 216@ = init_object 16501 at 1517.14 -1118.91 141.14 // object (cn2_savgardr2_) (182)
0453: set_object 216@ XY_rotation 0.0 0.0 angle 179.995
029B: 217@ = init_object 2739 at 1509.95 -1121.62 139.17999 // object (CJ_B_SINK1) (1)
0453: set_object 217@ XY_rotation 0.0 0.0 angle 180.0
029B: 218@ = init_object 2742 at 1511.14 -1122.1 140.37 // object (CJ_HANDDRIER) (1)
0453: set_object 218@ XY_rotation 0.0 0.0 angle 180.0
029B: 219@ = init_object 2742 at 1512.64 -1122.1 140.37 // object (CJ_HANDDRIER) (2)
0453: set_object 219@ XY_rotation 0.0 0.0 angle 179.995
029B: 220@ = init_object 2741 at 1508.46 -1122.1801 140.57001 // object (CJ_SOAP_DISP) (1)
0453: set_object 220@ XY_rotation 0.0 0.0 angle 180.0
029B: 221@ = init_object 2713 at 1516.2 -1115.75 139.33 // object (cj_bucket) (1)
0453: set_object 221@ XY_rotation 0.0 0.0 angle 320.0
029B: 222@ = init_object 2819 at 1546.87 -1119.03 139.17999 // object (gb_bedclothes01) (1)
0453: set_object 222@ XY_rotation 0.0 0.0 angle 50.0
029B: 223@ = init_object 2819 at 1547.79 -1121.51 139.17999 // object (gb_bedclothes01) (2)
0453: set_object 223@ XY_rotation 0.0 0.0 angle 339.999
029B: 224@ = init_object 14867 at 1551.2 -1117.62 140.71001 // object (bobbie-cupboards) (1)
0453: set_object 224@ XY_rotation 0.0 0.0 angle 90.0
029B: 225@ = init_object 1738 at 1516.6801 -1117.97 139.84 // object (CJ_Radiator_old) (1)
0453: set_object 225@ XY_rotation 0.0 0.0 angle 90.0
029B: 226@ = init_object 1778 at 1507.9 -1114.26 139.17999 // object (CJ_MOP_PAIL) (1)
0453: set_object 226@ XY_rotation 0.0 0.0 angle 30.0
029B: 227@ = init_object 2108 at 1505.83 -1114.77 139.17999 // object (CJ_MLIGHT13) (1)
0453: set_object 227@ XY_rotation 0.0 0.0 angle 0.0
029B: 228@ = init_object 2108 at 1541.27 -1114.54 139.17999 // object (CJ_MLIGHT13) (2)
0453: set_object 228@ XY_rotation 0.0 0.0 angle 0.0
029B: 229@ = init_object 2029 at 1541.26 -1118.89 139.17999 // object (SWANK_DINNING_1) (1)
0453: set_object 229@ XY_rotation 0.0 0.0 angle 270.0
029B: 230@ = init_object 1702 at 1546.54 -1125.9399 139.17999 // object (kb_couch06) (1)
0453: set_object 230@ XY_rotation 0.0 0.0 angle 0.0






029B: 2@ = init_object 1702 at 1514.25 -1123.16 139.17999 // object (kb_couch06) (2)
0453: set_object 2@ XY_rotation 0.0 0.0 angle 0.0
029B: 3@ = init_object 1702 at 1508.25 -1123.16 139.17999 // object (kb_couch06) (3)
0453: set_object 3@ XY_rotation 0.0 0.0 angle 0.0
029B: 4@ = init_object 1702 at 1511.1801 -1123.16 139.17999 // object (kb_couch06) (4)
0453: set_object 4@ XY_rotation 0.0 0.0 angle 0.0
029B: 5@ = init_object 1702 at 1515.63 -1131.62 139.17999 // object (kb_couch06) (5)
0453: set_object 5@ XY_rotation 0.0 0.0 angle 180.0
029B: 6@ = init_object 1702 at 1517.76 -1131.62 139.17999 // object (kb_couch06) (6)
0453: set_object 6@ XY_rotation 0.0 0.0 angle 179.995
029B: 7@ = init_object 1702 at 1519.83 -1131.62 139.17999 // object (kb_couch06) (7)
0453: set_object 7@ XY_rotation 0.0 0.0 angle 179.995
029B: 8@ = init_object 1702 at 1538.45 -1131.62 139.17999 // object (kb_couch06) (8)
0453: set_object 8@ XY_rotation 0.0 0.0 angle 179.995
029B: 9@ = init_object 1702 at 1536.36 -1131.62 139.17999 // object (kb_couch06) (9)
0453: set_object 9@ XY_rotation 0.0 0.0 angle 179.995
029B: 10@ = init_object 1702 at 1527.73 -1124.78 139.17999 // object (kb_couch06) (10)
0453: set_object 10@ XY_rotation 0.0 0.0 angle 179.995
029B: 11@ = init_object 16501 at 1520.74 -1118.11 141.14 // object (cn2_savgardr2_) (183)
0453: set_object 11@ XY_rotation 0.0 0.0 angle 269.995
029B: 12@ = init_object 16501 at 1527.49 -1118.11 141.14 // object (cn2_savgardr2_) (184)
0453: set_object 12@ XY_rotation 0.0 0.0 angle 269.995
029B: 13@ = init_object 1702 at 1525.6801 -1124.78 139.17999 // object (kb_couch06) (11)
0453: set_object 13@ XY_rotation 0.0 0.0 angle 179.995
029B: 14@ = init_object 1702 at 1522.4301 -1122.78 139.17999 // object (kb_couch06) (12)
0453: set_object 14@ XY_rotation 0.0 0.0 angle 89.995
029B: 15@ = init_object 1702 at 1528.88 -1120.8 139.17999 // object (kb_couch06) (13)
0453: set_object 15@ XY_rotation 0.0 0.0 angle 269.989
029B: 16@ = init_object 15037 at 1506.2 -1121.1899 139.59 // object (MED_DINNING_2_sv) (1)
0453: set_object 16@ XY_rotation 0.0 0.0 angle 270.0
029B: 17@ = init_object 2109 at 1525.6801 -1121.86 139.58 // object (LOW_DINNING_3) (1)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 0.0
029B: 18@ = init_object 16501 at 1530.96 -1121.61 141.14 // object (cn2_savgardr2_) (185)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 359.995
029B: 19@ = init_object 2296 at 1524.85 -1118.51 139.17999 // object (TV_UNIT_1) (2)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 359.995
029B: 20@ = init_object 1737 at 1517.76 -1121.1899 139.17999 // object (MED_DINNING_5) (1)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 90.0
029B: 21@ = init_object 1255 at 1493.72 -1147.98 135.39999 // object (lounger) (1)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 0.0
029B: 22@ = init_object 1255 at 1493.73 -1145.9 135.39999 // object (lounger) (2)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 0.0
029B: 23@ = init_object 1255 at 1493.4301 -1135.59 135.39999 // object (lounger) (3)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 0.0
029B: 24@ = init_object 1255 at 1493.36 -1138.05 135.39999 // object (lounger) (4)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 0.0
029B: 25@ = init_object 1255 at 1547.88 -1148.6899 135.39999 // object (lounger) (5)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 180.0
029B: 26@ = init_object 1255 at 1547.53 -1146.35 135.39999 // object (lounger) (6)
0453: set_object 26@ XY_rotation 0.0 0.0 angle 179.995
029B: 27@ = init_object 16780 at 1523.48 -1125.42 143.17 // object (ufo_light03) (1)
0453: set_object 27@ XY_rotation 0.0 0.0 angle 0.0
029B: 28@ = init_object 16780 at 1497.8 -1121.5699 143.17 // object (ufo_light03) (2)
0453: set_object 28@ XY_rotation 0.0 0.0 angle 0.0
029B: 29@ = init_object 16780 at 1544.3199 -1121.8199 143.17 // object (ufo_light03) (3)
0453: set_object 29@ XY_rotation 0.0 0.0 angle 0.0
029B: 30@ = init_object 16780 at 1526.89 -1126.25 139.0 // object (ufo_light03) (4)
0453: set_object 30@ XY_rotation 0.0 0.0 angle 0.0
029B: 31@ = init_object 16780 at 1503.02 -1119.5699 139.0 // object (ufo_light03) (5)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 0.0
029B: 34@ = init_object 16780 at 1501.52 -1128.3199 139.0 // object (ufo_light03) (6)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 0.0
029B: 35@ = init_object 936 at 1528.96 -1121.36 135.3 // object (CJ_DF_WORKTOP_2) (1)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 0.0
029B: 36@ = init_object 1840 at 1529.41 -1121.23 135.78 // object (speaker_2) (2)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 90.0
029B: 37@ = init_object 16501 at 1517.58 -1120.6 136.78 // object (cn2_savgardr2_) (186)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 179.995
029B: 38@ = init_object 1702 at 1502.66 -1117.48 134.83 // object (kb_couch06) (14)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 0.0
029B: 39@ = init_object 1702 at 1500.5699 -1117.48 134.83 // object (kb_couch06) (15)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 0.0
029B: 40@ = init_object 1702 at 1506.0699 -1119.73 134.83 // object (kb_couch06) (16)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 270.0
029B: 41@ = init_object 1702 at 1498.89 -1121.65 134.83 // object (kb_couch06) (17)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 90.0
029B: 42@ = init_object 2109 at 1502.4301 -1120.46 135.22 // object (LOW_DINNING_3) (2)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 0.0
029B: 43@ = init_object 1702 at 1525.79 -1131.51 134.83 // object (kb_couch06) (18)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 179.995
029B: 44@ = init_object 1702 at 1521.9399 -1131.51 134.83 // object (kb_couch06) (19)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 179.995
029B: 45@ = init_object 1421 at 1501.1899 -1114.09 139.95 // object (DYN_BOXES) (1)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 0.0
029B: 46@ = init_object 1421 at 1494.89 -1131.5699 139.95 // object (DYN_BOXES) (2)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 0.0
029B: 47@ = init_object 1421 at 1500.92 -1131.5699 139.95 // object (DYN_BOXES) (3)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 0.0
029B: 48@ = init_object 1742 at 1507.0699 -1117.49 139.17 // object (Med_BOOKSHELF) (1)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 270.0
029B: 49@ = init_object 1742 at 1540.55 -1116.77 139.17999 // object (Med_BOOKSHELF) (2)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 90.0
029B: 50@ = init_object 2007 at 1539.9 -1122.71 139.17999 // object (filing_cab_nu01) (1)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 270.0
029B: 51@ = init_object 2007 at 1539.9 -1119.0 139.17999 // object (filing_cab_nu01) (2)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 270.0
029B: 52@ = init_object 2063 at 1531.4301 -1122.45 140.09 // object (CJ_GREENSHELVES) (1)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 90.0
029B: 53@ = init_object 2063 at 1507.58 -1117.39 140.09 // object (CJ_GREENSHELVES) (2)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 90.0
029B: 54@ = init_object 2063 at 1544.65 -1114.05 135.74001 // object (CJ_GREENSHELVES) (3)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 0.0
029B: 55@ = init_object 2063 at 1547.9301 -1114.05 135.74001 // object (CJ_GREENSHELVES) (4)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 0.0
029B: 56@ = init_object 947 at 1537.95 -1142.66 137.03 // object (bskballhub_lax01) (1)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 90.0
029B: 57@ = init_object 947 at 1506.5699 -1142.66 137.03 // object (bskballhub_lax01) (2)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 270.0
029B: 58@ = init_object 2629 at 1512.02 -1150.26 134.83 // object (gym_bench1) (3)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 179.995
029B: 59@ = init_object 2629 at 1510.13 -1150.09 134.83 // object (gym_bench1) (4)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 179.995
029B: 60@ = init_object 2629 at 1513.98 -1150.3199 134.83 // object (gym_bench1) (5)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 179.995
029B: 61@ = init_object 2629 at 1530.95 -1150.29 134.83 // object (gym_bench1) (6)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 179.995
029B: 62@ = init_object 2629 at 1528.88 -1150.26 134.83 // object (gym_bench1) (7)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 179.995
029B: 63@ = init_object 2629 at 1532.92 -1150.26 134.83 // object (gym_bench1) (8)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 179.995
029B: 64@ = init_object 3962 at 1538.64 -1117.29 136.83 // object (lee_Plane07) (1)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 0.0
029B: 65@ = init_object 2357 at 1544.67 -1121.37 135.22 // object (DUNC_DINNING) (1)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 0.0
029B: 66@ = init_object 2287 at 1544.99 -1121.1801 136.88 // object (Frame_4) (1)
0453: set_object 66@ XY_rotation 0.0 0.0 angle 0.0
029B: 67@ = init_object 2281 at 1514.12 -1122.96 141.08 // object (Frame_Thick_5) (1)
0453: set_object 67@ XY_rotation 0.0 0.0 angle 0.0
029B: 68@ = init_object 2281 at 1510.62 -1122.96 141.08 // object (Frame_Thick_5) (2)
0453: set_object 68@ XY_rotation 0.0 0.0 angle 0.0
029B: 69@ = init_object 2275 at 1491.89 -1121.24 140.88 // object (Frame_Fab_4) (1)
0453: set_object 69@ XY_rotation 0.0 0.0 angle 90.0
029B: 70@ = init_object 2270 at 1547.3 -1126.09 140.78 // object (Frame_WOOD_6) (1)
0453: set_object 70@ XY_rotation 0.0 0.0 angle 0.0
029B: 71@ = init_object 2270 at 1502.15 -1124.49 136.92 // object (Frame_WOOD_6) (2)
0453: set_object 71@ XY_rotation 0.0 0.0 angle 0.0
029B: 72@ = init_object 2265 at 1516.95 -1119.89 136.58 // object (Frame_SLIM_6) (1)
0453: set_object 72@ XY_rotation 0.0 0.0 angle 270.0
029B: 73@ = init_object 2262 at 1505.54 -1123.23 136.33 // object (Frame_SLIM_3) (1)
0453: set_object 73@ XY_rotation 0.0 0.0 angle 180.0
029B: 74@ = init_object 2124 at 1270.6801 -923.37 1189.25 // object (SWANK_DIN_CHAIR_1) (2)
0453: set_object 74@ XY_rotation 0.0 0.0 angle 270.0
0566: link_object 74@ to_interior 5
029B: 75@ = init_object 2357 at 1496.9301 -1120.11 139.58 // object (DUNC_DINNING) (2)
0453: set_object 75@ XY_rotation 0.0 0.0 angle 270.0
029B: 76@ = init_object 2357 at 1498.1801 -1120.11 139.58 // object (DUNC_DINNING) (3)
0453: set_object 76@ XY_rotation 0.0 0.0 angle 270.0
029B: 77@ = init_object 2357 at 1498.1801 -1124.11 139.58 // object (DUNC_DINNING) (4)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 270.0
029B: 78@ = init_object 2357 at 1496.92 -1124.11 139.58 // object (DUNC_DINNING) (5)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 270.0
029B: 79@ = init_object 2124 at 1499.12 -1125.22 140.02 // object (SWANK_DIN_CHAIR_1) (3)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 0.0
029B: 80@ = init_object 2124 at 1499.12 -1124.22 140.02 // object (SWANK_DIN_CHAIR_1) (4)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 0.0
029B: 81@ = init_object 2124 at 1499.12 -1123.22 140.02 // object (SWANK_DIN_CHAIR_1) (5)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 0.0
029B: 82@ = init_object 2124 at 1499.12 -1122.22 140.02 // object (SWANK_DIN_CHAIR_1) (6)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 0.0
029B: 83@ = init_object 2124 at 1499.12 -1121.22 140.02 // object (SWANK_DIN_CHAIR_1) (7)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 0.0
029B: 84@ = init_object 2124 at 1499.12 -1120.22 140.02 // object (SWANK_DIN_CHAIR_1) (8)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 0.0
029B: 85@ = init_object 2124 at 1499.12 -1119.22 140.02 // object (SWANK_DIN_CHAIR_1) (9)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 0.0
029B: 86@ = init_object 2124 at 1497.9399 -1117.47 140.02 // object (SWANK_DIN_CHAIR_1) (10)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 90.0
029B: 87@ = init_object 2124 at 1497.12 -1117.47 140.02 // object (SWANK_DIN_CHAIR_1) (11)
0453: set_object 87@ XY_rotation 0.0 0.0 angle 90.0
029B: 88@ = init_object 2124 at 1496.11 -1119.29 140.02 // object (SWANK_DIN_CHAIR_1) (12)
0453: set_object 88@ XY_rotation 0.0 0.0 angle 180.0
029B: 89@ = init_object 2124 at 1496.11 -1120.29 140.02 // object (SWANK_DIN_CHAIR_1) (13)
0453: set_object 89@ XY_rotation 0.0 0.0 angle 179.995
029B: 90@ = init_object 2124 at 1496.11 -1121.29 140.02 // object (SWANK_DIN_CHAIR_1) (14)
0453: set_object 90@ XY_rotation 0.0 0.0 angle 179.995
029B: 91@ = init_object 2124 at 1496.11 -1122.29 140.02 // object (SWANK_DIN_CHAIR_1) (15)
0453: set_object 91@ XY_rotation 0.0 0.0 angle 179.995
029B: 92@ = init_object 2124 at 1496.11 -1123.29 140.02 // object (SWANK_DIN_CHAIR_1) (16)
0453: set_object 92@ XY_rotation 0.0 0.0 angle 179.995
029B: 93@ = init_object 2124 at 1496.11 -1124.29 140.02 // object (SWANK_DIN_CHAIR_1) (17)
0453: set_object 93@ XY_rotation 0.0 0.0 angle 179.995
029B: 94@ = init_object 2124 at 1496.11 -1125.29 140.02 // object (SWANK_DIN_CHAIR_1) (18)
0453: set_object 94@ XY_rotation 0.0 0.0 angle 179.995
029B: 95@ = init_object 2124 at 1497.11 -1126.54 140.02 // object (SWANK_DIN_CHAIR_1) (19)
0453: set_object 95@ XY_rotation 0.0 0.0 angle 269.995
029B: 96@ = init_object 2124 at 1498.11 -1126.54 140.02 // object (SWANK_DIN_CHAIR_1) (20)
0453: set_object 96@ XY_rotation 0.0 0.0 angle 269.995
029B: 97@ = init_object 2812 at 1498.3 -1121.46 139.99001 // object (GB_platedirty01) (1)
0453: set_object 97@ XY_rotation 0.0 0.0 angle 60.0
029B: 98@ = init_object 2812 at 1496.88 -1124.52 139.99001 // object (GB_platedirty01) (2)
0453: set_object 98@ XY_rotation 0.0 0.0 angle 299.996
029B: 99@ = init_object 2816 at 1496.9399 -1119.23 139.99001 // object (gb_bedmags01) (1)
0453: set_object 99@ XY_rotation 0.0 0.0 angle 260.0
029B: 100@ = init_object 2822 at 1491.8199 -1116.0 140.34 // object (GB_kitchplatecln01) (1)
0453: set_object 100@ XY_rotation 0.0 0.0 angle 0.0
029B: 101@ = init_object 970 at 1511.77 -1134.36 139.74001 // object (fencesmallb) (1)
0453: set_object 101@ XY_rotation 0.0 0.0 angle 0.0
029B: 102@ = init_object 16501 at 1503.11 -1132.16 139.09 // object (cn2_savgardr2_) (187)
0453: set_object 102@ XY_rotation 0.0 90.0 angle 90.0
029B: 103@ = init_object 970 at 1507.65 -1134.36 139.74001 // object (fencesmallb) (2)
0453: set_object 103@ XY_rotation 0.0 0.0 angle 0.0
029B: 104@ = init_object 970 at 1503.5601 -1134.36 139.74001 // object (fencesmallb) (3)
0453: set_object 104@ XY_rotation 0.0 0.0 angle 0.0
029B: 105@ = init_object 970 at 1501.52 -1134.36 139.74001 // object (fencesmallb) (4)
0453: set_object 105@ XY_rotation 0.0 0.0 angle 0.0
029B: 106@ = init_object 1694 at 1546.5 -1121.65 151.99001 // object (roofstuff13) (1)
0453: set_object 106@ XY_rotation 0.0 0.0 angle 0.0
029B: 107@ = init_object 1695 at 1540.12 -1127.83 143.81 // object (roofstuff14) (1)
0453: set_object 107@ XY_rotation 0.0 0.0 angle 0.0
029B: 108@ = init_object 1695 at 1532.41 -1127.83 143.81 // object (roofstuff14) (2)
0453: set_object 108@ XY_rotation 0.0 0.0 angle 0.0
029B: 109@ = init_object 1695 at 1524.17 -1127.83 143.81 // object (roofstuff14) (3)
0453: set_object 109@ XY_rotation 0.0 0.0 angle 0.0
029B: 110@ = init_object 1695 at 1515.36 -1127.83 143.81 // object (roofstuff14) (4)
0453: set_object 110@ XY_rotation 0.0 0.0 angle 0.0
029B: 111@ = init_object 1695 at 1506.8 -1127.83 143.81 // object (roofstuff14) (5)
0453: set_object 111@ XY_rotation 0.0 0.0 angle 0.0
029B: 112@ = init_object 1695 at 1498.24 -1127.83 143.81 // object (roofstuff14) (6)
0453: set_object 112@ XY_rotation 0.0 0.0 angle 0.0
029B: 113@ = init_object 3934 at 1520.01 -1168.0601 130.73 // object (helipad01) (1)
0453: set_object 113@ XY_rotation 0.0 0.0 angle 270.0
029B: 114@ = init_object 2924 at 1521.87 -1113.71 136.02 // object (kmb_crash3door) (1)
0453: set_object 114@ XY_rotation 0.0 0.0 angle 0.0
029B: 115@ = init_object 2924 at 1519.09 -1113.71 136.02 // object (kmb_crash3door) (2)
0453: set_object 115@ XY_rotation 0.0 0.0 angle 180.0

0249: release_model 425
0249: release_model 1702
0249: release_model 16501
0249: release_model 15037
0249: release_model 2109
0249: release_model 2296
0249: release_model 1737
0249: release_model 1255
0249: release_model 16780
0249: release_model 936
0249: release_model 1840
0249: release_model 1421
0249: release_model 1742
0249: release_model 2007
0249: release_model 2063
0249: release_model 947
0249: release_model 2629
0249: release_model 3962
0249: release_model 2357
0249: release_model 2287
0249: release_model 2281
0249: release_model 2275
0249: release_model 2270
0249: release_model 2265
0249: release_model 2262
0249: release_model 2124
0249: release_model 2812
0249: release_model 2816
0249: release_model 2822
0249: release_model 970
0249: release_model 1694
0249: release_model 1695
0249: release_model 3934
0249: release_model 2924
0249: release_model 16501
0249: release_model 3361
0249: release_model 3115
0249: release_model 1829
0249: release_model 1840
0249: release_model 1839
0249: release_model 2002
0249: release_model 2003
0249: release_model 2091
0249: release_model 2100
0249: release_model 2130
0249: release_model 2127
0249: release_model 2131
0249: release_model 2149
0249: release_model 2226
0249: release_model 2296
0249: release_model 2565
0249: release_model 2630
0249: release_model 2629
0249: release_model 2628
0249: release_model 2627
0249: release_model 2632
0249: release_model 2631
0249: release_model 2700
0249: release_model 2738
0249: release_model 2739
0249: release_model 2742
0249: release_model 2741
0249: release_model 2713
0249: release_model 2819
0249: release_model 14867
0249: release_model 1738
0249: release_model 1778
0249: release_model 2108
0249: release_model 2029
0249: release_model 1702


wait 500
actor.LockInCurrentPosition($saints1) = false
actor.LockInCurrentPosition($saints2) = false
actor.LockInCurrentPosition($saints3) = false
actor.LockInCurrentPosition($saints4) = false
actor.LockInCurrentPosition($saints5) = false
actor.LockInCurrentPosition($saints6) = false
actor.LockInCurrentPosition($saints7) = false
actor.LockInCurrentPosition($saints8) = false
actor.LockInCurrentPosition($saints9) = false
actor.LockInCurrentPosition($saints10) = false
actor.LockInCurrentPosition($saints11) = false
actor.LockInCurrentPosition($saints12) = false
actor.LockInCurrentPosition($saints13) = false
actor.LockInCurrentPosition($saints14) = false
actor.LockInCurrentPosition($saints15) = false
actor.LockInCurrentPosition($saints16) = false
actor.LockInCurrentPosition($saints17) = false
actor.LockInCurrentPosition($saints18) = false
actor.LockInCurrentPosition($saints19) = false
actor.LockInCurrentPosition($saints20) = false
actor.LockInCurrentPosition($saints21) = false
actor.LockInCurrentPosition($saints22) = false
actor.LockInCurrentPosition($saints23) = false
actor.LockInCurrentPosition($saints24) = false
actor.LockInCurrentPosition($saints25) = false
actor.LockInCurrentPosition($saints26) = false
actor.LockInCurrentPosition($saints27) = false
actor.LockInCurrentPosition($saints28) = false
actor.LockInCurrentPosition($saints29) = false
actor.LockInCurrentPosition($saints30) = false
actor.LockInCurrentPosition($saints31) = false
actor.LockInCurrentPosition($saints32) = false
actor.LockInCurrentPosition($saints33) = false
actor.LockInCurrentPosition($saints34) = false
actor.LockInCurrentPosition($saints35) = false
actor.LockInCurrentPosition($saints36) = false                  
actor.LockInCurrentPosition($saints37) = false
actor.LockInCurrentPosition($saints38) = false
actor.LockInCurrentPosition($saints39) = false
actor.LockInCurrentPosition($saints40) = false
700@ = 0
jump @leave
:leave2
if
80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere  1517.7501 -1125.7162 136.184 radius 315.0 315.0 315.0
jf @not2
jump @left2
:not2
return

:leave
wait 0
gosub @exit_penthouse
gosub @radio
gosub @leave2
gosub @talk_jack
if 
0ADC:   test_cheat "exit"

jf @leave
:left
fade 0 800
wait 1000
fade 1 800
actor.PutAt($player_actor,  428.8116, 56.061, 23.93)

actor.PutAt($player_actor, 1524.7273, -1110.5762, 20.8608)
actor.Angle($player_actor) = 1.4865
:left2
actor.DestroyInstantly($saints1)
actor.DestroyInstantly($saints2)
actor.DestroyInstantly($saints3)
actor.DestroyInstantly($saints4)
actor.DestroyInstantly($saints5)
actor.DestroyInstantly($saints6)
actor.DestroyInstantly($saints7)
actor.DestroyInstantly($saints8)
actor.DestroyInstantly($saints9)
actor.DestroyInstantly($saints10)
actor.DestroyInstantly($saints11)
actor.DestroyInstantly($saints12)
actor.DestroyInstantly($saints13)
actor.DestroyInstantly($saints14)
actor.DestroyInstantly($saints15)
actor.DestroyInstantly($saints16)
actor.DestroyInstantly($saints17)
actor.DestroyInstantly($saints18)
actor.DestroyInstantly($saints19)
actor.DestroyInstantly($saints20)
actor.DestroyInstantly($saints21)
actor.DestroyInstantly($saints22)
actor.DestroyInstantly($saints23)
actor.DestroyInstantly($saints24)
actor.DestroyInstantly($saints25)
actor.DestroyInstantly($saints26)
actor.DestroyInstantly($saints27)
actor.DestroyInstantly($saints28)
actor.DestroyInstantly($saints29)
actor.DestroyInstantly($saints30)
actor.DestroyInstantly($saints31)
actor.DestroyInstantly($saints32)
actor.DestroyInstantly($saints33)
actor.DestroyInstantly($saints34)
actor.DestroyInstantly($saints35)
actor.DestroyInstantly($saints36)    
actor.DestroyInstantly($saints37)
actor.DestroyInstantly($saints38)
actor.DestroyInstantly($saints39)
actor.DestroyInstantly($saints40)
actor.DestroyInstantly($jack)
actor.DestroyInstantly($bobby)
actor.DestroyInstantly($jimmy)

audiostream.Release($music1)
audiostream.Release($music2)
audiostream.Release($music3)
audiostream.Release($music4)
audiostream.Release($music5)
audiostream.Release($music6)
audiostream.Release($music7)
audiostream.Release($music8)
audiostream.Release($music9)
audiostream.Release($music10)
audiostream.Release($music11)
audiostream.Release($music12)
audiostream.Release($tuning)
audiostream.Release($tv)
$onmission = 0
// set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0
// set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1
mission_cleanup
end_thread



:exit_penthouse
if 
0102:   actor $PLAYER_ACTOR in_sphere 1520.3783 -1114.6292 135.8281 radius 2.2 2.2 2.0 sphere 1 stopped_on_foot

jf @backin
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to exit the penthouse." time 500

if
00E1:   player 0 pressed_key 15

jf @backin

jump @left

:backin
return


:radio
if
0102:   actor $PLAYER_ACTOR in_sphere  1503.8748 -1115.3094 140.184 radius 2.2 2.2 2.0 sphere 0 stopped_on_foot
jf @return
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to change the radio." time 500
if

00E1:   player 0 pressed_key 15
jf @return

audiostream.PerformAction($music1, stop)
audiostream.PerformAction($music2, stop)
audiostream.PerformAction($music3, stop)
audiostream.PerformAction($music4, stop)
audiostream.PerformAction($music5, stop)
audiostream.PerformAction($music6, stop)
audiostream.PerformAction($music7, stop)
audiostream.PerformAction($music8, stop)
audiostream.PerformAction($music9, stop)
audiostream.PerformAction($music10, stop)
audiostream.PerformAction($music11, stop)
audiostream.PerformAction($music12, stop)
audiostream.LinkToActor($tuning, $music_actor)
audiostream.PerformAction($tuning , play)
//0ACD: show_text_highpriority "" time 500
wait 500
jump @radio_change_1

:return
return


:radio_change_1
0209: 700@ = random_int_in_ranges 0 13
wait 0
if
700@ == 0
jf @radio_change_2
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music2, $music_actor)
audiostream.PerformAction($music2 , play)
audiostream.Loop($tuning, 0)
//700@ = 1
return

:radio_change_2


if
700@ == 1
jf @radio_change_3
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music3, $music_actor)
audiostream.PerformAction($music3 , play)
audiostream.Loop($tuning, 0)
//700@ = 2
return

:radio_change_3


if
700@ == 2
jf @radio_change_4
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music3, $music_actor)
audiostream.PerformAction($music3 , play)
audiostream.Loop($tuning, 0)
//700@ = 3
return

:radio_change_4

if
700@ == 3
jf @radio_change_5
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music4, $music_actor)
audiostream.PerformAction($music4 , play)
audiostream.Loop($tuning, 0)
//700@ = 4
return

:radio_change_5


if
700@ == 4
jf @radio_change_6
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music1, $music_actor)
audiostream.PerformAction($music1 , play)
audiostream.Loop($tuning, 0)
//700@ = 5
return

:radio_change_6


if
700@ == 5
jf @radio_change_7
//audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($tuning, $music_actor)
audiostream.PerformAction($tuning , play)
audiostream.Loop($tuning, 1)
//700@ = 6
return

:radio_change_7
if
700@ == 6
jf @radio_change_8
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music5, $music_actor)
audiostream.PerformAction($music5 , play)
audiostream.Loop($tuning, 0)
//700@ = 7
return

:radio_change_8
if
700@ == 7
jf @radio_change_9
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music6, $music_actor)
audiostream.PerformAction($music6 , play)
audiostream.Loop($tuning, 0)
//700@ = 8
return

:radio_change_9
if
700@ == 8
jf @radio_change_10
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music7, $music_actor)
audiostream.PerformAction($music7 , play)
audiostream.Loop($tuning, 0)
//700@ = 9
return

:radio_change_10
if
700@ == 9
jf @radio_change_11
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music8, $music_actor)
audiostream.PerformAction($music8 , play)
audiostream.Loop($tuning, 0)
//700@ = 0
return


:radio_change_11
if
700@ == 10
jf @radio_change_12
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music9, $music_actor)
audiostream.PerformAction($music9 , play)
audiostream.Loop($tuning, 0)
//700@ = 9
return

:radio_change_12
if
700@ == 11
jf @radio_change_13
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music10, $music_actor)
audiostream.PerformAction($music10 , play)
audiostream.Loop($tuning, 0)
//700@ = 9
return
:return2
return

:radio_change_13
if
700@ == 12
jf @radio_change_14
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music11, $music_actor)
audiostream.PerformAction($music11 , play)
audiostream.Loop($tuning, 0)
//700@ = 9
return


:radio_change_14
if
700@ == 13
jf @radio_change_1
audiostream.PerformAction($tuning, stop)
audiostream.LinkToActor($music12, $music_actor)
audiostream.PerformAction($music12 , play)
audiostream.Loop($tuning, 0)
//700@ = 9
return


:talk_jack
if 
0105:   actor $PLAYER_ACTOR near_actor  $jack radius 1.0 1.0 1.0 sphere 0 on_foot


jf @back_jack
0ACD: show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to talk to Jack." time 500
if
00E1:   player 0 pressed_key 11 
jf @back_jack
04C4: store_coords_to 400@  401@ 402@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
00BE: text_clear_all


:jack_counter_1
0209: $jack_random_quote = random_int_in_ranges 0 10
wait 0
if
$jack_random_quote == 0
jf @jack_counter_2
actor.PutAt($PLAYER_ACTOR,  1541.1636, -1118.5863, 144.344 )
015F: set_camera_position  1523.4441 -1121.9255 140.184 rotation 0.0 0.0 0.0
0160: set_camera_point_at  1524.9021 -1124.3872 139.8281 switchstyle 2
02A3: enable_widescreen 1

0337: set_actor $PLAYER_ACTOR visibility 0
player.CanMove($PLAYER_char) = false
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk1.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "If you realize that if your re-uniting the saints, who gonna watch all these saints? You?" time 7000

wait 7000
audiostream.Release($talk)

$talk = audiostream.Load("cleo\missions\penthouse\jacktalk2.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "Or someone else, maybe Pierce or Shaundi but I don't know about Gat." time 6000
wait 6000
audiostream.Release($talk)
0337: set_actor $PLAYER_ACTOR visibility 1
player.CanMove($PLAYER_char) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
02A3: enable_widescreen 0

actor.PutAt($PLAYER_ACTOR,  400@,  401@ ,402@ )
return
:jack_counter_2
wait 0
if
$jack_random_quote == 1
jf @jack_counter_3
actor.PutAt($PLAYER_ACTOR,  1541.1636, -1118.5863, 144.344 )

015F: set_camera_position  1523.4441 -1121.9255 140.184 rotation 0.0 0.0 0.0
0160: set_camera_point_at  1524.9021 -1124.3872 139.8281 switchstyle 2

0337: set_actor $PLAYER_ACTOR visibility 0
player.CanMove($PLAYER_char) = false
02A3: enable_widescreen 1
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk3.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "If you came to the real world and there's no point of going back to the simulation, I think the earth might explode." time 9000
wait 9000
audiostream.Release($talk)
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk4.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "C.I.D was a dumb AI, who knows - he betrays us and worked for Zinyak." time 6000
wait 6000
audiostream.Release($talk)
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk5.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "Wow - if he explodes, the saints will get really pissed off that's he's gone." time 7000
wait 7000
audiostream.Release($talk)
0337: set_actor $PLAYER_ACTOR visibility 1
player.CanMove($PLAYER_char) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
actor.PutAt($PLAYER_ACTOR,  400@,  401@ ,402@ )
02A3: enable_widescreen 0
return

:jack_counter_3
wait 0
if
$jack_random_quote == 2
jf @jack_counter_4
actor.PutAt($PLAYER_ACTOR,  1541.1636, -1118.5863, 144.344 )

015F: set_camera_position  1523.4441 -1121.9255 140.184 rotation 0.0 0.0 0.0
0160: set_camera_point_at  1524.9021 -1124.3872 139.8281 switchstyle 2

0337: set_actor $PLAYER_ACTOR visibility 0
player.CanMove($PLAYER_char) = false
02A3: enable_widescreen 1
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk6.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "Can you tell me something, why are we become the leader? Isn't the boss suppose be the leader of the saints?" time 8000
wait 8000
audiostream.Release($talk)
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk7.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "Well, prohblaly the boss might have gone after Loren or some what he just killing people." time 6500
wait 6000
audiostream.Release($talk)
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk8.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "The boss is really insane! I can't believe that!" time 4500
wait 4000
audiostream.Release($talk)
0337: set_actor $PLAYER_ACTOR visibility 1
player.CanMove($PLAYER_char) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
actor.PutAt($PLAYER_ACTOR,  400@,  401@ ,402@ )
02A3: enable_widescreen 0
return

:jack_counter_4
wait 0
if
$jack_random_quote == 3
jf @jack_counter_5
actor.PutAt($PLAYER_ACTOR,  1541.1636, -1118.5863, 144.344 )

015F: set_camera_position  1523.4441 -1121.9255 140.184 rotation 0.0 0.0 0.0
0160: set_camera_point_at  1524.9021 -1124.3872 139.8281 switchstyle 2
02A3: enable_widescreen 1

0337: set_actor $PLAYER_ACTOR visibility 0
player.CanMove($PLAYER_char) = false
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk9.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "I wonder why Jimmy & Bobby play with the Jigglypuff toy, it seems to me that is a girly toy." time 6000
wait 6000
audiostream.Release($talk)
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk10.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "I talked them for years by now. But they didn't stop at all." time 5000
wait 5000
audiostream.Release($talk)
0337: set_actor $PLAYER_ACTOR visibility 1
player.CanMove($PLAYER_char) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
actor.PutAt($PLAYER_ACTOR,  400@,  401@ ,402@ )
02A3: enable_widescreen 0
return

:jack_counter_5
wait 0
if
$jack_random_quote == 4
jf @jack_counter_1
actor.PutAt($PLAYER_ACTOR,  1541.1636, -1118.5863, 144.344 )

015F: set_camera_position  1523.4441 -1121.9255 140.184 rotation 0.0 0.0 0.0
0160: set_camera_point_at  1524.9021 -1124.3872 139.8281 switchstyle 2
02A3: enable_widescreen 1

0337: set_actor $PLAYER_ACTOR visibility 0
player.CanMove($PLAYER_char) = false
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk11.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "Yo, why not change the radio, I keep hearing the same song over and over again." time 5000
wait 5000
audiostream.Release($talk)
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk12.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "Hmmmmmm..." time 2500
wait 2000
audiostream.Release($talk)
$talk = audiostream.Load("cleo\missions\penthouse\jacktalk13.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "Yo, dude change you change the radio, please?" time 3500
wait 3000
audiostream.Release($talk)
0337: set_actor $PLAYER_ACTOR visibility 1
player.CanMove($PLAYER_char) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
actor.PutAt($PLAYER_ACTOR,  400@,  401@ ,402@ )
02A3: enable_widescreen 0
return
:back_jack
return