// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cm}

//-------------MAIN---------------
03A4: name_thread 'safeword' 
0ACA: show_text_box "Type 'exit' if you want to cancel the mission." 
0004: $ONMISSION = 1 
08E7: disable_entrance_markers 1 
03C7: set_sensitivity_to_crime 0.3 
0923: enable_air_traffic 0 
0997: set_total_respect_points_to 1E13 
0998: add_respect 1E14 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 1E12 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0247: load_model 1240 
0247: load_model 1242 
0247: load_model #BIKERB 
0247: load_model #BANSHEE 
0247: load_model #CELLPHONE 
0247: load_model #JETMAX 
0247: load_model #AK47 
0247: load_model #MP5LNG 
0247: load_model #M4 
0247: load_model #DWFYLC1 
0247: load_model #TRIADA 
0247: load_model #TRIADB 
0247: load_model #TRIBOSS 
0247: load_model #SILENCED 
0247: load_model #MOLOTOV 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #CHROMEGUN 
0247: load_model #SHOTGSPA 
0247: load_model #MICRO_UZI 
0247: load_model #SAWNOFF 
0247: load_model #DESERT_EAGLE 
0247: load_model #SHOVEL 
0247: load_model #COLT45 
0247: load_model #BAT 
0247: load_model #SNIPER 
0247: load_model #SILENCED 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
0247: load_model #HMYDRUG 
0247: load_model #WMYST 
0247: load_model #VMAFF4 
0247: load_model #TRIBOSS 
0247: load_model #SBMYCR 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
0247: load_model #BALLAS3 
0247: load_model #KNIFECUR 
0247: load_model #BMYDRUG 
0247: load_model #WFYST 
0247: load_model #KATANA 
0247: load_model 1279 
0247: load_model #VBFYST2 
0247: load_model #VHFYST3 
0247: load_model #SWFYSTR 
0247: load_model #HFYST 
0247: load_model #WFYSEX 
0247: load_model #ADMIRAL 
0247: load_model #SBFYPRO 
0247: load_model #VWFYST1 
0247: load_model #BMYPOL2 
0247: load_model #SHMYCR 
0247: load_model #SBMOST 
0247: load_model #SWMORI 
0247: load_model #SMYST2 
0247: load_model #SMYST 
0247: load_model #SWMYRI 
0247: load_model #VWMOTR2 
0247: load_model #SWMYST 
0247: load_model #VWFYPRO 
0247: load_model #VBFYPRO 
0247: load_model #SFYPRO 
0247: load_model #SBFYPRO 
0247: load_model #SHFYPRO 
0247: load_model #CADDY 
0247: load_model #BFINJECT 
0247: load_model #HUNTLEY 
0247: load_model #VBMOCD 
0247: load_model #OMORI 
0247: load_model #WMOPREA 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 
0247: load_model #SOFYRI 
0247: load_model #SOMOBU 
0247: load_model #SOMORI 
0247: load_model #WALTON 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #GRENADE 
0247: load_model #SMYST 
0247: load_model #SMYST2 
0247: load_model #VWMYBOX 
0247: load_model #VBMYBOX 
0247: load_model #HUNTLEY 
0247: load_model #M4 
0247: load_model #STAFFORD 
0247: load_model #SABRE 
023C: load_special_actor 'bb' as 4 // models 290-299 
038B: load_requested_models 
0107: 98@ = create_object 1279 at 7871.587 -8818.814 26.2808 
0750: set_object 98@ visibility 0 
0382: set_object 98@ collision_detection 0 
01C7: remove_object_from_mission_cleanup_list 98@ 
0AC1: 99@ = load_audiostream_with_3d_support "cleo\vc\safeword\ness_victory.mp3" // IF and SET 
0AC3: link_3d_audiostream 99@ to_object 98@ 
0006: 33@ = 0 
0004: $411 = 0 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 8 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6 
0004: $412 = 0 
0006: 32@ = 0 
0006: 300@ = 30 
04ED: load_animation "knife" 
04ED: load_animation "PARACHUTE" 
04ED: load_animation "ROB_BANK" 
04ED: load_animation "BSKTBALL" 
04ED: load_animation "CAMERA" 
04ED: load_animation "gangs" 
04ED: load_animation "PLAYIDLES" 
04ED: load_animation "gangs" 
04ED: load_animation "GYMNASIUM" 
04ED: load_animation "SMOKING" 
04ED: load_animation "DANCING" 
04ED: load_animation "STRIP" 
04ED: load_animation "SnM" 
04ED: load_animation "SMOKING" 
04ED: load_animation "CRACK" 
04ED: load_animation "BOMBER" 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0ACB: show_styled_text "~p~Return to Steelport" time 2000 style 2 
0006: 32@ = 0 
0ADF: add_dynamic_GXT_entry "kills" text "Kills ~n~~1~" 
0ADF: add_dynamic_GXT_entry "score" text "Score ~n~~1~" 
0ADF: add_dynamic_GXT_entry "aband" text "Your about to abandon your ~p~homie~w~ in ~n~~1~ second(s)" 
016A: fade 0 time 800 
0001: wait 1000 ms 
016A: fade 1 time 800 
0001: wait 0 ms 
00D6: if 
02F2:   actor $PLAYER_ACTOR model == #SPECIAL10 
004D: jump_if_false @safeword_1149 
0002: jump @safeword_1156 

:safeword_1149
09C7: change_player $PLAYER_CHAR model_to #BMYDRUG 

:safeword_1156
0002: jump @safeword_2258 

:safeword_1163
08E7: disable_entrance_markers 1 
0001: wait 0 ms 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
00D6: if or
0038:   $ONMISSION == 0 
0112:   wasted_or_busted // mission only 
0ADC:   test_cheat "exit" 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @safeword_1300 
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1 
016A: fade 0 time 800 
0001: wait 1000 ms 
016A: fade 1 time 800 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@ 
0002: jump @safeword_1343 

:safeword_1300
00D6: if and
0ADC:   test_cheat "balamxcklm" 
0AB0:   key_pressed 116 
0AB0:   key_pressed 192 
004D: jump_if_false @safeword_1341 
0002: jump @safeword_1343 

:safeword_1341
0051: return 

:safeword_1343
0001: wait 0 ms 
00D6: if 
075C:   marker 1000@ enabled 
004D: jump_if_false @safeword_1375 
0164: disable_marker 1000@ 
0002: jump @safeword_1375 

:safeword_1375
00D6: if 
056D:   actor $413 defined 
004D: jump_if_false @safeword_1403 
01C2: remove_references_to_actor $413 // Like turning an actor into a random pedestrian 
0002: jump @safeword_1403 

:safeword_1403
00D6: if 
056D:   actor $415 defined 
004D: jump_if_false @safeword_1424 
01C2: remove_references_to_actor $415 // Like turning an actor into a random pedestrian 

:safeword_1424
00D6: if 
0A32:   actor $PLAYER_ACTOR on_turret_of_car 
004D: jump_if_false @safeword_1445 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 

:safeword_1445
00D6: if 
056D:   actor $416 defined 
004D: jump_if_false @safeword_1466 
01C2: remove_references_to_actor $416 // Like turning an actor into a random pedestrian 

:safeword_1466
00D6: if 
056D:   actor $419 defined 
004D: jump_if_false @safeword_1487 
01C2: remove_references_to_actor $419 // Like turning an actor into a random pedestrian 

:safeword_1487
00D6: if 
056D:   actor 899@ defined 
004D: jump_if_false @safeword_1508 
01C2: remove_references_to_actor 899@ // Like turning an actor into a random pedestrian 

:safeword_1508
0501: set_player $PLAYER_CHAR driveby_mode 0 
08E7: disable_entrance_markers 0 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
01B4: set_player 0 can_move 1 
00D8: mission_cleanup 
0004: $ONMISSION = 0 
0AAE: release_mp3 99@ 
0108: destroy_object 98@ 
03C7: set_sensitivity_to_crime 1.0 
0395: clear_area 1 at 1@ 2@ 3@ radius 300.0 
004E: end_thread 

:safeword_1578
00D6: if 
056D:   actor $413 defined 
004D: jump_if_false @safeword_1671 
00D6: if 
0118:   actor $413 dead 
004D: jump_if_false @safeword_1671 
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1 
0001: wait 300 ms 
0ACD: show_text_highpriority "~r~Pierce died!" time 4000 
0002: jump @safeword_1343 

:safeword_1671
00D6: if 
056D:   actor $416 defined 
004D: jump_if_false @safeword_1763 
00D6: if 
0118:   actor $416 dead 
004D: jump_if_false @safeword_1763 
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1 
0001: wait 300 ms 
0ACD: show_text_highpriority "~r~Zimos died!" time 4000 
0002: jump @safeword_1343 

:safeword_1763
00D6: if and
0038:   $412 == 0 
056D:   actor $413 defined 
004D: jump_if_false @safeword_1990 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $413 radius 60.0 60.0 60.0 sphere 0 
004D: jump_if_false @safeword_1829 
0050: gosub @safeword_2204 

:safeword_1829
00D6: if 
0039:   300@ == 0 
004D: jump_if_false @safeword_1917 
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1 
0001: wait 300 ms 
0ACD: show_text_highpriority "~r~You abandoned Pierce!" time 4000 
0002: jump @safeword_1343 

:safeword_1917
00D6: if and
0038:   $412 == 0 
056D:   actor $413 defined 
004D: jump_if_false @safeword_1990 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $413 radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @safeword_1990 
0006: 32@ = 0 
0006: 300@ = 30 

:safeword_1990
00D6: if 
056D:   actor $415 defined 
004D: jump_if_false @safeword_2108 
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @safeword_2108 
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1 
0001: wait 300 ms 
0ACD: show_text_highpriority "~r~Angel died! Your suppose to help him!" time 4000 
0002: jump @safeword_1343 

:safeword_2108
00D6: if 
056D:   actor 899@ defined 
004D: jump_if_false @safeword_2202 
00D6: if 
0118:   actor 899@ dead 
004D: jump_if_false @safeword_2202 
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1 
0001: wait 300 ms 
0ACD: show_text_highpriority "~r~Shaundi died!" time 4000 
0002: jump @safeword_1343 

:safeword_2202
0051: return 

:safeword_2204
01E5: show_text_1number_highpriority GXT 'aband' number 300@ time 1000 flag 1 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @safeword_2256 
000E: 300@ -= 1 
0006: 32@ = 0 

:safeword_2256
0051: return 

:safeword_2258
0006: 32@ = 0 
0001: wait 0 ms 
00D6: if 
0038:   $420 == 3 
004D: jump_if_false @safeword_2530 
023C: load_special_actor 'ogloc' as 8 // models 290-299 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 8523.396 -9126.391 5.1729 
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.9417 
009A: $413 = create_actor_pedtype 8 model #SPECIAL08 at 8522.921 -9122.561 5.1624 
0173: set_actor $413 Z_angle_to 69.2647 
0223: set_actor $413 health_to 1000 
0446: set_actor $413 dismemberment_possible 0 
01B2: give_actor $413 weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor $413 attack_rate 90 // previously known as temper_to 
0631: put_actor $413 in_group $PLAYER_GROUP 
01C5: remove_actor_from_mission_cleanup_list $413 
04D8: set_actor $413 drowns_in_water 0 
0187: $421 = create_marker_above_actor $413 
0165: set_marker $421 color_to 2 
0168: set_marker $421 size 2 
018B: set_marker $421 radar_mode 2 
0296: unload_special_actor 8 
00A1: put_actor $PLAYER_ACTOR at 8482.339 -8719.97 6.9206 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.9457 
00A1: put_actor $413 at 8483.268 -8722.866 6.9206 
0173: set_actor $413 Z_angle_to 82.9457 
077A: set_actor $413 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
0002: jump @safeword_23045 

:safeword_2530
00D6: if 
0038:   $420 == 4 
004D: jump_if_false @safeword_3156 
023C: load_special_actor 'ogloc' as 8 // models 290-299 
023C: load_special_actor 'jizzy' as 7 // models 290-299 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 8523.396 -9126.391 5.1729 
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.9417 
009A: $413 = create_actor_pedtype 8 model #SPECIAL08 at 8612.495 -7124.935 13.8841 
0173: set_actor $413 Z_angle_to 271.6917 
0223: set_actor $413 health_to 1000 
0446: set_actor $413 dismemberment_possible 0 
01B2: give_actor $413 weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor $413 attack_rate 90 // previously known as temper_to 
0631: put_actor $413 in_group $PLAYER_GROUP 
01C5: remove_actor_from_mission_cleanup_list $413 
04D8: set_actor $413 drowns_in_water 0 
0187: $421 = create_marker_above_actor $413 
0165: set_marker $421 color_to 2 
0168: set_marker $421 size 2 
018B: set_marker $421 radar_mode 2 
0296: unload_special_actor 8 
009A: $415 = create_actor_pedtype 8 model #VWMYBOX at 8632.411 -7125.257 13.775 
0173: set_actor $415 Z_angle_to 269.3613 
01B2: give_actor $415 weapon 31 ammo 99999 // Load the weapon model before using this 
0223: set_actor $415 health_to 3000 
04D8: set_actor $415 drowns_in_water 0 
0446: set_actor $415 dismemberment_possible 0 
07DD: set_actor $415 attack_rate 50 // previously known as temper_to 
07FE: set_actor $415 fighting_style_to 7 moves 6 
02E2: set_actor $415 weapon_accuracy_to 65 
0187: $425 = create_marker_above_actor $415 
0165: set_marker $425 color_to 2 
0168: set_marker $425 size 2 
018B: set_marker $425 radar_mode 2 
01C5: remove_actor_from_mission_cleanup_list $415 
009A: $419 = create_actor_pedtype 8 model #SMYST2 at 8542.878 -7181.577 8.1003 
0173: set_actor $419 Z_angle_to 29.5839 
0223: set_actor $419 health_to 5000 
02AB: set_actor $419 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor $419 dismemberment_possible 0 
07FE: set_actor $419 fighting_style_to 7 moves 6 
0946: set_actor $419 actions_uninterupted_by_weapon_fire 1 
07DD: set_actor $419 attack_rate 100 // previously known as temper_to 
060F: set_actor $419 melee_accuracy_to 100.0 
0245: set_actor $419 walk_style_to "player" 
0631: put_actor $419 in_group $PLAYER_GROUP 
04D8: set_actor $419 drowns_in_water 0 
01C5: remove_actor_from_mission_cleanup_list $419 
0187: $426 = create_marker_above_actor $419 
0165: set_marker $426 color_to 2 
0168: set_marker $426 size 3 
018B: set_marker $426 radar_mode 2 
009A: $416 = create_actor_pedtype 8 model #SPECIAL07 at 8481.701 -8724.403 6.9206 
0173: set_actor $416 Z_angle_to 84.6103 
0223: set_actor $416 health_to 1000 
01B2: give_actor $416 weapon 26 ammo 99999 // Load the weapon model before using this 
0446: set_actor $416 dismemberment_possible 0 
0245: set_actor $416 walk_style_to "gang1" 
04D8: set_actor $416 drowns_in_water 0 
01C5: remove_actor_from_mission_cleanup_list $416 
0187: $427 = create_marker_above_actor $416 
0165: set_marker $427 color_to 2 
0168: set_marker $427 size 2 
018B: set_marker $427 radar_mode 2 
0631: put_actor $416 in_group $PLAYER_GROUP 
077A: set_actor $416 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
0296: unload_special_actor 7 
0002: jump @safeword_29292 

:safeword_3156
00D6: if 
0038:   $420 == 2 
004D: jump_if_false @safeword_3318 
023C: load_special_actor 'ogloc' as 8 // models 290-299 
038B: load_requested_models 
009A: $413 = create_actor_pedtype 8 model #SPECIAL08 at 8522.921 -9122.561 5.1624 
0173: set_actor $413 Z_angle_to 69.2647 
0223: set_actor $413 health_to 1000 
0446: set_actor $413 dismemberment_possible 0 
01B2: give_actor $413 weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor $413 attack_rate 90 // previously known as temper_to 
0631: put_actor $413 in_group $PLAYER_GROUP 
01C5: remove_actor_from_mission_cleanup_list $413 
04D8: set_actor $413 drowns_in_water 0 
0187: $421 = create_marker_above_actor $413 
0165: set_marker $421 color_to 2 
0168: set_marker $421 size 2 
018B: set_marker $421 radar_mode 2 
0296: unload_special_actor 8 
0002: jump @safeword_16927 

:safeword_3318
00D6: if 
0038:   $420 == 1 
004D: jump_if_false @safeword_3510 
023C: load_special_actor 'ogloc' as 8 // models 290-299 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 8523.396 -9126.391 5.1729 
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.9417 
009A: $413 = create_actor_pedtype 8 model #SPECIAL08 at 8612.495 -7124.935 13.8841 
0173: set_actor $413 Z_angle_to 271.6917 
0223: set_actor $413 health_to 1000 
0446: set_actor $413 dismemberment_possible 0 
01B2: give_actor $413 weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor $413 attack_rate 90 // previously known as temper_to 
0631: put_actor $413 in_group $PLAYER_GROUP 
01C5: remove_actor_from_mission_cleanup_list $413 
04D8: set_actor $413 drowns_in_water 0 
0187: $421 = create_marker_above_actor $413 
0165: set_marker $421 color_to 2 
0168: set_marker $421 size 2 
018B: set_marker $421 radar_mode 2 
0296: unload_special_actor 8 
0002: jump @safeword_8127 

:safeword_3510
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
023C: load_special_actor 'ogloc' as 8 // models 290-299 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 7795.972 -10046.12 1.379 
0173: set_actor $PLAYER_ACTOR Z_angle_to 348.4811 
009A: $413 = create_actor_pedtype 8 model #SPECIAL08 at 7795.972 -10046.12 1.379 
0173: set_actor $413 Z_angle_to 348.4811 
0223: set_actor $413 health_to 1000 
0446: set_actor $413 dismemberment_possible 0 
01B2: give_actor $413 weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor $413 attack_rate 90 // previously known as temper_to 
0631: put_actor $413 in_group $PLAYER_GROUP 
01C5: remove_actor_from_mission_cleanup_list $413 
04D8: set_actor $413 drowns_in_water 0 
0187: $421 = create_marker_above_actor $413 
0165: set_marker $421 color_to 2 
0168: set_marker $421 size 2 
018B: set_marker $421 radar_mode 2 
0296: unload_special_actor 8 
009A: 899@ = create_actor_pedtype 8 model #WFYST at 7794.593 -10047.88 3.379 
0173: set_actor 899@ Z_angle_to 348.4811 
0223: set_actor 899@ health_to 1000 
0446: set_actor 899@ dismemberment_possible 0 
01B2: give_actor 899@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 899@ attack_rate 70 // previously known as temper_to 
0631: put_actor 899@ in_group $PLAYER_GROUP 
01C5: remove_actor_from_mission_cleanup_list 899@ 
04D8: set_actor 899@ drowns_in_water 0 
0187: 898@ = create_marker_above_actor 899@ 
0165: set_marker 898@ color_to 2 
0168: set_marker 898@ size 2 
018B: set_marker 898@ radar_mode 2 
00A5: 0@ = create_car #JETMAX at 7795.972 -10046.12 -0.5309 
0175: set_car 0@ Z_angle_to 7.7868 
0224: set_car 0@ health_to 5000 
02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
09C4: set_car 0@ gas_tank_explosion_enabled 0 
036A: put_actor $PLAYER_ACTOR in_car 0@ 
0464: put_actor 899@ into_turret_on_car 9@ at_car_offset 0.2 0.6 1.0 position 0 shooting_angle_limit 0.0 with_weapon 30 
0464: put_actor $413 into_turret_on_car 9@ at_car_offset -0.2 0.6 1.0 position 0 shooting_angle_limit 0.0 with_weapon 29 
00A5: 5@ = create_car #JETMAX at 7834.079 -9816.574 0.299 
0175: set_car 5@ Z_angle_to 58.2883 
0229: set_car 5@ primary_color_to 2 secondary_color_to 2 
00A8: set_car 5@ to_psycho_driver 
00AD: set_car 5@ max_speed_to 30.0 
04BA: set_car 5@ speed_to 30.0 
00AF: set_car 5@ driver_behaviour_to 2 
0129: 6@ = create_actor_pedtype 12 model #TRIBOSS in_car 5@ driverseat 
01B2: give_actor 6@ weapon 29 ammo 99999 // Load the weapon model before using this 
009A: 7@ = create_actor_pedtype 12 model #TRIADB at 7819.955 -9751.213 -0.3831 
01B2: give_actor 7@ weapon 29 ammo 99999 // Load the weapon model before using this 
009A: 8@ = create_actor_pedtype 12 model #TRIADA at 7819.955 -9751.213 -0.3831 
01B2: give_actor 8@ weapon 29 ammo 99999 // Load the weapon model before using this 
0464: put_actor 8@ into_turret_on_car 5@ at_car_offset 0.2 0.6 1.0 position 0 shooting_angle_limit 0.0 with_weapon 30 
0464: put_actor 7@ into_turret_on_car 5@ at_car_offset -0.2 0.6 1.0 position 0 shooting_angle_limit 0.0 with_weapon 30 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
00A5: 9@ = create_car #JETMAX at 7819.955 -9751.213 -0.3831 
0175: set_car 9@ Z_angle_to 107.1478 
0229: set_car 9@ primary_color_to 2 secondary_color_to 2 
00A8: set_car 9@ to_psycho_driver 
00AD: set_car 9@ max_speed_to 30.0 
00AF: set_car 9@ driver_behaviour_to 2 
04BA: set_car 9@ speed_to 30.0 
0129: 10@ = create_actor_pedtype 12 model #TRIBOSS in_car 9@ driverseat 
01B2: give_actor 10@ weapon 29 ammo 99999 // Load the weapon model before using this 
009A: 11@ = create_actor_pedtype 12 model #TRIADB at 7819.955 -9751.213 -0.3831 
01B2: give_actor 11@ weapon 29 ammo 99999 // Load the weapon model before using this 
009A: 12@ = create_actor_pedtype 12 model #TRIADA at 7819.955 -9751.213 -0.3831 
01B2: give_actor 12@ weapon 29 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
0464: put_actor 12@ into_turret_on_car 9@ at_car_offset 0.2 0.6 1.0 position 0 shooting_angle_limit 0.0 with_weapon 30 
0464: put_actor 11@ into_turret_on_car 9@ at_car_offset -0.2 0.6 1.0 position 0 shooting_angle_limit 0.0 with_weapon 30 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0ACD: show_text_highpriority "You: Okay, Pierce now what we have to do?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Pierce: Where pick up the girl named Kinzie Kingstington." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Kinzie? Well that figures but why where picking up Kinzie?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Pierce: Well, she got kicked out from the FBI." time 2000 
0001: wait 2000 ms 
0ACD: show_text_highpriority "Shaundi: So where getting a shitty fead." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Yeap." time 2000 
0001: wait 2000 ms 
0ACD: show_text_highpriority "Drive to ~y~Industrial Area~w~." time 4000 
0167: 1000@ = create_marker_at 7660.822 -9755.878 0.4847 color 0 flag 2 
0168: set_marker 1000@ size 3 
0006: 800@ = 0 
009A: 13@ = create_actor_pedtype 12 model #TRIADA at 7635.724 -9742.443 4.5505 
0173: set_actor 13@ Z_angle_to 244.3932 
0223: set_actor 13@ health_to 360 
01B2: give_actor 13@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 13@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 13@ attack_rate 60 // previously known as temper_to 
009A: 14@ = create_actor_pedtype 12 model #TRIADB at 7623.68 -9746.039 7.0169 
0173: set_actor 14@ Z_angle_to 244.3932 
0223: set_actor 14@ health_to 360 
01B2: give_actor 14@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 14@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 14@ attack_rate 60 // previously known as temper_to 
009A: 15@ = create_actor_pedtype 12 model #TRIADB at 7614.588 -9730.305 8.7592 
0173: set_actor 15@ Z_angle_to 226.2749 
0223: set_actor 15@ health_to 360 
01B2: give_actor 15@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 15@ weapon 26 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 15@ attack_rate 60 // previously known as temper_to 
009A: 16@ = create_actor_pedtype 12 model #TRIADA at 7610.664 -9744.172 8.7509 
0173: set_actor 16@ Z_angle_to 261.3431 
0223: set_actor 16@ health_to 360 
01B2: give_actor 16@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 16@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 16@ attack_rate 60 // previously known as temper_to 
009A: 17@ = create_actor_pedtype 12 model #TRIADA at 7581.838 -9744.646 7.5452 
0173: set_actor 17@ Z_angle_to 253.4647 
0223: set_actor 17@ health_to 360 
01B2: give_actor 17@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 17@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 17@ attack_rate 60 // previously known as temper_to 
009A: 18@ = create_actor_pedtype 12 model #TRIBOSS at 7626.297 -9757.5 7.4924 
0173: set_actor 18@ Z_angle_to 66.6967 
0223: set_actor 18@ health_to 570 
01B2: give_actor 18@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 18@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 18@ attack_rate 80 // previously known as temper_to 
081A: set_actor 18@ weapon_skill_to 2 
0946: set_actor 18@ actions_uninterupted_by_weapon_fire 1 
009A: 19@ = create_actor_pedtype 12 model #TRIADB at 7576.256 -9728.235 8.7694 
0173: set_actor 19@ Z_angle_to 275.8799 
0223: set_actor 19@ health_to 360 
01B2: give_actor 19@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 19@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 19@ attack_rate 60 // previously known as temper_to 
009A: 20@ = create_actor_pedtype 12 model #TRIADB at 7536.848 -9761.521 6.5137 
0173: set_actor 20@ Z_angle_to 306.1756 
0223: set_actor 20@ health_to 360 
01B2: give_actor 20@ weapon 8 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 20@ attack_rate 60 // previously known as temper_to 
009A: 21@ = create_actor_pedtype 12 model #TRIADA at 7546.582 -9759.712 6.5296 
0173: set_actor 21@ Z_angle_to 317.1619 
0223: set_actor 21@ health_to 360 
01B2: give_actor 21@ weapon 8 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 21@ attack_rate 60 // previously known as temper_to 
009A: 22@ = create_actor_pedtype 12 model #TRIADA at 7523.415 -9766.595 6.9415 
0173: set_actor 22@ Z_angle_to 319.3828 
0223: set_actor 22@ health_to 360 
01B2: give_actor 22@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 22@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 22@ attack_rate 60 // previously known as temper_to 
009A: 23@ = create_actor_pedtype 12 model #TRIBOSS at 7508.864 -9769.389 11.3288 
0173: set_actor 23@ Z_angle_to 285.429 
0223: set_actor 23@ health_to 550 
01B2: give_actor 23@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 23@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 23@ attack_rate 60 // previously known as temper_to 
0638: AS_actor 23@ stay_put 1 
081A: set_actor 23@ weapon_skill_to 2 
0946: set_actor 23@ actions_uninterupted_by_weapon_fire 1 
009A: 24@ = create_actor_pedtype 12 model #TRIADA at 7506.261 -9798.37 7.4997 
0173: set_actor 24@ Z_angle_to 332.4844 
0223: set_actor 24@ health_to 360 
01B2: give_actor 24@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 24@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 24@ attack_rate 60 // previously known as temper_to 
009A: 25@ = create_actor_pedtype 12 model #TRIADB at 7527.675 -9795.307 9.8749 
0173: set_actor 25@ Z_angle_to 321.4981 
0223: set_actor 25@ health_to 360 
01B2: give_actor 25@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 25@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 25@ attack_rate 60 // previously known as temper_to 
0638: AS_actor 25@ stay_put 1 
009A: 26@ = create_actor_pedtype 12 model #TRIADA at 7530.35 -9809.104 9.8458 
0173: set_actor 26@ Z_angle_to 348.9092 
0223: set_actor 26@ health_to 360 
01B2: give_actor 26@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 26@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 26@ attack_rate 60 // previously known as temper_to 
0638: AS_actor 26@ stay_put 1 
009A: 27@ = create_actor_pedtype 12 model #TRIADB at 7537.349 -9802.357 7.4976 
0173: set_actor 27@ Z_angle_to 3.446 
0223: set_actor 27@ health_to 360 
01B2: give_actor 27@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 27@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 27@ attack_rate 60 // previously known as temper_to 
009A: 28@ = create_actor_pedtype 12 model #TRIADB at 7562.46 -9816.869 7.5025 
0173: set_actor 28@ Z_angle_to 56.3803 
0223: set_actor 28@ health_to 360 
01B2: give_actor 28@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 28@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 28@ attack_rate 60 // previously known as temper_to 
009A: 29@ = create_actor_pedtype 12 model #TRIADB at 7554.322 -9822.541 7.5073 
0173: set_actor 29@ Z_angle_to 9.5503 
0223: set_actor 29@ health_to 360 
01B2: give_actor 29@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 29@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 29@ attack_rate 60 // previously known as temper_to 
009A: 30@ = create_actor_pedtype 12 model #TRIADA at 7556.43 -9833.896 7.4891 
0173: set_actor 30@ Z_angle_to 26.8641 
0223: set_actor 30@ health_to 360 
01B2: give_actor 30@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 30@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 30@ attack_rate 60 // previously known as temper_to 
0638: AS_actor 30@ stay_put 1 
009A: 31@ = create_actor_pedtype 12 model #TRIADB at 7548.068 -9832.58 7.492 
0173: set_actor 31@ Z_angle_to 306.6304 
0223: set_actor 31@ health_to 360 
01B2: give_actor 31@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 31@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 31@ attack_rate 60 // previously known as temper_to 
0638: AS_actor 31@ stay_put 1 
009A: 34@ = create_actor_pedtype 12 model #TRIBOSS at 7565.569 -9829.364 7.499 
0173: set_actor 34@ Z_angle_to 31.7483 
0223: set_actor 34@ health_to 550 
01B2: give_actor 34@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 34@ attack_rate 70 // previously known as temper_to 
081A: set_actor 34@ weapon_skill_to 2 
0946: set_actor 34@ actions_uninterupted_by_weapon_fire 1 
009A: 35@ = create_actor_pedtype 5 model #DWFYLC1 at 7548.514 -9829.389 7.499 
0173: set_actor 35@ Z_angle_to 168.9153 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0568: set_actor 35@ untargetable 1 
0812: AS_actor 35@ perform_animation "crckidle2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0638: AS_actor 35@ stay_put 1 
009A: 41@ = create_actor_pedtype 12 model #TRIBOSS at 7582.096 -9725.56 8.7627 
0173: set_actor 41@ Z_angle_to 253.4098 
0223: set_actor 41@ health_to 550 
01B2: give_actor 41@ weapon 8 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 41@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 41@ attack_rate 70 // previously known as temper_to 
081A: set_actor 41@ weapon_skill_to 2 
0946: set_actor 41@ actions_uninterupted_by_weapon_fire 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 41@ stay_put 1 

:safeword_6570
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
0039:   800@ == 0 
004D: jump_if_false @safeword_6712 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor 10@ radius 25.0 25.0 25.0 sphere 0 
0104:   actor $PLAYER_ACTOR near_actor 6@ radius 25.0 25.0 25.0 sphere 0 
004D: jump_if_false @safeword_6712 
0006: 800@ = 1 
0ACD: show_text_highpriority "Pierce: Shit, man! The Deckers!" time 3000 

:safeword_6712
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7660.822 -9755.878 0.4847 radius 35.0 35.0 35.0 
004D: jump_if_false @safeword_6767 
0002: jump @safeword_6774 

:safeword_6767
0002: jump @safeword_6570 

:safeword_6774
0164: disable_marker 1000@ 
0465: remove_actor $413 from_turret_mode 
0465: remove_actor 899@ from_turret_mode 
0ACD: show_text_highpriority "You: Okay, that psycho cyber-punk really, really likes hacking shit." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Shaundi: In fact why are going after the Deckers?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Don't know, Shaundi. Will just kill them and find her." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Find ~p~Kinzie." time 4000 
0187: 37@ = create_marker_above_actor 35@ 
07E0: set_marker 37@ type_to 1 

:safeword_7038
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 35@ radius 1.2 1.2 1.2 sphere 0 on_foot 
004D: jump_if_false @safeword_7038 
0164: disable_marker 37@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 2600 ms 
0812: AS_actor 35@ perform_animation "getup_front" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 2500 ms 
0ACD: show_text_highpriority "Kinzie: What do you want with me? You don't look like feads." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Pierce: Girl perinenick, I like her." time 4000 
0001: wait 4000 ms 
0001: wait 1500 ms 
016A: fade 0 time 700 
0001: wait 1000 ms 
016A: fade 1 time 700 
00D8: mission_cleanup 
009B: destroy_actor 899@ 
01B4: set_player 0 can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 7548.514 -9829.389 7.499 radius 655.0 
06C9: remove_actor $413 from_group 
00A1: put_actor $PLAYER_ACTOR at 7666.191 -9767.702 2.9496 
0173: set_actor $PLAYER_ACTOR Z_angle_to 341.4348 
00A1: put_actor $413 at 7667.72 -9769.339 2.9485 
0173: set_actor $413 Z_angle_to 336.441 
00A5: 5@ = create_car #JETMAX at 7670.311 -9765.335 2.2825 
0175: set_car 5@ Z_angle_to 249.6501 
0129: 7@ = create_actor_pedtype 5 model #DWFYLC1 in_car 5@ driverseat 
0936: set_camera 7895.07 -8768.05 7.7494 position_to 7839.042 -8764.704 8.7499 time 8000 smooth_transition 1 
0920: point_camera 7883.51 -8787.027 19.7499 transverse_to 7849.206 -8782.755 19.7499 time 8000 smooth_transition 1 
0ACD: show_text_highpriority "Kinzie: So the DeWynters keeps Zimos at Safeword." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Kinzie: You gotta find a way to get in Safeword." time 4000 
0001: wait 4000 ms 
0936: set_camera 7676.966 -9762.143 2.9315 position_to 7672.118 -9761.742 3.9465 time 8000 smooth_transition 1 
0920: point_camera 7673.037 -9770.523 2.9315 transverse_to 7668.227 -9769.771 2.9465 time 8000 smooth_transition 1 
015F: set_camera_position 7672.118 -9761.742 3.9465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 7668.227 -9769.771 2.9465 switchstyle 2 
0ACD: show_text_highpriority "You: So to get in safeword, all we got to do is to dig into safeword." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Kinzie: If you think so, why not plant explosives?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Pierce: Great idea, Kinzie!" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Kinzie: Okay, be careful guys." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Kinzie: Good luck." time 2000 
0001: wait 2000 ms 
05D1: AS_actor 7@ drive_car 5@ to 7869.391 -9827.243 1.2825 speed 35.0 2 model #NULL 5 
016A: fade 0 time 2000 
0001: wait 2000 ms 
016A: fade 1 time 2000 
01B4: set_player 0 can_move 1 
02A3: enable_widescreen 0 
009B: destroy_actor 7@ 
00A6: destroy_car 5@ 

:safeword_8127
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $420 = 1 
0631: put_actor $413 in_group $PLAYER_GROUP 
00A1: put_actor $PLAYER_ACTOR at 7559.32 -9739.173 5.8047 
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.6507 
00A1: put_actor $413 at 7556.494 -9739.98 5.3917 
0173: set_actor $413 Z_angle_to 57.6544 
0223: set_actor $413 health_to 1000 
00A5: 0@ = create_car #ADMIRAL at 7560.94 -9735.253 5.8374 
0175: set_car 0@ Z_angle_to 62.3153 
0224: set_car 0@ health_to 3000 
0229: set_car 0@ primary_color_to 17 secondary_color_to 17 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 1500 ms 
0ACD: show_text_highpriority "Kinzie: Thanks for freeing me." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: You bet, Kinzie." time 3000 
0001: wait 3000 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Okay Pierce, I hope you don't do something stupid at Safeword." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Pierce: I won't, I promise." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Yeah right, Pierce." time 4000 
0001: wait 4000 ms 
0167: 1000@ = create_marker_at 7873.99 -8766.714 7.7517 color 0 flag 2 
0168: set_marker 1000@ size 3 
0ACD: show_text_highpriority "Go to ~y~safeword~w~." time 4000 
08E7: disable_entrance_markers 1 
009A: 5@ = create_actor_pedtype 11 model #BMYMIB at 7879.428 -8790.091 12.2504 
0173: set_actor 5@ Z_angle_to 7.6592 
0223: set_actor 5@ health_to 350 
01B2: give_actor 5@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 5@ attack_rate 80 // previously known as temper_to 
0605: actor 5@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 6@ = create_actor_pedtype 11 model #WMOMIB at 7862.434 -8787.475 12.2404 
0173: set_actor 6@ Z_angle_to 7.6592 
0223: set_actor 6@ health_to 350 
01B2: give_actor 6@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 6@ attack_rate 80 // previously known as temper_to 
0605: actor 6@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 7@ = create_actor_pedtype 11 model #SOMOBU at 7955.947 -8769.574 7.7357 
0173: set_actor 7@ Z_angle_to 267.2811 
0223: set_actor 7@ health_to 350 
01B2: give_actor 7@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 7@ attack_rate 80 // previously known as temper_to 
009A: 8@ = create_actor_pedtype 11 model #SOMORI at 7925.892 -8763.97 7.7803 
0173: set_actor 8@ Z_angle_to 267.2811 
0223: set_actor 8@ health_to 350 
01B2: give_actor 8@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 8@ attack_rate 80 // previously known as temper_to 
009A: 9@ = create_actor_pedtype 11 model #OMORI at 7905.597 -8780.542 10.1227 
0173: set_actor 9@ Z_angle_to 267.2811 
0223: set_actor 9@ health_to 500 
01B2: give_actor 9@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 9@ attack_rate 80 // previously known as temper_to 
0638: AS_actor 9@ stay_put 1 
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1 
009A: 10@ = create_actor_pedtype 11 model #SOMORI at 7846.559 -8773.348 7.7208 
0173: set_actor 10@ Z_angle_to 301.8863 
0223: set_actor 10@ health_to 350 
01B2: give_actor 10@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 10@ attack_rate 80 // previously known as temper_to 
009A: 11@ = create_actor_pedtype 11 model #SOFYRI at 7848.696 -8770.035 7.7343 
0173: set_actor 11@ Z_angle_to 301.8863 
0223: set_actor 11@ health_to 350 
01B2: give_actor 11@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 11@ attack_rate 80 // previously known as temper_to 
077C: clear_actor 10@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 11@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 10@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 11@ acquaintance 3 to_all_pedtypes // see ped.dat 

:safeword_9129
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 7873.99 -8766.714 radius 100.0 100.0 
004D: jump_if_false @safeword_9129 
0AC0: audiostream 99@ loop 1 
0AAD: set_mp3 99@ perform_action 1 
0164: disable_marker 1000@ 
0ACD: show_text_highpriority "Pierce: Looks like the morningstars are guarding the entrance." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Well, we could take them out, Pierce." time 3000 
0001: wait 3000 ms 
0615: define_AS_pack_begin 150@ 
05D3: AS_actor -1 goto_point 7859.251 -8768.488 7.7382 mode 4 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0618: assign_actor 10@ to_AS_pack 150@ 
0618: assign_actor 11@ to_AS_pack 150@ 
061B: remove_references_to_AS_pack 150@ 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
0167: 1000@ = create_marker_at 7871.5 -8803.423 14.54 color 0 flag 2 
0ACD: show_text_highpriority "Go to the ~y~front door." time 4000 
0168: set_marker 1000@ size 3 

:safeword_9504
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 7871.5 -8803.423 14.54 radius 3.0 3.0 3.0 
004D: jump_if_false @safeword_9504 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 4 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 5 
0164: disable_marker 1000@ 
02A3: enable_widescreen 1 
06C9: remove_actor $413 from_group 
00A1: put_actor $413 at 7873.406 -8802.913 13.5368 
0173: set_actor $413 Z_angle_to 113.1303 
00A1: put_actor $PLAYER_ACTOR at 7871.5 -8803.423 13.54 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.718 
01B4: set_player 0 can_move 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "bomber" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
015F: set_camera_position 7866.702 -8798.744 14.54 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 7871.659 -8803.248 14.54 switchstyle 2 
0001: wait 700 ms 

:safeword_9755
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "bomber" 
004D: jump_if_false @safeword_9755 
0639: AS_actor $413 rotate_to_actor $PLAYER_ACTOR 
0ACD: show_text_highpriority "You: Shit Pierce, the door is locked!" time 3000 
0001: wait 3000 ms 
0812: AS_actor $413 perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
0ACD: show_text_highpriority "Pierce: Well yeah, Boss, seriously, you should pretty much use the back door." time 5000 
0001: wait 5000 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $413 
0ACD: show_text_highpriority "You: Yes, back door, Pierce. Thank you!" time 3000 
0001: wait 3000 ms 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player 0 can_move 1 
02A3: enable_widescreen 0 
0631: put_actor $413 in_group $PLAYER_GROUP 
009A: 12@ = create_actor_pedtype 11 model #SOFYRI at 7938.208 -8800.774 5.2912 
0173: set_actor 12@ Z_angle_to 41.2702 
0223: set_actor 12@ health_to 350 
01B2: give_actor 12@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 12@ attack_rate 80 // previously known as temper_to 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
009A: 13@ = create_actor_pedtype 11 model #WMOMIB at 7945.571 -8791.524 5.2912 
0173: set_actor 13@ Z_angle_to 41.2702 
0223: set_actor 13@ health_to 350 
01B2: give_actor 13@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 13@ attack_rate 80 // previously known as temper_to 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
009A: 14@ = create_actor_pedtype 11 model #SOMORI at 7959.93 -8791.414 5.3012 
0173: set_actor 14@ Z_angle_to 48.8137 
0223: set_actor 14@ health_to 350 
01B2: give_actor 14@ weapon 22 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 14@ attack_rate 80 // previously known as temper_to 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
009A: 15@ = create_actor_pedtype 11 model #SOMORI at 7943.537 -8808.343 7.7914 
0173: set_actor 15@ Z_angle_to 27.1739 
0223: set_actor 15@ health_to 350 
01B2: give_actor 15@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 16@ = create_actor_pedtype 11 model #OMORI at 7966.69 -8832.08 7.8135 
0173: set_actor 16@ Z_angle_to 89.1075 
0223: set_actor 16@ health_to 500 
01B2: give_actor 16@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 16@ attack_rate 80 // previously known as temper_to 
0638: AS_actor 16@ stay_put 1 
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1 
009A: 17@ = create_actor_pedtype 11 model #BMYMIB at 7937.275 -8846.902 7.8095 
0173: set_actor 17@ Z_angle_to 353.8925 
0223: set_actor 17@ health_to 350 
01B2: give_actor 17@ weapon 25 ammo 99999 // Load the weapon model before using this 
009A: 18@ = create_actor_pedtype 11 model #OMORI at 7910.03 -8873.799 7.7223 
0173: set_actor 18@ Z_angle_to 313.6092 
0223: set_actor 18@ health_to 500 
01B2: give_actor 18@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 18@ attack_rate 80 // previously known as temper_to 
0638: AS_actor 18@ stay_put 1 
0946: set_actor 18@ actions_uninterupted_by_weapon_fire 1 
009A: 19@ = create_actor_pedtype 11 model #WMOMIB at 7908.458 -8860.782 5.3203 
0173: set_actor 19@ Z_angle_to 272.993 
0223: set_actor 19@ health_to 350 
01B2: give_actor 19@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 20@ = create_actor_pedtype 11 model #WMOMIB at 7867.227 -8866.33 5.3731 
0173: set_actor 20@ Z_angle_to 262.3396 
0223: set_actor 20@ health_to 350 
01B2: give_actor 20@ weapon 30 ammo 99999 // Load the weapon model before using this 
009A: 21@ = create_actor_pedtype 11 model #SOMORI at 7875.431 -8887.533 5.3731 
0173: set_actor 21@ Z_angle_to 4.5744 
0223: set_actor 21@ health_to 350 
01B2: give_actor 21@ weapon 30 ammo 99999 // Load the weapon model before using this 

:safeword_10703
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7871.656 -8865.054 5.3731 radius 18.0 18.0 18.0 
004D: jump_if_false @safeword_10703 
0ACD: show_text_highpriority "You: Here, Pierce I found the open entrance, we must go in." time 3000 
009A: 22@ = create_actor_pedtype 11 model #WMOMIB at 7895.757 -8840.348 6.5591 
0173: set_actor 22@ Z_angle_to 178.6902 
0223: set_actor 22@ health_to 350 
01B2: give_actor 22@ weapon 29 ammo 99999 // Load the weapon model before using this 
009A: 23@ = create_actor_pedtype 11 model #SOMORI at 7897.126 -8841.255 6.5591 
0173: set_actor 23@ Z_angle_to 178.6902 
0223: set_actor 23@ health_to 350 
01B2: give_actor 23@ weapon 25 ammo 99999 // Load the weapon model before using this 
0615: define_AS_pack_begin 150@ 
05D3: AS_actor -1 goto_point 7896.304 -8844.98 6.5591 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 7879.978 -8845.313 5.3223 mode 6 time -1 ms // versionA 
0618: assign_actor 23@ to_AS_pack 150@ 
0618: assign_actor 22@ to_AS_pack 150@ 
061B: remove_references_to_AS_pack 150@ 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Pierce: Okay, then." time 2000 
0001: wait 2000 ms 

:safeword_11053
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7896.182 -8835.347 6.5633 radius 10.0 10.0 10.0 
004D: jump_if_false @safeword_11053 
016A: fade 0 time 800 
0001: wait 1000 ms 
00D8: mission_cleanup 
016A: fade 1 time 800 
0395: clear_area 1 at 7913.451 -8823.564 6.5622 radius 250.0 
04BB: select_interior 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
00A1: put_actor $PLAYER_ACTOR at 7904.4 -8828.594 6.5615 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.4388 
0001: wait 1000 ms 
009A: 5@ = create_actor_pedtype 11 model #WMOMIB at 7932.794 -8823.703 9.5629 
0173: set_actor 5@ Z_angle_to 114.0354 
0223: set_actor 5@ health_to 350 
01B2: give_actor 5@ weapon 30 ammo 99999 // Load the weapon model before using this 
009A: 6@ = create_actor_pedtype 11 model #SOFYRI at 7923.85 -8831.796 14.5472 
0173: set_actor 6@ Z_angle_to 272.9518 
0223: set_actor 6@ health_to 350 
01B2: give_actor 6@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 7@ = create_actor_pedtype 11 model #SOMORI at 7914.25 -8810.72 14.5438 
0173: set_actor 7@ Z_angle_to 177.5133 
0223: set_actor 7@ health_to 350 
01B2: give_actor 7@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 7@ stay_put 1 
009A: 9@ = create_actor_pedtype 11 model #WMOMIB at 7919.384 -8828.618 22.5289 
0173: set_actor 9@ Z_angle_to 269.2896 
0223: set_actor 9@ health_to 350 
01B2: give_actor 9@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 9@ stay_put 1 
009A: 8@ = create_actor_pedtype 11 model #SOMOBU at 7919.275 -8828.972 14.5347 
0173: set_actor 8@ Z_angle_to 270.0651 
0223: set_actor 8@ health_to 350 
01B2: give_actor 8@ weapon 25 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 8@ stay_put 1 
009A: 10@ = create_actor_pedtype 11 model #SOFYRI at 7913.732 -8809.592 22.5317 
0173: set_actor 10@ Z_angle_to 89.9554 
0223: set_actor 10@ health_to 350 
01B2: give_actor 10@ weapon 24 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 10@ stay_put 1 
009A: 11@ = create_actor_pedtype 11 model #SOMOBU at 7858.638 -8806.954 22.5308 
0173: set_actor 11@ Z_angle_to 270.8445 
0223: set_actor 11@ health_to 350 
01B2: give_actor 11@ weapon 28 ammo 99999 // Load the weapon model before using this 
05DE: AS_actor 11@ walk_around_ped_path 
009A: 12@ = create_actor_pedtype 11 model #SOMORI at 7884.07 -8828.353 20.2808 
0173: set_actor 12@ Z_angle_to 127.689 
0223: set_actor 12@ health_to 350 
01B2: give_actor 12@ weapon 30 ammo 99999 // Load the weapon model before using this 
05DE: AS_actor 12@ walk_around_ped_path 
009A: 13@ = create_actor_pedtype 11 model #OMORI at 7854.819 -8832.129 20.2735 
0173: set_actor 13@ Z_angle_to 316.012 
0223: set_actor 13@ health_to 500 
01B2: give_actor 13@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 13@ attack_rate 80 // previously known as temper_to 
0638: AS_actor 13@ stay_put 1 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1 
009A: 14@ = create_actor_pedtype 11 model #WMOMIB at 7876.682 -8811.551 14.5308 
0173: set_actor 14@ Z_angle_to 284.4943 
0223: set_actor 14@ health_to 350 
01B2: give_actor 14@ weapon 24 ammo 99999 // Load the weapon model before using this 
05DE: AS_actor 14@ walk_around_ped_path 
009A: 15@ = create_actor_pedtype 11 model #SOMORI at 7861.172 -8827.097 14.5308 
0173: set_actor 15@ Z_angle_to 343.6444 
0223: set_actor 15@ health_to 350 
01B2: give_actor 15@ weapon 28 ammo 99999 // Load the weapon model before using this 
05DE: AS_actor 15@ walk_around_ped_path 
009A: 16@ = create_actor_pedtype 11 model #WMOMIB at 7850.014 -8811.681 14.5326 
0173: set_actor 16@ Z_angle_to 268.7374 
0223: set_actor 16@ health_to 350 
01B2: give_actor 16@ weapon 25 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 16@ stay_put 1 
009A: 17@ = create_actor_pedtype 11 model #SOMOBU at 7871.228 -8835.455 20.2891 
0173: set_actor 17@ Z_angle_to 0.2904 
0223: set_actor 17@ health_to 350 
01B2: give_actor 17@ weapon 28 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 17@ stay_put 1 
009A: 40@ = create_actor_pedtype 4 model #SBFYPRO at 7930.951 -8827.197 6.5622 
0173: set_actor 40@ Z_angle_to 84.8521 
0223: set_actor 40@ health_to 200 
0605: actor 40@ perform_animation "F_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: $428 = create_actor_pedtype 4 model #VHFYST3 at 7916.568 -8818.778 6.5622 
0173: set_actor $428 Z_angle_to 180.8467 
0223: set_actor $428 health_to 200 
0605: actor $428 perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: $429 = create_actor_pedtype 4 model #BMYPOL2 at 7916.68 -8820.706 6.5622 
0173: set_actor $429 Z_angle_to 359.2917 
0223: set_actor $429 health_to 200 
0605: actor $429 perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 43@ = create_actor_pedtype 4 model #SMYST2 at 7872.304 -8810.986 22.5308 
0173: set_actor 43@ Z_angle_to 177.2921 
0223: set_actor 43@ health_to 200 
0605: actor 43@ perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 43@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 43@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 43@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 43@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
009A: 44@ = create_actor_pedtype 4 model #SHMYCR at 7870.123 -8808.227 22.5308 
0173: set_actor 44@ Z_angle_to 282.6064 
0223: set_actor 44@ health_to 200 
0605: actor 44@ perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 44@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 44@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 44@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 44@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
009A: 45@ = create_actor_pedtype 4 model #SMYST at 7874.469 -8807.365 22.5308 
0173: set_actor 45@ Z_angle_to 213.8016 
0223: set_actor 45@ health_to 200 
0605: actor 45@ perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 45@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 45@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 45@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 45@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
009A: 46@ = create_actor_pedtype 4 model #VBFYST2 at 7878.77 -8828.292 20.2808 
0173: set_actor 46@ Z_angle_to 63.3218 
0223: set_actor 46@ health_to 200 
0605: actor 46@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 47@ = create_actor_pedtype 4 model #SBFYPRO at 7862.773 -8831.728 20.2808 
0173: set_actor 47@ Z_angle_to 308.907 
0223: set_actor 47@ health_to 200 
0605: actor 47@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 48@ = create_actor_pedtype 4 model #SBMOST at 7854.066 -8813.159 22.5308 
0173: set_actor 48@ Z_angle_to 268.9587 
0223: set_actor 48@ health_to 200 
0605: actor 48@ perform_animation "dnce_M_d" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: $430 = create_actor_pedtype 4 model #SHFYPRO at 7846.323 -8811.165 13.9389 
0173: set_actor $430 Z_angle_to 26.0349 
0223: set_actor $430 health_to 200 
0812: AS_actor $430 perform_animation "SnM_Cane_P" IFP "SnM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: $431 = create_actor_pedtype 4 model #SWMYST at 7845.641 -8809.419 13.9389 
0173: set_actor $431 Z_angle_to 41.5725 
0223: set_actor $431 health_to 200 
0812: AS_actor $431 perform_animation "SnM_Cane_W" IFP "SnM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 49@ = create_actor_pedtype 4 model #SWFYSTR at 7874.502 -8820.677 17.9158 
0173: set_actor 49@ Z_angle_to 86.5167 
0223: set_actor 49@ health_to 200 
0605: actor 49@ perform_animation "strip_G" IFP "strip" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 50@ = create_actor_pedtype 4 model #VBFYPRO at 7868.245 -8819.473 17.3139 
0173: set_actor 50@ Z_angle_to 257.0853 
0223: set_actor 50@ health_to 200 
0605: actor 50@ perform_animation "strip_e" IFP "strip" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: $432 = create_actor_pedtype 4 model #SFYPRO at 7870.525 -8846.894 20.7896 
0173: set_actor $432 Z_angle_to 267.5154 
0223: set_actor $432 health_to 200 
0812: AS_actor $432 perform_animation "SnM_Cane_Idle_P" IFP "SnM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: $433 = create_actor_pedtype 4 model #BIKERB at 7871.22 -8846.795 20.7896 
0173: set_actor $433 Z_angle_to 229.9292 
0223: set_actor $433 health_to 200 
0812: AS_actor $433 perform_animation "SnM_Cane_Idle_W" IFP "SnM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 365@ = create_actor_pedtype 4 model #SFYPRO at 7876.439 -8824.339 14.5308 
0173: set_actor 365@ Z_angle_to 286.3447 
0223: set_actor 365@ health_to 200 
0605: actor 365@ perform_animation "dnce_M_c" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 365@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 365@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 365@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 365@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
009A: 366@ = create_actor_pedtype 4 model #VBFYPRO at 7887.044 -8814.938 14.5308 
0173: set_actor 366@ Z_angle_to 71.6073 
0223: set_actor 366@ health_to 200 
0605: actor 366@ perform_animation "dnce_M_d" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 367@ = create_actor_pedtype 4 model #VBFYST2 at 7859.138 -8826.695 14.5308 
0173: set_actor 367@ Z_angle_to 333.8385 
0223: set_actor 367@ health_to 200 
0605: actor 367@ perform_animation "dnce_M_d" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 367@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 367@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 367@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 367@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
009A: 368@ = create_actor_pedtype 4 model #SWMYRI at 7863.165 -8820.627 14.5308 
0173: set_actor 368@ Z_angle_to 156.2786 
0223: set_actor 368@ health_to 200 
0605: actor 368@ perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 368@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 368@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 368@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 368@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
009A: 369@ = create_actor_pedtype 4 model #WMYST at 7871.661 -8831.349 14.5308 
0173: set_actor 369@ Z_angle_to 89.4713 
0223: set_actor 369@ health_to 200 
0605: actor 369@ perform_animation "dnce_M_b" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 369@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 369@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 369@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 369@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
009A: 370@ = create_actor_pedtype 4 model #SBFYPRO at 7888.652 -8831.912 14.5308 
0173: set_actor 370@ Z_angle_to 58.4002 
0223: set_actor 370@ health_to 200 
0605: actor 370@ perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
077A: set_actor 370@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 370@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 370@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 370@ acquaintance 3 to_actors_pedtype 11 // see ped.dat 
0187: $434 = create_marker_above_actor $431 
0165: set_marker $434 color_to 2 
0187: $436 = create_marker_above_actor $433 
0165: set_marker $436 color_to 2 
0187: $437 = create_marker_above_actor $429 
0165: set_marker $437 color_to 2 
07E0: set_marker $437 type_to 1 
07E0: set_marker $436 type_to 1 
07E0: set_marker $434 type_to 1 
0ACD: show_text_highpriority "You: Now where in, but where is Zimos?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Pierce: No clue, try and search for these patrons, they'll ask where is Zimos." time 5000 
0001: wait 5000 ms 
0ACD: show_text_highpriority "You: Good point, Pierce." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Look for the ~b~Patrons." time 3000 
0006: 315@ = 0 
0006: 316@ = 0 
0006: 317@ = 0 

:safeword_14311
0001: wait 0 ms 
04C4: store_coords_to 402@ 403@ 404@ from_actor $PLAYER_ACTOR with_offset 0.0 0.3 -1.0 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if and
0039:   315@ == 0 
0105:   actor $PLAYER_ACTOR near_actor $431 radius 3.0 3.0 3.0 sphere 0 on_foot 
004D: jump_if_false @safeword_14965 
0164: disable_marker $434 
04C4: store_coords_to 402@ 403@ 404@ from_actor $PLAYER_ACTOR with_offset 0.0 0.3 -1.0 
0172: 281@ = actor $PLAYER_ACTOR Z_angle 
0009: 281@ += 360.0 
00A1: put_actor $431 at 402@ 403@ 404@ 
0173: set_actor $431 Z_angle_to 281@ 
06AB: set_actor $431 all_weapons_hidden 1 
0792: disembark_instantly_actor $431 
0792: disembark_instantly_actor $430 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $430 perform_animation "cower" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 115@ 
0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1400 // versionB 
0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR -1 ms 
0616: define_AS_pack_end 115@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0615: define_AS_pack_begin 115@ 
05C1: AS_actor -1 speak_from_audio_table 342 
0812: AS_actor -1 perform_animation "KILL_Knife_Ped_Damage" IFP "knife" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1400 // versionB 
0812: AS_actor -1 perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0647: AS_actor -1 clear_look_task 
0616: define_AS_pack_end 115@ 
0618: assign_actor $431 to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0006: 315@ = 1 
0001: wait 2500 ms 
0ACD: show_text_highpriority "You: Okay, where is Zimos?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Patron: Ahhhh! Oh yes! You know. I was being bad!!!" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Weird." time 2000 
0001: wait 2000 ms 
0792: disembark_instantly_actor $431 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $431 perform_animation "cower" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:safeword_14965
00D6: if and
0039:   316@ == 0 
0105:   actor $PLAYER_ACTOR near_actor $433 radius 3.0 3.0 3.0 sphere 0 on_foot 
004D: jump_if_false @safeword_15657 
0006: 316@ = 1 
0164: disable_marker $436 
04C4: store_coords_to 402@ 403@ 404@ from_actor $PLAYER_ACTOR with_offset 0.0 0.3 -1.0 
0172: 281@ = actor $PLAYER_ACTOR Z_angle 
0009: 281@ += 360.0 
00A1: put_actor $433 at 402@ 403@ 404@ 
0173: set_actor $433 Z_angle_to 281@ 
06AB: set_actor $433 all_weapons_hidden 1 
0792: disembark_instantly_actor $433 
0792: disembark_instantly_actor $432 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $432 perform_animation "cower" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 115@ 
0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1400 // versionB 
0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR -1 ms 
0616: define_AS_pack_end 115@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0615: define_AS_pack_begin 115@ 
05C1: AS_actor -1 speak_from_audio_table 342 
0812: AS_actor -1 perform_animation "KILL_Knife_Ped_Damage" IFP "knife" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1400 // versionB 
0812: AS_actor -1 perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0647: AS_actor -1 clear_look_task 
0616: define_AS_pack_end 115@ 
0618: assign_actor $433 to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0001: wait 2500 ms 
0ACD: show_text_highpriority "You: Okay, where is Zimos?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Patron: If I say anything the sisters will cut me off!" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Well, something else will be cut off!" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Patron: He's in the pony barn! Alright?" time 3000 
0001: wait 3000 ms 
0792: disembark_instantly_actor $433 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $433 perform_animation "cower" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:safeword_15657
00D6: if and
0039:   317@ == 0 
0105:   actor $PLAYER_ACTOR near_actor $429 radius 3.0 3.0 3.0 sphere 0 on_foot 
004D: jump_if_false @safeword_16274 
0006: 317@ = 1 
0164: disable_marker $437 
04C4: store_coords_to 402@ 403@ 404@ from_actor $PLAYER_ACTOR with_offset 0.0 0.3 -1.0 
0172: 281@ = actor $PLAYER_ACTOR Z_angle 
0009: 281@ += 360.0 
00A1: put_actor $429 at 402@ 403@ 404@ 
0173: set_actor $429 Z_angle_to 281@ 
06AB: set_actor $429 all_weapons_hidden 1 
0792: disembark_instantly_actor $429 
0792: disembark_instantly_actor $428 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $428 perform_animation "cower" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 115@ 
0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1400 // versionB 
0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR -1 ms 
0616: define_AS_pack_end 115@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0615: define_AS_pack_begin 115@ 
05C1: AS_actor -1 speak_from_audio_table 342 
0812: AS_actor -1 perform_animation "KILL_Knife_Ped_Damage" IFP "knife" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1400 // versionB 
0812: AS_actor -1 perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0647: AS_actor -1 clear_look_task 
0616: define_AS_pack_end 115@ 
0618: assign_actor $429 to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0001: wait 2500 ms 
0ACD: show_text_highpriority "You: Okay, where is Zimos?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Patron: I don't know man, but please I was here to be slapped!" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Shit!" time 2000 
0001: wait 2000 ms 
0792: disembark_instantly_actor $429 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $429 perform_animation "cower" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:safeword_16274
00D6: if 
0039:   316@ == 1 
004D: jump_if_false @safeword_16335 
0006: 317@ = 1 
0006: 316@ = 1 
0006: 315@ = 1 
0164: disable_marker $434 
0164: disable_marker $436 
0164: disable_marker $437 
0002: jump @safeword_16342 

:safeword_16335
0002: jump @safeword_14311 

:safeword_16342
009A: 60@ = create_actor_pedtype 11 model #SOMORI at 7887.919 -8809.72 14.5308 
0173: set_actor 60@ Z_angle_to 91.5243 
0223: set_actor 60@ health_to 350 
01B2: give_actor 60@ weapon 30 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 
009A: 61@ = create_actor_pedtype 11 model #SOMOBU at 7884.001 -8812.111 14.5308 
0173: set_actor 61@ Z_angle_to 95.296 
0223: set_actor 61@ health_to 350 
01B2: give_actor 61@ weapon 29 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 
009A: 62@ = create_actor_pedtype 11 model #SOMOBU at 7918.584 -8828.064 6.5622 
0173: set_actor 62@ Z_angle_to 267.4313 
0223: set_actor 62@ health_to 350 
01B2: give_actor 62@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 63@ = create_actor_pedtype 11 model #SOMOBU at 7924.864 -8826.19 6.5622 
0173: set_actor 63@ Z_angle_to 358.2048 
0223: set_actor 63@ health_to 350 
01B2: give_actor 63@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 64@ = create_actor_pedtype 11 model #OMORI at 7933.315 -8832.332 12.5629 
0173: set_actor 64@ Z_angle_to 84.0414 
0223: set_actor 64@ health_to 500 
01B2: give_actor 64@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 64@ attack_rate 80 // previously known as temper_to 
0638: AS_actor 64@ stay_put 1 
0946: set_actor 64@ actions_uninterupted_by_weapon_fire 1 
0ACD: show_text_highpriority "Pierce: Okay, now we know he's in the pony barn." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Yeah, Pierce. We should get him before it's too late." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Find ~b~Zimos." time 4000 
0167: 1000@ = create_marker_at 7905.038 -8828.933 6.5606 color 0 flag 2 
0168: set_marker 1000@ size 3 

:safeword_16835
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7905.038 -8828.933 6.5606 radius 6.0 6.0 6.0 
004D: jump_if_false @safeword_16835 
0164: disable_marker 1000@ 
016A: fade 0 time 800 
0001: wait 1000 ms 
016A: fade 1 time 800 
00D8: mission_cleanup 

:safeword_16927
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 7896.023 -8841.521 5.4591 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.8879 
009A: 64@ = create_actor_pedtype 11 model #WMOMIB at 7869.252 -8845.532 5.3223 
0173: set_actor 64@ Z_angle_to 271.8859 
0223: set_actor 64@ health_to 350 
01B2: give_actor 64@ weapon 28 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 
009A: 65@ = create_actor_pedtype 11 model #SOMORI at 7856.944 -8846.65 5.329 
0173: set_actor 65@ Z_angle_to 268.1141 
0223: set_actor 65@ health_to 350 
01B2: give_actor 65@ weapon 30 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 
009A: 66@ = create_actor_pedtype 11 model #SOMOBU at 7879.727 -8857.9 5.3223 
0173: set_actor 66@ Z_angle_to 359.3341 
0223: set_actor 66@ health_to 350 
01B2: give_actor 66@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 67@ = create_actor_pedtype 11 model #SOMORI at 7862.997 -8856.531 5.3223 
0173: set_actor 67@ Z_angle_to 350.9015 
0223: set_actor 67@ health_to 350 
01B2: give_actor 67@ weapon 25 ammo 99999 // Load the weapon model before using this 
009A: 68@ = create_actor_pedtype 11 model #SOMOBU at 7827.751 -8841.33 6.6122 
0173: set_actor 68@ Z_angle_to 196.0612 
0223: set_actor 68@ health_to 350 
01B2: give_actor 68@ weapon 24 ammo 99999 // Load the weapon model before using this 
009A: 69@ = create_actor_pedtype 11 model #SOFYRI at 7838.01 -8832.593 6.6 
0173: set_actor 69@ Z_angle_to 208.0462 
0223: set_actor 69@ health_to 350 
01B2: give_actor 69@ weapon 30 ammo 99999 // Load the weapon model before using this 
009A: 70@ = create_actor_pedtype 11 model #WMOMIB at 7809.669 -8824.737 7.8185 
0173: set_actor 70@ Z_angle_to 271.5202 
0223: set_actor 70@ health_to 350 
01B2: give_actor 70@ weapon 30 ammo 99999 // Load the weapon model before using this 
009A: 71@ = create_actor_pedtype 11 model #SOMORI at 7801.421 -8839.344 7.8254 
0173: set_actor 71@ Z_angle_to 345.3188 
0223: set_actor 71@ health_to 350 
01B2: give_actor 71@ weapon 25 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 71@ stay_put 1 
009A: 72@ = create_actor_pedtype 11 model #WMOMIB at 7796.408 -8844.512 7.8091 
0173: set_actor 72@ Z_angle_to 272.2997 
0223: set_actor 72@ health_to 350 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
009A: 73@ = create_actor_pedtype 11 model #SOMORI at 7781.457 -8833.729 7.8511 
0173: set_actor 73@ Z_angle_to 131.7183 
0223: set_actor 73@ health_to 350 
01B2: give_actor 73@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 74@ = create_actor_pedtype 11 model #SOFYRI at 7778.24 -8848.465 7.7965 
0173: set_actor 74@ Z_angle_to 131.7183 
0223: set_actor 74@ health_to 350 
01B2: give_actor 74@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 75@ = create_actor_pedtype 11 model #OMORI at 7799.78 -8814.033 7.7923 
0173: set_actor 75@ Z_angle_to 180.7173 
0223: set_actor 75@ health_to 500 
01B2: give_actor 75@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 75@ attack_rate 80 // previously known as temper_to 
0638: AS_actor 75@ stay_put 1 
0946: set_actor 75@ actions_uninterupted_by_weapon_fire 1 
009A: 76@ = create_actor_pedtype 11 model #WMOMIB at 7789.427 -8830.556 10.5564 
0173: set_actor 76@ Z_angle_to 239.0443 
0223: set_actor 76@ health_to 350 
01B2: give_actor 76@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 76@ stay_put 1 
009A: 77@ = create_actor_pedtype 11 model #SOFYRI at 7806.77 -8845.387 10.5569 
0173: set_actor 77@ Z_angle_to 31.5899 
0223: set_actor 77@ health_to 350 
01B2: give_actor 77@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 77@ stay_put 1 
009A: 78@ = create_actor_pedtype 11 model #SOMORI at 7793.385 -8815.153 10.5571 
0173: set_actor 78@ Z_angle_to 230.4244 
0223: set_actor 78@ health_to 350 
01B2: give_actor 78@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 78@ stay_put 1 
009A: 80@ = create_actor_pedtype 11 model #WMOMIB at 7795.445 -8794.362 5.2952 
0173: set_actor 80@ Z_angle_to 177.2628 
0223: set_actor 80@ health_to 350 
01B2: give_actor 80@ weapon 24 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 80@ stay_put 1 
009A: 81@ = create_actor_pedtype 11 model #WMOMIB at 7799.463 -8793.738 5.2952 
0173: set_actor 81@ Z_angle_to 196.0159 
0223: set_actor 81@ health_to 350 
01B2: give_actor 81@ weapon 24 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 81@ stay_put 1 
023C: load_special_actor 'jizzy' as 7 // models 290-299 
038B: load_requested_models 
0296: unload_special_actor 7 
0004: $420 = 2 
00A5: 20@ = create_car #CADDY at 7798.832 -8793.087 5.2952 
0175: set_car 20@ Z_angle_to 321.5307 
0224: set_car 20@ health_to 8000 
09C4: set_car 20@ gas_tank_explosion_enabled 0 
0229: set_car 20@ primary_color_to 0 secondary_color_to 0 
02AC: set_car 20@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 20@ tires_vulnerability 0 
0186: 125@ = create_marker_above_car 20@ 
0165: set_marker 125@ color_to 2 
009A: 11@ = create_actor_pedtype 23 model #SPECIAL07 at 7794.896 -8793.004 5.2952 
02AB: set_actor 11@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor 11@ into_turret_on_car 20@ at_car_offset 0.0 1.5 0.2 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 11@ perform_animation "SnM_Caned_Idle_P" IFP "SnM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
00A5: 702@ = create_car #CADDY at 7818.888 -8793.918 5.3092 
0175: set_car 702@ Z_angle_to 3.5842 
0224: set_car 702@ health_to 1000 
09C4: set_car 702@ gas_tank_explosion_enabled 1 
0229: set_car 702@ primary_color_to 0 secondary_color_to 0 
02AC: set_car 702@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 703@ = create_car #CADDY at 7766.712 -8788.828 5.2952 
0175: set_car 703@ Z_angle_to 303.3257 
0224: set_car 703@ health_to 1000 
09C4: set_car 703@ gas_tank_explosion_enabled 1 
0229: set_car 703@ primary_color_to 0 secondary_color_to 0 
02AC: set_car 703@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:safeword_18367
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7794.896 -8793.004 5.2952 radius 6.0 6.0 6.0 
004D: jump_if_false @safeword_18367 
077C: clear_actor $413 acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor $413 acquaintance 3 to_all_pedtypes // see ped.dat 
06C9: remove_actor $413 from_group 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 7798.222 -8797.259 4.2952 
0173: set_actor $PLAYER_ACTOR Z_angle_to 335.9989 
00A1: put_actor $413 at 7797.465 -8798.127 4.2952 
0173: set_actor $413 Z_angle_to 335.9989 
0164: disable_marker 125@ 
0687: clear_actor $413 task 
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $413 
05CB: AS_actor $413 enter_car 20@ as_driver -1 ms 
05CA: AS_actor $PLAYER_ACTOR enter_car 20@ passenger_seat -1 time -1 
015F: set_camera_position 7809.821 -8786.786 5.2952 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 7818.632 -8793.6 5.2952 switchstyle 2 
01B4: set_player 0 can_move 0 
009A: 716@ = create_actor_pedtype 4 model #SOMORI at 7815.83 -8796.619 4.2952 
0173: set_actor 716@ Z_angle_to 358.8116 
01B2: give_actor 716@ weapon 30 ammo 99999 // Load the weapon model before using this 
009A: 717@ = create_actor_pedtype 4 model #WMOMIB at 7821.89 -8797.393 4.2952 
0173: set_actor 717@ Z_angle_to 358.8116 
01B2: give_actor 717@ weapon 30 ammo 99999 // Load the weapon model before using this 
05CB: AS_actor 716@ enter_car 702@ as_driver -1 ms 
05CA: AS_actor 717@ enter_car 702@ passenger_seat 0 time -1 
0001: wait 3000 ms 
009A: 718@ = create_actor_pedtype 4 model #SOMORI at 7763.296 -8787.59 4.2952 
0173: set_actor 718@ Z_angle_to 313.8116 
01B2: give_actor 718@ weapon 30 ammo 99999 // Load the weapon model before using this 
009A: 719@ = create_actor_pedtype 4 model #SOMOBU at 7769.168 -8793.404 4.2952 
0173: set_actor 719@ Z_angle_to 324.8116 
01B2: give_actor 719@ weapon 30 ammo 99999 // Load the weapon model before using this 
05CB: AS_actor 718@ enter_car 703@ as_driver -1 ms 
05CA: AS_actor 719@ enter_car 703@ passenger_seat 0 time -1 
015F: set_camera_position 7758.413 -8781.054 7.1718 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 7766.061 -8788.787 5.1545 switchstyle 2 
0001: wait 3000 ms 
02A3: enable_widescreen 0 
016A: fade 0 time 300 
0001: wait 1000 ms 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 7794.896 -8793.004 5.2952 
0362: remove_actor $413 from_car_and_place_at 7794.896 -8793.004 5.2952 
0001: wait 200 ms 
01B4: set_player 0 can_move 1 
00D8: mission_cleanup 
0395: clear_area 1 at 7794.896 -8793.004 5.2952 radius 300.0 
0001: wait 100 ms 
016A: fade 1 time 300 
023C: load_special_actor 'jizzy' as 7 // models 290-299 
038B: load_requested_models 
0110: clear_player $PLAYER_CHAR wanted_level 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.8 
077C: clear_actor $413 acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor $413 acquaintance 3 to_all_pedtypes // see ped.dat 
00A5: $439 = create_car #CADDY at 7798.832 -8793.087 5.2952 
0175: set_car $439 Z_angle_to 321.5307 
0224: set_car $439 health_to 8000 
09C4: set_car $439 gas_tank_explosion_enabled 0 
0229: set_car $439 primary_color_to 0 secondary_color_to 0 
03AB: set_car $439 strong 1 
01EC: make_car $439 very_heavy 1 
053F: set_car $439 tires_vulnerability 0 
0223: set_actor $413 health_to 1000 
009A: 10@ = create_actor_pedtype 23 model #SPECIAL07 at 7794.896 -8793.004 5.2952 
02AB: set_actor 10@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor 10@ collision_detection 0 
0812: AS_actor 10@ perform_animation "gym_tread_sprint" IFP "GYMNASIUM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0464: put_actor 10@ into_turret_on_car $439 at_car_offset 0.0 0.5 0.2 position 0 shooting_angle_limit 0.0 with_weapon 0 
036A: put_actor $413 in_car $439 
072B: put_actor $PLAYER_ACTOR into_car $439 passengerseat 0 
0501: set_player $PLAYER_CHAR driveby_mode 1 
0526: set_actor $413 stay_in_car_when_jacked 1 
0982: set_actor $413 stay_in_car_when_dead 1 
0992: set_player $PLAYER_ACTOR weapons_scrollable 1 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $439 at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 0.0 with_weapon 30 
0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
039E: set_actor $413 locked 1 while_in_car 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 100 
0296: unload_special_actor 7 
06C9: remove_actor $413 from_group 
0615: define_AS_pack_begin 155@ 
05D1: AS_actor -1 drive_car -1 to 7799.579 -8775.639 7.7157 speed 30.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7836.917 -8766.091 7.7642 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7905.433 -8766.249 7.7552 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7970.224 -8765.036 7.7205 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7978.896 -8741.086 6.0041 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8040.905 -8732.643 6.0178 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8073.983 -8725.976 6.0474 speed 15.0 2 model #NULL 5 
0618: assign_actor $413 to_AS_pack 155@ 
061B: remove_references_to_AS_pack 155@ 
00A5: $449 = create_car #CADDY at 7818.888 -8793.918 5.3092 
0175: set_car $449 Z_angle_to 3.5842 
0224: set_car $449 health_to 1000 
09C4: set_car $449 gas_tank_explosion_enabled 1 
0229: set_car $449 primary_color_to 0 secondary_color_to 0 
0129: 50@ = create_actor_pedtype 11 model #WMOMIB in_car $449 driverseat 
0223: set_actor 50@ health_to 300 
01B2: give_actor 50@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 50@ attack_rate 70 // previously known as temper_to 
01C8: 51@ = create_actor_pedtype 11 model #SOMORI in_car $449 passenger_seat 0 
0223: set_actor 51@ health_to 300 
01B2: give_actor 51@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 51@ attack_rate 70 // previously known as temper_to 
009A: 52@ = create_actor_pedtype 11 model #WFYSEX at 7794.896 -8793.004 5.2952 
0812: AS_actor 52@ perform_animation "gym_tread_sprint" IFP "GYMNASIUM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0464: put_actor 52@ into_turret_on_car $449 at_car_offset 0.0 0.5 0.2 position 0 shooting_angle_limit 0.0 with_weapon 0 
0619: enable_actor 52@ collision_detection 0 
0713: actor 51@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0713: actor 50@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0526: set_actor 50@ stay_in_car_when_jacked 1 
0982: set_actor 50@ stay_in_car_when_dead 1 
0526: set_actor 51@ stay_in_car_when_jacked 1 
0982: set_actor 51@ stay_in_car_when_dead 1 
0615: define_AS_pack_begin 155@ 
05D1: AS_actor -1 drive_car -1 to 7838.327 -8768.134 7.7487 speed 10.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7971.303 -8766.094 7.7205 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7980.623 -8732.656 6.0251 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7996.45 -8728.002 6.0354 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8345.034 -8696.74 6.5566 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8429.792 -8696.358 5.8443 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8445.149 -8709.819 6.0731 speed 15.0 2 model #NULL 5 
0618: assign_actor 50@ to_AS_pack 155@ 
061B: remove_references_to_AS_pack 155@ 
00A5: $450 = create_car #CADDY at 7766.712 -8788.828 5.2952 
0175: set_car $450 Z_angle_to 303.3257 
0224: set_car $450 health_to 1000 
09C4: set_car $450 gas_tank_explosion_enabled 1 
0229: set_car $450 primary_color_to 0 secondary_color_to 0 
0129: 55@ = create_actor_pedtype 11 model #SOMOBU in_car $450 driverseat 
0223: set_actor 55@ health_to 300 
01B2: give_actor 55@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 55@ attack_rate 70 // previously known as temper_to 
01C8: 56@ = create_actor_pedtype 11 model #WMOMIB in_car $450 passenger_seat 0 
0223: set_actor 56@ health_to 300 
01B2: give_actor 56@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 56@ attack_rate 70 // previously known as temper_to 
0713: actor 56@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0713: actor 55@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0526: set_actor 55@ stay_in_car_when_jacked 1 
0982: set_actor 55@ stay_in_car_when_dead 1 
0526: set_actor 56@ stay_in_car_when_jacked 1 
0982: set_actor 56@ stay_in_car_when_dead 1 
009A: 57@ = create_actor_pedtype 11 model #WFYSEX at 7794.896 -8793.004 5.2952 
0619: enable_actor 57@ collision_detection 0 
0812: AS_actor 57@ perform_animation "gym_tread_sprint" IFP "GYMNASIUM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0464: put_actor 57@ into_turret_on_car $450 at_car_offset 0.0 0.5 0.2 position 0 shooting_angle_limit 0.0 with_weapon 0 
0615: define_AS_pack_begin 155@ 
05D1: AS_actor -1 drive_car -1 to 7834.605 -8766.285 7.7629 speed 10.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7972.399 -8765.521 7.7132 speed 17.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7980.15 -8737.356 6.0148 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8225.403 -8700.216 14.1929 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8424.083 -8702.442 5.8443 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8447.903 -8750.007 6.424 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8473.572 -8780.454 6.2881 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8476.362 -8796.5 4.7996 speed 15.0 2 model #NULL 5 
0618: assign_actor 55@ to_AS_pack 155@ 
061B: remove_references_to_AS_pack 155@ 
0ACD: show_text_highpriority "Pierce: Alright, so Boss. How do we escape with the cart?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Don't know, Pierce. I guess Mr. Z will do all the running, you think?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Pierce: Yeah, but shut up, shoot!" time 4000 
0001: wait 4000 ms 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 100 
0002: jump @safeword_21209 

:safeword_21145
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 100 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $439 
004D: jump_if_false @safeword_21207 
036A: put_actor $PLAYER_ACTOR in_car $439 

:safeword_21207
0051: return 

:safeword_21209
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
0050: gosub @safeword_21145 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8073.983 -8725.976 6.0474 radius 7.0 7.0 7.0 
004D: jump_if_false @safeword_21209 
0746: set_acquaintance 2 of_actors_pedtype 11 to_actors_pedtype 4 
0746: set_acquaintance 2 of_actors_pedtype 11 to_actors_pedtype 5 
00A5: $451 = create_car #CADDY at 8311.049 -8693.889 6.0901 
0175: set_car $451 Z_angle_to 89.6137 
0224: set_car $451 health_to 1000 
09C4: set_car $451 gas_tank_explosion_enabled 1 
0229: set_car $451 primary_color_to 0 secondary_color_to 0 
0129: 59@ = create_actor_pedtype 11 model #SOMOBU in_car $451 driverseat 
0223: set_actor 59@ health_to 300 
01B2: give_actor 59@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 59@ attack_rate 70 // previously known as temper_to 
01C8: 60@ = create_actor_pedtype 11 model #WMOMIB in_car $451 passenger_seat 0 
0223: set_actor 60@ health_to 300 
01B2: give_actor 60@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 60@ attack_rate 70 // previously known as temper_to 
0713: actor 60@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0713: actor 59@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0526: set_actor 59@ stay_in_car_when_jacked 1 
0982: set_actor 59@ stay_in_car_when_dead 1 
0526: set_actor 60@ stay_in_car_when_jacked 1 
0982: set_actor 60@ stay_in_car_when_dead 1 
009A: 61@ = create_actor_pedtype 11 model #WFYSEX at 7794.896 -8793.004 5.2952 
0619: enable_actor 61@ collision_detection 0 
0812: AS_actor 61@ perform_animation "gym_tread_sprint" IFP "GYMNASIUM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0464: put_actor 61@ into_turret_on_car $451 at_car_offset 0.0 0.5 0.2 position 0 shooting_angle_limit 0.0 with_weapon 0 
0615: define_AS_pack_begin 155@ 
05D1: AS_actor -1 drive_car -1 to 8246.331 -8694.453 12.3761 speed 10.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8175.921 -8699.18 15.4941 speed 10.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8062.327 -8719.561 6.0347 speed 10.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 7941.87 -8727.765 6.0359 speed 10.0 2 model #NULL 5 
0618: assign_actor 59@ to_AS_pack 155@ 
061B: remove_references_to_AS_pack 155@ 
00A5: $484 = create_car #CADDY at 7995.037 -8670.77 6.0709 
0175: set_car $484 Z_angle_to 182.9449 
0224: set_car $484 health_to 1000 
09C4: set_car $484 gas_tank_explosion_enabled 1 
0229: set_car $484 primary_color_to 0 secondary_color_to 0 
0129: 63@ = create_actor_pedtype 11 model #SOMOBU in_car $484 driverseat 
0223: set_actor 63@ health_to 300 
01B2: give_actor 63@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 63@ attack_rate 70 // previously known as temper_to 
01C8: 64@ = create_actor_pedtype 11 model #WMOMIB in_car $484 passenger_seat 0 
0223: set_actor 64@ health_to 300 
01B2: give_actor 64@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 64@ attack_rate 70 // previously known as temper_to 
0713: actor 63@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0713: actor 64@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90 
0526: set_actor 64@ stay_in_car_when_jacked 1 
0982: set_actor 64@ stay_in_car_when_dead 1 
0526: set_actor 63@ stay_in_car_when_jacked 1 
0982: set_actor 63@ stay_in_car_when_dead 1 
009A: 66@ = create_actor_pedtype 11 model #WFYSEX at 7794.896 -8793.004 5.2952 
0619: enable_actor 66@ collision_detection 0 
0812: AS_actor 66@ perform_animation "gym_tread_sprint" IFP "GYMNASIUM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0464: put_actor 66@ into_turret_on_car $484 at_car_offset 0.0 0.5 0.2 position 0 shooting_angle_limit 0.0 with_weapon 0 
0615: define_AS_pack_begin 155@ 
05D1: AS_actor -1 drive_car -1 to 8001.101 -8725.753 6.0403 speed 70.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8017.649 -8729.762 6.0315 speed 60.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8074.91 -8722.571 6.14 speed 50.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8166.131 -8710.361 14.8656 speed 45.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8430.629 -8701.226 5.8521 speed 35.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8435.017 -8708.863 5.8443 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8430.354 -8753.567 5.9121 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8415.21 -8943.294 5.278 speed 15.0 2 model #NULL 5 
0618: assign_actor 63@ to_AS_pack 155@ 
061B: remove_references_to_AS_pack 155@ 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 100 
0615: define_AS_pack_begin 155@ 
05D1: AS_actor -1 drive_car -1 to 8130.489 -8713.856 11.7541 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8162.557 -8708.637 14.6563 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8256.855 -8702.251 11.124 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8425.234 -8703.89 5.8443 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8431.195 -8731.552 5.8599 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8465.961 -8752.982 6.7751 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8493.348 -8723.971 6.9206 speed 15.0 2 model #NULL 5 
0618: assign_actor $413 to_AS_pack 155@ 
061B: remove_references_to_AS_pack 155@ 
0AAD: set_mp3 99@ perform_action 0 
0ACD: show_text_highpriority "You: Hey Zimos, can you speed it up!" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Pierce: I don't think that really works this way." time 4000 
0001: wait 4000 ms 

:safeword_22815
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
0050: gosub @safeword_21145 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8497.818 -8721.484 6.9206 radius 7.0 7.0 7.0 
004D: jump_if_false @safeword_22815 
016A: fade 0 time 400 
0001: wait 1000 ms 
016A: fade 1 time 400 
0395: clear_area 1 at 8483.268 -8722.866 6.9206 radius 300.0 
0501: set_player $PLAYER_CHAR driveby_mode 0 
009B: destroy_actor 10@ 
00D8: mission_cleanup 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
023C: load_special_actor 'jizzy' as 7 // models 290-299 
038B: load_requested_models 
0004: $420 = 3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 8482.339 -8719.97 6.9206 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.9457 
0362: remove_actor $413 from_car_and_place_at 8483.268 -8722.866 6.9206 
0173: set_actor $413 Z_angle_to 82.9457 
077A: set_actor $413 acquaintance 4 to_actors_pedtype 11 // see ped.dat 

:safeword_23045
023C: load_special_actor 'jizzy' as 7 // models 290-299 
038B: load_requested_models 
009A: $416 = create_actor_pedtype 8 model #SPECIAL07 at 8481.701 -8724.403 6.9206 
0173: set_actor $416 Z_angle_to 84.6103 
0223: set_actor $416 health_to 1000 
01B2: give_actor $416 weapon 26 ammo 99999 // Load the weapon model before using this 
0446: set_actor $416 dismemberment_possible 0 
0245: set_actor $416 walk_style_to "gang1" 
04D8: set_actor $416 drowns_in_water 0 
01C5: remove_actor_from_mission_cleanup_list $416 
0187: $427 = create_marker_above_actor $416 
0165: set_marker $427 color_to 2 
0168: set_marker $427 size 2 
018B: set_marker $427 radar_mode 2 
0631: put_actor $416 in_group $PLAYER_GROUP 
0631: put_actor $413 in_group $PLAYER_GROUP 
077A: set_actor $416 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
0296: unload_special_actor 7 
0223: set_actor $413 health_to 1000 
00A5: 0@ = create_car #ADMIRAL at 8485.211 -8726.82 6.9206 
0175: set_car 0@ Z_angle_to 79.7428 
0224: set_car 0@ health_to 2000 
09C4: set_car 0@ gas_tank_explosion_enabled 0 
0229: set_car 0@ primary_color_to 17 secondary_color_to 17 
032B: 909@ = create_weapon_pickup #SHOTGSPA type 3 ammo 60 at 8452.184 -8725.797 6.0299 
032B: 910@ = create_weapon_pickup #CHNSAW type 3 ammo 1 at 8455.905 -8725.847 6.0299 
0213: 911@ = create_pickup 1242 type 3 at 8442.615 -8724.846 6.0299 
0001: wait 2000 ms 
0ACD: show_text_highpriority "(Phone ringing)" time 3000 
0001: wait 3000 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 1300 ms 
0ACD: show_text_highpriority "Kinzie: You rescue Zimos, yet?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Yeah, Kinzie." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Kinzie: Right! Angel and Killbane were the tag team partner until they when crazy." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Who went crazy?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Kinzie: Killbane! Well you gotta find Angel before he'll problaby gets hurt." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Problaby his crew won't catch-up to him. And how do you track him anyways?" time 5000 
0001: wait 5000 ms 
0ACD: show_text_highpriority "Kinzie: No time to talk. Hurry up, your on the clock." time 3000 
0001: wait 3000 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 1300 ms 
0167: 1000@ = create_marker_at 8573.503 -7125.833 13.2219 color 0 flag 2 
0168: set_marker 1000@ size 3 
0ACD: show_text_highpriority "Go to ~y~Angel's Gym." time 4000 
08E7: disable_entrance_markers 1 
0001: wait 2500 ms 
0ACD: show_text_highpriority "Zimos: Thanks Playa, for rescuing me." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Yeah, yeah, Zimos, we get you now, I hope you'll get mounted again soon." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Zimos: Don't say MOUNT!" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Well, there's something else beside saying mount?" time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Zimos: If you want me to push it again, I'll walking in the another way." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: Yeah, Z. Now I know what your talking about" time 4000 
0001: wait 4000 ms 

:safeword_24297
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8584.993 -7130.001 13.196 radius 135.0 135.0 135.0 
004D: jump_if_false @safeword_24297 
0223: set_actor $413 health_to 5000 
0223: set_actor $416 health_to 5000 
077A: set_actor $413 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $416 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
0164: disable_marker 1000@ 
0001: wait 1000 ms 
009A: $415 = create_actor_pedtype 8 model #VWMYBOX at 8572.923 -7123.894 13.2686 
0173: set_actor $415 Z_angle_to 85.4623 
01B2: give_actor $415 weapon 31 ammo 99999 // Load the weapon model before using this 
0223: set_actor $415 health_to 8000 
02AB: set_actor $415 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D8: set_actor $415 drowns_in_water 0 
0446: set_actor $415 dismemberment_possible 0 
07DD: set_actor $415 attack_rate 50 // previously known as temper_to 
07FE: set_actor $415 fighting_style_to 7 moves 6 
0946: set_actor $415 actions_uninterupted_by_weapon_fire 1 
02E2: set_actor $415 weapon_accuracy_to 65 
01C5: remove_actor_from_mission_cleanup_list $415 
0187: $425 = create_marker_above_actor $415 
0165: set_marker $425 color_to 2 
0168: set_marker $425 size 2 
018B: set_marker $425 radar_mode 2 
009A: 13@ = create_actor_pedtype 10 model #FAM2 at 8555.819 -7121.627 13.3708 
0173: set_actor 13@ Z_angle_to 263.3314 
0223: set_actor 13@ health_to 350 
01B2: give_actor 13@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 13@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 13@ weapon_accuracy_to 35 
009A: 4@ = create_actor_pedtype 10 model #FAM3 at 8560.457 -7127.187 13.1292 
0173: set_actor 4@ Z_angle_to 290.0316 
0223: set_actor 4@ health_to 350 
01B2: give_actor 4@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 4@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 4@ weapon_accuracy_to 35 
009A: 5@ = create_actor_pedtype 10 model #FAM3 at 8560.457 -7127.187 13.1292 
0173: set_actor 5@ Z_angle_to 290.0316 
0223: set_actor 5@ health_to 350 
01B2: give_actor 5@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 5@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 5@ weapon_accuracy_to 35 
009A: 6@ = create_actor_pedtype 10 model #FAM2 at 8569.797 -7114.633 13.5959 
0173: set_actor 6@ Z_angle_to 237.7691 
0223: set_actor 6@ health_to 350 
01B2: give_actor 6@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 6@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 6@ weapon_accuracy_to 35 
009A: 7@ = create_actor_pedtype 10 model #FAM2 at 8562.751 -7136.606 12.775 
0173: set_actor 7@ Z_angle_to 291.9145 
0223: set_actor 7@ health_to 350 
01B2: give_actor 7@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 7@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 7@ weapon_accuracy_to 35 
009A: 8@ = create_actor_pedtype 10 model #FAM1 at 8541.797 -7127.461 14.0067 
0173: set_actor 8@ Z_angle_to 286.8345 
0223: set_actor 8@ health_to 750 
01B2: give_actor 8@ weapon 27 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 8@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 8@ weapon_accuracy_to 65 
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1 
009A: 9@ = create_actor_pedtype 10 model #FAM1 at 8546.034 -7118.641 14.1084 
0173: set_actor 9@ Z_angle_to 249.6346 
0223: set_actor 9@ health_to 750 
01B2: give_actor 9@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 9@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 9@ weapon_accuracy_to 65 
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1 
009A: 10@ = create_actor_pedtype 10 model #FAM2 at 8529.304 -7117.425 15.8971 
0173: set_actor 10@ Z_angle_to 266.0895 
0223: set_actor 10@ health_to 350 
01B2: give_actor 10@ weapon 26 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 10@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 10@ weapon_accuracy_to 35 
009A: 11@ = create_actor_pedtype 10 model #FAM2 at 8532.052 -7126.407 14.6561 
0173: set_actor 11@ Z_angle_to 288.7314 
0223: set_actor 11@ health_to 350 
01B2: give_actor 11@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 11@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 11@ weapon_accuracy_to 35 
009A: 12@ = create_actor_pedtype 10 model #FAM2 at 8534.964 -7136.106 12.663 
0173: set_actor 12@ Z_angle_to 294.0182 
0223: set_actor 12@ health_to 350 
01B2: give_actor 12@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 12@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 12@ weapon_accuracy_to 35 
05E2: AS_actor $415 kill_actor 13@ 
05E2: AS_actor 13@ kill_actor $415 
05E2: AS_actor 4@ kill_actor $415 
05E2: AS_actor 5@ kill_actor $415 
05E2: AS_actor 6@ kill_actor $415 
05E2: AS_actor 7@ kill_actor $415 
05E2: AS_actor 8@ kill_actor $415 
05E2: AS_actor 9@ kill_actor $415 
05E2: AS_actor 10@ kill_actor $415 
05E2: AS_actor 11@ kill_actor $415 
05E2: AS_actor 12@ kill_actor $415 
02AB: set_actor 13@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 4@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 6@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 7@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 8@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 9@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 10@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 11@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 12@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0638: AS_actor $415 stay_put 1 
0638: AS_actor 13@ stay_put 1 
0638: AS_actor 4@ stay_put 1 
0638: AS_actor 5@ stay_put 1 
0638: AS_actor 6@ stay_put 1 
0638: AS_actor 7@ stay_put 1 
0638: AS_actor 8@ stay_put 1 
0638: AS_actor 9@ stay_put 1 
0638: AS_actor 10@ stay_put 1 
0638: AS_actor 11@ stay_put 1 
0638: AS_actor 12@ stay_put 1 
00A5: 70@ = create_car #STAFFORD at 8564.42 -7132.255 12.993 
0175: set_car 70@ Z_angle_to 32.8288 
0224: set_car 70@ health_to 4000 
020A: set_car 70@ door_status_to 4 
0229: set_car 70@ primary_color_to 86 secondary_color_to 86 
00A5: 71@ = create_car #HUNTLEY at 8570.101 -7118.619 13.4525 
0175: set_car 71@ Z_angle_to 170.4843 
0224: set_car 71@ health_to 4000 
020A: set_car 71@ door_status_to 4 
0229: set_car 71@ primary_color_to 86 secondary_color_to 86 
00A5: 72@ = create_car #STAFFORD at 8535.078 -7115.181 15.6609 
0175: set_car 72@ Z_angle_to 14.0328 
0224: set_car 72@ health_to 4000 
020A: set_car 72@ door_status_to 4 
0229: set_car 72@ primary_color_to 86 secondary_color_to 86 
00A5: 73@ = create_car #HUNTLEY at 8536.063 -7126.448 14.5118 
0175: set_car 73@ Z_angle_to 196.9615 
0224: set_car 73@ health_to 4000 
020A: set_car 73@ door_status_to 4 
0229: set_car 73@ primary_color_to 86 secondary_color_to 86 

:safeword_25791
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8584.993 -7130.001 13.196 radius 55.0 55.0 55.0 
004D: jump_if_false @safeword_25791 
01B2: give_actor 8@ weapon 16 ammo 1 // Load the weapon model before using this 
01B2: give_actor 9@ weapon 16 ammo 1 // Load the weapon model before using this 
02AB: set_actor $415 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 13@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 4@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 5@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 6@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 7@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 8@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 9@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 10@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 11@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 12@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0638: AS_actor $415 stay_put 0 
0638: AS_actor 13@ stay_put 0 
0638: AS_actor 4@ stay_put 0 
0638: AS_actor 5@ stay_put 0 
0638: AS_actor 6@ stay_put 0 
0638: AS_actor 7@ stay_put 0 
0638: AS_actor 8@ stay_put 0 
0638: AS_actor 9@ stay_put 0 
0638: AS_actor 10@ stay_put 0 
0638: AS_actor 11@ stay_put 0 
0638: AS_actor 12@ stay_put 0 
0001: wait 2000 ms 
0ACD: show_text_highpriority "Angel: Okay, just in time, you guys showed up." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "Pierce: Right, on, yo! Who's are those guys?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Angel: There are Luchadores." time 3000 
0001: wait 3000 ms 
0ACD: show_text_highpriority "You: I bet you cannot handle all on your own, so we got you cowered." time 5000 
0001: wait 5000 ms 
0ACD: show_text_highpriority "Help ~p~Angel~w~ take out the ~r~Luchadores." time 4000 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 187@ = 0 
0006: 188@ = 0 
0006: 189@ = 0 
0006: 190@ = 0 
0006: 191@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 85@ = 0 
0631: put_actor $415 in_group $PLAYER_GROUP 
087F: set_actor $415 never_leave_group 1 
0187: $489 = create_marker_above_actor 13@ 
0187: $490 = create_marker_above_actor 4@ 
0187: $524 = create_marker_above_actor 5@ 
0187: $525 = create_marker_above_actor 6@ 
0187: $526 = create_marker_above_actor 7@ 
0187: $527 = create_marker_above_actor 8@ 
0187: $528 = create_marker_above_actor 9@ 
0187: $529 = create_marker_above_actor 10@ 
0187: $530 = create_marker_above_actor 11@ 
0187: $531 = create_marker_above_actor 12@ 

:safeword_26579
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if and
0039:   185@ == 0 
0118:   actor 13@ dead 
004D: jump_if_false @safeword_26639 
0164: disable_marker $489 
0006: 185@ = 1 
000A: 85@ += 1 

:safeword_26639
00D6: if and
0039:   186@ == 0 
0118:   actor 4@ dead 
004D: jump_if_false @safeword_26681 
0164: disable_marker $490 
0006: 186@ = 1 
000A: 85@ += 1 

:safeword_26681
00D6: if and
0039:   187@ == 0 
0118:   actor 5@ dead 
004D: jump_if_false @safeword_26723 
0164: disable_marker $524 
0006: 187@ = 1 
000A: 85@ += 1 

:safeword_26723
00D6: if and
0039:   188@ == 0 
0118:   actor 6@ dead 
004D: jump_if_false @safeword_26765 
0164: disable_marker $525 
0006: 188@ = 1 
000A: 85@ += 1 

:safeword_26765
00D6: if and
0039:   189@ == 0 
0118:   actor 7@ dead 
004D: jump_if_false @safeword_26807 
0164: disable_marker $526 
0006: 189@ = 1 
000A: 85@ += 1 

:safeword_26807
00D6: if and
0039:   190@ == 0 
0118:   actor 8@ dead 
004D: jump_if_false @safeword_26849 
0164: disable_marker $527 
0006: 190@ = 1 
000A: 85@ += 1 

:safeword_26849
00D6: if and
0039:   191@ == 0 
0118:   actor 9@ dead 
004D: jump_if_false @safeword_26891 
0164: disable_marker $528 
0006: 191@ = 1 
000A: 85@ += 1 

:safeword_26891
00D6: if and
0039:   192@ == 0 
0118:   actor 10@ dead 
004D: jump_if_false @safeword_26933 
0164: disable_marker $529 
0006: 192@ = 1 
000A: 85@ += 1 

:safeword_26933
00D6: if and
0039:   193@ == 0 
0118:   actor 11@ dead 
004D: jump_if_false @safeword_26975 
0164: disable_marker $530 
0006: 193@ = 1 
000A: 85@ += 1 

:safeword_26975
00D6: if and
0039:   194@ == 0 
0118:   actor 12@ dead 
004D: jump_if_false @safeword_27017 
0164: disable_marker $531 
0006: 194@ = 1 
000A: 85@ += 1 

:safeword_27017
00D6: if 
0029:   85@ >= 8 
004D: jump_if_false @safeword_27042 
0002: jump @safeword_27049 

:safeword_27042
0002: jump @safeword_26579 

:safeword_27049
0ACD: show_text_highpriority "Pierce: More Luchadores are coming!" time 4000 
0164: disable_marker $531 
0164: disable_marker $530 
0164: disable_marker $529 
0164: disable_marker $528 
0164: disable_marker $527 
0164: disable_marker $526 
0164: disable_marker $525 
0164: disable_marker $524 
0164: disable_marker $490 
0164: disable_marker $489 
00A5: 75@ = create_car #HUNTLEY at 8550.702 -7191.91 8.0867 
0175: set_car 75@ Z_angle_to 24.9723 
0224: set_car 75@ health_to 4000 
020A: set_car 75@ door_status_to 5 
0229: set_car 75@ primary_color_to 86 secondary_color_to 86 
03AB: set_car 75@ strong 1 
01EC: make_car 75@ very_heavy 1 
0129: 90@ = create_actor_pedtype 10 model #FAM2 in_car 75@ driverseat 
0223: set_actor 90@ health_to 350 
01B2: give_actor 90@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 90@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 90@ weapon_accuracy_to 35 
01C8: 91@ = create_actor_pedtype 10 model #FAM3 in_car 75@ passenger_seat 0 
0223: set_actor 91@ health_to 350 
01B2: give_actor 91@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 91@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 91@ weapon_accuracy_to 35 
01C8: 92@ = create_actor_pedtype 10 model #FAM2 in_car 75@ passenger_seat 1 
0223: set_actor 92@ health_to 350 
01B2: give_actor 92@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 92@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 92@ weapon_accuracy_to 35 
01C8: 93@ = create_actor_pedtype 10 model #FAM1 in_car 75@ passenger_seat 2 
0223: set_actor 93@ health_to 750 
01B2: give_actor 93@ weapon 27 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 93@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 93@ weapon_accuracy_to 75 
0946: set_actor 93@ actions_uninterupted_by_weapon_fire 1 
0615: define_AS_pack_begin 900@ 
05D1: AS_actor -1 drive_car -1 to 8533.753 -7145.367 10.9742 speed 31.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8529.508 -7131.328 13.5293 speed 31.0 2 model #NULL 5 
0618: assign_actor 90@ to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
00A5: 120@ = create_car #HUNTLEY at 8538.773 -7059.332 12.726 
0175: set_car 120@ Z_angle_to 178.0971 
0224: set_car 120@ health_to 4000 
020A: set_car 120@ door_status_to 5 
0229: set_car 120@ primary_color_to 86 secondary_color_to 86 
03AB: set_car 120@ strong 1 
01EC: make_car 120@ very_heavy 1 
0129: 34@ = create_actor_pedtype 10 model #FAM3 in_car 120@ driverseat 
0223: set_actor 34@ health_to 350 
01B2: give_actor 34@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 34@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 34@ weapon_accuracy_to 35 
01C8: 35@ = create_actor_pedtype 10 model #FAM2 in_car 120@ passenger_seat 0 
0223: set_actor 35@ health_to 350 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 35@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 35@ weapon_accuracy_to 35 
01C8: 36@ = create_actor_pedtype 10 model #FAM2 in_car 120@ passenger_seat 2 
0223: set_actor 36@ health_to 350 
01B2: give_actor 36@ weapon 26 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 36@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 36@ weapon_accuracy_to 35 
01C8: 37@ = create_actor_pedtype 10 model #FAM1 in_car 120@ passenger_seat 1 
0223: set_actor 37@ health_to 750 
01B2: give_actor 37@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 37@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 37@ weapon_accuracy_to 75 
0946: set_actor 37@ actions_uninterupted_by_weapon_fire 1 
0713: actor 37@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0713: actor 36@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0713: actor 35@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0713: actor 91@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0713: actor 93@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0713: actor 92@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0615: define_AS_pack_begin 900@ 
05D1: AS_actor -1 drive_car -1 to 8531.461 -7092.918 14.6481 speed 31.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 8529.255 -7111.59 15.8834 speed 31.0 2 model #NULL 5 
0618: assign_actor 34@ to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 307@ = 0 
0006: 304@ = 0 
0006: 310@ = 0 
0006: 33@ = 0 
0002: jump @safeword_28731 

:safeword_28148
00D6: if 
0039:   307@ == 0 
004D: jump_if_false @safeword_28278 
00D6: if or
0118:   actor 90@ dead 
00FE:   actor 90@ sphere 0 in_sphere 8529.508 -7131.328 13.5293 radius 7.0 7.0 7.0 
004D: jump_if_false @safeword_28278 
0633: AS_actor 90@ exit_car 
0633: AS_actor 91@ exit_car 
0633: AS_actor 92@ exit_car 
0633: AS_actor 93@ exit_car 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 91@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 92@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
0006: 307@ = 1 

:safeword_28278
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @safeword_28408 
00D6: if or
0118:   actor 34@ dead 
00FE:   actor 34@ sphere 0 in_sphere 8529.255 -7111.59 15.8834 radius 7.0 7.0 7.0 
004D: jump_if_false @safeword_28408 
0633: AS_actor 34@ exit_car 
0633: AS_actor 35@ exit_car 
0633: AS_actor 36@ exit_car 
0633: AS_actor 37@ exit_car 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 304@ = 1 

:safeword_28408
0051: return 

:safeword_28410
00D6: if and
0039:   310@ == 0 
0019:   33@ > 8000 
004D: jump_if_false @safeword_28729 
0006: 310@ = 1 
0247: load_model #SMYST2 
038B: load_requested_models 
0ACD: show_text_highpriority "Oleg: I'm not too late to party am I?" time 4000 
009A: $419 = create_actor_pedtype 8 model #SMYST2 at 8542.878 -7181.577 8.1003 
0173: set_actor $419 Z_angle_to 29.5839 
0223: set_actor $419 health_to 5000 
02AB: set_actor $419 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor $419 dismemberment_possible 0 
07FE: set_actor $419 fighting_style_to 7 moves 6 
0946: set_actor $419 actions_uninterupted_by_weapon_fire 1 
07DD: set_actor $419 attack_rate 100 // previously known as temper_to 
060F: set_actor $419 melee_accuracy_to 100.0 
0245: set_actor $419 walk_style_to "player" 
0631: put_actor $419 in_group $PLAYER_GROUP 
04D8: set_actor $419 drowns_in_water 0 
01C5: remove_actor_from_mission_cleanup_list $419 
0187: $426 = create_marker_above_actor $419 
0165: set_marker $426 color_to 2 
0168: set_marker $426 size 3 
018B: set_marker $426 radar_mode 2 
05D3: AS_actor $419 goto_point 8524.255 -7125.0 14.9766 mode 7 time -1 ms // versionA 
05E2: AS_actor $419 kill_actor 90@ 
077A: set_actor $419 acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor $419 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $419 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $419 acquaintance 1 to_actors_pedtype 1 // see ped.dat 
0006: 33@ = 0 

:safeword_28729
0051: return 

:safeword_28731
0001: wait 0 ms 
0050: gosub @safeword_31596 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
0050: gosub @safeword_28148 
0050: gosub @safeword_28410 
00D6: if and
0118:   actor 90@ dead 
0118:   actor 91@ dead 
0118:   actor 92@ dead 
0118:   actor 93@ dead 
0118:   actor 34@ dead 
0118:   actor 35@ dead 
0118:   actor 36@ dead 
0118:   actor 37@ dead 
004D: jump_if_false @safeword_28828 
0002: jump @safeword_28835 

:safeword_28828
0002: jump @safeword_28731 

:safeword_28835
0ACD: show_text_highpriority "Angel: Okay, now follow me." time 4000 
0001: wait 1000 ms 
087F: set_actor $415 never_leave_group 0 
06C9: remove_actor $415 from_group 
077C: clear_actor $415 acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor $415 acquaintance 3 to_all_pedtypes // see ped.dat 
0615: define_AS_pack_begin 900@ 
05D3: AS_actor -1 goto_point 8583.962 -7125.42 13.2404 mode 7 time 5000 ms // versionA 
05D3: AS_actor -1 goto_point 8581.185 -7125.596 13.2356 mode 7 time 5000 ms // versionA 
05D3: AS_actor -1 goto_point 8604.734 -7125.933 13.7954 mode 7 time 20000 ms // versionA 
0618: assign_actor $415 to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
0223: set_actor $415 health_to 4000 

:safeword_28998
0001: wait 0 ms 
0050: gosub @safeword_28410 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if or
00FE:   actor $415 sphere 0 in_sphere 8604.734 -7125.933 13.7954 radius 3.0 3.0 3.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8604.734 -7125.933 13.7954 radius 3.0 3.0 3.0 
004D: jump_if_false @safeword_28998 
0167: 1000@ = create_marker_at 8604.734 -7125.933 13.7954 color 0 flag 2 
0168: set_marker 1000@ size 3 
00A1: put_actor $415 at 8625.855 -7124.625 13.779 
0173: set_actor $415 Z_angle_to 268.5546 

:safeword_29169
0001: wait 0 ms 
0050: gosub @safeword_28410 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8604.734 -7125.933 13.7954 radius 3.0 3.0 3.0 
056D:   actor $419 defined 
004D: jump_if_false @safeword_29169 
016A: fade 0 time 600 
0001: wait 1000 ms 
00D8: mission_cleanup 
016A: fade 1 time 600 
0395: clear_area 1 at 8671.006 -7142.852 13.2644 radius 355.0 

:safeword_29292
0213: 912@ = create_pickup 1240 type 3 at 8721.497 -7036.552 13.9705 
0213: 914@ = create_pickup 1242 type 3 at 8615.921 -7185.689 14.1376 
032B: 913@ = create_weapon_pickup #SILENCED type 3 ammo 80 at 8611.949 -7192.895 14.1675 
032B: 915@ = create_weapon_pickup #GRENADE type 3 ammo 8 at 8616.381 -7189.706 14.1543 
032B: 916@ = create_weapon_pickup #KNIFECUR type 3 ammo 1 at 8614.105 -7164.39 14.0363 
032B: 917@ = create_weapon_pickup #MOLOTOV type 3 ammo 1 at 8613.755 -7170.001 14.029 
032B: 918@ = create_weapon_pickup #SNIPER type 3 ammo 30 at 8601.521 -7138.584 20.3476 
0213: 919@ = create_pickup 1240 type 3 at 8722.708 -7234.121 14.1401 
00A5: 920@ = create_car #BANSHEE at 8635.346 -7023.073 15.3936 
0175: set_car 920@ Z_angle_to 273.6891 
0224: set_car 920@ health_to 5000 
09C4: set_car 920@ gas_tank_explosion_enabled 0 
0004: $412 = 1 
04BB: select_interior 4 
0860: link_actor $PLAYER_ACTOR to_interior 4 
00A1: put_actor $PLAYER_ACTOR at 8611.995 -7125.331 13.8927 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
00A1: put_actor $416 at 8612.608 -7122.373 13.8821 
0173: set_actor $416 Z_angle_to 270.0 
00A1: put_actor $413 at 8612.668 -7128.088 13.8811 
0173: set_actor $413 Z_angle_to 270.0 
00A1: put_actor $419 at 8616.009 -7122.483 13.8232 
0173: set_actor $419 Z_angle_to 270.0 
06C9: remove_actor $419 from_group 
05D3: AS_actor $419 goto_point 8653.008 -7120.747 13.4488 mode 6 time -1 ms // versionA 
0615: define_AS_pack_begin 900@ 
05D3: AS_actor -1 goto_point 8634.862 -7124.978 13.7714 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 8641.906 -7129.375 13.7611 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 8667.009 -7129.975 13.3464 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 8671.006 -7142.852 13.2644 mode 7 time -1 ms // versionA 
05C8: AS_actor -1 look_around 
0618: assign_actor $415 to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
0164: disable_marker 1000@ 
0001: wait 2000 ms 

:safeword_29841
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
00D6: if 
00FE:   actor $415 sphere 0 in_sphere 8671.006 -7142.852 13.2644 radius 5.0 5.0 5.0 
004D: jump_if_false @safeword_29841 
0ACD: show_text_highpriority "Angel: Okay, I'm safe here." time 4000 
0001: wait 2000 ms 
0ACD: show_text_highpriority "You: Woah, those Luchadores are trying to stop you, I couldn't know why Killbane is trying to eliminate you." time 5000 
0001: wait 5000 ms 
0ACD: show_text_highpriority "Angel: No, he wants to take up a fight on me, he even cheated on me, no matter what Killbane and his gangs" time 5000 
0001: wait 5000 ms 
0ACD: show_text_highpriority "Angel: will do to me, so there's a way to stop them from coming after me." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Don't worry Angel, we got your back." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Zimos: Luchadores steppin' in!" time 4000 
009A: 5@ = create_actor_pedtype 10 model #FAM2 at 8719.914 -7126.27 13.2878 
0173: set_actor 5@ Z_angle_to 91.5508 
0223: set_actor 5@ health_to 350 
01B2: give_actor 5@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 5@ attack_rate 70 // previously known as temper_to 
009A: 7@ = create_actor_pedtype 10 model #FAM3 at 8724.808 -7125.986 12.931 
0173: set_actor 7@ Z_angle_to 94.6567 
0223: set_actor 7@ health_to 350 
01B2: give_actor 7@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 7@ attack_rate 70 // previously known as temper_to 
009A: 6@ = create_actor_pedtype 10 model #FAM1 at 8726.257 -7126.519 12.783 
0173: set_actor 6@ Z_angle_to 90.3288 
0223: set_actor 6@ health_to 750 
01B2: give_actor 6@ weapon 31 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 6@ weapon_accuracy_to 55 
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 6@ attack_rate 90 // previously known as temper_to 
0615: define_AS_pack_begin 900@ 
05D3: AS_actor -1 goto_point 8703.453 -7126.155 13.4257 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 
0618: assign_actor 5@ to_AS_pack 900@ 
0618: assign_actor 6@ to_AS_pack 900@ 
0618: assign_actor 7@ to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
009A: 8@ = create_actor_pedtype 10 model #FAM1 at 8601.001 -7125.424 13.4142 
0173: set_actor 8@ Z_angle_to 265.4445 
0223: set_actor 8@ health_to 750 
01B2: give_actor 8@ weapon 27 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 8@ weapon_accuracy_to 55 
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 8@ attack_rate 90 // previously known as temper_to 
009A: 9@ = create_actor_pedtype 10 model #FAM2 at 8603.305 -7125.609 13.6494 
0173: set_actor 9@ Z_angle_to 265.4445 
0223: set_actor 9@ health_to 350 
01B2: give_actor 9@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 9@ attack_rate 70 // previously known as temper_to 
009A: 10@ = create_actor_pedtype 10 model #FAM3 at 8605.076 -7125.543 13.8303 
0173: set_actor 10@ Z_angle_to 272.1029 
0223: set_actor 10@ health_to 350 
01B2: give_actor 10@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 10@ attack_rate 70 // previously known as temper_to 
0615: define_AS_pack_begin 900@ 
05D3: AS_actor -1 goto_point 8623.059 -7125.464 13.7681 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 
0618: assign_actor 9@ to_AS_pack 900@ 
0618: assign_actor 10@ to_AS_pack 900@ 
0618: assign_actor 8@ to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
0001: wait 4000 ms 
023C: load_special_actor 'bb' as 4 // models 290-299 
038B: load_requested_models 
009A: $532 = create_actor_pedtype 10 model #SPECIAL04 at 8724.428 -7126.132 12.9721 
0223: set_actor $532 health_to 2000 
0173: set_actor $532 Z_angle_to 84.5865 
0446: set_actor $532 dismemberment_possible 0 
07FE: set_actor $532 fighting_style_to 7 moves 6 
0946: set_actor $532 actions_uninterupted_by_weapon_fire 1 
07DD: set_actor $532 attack_rate 100 // previously known as temper_to 
060F: set_actor $532 melee_accuracy_to 100.0 
0245: set_actor $532 walk_style_to "player" 
02AB: set_actor $532 immunities BP 0 FP 1 EP 0 CP 1 MP 0 
077A: set_actor $532 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $532 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $532 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0187: $540 = create_marker_above_actor $532 
0168: set_marker $540 size 4 
0ACD: show_text_highpriority "You: Shit, man! They even have Brutes too!" time 4000 
0615: define_AS_pack_begin 900@ 
05D3: AS_actor -1 goto_point 8636.694 -7125.028 13.7687 mode 7 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 
0618: assign_actor $532 to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
009A: $563 = create_actor_pedtype 10 model #SPECIAL04 at 8604.294 -7125.262 13.7504 
0223: set_actor $563 health_to 2000 
0173: set_actor $563 Z_angle_to 264.3632 
02AB: set_actor $563 immunities BP 0 FP 1 EP 0 CP 1 MP 0 
0446: set_actor $563 dismemberment_possible 0 
07FE: set_actor $563 fighting_style_to 7 moves 6 
0946: set_actor $563 actions_uninterupted_by_weapon_fire 1 
07DD: set_actor $563 attack_rate 100 // previously known as temper_to 
060F: set_actor $563 melee_accuracy_to 100.0 
0245: set_actor $563 walk_style_to "player" 
077A: set_actor $563 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor $563 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor $563 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0187: $564 = create_marker_above_actor $563 
0168: set_marker $564 size 4 
0296: unload_special_actor 4 
0615: define_AS_pack_begin 900@ 
05D3: AS_actor -1 goto_point 8637.795 -7125.216 13.7671 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 
0618: assign_actor $563 to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
0615: define_AS_pack_begin 900@ 
05D3: AS_actor -1 goto_point 8692.967 -7125.794 13.4367 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 
0618: assign_actor $532 to_AS_pack 900@ 
061B: remove_references_to_AS_pack 900@ 
018B: set_marker $564 radar_mode 2 
018B: set_marker $540 radar_mode 2 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Angel: Guys, take out these brutes! I'll find a way to duck them." time 5000 
05E2: AS_actor $416 kill_actor $563 
05E2: AS_actor $413 kill_actor $532 
0001: wait 5000 ms 
0ACD: show_text_highpriority "Take out the ~r~Brutes~w~." time 4000 
018B: set_marker $564 radar_mode 3 
018B: set_marker $540 radar_mode 3 
0006: 33@ = 5000 
04ED: load_animation "FIGHT_D" 
0004: $411 = 0 
0002: jump @safeword_32423 

:safeword_31596
00D6: if 
056D:   actor $419 defined 
004D: jump_if_false @safeword_32147 
00D6: if and
0038:   $411 == 0 
0019:   33@ > 8000 
02D8:   actor $419 current_weapon == 0 
004D: jump_if_false @safeword_32147 
04C4: store_coords_to 600@ 601@ 602@ from_actor $419 with_offset 0.0 0.0 0.0 
0AE1: 988@ = random_actor_near_point 600@ 601@ 602@ in_radius 50.0 find_next 1 pass_deads 1 //IF and SET 
00D6: if 
056D:   actor 988@ defined 
004D: jump_if_false @safeword_32147 
089F: get_actor 988@ pedtype_to 940@ 
00D6: if and
8039:   not  940@ == 8 
8039:   not  940@ == 4 
8039:   not  940@ == 5 
8039:   not  940@ == 0 
8039:   not  940@ == 1 
8039:   not  940@ == 17 
004D: jump_if_false @safeword_32147 
04C4: store_coords_to 610@ 611@ 612@ from_actor 988@ with_offset 0.0 0.0 0.0 
0ACD: show_text_highpriority "Oleg: Leave it to me." time 2000 
00D6: if 
056D:   actor 988@ defined 
004D: jump_if_false @safeword_32147 
00D6: if 
0364:   actor $419 spotted_actor 988@ 
004D: jump_if_false @safeword_32147 
05E2: AS_actor $419 kill_actor 988@ 
05D3: AS_actor $419 goto_point 610@ 611@ 612@ mode 7 time -1 ms // versionA 
00D6: if 
0105:   actor $419 near_actor 988@ radius 5.0 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @safeword_32147 
04C4: store_coords_to 552@ 553@ 554@ from_actor $419 with_offset 0.0 1.2 -1.0 
0172: 989@ = actor $419 Z_angle 
0009: 989@ += 180.0 
00A1: put_actor 988@ at 552@ 553@ 554@ 
0173: set_actor 988@ Z_angle_to 989@ 
0004: $411 = 1 
0792: disembark_instantly_actor $419 
0792: disembark_instantly_actor 988@ 
0615: define_AS_pack_begin 999@ 
0812: AS_actor -1 perform_animation "FightD_3" IFP "FIGHT_D" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0618: assign_actor $419 to_AS_pack 999@ 
061B: remove_references_to_AS_pack 999@ 
0615: define_AS_pack_begin 999@ 
0812: AS_actor -1 perform_animation "FightA_block" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1400 // versionB 
0638: AS_actor -1 stay_put 1 
0618: assign_actor 988@ to_AS_pack 999@ 
061B: remove_references_to_AS_pack 999@ 
0006: 33@ = 0 
0050: gosub @safeword_32149 

:safeword_32147
0051: return 

:safeword_32149
00D6: if and
0038:   $411 == 1 
056D:   actor 988@ defined 
004D: jump_if_false @safeword_32338 
00D6: if 
8611:   not actor 988@ performing_animation "FightA_block" 
004D: jump_if_false @safeword_32324 
0851: set_actor 988@ decrease_health_by 800 affect_armour 0 
0615: define_AS_pack_begin 999@ 
0812: AS_actor -1 perform_animation "HitD_3" IFP "FIGHT_D" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "getup" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 0 
0618: assign_actor 988@ to_AS_pack 999@ 
061B: remove_references_to_AS_pack 999@ 
0006: 33@ = 0 
0004: $411 = 0 
0002: jump @safeword_32338 

:safeword_32324
0006: 33@ = 0 
0004: $411 = 1 

:safeword_32338
00D6: if and
0038:   $411 == 1 
856D:   not actor 988@ defined 
004D: jump_if_false @safeword_32375 
0004: $411 = 0 
0006: 33@ = 0 

:safeword_32375
00D6: if 
056D:   actor 988@ defined 
004D: jump_if_false @safeword_32421 
00D6: if 
0118:   actor 988@ dead 
004D: jump_if_false @safeword_32421 
0006: 33@ = 0 
0004: $411 = 0 

:safeword_32421
0051: return 

:safeword_32423
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
0050: gosub @safeword_31596 
00D6: if 
0118:   actor $532 dead 
004D: jump_if_false @safeword_32469 
0164: disable_marker $540 

:safeword_32469
00D6: if 
0118:   actor $563 dead 
004D: jump_if_false @safeword_32490 
0164: disable_marker $564 

:safeword_32490
00D6: if and
0118:   actor $532 dead 
0118:   actor $563 dead 
004D: jump_if_false @safeword_32528 
0164: disable_marker $540 
0164: disable_marker $564 
0002: jump @safeword_32535 

:safeword_32528
0002: jump @safeword_32423 

:safeword_32535
0001: wait 1000 ms 
023C: load_special_actor 'bb' as 4 // models 290-299 
038B: load_requested_models 
0006: 33@ = 0 
0004: $411 = 0 
009A: 480@ = create_actor_pedtype 10 model #SPECIAL04 at 8663.394 -7041.958 20.4261 
0223: set_actor 480@ health_to 4000 
0173: set_actor 480@ Z_angle_to 182.9384 
02AB: set_actor 480@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
01B2: give_actor 480@ weapon 38 ammo 99999 // Load the weapon model before using this 
0446: set_actor 480@ dismemberment_possible 0 
07FE: set_actor 480@ fighting_style_to 7 moves 6 
0946: set_actor 480@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 480@ attack_rate 100 // previously known as temper_to 
060F: set_actor 480@ melee_accuracy_to 100.0 
0245: set_actor 480@ walk_style_to "player" 
0812: AS_actor 480@ perform_animation "IDLE_csaw" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0187: 1010@ = create_marker_above_actor 480@ 
0168: set_marker 1010@ size 4 
018B: set_marker 1010@ radar_mode 2 
01B4: set_player 0 can_move 0 
0296: unload_special_actor 4 
009A: 475@ = create_actor_pedtype 10 model #FAM3 at 8661.147 -7041.756 20.4331 
0173: set_actor 475@ Z_angle_to 178.6105 
0223: set_actor 475@ health_to 350 
01B2: give_actor 475@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 475@ attack_rate 70 // previously known as temper_to 
0812: AS_actor 475@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 477@ = create_actor_pedtype 10 model #FAM1 at 8667.25 -7042.193 20.4164 
0173: set_actor 477@ Z_angle_to 179.6093 
0223: set_actor 477@ health_to 750 
0946: set_actor 477@ actions_uninterupted_by_weapon_fire 1 
02E2: set_actor 477@ weapon_accuracy_to 75 
01B2: give_actor 477@ weapon 27 ammo 99999 // Load the weapon model before using this 
0812: AS_actor 477@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
07DD: set_actor 477@ attack_rate 80 // previously known as temper_to 
02A3: enable_widescreen 1 
0936: set_camera 8658.299 -7119.056 14.4467 position_to 8679.82 -7054.423 22.4467 time 6000 smooth_transition 1 
0920: point_camera 8660.314 -7096.247 15.4467 transverse_to 8663.634 -7041.797 20.4467 time 6000 smooth_transition 1 
015F: set_camera_position 8657.152 -7081.959 13.7035 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8663.634 -7041.797 20.4467 switchstyle 2 
0001: wait 6000 ms 
015F: set_camera_position 8657.152 -7081.959 13.7035 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8663.634 -7041.797 20.4467 switchstyle 2 
077C: clear_actor $415 acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor $413 acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor $419 acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor $416 acquaintance 4 to_all_pedtypes // see ped.dat 
0792: disembark_instantly_actor 480@ 
0792: disembark_instantly_actor 477@ 
0792: disembark_instantly_actor 475@ 
0615: define_AS_pack_begin 998@ 
015F: set_camera_position 8657.152 -7081.959 13.7035 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8663.634 -7041.797 20.4467 switchstyle 2 
0812: AS_actor -1 perform_animation "WALK_csaw" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB 
05BC: AS_actor -1 jump 1 
0812: AS_actor -1 perform_animation "WALK_csaw" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 2000 // versionB 
0618: assign_actor 480@ to_AS_pack 998@ 
061B: remove_references_to_AS_pack 998@ 
0615: define_AS_pack_begin 998@ 
0812: AS_actor -1 perform_animation "WALK_csaw" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB 
05BC: AS_actor -1 jump 1 
0812: AS_actor -1 perform_animation "WALK_csaw" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 2000 // versionB 
0618: assign_actor 477@ to_AS_pack 998@ 
0618: assign_actor 475@ to_AS_pack 998@ 
061B: remove_references_to_AS_pack 998@ 
015F: set_camera_position 8679.82 -7054.423 22.4467 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8663.634 -7041.797 20.4467 switchstyle 2 
06C9: remove_actor $416 from_group 
06C9: remove_actor $415 from_group 
06C9: remove_actor $413 from_group 
06C9: remove_actor $419 from_group 
0001: wait 5000 ms 
0792: disembark_instantly_actor 480@ 
0792: disembark_instantly_actor 475@ 
0792: disembark_instantly_actor 477@ 
00A1: put_actor $PLAYER_ACTOR at 8655.82 -7095.958 12.6019 
0173: set_actor $PLAYER_ACTOR Z_angle_to 356.3671 
00A1: put_actor $419 at 8652.202 -7097.733 12.6405 
0173: set_actor $419 Z_angle_to 328.4018 
00A1: put_actor $416 at 8653.801 -7094.564 12.6345 
0173: set_actor $416 Z_angle_to 356.3671 
00A1: put_actor $415 at 8672.41 -7094.843 12.4865 
0173: set_actor $415 Z_angle_to 356.3671 
00A1: put_actor $413 at 8674.042 -7093.325 12.5092 
0173: set_actor $413 Z_angle_to 356.3671 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
04EB: AS_actor $415 crouch 1 
04EB: AS_actor $413 crouch 1 
04EB: AS_actor $416 crouch 1 
00A1: put_actor 480@ at 8663.803 -7057.668 12.833 
0173: set_actor 480@ Z_angle_to 173.3237 
00A1: put_actor 475@ at 8660.491 -7058.133 12.8684 
0173: set_actor 475@ Z_angle_to 173.3237 
00A1: put_actor 477@ at 8666.256 -7057.848 12.7802 
0173: set_actor 477@ Z_angle_to 173.3237 
015F: set_camera_position 8651.576 -7095.097 13.6609 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8657.966 -7085.834 13.6593 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 8654.402 -7085.255 12.7087 mode 5 time -1 ms // versionA 
04EB: AS_actor $416 crouch 1 
05D3: AS_actor $416 goto_point 8653.149 -7085.405 13.723 mode 5 time -1 ms // versionA 
0001: wait 4000 ms 
015F: set_camera_position 8676.242 -7093.335 13.5247 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8667.443 -7078.785 13.5595 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 8654.402 -7085.255 12.7087 mode 5 time -1 ms // versionA 
04EB: AS_actor $416 crouch 1 
05D3: AS_actor $416 goto_point 8653.149 -7085.405 13.723 mode 5 time -1 ms // versionA 
04EB: AS_actor $413 crouch 1 
05D3: AS_actor $413 goto_point 8674.153 -7086.897 13.5655 mode 5 time -1 ms // versionA 
04EB: AS_actor $415 crouch 1 
05D3: AS_actor $415 goto_point 8672.474 -7086.128 13.5505 mode 5 time -1 ms // versionA 
0615: define_AS_pack_begin 997@ 
05D3: AS_actor -1 goto_point 8661.71 -7078.962 13.6426 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 2.6925 
0618: assign_actor $419 to_AS_pack 997@ 
061B: remove_references_to_AS_pack 997@ 
0001: wait 4000 ms 
077A: set_actor $416 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $413 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $415 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor $419 acquaintance 4 to_actors_pedtype 10 // see ped.dat 
0223: set_actor $416 health_to 35000 
0223: set_actor $415 health_to 35000 
0223: set_actor $413 health_to 35000 
0223: set_actor $419 health_to 35000 
0223: set_actor $PLAYER_ACTOR health_to 35000 
05E2: AS_actor 480@ kill_actor $415 
05E2: AS_actor 475@ kill_actor $416 
05E2: AS_actor 477@ kill_actor $413 
05E2: AS_actor $413 kill_actor 480@ 
05E2: AS_actor $416 kill_actor 480@ 
05E2: AS_actor $415 kill_actor 480@ 
05E2: AS_actor $419 kill_actor 480@ 
00A1: put_actor $419 at 8663.028 -7083.713 12.5806 
0173: set_actor $419 Z_angle_to 3.4209 
0856: set_actor $419 enable_crouch 0 
00A1: put_actor $PLAYER_ACTOR at 8654.402 -7085.255 12.7087 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.4209 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
00A1: put_actor $416 at 8653.303 -7087.834 12.6998 
0173: set_actor $416 Z_angle_to 0.7576 
04EB: AS_actor $416 crouch 1 
0638: AS_actor $416 stay_put 1 
00A1: put_actor $413 at 8674.261 -7086.845 12.5669 
0173: set_actor $413 Z_angle_to 0.7576 
04EB: AS_actor $413 crouch 1 
0638: AS_actor $413 stay_put 1 
00A1: put_actor $415 at 8672.347 -7086.286 12.5483 
0173: set_actor $415 Z_angle_to 0.7576 
04EB: AS_actor $415 crouch 1 
0638: AS_actor $415 stay_put 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player 0 can_move 1 
02A3: enable_widescreen 0 
009A: 479@ = create_actor_pedtype 10 model #FAM3 at 8640.797 -7100.736 19.0692 
0173: set_actor 479@ Z_angle_to 315.2449 
0223: set_actor 479@ health_to 350 
01B2: give_actor 479@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 479@ attack_rate 70 // previously known as temper_to 
018B: set_marker 1010@ radar_mode 3 
05BC: AS_actor 479@ jump 1 
009A: 250@ = create_actor_pedtype 10 model #FAM2 at 8645.181 -7104.254 19.0532 
0173: set_actor 250@ Z_angle_to 312.5815 
0223: set_actor 250@ health_to 350 
01B2: give_actor 250@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 250@ attack_rate 70 // previously known as temper_to 
05BC: AS_actor 250@ jump 1 
009A: 251@ = create_actor_pedtype 10 model #FAM3 at 8637.18 -7096.986 19.0962 
0173: set_actor 251@ Z_angle_to 312.5815 
0223: set_actor 251@ health_to 350 
01B2: give_actor 251@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 251@ attack_rate 70 // previously known as temper_to 
05BC: AS_actor 251@ jump 1 
009A: 252@ = create_actor_pedtype 10 model #FAM2 at 8681.625 -7107.773 18.5547 
0173: set_actor 252@ Z_angle_to 50.543 
0223: set_actor 252@ health_to 350 
01B2: give_actor 252@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 252@ attack_rate 70 // previously known as temper_to 
05BC: AS_actor 252@ jump 1 
009A: 253@ = create_actor_pedtype 10 model #FAM2 at 8683.799 -7104.946 18.5721 
0173: set_actor 253@ Z_angle_to 44.5505 
0223: set_actor 253@ health_to 350 
01B2: give_actor 253@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 253@ attack_rate 70 // previously known as temper_to 
05BC: AS_actor 253@ jump 1 
009A: 254@ = create_actor_pedtype 10 model #FAM2 at 8687.701 -7101.831 18.5846 
0173: set_actor 254@ Z_angle_to 43.5517 
0223: set_actor 254@ health_to 350 
01B2: give_actor 254@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 254@ attack_rate 70 // previously known as temper_to 
05BC: AS_actor 254@ jump 1 
009A: 255@ = create_actor_pedtype 10 model #FAM1 at 8704.353 -7067.068 20.1432 
0173: set_actor 255@ Z_angle_to 96.1865 
0223: set_actor 255@ health_to 750 
01B2: give_actor 255@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 255@ attack_rate 70 // previously known as temper_to 
0638: AS_actor 255@ stay_put 1 
0946: set_actor 255@ actions_uninterupted_by_weapon_fire 1 
05E2: AS_actor 255@ kill_actor $413 
009A: 256@ = create_actor_pedtype 10 model #FAM1 at 8623.832 -7064.551 20.6299 
0173: set_actor 256@ Z_angle_to 266.3739 
0223: set_actor 256@ health_to 750 
01B2: give_actor 256@ weapon 34 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 256@ attack_rate 70 // previously known as temper_to 
0638: AS_actor 256@ stay_put 1 
0946: set_actor 256@ actions_uninterupted_by_weapon_fire 1 
05E2: AS_actor 256@ kill_actor $416 
0ACD: show_text_highpriority "Pierce: Really? Where fighting a fucking minigun?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Angel: Guys, try to shoot the minigunner as best as you can, your skills must improve." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Oleg: Don't worry I got this." time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Take out the ~r~minigunner brute." time 4000 

:safeword_35339
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
0050: gosub @safeword_31596 
00D6: if 
0118:   actor 480@ dead 
004D: jump_if_false @safeword_35339 
0164: disable_marker 1010@ 
0ACD: show_text_highpriority "Zimos: Are you going to pick up the fucking minigun or what?" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "You: Patients, Z, patients." time 4000 
0001: wait 4000 ms 
023C: load_special_actor 'bb' as 4 // models 290-299 
038B: load_requested_models 
0ACD: show_text_highpriority "Angel: Be careful, they have flamethrowers." time 4000 
009A: 263@ = create_actor_pedtype 10 model #SPECIAL04 at 8697.316 -7008.528 14.1185 
0223: set_actor 263@ health_to 2000 
0173: set_actor 263@ Z_angle_to 175.1778 
02AB: set_actor 263@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
01B2: give_actor 263@ weapon 37 ammo 99999 // Load the weapon model before using this 
0446: set_actor 263@ dismemberment_possible 0 
07FE: set_actor 263@ fighting_style_to 7 moves 6 
0946: set_actor 263@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 263@ attack_rate 100 // previously known as temper_to 
060F: set_actor 263@ melee_accuracy_to 100.0 
0245: set_actor 263@ walk_style_to "player" 
0187: 1011@ = create_marker_above_actor 263@ 
0168: set_marker 1011@ size 4 
009A: 275@ = create_actor_pedtype 10 model #FAM2 at 8692.989 -7005.72 14.0709 
0223: set_actor 275@ health_to 350 
0173: set_actor 275@ Z_angle_to 180.1716 
01B2: give_actor 275@ weapon 29 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 275@ attack_rate 70 // previously known as temper_to 
009A: 276@ = create_actor_pedtype 10 model #FAM2 at 8697.507 -7010.271 14.141 
0223: set_actor 276@ health_to 350 
0173: set_actor 276@ Z_angle_to 180.1716 
01B2: give_actor 276@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 276@ attack_rate 70 // previously known as temper_to 
009A: 277@ = create_actor_pedtype 10 model #FAM3 at 8700.376 -7005.839 14.0749 
0223: set_actor 277@ health_to 350 
0173: set_actor 277@ Z_angle_to 180.1716 
01B2: give_actor 277@ weapon 26 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 277@ attack_rate 70 // previously known as temper_to 
009A: 278@ = create_actor_pedtype 10 model #FAM1 at 8694.421 -7003.359 14.0305 
0223: set_actor 278@ health_to 750 
0173: set_actor 278@ Z_angle_to 180.1716 
01B2: give_actor 278@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 278@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 278@ weapon_accuracy_to 55 
0946: set_actor 278@ actions_uninterupted_by_weapon_fire 1 
0615: define_AS_pack_begin 998@ 
05D3: AS_actor -1 goto_point 8686.226 -7016.38 14.1318 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 8682.509 -7058.675 13.8279 mode 7 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0618: assign_actor 263@ to_AS_pack 998@ 
0618: assign_actor 275@ to_AS_pack 998@ 
0618: assign_actor 276@ to_AS_pack 998@ 
0618: assign_actor 277@ to_AS_pack 998@ 
0618: assign_actor 278@ to_AS_pack 998@ 
061B: remove_references_to_AS_pack 998@ 
009A: 264@ = create_actor_pedtype 10 model #SPECIAL04 at 8637.636 -7009.258 14.3138 
0223: set_actor 264@ health_to 2000 
0173: set_actor 264@ Z_angle_to 180.1716 
02AB: set_actor 264@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
01B2: give_actor 264@ weapon 37 ammo 99999 // Load the weapon model before using this 
0446: set_actor 264@ dismemberment_possible 0 
07FE: set_actor 264@ fighting_style_to 7 moves 6 
0946: set_actor 264@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 264@ attack_rate 100 // previously known as temper_to 
060F: set_actor 264@ melee_accuracy_to 100.0 
0245: set_actor 264@ walk_style_to "player" 
0187: 1013@ = create_marker_above_actor 264@ 
0168: set_marker 1013@ size 4 
009A: 270@ = create_actor_pedtype 10 model #FAM2 at 8639.12 -7004.427 14.2501 
0223: set_actor 270@ health_to 350 
0173: set_actor 270@ Z_angle_to 180.1716 
01B2: give_actor 270@ weapon 30 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 270@ attack_rate 70 // previously known as temper_to 
009A: 271@ = create_actor_pedtype 10 model #FAM3 at 8632.015 -7004.524 14.1442 
0223: set_actor 271@ health_to 350 
0173: set_actor 271@ Z_angle_to 180.1716 
01B2: give_actor 271@ weapon 28 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 271@ attack_rate 70 // previously known as temper_to 
009A: 272@ = create_actor_pedtype 10 model #FAM3 at 8635.211 -7008.604 14.2654 
0223: set_actor 272@ health_to 350 
0173: set_actor 272@ Z_angle_to 180.1716 
01B2: give_actor 272@ weapon 25 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 272@ attack_rate 70 // previously known as temper_to 
009A: 273@ = create_actor_pedtype 10 model #FAM1 at 8640.712 -7004.002 14.2527 
0223: set_actor 273@ health_to 750 
0173: set_actor 273@ Z_angle_to 180.1716 
01B2: give_actor 273@ weapon 27 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 273@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 273@ weapon_accuracy_to 55 
0946: set_actor 273@ actions_uninterupted_by_weapon_fire 1 
0615: define_AS_pack_begin 998@ 
05D3: AS_actor -1 goto_point 8645.065 -7015.486 14.3603 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 8646.924 -7061.89 13.6491 mode 7 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0618: assign_actor 264@ to_AS_pack 998@ 
0618: assign_actor 270@ to_AS_pack 998@ 
0618: assign_actor 271@ to_AS_pack 998@ 
0618: assign_actor 272@ to_AS_pack 998@ 
0618: assign_actor 273@ to_AS_pack 998@ 
061B: remove_references_to_AS_pack 998@ 
0296: unload_special_actor 4 
0001: wait 4000 ms 
0ACD: show_text_highpriority "Take out the ~r~flamethrower brutes." time 4000 

:safeword_36611
0001: wait 0 ms 
0050: gosub @safeword_1578 
0050: gosub @safeword_1163 
0050: gosub @safeword_31596 
00D6: if 
0118:   actor 263@ dead 
004D: jump_if_false @safeword_36657 
0164: disable_marker 1011@ 

:safeword_36657
00D6: if 
0118:   actor 264@ dead 
004D: jump_if_false @safeword_36678 
0164: disable_marker 1013@ 

:safeword_36678
00D6: if and
0118:   actor 264@ dead 
0118:   actor 263@ dead 
004D: jump_if_false @safeword_36716 
0164: disable_marker 1013@ 
0164: disable_marker 1011@ 
0002: jump @safeword_36730 

:safeword_36716
0002: jump @safeword_36611 
0002: jump @safeword_1343 

:safeword_36730
0ACD: show_text_highpriority "You: Where done." time 4000 
0001: wait 4000 ms 
016A: fade 0 time 2000 
0001: wait 2000 ms 
016A: fade 1 time 2000 
0ACB: show_styled_text "mission passed!" time 1000 style 1 
0394: play_music 2 
0109: player $PLAYER_CHAR money = 150000 
0395: clear_area 1 at 8694.421 -7003.359 14.0305 radius 555.0 
009B: destroy_actor $415 
009B: destroy_actor $413 
009B: destroy_actor $419 
009B: destroy_actor $416 
00D8: mission_cleanup 
0001: wait 300 ms 
0ACB: show_styled_text "~g~$150000" time 5000 style 5 
0038:   $420 == 0 
0002: jump @safeword_1343 
